Champion Improvement Suggestions [edited by Mod for clarity]

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  • PotatolegionPotatolegion Member Posts: 290 ★★
    While I have come up with some OP suggestions for buffs, I think not every character should be made into a God tier.
    I suggest we give some trash champions some little abilities just to make getting them a bit less heart breaking.

    Ronan: every time he hits the opponent with his war-hammer, 45% chance to deal 20% energy damage.
    Spider man (classic): Every web hit reduces enemy ability accuracy by 3%.
    Juggernaut: he is unstoppable for one second while charging his heavy attack.
    Captain America (classic): every time the opponent hits into captain America's block, 30% chance to absorb the kinetic energy, reflecting back 25% damage.
    Abomination: special two is unblockable.
    Loki: the opponent has a 15% chance to miss each hit.
    Punisher: if the opponent is a villian, gain plus 25% block proficiency.
    Black panther (classic): black panther is incredibly stealthy, every 15 hits in the enemy's combo metre gives them a passive weakness.
    Drax: special one causes concussion.
    Rocket: every blocked hit has a 40% chance to crit.
  • zima_bluezima_blue Member Posts: 1
    champion improvement suggestion for ebony maw:

    (the numbers in this are based on seatin latest 6* ebony maw video in which a 6* rank 1 ebony maw deals 49 degeneration dmg per tick)

    maybe if his degeneration could last forever, or if you could refresh it and then stack multiple degeneration debuffs for each mission completed (3 per fight) and then carry those over into the next fight and put them on then next opponent with a special3. so with 49 dmg per tick you can get 147 per tick in fight one, 294 in fight two, 441 in fight 3 and so on, as long as you always complete missions and transfer previous degenerations with your sp3. this would still start off weak in regards to him being a 6* but at least he would gain some ramp up potential through the missions. similar to his black order colleagues. also this would only work for attacking maw and balance it out bc a defending, ai controlled maw will rarely finish all missions and hit an sp3. just a thought.
  • Ksp_2099Ksp_2099 Member Posts: 735 ★★★
    This is my first time here. My one of the favorite character in marvel is Daredevil. I think that he should be buffed. At least make him a decent champion like Luke cage, venom, she-hulk, etc. Please KABAM.

    Who: DD Netflix

    Why: he has no utility in the game right now, also he is one of the awesome characters in comics and tv series.

    He deserves to be a hard hitter. Increase his damage output and evade chances.

    Change his specials animations

    Passive:

    After every specials he should gain a true accuracy buff as passive buff for 15 to 20 sec. As he doesn't rely on eyesight, so during true accuracy buff no evasion by opponents and it can not be suppressed by any ability accuracy.
    Also, during this buff he gains evasion by 80℅ from projectiles attack as well as normal physical attacks.

    When attacking, He has 30% chances to gain a fury passive buff increasing his attck by 25% and stacks up to 10.
    Also when attcked, he gains more physical resistance passive buffs due to his suit increasing his physical resistance by 20%. Max stack to 5.
    Also, this suit helps him decresing the chance of bleed by 25% or 35%.

    Sp1
    Gains cruelty and precision buff passive for 15 sec. Also it activates true accuracy buff for 15 to 20 sec.
    Critical hits have 100% chances to stun for 2 sec.

    Sp2
    Gains cruelty and precision buff passive for 15 sec. Also it activates true accuracy buff for 15 to 20 sec.
    Critical damage have 70% chances to inflict bleed around 60% of his attack rating and concussion for 12 sec.
    Critical hits have 100% chances to stun for 3 sec.

    Sp3
    Increase the next buff duration by 30% and reset all the buffs on him. Put weakness and armor break decresing armor rating of opponents by 80% for 15 sec.
    Critical hits have 100% chances to stun for 4.5 sec.
    Gains cruelty and precision buff passive for 15 sec. Also it activates true accuracy buff for 15 to 20 sec.

  • NemurioNemurio Member Posts: 18
    Hello guys,

    I've been thinking fo a while about some minor improvements to some olde champions

    - Captain America OG - Shield can block unblockable hits except some like Scarlet Witch SP2 or Psylocke SP2
    - Vision AoU - Swipe back and hold, can become fully transparent for short amount of time - cooldown time after that, similar to Ghost phasing
    - Deadpool XF - accidentally pokes different vital points causing different debuffs (bleed, weakness, etc.) - chance only with critical hits
    - Iron Fists - hold heavy attack to gather chi energy (similar to Mordo Fury) but released in one hit on target (like with Iceman), chance to stun with critical hits
    - Luke Cage - additionally immune for Incinerate
    - Red Hulk - more charges causing him immune to Iceman passive charges and shortens coldsnap duration
    - Hawkeye - swipe back and hold to change arrow type - similar to Winter Soldier - e.g. incineration arrow, bleed arrow, shock arrow, stun arrow (elongates duration of next stun)
    - Rogue - her buff steal is more powerful, she can steal all passive active buffs for short amount of time also those strictly dedicated for some champs
    - Phoenix - when rising from the ashes, she removes all debuffs on her
    - Spider-mans - active spider sense allows to detect invisible threats and lowers evasion chance of the oponent
    - Hulk - Hulk Smash! - gathering fury charges with increasing Hulk's combo meter, removed when Hulk is knocked with heavy or SP. Hulk rage - losing his health Hulk get more angry with increase of his hits power (similar as Rulk's charges)
    - Iron Man/Supreme Iron Man/War Machine - shock damage dealt to either of them have 33/33/33 chance to be an overload with healing/hit power increase/SP energy increase
    - Juggernaut - any active DoT debuff constantly launches Juggs healing factor, maybe something else with addition of Cyttorak stone power increase
    - Iceman - cold immunity as Human Torch is fire immune. cold is cold and possibly cannot be hurt by other cold

    For now those are the ideas I came up with. Do you have any comments?

    Kind regards
  • issamaf80issamaf80 Member Posts: 1,472 ★★★
    Nemurio said:

    Hello guys,

    I've been thinking fo a while about some minor improvements to some olde champions

    - Captain America OG - Shield can block unblockable hits except some like Scarlet Witch SP2 or Psylocke SP2
    - Vision AoU - Swipe back and hold, can become fully transparent for short amount of time - cooldown time after that, similar to Ghost phasing
    - Deadpool XF - accidentally pokes different vital points causing different debuffs (bleed, weakness, etc.) - chance only with critical hits
    - Iron Fists - hold heavy attack to gather chi energy (similar to Mordo Fury) but released in one hit on target (like with Iceman), chance to stun with critical hits
    - Luke Cage - additionally immune for Incinerate
    - Red Hulk - more charges causing him immune to Iceman passive charges and shortens coldsnap duration
    - Hawkeye - swipe back and hold to change arrow type - similar to Winter Soldier - e.g. incineration arrow, bleed arrow, shock arrow, stun arrow (elongates duration of next stun)
    - Rogue - her buff steal is more powerful, she can steal all passive active buffs for short amount of time also those strictly dedicated for some champs
    - Phoenix - when rising from the ashes, she removes all debuffs on her
    - Spider-mans - active spider sense allows to detect invisible threats and lowers evasion chance of the oponent
    - Hulk - Hulk Smash! - gathering fury charges with increasing Hulk's combo meter, removed when Hulk is knocked with heavy or SP. Hulk rage - losing his health Hulk get more angry with increase of his hits power (similar as Rulk's charges)
    - Iron Man/Supreme Iron Man/War Machine - shock damage dealt to either of them have 33/33/33 chance to be an overload with healing/hit power increase/SP energy increase
    - Juggernaut - any active DoT debuff constantly launches Juggs healing factor, maybe something else with addition of Cyttorak stone power increase
    - Iceman - cold immunity as Human Torch is fire immune. cold is cold and possibly cannot be hurt by other cold

    For now those are the ideas I came up with. Do you have any comments?

    Kind regards

    Luke Cage and Red Hulk and Vision AoU and Iceman are already good and they dont need any buff really you want to make powerfull champ more powerfull.
  • J0NisCOOLJ0NisCOOL Member Posts: 115
    So I’ve thought about this character for a long time and would love to try to strike a balance in his buff by not making him too good but a good counter where there should be one. OG mags!! Please pick apart my thing and tell me what’s overpowered and what is underpowered.

    Who?: Magneto (OG)

    • Signature Ability (at level 200/99)
    ◦ Magneto bends a dense electromagnetic field around his body to create a personal force field, preventing him from losing more then 20% health from a single source.
    ◦ Enemies reliant on metal suffer an additional 50% reduced ability accuracy.
    ‣ ****This is only when maxed sig level and would scale accordingly.
    ◦ If the enemy is reliant on metal and there is a class disadvantage, gain a passive fury increasing attack by (1) for the remainder of the fight.

    • Passive
    ◦ Enemies reliant on metal suffer 50% reduced ability accuracy.

    • All attacks
    ◦ Magneto uses energy attacks and deals energy damage.
    ◦ Against enemies who rely on metal, 30% chance to activate a fury buff increasing attack by (0) for 4 seconds.

    • Special Attacks
    ◦ 50% chance to inflict a bleed dealing (1) direct damage and over 10 seconds.
    ◦ If the enemy relies on metal and is bleed immune, inflict an armor break reducing armor rating by (2) for 10 seconds instead.

    • Special attack 1
    ◦ Increase chance to inflict a bleed by 50%.
    ‣ If the enemy relies on metal and is bleed immune, inflict an armor break reducing armor rating by (2) for 10 seconds instead.
    ◦ 50% chance to stun the enemy.
    ‣ If the enemy relies on metal, increase the chance to stun by 25%.

    • Special attack 2
    ◦ 100% to inflict Heal Block, preventing the target from reviving health for 20 seconds.
    ‣ If the enemy relies on metal and is bleed immune, inflict an Armor Break reducing armor rating by (2) for 20 seconds as well.

    • Special attack 3
    ◦ 100% chance to inflict an armor break debuff, removing 1 Armor Up buff and reducing armor rating by (3) for 20 seconds.
    ‣ If the enemy is reliant on metal, remove all armor up buffs and inflict the same amount of armor break debuffs reducing armor rating by (2) for 20 seconds as well.
    ◦ 100% to inflict heal block, preventing the target from reviving health for 20 seconds.
    ◦ If the enemy is reliant on metal, generate a fury buff, increasing attack rating by 100% for 10 seconds.
  • BahamutBahamut Member Posts: 2,307 ★★★★
    Spider-Man (Miles Morales)

    Class: Science

    Signature Ability: Enhanced Venom Blast.
    Using a heavy attack converts all active Spider Sense charges into passive Venom Blast charges. While Miles has at least 1 Venom Blast charge, all attacks have an X% chance to act as a Venom Blast attack per Venom Blast charge. Causing a Venom Blast attack consumes one charge.
    Any debuffs causes by Venom Blast last X seconds longer.

    Spider Sense:
    Miles begins the fight with 3 passive Spider Sense charges. Miles loses 1 charge whenever he evades an attack, gains 1 charge whenever he uses a Special 1, and gains 2 charges whenever his opponent uses a special attack. Miles can not have more then 10 Spider Sense charges at a time.
    Each Spider Sense charge grants Miles a 3% chance to evade incoming attacks, +5% critical chance, and +10% critical damage.

    Venom Blast:
    Venom Blast attacks have a 100% chance to cause a debuff depending on the opponent’s class.
    Mystic: Causes a Power Lock debuff for 9 seconds, and stuns the opponent for 3 seconds.
    Cosmic: Causes a Power Drain debuff, draining 33% of the opponent’s max power over 3 seconds.
    Tech: Causes an Armor Break debuff, reducing the opponent’s Armor Rating by X for 8 seconds.
    Mutant: Causes a Concussion debuff, reducing the opponent’s ability accuracy reduction by 75% for 8 seconds.
    Science: Causes a Shock debuff, dealing X damage over 9 seconds.
    If Miles is not at a class disadvantage, all Venom Blast attacks deal 20% of Miles’ attack as direct damage and have +100% critical chance and+50% critical damage.

    Heavy attacks:
    This attack triggers Venom Blast.

    Special 2 and 3:
    This attack triggers Venom Blast.

    New Synergies:

    HEROES OF THE SPIDER-VERSE with Spider-Man (Classic) and Spider-Gwen.
    Spider-Man (MM): When Miles runs out of Spider-Sense charges, he has a 20% chance to become invisible for 3 seconds, causing all incoming attacks to miss.
    Spider-Man (Classic): Evading an Attack causes a Fury passive, increasing Spider-Man’s attack by 15% for 10 seconds.
    Spider-Gwen: Maximum amount of Spider-Sense charges is increased by 2.

    ENEMIES with Kingpin.
    All champions gains +X% attack.
  • BahamutBahamut Member Posts: 2,307 ★★★★
    edited June 2019
    Ms. Marvel (Kamalah Khan)

    Class: Cosmic

    Signature Ability: Rebound.
    When struck by an attack that doesn’t make direct contact, Kamalah has an X% chance to stretch and bounce it back at her opponent, causing it to deal X% less damage, and all damage avoided in this way is dealt back to the opponent as direct damage.

    Passive:
    An advanced immune system provides immunity to all known poisons of the battlerealm.
    Kamalah gains 5% more power for each active Fury buff.

    Embiggen:
    Dashing back and holding block for 5 seconds triggers an Embiggen passive for 20 seconds. While Embiggen is active, all Fury buffs triggered have their duration paused, Armor Break debuffs last 5 seconds longer, and Kamalah takes 50% less damage from physical attacks (30 second cooldown).

    While attacking:
    All attacks have a 7% chance to cause a Fury buff, increasing Kamalah’s attack by X for 11 seconds.
    Each active Fury buff gives Kamalah a 5% chance to cause an Armor Break debuff, reducing the opponent’s armor by X for each active Fury buff for 10 seconds.

    Heavy attacks:
    If the opponent is affected by an Armor Break debuff, this attack causes a Slow debuff, preventing the opponent from becoming unstoppable and reducing their chance to evade by 30% for 9 seconds.

    Special attacks:
    Refreshes all active Fury buffs.

    New Synergy:

    NEXT GENERATION with Spider-Man (Miles Morales).
    Ms. Marvel: Slow debuffs reduce the opponent’s ability accuracy by 25%.
    Spider-Man: Critical hits cause the opponent to gain 20% less power.
  • ThatGuyYouSaw235ThatGuyYouSaw235 Member Posts: 3,248 ★★★★★
    edited June 2019
    WHO: Ronan The Accuser

    WHY: Ronan as of now is underrated and needs a few reworks to make himself a great member to have on your team


    Passive:

    Kree Physiology makes Ronan immune to all forms of Poison

    Warhammer attacks have a 25% chance to deal an extra burst of 40% of your attack as energy damage

    Warhammer attacks gain True Accuracy, meaning they cannot be evaded or trigger Auto-Block


    Heavy Attacks:

    Places an Armour Break on the Opponent, reducing Armour by 60% for 8 seconds


    Passive: Judgements

    Max: 6

    Judgements are placed on the opponent when Ronan sees fit

    Judgements increase Ronan's buff durations and debuff durations by 30%, his Armour by 20% and his ability accuracy gets increased by 10% per stack


    Ronan loses Judgements if one isn't applied within 5 seconds

    When a non-indefinite debuff is placed on Ronan, Ronan has a 20% chance to shrug it off and place a Judgement on the opponent

    When the opponent blocks 3 hits or a Special Attack, Ronan places a Judgement on the opponent

    When Ronan is Stunned, he places a Judgement on the opponent

    If a debuff fails to apply onto the opponent or is ended prematurely, Ronan places a Judgement on the opponent

    Once at 6 Judgements, Ronan gains a passive Fury lasting 16 seconds raising his attack by 80%, if the Opponent isn't defeated when this buff expires, Ronan gains a bar of power and 1 Judgement

    Special 1: Swift Halting
    Ronan the Accuser has found you guilty of evading justice, cease your actions now!
    *Visual: Ronan strikes the opponent with his Warhammer, charges up his Warhammer and fires a bolt of electricity at the opponent*

    This has a 50% chance to Stun the Opponent for 1.5 seconds


    Special 2: Brutal Justice
    Your actions may come with reason, but it is folly for Ronan will give a painful end to your flailing
    *Visual: Ronan charges up his Warhammer, strikes the opponent once, throws his Warhammer at the opponent before leaping into the air, catching his hammer and smashing it into the ground*

    This has a 50% chance to Stun the Opponent for 2 seconds

    If Ronan has a Fury Buff, this attack becomes Unblockable

    Special 3: Destructive Retribution
    The measures that Ronan takes to end your injustice permanently are what make him feared across the galaxy
    *Visual: Ronan grabs the orb (from MCU GotG), opens it, grabs the power stone within it and infuses it with his hammer, fires a blast from it and smashes it into the ground, causing a fissure*

    This attack places a Passive Degeneration buff on the opponent, dealing 100% of your attack as damage over 12 seconds

    This burns all the opponent's power, dealing 2% of your attack for each % drained

    Ronan gains the Passive Fury buff from Judgements regardless of amount


    Signature Ability: Ronan The Destroyer
    Ronan has immense power in his possession, however he reserves it for the toughest of battles, for it's a last resort

    Start the quest with 1 Persistent Charge

    Pre-Fight Ability: Orb of Destruction
    *Visual Changes: Ronan's eyes glow Purple and also his Warhammer does as well*

    If Ronan has a Persistent Charge

    Ronan gains 40% more attack, his attacks become energy-based and he gains 30% more power from all sources

    Ronan takes 40% less damage from DoT debuffs except for Degeneration

    However, he gets an Armour Break buff, reducing his Armour by 80%, and incoming attacks from the opponent deal an extra burst of energy damage to Ronan dealing 50% of your attack as damage to yourself


    Synergies:

    Retribution Delivered: Synergy with Himself

    When the Opponent is defeated, if 3 or more Furies were activated during the fight through Judgements, give each member of your team a Persistent Charge if they use Persistent Charges


    Feedback is always welcome
  • PotatolegionPotatolegion Member Posts: 290 ★★
    edited June 2019
    Juggernaut.

    Stats (based on maxed 4 star)
    Health: 15,652
    Attack: 1,078
    Block proficiency: 3456
    Critical rating: 352
    Critical damage: 657

    Special attacks:

    Special one
    Causes concussion, lasting 4 seconds.
    Special two
    This attack is unblockable.
    Special three
    Causes armour shatter.

    Abilities:

    Healing factor.
    Juggernaut has a 65% chance to regenerate 50% damage taken from non-critical hits.

    Cytorak's champion
    Juggernaut is unstoppable for the first 6 seconds of the fight.
    The first hit of each combo has a 50;50 chance to be either unstoppable or unblockable, with a 20% chance to be both.

    Cytoraks favour.
    Each time Juggernaut hits the opponent, gain 2 points. He gains different abilities with each 25 points up to 100.
    25: unstoppable for one second while charging heavy attacks.
    50: 40% chance for the first hit of every combo to be unblockable or unstoppable.
    75: special two is granted plus 786 critical rating and damage.
    100 hits: every single headbutt causes exhaustion and armour break.

    Persistent charges:
    Juggernaut gains one persistent charge for each enemy defeated. Each one corresponds to unstoppable buffs lasting 0.5 seconds longer.

    Heavy attack.
    Causes stagger

    Signature ability.
    Every time Juggernaut uses a special attack, he becomes unstoppable and gains fury.

  • BahamutBahamut Member Posts: 2,307 ★★★★
    Magneto

    Signature Ability: Refraction.
    Attacks that don’t make direct contact with Magneto have a 60% chance to glance. Glancing attacks have -50% ability accuracy, do X% less damage, and can not be critical hits.
    Magneto can not lose more than X% of his maximum HP from a single source.

    Passive:
    #Metal champions are afflicted with a permanent passive Magnetized effect, reducing their ability accuracy and power gain by 50%, and increasing Magneto’s attack by 30%.

    While attacking:
    If the opponent is bleeding, all attacks have a 35% chance to Magnetize the opponent for 5 seconds.

    While blocking:
    If the opponent is Magnetized, Magneto can block unblockable attacks.

    Special attacks:
    Causes a Bleed debuff, dealing X damage over 10 seconds.
    Causes a Heal Block debuff, preventing the opponent from regenerating for 10 seconds.
    If these debuffs are shrugged off, Magneto has an 80% chance to reapply them.

    New Synergies:

    BLOOD BOND with Scarlet Witch.
    Magneto: Bleed debuffs last 2 longer.
    Scarlet Witch: Buffs triggered by Veil of Fortune last 2 longer.

    BROTHERHOOD with Sabertooth and Juggernaut.
    Magneto: Using a heavy attack generated 100% of a bar of power over 3 seconds (8 second cooldown).
    Sabertooth: Sabertooth gains 1 extra persistent charge.
    Juggernaut: While Juggernaut is unstoppable, all attacks deal 20% more damage and have a 10% chance to be unblockable.
  • tkhan08tkhan08 Member Posts: 189 ★★
    Ebony Maw was a great disappointment. Comparing with other members of Black Order, can't even compare him with others. That was a major let down. It will be really good to see him buffed up, somewhere near to rest of the Black Order level.
  • Whododo872Whododo872 Member Posts: 1,042 ★★★
    Well everyone, it's been a long while since I made a rework. Had a lot going on in my life that I needed to focus my attention on. But I'm in a much better place now, and I'm ready to jump back on the scene, giving my thoughts on others' reworks and, of course, making reworks of my own. I seriously love doing this and love that I'm not alone. Big ups to all y'all for keeping this behemoth of a thread going! And here's to having fun continuing this great little pastime in our corner of the battlerealm!

    Without further ado, I present to you the proposal for an improvement for everyone’s favorite American Metal Man, the Patriotic Pinhead, the Ironclad Idiot, Iron Patriot!

    One foreword though, I'll be using percentages, as it more easily streamlines the ideas for the improvements I'd like to make.

    Base stats (obviously no numbers, but this is just to give an idea of how his abilities interact with his base)
    Attack: Average
    Armor: Average
    Health: Average-High
    Crit rate: Lower than average
    Crit damage: Higher than average

    Signature Ability: Dark Purpose

    Norman is a man of purpose and a man of evil, going to great lengths to achieve his goals (note all “up to”s scale with sig levels)

    - Up to 30% increased armor break duration and potency

    - Up to 60% increased attack and crit damage while American Armor is active

    - Begin the fight with 1 Armor passive

    - American Armor can no longer be disabled unless his enemy passively disables it (Cap, #terrorist)

    Base Kit:

    Patriotic Power

    - Norman loves his fancy suit which definitely belongs to him, as it confers him a variety of defensive abilities. American Armor is a passive that is active at all times unless the enemy is either a #terrorist (like red skull, off the top of my head, maybe magneto and killmonger too, among others) or any version of Captain America. It may also be
    disabled for 7 seconds by knocking him down

    - American Armor grants Norman +30% armor rating, physical, critical, and energy resistance, as well as immunity to bleed, concussion, and coldsnap/frostbite as long as it’s active

    - Additionally, American Armor prevents Norman from losing more than 8% of his health from a single source. When this threshold is reached, Norman is granted emergency power, giving 50% of a bar of power instantly. This ability has a 5 second cooldown, though the damage cap is never broken as long as American Armor is active

    All Attacks
    - Iron Patriot’s suit is dense and strong, granting up to 70% increased attack based on armor rating

    - Each attack has a 6% chance to inflict a concussion debuff, reducing ability accuracy by 8% for 6 seconds

    - Each stack of concussion also increases Iron Patriot’s crit rate by 8%

    - Heavy attacks inflict Armor Break, reducing armor by 30% for 6 seconds. As long as the opponent is concussed, this armor break is paused, and it does not stack

    When Being Struck
    - 12% chance for Armor Up, granting 10% Armor for 10 seconds

    - Upon reaching 3 stacks of Armor, a permanent Armor passive equal in strength to 3 armor buffs is granted, and all other armor ups are lost (this can go on and grant more armor passives) Max cap: 3

    - When his opponent would reach a 3rd special attack, Norman instantly expends this Armor passive and drains 40% of the opponent’s max power

    Note: Yes, the armor up can be triggered through block, as is the case with most any other champion. But, armor gained in this way and via the synergy are still completely separate

    Special 1

    - 60% chance to stun for 3.5 seconds

    - If the Armor passive is active, Norman expends it to increase the beam’s damage by 50% and make it unblockable
    Refresh all concussions on the enemy and increase their duration by 30%

    Special 2

    - If American Armor is active, gain +60% attack rating and guarantee critical hits for this attack

    - If the enemy is a Spider-Verse hero, gain true accuracy for 10 seconds

    - If the enemy is a member of the Cabal, instantly gain an Armor passive

    -70% chance to stun for 4 seconds

    Special 3

    - If American Armor is inactive, immediately refresh it, even if the enemy prevented it from triggering at all. If this is the case, it will deactivate again after 16 seconds

    - 100% chance to stun for 4.5 seconds

    - Inflicts Incinerate, dealing 40% of your attack over 20 seconds

    - While Incinerate is active, enemies receive 50% less power from all sources

    Synergies

    Rule By Fear: With Red Skull

    Iron Patriot: Armor Up potency increased by +10%
    Red Skull: Armor Ups increase critical damage by 8%

    American Idiot: With Captain America (WWII and Classic)

    Iron Patriot: While above 70% health, Iron Patriot cannot be Auto-Blocked
    Captain America(s): Special 3 stun is now guaranteed, and lasts 1.5 seconds longer

    Self-Interest: With Green Goblin

    Iron Patriot: Blocking 6 hits grants the Armor passive (kept track of on a counter)
    Green Goblin: Super Bomb ability accuracy increased by +25%

    Mortal Enemies: With Spider-Man (Classic)

    Iron Patriot: Special Attacks have true strike and a 30% chance to drain 10% of the opponent’s max power
    Spidey: Armor break potency and ability accuracy increased by +40%

    Sinister Foes: With Doc Ock, Vulture, Electro, and Rhino

    All synergy champions: Reduce Spider-Verse Hero champions’ ability accuracy by 40% and gain 50% attack at the start of the fight. If all the champions in this synergy are present and alive, True Strike is also granted for the duration of the fight


    Thank you for reading! The intent of this rework was to add utility to IP via the American Armor, synergy with cap, and sp3 emergency power drain, as well as giving him an edge over the spider-verse, and of course, unstrapping those pillows from his hands

    All feedback is welcome! I'd love to really perfect this one, as I put a lot of thought into it. I'll also be much more present in here from now on, so if you've got a rework to share, you can bet I'd love to put in my 2 cents on it.

    Cheers, y'all!
  • Bajan_SamuraiBajan_Samurai Member Posts: 107
    On the subject of Iron Fist (IF), here are a few ideas that would make him awesome without reworking his animations or going back to the pre 12.0 armor break potency.

    First: I am building his abilities up around the use of 'CHI', affecting 'CHAKRA' and employing a Yin&Yang symbol to drive what abilities take precedence. As a Mystic character he will anchor these abilities in Power Control, Effect Nullification, Health Control and the Devastating, Armor Smashing Power of the Iron Fist.

    The logic behind these abilities are that Iron Fist is using his mastery of the martial arts to strike various pressure points that disrupt his opponents' chakra flow and adversely affect their ability to gain power, heal or hit with their full force.

    First up, Iron Fist would have the black and white Yin and Yang symbol under his health bar with small number counters next to the Yin (Black) side and the Yang (White) side. These will start at 0 and go up to 99.
    1. When IF performs a combo of 3 or more hits, if he ends with a medium (M) Yin is primed
    2. If IF ends a combo with a light attack (L), Yang is primed instead
    3. When IF gets a moment to idle, the primed side counter begins to increase +1 every .25 seconds
    4. When Yin reaches 99, IF activates his glowing fist and inflicts health and weakness with each strike lasting 3 seconds with the increased chance of armor breaks (that stack up to 5, when the effect expires, weakness and heal block remains for up to 15 seconds if 5 armor breaks stacked)
    5. Yin remains active for the length of time Yang counts back down to Zero; which is at 4 charges per second (max 24.5 seconds if Yang reached 98 before Ying reached 99)
    6. If Yang reaches 99, IF activates his glowing fist and inflicts power leak and buff nullification with each strike lasting 3 seconds; similar to Yin, Yang lasts for up to 24.5 seconds if Yin reached 98 before Yang reached 99
    7. Heavy hits cause buff nullification and 5% current power leak over 3 seconds and activates the glowing fist for the duration of time that it takes for Yin or Yang to consume charges and level out wherever Yang or Yin was at the time (e.g. if Yin was 70 and Yang was 30, the fist would glow for 10 seconds until 40 Yin charges were consumed at the rate of 4 per second). If Yin or Yang activate from a heavy they only cause heal block or buff nullification respectively for 3 seconds after the last strike without the accompanying weakness or power leak or extra duration after the fist expires
    8. Regular hits by Iron Fist can cause armor breaks but they can only stack up to 2
    9. Chi hits with the Iron Fist guarantee at least 1 armor break and can stack up to 3
    10. Special attacks with the Iron Fist glowing add 2 stacks to whatever the current armor break stacks are, potentially causing 5 armor breaks
    11. Whenever Iron Fist idles with the fist glowing IF's attack rating begins to rise up to +49% (basically at +2% per second), this rate increase is unlikely to max out during one glow, but he resumes at whatever attack rating increase he had whenever he reactivates the fist and can continue building when he idles again while glowing
    12. When Iron Fist idles and Yin is higher, Fist can heal 1% per half second
    13. When Iron Fist idles and Yang is higher, Fist can build power at 1% each half second
    14. Sp3 causes Fist to raise whichever is lower of Yin or Yang at the time to the level the other was at as long as the lowest level is above 69 at the rate of 2 stacks per second, granting either the healing effect or the power gain effect for the length of time it takes to level up (potentially granting up to 14.5 power or health to IF)
  • SkyBlueGamingSkyBlueGaming Member Posts: 128
    Hey everyone! I have an idea on how to make Diablo better! I hope you all will like it!
    My Idea to improve Diablo’s abilities:
    Heavy attacks:
    Diablo destroys his brewed concoction, giving his opponent a passive debuff based on the concoction he destroyed.
    Emberboon: The opponent takes (x) amount of incinerate damage over 12 seconds and 40% of all power gained from hitting or being struck is burned.
    Counterflow: Drains 110% of a bar of power over 12 seconds and 75% of all power gained from hitting or being struck goes to Diablo instead.
    Lifestitch: Heal blocks the opponent for 12 seconds. Any health they would heal is stored. When this effect ends. All health stored will go to Diablo.
    Ironskin: The opponent can’t evade and cannot cause attacks to miss for 12 seconds.
    Special Attack 1:
    - everything the special 1 used to do
    - The elixir Diablo drank boosts the effects of all the concoctions he drinks, granting him a Potion boost passive for 20 seconds, increasing the potency and duration of potions by 50%.
    - If Diablo has a concoction effect on him, it is refreshed with the new duration and potency.
    Special Attack 2:
    - everything the special 2 used to do
    - Diablo destroys his brewed concoction, giving the opponent a passive debuff based on the concoction he destroyed.
    - The last attack of this special places a potion boost passive debuff on the opponent, increasing the potency and duration of potion debuff passives on the opponent by 50%.
    - If the opponent has a concoction debuff passive on them, it is refreshed with the new duration and potency.
    Special Attack 3:
    - If he has a concoction brewed, Diablo drinks it then destroys it, giving him the respective positive effect and the opponent the respective negative effect.
    - Same as the special 3 used to do
    - The opponent also gains a permanent effect based on the concoction destroyed.
    Emberboon or Ironskin: -356 attack. This is doubled
    on physical attacks.
    Counterflow or Lifestitch: -15% regeneration and
    Power gain rate
    Signature Ability:
    Same as it used to be but the increased duration also affects the passive potion debuffs
  • BahamutBahamut Member Posts: 2,307 ★★★★
    Daredevil (Netflix)

    Signature Ability: World on Fire
    Whenever the opponent would cause a Bleed, Concussion, Slow, Fatigue, Exhaustion, or Armor Break debuff, Daredevil has an X% chance to shrug it off, and he triggers a passive Aptitude effect, increasing his critical chance and damage by X%.

    Passive:
    Daredevil’s enhanced senses grant him a 5% chance to evade incoming attacks. +55% chance to evade projectiles.
    Daredevil never relied on sight in the first place, and his attacks can not miss Invisible opponent’s.

    While attacking:
    If the opponent is under the effect of a debuff other than Armor Break, all attacks have a 70% chance to cause an Armor Break debuff, reducing the opponent’s armor rating by X over 8 seconds.
    Daredevil’s enhanced senses allow him to easily find his opponent’s blind spots and pressure points, and every 10th attack landed has a 100% chance to cause a Slow debuff, preventing the opponent from evading or becoming unstoppable for 10 seconds.

    Special attacks:
    Critical hits Stun the opponent for 5 seconds.
    Non-critical hits cause a Concussion debuff, reducing the opponent’s ability accuracy by 90% for 7 seconds.

    New Synergies:

    DEFENDERS with Iron Fist, Luke Cage, and Jessica Jones.
    Daredevil (Netflix): Critical hits have a 10% chance to Stun the opponent for 1.5 seconds.
    Iron Fist: If the opponent is immune to Armor Break debuffs, all attacks have a 30% chance to cause an Armor Break passive with the same effects.
    Luke Cage: Heavy attacks cause an Armor Break debuff, reducing the opponent’s armor rating by 20% for 10 seconds (does not stack).
    Jessica Jones: ???

    UNRIVALED SKILL with Black Widow and Iron Fist.
    Daredevil (Netflix): Non-critical hits deal 20% more damage if the opponent is under the effect of a Physical Resistance or Armor Up buff.
    Black Widow: Critical hits generate 5% more power.
    Iron Fist: Causing an Armor Break debuff has an 80% chance to nullify one buff on the opponent.
  • BahamutBahamut Member Posts: 2,307 ★★★★
    Juggernaut

    Class: Mystic

    Signature Ability: Cytorak’s Favour
    After using a special attack, Juggernaut triggers an unstoppable buff, lasting X seconds.

    Passive:
    Juggernaut begins the fight with an Unstoppable buff lasting for 5 seconds.
    Juggernaut’s helmet grants him an immunity to telepathy, and opponent’s can not invert his controls.

    Cytorak’s Champion:
    When Juggernaut gets going, he can’t be stopped, and at the beginning of each fight, he gains a Cytorak’s Champion charge. Cytorak’s Champion charges are carried between fights as persistent charges. Juggernaut gains different effects as he gains more Cytorak’s Champion charges.
    1 charge or more:
    While Juggernaut is unstoppable, he is immune to Stun effects, and whenever he would be stunned, he causes a passive Stagger effect lasting 9 seconds, and nullifying the next buff the opponent triggers.
    2 charges or more:
    Whenever Juggernaut is struck while he’s unstoppable, he has an 80% chance to gain a Fury buff, increasing his attack by X for 7 seconds (this buff stacks).
    3 charges or more:
    All attacks have a 10% chance to cause an Armor Break debuff, reducing the opponent’s armor rating by 10% for 9 seconds.
    4 charges or more:
    Whenever Juggernaut is struck while he’s unstoppable, he has a 50% chance to cause a passive Stagger effect lasting 9 seconds, and nullifying the next buff the opponent triggers.
    5 charges or more:
    Whenever Juggernaut becomes unstoppable, he has a 60% chance to gain an Indestructible buff, preventing him from taking any damage for 5 seconds.
    6 charges or more:
    All buffs triggered last 3 seconds longer.
    7 charges or more:
    Juggernaut gains +20% ability accuracy.
    8 charges or more.
    All debuffs caused except for Stun last 3 seconds longer.
    9 charges or more:
    Whenever Juggernaut is struck, he has a 30% chance to cause a Power Drain debuff, reducing the opponent’s power gain by 60% for 6 seconds.
    After entering a fight with all 9 Cytorak’s Champion charges, he loses 6 persistent charges.

    All attacks:
    9% chance to gain a Fury buff, increasing Juggernaut’s Attack by X for 9 seconds.

    Heavy attacks:
    Causes a passive Stagger effect lasting 9 seconds, and nullifying the next buff the opponent triggers.

    Special attacks:
    If Juggernaut is unstoppable, each hit nullifies one of the opponent’s buffs.
  • Regal_PantherRegal_Panther Member Posts: 13
    Good idea with Juggernaut @Bahamut. That allows him to be more potent as he wins more fights. A bit of a reward for good attacking and not so scary for defense unless he wins a few (poor attackers).

    I was envisioning Juggernaut building a high attack period to make him good like this:
    Juggernaut
    Hitting opponents with a Heavy or shrugging off stun effects while Unstoppable causes stagger on opponents and sets up conditions for Juggy to add Octessence Charges in the following ways:
    1. While Staggered, whenever Juggy hits the opponent's block he gains 1 charge
    2. Whenever hit by the staggered opponent he also gains 1 charge
    3. Whenever parried by an already staggered opponent Juggy gains 1 charge
    4. These charges do not expire unless Juggy is hit by a heavy or knocked out (while not Unstoppable)
    5. If Juggy reaches 8 charges, Juggy gains one massive Fury for 24 seconds that multiplies his damage rating based on the number of heavies he successfully landed throughout the match (this counter can be lowered if his opponent landed heavies on him: -1 per heavy)
    6. For each heavy, up to 8, Juggy adds damage potential to his eventual Octessence Fury
    7. Juggy would have between 3x and 10x damage output compared to his regular Fury for that period of time before he has to rebuild charges (which he can start while under the effects of an active Octessence Fury)
    8. These do not have any effect on how his Unstoppable mechanic works, as it is already a good challenge to avoid parrying, getting cornered and not being able to attack him safely how it currently operates. These are meant to make this super strong champ actually hit extremely hard for a period of time so he isn't so easily outclassed by high damage output champs like Star Lord and Stark Enhanced Spider-Man who are not supposed to be anywhere near his strength class
    9. As Unstoppable Colossus is his rival for the favor of Cyttorak, something extra can be done with their synergy as well especially if UC gets an entirely different type of buff when classic Colossus does (again I like @Bajan_Samurai 's suggestion about letting UC get a special Rage and Armor (e.g. Osmium Rage) that upgrades his damage output as well (and synergies with Magneto that refer to that time he affected Earth's magnetic poles and Colossus was an Acolyte)
  • 007md92007md92 Member Posts: 1,381 ★★★★
    I was confused about where to post this thread.
    An WOLVERINE re-Buff

    ~Regeneration rebuff throughout entire fight

    ~Indistructable charges after every spacial attack for 2 seconds.

    ~start the fight with 2 Indistructable buff for 3 seconds. Every heavy attack removes 1 charge. (Got these idea from a AW node & slightly modified it. it's really creative & soo perfect fit for Wolverine, (it think))

    ~true strike buff throughout entire fight. It activates right after the beginner Indistructable charges are down due to 2 heavy attacks by opponents.

    ~Every 5 hit combo and a spacial gives 1 barserker rage buff for 2 second. When barserker rage is active wolverine ignore all kind of Armor & physiology and inflict 'true damage' & internal bleed (internal bleed - unique senergy with nick fury)

    ~rebuff the amount & timing of 'inflicting bleed debuff' to opponents.

    ~after a spacial 3 with berserk active wolverine can't be parried for 3 second.
    And all dashing attack becomes unstoppable for 3 seconds (dashing unstoppable - unique senergy with night thrasher)

    That's all. Nothing too complex i am hoping. Or nothing too crazy.
    Just a little revamp can give wolverine
    Some prestige & status with the current rosters.
    And he is pretty lovable and famous throughout marvel fanbase.
    And it would be really nice too see an OG character gets buffed. Like Spidey OG is soo good.
  • Thi101Thi101 Member Posts: 807 ★★★
    We do have some great Mystic Champions... Voodoo, Magik, Mordo... they’re are all pretty good. Hell, Scarlet Witch is godly ever since the beginning.
    It’s sad to see some characters like Iron Fist, Jane Foster and Juggernaut being put aside like that. These three (and some others) need desperately a buff
  • KhwiederKhwieder Member Posts: 1
    I don’t know the best place to post this but I’d like to see Proxima Midnight count as a villain for the villain use event since she’s a member of the black order.
  • SkyBlueGamingSkyBlueGaming Member Posts: 128
    edited July 2019
    Hey everyone! I made this idea as a post before but I wanted to post it here, too. I’ll be adding something extra here that my original post didn’t have. Here it is:
    My Champion Rework: Venompool
    Passive:
    - The powers of the Venom symbiote combined with Deadpool’s healing factor lets Venompool passively heal (x) health per second. Beats awakening OG me, right?
    - Venom and Deadpool struggle to take control of their shared body, creating two modes based on who’s currently in control. No one will sssstop me from killing Sssspider-man!!! Hey! Let me do the talking!
    - Venompool starts in Deadpool mode.
    Deadpool Mode:
    - Increases regeneration rate by (x)%
    - All hits have an 40% change to gain prowess, increasing special damage by 15%. Critical hits increase this chance by 100%. Max stacks: 20. Prowess buffs are lost when switching modes.
    - If fighting X-Men or X-Force champions, Venompool gains +50% attack and +50% ability accuracy
    Venom Mode:
    - Increases critical rating by (x)%
    - All hits have a 60% chance to inflict bleed on the opponent, dealing (x) damage over 8 seconds. Critical hits increase this chance by 100%.
    - If fighting Spider-verse or Sinister 6 champions, Venompool gains true accuracy and +100% bleed damage
    Heavy attacks:
    - Landing this attack makes Venompool switch modes. Yessss! Control will be mine!!!! Don’t do it! Don’t you like Deadpool mode?
    When switching modes:
    - If Venompool switches to Deadpool mode and he has a fury buff, Venompool converts it into a taunt debuff on the opponent, reducing their damage by 25% and increasing their chance to activate a special attack by 80% for 15 seconds. Man, why is Venom so angry all the time?
    - If Venompool switches to Venom mode and there is a taunt on the opponent, Venompool converts it into a fury buff on himself, increasing attack by (x) for 15 seconds. Enough with those foolissssh taunts!!!
    Special 1: Symbiotic Rage
    * We are back, Ssssspider-man! Prepare to face our wrath!!!!!
    (This special could look like Omega Red’s special 2)
    - Venompool switches to Venom mode.
    - Each hit has an 80% chance to consume enemy buffs, converting them into 5% power and passive furies, each increasing attack by (x). These furies are lost when Venompool switches modes. Delicioussss! Give us more!!!!
    Special 2: Deadpoo... I mean Venompool’s Break Dance
    * While my pal Venom is having his rest, I’ll light up the dance floor with my new swords and my sweet moves!
    (This special could look like the old one but before he dances he throws his swords at his opponent one at a time)
    - Venompool switches to Deadpool mode.
    - Venompool’s blades are made of carbonadium, inflicting heal block on the opponent, preventing healing for 18 seconds.
    - Each hit has a 60% chance to inflict bleed, dealing (x) damage over 8 seconds
    - If Venompool finishes his dance, he heals 20% health and gains a precision buff, increasing critical rating by (x) for 8 seconds. Time to make some moves!
    Special 3: The Combined Forces of Venom and Deadpool
    * Venompool drags his opponent towards him, preparing to eat him when a phone call interrupts the special attack. They still shoot and pummel their opponent, though.
    (This special could be the same as the old one, but he should shoot 3 times and then after that, he should beat up the opponent a little bit more)
    - 100% chance to inflict bleed, dealing (x) damage over 10 seconds
    - Venom and Deadpool finally decided to settle their differences for once, combining the Venom and Deadpool modes into Venompool Mode for 25 seconds. Hi- Five, buddy! We are not buddiesssss!!!
    Signature Ability: Continuity Memory
    - Every 6 seconds, and whenever Venompool uses a special attack, Venom has a (x) chance to access Deadpool’s unique memory and grant him a random Buff for a short time... even if he never actually had that effect in the past... Hey! Get out of my head!

    I hope you guys like my idea!
  • SkyBlueGamingSkyBlueGaming Member Posts: 128
    Here’s my idea to improve the two Magnetos!
    My Champion Rework: Magneto
    Passive:
    - Enemies reliant on metal suffer 40% reduced ability accuracy, -25% attack, and -50% critical rating and damage. Robots also have -20% armor rating
    - Magneto collects any piece of metal from the environment, gaining 1 metal piece every 4 seconds. Magneto gains 3 metal pieces at the start of the fight against metal champions and he gains metal pieces 2 times faster against robots. Max Cap: 50
    Metal Pieces:
    - Each metal piece grants Magneto (x) armor, (x) attack, and (x) block proficiency
    - Every two hits done to Magneto removes one metal piece
    All Attacks:
    - 25% chance to convert enemy armor up buffs into 2 metal pieces
    When blocking:
    - Enemy bullets don’t deal damage to Magneto but instead 40% of the bullets’ damage goes to the opponent
    Special Attacks:
    - Consumes all metal pieces
    - 100% chance to inflict armor break, reducing armor by (x) for 10 seconds, and Bleed, dealing (x) damage over 12 seconds. The potency of armor breaks and bleeds are increased by (x)% per metal piece consumed
    Special 1:
    - If Magneto’s armor break and/or bleed failed to trigger, he gains fury (2 furies if both failed to trigger), increasing attack by (x)% per metal piece consumed
    Special 2:
    - Inflicts Concussion, reducing enemy ability accuracy by 40% for 10 seconds. This increases by a flat 2% per metal piece consumed
    Special 3:
    - 30% percent of all the metal pieces consumed will return to Magneto
    - The bleed from this attack lasts 100% longer against metal opponents
    - The armor break form this attack is permanent against robots
    Signature Ability: Magnetic Mastery
    - Magneto uses all the metal pieces he collected to shield himself from fatal blows.
    - 20 metal pieces: Attacks cannot deal more than 40% of Magneto’s health
    - 40 metal pieces: Attacks cannot deal more than 20% of Magneto’s health
    New Synergy:
    Masters of Magnetism with Magneto (Marvel Now!)
    - Magneto: +20% Bleed Damage
    - Magneto (Marvel Now!): Magnetized lasts 3 seconds longer

    My Champion Rework: Magneto (Marvel Now!)
    Passive:
    - Every 12 seconds and at the start of the fight, enemies reliant on metal suffer 60% reduced ability accuracy, -35% attack, and -60% critical rating and damage for 12 seconds. Robots also have -30% armor rating
    - Magneto collects any piece of metal from the environment, gaining 1 metal piece every 4 seconds. Magneto gains 3 metal pieces at the start of the fight against metal champions and he gains metal pieces 2 times faster against robots. Max Cap: 60
    Metal Pieces:
    - Each metal piece grants Magneto (x) armor, (x) attack, and (x) block proficiency (less than OG Magneto)
    - Every two hits done to Magneto removes one metal piece
    All Attacks:
    - 25% chance to convert enemy armor up buffs into 2 metal pieces
    When blocking:
    - Enemy bullets don’t deal damage to Magneto but instead 40% of the bullets’ damage goes to the opponent
    Special Attacks:
    - Consumes all metal pieces
    - 100% chance to inflict armor break, reducing armor by (x) for 10 seconds, and Bleed, dealing (x) damage over 12 seconds. The potency of armor breaks and bleeds are increased by (x)% per metal piece consumed
    Special 1:
    - If Magneto’s armor break and/or bleed failed to trigger, he gains fury (2 furies if both failed to trigger), increasing attack by (x)% per metal piece consumed
    Special 2:
    - Inflicts Concussion, reducing enemy ability accuracy by 40% for 10 seconds. This increases by a flat 2% per metal piece consumed
    Special 3:
    - 30% percent of all the metal pieces consumed will return to Magneto
    - The bleed from this attack lasts 100% longer against metal opponents
    - The armor break form this attack is permanent against robots
    Signature Ability: Superior Magnetic Mastery
    - Magneto uses all the metal pieces he collected to shield himself from fatal blows when below 50% health
    - 10 metal pieces: Attacks cannot deal more than 40% of Magneto’s health
    - 30 metal pieces: Attacks cannot deal more than 20% of Magneto’s health
    - 50 metal pieces: Attacks cannot deal more than 10% of Magneto’s health
    New Synergy:
    Polar Opposites with Magneto
    - Both Magnetos: When backed against the wall, gain +(x) Armor, (x) block proficiency, and +(x)% perfect block chance. When hitting the opponent against the wall, gain +(x) attack, +(x) critical rate, and +(x) critical damage
  • SkyBlueGamingSkyBlueGaming Member Posts: 128
    Here’s my latest idea: A rework for Kang the Conqueror!
    My Champion Rework: Kang
    Passive:
    - Kang’s Armor grants him (x) additional armor rating. Kang’s armor can only be removed by armor break effects and cannot be nullified. (Still considered as a buff)
    - If Kang’s Armor is removed, he loses all of his abilities. Kang Armor will reconstruct itself after 6 seconds
    - If Kang’s armor is active, all debuffs on Kang and all of the opponent’s buffs last 60% shorter
    When attacking:
    - Kang’s Armor senses the need for damage, granting Kang a 20% chance to gain a passive fury increasing his attack by (x) for 10 seconds
    When attacked:
    - Kang’s Armor senses the need for protection, granting Kang an 80% chance to gain a permanent passive energy resistance or physical resistance effect, depending on the attack that triggered it.
    Special 1:
    - 10% chance to shock, dealing (x) energy damage over 10 seconds
    - Places a Pause passive on himself and the opponent lasting for 6 seconds, pausing all positive effects on Kang and all negative effects on his opponents
    Special 2:
    - Same as the old one
    - Places a Rewind passive on himself and the opponent for 12 seconds. Any damage done and negative effect on Kang will be undone when the effect expires. Also, any health, power, or positive effect gained by the opponent will be undone when the effect expires.
    Special 3:
    - 100% to inflict Heal block for 20 seconds
    - 100% chance to inflict shock, dealing (x) energy damage over 12 seconds
    Signature ability: Kang Armor Upgrades
    Kang’s Power fuels his neuro-kinetic suit of armor, endowing him with upto (x) additional armor rating along with a (x) second/s increase in fury, pause, rewind, and shock durations based on stored Power.
  • BahamutBahamut Member Posts: 2,307 ★★★★
    Khwieder said:

    I don’t know the best place to post this but I’d like to see Proxima Midnight count as a villain for the villain use event since she’s a member of the black order.

    I’d like to see Proxima not be considered the same size as Rocket Raccoon (they’re both Size: S)
  • DjkrdjjDjkrdjj Member Posts: 444 ★★
    Bahamut said:

    Khwieder said:

    I don’t know the best place to post this but I’d like to see Proxima Midnight count as a villain for the villain use event since she’s a member of the black order.

    I’d like to see Proxima not be considered the same size as Rocket Raccoon (they’re both Size: S)
    She should be L or M
    Rocket should be like XS
  • SkyBlueGamingSkyBlueGaming Member Posts: 128
    My Champion Rework: Ebony Maw
    Passive:
    - Enemy projectile attacks have a 15% chance to Miss. This increase by a flat 30% when blocking
    - Whenever Ebony Maw would be inflicted with Reverse Controls, he instead transfers the effect to his opponent
    - If the Opponent doesn’t have Class Advantage, Ebony Maw causes all guaranteed Critical Hits to Miss
    - Ebony Maw’s first Light Attack is the only Basic hit to make contact with the Opponent
    Deteriorations- Passive:
    - Deterioration Passives last indefinitely, each reducing the opponent’s attack, regeneration rate, block proficiency, perfect block chance, armor, energy and physical resistances by (x)%, stacking up to a maximum of 20 times.
    - Degenerations deal (x) more damage for every Deterioration passive on the opponent
    Missions from Thanos:
    - Ebony Maw has 3 missions to complete. Each mission can only be completed once per fight. Completing a mission grants Ebony Maw 1 Persistent Charge, up to a maximum of 15
    - When the fight starts, Ebony Maw inflicts the Opponent with 1 Deterioration Passive for every Persistent Charge.
    - Each time Ebony Maw completes a mission, he inflicts the Opponent with a Degeneration Passive, dealing (x) damage over 6 seconds.
    * Mission 1: Mastermind : Nullify a Buff from the Opponent.
    * Mission 2: Manipulator : Cause the Opponent to lose Power
    * Mission 3: Unwavering : Cause the Opponent to Falter and Miss.
    While Heavy Attack Charging:
    - Inflicts Falter on the opponent if the opponent is inflicted with Black Tongue, causing all attacks to miss for 5 seconds
    Heavy Attacks:
    - Landing a Heavy Attack steals all the Opponent’s Power gain Buffs and 10% of their current Power.
    - If the opponent is inflicted with Black Tongue, this attack inflicts Degeneration, dealing (x) damage over 5 seconds
    Persuasive Voice:
    - If Ebony Maw isn't focused, he begins focusing on the Opponent’s mind for 5 seconds understanding their mental state. This time is doubled if he's under the effect of 1 or more non-damaging Debuffs.
    - Once focused, the Opponent gains 1 Persuasion every 0.7 seconds.
    - When struck by the Opponent’s Heavy Attack or Special 3 Attack, Ebony Maw’s focus is broken.
    - The opponent’s defensive ability accuracy is reduced by 1% for every Persuasion on them
    - For every 20 Persuasion the Opponent gains, they are inflicted with a Falter Passive lasting 4 seconds. Increasing to 6 seconds against Cosmics. Enemies inflicted with Falter have a 100% chance to Miss.
    - At 100 Persuasion the Opponent is Persuaded and inflicted with a Black Tongue Passive, reducing Power Gain from all sources by 30% and reducing offensive ability accuracy by 80%. Black Tongue is not affected by Ability Accuracy and lasts for the rest of the fight.
    - While Black Tongue is active the Opponent is inflicted with 1 Deterioration Passive every 6 seconds.
    Special 1:
    - When activated and with each hit Ebony May has a 100% chance to nullify a buff from his opponent. If the opponent is inflicted with Black Tongue, nullifying a buff inflicts Degeneration on the opponent, dealing (x) damage over 8 seconds
    - If no Buffs were Nullified during this attack, the Opponent gains a Fury Buff increasing their Attack Rating by 0 for 6 seconds.
    Special 2:
    - The last hit of this attack inflicts the Opponent with a Degeneration Passive, dealing (x) damage over 10 seconds.
    - If the opponent is inflicted with Black Tongue, all hits of this attack will inflict Degeneration.
    Special 3:
    - Ebony Maw reaches into his Opponent’s mind depleting all their current Power, gaining 35% of the Power depleted for himself over the next 4 seconds.
    - If the opponent is inflicted with Black Tongue, the opponent is inflicted with Degeneration, dealing (x) damage over 15 seconds. Damage increases based on amount of power drained.
    Signature Ability: Deteriorating Mind
    - When the fight starts, inflict 2 Persuasion Charges per Deterioration on the opponent
    - When the opponent misses an attack, they are inflicted with a Degeneration Passive, dealing (x) damage over 6 seconds.
    - Each time Ebony Maw Nullifies a Buff or Activates a Special Attack he places 1 Deterioration Passive on his opponent
    - The opponent gains Persuasion two times faster when inflicted with Degeneration.
    New Synergy:
    Masters of the Mind with Mysterio:
    - Ebony Maw: Falters last 2 seconds longer
    - Mysterio: Whenever Mysterio has Reflection Gas, Illusion Gas, or Frenzy Gas active, Opponents have their Defensive Ability Accuracy reduced by 60%. This doesn’t affect Robots.
  • Ksp_2099Ksp_2099 Member Posts: 735 ★★★
    Champion- Vision( OG and AOU)

    Vision is good but it has not much utility as it should have in the game. Power control is good but his damage output is mehhhh.

    I think like ultron, he should have so much utility like, here are some suggestions

    Passive abilities

    Function Fury- after 3rd special he should gain one fury passive buff increasing his attack by 15% for 30 sec. Max stack 5
    Function Bulk up- as he can increase his mass in comics and movies, he should gain armor up buff increasing his armor rating by x percent after 1st special. Max stack 5
    Function Phase- as vision can phase through objects, he should gain some phase shifts like ghost or like hood after 2nd special.
    Function Tech Disruption- he can control and understand technologies, so he should reduce the ability accuracy of robot or tech based champions by x% may be after 3rd or 2nd special.

    Also his heavy should do armor breaks by x percent.

    Thanks for reading.
  • SkyBlueGamingSkyBlueGaming Member Posts: 128
    edited July 2019
    My Champion Rework: Kamala Khan
    Passive:
    - An enhanced immune system provides full immunity to the Poisons of the Battlerealm
    - Block Proficiency increases by (x) for each fury on Kamala
    Stretch Attacks:
    - Attacks that utilizes Kamala’s stretching abilities deal True Damage, ignoring Armor and Resistances, and also have a 40% chance to give her a permanent Fury, increasing Attack by (x). Kamala will still gain fury buffs this way even if her attack is blocked or avoided.
    (I don’t think I ever played with Kamala at all so maybe make some of her basic attacks stretch if she doesn’t do that already)
    - If Ms. Marvel has at least 5 fury buffs, all of Ms. Marvel’s stretch attacks have a 100% chance to Armor Break, reducing armor rating by (x)%
    - If Ms Marvel has at least 10 fury buffs, all of Ms. Marvel’s stretch attacks have an 80% chance to become Unblockable
    When inflicted with a Debuff:
    - Ms. Marvel becomes more defensive, and increases her block proficiency and physical resistance by (x) and also increasing her perfect block chance by a flat (x)%.
    - Additionally, Kamala tries her best to avoid enemy attacks with her stretching powers, making enemy attacks have a 10% chance to miss
    Special Attacks:
    - Kamala gets cocky and becomes more aggressive. Also when she dashes towards her opponent, she has a 20% chance to grow big enough to be Unstoppable for every fury buff on her. These effects last for 10 seconds.
    When Attacked:
    - 10% chance for a Fury Buff to be removed. This chance decreases by 2% for every Fury Buff on Kamala (this doesn’t work if she only has one fury buff)
    Heavy Attack:
    - 100% chance to gain Fury, increasing Attack by (x)
    Special 1:
    - If Kamala has at least 3 fury buffs, the last hit of this attack stuns her opponent for 2 seconds
    - If Kamala has at least 5 fury buffs, this attack will deal guaranteed Critical hits
    Special 2:
    - If Kamala has at least 6 fury buffs, the last hit of this attack stuns her opponent for 4 seconds
    - If Kamala has at least 8 fury buffs, this attack is Unblockable and will deal +20% damage
    Special 3:
    - Gain 3 fury buffs, increasing attack by (x)
    - If Kamala has at least 12 fury buffs, this attack stuns her opponent for 6 seconds
    - If Kamala has at least 18 fury buffs, this attack inflicts Concussion, decreasing ability accuracy by 100% for 12 seconds
    Signature Ability: Morphogenetics
    - Ms. Marvel starts to figure out this whole Contest thing, increasing her Fury potency by (x) and granting her the following abilities:
    - If Ms. Marvel has at least 15 fury buffs, her stretch attacks have an (x)% increased chance to be critical along with (x) increased critical damage
    - If Ms. Marvel has at least 20 fury buffs, her stretch attacks grow so big that they cannot be evaded or missed (only applies to invisible misses)
  • KruszonKruszon Member Posts: 6
    edited July 2019
    Hulkbuster

    His damage and utility are both underwhelming. The damage is a matter of number tweaking. Here’s how Id fix his utility:

    Passive “Busted”: While knocked down, opponents dont gain power.

    Heavy: Heal block if the opponent is healing.

    Sp1 “Stay down”: For X seconds, all attacks have X% chance to knock down and you Armor Up.

    Sp2 “Bring it”: For X seconds, opponent cant use light attacks.

    Signature “Stark tech”: Hulkbuster gains X% of the power gain prevented.
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