The Radiation handicap will affect Killer Croc's armor before his health. However, the total armor on Killer Croc is still capped at 100% of his max health. The Merciless' armor on Killer Croc would be visually converted to Croc's own green-brown color. The Merciless' armor DOES stack with Killer Croc's armor. It may also be helpful to equip Killer Croc with gear that increases power generation and/or max health. At the same time, Killer Croc is building up power on the sideline so when he tags in (optimally when he has at least 2 bars), he gains tag-in armor, armor gained from teammates' specials, and using Killer Croc's SP2 rewards a tremendous amount of armor as well. One efficient strategy is to keep Killer Croc tagged out and use as many special attacks as possible with Arkham teammates. It is worth mentioning that his armor can be more easily seen as an extension of his original health, as attacks that destroy the armor will carry the remaining damage over to his primary health bar. His main health will not be affected until all of his armor is destroyed. Killer Croc is most effectively used as a tank, due to his unique ability to build up an extra set of health which is his armor. When Arkham characters use their special attacks, no notification will be given to let the player know that Killer Croc's passive is in effect, but armor will be given to Killer Croc. Killer Croc gains armor (for its mechanics, see that page) proportionate to his max health when his passive activates, up to a maximum equal to his normal max health, which also scales up if he has max health boosts from gear or teammates' passives. He has unique heavy combo, its first 2 hits can be executed against blocking AI enemy however, while all The Flash and newer Batgirl characters can also do that, their first 2 hits of their heavy combo are registered in 1 swipe, but Killer Croc's first 2 hits are in 2 separated swipes instead.
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