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New and Unique Champion Abilities

These are some new champion ideas I have they are in great depth and i have covered alot with them. Not all of these will suit you so keep any hate to yourself. These will never hey added, not like this anyway but we can all dream right?
Please read and enjoy. Creative criticism is always welcome.
Note: I did not list exact damage and number variables i leave that to reader inception.
(Class - Class) - This is for classes the could qualify for.
[Wording] - Inside this bracket us thier ability name. Some have multiple.
Now last thing, these abilities can be either base or signature as I did not specify.

01 - Dr. Doom (Tech - Mystic)
[Mind Control]
When Dr. Doom activates SP1 he has a 15% chance to stun his enemy.
When Dr. Doom activates SP2 he has a 35% chance to stun his enemy.
When Dr. Doom activates SP3 he has 100% to stun his enemy.
While his opponents are stunned they are passively damaged by Mind Control damage.
Dr. Doom can receive Armor and Fury buffs from his SP1 and SP2.
Doctor Doom gains power passively (like Doctor Strange)

02 - Captain America (Science - Skill)
(Hydra Gear/Secret Empire)
[Stab]
Captain America has been compromised.
He is battling himself under the control of Hydra the force of evil he has faught so hard to stop.
Under Hydra influence, Captain Americas morality is at stake. He now will fight with more hate, more power and more strength.
Captain America gains power 2x faster than his Avenger and WW2 days.
Captain America while blocking for 5 seconds will activate a Physical Resist buff. This can stack 3 times.
Captain America now attacks with more angered attacks 'stabbing' toward his opponents causing bleed. 10% chance to cause bleed on light attacks. 30% chance to cause bleed on medium attacks. Heavy attacks have a 50% chance to activate Fury or Bleed.
SP1 will 100% guarantee a bleed stack for 10 seconds. SP2 has an 85% chance at stunning the opponent.

03 - Death (Cosmic - Mystic)
[Life and Death]
If Death finsihes a fight by defeating her opponent with her SP3, she takes thier soul as her Continuous Charge. (Max 3)
While Death has a Continuous Charge, if she is defeated in combat she can start the next fight with 1% health.
While Death is below 5% Health she gains Power Gain for 60 seconds at 10% speed increase passively. (Can only be used once per fight.)

04 - Electro (Science)
(Pure Electricity Form)
[Overload]
Electro can no longer be affected by; Bleed, Poison, Degeneration, Shock and Stun.
Instead Electro can only be stopped by Overload.
Electro must beware of his power in his power bar or he will be stuck in Overload.
Overload is triggered by having less than 33.33% power (less than the green/SP1) and it can also be triggered by having more than 66.66% power (SP2/Orange).
While in Overload, Electro has a 2.5% chance to stun both he and his opponent for 1.5 seconds causing shock damage to both of them.
While in Overload, Electro can be stunned (by opponents) and recieve Shock damage (from himself only).
(Every 5 seconds of combat in the 'Overload Eligible' power zones, the 2.5% is tested to trigger)

05 - Silver Surfer (Cosmic)
[Universal Energies]
When the Silver Surfer is stuck by energy based SP1 and SP2 attacks, he passively resists 45% of the damage and converts the resisted damage into power.

06 - Sandman (Science)
[Dynamic Density]
Upon Activation of SP1 the Sandman shifts his hands into formidable weapons with 1 of 3 variables chosen at random. (A club with short range and high damage, a whip with long range and moderate damage and a mace with moderate range and very high damage)
The Sandman has a 5% chance for a strike to pass through him causing no damage.
3% chance for a Special Attack to pass through him causing no damage.
Upon activation of SP2 Sandman can gain either Armor or Physical Resist for 50 seconds. These two alternate between activations.
Sandmans SP3 will cause a sandstorm reducing the attack power, critical damage output and buff activations by 30%.

07 - Apocalypse (Mutant)
[Mutant Nullification]
Apocalypse has the ability to Nullify the effects and buffs of Mutants he fights. When he successfully Nullifies an opponent he recieves a Power Gain buff giving him 10% more power gained for 15 seconds.

08 - Agent Coulson (Skill - Science)

When Agent Coulsons health drops to 1%, He becomes undamagable and pulls out his DAPG (Destroyer Armor Prototype Gun) and fires a hail mary shot at his opponent before his death.
If the opponent survives, Agent Coulson continues the fight with his 1% Health.
[GH325]
If he eliminates the enemy with the shot from the DAPG he gains 1 Continuous Charge.
When a fight starts Agent Coulson will activate 'GH325' which will restore 10% health over 1.5 seconds.

09 - Graviton (Science)
[Graviton Charges]
Graviton can hold a block for up to 10 seconds, degenerating 1% health per second (10% degen max) to receive 1 Graviton Charge. (Only 10 charges can be held at once)
Upon activation of SP1 and SP2, Graviton will consume all current stacked Graviton Charges (up to 10) to increase his damage output by 5% per charge used on SP1 (50% extra damage) and 10% on SP2 (100% damage increase).

10 - Deathlok (Tech - Skill - Science)
[Cybernetic Enhancements]
When dealing Critical Damage to an opponent Deathlok gains Armor equal to 15% of the total current combo critical damage. The Armor wears of after 20 seconds or aftet being hit by any Armor Break effect.
[Cybernetic Tracking]
While dashing back and holding (block), Deathlok can activate Cybernetic Tracking increasing his Critical Damage Output by 8%
[Physical Enhancements]
While taking damage (direct/physical) Deathlok gains 1 stack of Physical Resist until he turns the fight around.
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