Combat Codex
Zemus
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Zemus hero
Cobra factionFinisher
Zemus
Zemus card
Level
LEVEL280/280
Power
POWER44,235
Cobra
FACTIONCOBRA
Finisher
CLASSFINISHER

NOXIOUS STRIKE

Active

Deals [500-600-700-850-1000]% damage to the 2 enemies with the lowest HP and has a [30-40-50-60-75]% chance to deal an additional [150-200-250-300-400]% Curse damage for 3 rounds. If the attack lands a Killing Blow, has a [20-30-40-50-60]% chance to reduce all enemies' Attack, Hit Chance, and Crit Chance by [5-10-15-20-25]% for 3 rounds. Additionally, removes all Heal Over Time effects from the targets.

Skills — Click to Preview

Mode Rankings

Elite mech finisher. Noxious Strike delivers 1000% damage to the 2 lowest HP targets and removes all HoTs, making him devastating against single bosses. Reactive Armor's double-attack when 1 enemy remains effectively doubles his DPS in the final boss phase.

Defense Disintegration's basic attacks target the highest Max HP enemy for 200% with stacking -10% Block, shredding boss defenses over time. Death Machine provides 30% Crit, 50% Crit Damage, and 50% Armor Break baseline. Curse immunity prevents common mech boss debuffs from reducing his output.

Limited Smash value. Noxious Strike only hits 2 targets, restricting his AoE impact in team fights. Defense Disintegration's Block shred is useful but slow to stack. Reactive Armor's double-attack requires 1 enemy remaining, which rarely happens in the critical mid-fight phase.

Lacks CC, team buffs, revival, or tag-in synergy that define the Smash meta. His single-target finisher kit excels when enemies are nearly dead but offers little to control the flow of a team fight. Anti-Griffin damage bonus is situational.

Underperforms in PvP despite strong raw stats. His kit is built for sustained single-target execution, but PvP rewards speed, burst, and CC — none of which Zemus provides. Noxious Strike's 2-target limitation and Curse DoT are too slow for the burst-oriented PvP meta.

Defense Disintegration's Block shred takes multiple rounds to become meaningful. Reactive Armor's double-attack at 1 enemy remaining is a win-more condition. No revive, no CC immunity beyond Curse, and no team utility leave him outclassed by fighters like Dax, Nyx, and Raja.

Outstanding hard-mode fighter. Noxious Strike's 1000% to 2 lowest HP targets executes weakened minions while dealing massive boss damage, and the 75% Curse DoT (400% over 3 rounds) stacks persistent damage. Kill-based -25% ATK/Hit/Crit debuff to all enemies weakens the entire field.

Reactive Armor's double-attack activates once minions are cleared, doubling his boss DPS. DoT reflect (200% to all enemies for 5 rounds) punishes DoT-heavy boss encounters. Defense Disintegration's Block shred and kill-based ally Armor Break/Hit Chance buffs add team value. Per-Cursed-enemy Crit Damage buff to allies scales with fight duration.

Solid sewer fighter but limited by single-target focus. Noxious Strike's 2-target hit and Curse DoT provide some wave damage, but his kit lacks true AoE clear for sewer waves. Defense Disintegration's Block shred and kill-based ally buffs add incremental team value.

Reactive Armor's DoT reflect punishes DoT-heavy sewer enemies, and double-attack at 1 enemy remaining helps finish stragglers. Per-Cursed-enemy Crit Damage to allies rewards sustained fights. Functional but outpaced by dedicated AoE fighters in wave-heavy sewer content.

Decent campaign fighter with strong execution but weak wave clear. Noxious Strike's 1000% to 2 lowest HP targets finishes weakened enemies efficiently, and kill-based debuffs help in multi-stage fights. Defense Disintegration's progressive Block shred scales well in longer campaigns.

Reactive Armor's double-attack at 1 enemy remaining speeds up stage completion. DoT reflect provides passive damage in DoT-heavy stages. However, his 2-target limitation means he struggles with large minion waves that campaign regularly throws. Better as a boss-killer complement than a primary campaign carry.