Best Of
Re: 7* star Hit Monkey - your thoughts
Crazy how we’re saying the same thing, yet you somehow made it sound like a TED Talk. Hit monkey for Non bleed immune champs > Chee'ilth. And I meant disagrees* and not disagreedOnly one person disagreed with him bud is it ever that serious??He can take bleed immune matchups more better than Cheelith even though she crits more when dupedAnyone that disagreed with you have never used hitmonkey lmao. You are 100% correct here. Photon for example hit monkey takes her down so quickly compared to cheeilth.
Also, literally no one uses cheeilth for photon. I literally have a r4 chee and I've only done that fight once lol.

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Re: Recruitment event
How many points did you have?
I ranked #50 with 28 points.
P.S. I would assume that overall points scored across all three weeks of the Clash event would be the tie breaker
I ranked #50 with 28 points.
P.S. I would assume that overall points scored across all three weeks of the Clash event would be the tie breaker
Re: I feel like the Eidols were suppose to be the next deathless but kabam missed hugely
After fighting Solvarch in Valiant EQ i hate eidols and their craptastic fractured power bars... "Oh yay let me guess which one he is going to throw.. heads or tails"...

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Re: I feel like the Eidols were suppose to be the next deathless but kabam missed hugely
Kabam 2024: Hey, it might be fun to have a year long chase to obtain Deathless champs!True!
Kabam 2025: People seemed to really enjoy that chase. What if we still make them chase, but also make them spend money on the chase? Brilliant!
Basically, I'm just ignoring the Eidols. To much squeezing these days.
They clearly told us up front when the first eidol dropped they were nothing like the deathless chase. That's all you for assuming it was.True!
....
Only issue is making paywall rarity out of thin air. Looking at you tigra and old champs, red guardian too.
Re: I feel like the Eidols were suppose to be the next deathless but kabam missed hugely
Your mistake is thinking that they were ever supposed to be like the deathless chase. They are paid for early access champs that will hit the basic 6 months later.
Re: Yondu is kinda heat now
Presumably 'start' was an autocorrect from trying to write 'affect'?I was preparing my own thread, but have decided I should add my thoughts here.Stifle doesn't start defensive power rate
For anyone who hasn't read Yondu's buff notes, it's mostly about damage:It doesn't sound like much. It's simple.
- Bleed has been switched out for Rupture.
- Also he inflicts Rupture more often than he used to inflict bleed.
- And his Fury boost after SP2 lasts a lot longer (functionally, around twice as long)
- He's got a small boost to his Block and Armour penetration
- And some minor tweaks you'll barely notice.
But simple, in a game where champs are increasingly complex, can be good. Yondu is a simple character, but he's effective. Particularly at armoured champions, and those that regenerate or have Prowess. Or those that like to turtle up, because he can do very solid damage through block.
He's got no timers to watch, no charges to manage, no complex rotations to learn: play completely normally. Hit into block if you like, because the damage is still good. Throw SP2s for a high-damage phase. That's literally it.
So, despite playing him very simply indeed, the damage is a lot better. Here's ROL Winter Soldier with a 5/65 Yondu, pre-buff and post-buff. Take a look at the times, and especially the relative DoT damage:
Pre-buff:
Post-buff:
However, whilst this could be mistaken for a simple damage tune-up, that's not the full impact of these changes. Because of the switch from Bleed to Rupture, this buff is going to be beneficial for a huge number of opponents. But some of them aren't immediately obvious, so I thought it could be interesting/helpful to call some of them out.
Now I'm not going to try listing every bleed-immune champion this is going to help with - you can find one of those elsewhere. But considering opponents who actually benefit from or punish Bleed/Armour Break, or who are immune to both, this buff makes him substantially better against these opponents:
Mutants
Apocalypse, Bishop, Cable, Domino, Dust, Gambit, Havok, Magneto, Omega Red, Onslaught, Sauron, Storm, Weapon-X
Mystics
Absorbing Man, Clare Voyant, Destroyer, Dragon Man, Mangog, Man-Thing
Cosmic
Corvus, Serpent, Superior Iron Man
Skill
Attuma, Elsa Bloodstone, Moondragon
Tech
Arnim Zola, Bastion, CapSam, Civil Warrior, Hulkbuster, Lady Deathstrike, Nimrod, Omega Sentinel, Sentinel
Science
Abomination, Photon
Of course, there are a handful of opponents where this buff isn't helpful: Mister Sinister is still an issue. And arguably Yondu is actually a lot less good against Emma Frost: that Armour break was clutch for keeping her under control, and it won't activate against her, any more.
Also, he'll be less effective against quite a few Science champions:
Mostly, those who are rupture-immune (Scorpion, Silk, Spider-punk), those with very high physical resistance, and a few who actually have a specific weakness to Bleed (Human Torch, Invisible Woman, Thing)
Utility
So what else does Yondu do?
Sig ability - unchanged; this helps him tank Special attacks quite spectacularly.
Combat power mitigation - also unchanged, although he places more Rupture debuffs for longer than Bleeds, which will make this ability more effective. It's definitely visibly effective at limiting the number of Specials you have to deal with; although not so effective that it prevents you ramping up your SP2 Fury ability. I can see that these two abilities might appear counter-intuitive; but really, it works fine in practice.
Pilfer armour and Prowess - he's a little better at doing both of these. This is actually very useful, particularly since he can do it using basic attacks, and through block. And he can manage Armour buffs on champs resistant to Armour Break or Nullify, like Red Skull and Civil Warrior.
Finally, for some reason, they've given Yondu an immunity to Concussion Debuffs when fighting against Mutant Champions. This seems pretty niche; because although Concussion is actually something several mutants do (Apocalypse, Gambit, Emma Frost, Mister Sinister, Stryfe), they mostly do it by hitting you with an SP2, at which point the actual concussion is the least of your worries. So I suspect that this tweak is intended to help him deal with particular War node placements where people like to put Mutant defenders.
Can he defend?
I'd predict that Yondu is going to be a useful stall defender:----
- He's got a non-contact opening Light attack.
- He's going to slow down attackers with a solid Stifle ability from his special-1.
- He's going to resist damage with his Sig ability
- He also inflicts serious Rupture damage through block.
Nice to see other people's thoughts, especially a well-known Yondu fan, @Cat_Murdock
Personally I think this is a good buff, broadening the useability and enhancing the damage of an unusual champ. And he's gone from being useable but niche (and very dependent on RNG) to being much more effective in a wide variety of situations; as an effective DoT-dealing champ.
I never said it did.
Stifle reduces Offensive Combat Power: the power gained (by the champion carrying the Stifle) when striking the opponent.
Additionally, Yondu has an ability to completely reduce the opponent's overall combat power:
For each Debuff on the Opponent, they suffer -10% Combat Power Rate. Max: -50%.
On activation of Yondu's SP1, he places Stifle. This will happen both on Attack and Defense; however if he's Attacking it won't really do much, as most players will be avoiding getting hit. Reducing the Defenders Offensive Combat Power isn't really all that useful, as an Attacker.
However, when he's defending, the Stifle will reduce the Attackers CPR by 60%, plus Yondu's ability will reduce it by a further 10%.
It's a long debuff, and it is placed on activation - he doesn't have to hit you. That's often a clue that something is a defensive ability, if you hadn't noticed.
So, when Yondu is on defense, you (the attacker) have the choice between baiting an SP1 that's going to reduce your own Offensive Power Gain by 70% (meaning that you, the Attacker, get to throw a lot fewer specials), or an almost unavoidable SP2 that has a big Pierce effect, and grants him Fury bonuses.
That's why I mentioned it as an ability that will stall the Attacker when Yondu is on defense.
Re: Battlegrounds wins not counting...
6 fighs won but only have 4 pointsNot talking about winning the entire match. Every time you fully KO an opponent in round 1 2 or 3 is what counts.

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Re: Poker Game Mode Leaderboard Success Story
Congrats man. Good to see decoration pay off. Hopefully high evolutionary is as good as advertised.

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