Infinite Crisis (IC) is a next-generation, free-to-play MOBA featuring fast-paced battles, streamlined RPG mechanics, and iconic locations and characters from across the DC Mulitverse. Recruit a roster of powerful heroes and villains to command in destructive combat where catastrophic events can reshape the map and the environment itself can become a weapon.
Free to Play, Free to Master
A fast-paced competitive online game in the MOBA (multiplayer online battle arena) genre , Infinite Crisis features a weekly rotation of free iconic heroes and villains from across the DC Multiverse. Permanently unlock your favorite Champions for free with Merit, earned by playing matches regardless of victory or defeat!
Be a DC Legend
Throw cars and reduce buildings to rubble with the powers of DC’s greatest Champions. Master characters to unlock their unique stolen powers, and share them across your roster. Iconic DC settings like Gotham and Coast City are yours for the wrecking.
Champion types & roles
Each champion that you can play as specializes in a particular role — for example, Joker is great at blowing people up, whereas Wonder Woman excels at keeping enemies locked down and away from killing her teammates.
Assassins excel at jumping onto squishy people and killing them quickly, before making a fast escape. They prefer picking off vulnerable targets but are generally fragile themselves and must be careful in team fights.
Examples: Atomic Wonder Woman, Flash, Gaslight Catwoman, Nightmare Batman
Blasters focus on dealing damage in short, strong bursts. The majority of their damage comes from their abilities, and they can unleash a lot of pain in a short amount of time, but rely on having their abilities available when needed.
Examples: Catwoman, Green Lantern, Joker, Star Sapphire
Bruisers love to get up close and personal. These guys are tough and can take a lot of punishment while destroying the enemy team.
Examples: Aquaman, Atomic Green Lantern, Batman, Doomsday, Robin, Shazam, Superman
Controllers Controllers specialize in creating openings, saving allies and tipping the scales in their team's favor with a myriad of ways to manipulate fights to their advantage.
Examples: Arcane Green Lantern, Harley Quinn, Nightmare Superman, Poison Ivy, Zatanna
Enforcers are the tanks of the group. Their role is to force enemies to fight them so that their fragile but more damaging allies are free to rain hell on the enemy team.
Examples: Atomic Poison Ivy, Gaslight Joker, Mecha Superman, Wonder Woman
Marksmen lack the concentrated burst of a blaster but make up for it with consistent, reliable damage and end up extremely powerful as games go on.
Examples: Blue Beetle, Cyborg, Gaslight Batman, Green Arrow, Mecha Wonder Woman
Essential advice
Try not to die! Dying has consequences in Infinite Crisis. Firstly, the enemies who killed you gain bonus credits for the kill, which helps them get stronger and makes life more difficult for your own team. Secondly, when you die you'll have to wait through a respawn timer before you resurrect and can continue playing. As the match goes on, this timer increases in duration, with timers over a minute long, and when you're out of the team fights for such a long period of time it can cost you the match. Be careful and play safe, especially if you're playing a low health/armor champion.
Be careful about chasing enemy champions. Often you'll find yourself walking into an ambush, surrounded by enemies and quickly killed off. If a low health enemy is trying to escape, you're usually better off going for the objective, such as capturing a nearby control point or attacking a turret.
Try to keep an eye on other areas of the map besides your own. It takes practice when you're just starting out, but as you get more comfortable with the game occasionally pan the camera to check on how your teammates are doing. You might notice an incoming ambush and be able to warn them, or see a situation where your help would make a difference.
Use and pay attention to pings. Pings are audio and visual alerts, and serve as a quick way to alert your team to a problem or target. An attack ping shows as a blue target on the area and on the minimap, meaning that attention should go here such as attacking a particular champion or moving to a certain position to ambush. A retreat ping is a yellow target and signifies a warning to escape, play more defensively or to warn of an impending gank. To attack ping, alt-click on the map or target; ctrl-click to retreat ping.
Turn off smartcasting. Smartcasting is where your abilities will instantly fire towards the current position of your mouse cursor as soon as you use an ability. This is bad for newer players as it doesn't let you get used to the range and radius of different abilities, and makes targeting very difficult until you're much more experienced. To disable smartcasting, go to the game settings and click the gameplay tab. Once off, activating a targetable ability will give you a range/target overlay which can then fired by left clicking.
Credit Stomping Credit Stomping allows you the ability to stomp out the coins your enemies leave on the ground. In order to avoid becoming a victim of credit stomping, make sure you score the last hit on a drone! That way, the credit is sent directly to you instead of just dropping on the ground.
Objectives and how to win
Each map has a different way of winning a match: Gotham Heights works on a score system (often called a ticket system in FPS games), whereas Coast City and Gotham Divided are more traditional base attack/defense maps.
Gotham Heights
Control points: Around the map lie five control points. These are captured by champions standing on them until they are controlled by that team. The more champions from a team standing on a control point at once, the faster the point is captured. Once captured, the opposing team can start to capture the point as long as there are no champions from the controlling team there also; if there are, the control point will be uncapturable and its turret will fire upon the enemy, dealing heavy damage.
How to win: Teams start the match with 500 health on their bases. Whichever team owns the majority of control points will steadily cause damage to the opposing team. Controlling three turrets is sufficient to start the damage to a team, and controlling more will increase the rate at which the enemy team loses base health. Once a team's base health reaches zero, that team loses the match. While both teams control the same amount of control points, neither teams' base health will be reduced.
Map special feature: In the center of the map is an Orbital Cannon control point which becomes capturable after a short amount of time. Whichever team successfully captures the point gains an extra control point towards their total (for a possible maximum of six control points), and summons a number of elite minions which aim to capture all enemy control points. This control point resets periodically, but is destroyed after being captured four times.
Coast City
Lanes and turrets: Two lanes lead out from each team's base. Base lanes are defended by large and very powerful turrets, which are continually under siege by the opposing team's minions. Turrets target the first enemy to enter their range by default, but attacking an enemy champion near their turret will instantly cause the turret to target the attacker, making it extremely dangerous to fight around an enemy's turret.
How to win: Teams aim to destroy turrets until they can reach the enemy base. Eliminating the power core turret in front of the base exposes the base itself to attack; once destroyed, the match is over.
Power relays: Periodically, two relays will unlock. These operate in the same way as control points on Gotham Heights (though without a turret), but once captured cannot be stolen until they reset a short time later. Controlling relays add significant buffs to a team's minions and make it a lot easier to push towards the enemy. Later in the match, a third relay at the top of the map also unlocks.
Map special feature: In the center of the map is the Doomsday Device, a powerful neutral turret which becomes active periodically. The device will attack any champion to approach, typically requiring a full team to defeat. Once destroyed, the device drops a special control device which any champion can pick up. After picked up, the carrier has 60 seconds to carry the device somewhere and can press T to target and detonate a massive blast with the device, causing devastating damage to an enemy turret or any enemy champions within the blast radius. If the device is not fired within the 60 seconds, the device will autofire at the carrier's location. If the carrier is killed, the device is dropped and can be picked up by anyone else, but the timer continues to roll.
Gotham Divided
How to Win Gotham Divided is a more traditional MOBA map, requiring one team to defeat the other teams turrets in lane and destroy their main base.
EMP Disable enemy AI and Towers for 4 seconds ( lvl1 ) or 8 seconds ( lvl 2 ). AI includes every monster camp, Leviathan, Raider and lane creeps.
Dampener Once you kill it you will spawn stronger creeps in that lane. They respawn after a few minutes (see the circle around it) with less health. Very important objective and this should be your goal.
Boss Monsters The first one you open will be Raider. If you kill it it drops a camera and gives global gold to your team. Drop the camera in a stealth pad somewhere. It has massive drop and vision radius.
The second one is Leviathan (he\'s strong). It drops 2 buffs. One gives a very nice AoE shield to you and your team. The second one puts the enemy in stasis for a few seconds.
Jungle buffs You can get the buffs by killing the right Jungle monsters. Look at the map above. For beginners the most important is EMP which can be easily killed by any laners after a few levels. Once you killed the monster you can pick up the buff in your base. You can upgrade the buff by killing the monster again ( that is if you haven\'t used up your lvl 1 buff yet ).
Thanks to Zelda for the Gotham Divided information.
Common terminology
CC: Crowd control. This refers to abilities which disable enemy champions in some way, such as slowing their movement speed or stunning them to make them defenseless. CC which stops the enemy from taking any action, such as knock-ups or stuns, are known as hard CC, with everything else being soft CC.
Gank: To attack a champion, aiming to kill them off. Ganks are usually surprise ambushes, such as a jungler stealthing and running into a lane behind an enemy champion before killing them off in a sneak attack with the aid of their teammates.
Junglers: are expected to gank lanes from time to time, especially ones who are struggling.
Global: Abilities (typically ultimates) which have the potential to affect any area of the entire map. An example would be Gaslight Batman's Bat Scream, which travels the full length of the map in the direction it is fired.
Juke: Dodging enemy attacks by moving out of the way, typically in an unexpected way or by using special escape tools to move away. Examples would be using Atomic Wonder Woman's Vault to hop over terrain to escape, or Flash's Speed Storm to become untargetable and avoiding imminent damage.
Jungle: The jungle is the area of the maps, mostly the main central zone, away from the lanes and unpatrolled by team minions. Junglers are players who choose to level up by killing neutral creatures in the jungle area instead of joining a lane, known as jungling.
MIA: Missing in action. People in lane will sometimes type something like "Cyborg MIA" or "mia bot" (for bottom lane). This means that the enemy previously in that lane is no longer visible and therefore could be somewhere else on the map preparing to gank another teammate or steal an objective. MIA is sometimes typed as SS instead.
Penta: Getting multiple killing blows on enemy champions in rapid succession is known as a double kill for two kills, up through triple kill, quadra kill, and finally penta kill for killing all five enemies.
Turret dive: Attacking an enemy champion near one of their turrets is known as turret diving. Done wrong it'll lead to a quick suicide, so usually it's only done when a lone enemy is extremely low health, or when a bulky enforcer champion can go in first to attract the turret's attention and tank the hits while their allies kill the enemy.
Current Champions
Aquaman
Arcane Green Lantern
Atomic Green Lantern
Atomic Poision Ivy
Atomic Wonder Woman
Batman
Blue Beetle
Catwoman
Cyborg
Doomsday
Flash
Gaslight Batman
Gaslight Catwoman
Gaslight Joker
Green Arrow
Green Lantern
Harley Quinn
Joker
Mecha Superman
Mecha Wonder Woman
Nightmare Batman
Nightmare Superman
Poison Ivy
Robin
Shazam
Star Sapphire
Superman
Wonder Woman
Zatanna
Aquaman
Arcane Green Lantern
Atomic Green Lantern
Atomic Poision Ivy
Atomic Wonder Woman
Batman
Blue Beetle
Catwoman
Cyborg
Doomsday
Flash
Gaslight Batman
Gaslight Catwoman
Gaslight Joker
Green Arrow
Green Lantern
Harley Quinn
Joker
Mecha Superman
Mecha Wonder Woman
Nightmare Batman
Nightmare Superman
Poison Ivy
Robin
Shazam
Star Sapphire
Superman
Wonder Woman
Zatanna