Hamidon 2.0 FAQ: What to do with who you have?
This is a very nice, concise guide, the only comment I would make is the role of Khelds.
To start with, WSs are more trollery than PBs in general.
The powerset choices make a huge difference in their role as well. One PB can be more like a scrapper, while another more like a blaster.
The inherent buffs from team in human form are also important. A human form WS on a team with 6 scrappers or blasters is probably the biggest damage dealer in the hive, while a human form PB on the same team could most likely stand with the tanks on the taunt team (tho his team would end up out of range and then he'd be in trouble.)
And finally, a kheld in nova form is an extra fragile blaster, while a kheld in dwarf form is a weaker tank, complete with taunt.
Theoretically, a kheld is being run by a more experienced player, who should be able to answer the question, "what AT do you play the most like?"
Thanks for putting this together for us, T!
On Stormies:
O2 Boost also provides potent resistance against Blue Mito End Draining.
Had no idea when the raid was. I just knew it was sometime this weekend. I'd be more than happy to help hero side though whenever, just give me a holler. Good guide. I think it should be stickied. Hint hint.
If somebody you're arguing with goes off the deep end, don't follow.
Had no idea when the raid was. I just knew it was sometime this weekend. I'd be more than happy to help hero side though whenever, just give me a holler. Good guide. I think it should be stickied. Hint hint. |
That's going to be the updated copy, version 2.
"Goodbye, Jean-Luc. I'm gonna miss you... you had such potential. But then again, all good things must come to an end..." -- Q
On Stormies: O2 Boost also provides potent resistance against Blue Mito End Draining. |

"Goodbye, Jean-Luc. I'm gonna miss you... you had such potential. But then again, all good things must come to an end..." -- Q
Looks good!
One addition: Oil slick can be used before the teams take off towards Hamidon for the kins to Fulcrum Shift on.
Gratz on the stickie!
Gratz on the stickie! ![]() |

"Goodbye, Jean-Luc. I'm gonna miss you... you had such potential. But then again, all good things must come to an end..." -- Q
When's the next run ???
Part III - What do I do with a villain?
Brute:
Melee damage, melee damage, melee damage: Also known as SMASH! The Brutes solid defenses and proclivity toward close quarters combat makes a good candidate for dealing damage to Yellow Mitos and held Green Mitos. The raid leader may also select several Brutes (usually of the Granite variety) to manage aggro.
Corruptor:
The Corruptor is a versatile character. They can be used for dealing damage directly to blue and green mitos. Some Corruptors have holds which are useful against green mitos. The Corruptor secondary is very useful for supporting other villains: through healing, buffing, or debuffing. The build will determine what role the Corruptor can play in the encounter.
Dominator:
The Dominator is best suited for holding and defeating green mitos. They may also be used for attacking blue (ranged) and yellow (melee) mitos, depending on the powers selected by the player.
Mastermind:
The primary and secondary of the Mastermind will determine the role that the mastermind should take. If the primary is geared toward ranged damage, blue mitos should be the primary target. If the primary is geared toward melee, yellow mitos. The Mastermind may be called upon to use their secondary powerset more than the primary for the buffing and debuffing abilities that they can offer. For example, a Dark Maisma Mastermind could be used to provide Shadow Fall (fear resistance) and Twilight Grasp to help protect the teams attacking the blue mitos, and howling twilight to mass revive the fallen.
Stalker:
The Stalker is best used along side of the Brute for dealing melee damage to yellow mitos. Additionally, they are also suited for attacking and defeating green mitos once those targets are held.
Soldier of Arachnos:
All Soldiers are damage dealers, the best use will be determined by whether the soldier was primarily built for melee combat or ranged combat.
"Goodbye, Jean-Luc. I'm gonna miss you... you had such potential. But then again, all good things must come to an end..." -- Q
I'm backing up the original post of this thread just in case it's lost in the switch to the new forum platform. The same with all my community threads.
You pay to play. Having fun is ok. Kill Skuls or kill Crey. Hunt at night or in the day. Black or white or shades of grey. Play it your way. We have no say.
Silas' official theme song: Word Up!
The number one question Im asked at Hamidon 2.0 raids is:
Im a [insert archetype here] with [insert powers here], what do I do?
In just about all cases this varies according to how youve built your character. The first part of this guide revisits the composition of Hamidon 2.0. The second part of this FAQ is about addressing the individual archetypes (and in some cases, powersets). Please correct me where ever I may have made an error.
PART I What am I facing?
The first thing to consider is: what is Hamidon? He is the most massive enemy in the game, requiring several teams of heroes (or villains) to defeat. He is a single rainbow colored oval entity surrounded by an area known commonly as "Jello". Additionally he is accompanied by 3 sets of six mitochondria, blue, green, and yellow. Each one of these mitos, much like Hamidon, has its own characteristics. This is a brief overview of the encounter, there are much more comprehensive guides available. Consider this "Cliffs Notes"
The Jello itself is an odd entity. It allows a hero to attain super jump like heights without using super jump (or similar powers like the Jump Pack or Kinetics:Inertial Reduction). It has a slows effect on the travel speed of a hero once in the Jello. Additionally, it can interrupt most interruptible powers in the Jello, unless slotted with interrupt reducers.
The Yellow Mitos are susceptible to melee damage and have a high defense to ranged damage. They fire a long ranged AOE attack that has the capability to stun and knockback. If enough are stacked (not sure of the actual number), it has the capability to de-toggle a scrapper and eventually a tanker using a toggle mez resistance power. They also have a low damage PBAOE damage aura.
The Blue Mitos are susceptible to ranged damage and have a high defense to melee damage. They fire a single ranged endurance draining low damage attack that has the capability of inflicting fear. This ranged attack can also jump from hero to hero (reminiscent of Electrical Melee:Chain Induction). They also have a AOE fear and endurance draining PBAOE aura.
The Green Mitos are susceptible to all types of damage, but have a Force Field that makes them easier to hit once they are held. They have a self heal power, a ranged single target heal that they will use on other damaged mitos. They also have a single target attack that has a heal component. This attack prevents a hero from healing any damage taken once enough have stacked on them. The hero cannot be healed by other hero powers (like Aid Other), they cannot be healed by their own click heal powers (like Aid Self), they will not heal by base healing enhancement powers (Health, Instant Healing), they cannot be healed by inspirations (Respites). The hero will resume normal healing once the effect of this heal power has worn off or if they are defeated and revived.
Hamidon is susceptible to all types of damage. He has a large base hit points and he can "bloom" a new set of mitos once he reaches 75%, 50%, or 25% of his original hit points. Please note that if you do not defeat all of the first set of Mitos, you will have to face next set IN ADDITION TO the undefeated left from the first set. Once Hamidon hits one of the HP thresholds, he will never bloom at that level again for the duration of his existence. The objective is to clear the first set of mitos, take him down to 75% health, at which point he blooms a new set of Mitos, then while he heals defeat the next set. Once those Mitos are down, repeat the process. He will most likely have regenerated his HP, but he will not spawn a new set of Mitos until he hits 50%, and so on. Once the Mitos are cleared, however, Hamidon is far from defenseless. He has a single ranged AOE attack that has the capability of knockback, stun, and health in addition to doing massive damage. He has ridiculously high accuracy, so defense is all but useless against his attacks. His attacks are special damage, so resistance is almost also completely useless. His attacks, as well as those of the mitos can be resisted by use of a single Essence of Earth inspiration. Use of this inspiration will put any AT at the resistance cap to all damage inflicted by Hamidon or the Mitos. It does not counter the effects of the heal in the blasts by Hamidon or the green mitos nor any of the other status effects of Hami or the other mitos.
PART II What do I do?
Scrappers: find a team thats attacking Yellow or Green Mitos, and help defeat that Mito. In a pinch, a Scrapper can be used to hold aggro, but the lower HP and damage resistance cap make Tanks the preferred AT for the job.
Tanker: If youre on the "taunt team", your job is to keep aggro off of the other teams. If you are on any other team, you can best contribute by attacking the yellow or green Mito your team is attacking.
Blaster: There are three main types of blaster builds that Im aware of.
First, theres the ranged blaster, this persons job is to attack the blue mitos and the green mitos that his team is attacking.
Second, theres the Blapper (a melee oriented blaster), this hero is best suited to attack yellow and green mitos. If they have any ranged attacks, those can be used on the blue mitos.
Finally, the Blastroller (a blaster with hold powers). This hero is ideally suited to take on Green mitos. Spam holds to drop the shield on the mito, then unload with attacks.
Defender: The defenders role varies according to the primary. They are best suited to take on blue Mitos with their secondary blast powers, although they can use their primary to support the other ATs in their efforts to take down Mitos and Hamidon. Here is a brief list of what each primary can do for the raid.
Forcefields: Dispersion bubble provides some protection from stuns.
Empathy: Use of Recovery Aura and Regeneration Aura immediately before the attack on all heroes in the vicinity. Use of Clear Mind on the Taunting tanks. Adrenaline Boost and Fortitude on Scrappers/Blasters. Healing Aura quite useful once inside the jello. Resurrect on the fallen. Heal other and Absorb Pain on the wounded.
Radiation Emission: Radiant Aura in the jello. Accelerate Metabolism immediately before the attack. Mutation on the fallen. Radiation Infection, Enervating Field, Lingering Radiation on the Mito that you or your teammates are attacking.
Sonic Resonance: Clarity on taunting tanks and other teammates affected by negative status effects. Sonic Dispersion provides some protection from stuns.
Dark Maisma: Twilight Grasp to heal the wounded inside the jello. Howling Twilight to revive the fallen. Shadow fall provides protection against fear effects. Petrifying gaze against green mitos.
Kinetics: Siphon power on mitos, Transfusion to heal the injured. Siphon power on mitos. Speed Boost on Granite tanks (very useful). Increase Density on all Tanks (helps protect against knockback and stuns).Transference and Fulcrum Shift on Mitos.
Trick Arrow: Ice Arrow on Green Mitos. Acid Arrow on Mitos. Disruption Arrow on Mitos. Oil Slick Arrow can be used as a substitute target for a Dark Defenders Howling Twilight to mass revive fallen heroes away from Hamidon.
Storm Summoning: O2 Boost to heal the wounded and help to resist Stun if used preemptively, also potent resistance against Blue Mito endurance drain. Freezing Rain on Mitos to lower resistance.
Controller: The controllers primary responsibility is to use holds on the green mitos and then defeat them. Alternatively, they can use their secondary in much the same way that defenders can.
Kheldians: For the most part, Kheldians are damage dealers. How they deal the damage (melee or ranged) will be determined by the powers selected and the slotting. Any other benefits that they can bring to the team will be at the players discretion.
If you have any questions, you can post it here or you can send me a PM via the forums or in game. I will try to answer any and all questions and concerns as well as correct any inaccuracies or omissions in my original post for as long as it will let me.
"Goodbye, Jean-Luc. I'm gonna miss you... you had such potential. But then again, all good things must come to an end..." -- Q