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==Team Philosophy== | ==Team Philosophy== | ||
Any team with Dormammu on it should be a Dormammu team. That is, the team should be constructed in a way that allows Dormammu to thrive. This is typically achieved by placing him in the '''Second''' position. Dormammu 2nd can utilize his unique utility via DHC or TAC to get him onto the field on your own terms, at which point he can then completely dominate the flow of the match. After winning the point war, a DHC to '''Stalking Flare''' can allow for a nearly inescapable incoming mixup. If performed twice, you've just won the game! | |||
Thus a strong Dormammu team typically consists of a speedy '''Point''' character, who can cover for some of Dormammu's weakness at round start and generate meter for him to spend, and a strong '''Support''' on third, whose assist has to be strong enough for both Dormammu and the point character as well, due to Dark Hole's lackluster neutral value. A good Point for Dormammu is anyone who can use Dark Hole and Stalking Flare DHC effectively. As such, there are many strong contenders for this role. He is a bit pickier when it comes to support. | |||
== Notable Points == | == Notable Points == | ||
=== Wolverine === | === Wolverine === | ||
[[File:UMVC3 Wolverine Icon.png|center|100px]] | [[File:UMVC3 Wolverine Icon.png|center|100px]] | ||
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[[File:UMVC3 Doctor Doom Icon.png|center|100px]] | [[File:UMVC3 Doctor Doom Icon.png|center|100px]] | ||
<center>[[File:Alpha.png|20px]][[File:Beta.png|20px]][[File:Gamma.png|20px]]</center> | <center>[[File:Alpha.png|20px]][[File:Beta.png|20px]][[File:Gamma.png|20px]]</center> | ||
Doctor Doom is arguably Dormammu's single best friend. All three of his assists are incredibly strong for the Lord of the Dark Dimension. Plasma Beam allows for easy and quick cross-up mixes when combined with a {{clr|M|421M}} teleport and easy extensions off {{clr|H|3H}}, Flame Carpet. Molecular Shield allows for incredible lockdown when combined with a {{clr|H|2369H TK Dark Hole}} into a {{clr|M|421M}} teleport mixup. Finally, Hidden Missiles allows unparalleled freedom in gathering spells and zoning, and Dormammu is able to protect it well between Pillar and Chaotic Flame. | Doctor Doom is arguably Dormammu's single best friend. All three of his assists are incredibly strong for the Lord of the Dark Dimension. '''Plasma Beam''' allows for easy and quick cross-up mixes when combined with a {{clr|M|421M}} teleport and easy extensions off {{clr|H|3H}}, '''Flame Carpet'''. '''Molecular Shield''' allows for incredible lockdown when combined with a {{clr|H|2369H TK '''Dark Hole'''}} into a {{clr|M|421M}} teleport mixup. Finally, '''Hidden Missiles''' allows unparalleled freedom in gathering spells and zoning, and Dormammu is able to protect it well between Pillar and Chaotic Flame. | ||
=== Dante === | === Dante === | ||
[[File:UMVC3 Dante Icon.png|center|100px]] | [[File:UMVC3 Dante Icon.png|center|100px]] | ||
<center>[[File:Alpha.png|20px]]</center> | <center>[[File:Alpha.png|20px]]</center> | ||
Dante is a unique pick behind Dormammu. Jam Session is in the running for the best assist in the game, and Dormammu uses it very well. But Dante's value doesn't merely lie in his assist. Million Dollars is an incredibly damaging DHC for anything that your Chaotic Flame fails to kill, and is also very useful as a THC - especially if you're willing to blow X-factor, too. Dormammu/Dante is a powerful but underutilized pair. Dormammu additionally supports Dante very well in return, and allows for unique extensions that boost his damage to kill territory even off grabs and other awkward hits. | |||
=== Magneto === | === Magneto === | ||
[[File:UMVC3 Magneto Icon.png|center|100px]] | [[File:UMVC3 Magneto Icon.png|center|100px]] | ||
<center>[[File:Alpha.png|20px]]</center> | <center>[[File:Alpha.png|20px]]</center> | ||
Magneto and Dormammu exhibit strong two-way synergy. Magneto quite likes Dormammu behind, but Dormammu in front of Magneto is extremely powerful in return. Dormammu makes excellent use of Electromagnetic Disruptor assist, which combined with his {{clr|M|421M Teleport}} makes for an instant hard-to-blockable. Magneto also offers a highly damaging DHC after Chaotic Flame in Magnetic Tempest, and a great OTG THC in Shockwave. The duo is strong in any order and there are several thirds that can be played alongside them. | |||
=== Haggar === | === Haggar === | ||
[[File:UMVC3 Haggar Icon.png|center|100px]] | [[File:UMVC3 Haggar Icon.png|center|100px]] | ||
<center>[[File:Alpha.png|20px]]</center> | <center>[[File:Alpha.png|20px]]</center> | ||
In addition to benefitting greatly from Dormammu's support, the Mayor of Metro City is one of his best partners in return. Lariat is an invaluable replacement for a reversal, filling a gigantic hole in Dormammu's kit. In addition to its defensive utility it is one of the easiest assists to extend off of with {{clr|H|6H > 6H}} {{clr|L|> 236L}} in the corner. Body Press is an excellent option to DHC into out of Chaotic Flame, and Rapid Fire Fist is good to DHC out if the opponent is rushing you down. The pairing has excellent two way synergy that is very much worth exploring, and they make each other stronger characters when the other is on the field. | |||
=== Shuma-Gorath === | === Shuma-Gorath === | ||
[[File:UMVC3 Shuma-Gorath Icon.png|center|100px]] | [[File:UMVC3 Shuma-Gorath Icon.png|center|100px]] | ||
<center>[[File:Alpha.png|20px]]</center> | <center>[[File:Alpha.png|20px]]</center> | ||
If Doctor Doom is not Dormammu's single best friend, it is Shuma-Gorath. The Being from the Chaos Dimension works excellently alongside Lord Flamehead, and uses Dark Hole and even Purification assists very well. Mystic Ray might be Dormammu's best single assist, with its strong OTG, full-screen range, and screen-clear properties. Finally, the OTG THC offered by Shuma can boost Dormammu's damage into the stratosphere at the end of a fairly basic combo. Put Shuma in Best Friends, every day. | |||
==Example Strong Dormammu Teams== | ==Example Strong Dormammu Teams== |
Latest revision as of 20:14, 18 July 2024
Team Building
this page is under construction.
Team Philosophy
Any team with Dormammu on it should be a Dormammu team. That is, the team should be constructed in a way that allows Dormammu to thrive. This is typically achieved by placing him in the Second position. Dormammu 2nd can utilize his unique utility via DHC or TAC to get him onto the field on your own terms, at which point he can then completely dominate the flow of the match. After winning the point war, a DHC to Stalking Flare can allow for a nearly inescapable incoming mixup. If performed twice, you've just won the game!
Thus a strong Dormammu team typically consists of a speedy Point character, who can cover for some of Dormammu's weakness at round start and generate meter for him to spend, and a strong Support on third, whose assist has to be strong enough for both Dormammu and the point character as well, due to Dark Hole's lackluster neutral value. A good Point for Dormammu is anyone who can use Dark Hole and Stalking Flare DHC effectively. As such, there are many strong contenders for this role. He is a bit pickier when it comes to support.
Notable Points
Wolverine

As shown in the days of yore by the likes of Angelic and Noel Brown and more recently by SpartanThrone, Wolverine/Dormammu is an excellent pair. Wolverine benefits greatly from Dark Hole in his combos and Stalking Flare DHC adds tremendous value. The setplay of Wolverine & Dormammu together is nearly unequaled, though they do rely on a strong neutral assist on 3rd such as Doctor Doom, Iron Fist, or Shuma-Gorath.
Magneto

Magneto is probably the most archetypical point for a team with Dormammu 2nd, and their synergy is strong both ways. Magneto benefits greatly from Stalking Flare DHC and can extend using Dark Hole in his combos. Dormammu additionally loves Disruptor for lateral coverage. The THC and DHC synergy alone makes this pair worth playing, but combined with strong TACs and great meter build from Magneto.
Haggar

Requiring a more deliberate playstyle, Haggar/Dormammu nonetheless is a very strong pairing. Haggar loves Dark Hole for his combos and Chaotic Flame for his THCs, and Dormammu adores Lariat support behind him. The pair have strong hard tag combos to bring in Dormammu on your own terms, and Lariat, in addition to its defensive utility, is one of the best assists for Dormammu to extend with late in a combo.
M.O.D.O.K.

MODOK loves Dormammu 2nd, and is an extremely strong and underutilized point character. Together with Doom or Dante on third, this pairing can be very dangerous. MODOK can use Stalking Flare DHC well and provides a choice of three strong assists to the Lord of the Dark Dimension.
Nova

Nova/Dormammu is a surprisingly strong pairing, but Spencer is right there. Still, Stalking Flare DHC allows for unique and very cool combos, and Nova's overhead assist allows for easy unblockbles combined with Flame Carpet. This pair is definitely underexplored, but very strong.
Spider-man

Spider-Man can use Dark Hole well in his combos and has unique hard tag routes that lead into a pillar and chaotic flame. Additionally, Spidey can DHC from maximum spider to Stalking Flare, then hard tag back in and Maximum Spider again - and DHC again! You can loop Maximum Spider in this way up to three times if you have 5 meters when you start. A very fun and very strong pair.
Firebrand

Firebrand uses Dormammu's assists and Stalking Flare very well, and also benefits from a damage engine on 2nd. Both love Doctor Doom on third, and FB's speed and unique mobility compensate's for dorm's more stilted movement.
C. Viper

Notable Supports
Doctor Doom



Doctor Doom is arguably Dormammu's single best friend. All three of his assists are incredibly strong for the Lord of the Dark Dimension. Plasma Beam allows for easy and quick cross-up mixes when combined with a 421M teleport and easy extensions off 3H, Flame Carpet. Molecular Shield allows for incredible lockdown when combined with a 2369H TK Dark Hole into a 421M teleport mixup. Finally, Hidden Missiles allows unparalleled freedom in gathering spells and zoning, and Dormammu is able to protect it well between Pillar and Chaotic Flame.
Dante

Dante is a unique pick behind Dormammu. Jam Session is in the running for the best assist in the game, and Dormammu uses it very well. But Dante's value doesn't merely lie in his assist. Million Dollars is an incredibly damaging DHC for anything that your Chaotic Flame fails to kill, and is also very useful as a THC - especially if you're willing to blow X-factor, too. Dormammu/Dante is a powerful but underutilized pair. Dormammu additionally supports Dante very well in return, and allows for unique extensions that boost his damage to kill territory even off grabs and other awkward hits.
Magneto

Magneto and Dormammu exhibit strong two-way synergy. Magneto quite likes Dormammu behind, but Dormammu in front of Magneto is extremely powerful in return. Dormammu makes excellent use of Electromagnetic Disruptor assist, which combined with his 421M Teleport makes for an instant hard-to-blockable. Magneto also offers a highly damaging DHC after Chaotic Flame in Magnetic Tempest, and a great OTG THC in Shockwave. The duo is strong in any order and there are several thirds that can be played alongside them.
Haggar

In addition to benefitting greatly from Dormammu's support, the Mayor of Metro City is one of his best partners in return. Lariat is an invaluable replacement for a reversal, filling a gigantic hole in Dormammu's kit. In addition to its defensive utility it is one of the easiest assists to extend off of with 6H > 6H > 236L in the corner. Body Press is an excellent option to DHC into out of Chaotic Flame, and Rapid Fire Fist is good to DHC out if the opponent is rushing you down. The pairing has excellent two way synergy that is very much worth exploring, and they make each other stronger characters when the other is on the field.
Shuma-Gorath

If Doctor Doom is not Dormammu's single best friend, it is Shuma-Gorath. The Being from the Chaos Dimension works excellently alongside Lord Flamehead, and uses Dark Hole and even Purification assists very well. Mystic Ray might be Dormammu's best single assist, with its strong OTG, full-screen range, and screen-clear properties. Finally, the OTG THC offered by Shuma can boost Dormammu's damage into the stratosphere at the end of a fairly basic combo. Put Shuma in Best Friends, every day.