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Super Zoshi is one of the 8 generals under Lancer, leading a division made of elite members of his own dimension. Though he shows an inability to properly speak, he is among the strongest of the generals.
With each decision in the universe, an alternate one could be made. The extreme alternate decisions were used by a god in order to create Dimension W, a dimension in which the heroes are villians. Reflecting Yoshi's leadership skills, Super Zoshi became a leader among the group of villians, and led a reign of terror against the citizens of Dimenson W. Lancer somehow managed to breach the barrier between that dimension and ours. Recruited by Lancer, Super Zoshi prepares himself to destroy the heroes of the new universe, and conquer the citizens of their worlds.
"No mercy shall be shown TO WEAKLINGS LIKE YOU!"
Super Zoshi is a merciless prideful dragonic Yoshi. In contrast to his counterpart, Super Zoshi is a belligerent fighter, who will stop at nothing to destroy his opponents. Any one who dares insult him will be dealt a crippling blow before a torturous death is bought upon them. He can not stand peace, and will force prisoners to fight him if no one else can.
Super Zoshi's original stats are among the strongest of the generals. In a similiar vein to Yoshi, he is able to copy certain character's stats, allowing him to play several roles. Each role grants Super Zoshi new stats and moves, allowing him to quickly dominate the battle field.
ACTIVE: Super Zoshi creates a clone and disappears. Those who hit the clone will be dealt 250 special damage.
Cull the Meek - - 8 second cooldown
ACTIVE: Super Zoshi swings his claws, dealing 270 base physical damage, while healing him by 450 health.
Frenzy - - 18 second cooldown
PASSIVE: Super Zoshi gains 10% attack speed every time he attacks using a physical move.
ACTIVE: Super Zoshi bites the opponent, dealing 260 physical damage, along with 5% of the opponent's health.
Will to Fight - 20 second cooldown
PASSIVE: Super Zoshi gains 3 attack, speed, defense, and special defense for each enemy on the field.
ACTIVE: Super Zoshi lets our a roar, losing the passive boost, but gains 6 attack, speed, defense, and special defense for each enemy, while granting all bonuses to nearby allies. This lasts for 10 seconds.
Puncturing Taunt - 12 second cooldown
ACTIVE: Super Zoshi taunts an opponent, lowering their defense by 25 while forcing them to attack him.
Mocking Shout - 14 second cooldown
ACTIVE: Super Zoshi lets out a mocking shout, lowering opponent's attack by 30, and speed by 25.
Bloodlust - 12 second cooldown
PASSIVE: Super Zoshi gains 17 attack. This amount is doubled upon 50% health.
ACTIVE: Super Zoshi heals himself by 70 health, and gains 30% life steal.
Eternal Thurst - 25 second cooldown
PASSIVE: Super Zoshi is healed for 18 health each time he auto attacks. This stacks up to 3 times. This passive is lost during cooldown.
ACTIVE: Super Zoshi loses 5% of his health, but deals 20% more damage for 10 seconds.
Dragon's Fury - Inate
PASSIVE: Super Zoshi's advanced techniques inflict corruption. Those with stacks have stat reductions, and Super Zoshi's moves will deal additional effects. Additional stacks deal the previous side effect and then some. Stacks are removed after they reach the max amount.
1: Enemy is slowed by 5%; Super Zoshi gains 10% armor penetration against the target.
2: Enemy loses 20 attack; Super Zoshi's moves cause confusion.
3: Enemy loses 30 special defense; Super Zoshi's moves inflict burns.
4: Enemy loses 25 special attack; Super Zoshi's moves poison the enemy.
5: Enemy loses 10% of all stats; Super Zoshi's next move will deal twice the damage, and create a shockwave that inflicts the original damage to enemies hit.
Dragonic Doom - 60 second cooldown
PASSIVE: Super Zoshi gains 10 special attack. This passive is lost during cooldown.
ACTIVE: Super Zoshi begins to glow as 3 meteors fall from the sky. Super Zoshi teleports and instantly uppercuts an opponent, stunning them. Super Zoshi takes into the air as the meteors strike the opponent, dealing 350 base special damage each. Super Zoshi bites the opponent, dealing 650 base true damage, inflicting paralysis, burn, poison, confusion, and stun. He then grabs the opponent by his talons and plummets into the ground, gaining invincibility during the time. The opponent suffers 450 base physical damage and is left stunned for 5 seconds.
Dragon's Roar - 11 second cooldown
ACTIVE: Super Zoshi lets out a powerful roar that deals 240 base special damage and slows nearby enemies for 3 seconds.
Dragon's Solstice - 120 second cooldown
ACTIVE: Super Zoshi takes off into the air. After reaching the Mesosphere, Super Zoshi will dive down, turning himself into a flaming meteor. The flames cover roughly 25 feet, and deal 150 base special damage per second. The collision itself results in an explosion that deals 320 base physical true damage.
Dragonic Eclipse - 240 second cooldown
PASSIVE: Areas around Super Zoshi are darkned
ACTIVE: Super Zoshi rises into the air, blocking the sun. He then absorbs the power of the sun, and launches a colossal energy beam that deals 666 base special damage. In addition, multiple meteors fall from the sky, each dealing 250 base special damage. After the attack, Super Zoshi is healed by 50% of the damage done, and permanently gains 5 special attack.
Dragon's Equinox - 240 second cooldown
ACTIVE: Super Zoshi empowers his claw with energy and strikes an opponent for 600 base physical damage. Super Zoshi gains all stat boosts they have, and heals himself if his health amount is less than the opponent's.
Life's End - 360 second cooldown
ACTIVE: Super Zoshi slams the opponent in the ground for 150 base physical damage. He then flies into the air and charges up a sphere of dark energy that collects its power from the hatred in all opponents. When the sphere grows to a massive size, Super Zoshi throws it. The sphere deals 360 true damage, stuns and silences those hit, and causes an explosion that deals 280 base special damage. Super Zoshi then gains 3 special attack and special defense for each opponent hit. This lasts until the end of the battle.
Dragon's Call - 16 second cooldown
ACTIVE: Super Zoshi lets out a roar that increases his attack speed by 80%, while lowering enemy attack speed by 40%.
Undying Force - 420 second cooldown
PASSIVE: Super Zoshi gains 10 defense and special defense.
ACTIVE: Super Zoshi's rage grants invincibility for 12 seconds, along with 20 attack and special attack. When the invincibility is over, a demonic aura appears that increases defense and special defense by 10. The aura blocks enemy attacks and doubles the effectiveness of Super Zoshi's attacks. When it has sustained enough damage, it disappears.
Undying Rage - 3600 second cooldown
PASSIVE: Super Zoshi gains 3 defense and special defense.
ACTIVE: This can only be activated at 1%. Super Zoshi's fury prevents him from losing health for 12 seconds. He now gains 25% life steal.
Dragon Fist - 30 second cooldown
PASSIVE: Super Zoshi gains 5 special attack. This boost disappears upon cooldown.
ACTIVE: Super Zoshi uppercuts an opponent and dashes after them. The uppercut inflicts all 5 corruption stacks as a dark dragon surrounds Super Zoshi. Super Zoshi then dashes through the opponent, dealing 250 base physical damage. The opponent is then corrupted for 30 seconds, forcing them to attack their allies.
Sky Dive - 10 second cooldown
ACTIVE: Super Zoshi grabs an opponent by his talons and leaps into the air. He then dives down, slamming them into the ground, dealing 175 base physical damage and a 5 second stun.
Whirlwind's Fury - 45 second cooldown
PASSIVE: Super Zoshi gains 5 speed.
ACTIVE: Super Zoshi spins around rapidly, creating a hurricane. The hurricane lasts for 20 seconds, and automatically stuns opponents caught in it. It deals 75 base special damage per second.
Aeroblast - 60 second cooldown
ACTIVE: An orange ball is created in front of Super Zoshi. Super Zoshi then launches a massive destructive energy beam surrounded by a vortex, dealing 375 base special damage.
Mach Dash - 30 second cooldown
ACTIVE: Super Zoshi flies into the air and dashes around. Every time he dashes into an opponent, he deals 100 base special damage. He can bounce between multiple opponents. For every half second in the air, Super Zoshi can bounce between opponents once. Super Zoshi stops bouncing when the hit the ground.
Burnout - 12 second cooldown
PASSIVE: Super Zoshi takes 10% less damage from fire, water, and ice attacks.
ACTIVE: Super Zoshi surrounds himself in a ring of fire that increases his movement speed by 25%. The ring lasts for 10 seconds, and deals 65 base special damage per second.
Flaming Doom - 8 second cooldown
ACTIVE: Super Zoshi launches fire in the shape of a dragon, dealing 260 base special damage. The dragon pierces opponents, and lowers defense by 15. All physical attacks deal an additional 39 base special damage.
Molten Shield - 30 second cooldown
ACTIVE: Super Zoshi creates a force field made of magma around him. The field lasts for 15 seconds, and raises defense and special defense by 20. Those who make contact with the force field take 40 base special damage.
Cursed Flames - 10 second cooldown
ACTIVE: Super Zoshi creates a ring with a radius of 7 feet. He then summons a pillar of flames from it that deals 263 base special damage. Those hit are burned and slowed.
Pyroclasm - 75 second cooldown
ACTIVE: Super Zoshi unleashes a devastating torrent of fire on a target. The flames deal 375 base special damage, and bounces between opponents. If there are no opponents for it to bounce to, the target suffers 1250 base special damage.
Flaming Fury - 60 second cooldown
ACTIVE: Super Zoshi is surrounded by flames that are launched at opponents. The flames deal 250 base special damage + 25% of the opponent's special attack.
Call of the Dragon - 15 second cooldown
ACTIVE: Super Zoshi dashes to a target location, empowered by a flaming dragon. The dash deals 200 base special damage.
Rupture - 9 second cooldown
ACTIVE: The ground rumbles for a second as a patch of spikes emerges from the ground. The spikes send opponents into the air, dealing 305 base special damage.
Corruption's Spikes - No cooldown
PASSIVE: Every time Super Zoshi auto attacks, he fires several spikes that deal 80 base special damage and slows the opponent.
Draining Madness - 8 second cooldown
ACTIVE: Super Zoshi leashes an opponent, dealing 180 base special damage per second. The leash lasts for 5 seconds, and fears the opponent for the duration. At the end of the move, the next advanced technique used by the opponent will hit an ally. Super Zoshi is healed by 60% of all damage dealt in the end.
Null Sphere - 9 second cooldown
ACTIVE: Super Zoshi conjures a sphere of corruption. He then launches the sphere at an opponent, dealing 280 base special damage. The opponent is then sileneced.
Force Pulse - 6 second cooldown
PASSIVE: Super Zoshi draws energy from each advanced technique used by opponents. Every time this occurs, Super Zoshi gains a stack that gives him 1 special attack.
ACTIVE: Super Zoshi uses 6 stacks to launch a wave of darkness at the opponent, dealing 280 base special damage and a 50% slow.
Shadow Walk - 10 second cooldown
ACTIVE: Super Zoshi teleports a short distance. Upon reappearing, he deals 175 base special damage.
Corruption's Grasp - 80 second cooldown
ACTIVE: Super Zoshi surrounds an opponent in a corruptive field, stunning them while dealing 550 base special damage over 3 seconds.
Grave of the Damned - 90 second cooldown
PASSIVE: Defeated opponents grant double the amount of stat boosts from Will to Fight.
ACTIVE: Super Zoshi curses an opponent, stealing 20% of their health. The curse lasts for 10 seconds, and deals 2% of their maximum health each second. If the opponent is fatally wounded at this time, Super Zoshi enslaves their soul. The souls then fight for him, and last until they die. During this time, Super Zoshi gains 25% of the soul's attack and special attack.
Hungering Strike - 6 second cooldown
ACTIVE: Super Zoshi strikes an opponent with a powered up claw, dealing 275 base special damage. He is healed for 20% of the damage dealt.
Corruption's Curse - 80 second cooldown
PASSIVE: Super Zoshi gains 2 special attack for each corrupted opponent on the field.
ACTIVE: Super Zoshi blasts an opponent with a concentrated energy sphere, dealing 500 base special damage + 80% of the opponetn's special attack.
Corrupt Pulse - 5 second cooldown
ACTIVE: Super Zoshi fires a long-range beam of energy that deals 235 base special damage to all opponents hit.
Corruption's Chains - 8 second cooldown
ACTIVE: Super Zoshi launches corruptive waves at an opponent. The waves deal 270 base special damage and slows them down. If they are hit by any dark move in the next 5 seconds, they are stunned.
Corruption's Barrage - 60 second cooldown
ACTIVE: Super Zoshi summons a blast of energy that deals 275 base special damage to all enemies in range. This move can be used 3 times, but if it is only used once, the enemies hit are stunned.
Corruptive Field - 30 second cooldown
ACTIVE: Super Zoshi releases energy from inside him, creating a force field that protects him for 3 seconds. The field deals 260 base special damage to all enemies that make contact with it.
Spirit's Fall - 420 second cooldown
ACTIVE: Super Zoshi creates a field that drains 10% health and special attack from opponents in the field. Those inside take 210 base special damage before Super Zoshi collects all the energy drained, and unleashes it in a devastating energy sphere that deals twice the damage dealt inside the field, all special attack drained, and 366 base special damage upon collision. The explosion deals half the damage dealt.
Bang Beam - 10 second cooldown
ACTIVE: Super Zoshi fires a tiny energy ball that moves at a slow pace. It can be detonated at anytime. The explosion deals 50 base special damage, blinds the opponent, and deals additional damage that is equal to their highest stat.
Corruptive Barrage - 80 second cooldown
ACTIVE: Super Zoshi fires a powerful broad energy missile that travels in a line. The beam deals 650 base special damage that scales on attack and special attack.
Dominus - 120 second cooldown
PASSIVE: Super Zoshi draws the dark energies around him. This grants resistance to dark attacks. Every time a dark attack is used against Super Zoshi, he gains 10 attack, 5 special attack, and 10 cooldown reduction on Dominus.
ACTIVE: Super Zoshi empowers him self with dark energy, granting an increased size and 600 health. During this time, he deals 100 base special damage per second to nearby enemies. This lasts until he loses all health gained, regardless of whether or not it was healed.
Wrath of the Cursed - 600 second cooldown
ACTIVE: Super Zoshi deals all damage dealt to him within the last 10 seconds back to the respective opponents, in addition to 100 base special damage.
Chosen of the Damned - 3600 second cooldown
PASSIVE: This technique can only be activated when at critical health. Super Zoshi heals 30% of his maximum health over the next 6 seconds.
Omega Blaster - 360 second cooldown
PASSIVE: Super Zoshi stores energy, gaining 5 special attack. This passive disappears upon cooldown.
ACTIVE: Super Zoshi launches an enormous energy sphere that expands as it travels. Upon collision with an opponent, it explodes, dealing 700 base special damage, and half of that amount to nearby opponents
Negative Karma Ball - No cooldown
PASSIVE: Super Zoshi gathers negative emotions around the battlefield, gaining 5 special attack.
ACTIVE: This move can only be used when a battle has exceeded 30 minutes. Super Zoshi gathers negative emotions and the special attack of all characters in the area, and proceeds to launch a crimson energy sphere that deals 777 base true special damage upon contact. The explosion deals six times the damage dealt as base true special damage, 50 true damage for each character in the area, and the combined total of all special attack stats.
Thunder's Roar - 10 seconds
ACTIVE: Electrical currents around Zoshi are focused into a single lightning bolt above him. The lightning bolt then drops from the sky, dealing 240 base special damage to any opponent hit, Should the bolt fail to hit any opponent, Zoshi will absorb the electricity, resetting the cooldown of Thunder Claws after the absorption.
Thunder Claws - 80 second cooldown
PASSIVE: Super Zoshi has a 10% chance of paralyzing an opponent.
ACTIVE: Super Zoshi draws electricity from electric sparks around him, which empowers his claws with electricity for 20 seconds. Every physical attack will blast his targets with lightning that bounces between the target and 2 other enemies. Each bolt deals 155 base special damage.
Earth's Shatter - 600 second cooldown
ACTIVE: Super Zoshi grabs the opponent and takes off into the air. He then dives down at mach speeds, burning the opponent before slamming them into the ground, dealing 666 base physical true damage. The impact is so strong, that everything in a 3 mile radius trembles, dealing 200 base special damage. The tremors bury the opponent, resulting in an additional 145 base physical damage
Cataclysm - 90 second cooldown
ACTIVE: Super Zoshi jumps and lands on an enemy dealing 450 base physical damage as a circle of impassable terrain is created. The circle has 2500 health, and only disappears when it is destroyed. While in the field, Super Zoshi gains 20 attack.
Earth's Aegis - 12 second cooldown
PASSIVE: Super Zoshi draws energy around him, gaining 7 defense and special defense.
ACTIVE: Super Zoshi expels the force from him, creating a shockwave that
Deep Freeze - 110 second cooldown
ACTIVE: Temperatures in a 20 feet radius drop to sub-zero temperatures, freezing all opponents for 4 seconds. This deals 350 base special damage, and bypasses all resistances to ice.