How to get UR Subterranean King?

Request: 
UR Subterranean King Awakening Stone x1
UR Monster Evolution Stone x4
SSR Subterranean King

ur-subterranean-king

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Basic

Deals 120% ATK to a single target.

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Ultimate
(Cost 2 Energy)

Deals 450% (Ultra-Ultimate: 600%) of your attack power in direct damage to the entire row of targets with a 5-hit combo.
In the first 5 rounds, there is an 80% (Ultra-Ultimate: 100%) chance to add [Deterrence] to 2 (Ultra-Ultimate: 3) random enemies for 1 round.
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[Deterrence]: Unable to act, and all damage immunity is reduced by 30% (Ultra-Ultimate: 40%). This effect is considered a stun state.

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Passive

Gain 60% (Extreme Passive: 70%) (Awakened Passive: 80%) [Specialized Dodge].
When any character acts, remove the [Stun/ Specialized Stun/ Silence] status of 1 (Extreme Passive: 2) (Awakened Passive: 3) teammate.
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[Specialized Dodge]: Direct damage/ continuous damage/ injury damage/ extra damage only causes 1 point of damage.

 

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Awaken Passive

Ignore the additional consumption effect caused by [Specialized Panic].
Increase the [Hit] stat of all allies by 30% (Awakened 2: 40%).
At the beginning, 100% chance to inflicts [Deterrence] to 3 random enimies, lasting 1 round.

Pros of UR Subterranean King

Unavoidable, Consistent Burst

Ultimate deals True DMG (scaled with Max HP), bypasses all forms of mitigation:
→ Ignores DMG Rate, DMG Free, Evasion, and Sharing
→ Shreds tanks, dodge units, and barrier comps

Specialized Breakthrough Utility

Every hit of his Ultimate removes DMG Ignoration (like Unyielding, shields, etc.)
→ Particularly strong vs. defensive setups and stall comps

Powerful Revival System (Vengeance)

Starts with 4–5 Revives depending on breakthrough

Revives with up to 100% HP

After being KO’d, he revives and triggers a 150–200% Follow-up based on Ultimate DMG (no energy needed)

Scales with battle length: gets stronger the more units die

Durable Tank-Breaker

60–80% Non-Crit DMG Free makes him very tanky

Especially strong vs. chip damage, DoTs, multi-hits, etc.

Works well as a midline/off-tank DPS

Energy-Independent Output

Vengeance follow-up needs zero energy, making him deadly even in low-energy rounds

Flexible Synergy Options

Works in both burst or stall comps

Pairs well with Specialized Shatter teams or Breakthrough comps

Good vs. high-durability enemies or revive-heavy lineups

Strong Scaling with Investment

Every upgrade tier boosts his key mechanics:

+35% True DMG scaling

+1 Revival

+20% Non-Crit DMG Free

+50% more Follow-up DMG

+20% more HP on revive

Hi-Tech Synergy

Fits with UR Boros, Genos, Speedster, GW, and other Tech units

Can be protected by Shield Rate or buffed with Vigor/Tenacity

Cons of UR Subterranean King

Heavily Gear-Dependent

Requires Max HP build to scale True DMG

Needs SPD to ensure he performs efficiently (not too slow or he’ll fall behind)

Not plug-and-play; poor gear = poor performance

Conditional Revival Timing

Vengeance only triggers after an enemy acts
→ May not revive at the most impactful moment (e.g., could be ignored and revived too late)

Lacks Team Utility

Offers no buffs, healing, energy control, or shields for allies

Entire value is self-contained; other units must carry supportive roles

Limited Crit/Agility Compatibility

Doesn’t benefit from Crit Rate/Damage or Agility

Can feel out of place in comps built around burst crits or dodge stacking

Non-Crit Scaling Limits Versatility

Entire build revolves around non-crit True DMG; lacks flexibility in damage types

Weak Early Game Impact

Relies on death/turn count scaling

Much stronger mid to late game, making him underwhelming early in a match

High Competition in Hero Slots

Shares space with powerful URs like:

UR Flashy Flash

UR Genos

UR Speedster

UR CE (core)

Hi-Tech slot is one of the most contested in current meta

Costly to Maximize

Needs A2 and ideally Ultra Ultimate for full potential

Very Black Ticket and gear-intensive compared to plug-and-play units

Conclusion: Should You Pull UR Drive Knight?

If you're building a high-sustain, anti-tank PvP comp, UR Drive Knight is a devastating carry who can solo late-game battles through sheer revival pressure and true damage burst.
However, if you're short on resources or need earlier momentum/DPS, he may feel clunky or too setup-dependent.

Pull if:

You need a revive-capable bruiser for PvP

You’re facing heavy DMG mitigation / revive / shield teams

You have good Max HP gear and True DMG support

You're building around Hi-Tech core or Tech-heavy comps

Skip if:

You prefer fast matches or Crit/Agility DPS comps

You're already saving for UR CE, UR Genos, or UR Gouketsu

You need teamwide buffs, energy manipulation, or early-round pressure