
Stats
Skills

- Effect
- Snare
- Damage
- 20-30% of Attack
- Cooldown
- 40.0 sec.

- Effect
- Slow
- Damage
- 50-100% of Attack
- Cooldown
- 60.0 sec.

- Effect
- Power
- Damage
- 122% of Attack
Role
MK11 Kabal is tempo control: Attack 1 applies Snare
Snare, Attack 2 can apply Slow
Slow after a Perfect Block, and the finisher grants Power
Power.
Strengths
Manual Snare keeps the priority target active. Slow can reduce pace after a Perfect Block, and the once-per-match Power finisher below 30% opponent Health supports a Special finish.
Weaknesses
Slow is conditional, Power is one use, and Snare can be blocked by immunities or tag rules.
Best Synergies
Fits focused damage teams that want to hold one enemy and slow its recovery after a defended Special.
Where to Use
Strong in Towers and Realm Klash against tag-dependent opponents. Check control restrictions on bosses.
Effect interactions
How this card interacts with glossary effects, with shortcuts to similar mechanics.













Outworld