Damagers are one of the 4 roles available in DCUO.
This Role generally focuses on dealing damage to enemies and completing objectives.
All Power Types have the Damage Role available.
Damage armor tends to provide higher Might and Precision than other role armor.
The symbol that represents a Damager is a Flame.
- 1 Damage Role
- 2 Stats
- 2.1 Precision
- 2.2 Might
- 2.3 Weapon DPS
- 2.4 Critical Weapon Attack Damage
- 2.5 Critical Weapon Attack Chance
- 2.6 Critical Ability Attack Damage
- 2.7 Critical Ability Attack Chance
- 2.8 Power
- 2.9 Health
- 2.10 Weaponization Rating
- 2.11 Weapon Buff Powers
- 2.12 Finisher Powers
- 2.13 Power Interactions
- 2.14 Iconic Powers
- 3 Weapons
All characters start in the Damage Role. Other roles become available at Level 10.
A Player in Damage Role gains +10% Damage.
Power Interactions include using certain powers to prime other specific powers for additional damage.
Area of Effect powers cause damage to all opponents within a Radius. AOEs split damage depending on the number of affected opponents.
Damage Over Time powers distribute damage at a regular interval for a limited duration. Some DOTs stack with other DOTs allowing multiple simultaneous ticks of damage on an opponent. Damagers can use other attacks on an opponent during the DOT ticks to further increase damage.
Burst damage powers inflict damage in a single hit.
Damagers should prioritize targets and position themselves to maximize damage output without impacting their survivability.
As a damage dealer, your main statistics will be, in order of importance:
- Critical Weapon Attack Chance/Critical Ability Attack Chance
- Critical Weapon Attack Damage/Critical Ability Attack Damage
Precision is combined with Weapon DPS to determine the damage of weapon attacks.
Weapon Damage = Base Weapon Damage Multiplier * (50% Weapon DPS + 100% Precision)
Precision can be increased using Equipment Mods, Generator Mods and spending Stat Points in Precision.
The Relentless Precision Tactical Mod can temporarily increase Precision.
Might determines the damage of superpowers and power based combos.
Superpower Damage = Base Superpower Multiplier * (100% Might)
Might can be increased using Equipment Mods, Generator Mods and spending Stat Points in Might.
The Escalating Might Tactical Mod can temporarily increase Might.
Weapon DPS is combined with Precision to determine the damage of weapon attacks.
Weapon Damage = Base Weapon Damage Multiplier * (50% Weapon DPS + 100% Precision)
Critical Weapon Attack Damage is the bonus percent damage of a critical weapon hit.
Stat Points can be spent in Critical Attack Damage to increase Critical Weapon Attack Damage.
Base Critical Weapon Attack Damage is 25%.
Critical Weapon Attack Chance is the chance that a weapon attack will critically hit.
Stat Points can be spent in Critical Attack Chance to increase Critical Weapon Attack Chance.
Base Critical Weapon Attack Chance is 5%.
Critical Ability Attack Damage is the bonus percent damage of a critical superpower hit.
Stat Points can be spent in Critical Attack Damage to increase Critical Ability Attack Damage.
Base Critical Ability Attack Damage is 25%.
Critical Ability Attack Chance is the chance that a superpower attack will critically hit.
Stat Points can be spent in Critical Attack Chance to increase Critical Ability Attack Chance.
Base Critical Ability Attack Chance is 5%.
Power is required to use abilities in a Loadout and is drained as abilities are performed.
A percentage of max Power regenerates every second.
Power regeneration is increased out of combat.
Power builds when performing weapon attacks with either Weapons Expert or Hybrid Focus.
Power does NOT build when performing weapon attacks with Superpowered Focus but +10% Power and +25% Power Regeneration is granted instead.
Power can be restored by specific active powers, breakouts and consumables.
Breakouts require Innate Skills in a Movement tree to restore power after a breakout.
Power is restored when defeating opponents in Challenges, Duos and open world content.
Power restoration is indicated by blue numbers in combat.
Health measures the ability to withstand knockout.
While out of combat, a percentage of max Health regenerates every second.
Health restoration is indicated by green numbers in combat.
A larger Health pool helps survivability. A dead Damager can not cause any new damage.
Weaponization increases the amount of damage caused by thrown or smashed objects.
A high Weaponization Rating is required to lift large objects including vehicles.
Weaponization can be increased with Super-Strength.
Weaponization can be increased with by spending Stat Points in Might and Precision.
Weapon Buff Powers
Finisher powers cause extra damage when the target is below 35% Health.
The La Mort Card Artifact grants additional functionality with Finishers.
Head Equipment Mods that restore Power are available for each Finisher.
Power Interactions can be used to maximize damage output.
Pick and choose which ones work best for you, though the following are strongly recommended:
- Super-Strength : Allows you to pick up and smash or throw large objects. Increases damage caused with by smashing or throwing environment objects.
All weapon attacks excluding basic melee and ranged attacks are classified as either Interrupts or Block Breakers.
Interrupting attacks disrupt attacks that are Vulnerable to Interrupt but are Vulnerable to Block.
Blocks disrupt Interrupting attacks but are Vulnerable to Block Breaking.
Block Breakers break Blocks but are Vulnerable to Interrupt.
When hit by a counter mechanism that the player is currently vulnerable to, they are knocked down and take some damage, creating a rock-paper-scissors scenario. Counter damage is based on Precision.
Most Basic attacks are not Interrupts or Block Breakers and are not Vulnerable to Interrupt but may be Vulnerable to Block after a number of hits. Some slower Basic ranged attacks are Block Breakers and are Vulnerable to Interrupt.
A small icon over a player's head shows which combat mechanism they are using.
Certain Weapon Combos may Knockdown, Push, Juggle or Stun opponents.
Weapon Mastery requires a certain number of Stat points spent in a Weapon Tree. The player gains increased damage when using weapon combos if Weapon Mastery is unlocked for the equipped weapon type.
Multiple Mastery allows combos into other Weapons if Weapon Mastery is unlocked in other Weapon trees.
|Weapon||Combos Into||Combo 1||Combo 2||Combo 3||Combo 4|
Kip-Up Launcher -> Smoke Bomb
Blow Slam -> Spinning Punch
Explosive Shot -> Full Auto
Flurry Shot -> Magnum Round
Haymaker -> Home Run
Stomp Smash -> Enhanced Shuriken
Loft Shot ->
Sweep Shot -> Ultra Flurry
Jump Shot -> Meteor Blast
Whirlwind Overstrike -> Ground Pound
Charged Double Throw -> Explosive Shot
Fist Slam -> Ground Pound
Uppercut -> Haymaker
Solar Flame -> Explosive Shot
Meteor Blast -> Arrow Fling
Knee Launch -> Loft Shot
Spinning Punch -> Sweep Shot
Cartwheel Kick -> Uppercut
Empowered Shuriken -> Meteor Blast
Air Launch -> Stunning Swipe
Spin Chop -> Dual Flurry
Flip Slash -> Pulse Beam
Focused Blast -> Solar Flame
Overhead Smash -> Flurry
Flamethrower -> Air Launch
Flip Burst -> Slip Shot
Spinning Upslash -> Home Run
Spinning Downward Cross -> Big Scoop
Leaping Stab -> Lifting Strike
Heavy Sidearm Throw ->
2 Tap -> Cleave
4 Tap ->
Tap -> Mortar (infinite Mortar)
2 Tap ->
4 Tap ->
Home Run -> Flurry Shot
Tap -> Arrow Storm (infinite Arrow Storm)
Weapon Combat Mechanisms
Block Breaker / Vulnerable to Interrupt
|Bow||Flurry Shot, Long Draw, Trick Shots|
|Dual Pistols||Full Auto, Magnum Round, Slip Shot|
|Dual Wield||Charged Double Throw, Encircling Throw|
|Hand Blaster||Charged Blast, Meteor Blast, Power Discharge, Pulse Beam, Scissor Kick, Solar Flame|
|Martial Arts||Enhanced Shuriken, Heavy Shuriken, Shuriken Storm|
|Rifle||Flamethrower, Grenade Launcher, Mortar, Rolling Barrage|
|Shield||Heavy Sidearm Throw, Overhand Throw, Sidearm Throw|
|Two-Handed||Hammer Throw, Mega Smash|
|Gorilla Form||Stomping Rage|
|Primal Wolf Form||Lupine Darts, Primal Burst|
|Celestial Combos||Cleansed Malediction, Corrupted Benediction|
|Construct Combos||Impact, Light Blast, Minigun|
|Rage Combos||Dreadful Explosion|
Interrupts / Vulnerable to Block
|Bow||Arrow Fling, Bow Slam, Finishing Volley, Impact Arrow, Kip Up Launcher, Lunging Stab|
|Brawling||Backfist, Double Fist, Ground Pound, Hammer Fist, Haymaker, Launching Uppercut, Lunging Right, Punt|
|Dual Pistols||Jump Shot, Lifting Strike, Loft Shot, Lunge Strike|
|Dual Wield||Dual Flurry, Flying Spin Attack, Stunning Swipe, Ultra Flurry, Whirlwind Overstrike, Whirlwind Strike|
|Hand Blaster||Fist Slam, Leap Attack, Uppercut|
|Martial Arts||Axe Kick, Cartwheel Kick, Elbow Drop, Knee Launch, Smoke Bomb, Spinning Punch|
|One-Handed||Air Launch, Cleave, Flip Slash, Flurry, Quick Chop, Spin Chop, Spin Slash|
|Rifle||Flip Burst, Overhead Smash, Surprise Volley|
|Shield||Devastating Kicks, Leaping Stab, Overhead Plate Smash, Shield Uppercut, Spinning Backhand, Spinning Downward Cross, Spinning Upsmash|
|Staff||Downward Smash Combo, Launching Roundhouse Combo, Leaping Overhead Strike, Martial Flowers, Roundhouse Combo, Sweeping Slice|
|Two-Handed||Big Scoop, Clobber, Doom Spin, Home Run, Lunging Smash|
|Gorilla Form||Gorilla Rage, Lunge Attack|
|Insectoid Form||Leap Attack, Overgrowth|
|Primal Wolf Form||Double Slash, Feral Stomp, Ferocious Backfist, Hop Claw, Primal Uppercut, Wolf Rush|
|Celestial Combos||Cleansed Blight, Cleansed Consume Souls, Cleansed Death Mark, Cleansed Plague, Corrupted Corrupted Admonish, Corrupted Blessing, Corrupted Divine Light, Corrupted Wrath of the Presence|
|Construct Combos||Grasping Hand, Snap Trap|
|Rage Combos||Extra Measure, Eviscerate, Revenge Spin|
|Bow||Arrow Fling, Bow Slam, Explosive Shot, Flurry Shot|
|Brawling||Backfist, Ground Pound, Hammer Fist, Haymaker, Launching Uppercut, Punt|
|Dual Pistols||Jump Shot, Magnum Round|
|Dual Wield||Dual Flurry, Encircling Throw, Ultra Flurry|
|Hand Blaster||Scissor Kick, Solar Flame|
|Martial Arts||Elbow Drop, Enhanced Shuriken, Spinning Punch|
|One-Handed||Cleave, Flip Slash, Spin Chop, Spin Slash|
|Rifle||Mortar, Overhead Smash, Rifle Slam, Rolling Barrage|
|Shield||Handspring Kick, Heavy Sidearm Throw, Overhand Throw, Shield Uppercut, Spinning Upsmash|
|Staff||Downward Smash Combo, Leaping Overhead Strike|
|Two-Handed||Clobber, Doom Spin, Home Run, Mega Smash|
|Gorilla Form||Continued Rage, Stomping Rage|
|Primal Wolf Form||Feral Stomp, Ferocious Backfist, Hop Claw, Lupine Darts, Primal Burst|
|Dual Pistols||Sweep Shot|
|Dual Wield||Encircling Throw, Stunning Swipe|
|Martial Arts||Cartwheel Kick, Smoke Bomb, Shuriken Storm|
Flurry, Spin Slash
Full Supercharge: Flamethrower, Surprise Volley
|Shield||Leaping Stab, Overhead Plate Smash, Spinning Downward Cross, Two Footed Slam|
Full Supercharge: Sidearm Throw
|Staff||Leaping Overhead Strike, Martial Flowers|
|Gorilla Form||Gorilla Rage|
|Primal Wolf Form||Double Slash, Hop Claw|
|Bow||Finishing Volley, Kip Up Launcher|
|Dual Pistols||Lifting Strike, Loft Shot|
|Dual Wield|| Flying Spin Attack, Whirlwind Overstrike|
Full Supercharge: Whirlwind Strike
|Hand Blaster||Meteor Blast, Uppercut|
|Martial Arts||Knee Launch|
|One-Handed||Air Launch, Flip Slash|
|Staff||Launching Roundhouse Combo, Roundhouse Combo|
|Primal Wolf Form||Double Slash, Primal Uppercut, Wolf Rush|
|Dual Pistols||Full Auto|
|Dual Wield||Encircling Throw, Flying Spin Attack|
|Hand Blaster||Fist Slam, Pulse Beam|
Some DPS prefer to stay far and target the enemy with long ranged attacks (holding down triangle or right click on the mouse pad ) this is advisable for fighting any boss while there is also the melee style of fighting which is best used for close combat
If you plan to follow the first strategy it is advisable to focus in you mods on precision it is to invest in mods of Precision, Precision & Might, Precision & Health, Precision & Power, Dominance & Precision, Vitalization & Precision, Restoration & Precision
You want to have a Damage Increase Power active if you have over 50% power. Using a Pull-Towards or Charge attack will help you close the distance between you and the enemy. Keep an eye out for Massive Attacks and either Block them or interrupt them. Enemies with the Shield icon are tougher than most, so using a 35% Health Power near the end is a good way to knock them out for good.
Your job is to do all the dirty work. You need to kill the adds (minor enemies) that show up, click the boxes when you need to and throw healing barrels when they are close by. Stick close to your healer as you will likely be taking a fair chunk of damage in combat. Melee attacks deal more damage than ranged ones but put you in harm's way. Depending on your weapon, you might be better off staying at range while keeping a Damage Increase Power active as much as possible. Remember to spam your 35% Health Power when the boss is under that amount. If you find yourself surrounded by enemies, use a Knockback and run to the Tank. They usually have an Area Effect ability that will taunt them off you.