Best Of
Re: Glitch incursion (week 2 not started yet)
same. Where are they @Kabam (Osaurus) Rex
Glitch incursion (week 2 not started yet)
Re: Character Wishlist Thread 3.0
Lilith
Firebird (Bonita Juarez)
Cardiac
Living Laser
Reignfire
Re: Google ai is saying that colossus won the summoners choice 2026
I am pretty sure they are talking about pixies post. Not yours.
Re: Opinions on silver samurai ?
I actually have had him for a few months, since I was lucky to pull the 7* from the grace crystal
He is an awesome looking character. And I tried to make him work, but honestly he is so underwhelming. He has like 0 utility. He’s not even the best Yelena counter. Cassandra Nova destroys Yelena by spamming heavies. And his damage isn’t that amazing either. It’s good but it doesn’t justify his basic ass kit
Re: Star-Lord (Stellar Forged) doesn't feel like a 5/5 damage champion
Star lord turned mid lord it's a shame they introduce promising a better utility and versatility to a champion they robbed Star lord from it's glory no power drain no skill utility like damage debuffs shurgoff, slow even if you were lazy should have added critical coldsnap to counter miss and evade or cleanse or true accuracy at high combo sig ability is also **** and they call it stellar forged more stellar joke peace out kabam mark my words they joke you have of adding just new stars like 6 7 8 Star champion sooner or later you'll game will die and you will look back where you **** up.
Wonder Man - Champion Concept
Like Count Nefaria, his power set revolves around ionic energy, so I primarily designed him as a power control Science champion. However, what sets Wonder Man apart is the way in which he accesses this control, and how he holds an entirely different niche within the game. He controls power through Power Burn effects (an homage to Vision, who was created with Wonder Man's brain patterns in the comics), which also acts as his main damage source. I designed him to be a semi-nuke character for Battlegrounds and Alliance War with the ability to counter annoying champions or nodes that augment the defender's power.
For his mechanics, he feels like a mix between Lizard with the way he accesses his big bursts, Mojo/Spider-Slayer with the way he utilizes prompts to ramp up (more on this later), and of course both Visions with the way he accesses his damage.
Now, here's the full concept:
Wonder Man
Class: Science
Stats (7* Rank 4)
Health: 105,000
Attack: 6,400
Block Proficiency: 5,800
Critical Hit Rate: 880
Critical Damage Rating: 1,450
Resistances: 550 (both)
Ionic Resilience - Passive
Wonder Man’s body is composed entirely of ionic energy, granting him immunity to Power Steal and Bleed effects, as well as 75% resistance to Shock and Incinerate effects
Being an actor, Wonder Man is no stranger to toxicity, rendering him immune to all Poison effects
Whenever Wonder Man would be inflicted with an effect that he is immune to, gain 7 Ionic Potential
Ionic Potential - Passive
Wonder Man gains 1 Ionic Potential passive when striking or when struck by an opponent. Heavy attacks gain +5 Ionic Potential (max. 100)
Each Ionic Potential stack increases Energy Resistance by +3% (max. 60%)
Each stack reduces Degeneration damage by 3.5% (max. 70%)
Wonder Man doesn’t inflict Critical Hits normally. Instead, whenever he would land one, he will Power Burn 4% of a bar of power from the opponent, dealing X damage (doesn’t work if Special 3 is reached)
On defense, knocking down Wonder Man removes 7 Ionic Potential stacks
Whenever Wonder Man removes power from the opponent, gain 3 Ionic Potential and inflict a 5-second Ionic Resonance debuff on the opponent. These debuffs are paused during any special attack
Each Ionic Resonance debuff:
Increases the amount of power the opponent gains from basic hits by +5% (max. 25%)
Increase the damage of Power Burn effects by +20% (max. 100%)
Burns 5% of max power when the opponent is knocked down
Perfect Take! - Passive
Wonder Man will receive a series of 4 prompts to complete, with each one having a 5 second completion window, and a 1.5 second cooldown. Once a Perfect Take! Series is completed, instantly gain 15 Ionic Potential. No new prompts will be given for 7 seconds. If a series cannot be completed, a new prompt will be given after 3 seconds, and the prompt count will reset back to 1.
Possible prompts are:
Land two medium attacks in a row
Land three light attacks in a row
Get Wonder Man’s combo to a multiple of five
Perform a well-timed block
Swipe up your screen
Dash back, then dash forward
Idle for 1 second
Whiff an attack
When a Perfect Take! Series is completed, flavor text will display, saying “...Annnd Cut! Perfect Take!”, followed by a small fireworks animation
If Wonder Man performs a special attack right after finishing a Perfect Take! Series, the special attack becomes On Cue, gaining +25% attack rating (scaling with base attack only) and dealing an additional 1% of its attack as energy damage for each Ionic Potential on Wonder Man. After the special attack ends, Wonder Man is granted 15 Ionic Potential.
Special 3s cannot be On Cue
When a Special is On Cue, flavor text will display, saying “Right On Cue! You’re A Natural!”, and Wonder Man’s sunglasses will glow with a tint of purple for the duration of the special attack
After finishing a Perfect Take! Series, refresh the duration of all Ionic Resonance debuffs on the opponent and pause them for 1.5 seconds
The Big Finish - Passive
When Wonder Man reaches 100 Ionic Potential, he is able to absorb all of the energy from an opponent’s special attack and reflect it back at them (excluding Special 3s).
This triggers the Big Finish, granting the following effects:
If Wonder Man stays idle when the opponent performs a Special Attack, he will take no knockback and reflect 125% of the damage he would have taken back at the opponent as energy damage
Additionally, he will deal a burst of energy damage at the end equal to all the damage dealt to the opponent through Power Burn effects since the previous Big Finish, or since the start of the fight if it’s the first
Wonder Man will gain 150% of the power he would have gained from getting hit by the special attack.
On defense, Wonder Man will immediately stay still and take the special attack when at 100 Ionic Potential, unless he is stunned
After completing the Big Finish, Wonder Man loses 80 Ionic Potential stacks
Supporting Cast Prefights (Unlocked Through Awakened Ability)
Wonder Man starts the quest with 1 Persistent Charge, and gains 1 each time he defeats an opponent during a Big Finish (max. 5)
Wonder Man can grant the following Supporting Cast Pre-Fights to other champions on your team for the duration of a fight:
Stunt Double: The attacker will be able to auto-evade the first three special attacks of the fight that they are hit by
Acting Coach: All special attacks have +20% ability accuracy, and the first hit of any combo will be non-contact
VFX Artist: Steal 35% of all power removed from the opponent through Power Drain or Power Burn effects, and 30% of all power denied through Power Lock, Suppression, or Enervate effects
Special 1
Wonder Man fires off two quick beams of ionic energy from his hands, before removing his glasses and unleashing a concentrated beam from his eyes. This special attack totals 5 hits (one hit from each hand, three from the eyes)
Burn 20% of a bar of power from the opponent, dealing X damage
If this Special is On Cue, Wonder Man’s Power Burn potency is increased by +50% for the duration of the special, and its damage is increased by +30%
Power Burn an additional 0.4% of a bar of power from the opponent for each Ionic Potential that Wonder Man has
For each Ionic Resonance effect on the opponent, Wonder Man is able to steal 12% of the power burned (max. 72%)
Special 2
Wonder Man charges up his fists with ionic energy and delivers a tight 3-punch combination (jab, uppercut, ground slam)
Each hit deals X extra energy damage, burning 33% of a bar of power but costing 12 Ionic Potential.
For every 10 stacks of Ionic Potential remaining, gain a 15-second Fury passive, increasing attack rating by X
At the end of the special attack, all Ionic Resonance debuffs on the opponent will be removed, dealing a burst of X energy damage per debuff
If On Cue, each hit will also burn an additional 5.5% of a bar of power per Ionic Resonance debuff on the opponent.
If Wonder Man is below 40 Ionic Potential when this special attack is used, no power will be burned from the opponent
Special 3
A spotlight shines on Wonder Man, and he begins striding towards the opponent. He casually blocks a desperate punch by the opponent with a glowing ionic energy force field. He then unleashes a series of impossibly fast ionic energy strikes, before finishing by striking a heroic pose
Instantly gain 40 Ionic Potential
Pause all Ionic Resonance debuffs on the opponent for 7 seconds
Place 1 permanent Ionic Resonance debuff on the opponent (max. 3 permanent debuffs)
Blockbuster - Awakened Ability
Wonder Man can steal 5-10% of the additional power that the opponent gains from Ionic Resonance per 10 stacks of Ionic Potential that he has (max. 75%)
Unlock Supporting Cast Pre-Fight abilities
Each time Wonder Man is hit with an energy attack while blocking, instantly regenerate 30-50% of the damage taken, and gain 1 Ionic Potential per hit blocked
Champion Rotation
Complete Perfect Take! prompts and hit the opponent as much as you can to build Ionic Potential
Perform an On Cue Special 1 to place Ionic Resonance, burn power, and gain more Ionic Potential
Repeat, keep spamming On Cue Special 1s
Once you build to 100 Ionic Potential, weave in a Big Finish to deal massive damage and finish off the opponent. If they’re still not dead, the 150% power gain gets you to a bar of power, allowing you to fire off another Special 1 to continue the rotation
Key Utility Pieces
Hard counters Nico Minoru, since Poison effects help him ramp
Counters many other Mystic defenders as well, including Sasquatch, Kindred, Mojo, and Man-Thing
Great power control through his Special 1 spamming. His power burn-centric playstyle lets him punish defenders and nodes that rely on gaining lots of power
Acts as a more nukey Count Nefaria. However, the downside is that he’s far less safe and doesn’t counter Regeneration
Wonder Man never fully loses his ramp in a fight. After the Big Finish, only some of his ramp is lost and he can easily pick up where he left off
This was a bit of a longer kit, and I'm thankful if you've read it all the way through. I'm still learning with this kind of stuff, so as always all feedback is appreciated, thanks!
Re: Character Wishlist Thread 3.0
Cloak
Dagger
Nomak
Morgan La Fay
ghost rider (Robbie Reyes)
Re: Many big players aren’t even playing battlegrounds bcos the rewards aren’t attractive
it's not the rewards. it's the mode itself. you can NOT continue a competitive mode with a game that is so unreliable in control and AI. the frustration eventually will win out and players will diminish.









