Superman — Patch 1.63 Verdict
[Web: A | Web: A | Web: B | Web: C] Ranked A on zathong.com. Ranked A on metatierlist.com. Ranked B on pillarofgaming.com. Ranked C on commonsensegamer.com.
Superman — Warrior Guide
Key Insights
- Solar Absorption gives passive sustain between fights, disengage after a skirmish, let it regen, then re-engage rather than fighting under tower.
- Charge is a forward dash that sets up every combo; angle matters, fly through the enemy, not into terrain, and never burn it as an escape.
- Activate Super Strength AFTER Charge lands so the empowered hits connect before the window expires, pre-activating before the dash wastes the buff.
- Man of Steel suppression cannot be cleansed by Purify when properly chained, always target the backline carry, never the tank walking closest to you.
- Suppress timing is everything: if the enemy carry burned Purify in the previous fight, that is your green light to commit Man of Steel in the next skirmish.
Strengths
- Charge gives reliable engage as long as you respect its cooldown.
- Man of Steel suppression has no Purify counterplay if chained correctly.
- Passive sustain keeps gold efficiency high without burning healing items.
- Tanky stat spread lets him sub as secondary initiator without a dedicated tank.
Weaknesses
- Damage is below tier-one warriors; solo kills without Man of Steel are rare.
- Man of Steel is single-target, limiting impact against clustered AOE comps.
- Charge is an offensive dash with no escape; a failed engage is a free kill.
- Mobile assassins or ranged kiters who sidestep Charge shut him down completely.
Matchups
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
11q | 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · |
22w | · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · |
RRr | · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

1
2
3
4
5
6Core Combos
Standard All-In
Open with Charge to close distance and immediately auto-attack to get the approach advantage, activate Super Strength for the empowered hits, then suppress with Man of Steel before the enemy can react. Use this when your team is already in position to follow up.
Ult-First Hard Engage
Charge in and immediately burn Man of Steel on the enemy carry before they can react, then layer Super Strength for maximum damage during the suppression window. Best used when you have confirmed your team is watching and ready to collapse.
Flicker Extended Engage
Use Charge to bait enemy displacement abilities, then Flicker to close the remaining gap to the backline carry and suppress them. Save this for situations where the enemy is running a back-safe composition that Charge alone cannot reach.
Expert Video Guide
ROV : Superman สอนเล่นซุปสายโคตรแรงดาเมจ ครึ่งหลอดกลับบ่อ!!! — Jayop
Gameplan
Superman's first real spike is his first full damage-or-tank hybrid item, when his slayer-lane trades get threatening enough to force the opposing laner to respect his all-in. His strongest window is levels 4 to 6, when Man of Steel first comes online and he can force a decisive fight before the enemy jungler rotates. Through the mid-game he spikes hard around two items, especially in coordinated skirmishes near Dark Slayer. Late game his power plateaus relative to scaling carries, so force decisive teamfights at the 12-18 minute mark rather than letting the game drag to a point where his damage becomes irrelevant.
Early Game
Levels 1–6- →Prioritize short-burst trading in the slayer lane using Charge into auto-attack to pressure the opponent off experience, but do not commit Man of Steel on a healthy laner unless you're certain of the kill. Burn it on the jungler instead if they dive at level four.
- →Farm safely between levels 1-3 and use your passive sustain to stay in lane longer than your opponent, building a CS lead rather than forcing fights you can't guarantee.
- →Ward the river bush closest to your lane at the two-minute mark before the first jungle rotation. Superman has no escape, and a blind engage from the opposing jungler during your early Charge cooldown is a free kill.
Mid Game
Post Broken Spear- →Once Man of Steel is online, join every Dragon and Dark Slayer contest. Your suppression on their highest-value target is often the deciding factor in objective fights, so don't sit in sidelane farming when these windows open.
- →Rotate to assist your jungler in dueling the opposing carry after a successful slayer-lane shove. Superman's dive threat forces the enemy team to group, which opens split opportunities for your own team elsewhere.
- →Track enemy Purify cooldowns before committing your ultimate. If their carry used Purify in the previous fight, that's your green light to engage the next skirmish with full confidence.
Late Game
Teamfight phase- →In late-game teamfights, your job is not to chase the lowest-health enemy. Walk into the backline, suppress the primary carry with Man of Steel, and absorb the burst that follows while your damage dealers clean up.
- →Avoid split-pushing alone at this stage. Superman without his team in range is a dive target for coordinated assassins, and throwing a late-game advantage for a single turret is the most common way Superman players lose winnable games.
- →If the game is going long and your damage feels irrelevant, shift to a full tank build path and treat yourself as a body that exists solely to suppress and peel. Your ultimate's value doesn't fall off even when your personal DPS does.
Pro Tips
- →Check whether the enemy carry has Purify equipped before you commit Man of Steel. Suppression can't be cleansed, but the timing relative to their blinks and shields decides whether the ult converts to a kill or a wasted cooldown.
- →Angle Charge through a bush edge rather than straight across open ground. This cuts the visible approach distance and removes the reaction time enemy carries need to burn an escape before you land.
- →In the slayer lane, walk up without activating Super Strength first. Most Diamond opponents will hold their burst or displacement ability when they see you approaching, so bait those cooldowns with a fake commit, then reset and re-engage with the full combo.
- →When you're losing a teamfight and Man of Steel is down, don't chase. Walk toward the enemy backline as a body to force target-switching decisions. Even a Superman with no ultimate on the field commands respect and buys your team extra seconds to reposition.
Superman is the pick for Diamond-and-above warrior players who want a teamfight pivot in the slayer lane and have teammates willing to coordinate around a suppression ultimate rather than expecting him to carry through stat pressure alone. He frustrates players who want consistent solo-kill power and rewards those who treat him as an engage platform, not a duelist. The thing to master is Man of Steel targeting discipline: ulting the wrong enemy is the difference between a decisive B-tier pick and a throw, and no amount of clean laning or build optimization makes up for a suppression wasted on the enemy tank.
Superman — Frequently Asked Questions
Is Superman good in the current ROV patch?+
Superman sits at B tier in the current Thai-server meta. He's functional and can win games, but he's outclassed in both damage and teamfight flexibility by the tier above. Exact win and pick rate data is still being aggregated from live ranked, so treat him as a situational pick rather than a blind lock. He rewards players who understand target prioritization and draft context more than raw mechanics.
What is the best build for Superman?+
Superman wants a hybrid path: open with one damage-amplifying item to make early trades threatening, then move into tanky armor-and-HP items that extend his survivability during Man of Steel engages. Exact item names shift with patch tuning on the Thai server, so verify current recommended builds in-game or on the kritngi and Doyser channels, which update faster than any static guide.
How do you counter Superman in ROV?+
The cleanest counter is a high-mobility assassin or ranged carry who can sidestep Charge or hold enough distance that he never lands Man of Steel on a priority target. Butterfly and Quillen are the strongest counter-picks in the current roster because they take apart his engage without needing team coordination. At macro level, group your squishy carries behind your own frontline and deny his dive angles to neutralize him across the full game.
Is Superman hard to play, and is he good for beginners?+
Medium difficulty, though that understates how much of his ceiling is locked behind correct ultimate targeting. Executing Charge and Super Strength is simple enough, but choosing who to suppress with Man of Steel in a chaotic fight is the decision that separates average from effective Superman. Not recommended as a first warrior for absolute beginners, since his low damage ceiling means bad decisions aren't recoverable through stat checks. Diamond players who already understand dive-initiator positioning pick up the curve quickly.


