Surjunn Generul
- Requirement: Overrun Area 51 Duo (Elite): Completely Heal Bizarro within 50 Seconds ; Grants title: Am Docktur
- Feat reward: 25 Points
- Category: Duo
- Difficulty estimate: 4/5 (Hard) - Elite encounter or later Survival round raises the execution and group requirements. A time limit makes routing and execution important.
- Completion plan: Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
- Completion plan: Plan movement and objectives before the attempt; keep the full run or encounter inside the stated time limit.
- Completion plan: Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.
- Attempt order: Coordinate the instance attempt. Group / instance conditions These are planning flags, not verified completion times.
Where's Bizarro??
- Requirement: Overrun Area 51 Duo: Find all of the Bizarre Bizarro sightings ; Clone-Zarro Confidant; Loner Clone-Zarro; Industrious Clone-Zarro
- Feat reward: 25 Points
- Category: Duo
- Difficulty estimate: 2/5 (Routine) - Provisional estimate from the stated objective; effort depends on gear, group and availability. No completion time has been measured.
- Completion plan: Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
- Completion plan: Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.
- Attempt order: Coordinate the instance attempt. Group / instance conditions These are planning flags, not verified completion times.
Staying Grounded
- Requirement: Hall of Doom Alert (Elite): Defeat the Hall of Doom without being affected by one of Brainiac's Orbital attacks.
- Feat reward: 25 Points
- Category: Alert
- Difficulty estimate: 4/5 (Hard) - Elite encounter or later Survival round raises the execution and group requirements.
- Completion plan: Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
- Completion plan: Treat the stated failure condition as mandatory for the whole attempt; check with the group before continuing after a mistake.
- Completion plan: Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.
- Attempt order: Coordinate the instance attempt. Group / instance conditions; Read failure / timer conditions before starting These are planning flags, not verified completion times.
Orbital Velocity
- Requirement: Hall of Doom Alert (Elite Plus): Defeat the Hall of Doom without anyone being affected by one of Brainiac's Orbital attacks.
- Feat reward: 50 Points
- Category: Alert
- Difficulty estimate: 5/5 (Extreme) - Top-end encounter or late Survival round requires an experienced coordinated group.
- Completion plan: Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
- Completion plan: Treat the stated failure condition as mandatory for the whole attempt; check with the group before continuing after a mistake.
- Completion plan: Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.
- Attempt order: Coordinate the instance attempt. Group / instance conditions; Read failure / timer conditions before starting These are planning flags, not verified completion times.
Slow and Steady
- Requirement: Hall of Doom Alert (Elite): Destroy exatly 5 Slowbots while fighting Parasite, Metallo, Zod, or Ursa.
- Feat reward: 50 Points
- Category: Alert
- Difficulty estimate: 4/5 (Hard) - Elite encounter or later Survival round raises the execution and group requirements.
- Completion plan: Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
- Completion plan: Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.
- Attempt order: Coordinate the instance attempt. Group / instance conditions These are planning flags, not verified completion times.
Source wiki detail links (6)
Feat requirement and reward · Hall of Doom · Parasite · Metallo · Zod · UrsaCruisin for a Bruisin
- Requirement: Hall of Doom Alert (Normal): Have at least one player get hit 20 times by Brainiac's Shredding Orbital during a single boss fight.
- Feat reward: 25 Points
- Category: Alert
- Difficulty estimate: 2/5 (Routine) - Provisional estimate from the stated objective; effort depends on gear, group and availability. No completion time has been measured.
- Completion plan: Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
- Completion plan: Check the feat counter between completions and continue until its full target is met; follow any daily, weekly or event restriction stated above.
- Completion plan: Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.
- Attempt order: Build counters alongside other goals. Repeat counter / schedule; Group / instance conditions These are planning flags, not verified completion times.
Maximum Impact
- Requirement: Hall of Doom Alert (Normal): Have at least one player get hit 20 times by Brainiac's Kinetic Orbital during a single boss fight.
- Feat reward: 25 Points
- Category: Alert
- Difficulty estimate: 2/5 (Routine) - Provisional estimate from the stated objective; effort depends on gear, group and availability. No completion time has been measured.
- Completion plan: Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
- Completion plan: Check the feat counter between completions and continue until its full target is met; follow any daily, weekly or event restriction stated above.
- Completion plan: Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.
- Attempt order: Build counters alongside other goals. Repeat counter / schedule; Group / instance conditions These are planning flags, not verified completion times.
Power Shmower
- Requirement: Hall of Doom Alert (Normal): Have at least one player get hit 20 times by Brainiac's Power Drain Orbital during a single boss fight.
- Feat reward: 25 Points
- Category: Alert
- Difficulty estimate: 2/5 (Routine) - Provisional estimate from the stated objective; effort depends on gear, group and availability. No completion time has been measured.
- Completion plan: Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
- Completion plan: Check the feat counter between completions and continue until its full target is met; follow any daily, weekly or event restriction stated above.
- Completion plan: Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.
- Attempt order: Build counters alongside other goals. Repeat counter / schedule; Group / instance conditions These are planning flags, not verified completion times.
Bombs, Away!
- Requirement: Hall of Doom Alert (Normal): Defeat the Hall of Doom without anyone being struck by a bomb when fighting the Legion of Doom.
- Feat reward: 25 Points
- Category: Alert
- Difficulty estimate: 2/5 (Routine) - Provisional estimate from the stated objective; effort depends on gear, group and availability. No completion time has been measured.
- Completion plan: Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
- Completion plan: Treat the stated failure condition as mandatory for the whole attempt; check with the group before continuing after a mistake.
- Completion plan: Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.
- Attempt order: Coordinate the instance attempt. Group / instance conditions; Read failure / timer conditions before starting These are planning flags, not verified completion times.
Tactical Genius
- Requirement: Hall of Doom Alert (Elite): Defeat the Hall of Doom without taking damage from Disintegration Field
- Feat reward: 25 Points
- Category: Alert
- Difficulty estimate: 4/5 (Hard) - Elite encounter or later Survival round raises the execution and group requirements. A failure-avoidance condition must hold through the encounter.
- Completion plan: Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
- Completion plan: Treat the stated failure condition as mandatory for the whole attempt; check with the group before continuing after a mistake.
- Completion plan: Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.
- Attempt order: Coordinate the instance attempt. Group / instance conditions; Read failure / timer conditions before starting These are planning flags, not verified completion times.
Rubber Soles
- Requirement: Hall of Doom Alert (Casual or Normal): Defeat the Hall of Doom without anyone taking damage from Ungrounded Energy
- Feat reward: 10 Points
- Category: Alert
- Difficulty estimate: 4/5 (Hard) - A failure-avoidance condition must hold through the encounter.
- Completion plan: Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
- Completion plan: Treat the stated failure condition as mandatory for the whole attempt; check with the group before continuing after a mistake.
- Completion plan: Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.
- Attempt order: Coordinate the instance attempt. Group / instance conditions; Read failure / timer conditions before starting These are planning flags, not verified completion times.
Turretific!
- Requirement: Hall of Doom Alert: Destroy 160 Turrets in the Hall of Doom ; Grants title: the Turret-Whisperer
- Feat reward: 10 Points
- Category: Alert
- Difficulty estimate: 3/5 (Demanding) - A large counter or rank requirement adds a substantial time investment.
- Completion plan: Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
- Completion plan: Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.
- Attempt order: Build counters alongside other goals. Repeat counter / schedule; Group / instance conditions These are planning flags, not verified completion times.
Toxicity
- Requirement: Hall of Doom Alert (Casual or Normal): Defeat the Hall of Doom without anyone taking damage from a Gas Trap.
- Feat reward: 25 Points
- Category: Alert
- Difficulty estimate: 4/5 (Hard) - A failure-avoidance condition must hold through the encounter.
- Completion plan: Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
- Completion plan: Treat the stated failure condition as mandatory for the whole attempt; check with the group before continuing after a mistake.
- Completion plan: Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.
- Attempt order: Coordinate the instance attempt. Group / instance conditions; Read failure / timer conditions before starting These are planning flags, not verified completion times.
OK Doomer
- Requirement: Hall of Doom Alert (Normal): Defeat Parasite, Metallo, Zod and Ursa ; Defeat Parasite; Defeat Metallo; Defeat Zod; Defeat Ursa
- Feat reward: 25 Points
- Category: Alert
- Difficulty estimate: 2/5 (Routine) - Provisional estimate from the stated objective; effort depends on gear, group and availability. No completion time has been measured.
- Completion plan: Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
- Completion plan: Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.
- Attempt order: Coordinate the instance attempt. Group / instance conditions These are planning flags, not verified completion times.
Source wiki detail links (6)
Feat requirement and reward · Hall of Doom · Parasite · Metallo · Zod · UrsaDoomer Eclipse
- Requirement: Hall of Doom Alert (Elite Plus): Defeat Parasite, Metallo, Zod and Ursa ; Defeat Parasite; Defeat Metallo; Defeat Zod; Defeat Ursa
- Feat reward: 25 Points
- Category: Alert
- Difficulty estimate: 5/5 (Extreme) - Top-end encounter or late Survival round requires an experienced coordinated group.
- Completion plan: Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
- Completion plan: Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.
- Attempt order: Coordinate the instance attempt. Group / instance conditions These are planning flags, not verified completion times.
Source wiki detail links (6)
Feat requirement and reward · Hall of Doom · Parasite · Metallo · Zod · UrsaTornado Therapy
- Requirement: Hall of Justice Raid (Casual or Normal): Speak with Red Tornado after freeing him from Brainiac's control
- Feat reward: 10 Points
- Category: Raid #1
- Difficulty estimate: 3/5 (Demanding) - Group coordination or an opposing player adds variability.
- Completion plan: Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
- Completion plan: Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.
- Attempt order: Coordinate the instance attempt. Group / instance conditions These are planning flags, not verified completion times.
Construction Dysfunction
- Requirement: Hall of Justice Raid (Normal or Elite): Defeat the following controlled Justice League members without allowing a Sub-Avatar to be constructed: ; Supergirl; Red Tornado; Booster Gold; Grants title: Foreman
- Feat reward: 25 Points
- Category: Raid #1
- Difficulty estimate: 3/5 (Demanding) - Group coordination or an opposing player adds variability.
- Completion plan: Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
- Completion plan: Treat the stated failure condition as mandatory for the whole attempt; check with the group before continuing after a mistake.
- Completion plan: Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.
- Attempt order: Coordinate the instance attempt. Group / instance conditions; Read failure / timer conditions before starting These are planning flags, not verified completion times.
Source wiki detail links (7)
Feat requirement and reward · Hall of Justice · Justice League · Supergirl · Red Tornado · Booster Gold · titleDemolition Crew
- Requirement: Hall of Justice Raid (Normal): Defeat the following controlled Justice League members after a Sub-Avatar is constructed: ; Supergirl; Red Tornado; Booster Gold
- Feat reward: 50 Points
- Category: Raid #1
- Difficulty estimate: 3/5 (Demanding) - Group coordination or an opposing player adds variability.
- Completion plan: Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
- Completion plan: Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.
- Attempt order: Coordinate the instance attempt. Group / instance conditions These are planning flags, not verified completion times.
Source wiki detail links (5)
Feat requirement and reward · Hall of Justice · Supergirl · Red Tornado · Booster GoldDemolition Derby
- Requirement: Hall of Justice Raid (Elite): Defeat the following controlled Justice League members after a Sub-Avatar is constructed: ; Supergirl; Red Tornado; Booster Gold
- Feat reward: 50 Points
- Category: Raid #1
- Difficulty estimate: 4/5 (Hard) - Elite encounter or later Survival round raises the execution and group requirements. Group coordination or an opposing player adds variability.
- Completion plan: Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
- Completion plan: Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.
- Attempt order: Coordinate the instance attempt. Group / instance conditions These are planning flags, not verified completion times.
Source wiki detail links (5)
Feat requirement and reward · Hall of Justice · Supergirl · Red Tornado · Booster GoldDemolition Expert
- Requirement: Hall of Justice Raid (Elite Plus): Defeat the following controlled Justice League members after a Sub-Avatar is constructed: ; Supergirl; Red Tornado; Booster Gold
- Feat reward: 50 Points
- Category: Raid #1
- Difficulty estimate: 5/5 (Extreme) - Top-end encounter or late Survival round requires an experienced coordinated group. Group coordination or an opposing player adds variability.
- Completion plan: Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
- Completion plan: Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.
- Attempt order: Coordinate the instance attempt. Group / instance conditions These are planning flags, not verified completion times.
Source wiki detail links (5)
Feat requirement and reward · Hall of Justice · Supergirl · Red Tornado · Booster GoldStatic Repulsion
- Requirement: Hall of Justice Raid (Normal or Elite): Defeat Brainiac controlled Oracle Bot without any player taking damage from Exostatic projectiles.
- Feat reward: 25 Points
- Category: Raid #1
- Difficulty estimate: 4/5 (Hard) - A failure-avoidance condition must hold through the encounter. Group coordination or an opposing player adds variability.
- Completion plan: Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
- Completion plan: Treat the stated failure condition as mandatory for the whole attempt; check with the group before continuing after a mistake.
- Completion plan: Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.
- Attempt order: Coordinate the instance attempt. Group / instance conditions; Read failure / timer conditions before starting These are planning flags, not verified completion times.
Skilled Electrician
- Requirement: Hall of Justice Raid (Normal or Elite): Defeat Brainiac controlled Oracle Bot without any player improperly discharging their Exostatic.
- Feat reward: 25 Points
- Category: Raid #1
- Difficulty estimate: 3/5 (Demanding) - Group coordination or an opposing player adds variability.
- Completion plan: Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
- Completion plan: Treat the stated failure condition as mandatory for the whole attempt; check with the group before continuing after a mistake.
- Completion plan: Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.
- Attempt order: Coordinate the instance attempt. Group / instance conditions; Read failure / timer conditions before starting These are planning flags, not verified completion times.
Swift Justice
- Requirement: Hall of Justice Raid (Casual, Normal, or Elite): Defeat the controlled Justice League within 3 minutes.
- Feat reward: 10 Points
- Category: Raid #1
- Difficulty estimate: 4/5 (Hard) - Elite encounter or later Survival round raises the execution and group requirements. A time limit makes routing and execution important. Group coordination or an opposing player adds variability.
- Completion plan: Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
- Completion plan: Plan movement and objectives before the attempt; keep the full run or encounter inside the stated time limit.
- Completion plan: Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.
- Attempt order: Coordinate the instance attempt. Group / instance conditions These are planning flags, not verified completion times.
Mentally Fortified
- Requirement: Hall of Justice Raid (Normal or Elite): Defeat the controlled Justice League without any players being mind-controlled by Martian Manhunter.
- Feat reward: 25 Points
- Category: Raid #1
- Difficulty estimate: 3/5 (Demanding) - Group coordination or an opposing player adds variability.
- Completion plan: Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
- Completion plan: Treat the stated failure condition as mandatory for the whole attempt; check with the group before continuing after a mistake.
- Completion plan: Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.
- Attempt order: Coordinate the instance attempt. Group / instance conditions; Read failure / timer conditions before starting These are planning flags, not verified completion times.
Medical Intervention
- Requirement: Hall of Justice Raid (Elite): Defeat the controlled Justice League without allowing any boss to be revived by Brainiac drones.
- Feat reward: 50 Points
- Category: Raid #1
- Difficulty estimate: 4/5 (Hard) - Elite encounter or later Survival round raises the execution and group requirements. Group coordination or an opposing player adds variability.
- Completion plan: Before entering, agree on the feat conditions with your group and use the exact instance variant named in the requirement.
- Completion plan: Treat the stated failure condition as mandatory for the whole attempt; check with the group before continuing after a mistake.
- Completion plan: Confirm completion in the in-game Feats menu. This planning advice is inferred from the requirement; it is not a verified encounter walkthrough.
- Attempt order: Coordinate the instance attempt. Group / instance conditions; Read failure / timer conditions before starting These are planning flags, not verified completion times.
