
Join Donatello, Leonardo, Michelangelo, and Raphael in Teenage Mutant Ninja Turtles: The Cowabunga Collection. It’s incredibly useful, and adds another dynamic to keep in mind when building a team. Those environmental objects can also block paths, so having these powers can totally change the flow of a match as you head into the mid and late game. With these two, you can pick up cars or rocks then throw them at enemies with the former, or use them to regain health with the latter. Most notable of these extra powers are Super Strength and Consume.

They’re like Summoner Abilities in League of Legends, but way cooler. Each Champion can pick two of these before a game begins. Thankfully Super Speed, one of Infinite Crisis’ 53 Stolen Powers did help me get away from assassins from time to time. Imbalance in a MOBA is bound to happen, but it feels bad knowing it’s a problem across an entire class. Even worse, assassins usually get very tanky in the late game. However, for assassins like Nightmare Robin and Atomic Wonder Woman, they can easily catch up to their prey and do tons of damage then easily disengage.

Chasing after opponents in Infinite Crisis typically feels like a waste of time unless you’ve purchased the expensive blink item or have the Super Speed power chosen. However, in a game that doesn’t have a cheap move speed item, the crazy assassin blinks and movement abilities feel like a big problem. True to the standard characteristics of the class, assassins are stealthy and deal heavy hits. I greatly disliked playing against the assassin role. Instead of being a straight support with low attack and heavy healing abilities, Ivy is able to hold her own ground - something I found to be true with other characters that'd be typically classified as a support, or a controller in Infinite Crisis. The first Champion I bought was Poison Ivy, a character that showed just how Infinite Crisis tries to redefine character roles in MOBAs. Infinite Crisis has a weekly rotation of free Champions, and I found it easy to earn credits to buy Champions. There’s a diverse pool of characters to try with 41 Champions. One thing early adopters won’t miss out on is a nice roster. This may not be an issue one day, but it feels incredibly punishing to early adopters. Aside from solving the queue problem, bots are incredibly important for learning the maps, new tactics with a few friends, exploring abilities and combos with new heroes, and then of course for people who just don’t want to play online. There are only two bot modes a 1v1 that isn’t the same game type as its online counterpart - which is incredibly annoying - and Coast City. The solution for these types of issues is usually filling the empty player slots with bots, but that's unfortunately not an option. If you're playing Infinite Crisis alone or don't have many friends on, then you're essentially unable to play the other modes. Sure, queue times are faster, but the other modes can only be played in a custom game which generally requires you to invite a few other players. To make queue times faster, Coast City is the only open queue, and that's a problem. Right now Infinite Crisis is still in its infancy, so it's understandable that the player count is low. While Coast City is fun, there's a lot to be desired from the other four modes.

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It’s refreshing to see a PC MOBA focus on something other than the three-lane map while maintaining a nice balance between objectives and lane control. There are more jungle-centric Champions that can fight for control of not only their neutral creep camps, but also for the three vitally important Power Relays that give teams bonuses when captured. The Champion classes reflect this focus too. As most MOBAs go, there’s a standard three-lane map, called Gotham Divided, but what I really like is that Infinite Crisis instead places its focus on Coast City, a two-lane map with a massive jungle.
