Best Of
Re: R5 Thor Ragnarok
yea I’m very excited aswell for incursions will I be able to use him in saga incursions I hope so also what statcast r u using
Re: Oddball R5s
We talk about him a lot by now - mostly in a negatve way
But I really like him and get to learn best rotations in different situations
No regret at all - the God of Thunder is my first R5 and looking foward for is ascension.
My next one is still a mystery by now… could be is Asgarian Bro Heimdall !
Captain America Classic - Rework NEEDED - Concept
Passives:
- The Super Soldier Serum grants Steve Rogers enhanced healing capabilities ("he can't get drunk"). This makes the Salve and Willpower masteries 1.5x more potent than they are against damaging debuffs for other champions.
Persistent Charges: max 4
- For every fight that Steve has won in a quest, gain 1 persistent charge.
- Each persistent charge enables Steve to start the fight with 1 more Resolve Charge and 1 less Restraint Charge than his normal starting charges.
Vibranium Shield:
- Cap's near-indestructible Vibranium Shield allows him to block all unblockable basic attacks. This ability is unaffected by ability accuracy reduction debuffs and passives.
- Cap's immense tactical capabilities allow him to foresee attacks before they've happened, giving 100% chance to autoblock intercepts. This autoblock triggers the parry mastery (as an attacker) if active.
- Cap can also automatically autoblock unblockable special attacks. If autoblocking an unblockable special attack, all autoblock abilities (including intercept autoblock abilities) go into cooldown for 12 seconds.
- All autoblocked hits retain 100% block proficiency.
- Shield hits cannot have their damage reflected back to Steve due to Vibranium's absorption capabilities.
NB: Shield hits include Cap's first medium attack, second and fourth light attacks as well as heavy attacks.
Resolve: Max Stacks = 20
- Steve Rogers is known for his immense resolve and resilience. He starts the fight with 2 resolve charges. As a defender, start the fight with 5 resolve charges.
- Each well-timed block grants Cap 2 additional resolve charges. Each resolve charge decreases the Opponent's Block Penetration by 5% to a maximum of 75% (at 15 stacks or above).
- Every time Cap is stunned, he gains +1 resolve charge. Resolve charges reduce the duration of enemy stun debuffs by 0.15 seconds per charge.
- Cap also gains +1 resolve charge for every 5 hits he takes as a defender.
- Cap loses 3 resolve charges each time he is knocked down.
Resilience: Passive
- On reaching 10+ stacks of resolve, Cap can dash back and hold block for 1.2 seconds (as an attacker or defender). This consumes all resolve charges and activates Resilience for 1.5 seconds per resolve charge. Resilience is also activated if Cap is stunned while at 10+ Resolve Charges.
- When resilient, gain +10% physical resistance, +10% energy resistance and +20% block proficiency for each resilience charge consumed.
- While resilient, each time Cap would be knocked down, he gains an unstoppable passive lasting 1 second. This reduces the duration of Resilience by 2 seconds each time the ability triggers.
- Cap also gains a Stun Immunity buff, lasting 0.5 seconds for every Resolve Charge consumed.
- While Resilience is active, no new Resolve Charges can be generated.
- Once Resilience has ended, Steve's Resolve Charges are restored to 0.
Restraint
- Steve Rogers is often known for holding back, not unleashing the full force of his capabilities unless absolutely necessary. He starts the fight with 20 Restraint Charges.
- Every 3 hits, Steve Rogers loses one Restraint Charge. As a defender, every 3 hits from the opponent can also cause Steve to lose one Restraint Charge.
- Every time Steve loses a Restraint Charge, it is converted into an indefinite 7% Fury Passive.
- When Steve has lost 10+ Restraint Charges, all shield hits have a 75% chance to inflict an Armor Break debuff lasting 7 seconds on the opponent, reducing their Armor Rating by 20% for each debuff.
- When Steve has lost 15+ Restraint Charges, heavy attacks have a 100% chance to inflict 1 stack of trauma per hit, each stack lasting 6 seconds. Trauma debuffs inflicted deal 20% of damage dealt per hit as direct damage.
Unleashed: Passive
- When Steve has lost all of his Restraint Charges, he enters an Unleashed state for 20 seconds.
- During this state, all of Steve's Fury passives gain +100% potency and Trauma debuffs on the opponent are paused for 1 second every time the opponent is struck.
- All hits from basic attacks and heavy attacks place a stack of physical vulnerability on the opponent, reducing the opponents physical resistance by 3% for each stack. Max stacks: 30. Each stack lasts 8 seconds.
- After Unleashed ends, Steve gains all his Restraint Charges minus one per time Unleashed has been activated. All of Steve's Fury Passives disappear minus one per time Unleashed has been activated.
Special Attacks:
Special 1
- Place 2 stacks of physical vulnerability on the opponent, decreasing their physical resistance by 10% each. Each stack lasts 10 seconds.
- If both Resilient and Unleashed, place 4 stacks instead.
Special 2
- Place 3 stacks of Trauma on the opponent, each dealing 20% of damage dealt per hit as direct damage. These Trauma debuffs last 10 seconds each.
- If Resilient, place a glancing debuff on the opponent for 6 seconds after the attack, causing all attacks from the opponent to have a 70% chance to glance. Glanced hits cannot be critical, have 100% reduced offensive ability accuracy and deal 30% reduced damage.
- If Unleashed, place 6 stacks of Trauma of the same mentioned potency and duration on the opponent. The duration of Trauma debuffs remains paused until Unleashed State ends.
- If both Resilient and Unleashed, pause the duration of all debuffs on the opponent for the duration of the attack and double the potency of all Trauma and Physical Resistance debuffs on the opponent for the duration of the attack.
Special 3
- Enter Resilient State for 7 seconds plus 1.5 seconds for every Resolve Charge gained.
- Enter Unleashed State for 7 seconds plus 1 second for every Restraint Charge lost.
- Refresh the duration of the above states to their full duration (i.e. 30 seconds of Resilience and/or 20 seconds of Unleashed) if in those states when activating special 3.
Signature Ability: "I Can Do This All Day"
- Once per fight, when Steve would be KO'd, he gains a 2.5 second Indestructible passive. While indestructible, he enters an Unleashed state for the duration of the Indestructible passive.
P.S.: it would be great if the animations for Cap’s heavy attacks could be changed to 2 hits from the shield e.g. Red Guardian style hit + uppercut
First medium attack can be like Sam Wilson’s shield attack. Second and fourth light attacks must also be shield attacks.
Cap’s special 1 can remain the same or can be 3 different hits.
Cap’s special 2 can be 5 hits, starting with two punches, a shield slam to the face, a kick back and finally a shield throw to knock the opponent down.
Has Skill-Based Gameplay Lost Its Place in MCOC?
Before I begin, I would like to mention that Italian is my native language. Some of the terms or mechanics referenced in this message may not perfectly match the official English terminology used in the game, as they have simply been translated from one language to another.
I would like to share a thought regarding Shang-Chi.
I am not asking for a buff or higher damage numbers. What I miss is the value that this champion once had as an example of technical gameplay.
When Shang-Chi was introduced, he was one of the few champions who truly rewarded player skill. He required attention, combo management, and the ability to choose the right answer for each situation. Every combo had a purpose, and every decision had a consequence.
For years, I used him in Alliance War on Path 5, even bringing a 4-Star Shang-Chi into matchups that, on paper, seemed unfavorable. Not because he was the strongest champion, but because he rewarded game knowledge and execution.
Today I own a Rank 4, 7-Star Shang-Chi, yet I rarely find a reason to use him. Not because his numbers are too low, but because many of the mechanics that defined his identity feel increasingly unreliable against modern defenders and interactions.
My impression is that Shang-Chi did not become less relevant because stronger champions arrived. He became less relevant because the type of skill he rewarded has become less important in the current game.
I believe that not every champion needs to be part of the meta. However, champions that genuinely reward mastery of gameplay should always have a place in an experienced player’s roster.
For this reason, I was wondering whether a review or modernization of the character has ever been considered—something that could restore his relevance without changing the identity that made him unique.
I would also like to ask whether there is a specific person, team, or channel through which players can share this type of feedback regarding champion design.
Thank you for your time and attention.
Kind regards,
Rob
Re: Why is T5BC still so difficult to obtain?
But you don't know, tou are trying to maximize collectives, instead of maximizing progression level. Once you get to Elder maximizing collectives becomes easier.
Re: Why is T5BC still so difficult to obtain?
It's newly in the mysterium store. You can get unlimited quantities once you reach Elder. Until you reach Elder, you should be more focused on moving forward than working backwards.

