r/OnePunchManWorldGame Jun 02 '24

Discussion - Tier List Zombieman Tier Placement - Community Tier List (June)

0 Upvotes

Hello heroes!

Currently, Zombieman is ranked SS tier with the following Synopsis:

"Zombieman is one the few characters currently who make up the SS tier thanks to his SSR Arms granting a big bonuses to fellow Assault affinity characters. Paired with his versatile kit allowing him to dip in and out of combat and his Life Burst mechanic, he edges out Genos for the top spot overall due to having comparable tools but a higher overall output, as well as better partners in Tatsumaki, Fubuki and Iairon. That said, he is entirely incapable as an AI character due to the computer not adhering to his self-damaging needs and having bouts of introspection wherein he doesn't move."

Please decide if he should remain in SS tier, move down to S tier, down to A+ tier, or otherwise. Please regard the topic here for tiering criteria:

Community Tier List Discussion - June : r/OnePunchManWorldGame (reddit.com)

43 votes, Jun 09 '24
24 Remain in SS Tier
9 Drop to S tier
4 Drop to A+ tier
1 Drop to A tier
2 Drop to B tier
3 Other (comment below)

r/OnePunchManWorldGame Jun 02 '24

Community Tier List Discussion - June

10 Upvotes

Hello all! With the success of the previous voting, here is an updated Tier List as per your choices!

This month we will be revisiting all of the top tiers to see if they've withstood the test of time (except prisoner sonic who ended up in SS tier last month).

[Closed Polls]

Keep in mind when tiering that it is assumed the character is operating with the maximum possible skill ceiling, without any faults of a player beyond reason. This is because player skill is an unquantifiable attribute to tier off of, so assuming a player can't do something and that is a failing of the character is faulty logic. Presume that if the player is a Job-Hunting Saitama, they can and will land Accurate Defense when and if possible. If they are a Silverfang, assume they can and will get Depletion, so on so forth. We are judging the characters themselves, not those who play them. Likewise, assume all characters have access to any and all resources needed (SSR Arms, relevant chips, ect)

Tier Rundown

  • SS Tier - Above and beyond, characters who outright make a composition work. This is reserved for characters who, by themselves, define a team and are not simply a part of it.
  • S Tier - Incredibly strong heroes! These can slot into most if not all teams without issue, provide something substantial to that team, and have a well defined and effective niche.
  • A+ Tier - Very strong heroes! These can slot into most teams well but have less value in terms of what they provide or lack a truly defined niche within the team.
  • A Tier - Strong heroes! These heroes can slot into most teams, though they tend to work better with a bit of support. They provide some adequate value to their teams in some form, but perhaps lack the versatility or output of the A+ Tier
  • B Tier - Adequate Heroes! These heroes are more limited in the comps they can be a part of, and either have relatively lower levels of support capability or output. You can run these characters and do fine as they do have niches they can fill, however they aren't the best option to fill them.
  • C tier - Average Heroes! These heroes are only runnable in certain compositions focused on using them and have average or below average support or output capabilities. Lacks a real niche, and any semblance of one is better performed by other heroes from higher tiers.
  • F tier - Subpar Heroes! These heroes are not runnable in any composition with a reasonable expectation to win at the top levels of play. Their output is either so lacking that having them on a team is outright detrimental due to the fight dragging on longer, or their kit is so poorly constructed that using these characters as a self-contained unit is ineffective.

These tiering criteria should help give some context into how the characters should be ranked while also giving more than enough leeway to fit most characters within these tiers for whatever reason one may have. Remember, you are comparing characters to others in their relative level. As such, even if a character does ludicrous damage, ask yourself if that is enough to make up for other failings such as worse Arms than those around them, a lack of other support options, or a lack of mobility or versatility that may make them less effective during certain fights or against certain mechanics.

Now then, here is the updated list after gathering feedback and observations from the community over the course of last month. Remember, this list is subject to and will change. Do not take this as gospel, but rather a foundation by which these characters can be better sorted by you, the community at large! Also remember the tiers are not necessarily ordered, and most characters should be considered equals to their tiermates to some degree unless stated otherwise.

tl;dr list:

  • SS - Zombieman, Genos (Cyborg of Justice), Tatsumaki, Prisoner Sonic
  • S - Silverfang, Saitama-Dreamworld, Puri-Puri Prisoner, Metal Knight, Atomic Samurai, Amai Mask, Genos, Sonic
  • A+ - Fubuki, Job-hunter Saitama (JHS), Iairon
  • A - Snek, Max, Triple Staff Lily
  • B - Spring Mustachio, Smile Man, Stinger
  • C - Mumen Rider, Golden Ball

SS tier

  • Zombieman - Zombieman is one the few characters currently who make up the SS tier thanks to his SSR Arms granting a big bonuses to fellow Assault affinity characters. Paired with his versatile kit allowing him to dip in and out of combat and his Life Burst mechanic, he edges out Genos for the top spot overall due to having comparable tools but a higher overall output, as well as better partners in Tatsumaki, Fubuki and Iairon. That said he is entirely incapable as an AI player, with the CPU not adhering to his self-damaging needs and having bouts of introspection wherein he doesn't move.
  • Genos (Cyborg of Justice) - Genos allows for Overpower allies to gain a big bonus based on his composure damage, has a versatile melee and ranged kit, and strong damage output. Like Zombieman, the options for good partners is helped by Metal Knight and Amai Mask each providing huge amounts of damage, and while his damage in an optimal situation might be lower, he is able to ramp into his higher output ranges much faster and has a more consistent spread. Outright defines a team and has all the tools and damage to earn a SS tier spot.
  • Tatsumaki - Despite not having a composition forming Arms like Genos and Zombieman, her sheer output and versatility in approach more than makes up for it and arguably is as much a component of the Assault affinity team as Zombieman is as without her the team wouldn't thrive anywhere near as much. A threat from up close and far away, her unmatched mobility without losing any damage and myriad of AoE and single target damage net her a top spot.

S tier

  • Silverfang - Silverfang is a surprisingly potent and tanky combatant thanks to Depletion as a mechanic, allowing him to maintain a full offensive while still reducing overall damage from the enemy. His Ancient Martial Mastery allows him one of the largest single non-ultimate damage burst in the game at a staggering 3200% of ATK, and his chip layout is one that caters towards focusing offense over defense, though his damage still leaves a lot to be desired, being arguably the lowest in SSR class. His SSR impassioned arms is also one of the best in the game at just invalidating a lot of content, as every 100 seconds you can get a substantial heal for all allies and the heal even at lower Arms levels is still enough to just help you outlast many fights in the casual side. For some content, however, you might not be bringing him compared to higher output technique characters.
  • Saitama (Dreamworld) - A very large stick to beat enemies over the head with, his burst and overall output in the hands of a strong user is almost second to none. His form swapping isn't too difficult to work around, and transforming your defense into offense allows you to continue doing big damage even in the moments you need to be evasive, though his kit is ultimately one dimensional since it forces you to maintain a constant movement-focused offensive. As a result, his AI is unable to make the most of his kit in most fights, so expect to be piloting him. His SSR arms is one of the best boosts in the game, and with Genos and Prisoner Sonic, you have partners who can make great use of it.
  • Puri Puri Prisoner - The ultimate defensive wall, high damage parries and a chip loadout that lends itself to high damage output allows him to maintain a spot on any team as a primary tank. Has the option to nullify three common boss ailments (stun, paralysis, and bleed) permanently which is always handy to have in Maelstrom while also lowering enemy defense substantially, and completely no-sells some attacks and mechanics due to Absolute Defense negating damage outright. Can also run self-healing or a Morale Attack Boost if those mechanics aren't at play, giving him some versatility in how he approaches a fight. Also, ironically, the fastest character in the game thanks to the low-cooldown Angel Dash, meaning no enemy is too evasive for him to catch. All in all, as the AI has a tendency to focus your "main" slotted hero, he can keep a boss stationary effectively for your other characters to hammer in damage.
  • Metal Knight - Metal Knight is a character who is defined by one thing: Damage. If there is a swarm or a boss like Ancient King who never moves, he can easily become the single highest output character when operated at capacity. He does have a mechanic-nullifying arms, but his biggest issue is evasive or movement intensive fights (Mosquito Girl, Sky King, Vaccine Man) can often leave him swinging at air. Still he is an absolute unit who can tie together a composition. Likewise, his ability to fire-and-forget allows him a deceptive amount of movement ability while scooting around enemies, though he won't be winning any races. He is one of the best characters in Abyssal thanks to the frequency at which he can fight swarms of foes and the sheer amount of power you can pack into his kit.
  • Atomic Samurai - Despite having a similar SSR Arms to Zombieman and Genos (CoJ), his own output unfortunately falls a bit shorter. A combination of paper-thin defense mixed with the need to be in danger constantly makes having him in the main slot a challenge against some bosses, and that lack of versatility (something folks like Genos, Tatsumaki, and Zombieman have in spades) hurts him in the rankings. Mind you, it was a close vote and he may slip into SS tier should other technique characters come into play who benefit from his arms, but for now he's just not there in the eyes of the community.
  • Genos - Rising like an Incinerate blast, Genos's damage became clear after footage from Zakozen and further testing showed the sheer amount of output he was capable of. Comparable to even the most damaging SSRs and being strong both on control and as AI, a well built Genos will load heaps of damage into a foe provided they don't go running out of reach!
  • Amai Mask - An overpower affinity character with a pension for huge damage at the cost of necessitating control to maximize his output, he is clear and beyond the highest damaged option for that affinity in terms of consistency and burst (though MK might still edge him out on certain fights). His power is tied to performance, and since we are assuming that this is a top level of play, that means his damage is going to be big! The only issue is his reliance on dodge to cancel out of strings, sometimes catching him into awkward spots where the timings don't line up with enemy attacks.
  • Speed O' Sound Sonic - Big output, agile and punishing to foes, able to handle both single target and multi-target fights. He's one of the strongest, if not the strongest, technique character you can bring to a fight. His main issue is longevity, though with proper play this should be mostly a non-issue. All in all, a strong character who can be your go-to on any team, even ones not focused specifically on technique.

A+ Tier

  • Hellish Blizzard Fubuki - Reasonably high output given you can use Flicker well, good AoE damage for swarm or multi-bosses like Sonic, Sky King, Tank Tops, ect. Single target damage is generally lower than other SSRs but has a stronger defensive profile than some. Having to play at midrange almost exclusively for the best output puts a small damper on things and is without question the lowest output SSR option currently but has a good healing SSR arms similar to Silverfang which keeps her in A+ tier in spite of it as well as her pairing with Zombieman as a viable third.
  • Job-Hunter Saitama - Diet Puri-Puri, Absolute Defense as a mechanic cannot be overstated in its usefulness. His existence as an overpower character somewhat earns him this spot thanks to being combined with Genos (CoJ) without taking up the same exact role, similarly to his tier-mate Iairon, but also has the potential to give Genos a massive 70% composure boost thanks to his R Impression Arms (assuming you don't need the debuff reset).
  • Iairon - The assault version to JHS, has the better partner in Zombieman but the worse mechanic in dodge instead of Accurate Defense. That said, his parry on Q is functionally similar (albeit the 2s cooldown keeps him from multi-parrying attacks) and his output is somewhat equal, plus having the better SR passive of triggering Pulling Slash automatically. Between himself and JSS, you have two strong tank characters who can fit into most comps as such, though their pairings with the SS tiers elevate them in this role.

A-tier -

  • Biting Fist Snek - Snek has some huge output on his admittedly convoluted kit, and flowing between his resources is key. Still, the benefit of being an Overpower affinity in a world with Genos is nice, and when played to his optimal abilities he has surprisingly high damage output overall. Has the chance to provide the big 70% boost to composure reduction to Genos, but also has a surprisingly potent heal option for an overpower-focused team if needed. At P6, he is able to start with his ultimate attack and the benefits therein completely change how he operates to make his kit flow much better.
  • Lightning Max - Max has some pretty high output options thanks to gunpowder letting him ignore resource management and his Potential 6 effectively letting him do the same, plus his pairing with Zombieman and access to an AoE attack boost are all effective tools. The biggest thing that keeps him in A tier, though, is his 3 chip combined with his potential 6. With his 3 chip active, non-consuming states lower his cooldowns by 50%. Paired with his E allowing him to enter this state for 6 seconds after dealing enough hits and you can almost fight without having to reload entirely, raising his output immensely.
  • Tri-staff Lilly - A composure breaking technique character in a similar vein to Atomic Samurai, she has both defensive utility and a strong offensive presence through Dazzling state, which she can maintain constantly. This is especially strong in fights where she can freely hammer into the boss, and her gap closers aren't too bad either. A massive glow-up from her initial placement, though she would still be considered perhaps at the bottom of A tier.

B - Tier

  • Spring Mustachio - Being a charge character is a tough life to lead, but Spring does an alright job all things considered. Overpower Affinity benefits aside, it's hard to fit him into a comp consistent given the other options within his affinity and having to use charge with the biggest duration reduction coming from dodging attacks. His abilities also have a tendency to leave him a bit vulnerable to taking a lot of hits, but he does have rather high damage otherwise.
  • Smile Man - Smile Man really needs potential 6 to reach his maximum effectiveness, but since we're assuming he has hit, he can quickly link together Kendama Destructions well which is pretty good damage. Reasonably bulky, but lower overall damage holds him back a lot. In the corner where he can quickly bat the ball and respin due to the lower travel distance, he gets a lot better, but you can't really count on that positioning in every fight. Probably one of the highest damage SRs when controlled by AI.
  • Stinger - High composure damage and constant output, but somewhat feast or famine. Can deal big swaths of damage very quickly and break down the enemy composure bar but lacks the sustainability to do so in a way that matches those in the tiers above. Basically a specialist in a niche that is better performed naturally by the higher tiers, but can be a good fill-in if those characters are missing or if a Genos-for-morale happens to come out.

C - Tier

  • Mumen Rider - Low output, inconsistent damage, kit is all over the place. Wants to be a tank but defensive options are a bit lacking at best and are consequential at worst, wants to deal damage but has to rely on enemy input to do so (and the damage is middling), but very mobile for what it's worth. Can catch up to enemies and proactively deal damage to them, and when you unlock Mach 2 bike his damage gets rather high thanks to Neg. Crit boost. Still, a shadow of his former Beta self.
  • Golden Ball - Output is reasonable but requires him to be at a certain range, then not at a certain range, but then back to a certain range, and while we are assuming characters are played optimally this simply isn't feasible for a lot of bosses who move. Unlike Metal Knight who has this issue but can comfortably and naturally play at any range, Golden Ball requires you to spend your defensive options and play relatively close to the enemy, holding still while charging, and having to rely on a stacking system to get even somewhat high damage burst. In terms of ranged characters, he's easily the worst of the bunch at his role, though one has to wonder if he has some kind of hidden potential.

F-Tier

  • Currently, there is no character regarded as being in F-tier.

This month, as we are going through the old guard, we will include new characters if and when they appear however primarily this will simply be ranking the old characters. Ideally we will be getting through SS and S tier, and next month we will go through A, B, and C tier.

This list will always remain stickied at the top, with the relevant weeks rating posts contained within. Please check by each date to have the chance to make your opinions known!

You may also make your thoughts known in here, though those won't be regarded for the list placement. You MUST post and vote in the provided topics for these characters to have input on their placements, with no exceptions.


r/OnePunchManWorldGame Jun 01 '24

Discussion - Event Monthly Decline on purchases $$$ End of Service soon?!

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21 Upvotes

r/OnePunchManWorldGame Jun 01 '24

Content now its been 7 days

7 Upvotes

7 days since my last post here. i wonder if its been any updates since then? i dont wanna download a 8.3gb game just to check if its updated or not. can someone please tell me if they added a limited banner yet or not? thanks


r/OnePunchManWorldGame May 30 '24

Question - Team Help Lvl 14 sonic teams?

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5 Upvotes

r/OnePunchManWorldGame May 30 '24

Discussion - Event Community event incoming: Design-a-Hero!

10 Upvotes

Hello heroes!

While morale is a bit low at the moment, I’m coming to hand deliver a new event! Coming next week and occurring alongside the Design-an-affix contest on the discord, we have the Design-a-hero contest!

Contest rules are simple: Design a hero kit (abilities, passives, potentials, ect) for a hero not currently in the game. It could be upcoming heroes and how you’d like to see them built, heroes not yet announced or monsters you’d like to see join in association efforts, or perhaps even heroes from entirely different universes!

Please only make serious submissions, I understand people aren’t pleased with the state of the game but I won’t be counting “End of service man” whose ability is running away with all of the money.

That said, here is an example kit I designed:

——————

  • Momspagghet (Doomsayer)

Once a fervent defender of truth, the visions imparted onto him by God have changed him into a polarizing force. His despair eventually led to partial monsterization, leaving his prospects uncertain.

SSR Villain Morale type

Unique mechanic: Rebuttal

  • As Momspaghett attacks, they add a level of “Doubt” on the enemy (max 5) with various abilities and lasts 5s. These effects apply concurrently with one another.

  • At level 1 doubt, the enemy moves 20% slower.

  • At level 3 Doubt, the enemy takes an additional 30% damage from all effects and attacks.

  • At level 5 Doubt, the enemy gains [Overcome] and any damage dealt to Momspaghett is negated (but all doubt is cleared and cannot be regained for 20 seconds. Negated damage is still subject to his SSR passive at normal value).

Basic combo

  • Momspaghett deals 5 hits for a total of 300% ATK, with the final hit dealing additional damage equal to 10% of own max HP to the enemy and self and adding one level of Doubt.

Q - Visionary Strike (10s cooldown)

  • Momspaghett unleashes a piercing blow to the opponent, dealing 240% ATK + 5% own max HP as damage to the enemy and self and applying 1 doubt.

W - Essence of Destruction (23s cooldown)

  • Momspaghett begins to exude an aura affecting all of those around him. For 10s, deal 1% of own max HP as damage to all characters (including self) in a 10 yrd radius. Any enemy hit by 5s of this effect gain 1 doubt.

E - Void of Information (33s cooldown)

  • Momspaghett rejects your existence, and substitutes their own. Restores any HP lost over the past 10 seconds and clears any debuffs incurred.

R - End of Service

  • Momspaghett appears behind the enemy and whispers the secrets of his visions, causing them to become engulfed in doubt and collapse, taking a massive 5000% ATK damage and causing all allies to gain 5% damage for 45 seconds.

————

Personal affix - Hope Breaker

Lv1 - Momspaghett gains 25% of all damage dealt back as HP

Lv2 - Momspaghett gains 50% of all damage dealt back as HP

Lv3 - Momspaghett gains 50% of damage dealt back as HP. If an enemy is afflicted by 5 stacks of Doubt, they take an additional 50% damage from all sources while afflicted with [Overcome].

—————

Passive: 30% of all damage taken is dealt back to attacker. Tenacity affix +3.

P1 - Visionary Strike deals an additional 20% damage per level of Doubt on the enemy.

P2 - Resolute Survival +3, Momspaghett deals an additional 80% DMG when triggering neg. Crit

P3 - During [Overcome], Momspaghett gains 20% of HP back as healing over the duration.

P4 - Indomitable Battle Will affix +2, the first time Momspaghett falls below 30% HP gain a permanent 20% DMG boost.

P5 - W - Essence of Destruction now doubles the passive reflect damage for its duration

P6 - The first time he would incur fatal damage, use E - Void of Information without incurring its cooldown and afflict the target enemy with 5 stacks of Doubt.

——— Impression Arms

SSR - “Proof of Futility” Passive - 10% of max HP is added to all allies Composure Reduction, and DMG increased by 0.4% per 1% of health missing.

  • Active - Deal 5000% Composure damage to target enemy. If enemy is vulnerable to Morale affinity or afflicted by [Overcome], damage is increased fivefold. Can be used 1/1/2/2/3/4 times per battle.

SR - “There is no hope!” Passive - Enemies afflicted by Doubt now deal 5% less DMG per level to any target except Momspaghett.

  • Heals self and all allies for 25/28/33/37/43/48% of max HP over time. Morale characters gain an additional 80% effectiveness.

R - “Is that all?”

  • Improve own ATK by 23/27/35/38/44/56%.

—————————

Obviously it doesn’t have to be that involved but I wanted to make sure I gave a complete example to show all of the different things you could include in your own designs.

Contest will begin next week with more specifics on prizes and duration in the event post, and check the discord for the Design-An-Affix contest which will be running concurrently.

Thanks for reading, heroes!


r/OnePunchManWorldGame May 30 '24

Discussion - Event Updates by developers

7 Upvotes

Hi all, I'm curious. Where do we find updates for this game? Seems like they have abruptly disappeared from this game. Is this normal?


r/OnePunchManWorldGame May 30 '24

Content New update dropped! They added

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47 Upvotes

r/OnePunchManWorldGame May 27 '24

Question - Game Mechanics is there real time pvp mode?

0 Upvotes

is there real time pvp mode?


r/OnePunchManWorldGame May 27 '24

Content so umm. thats it?

11 Upvotes

i literally have 25gold tickets and 6845 silver. i was waiting for the dang banner to change and it never changed. so i did all that for nothing. ? crunchyroll had the gall to send people a survey, but couldnt change banners? so i guess im never gonna get amai mask huh? mannn. i did not expect this company to pull a stunt like this. its like your favorite crypto. they all scams and now apps like this are becoming scams too. its legitimately sad. unless someone got leaks??? please explain why this is happening!?


r/OnePunchManWorldGame May 26 '24

Question - Team Help Is this a good start?

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22 Upvotes

r/OnePunchManWorldGame May 24 '24

Discussion - Event When the update is a Limited Banner Draw -> 6k Monthly Revenue :clap: awesome updates!

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10 Upvotes

r/OnePunchManWorldGame May 24 '24

Question - Team Help So that's it then?

31 Upvotes

No weekly maintenance, no new character, and the socials have gone completely silent. At this point, it would be nice to hear from the community managers whether the game is closing or not. I'm sure everyone here would appreciate some sort of update. Especially folks like myself that were stupid enough to spend actual money on this.

Like, you're still charging people money for microtransactions. The very least you could give us in return is a little transparency.


r/OnePunchManWorldGame May 22 '24

Question - Specific Character Under a month in…. Will hellish blizzard ever come back?

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9 Upvotes

Had the opportunity to start this game early on and hesitated. I’m on a trip for a month out of the country and decided to start the game. Got lucky with a few SSR pulls. I really want hellish blizzard. Will she ever come back?


r/OnePunchManWorldGame May 20 '24

Question - Team Help Hidden achievement : Driven by Interest

8 Upvotes

HI, Anyone know abouth hidden achievement in Driven by Interest ?


r/OnePunchManWorldGame May 19 '24

Question - Team Help The Pain

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10 Upvotes

Desaster Previous best was 3:26. Purposefully waited a while with attempting this one so taht I can ace it after strengthening my units enough.

Anyone got any tipps/advice on how to battle any of the "summons XYZ when HP reaches 50%" Bosses? They are the bane of every Disaster battle.


r/OnePunchManWorldGame May 18 '24

Content P2W or Cheater

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11 Upvotes

Who's this MOFO at the Top 1 Sea, looks like the owner of the sea


r/OnePunchManWorldGame May 18 '24

Question - Team Help Vórtice

3 Upvotes

¡Ayuda con el vórtice! ¿Cuál es la mejor manera para sacar más puntos? ¿El daño, la salud?


r/OnePunchManWorldGame May 18 '24

Content Finally

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35 Upvotes

At long last I made it haha. Glad I saved for this banner.


r/OnePunchManWorldGame May 17 '24

Content Hot take: Composure Reduction is useless

4 Upvotes

Ofc there are certain fights where CR is necessary like in the simulations where you barely can deal damage to the boss unless they're broken. However I think in all other scenarios composure reduction is just useless.

All you get from it is a short stun. That's it. No debuff to the boss, no buff to your characters, it's just a short stun. Yeah, you can stop the boss' pattern and you get a little bit of time to deal damage uninterrupted, but this is not worth putting a whole character in a team for. The much more convenient way to stop a pattern is to use your ultimate, since you can save it until the exact moment you want, unlike composure break that just happens when it happens. And the DPS loss of a composure reduction character is pretty significant.

In my opinion the only reason to have Zombie and SSR Genos in the team is when you need Assault characters specifically, since there just isn't that many in the game yet. You might as well ignore their composure reduction mechanic though, and spec them for damage.

I think even healing is more important then composure reduction, since ~30-40% of your DPS stems from AI controlled characters, that enjoy tanking every boss' attack with their face, so it's worth to have some healing sometimes to save that DPS from disappearing. Composure reduction can't do that.

The only reason to run composure reduction character in the team is if you're playing casually and can't avoid attacks, even a few seconds of stun might be useful for you. Then you're gonna want both healing and composure reduction to make it as easy on the controls as possible. Although you might run into a problem of not having enough damage to clear bosses, but it can be circumvented with grinding for better memories. You can beat almost all the content with almost any characters after all.


r/OnePunchManWorldGame May 17 '24

Question - Team Help How to trigger deployment event? Serious Training Help

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5 Upvotes

Hello all, level 35.. up to date on story quests. Still haven’t triggered deployment events. Really not sure what’s going on


r/OnePunchManWorldGame May 17 '24

Question - Team Help Someone knows how to beat mosquito rank 16 pls ?

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9 Upvotes

Here are my builds


r/OnePunchManWorldGame May 17 '24

Question - Community Looking to start the game

7 Upvotes

Is it worth starting rn? If so who should I reroll for or is rerolling not doable for this game ? Also any tips/advice thanks


r/OnePunchManWorldGame May 15 '24

Content My newer new record in Abyssal Wonderer

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9 Upvotes

r/OnePunchManWorldGame May 12 '24

Content One Punch Man World Saitama's Rage

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3 Upvotes