Does Shatterstar Need More Impact to Feel Like a True 5-Star?

After spending some time testing Shatterstar, I would like to share my feedback regarding his current kit and overall performance.

Based on my experience, I think the most effective builds are either 5/3/5 or 3/5/5. However, even with these builds, I find it difficult to justify Shatterstar as a 5-Star character can do something in the current meta.

Purple Ability – Shatter Portal

This ability costs 9 AP, which feels very expensive in today’s fast-paced meta. In many matches, collecting 9 Purple AP already requires significant setup and investment.

The reward for using the ability feels underwhelming. Spending 9 AP only to gain a relatively small amount of AP back from various colors does not feel impactful enough. In most situations, I would rather spend those resources elsewhere.

As a result, I find that investing only 3 covers into this ability is sufficient, simply because it becomes a situational tool when no better options are available.

My Rating: 6/10

Yellow Ability – Adaptation

I initially believed this ability would define Shatterstar’s playstyle and identity as a character. After testing it extensively at 5 covers, however, I feel it falls short of what I would expect from a modern 5-Star character.

The reflection mechanic sounds interesting on paper, but in practice it is heavily affected by existing defensive mechanics.

Characters such as Nova, Kingpin, and many teams capable of generating large numbers of Protect Tiles can reduce the reflected damage to extremely low values. In many cases, opponents only receive between 1 and 3,000 damage from the reflection effect.

This creates a situation where opponents can deal massive amounts of damage to Shatterstar without feeling punished in return. The reflected damage is simply too small to influence their decisions or force them to adapt their strategy.

As a result, the ability often feels more like something I would expect from a 4-Star character rather than a premium 5-Star character.

My Rating: 6/10

I would like to propose two possible improvements:

Option 1
Convert the reflected damage into true damage that ignores all defensive reductions, Protect Tiles, and damage mitigation effects.

Option 2
Apply the reflected damage to the entire enemy team instead of a single target.

Personally, I strongly prefer Option 2.

Team-wide reflected damage would create meaningful pressure on enemy support characters and force opponents to consider alternative strategies when facing Shatterstar. It would also make his unique identity much more noticeable and valuable within the current meta.

Red Ability – Shockwave Slash

This ability feels similar to the Purple ability in terms of overall impact.

The stun effect is useful and can occasionally provide value, but beyond that, the ability does not significantly support or synergize with the rest of Shatterstar’s kit.

When evaluating the character as a whole, I find it difficult to understand his intended role. He requires considerable setup, needs time to establish his mechanics, and still struggles against the burst-heavy teams that dominate the current environment.

Because of this, I feel that Shatterstar is trying to accomplish too many things at once without excelling in any particular area.

My Rating: 6/10

Final Thoughts

I genuinely appreciate the effort that went into designing a unique and thematic character. However, after testing him extensively, I feel that Shatterstar currently lacks the impact expected from a modern 5-Star release.

His abilities require significant setup, his defensive identity is not threatening enough to influence enemy decisions, and his overall gameplay feels less rewarding compared to many existing 5-Star characters.

I hope the team will consider reviewing some aspects of his kit in the future, particularly the Yellow ability, as I believe it has the potential to become a truly unique mechanic with a few adjustments.

Of course, this is only my personal experience after testing Shatterstar in the current meta. I may have missed some strengths, team combinations, or playstyles that other players have discovered. I’d love to hear additional feedback and perspectives from the community, so please feel free to share your own experiences and opinions as well.

Thank you for your time and consideration.

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He’s better than most of the last half year of releases. Middle of the road dude with a HE counter. They can’t all be winners, but at least he’s not a loser.

Plus we don’t really know how good he will be until he’s 550ed (and then boosted 672). Those are the numbers that matter.

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Hey! Welcome to the forum leeqan! Nice to see a familiar name.

Shatterstar is not going to be meta with the numbers he has. I think we can be fairly confident of that now. I’ve attacked teams in his PvP with Sam and Juggs and although his damage reflection isn’t enough to threaten the win, he can take 10-20% off Juggs’ health, which will probably be enough to make me sometimes consider not hitting a Shatterstar team with team damage.

Damage numbers on 5s do seem to be down in the new era. When something is as much a trend as that is currently it does start to suggest that that’s where they want numbers to be. Which of course means they’ve got a large back catalogue of crazy numbers they need to go back and revise.

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It’s very nice to see you guys

so, how about team combos, did you guys have any idea to find out the team for him ?

I just want to find out some team combos with him to make the PVPs in game have more fun

thanks guys

Forgot to say I happened to remind myself if 1 star Yelena’s purple ability the other day and it’s pretty similar to Shatterstar purple. Not a great compliment.

If you were trying to find a team where he can use his purple, you could do worse than pairing him with Sam and Juggs. Neither of them have any use for purple and the cascade can do some work for Juggs. [edit: it’s potentially also suited to teaming with someone who wants to hoard AP as well, since it seems you can’t go down in total hoarded AP with that purple. Potentially a 4a5 America Chavez?]

If the goal is instead to maximise the counter attacks from his yellow, you could try damage redirectors like Purple Man and Moon dragon as team mates, or guys that go invisible, airborne, away or who revive themselves. You’d have a shot then at forcing enemies to attack Shatterstar to receive the counter attacks. I think it’s only really going to work if you’ve got an incredible level advantage though.

OK, so forgive the double post, I’m not sure exactly how his counter attacks interact with protect tiles on both sides, but what if the damage dealt was calculated based on the damage received before deductions for friendly protects and ignored enemy protects?

Beta Ray Bill would have a new best friend!

I strongly believe that his numbers (and others mechanics, like our new Frank for example) are purposely low due to the existence of 3May. We havent seen a REALLY strong team hitter since Frankie(Nova)… and im pretty sure everyone knows the story from there.

If 3May didnt do what she does at that 3a4 level, I believe that certain characters wouldnt be held back as much.

Maybe im wrong. But its my hypothesis for the time being.

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I haven’t done any research yet, but in my imaginationland, he is maybe the best 5 star we’ve had for a while? He immediately provides passive damage value / deterrent and I will never say no to a 2 turn stun for 6 on a color I find weaker.

Inbulge me for a second (imaginationland, I could be wrong). His damage by itself is weak, but the meta right now is either team or infinite damage, both of these things this guy wants to be hit by. Part of that team damage is broken Sam5 strike tiles, what do his instant counterattacks look like stacked with those 50k in strike tiles? Coincidentally, I think he might very terribulge to fight against with JuggySam? There are multiple good strike tile teams I can think of right now.

Also, he only deflects 50 percent, but with Ironmay that is now 100 percent, make 2 matches in his colors and you are deflecting 144 precent… maaaybe, just maaaybe you get your May to survive that initial green blast to the face, could suck to have 144 percent of that coming back at whomever you left on the ground (all hypothetical, of course).

Lastly, he is sporting the 2 best colors in the game (IMO), yellow and pink. These colors both have starting APs cup the wazoo and endless teammates who want to ride in to battulge with him.

Therefore, I conclulge, it’s too soon to bulge, but spoon, spoon.

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:backhand_index_pointing_up: This guy is up to something in his post. I approve.

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Purple is near useless. The damage is negligible and AP gen is lackluster. 3 is fine as 5 doesnt make it that much better.

Yellow on paper looks great but In practice is mid. The repeater tiles being 3 turn makes them irrelevant with current meta. The damage reflection is okay but unless hes max boosted he is one shot with current meta. Even at 672 it doesnt hang well against unboosted Juggs / Sam.

Red does pitiful damage because it has a 2 turn stun attached. This *would* be kinda useful because Red can be boosted quite easily but the damage is bad and stun is obsolete in high level pvp because of cart. Its better than purple which isnt saying much.

shatterstar is weak, even with 3a4 May and being max boosted 672.

Like Frankencastle, Shatterstar was close to being solid, his kit on paper is good but for whatever reason it feels like they undertuned him. He will die in the irrelevant pile like so many others.

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Just out of curiosity, who would you use (excluding Hawk1) to fight a properly leveled Juggy, Sam, Shitterstar?

I’m not arguing he is good, I’m just curious.

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April Parker / Moondragon beat them easily. Gorr / Maximus can also beat them consistently as long as Thanoscopter doesnt go berserk.

hotpool with setup can eliminate them quickly.

shatterstar gets trucked. Shatterstar is like a worse Angela. In just about every situation Angela is a better pick over him. She takes 50% less damage once she locks on the Juggernaut, has an AOE you can’t get rid of and her 5 AP Red power is easily spammed while being her prime color.

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Do you have video of him at 672 getting trucked by Juggernaut (or can you get a video)? I thought the damage reflection power would actually be worth something against the Juggernaut or Hawkeye teams, and I’m surprised it’s not.

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So some of those are definitely some good counter characters, Id love to see those fights and the amount of health you come out with though.

550 April creates 2800 in protects per hit, meanwhile Sam of equal value is creating 7k per person hit (that’s 14k per match?). Moon and Gorr both don’t do their thing until the damage has already been done, and Angela, not gonna lie, I actually had to look up who she was… (I know the character, just not by that name) and her numbers are so very, very low at 550, so is it just the 50percent damage reduction youre using? On top of that, she can’t stop multihitting, which Starry wants you to do. So I’m definitely intrigued and would love to see those play out.

It doesn’t however fix the part where using the other meta characters against him could show value. Again, not even saying he is good, but IF he does counter Juggy and Hawk, even just mediocrely, 99 percent of the player base would maybe skip to a different fight.

This all could just be me putting too much pressure on the teams though. I have a weird obsession where I think needing healthpacks makes the team a bad counter., which leads to me playing many silly teams. I recognize this is likely not normal. I wish healthpacks were free…

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i’d like him more if his costume worked

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Not exactly sure how to do that on here but if theres a way to put up videos, sure.

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Can you post a link to it maybe? I’m not sure how to do it either.

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In light of the devs attempting to encourage us to use weaker teams in PvP via a free shield/fewer points lost, it seems to me that relatively weak characters is fully their design plan.

Shatterstar has a number of slowdown and control elements and dmg is low. Ok. So that’s probably what they want.

it seems clear they want matches to take longer. Also see the fact that Heroics give you unboosted toons but better rewards.

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“Relatively weak characters” has been every dev team’s design plan lol

When they make a guy that’s too strong it’s always by accident. 99% of characters in the game aren’t completely busted.

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Forgive me i haven’t read all of this but to answer the original poster the answer is yes

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