In-Game Bio: Abandoned by his mother, Matt Murdock was raised by his father boxer "Battling Jack" Murdock, in Hell's Kitchen. Realizing that rules were needed to prevent people from abusing power, young Matt decided to study law; however, when he saved a man from an oncoming truck, it spilled radioactive cargo that rendered Matt blind while enchancing his remaining senses.Under the harsh tutelage of blind martial arts master, Stick, Matt mastered his heightened senses and becomes the masked vigilante Daredevil.
Daredevil is a masked vigilante that protect the citizens to bring justice on the streets of Hell's Kitchen. His arch nemesis is Kingpin and other side villains include Electro, the psychotic Bullseye, and Daredevil's frequent love interest Elektra.
Matt Murdock is a blind lawyer in New York City's Hell's Kitchen neighborhood, where he runs a firm with best friend Franklin "Foggy" Nelson. As a child, Matt was blinded by a toxic waste spill. The accident enhanced Matt's other senses and gave him sonar to "see" via sonic vibrations. Matt's father, boxer Jack "The Devil", was killed after refusing to turn in a fixed fight for the mobster who had employed him earlier. After his father's death, Matt promised to stop all crime that controlled Hell's Kitchen, New York as the vigilante crime-fighter Daredevil.
Acquiring[]
Daredevil can be acquired at 2-Star Rank by using 20 Biometrics. You can get the Biometrics from 2 Story Missions, Chapter 4-1 - Bringing in the Big Guns, Chapter 4-9 - Strong Winds, and Chapter 6-4 - Stealing the Scene #1, as well as Biometric Selectors.
Skills[]
When upgrading Kingpin's skills, keep in mind that your skill rotation will mostly just be consisting of Criminal Mastermind. You'll first be kiting before hitting them with a barrage of attacks, starting with Stick Shot, since it's a ranged attack. You'll then charge in Body Slam. If Criminal Mastermind is still not done cooling down, you'll want to do Jump Strike and then Knock-Out.
Passive Skills[]
Leadership - Concentration of Senses
Activation Rate:
- 25% rate when dodging
- Increase Critical Rate by +2% (18 sec.)
- Increase Critical Damage by +2% (18 sec.)
Skillset Passive - Radar Senses
-Increase Dodge Rate +3%
Tier 2 - Sonar Senses
- Increase Skill Damage by 42% and Increases Bonus Damage by 25%
- Increases Guaranteed Dodge Rate by +30%
Active Skills[]
> Stun (3 sec.)
> Physical Damage 81% of Physical Attack
> Additional 142 Physical Damage
Cooldown Time 11 seconds
2nd Skill - Blind Strike
> Physical Damage 79% of Physical Attack
> Additional 48 Physical Damage
Cooldown Time 8 seconds
3rd Skill - Club Swing
> Physical Damage 98% of Physical Attack
> Additional 142 Physical Damge
Cooldown Time 9 seconds
4th Skill - Staff Splash
> Physical Damage 38% of Physical Attack
> Additional 16 Physical Damage
Cooldown Time 10 seconds
5th Skill - Blind Sided
> Physical Damage 57% of Physical Attack
> Additional 71 Physical Damage
> Stun (3 sec.)
> Physical Damage 81% of Physical Attack
> Additional 142 Physical Damage
Cooldown Time 11 seconds
2nd Skill - Blind Strike
> Physical Damage 79% of Physical Attack
> Additional 48 Physical Damage
Cooldown Time 8 seconds
3rd Skill - Club Swing
> Physical Damage 98% of Physical Attack
> Additional 142 Physical Damge
Cooldown Time 9 seconds
4th Skill - Staff Splash
> Physical Damage 38% of Physical Attack
> Additional 16 Physical Damage
Cooldown Time 10 seconds
5th Skill - Blind Sided
> Physical Damage 57% of Physical Attack
> Additional 71 Physical Damage
> Stun (3 sec.)
> Physical Damage 81% of Physical Attack
> Additional 142 Physical Damage
Cooldown Time 11 seconds
2nd Skill - Blind Strike
> Physical Damage 79% of Physical Attack
> Additional 48 Physical Damage
Cooldown Time 8 seconds
3rd Skill - Club Swing
> Physical Damage 98% of Physical Attack
> Additional 142 Physical Damge
Cooldown Time 9 seconds
4th Skill - Staff Splash
> Physical Damage 38% of Physical Attack
> Additional 16 Physical Damage
Cooldown Time 10 seconds
5th Skill - Blind Sided
> Physical Damage 57% of Physical Attack
> Additional 71 Physical Damage
> Stun (3 sec.)
> Physical Damage 81% of Physical Attack
> Additional 142 Physical Damage
Cooldown Time 11 seconds
2nd Skill - Blind Strike
> Physical Damage 79% of Physical Attack
> Additional 48 Physical Damage
Cooldown Time 8 seconds
3rd Skill - Club Swing
> Physical Damage 98% of Physical Attack
> Additional 142 Physical Damge
Cooldown Time 9 seconds
4th Skill - Staff Splash
> Physical Damage 38% of Physical Attack
> Additional 16 Physical Damage
Cooldown Time 10 seconds
5th Skill - Blind Sided
> Physical Damage 57% of Physical Attack
> Additional 71 Physical Damage
> Stun (3 sec.)
> Physical Damage 81% of Physical Attack
> Additional 142 Physical Damage
Cooldown Time 11 seconds
2nd Skill - Blind Strike
> Physical Damage 79% of Physical Attack
> Additional 48 Physical Damage
Cooldown Time 8 seconds
3rd Skill - Club Swing
> Physical Damage 98% of Physical Attack
> Additional 142 Physical Damge
Cooldown Time 9 seconds
4th Skill - Staff Splash
> Physical Damage 38% of Physical Attack
> Additional 16 Physical Damage
Cooldown Time 10 seconds
5th Skill - Blind Sided
> Physical Damage 57% of Physical Attack
> Additional 71 Physical Damage
> Stun (3 sec.)
> Physical Damage 81% of Physical Attack
> Additional 142 Physical Damage
Cooldown Time 11 seconds
2nd Skill - Blind Strike
> Physical Damage 79% of Physical Attack
> Additional 48 Physical Damage
Cooldown Time 8 seconds
3rd Skill - Club Swing
> Physical Damage 98% of Physical Attack
> Additional 142 Physical Damge
Cooldown Time 9 seconds
4th Skill - Staff Splash
> Physical Damage 38% of Physical Attack
> Additional 16 Physical Damage
Cooldown Time 10 seconds
5th Skill - Blind Sided
> Physical Damage 57% of Physical Attack
> Additional 71 Physical Damage
Gears[]
Attack Gear - The Walking Stick
Physical Attack
Critical Rate
Roll the 1st and 2nd slot for Physical Attack Per Level. Roll the rest for Physical Attack. It's unnecessary to have Energy Attack or All Attack since Kingpin has no skill that uses Energy Attack.
Defense Gear - White Suit
Physical Defense
Dodge
Because of your native Physical Defense, you'll want Energy Defense per Level on the 1st (or 1st and 2nd, if you need to be tankier against Energy Damage characters) slot and then All Defense on the rest.
Vitality Gear - Pure Muscle
Critical Damage
HP
This gear is standard. Roll HP per Level on the 1st and 2nd slots then HP on the rest.
Buff Gear - Diamond Stickpin
Ignore Defense
Skill Cooldown
Roll all for Skill Cooldown. If you want to pour more into your offensive/defensive build, or at some point your Skill Cooldown is already 50%, perhaps roll the last 2 or remaining slots to Critical Rate/Recovery Rate.
Extreme Obelisk
Ignore Defense/Critical Rate or MAX HP
Min-Max here depending depending on your build. If you're building offensive, do Ignore Defense (or if your Critical Rate is still pretty low with the cards, below 45%, then Critical Rate), especially one with a Damage PROC. However, if building defensive, use a Max HP Obelisk, and especially one with an Invincibility PROC.
You want to be sure you can put your Skill Cooldown Reduction at 50%, so prioritize this first until you reach the 50% cap. Then your next choice of Uru here will depend on your build. If building offensive, build Critical Rate (or Critical Damage if CR is already at the cap of 75%) and Physical Attack. If building defensive, build MAX HP and then Critical Rate.
Stats[]
Physical Attack: 28
Energy Attack: 18
Attack Speed: 100.00%
Critical Rate: 1.00%
Critical Damage: 115.00%
Ignore Defense: 0.00%
Ignore Dodge: 0.00%
Fire Damage: 0.00%
Cold Damage: 0.00%
Lightning Damage: 0.00%
Poison Damage: 0.00%
Mind Damage: 0.00%Physical Defense: 17
Energy Defense: 16
HP: 143
Recovery Rate: 100.00%
Dodge: 1.00%
Fire Resist: 0.00%
Cold Resist: 0.00%
Lightning Resist: 0.00%
Poison Resist: 0.00%
Mind Resist: 0.00%Movement Speed: 100.00%
Reduce Debuff Duration: 0.00%
Reduce Cooldown Duration: 0.00%Physical Attack: 55
Energy Attack: 38
Attack Speed: 100.00%
Critical Rate: 1.00%
Critical Damage: 115.00%
Ignore Defense: 0.00%
Ignore Dodge: 0.00%
Fire Damage: 0.00%
Cold Damage: 0.00%
Lightning Damage: 0.00%
Poison Damage: 0.00%
Mind Damage: 0.00%Physical Defense: 30
Energy Defense: 28
HP: 277
Recovery Rate: 100.00%
Dodge: 1.00%
Fire Resist: 0.00%
Cold Resist: 0.00%
Lightning Resist: 0.00%
Poison Resist: 0.00%
Mind Resist: 0.00%Movement Speed: 100.00%
Reduce Debuff Duration: 0.00%
Reduce Cooldown Duration: 0.00%
Physical Attack: 4324
Energy Attack: 2884
Attack Speed: 100.00%
Critical Rate: 1.00%
Critical Damage: 115.00%
Ignore Defense: 0.00%
Ignore Dodge: 0.00%
Fire Damage: 0.00%
Cold Damage: 0.00%
Lightning Damage: 0.00%
Poison Damage: 0.00%
Mind Damage: 0.00%Physical Defense: 2738
Energy Defense: 2464
HP: 12641
Recovery Rate: 100.00%
Dodge: 1.00%
Fire Resist: 0.00%
Cold Resist: 0.00%
Lightning Resist: 0.00%
Poison Resist: 0.00%
Mind Resist: 0.00%
Movement Speed: 100.00%
Reduce Debuff Duration: 0.00%
Reduce Cooldown Duration: 0.00%
Physical Attack: 5285
Energy Attack: 3524
Attack Speed: 100.00%
Critical Rate: 1.00%
Critical Damage: 115.00%
Ignore Defense: 0.00%
Ignore Dodge: 0.00%
Fire Damage: 0.00%
Cold Damage: 0.00%
Lightning Damage: 0.00%
Poison Damage: 0.00%
Mind Damage: 0.00%Physical Defense: 3440
Energy Defense: 3096
HP: 15724
Recovery Rate: 100.00%
Dodge: 1.00%
Fire Resist: 0.00%
Cold Resist: 0.00%
Lightning Resist: 0.00%
Poison Resist: 0.00%
Mind Resist: 0.00%
Movement Speed: 100.00%
Reduce Debuff Duration: 0.00%
Reduce Cooldown Duration: 0.00%
Physical Attack: 5349
Energy Attack: 3567
Attack Speed: 100.00%
Critical Rate: 1.00%
Critical Damage: 115.00%
Ignore Defense: 0.00%
Ignore Dodge: 0.00%
Fire Damage: 0.00%
Cold Damage: 0.00%
Lightning Damage: 0.00%
Poison Damage: 0.00%
Mind Damage: 0.00%Physical Defense: 4001
Energy Defense: 3601
HP: 18190
Recovery Rate: 100.00%
Dodge: 1.00%
Fire Resist: 0.00%
Cold Resist: 0.00%
Lightning Resist: 0.00%
Poison Resist: 0.00%
Mind Resist: 0.00%Movement Speed: 100.00%
Reduce Debuff Duration: 0.00%
Reduce Cooldown Duration: 0.00%ISO-8[]
If building offensive, Power of Angry Hulk. Kingpin needs the Ignore Defense and Attack Speed that it offers over the other All Attack ISO-8 sets. If you're building defensive, use Drastic Density Enhancement for the Shield PROC plus the boost to his HP.
Team-Up Bonuses[]
Armor Wars
Increase All Defense by 5.4%
Increase MAX HP by 5.2%
Increase Critical Rate 4.9%
Essence of Evil
Increase All Attack by 6.1%
Increase All Defense by 6.1%
Increase MAX HP 6.1%
Living Weapons
Increase All Attack by 5.1%
Increase Critical Damage by 5.1%
Increase Attack Speed 6.1%
POWER
Increase All Attack by 4.8%
Increase Critical Damage by 4.4%
Increase Attack Speed 4.3%
Leadership of Evil
Increase All Attack by 5.5%
Decrease Cooldown Duration by 5.1%
Increase Attack Speed 4.9%
The King's Guard
Decrease Cooldown Duration by 5.5%
Increase Ignore Defense by 5.1%
Decrease Crowd Control Time 4.9%
Old Enemies
Increase Critical Rate by 4.9%
Increase Critical Damage 4.9%
Arachnophobia
Increase MAX HP by 4.9%
Increase Dodge by 5%
Similar Characters[]
Same Leadership[]
Captain America - Master Combatant
Doctor Octopus - Critical Electric Arm