Hulkbuster would be ideal if the Veronica repair and parts replacement platform AI could be incorporated. Here's my idea:
Hulkbuster's current abilities are kept (his armor up ratings get stronger as his health gets lower, and he has chances to armor break on Specials. There's not much else to them than that, really).
The first addition should be a system that rewards more attack, repair and armor potential, which would work like the following
Hulkbuster has a guaranteed armor break with Sp1 which does not stack, but can refresh any armor breaks already on the opponent, including multiple ones inflicted by Sp2 or 3
Whenever HB causes an armor break on the opponent, he gains multiple inactive and passive Armor Fragment Charges
For XS, S & M sized opponents, HB gains 3 AF charges per armor break attack
For L & XL opponents, HB gains 5 AF charges per armor break attack
If the opponent is armored up at the time, each armor break adds 2 additional AF charges
If the opponent is also a #Metal champ, each armor break attack adds 1 additional AF charge
If the opponent is also a #Gamma champ, each armor break attack adds 3 additional AF charges
Additionally, HB can also add to his own armor fragment stacks while taking damage, adding 4 stacks per each 1% he losses up to -49% max health from the start of the fight (DEV NOTE: The first 49% of HB's max health is considered his HB suit while the rest of his health is considered the regular IM suit and Tony himself beneath it. He must keep at least 1% health, so starting at 50% or higher allows maximum AF stack accumulation from health loss per fight. Meanwhile, starting at 2% health would only allow for 1% loss granting 4 stacks in that way regardless of other healing/repair from his regular armor breaking mechanism)
AF charges can stack up to 50 normally, and HB can use them to increase his Health, Armor or Attack rating by consuming them after holding block for 1.5 seconds under certain conditions
While the opponent's power meter is above 50%, HB braces for more dangerous attacks by consuming AF charges to boost armor potency by up to 30% for 20 seconds, during that time HB also gains +15% attack rating and heals 5% of max health
While the opponent is at or below 50% of the power meter, HB presses his attack by consuming AF charges to boost attack rating by up to 30% for 20 seconds, during this time HB also gains +15% armor rating and heals 5% of max health
When HB goes below 50% health for the first time, consuming AF charges can repair up to 30% of max health over 10 seconds and permanently grant HB +10% armor rating and +10% attack rating. This only functions in this way once per fight
(DEV NOTE: In each case, HB only gains the maximum potential of up to 30% boosting if all 50 stacks were achieved before consumed, as such at 25 stacks HB would gain 15% attack or armor, 7.5% armor or attack and 2.5% health regularly, and when below 50% for the first time, 15% health, 5% armor and 5% attack)
HB can also briefly benefit from AF stacks by landing heavy attacks which allow a 5 second boost of attack and armor depending on the number of AF stacks, these boosts are 35% less potent than those gained by consuming all stacks but they only consume 3 stacks per heavy
Because HB is considered extremely thick armor plating, energy shielded and internally environment regulated, he is 33% less likely to suffer Cold, Bleed and Poison damage, and when he does he suffers 33% less damage from those effects; additionally, when facing a #Gamma opponent Poison damage is reduced by an additional 33% and cannot be stacked on him (DEV NOTE: If Harpy is ever added she should be the recent Red She-Hulk/Harpy blended version of Betty Ross-Banner which would be #Gamma but also capable of causing Bleed with her talons, at which point Bleed from a #Gamma would also be additionally reduced on HB)
When HB faces Mutant champs he starts the fight resistant to Energy damage for 20 seconds which helps him reduce Cold damage and other energy based attack effects by a further 20% which can also be refreshed by landing heavies; but when facing Cosmic champs their unearthly energies are unfamiliar at first and he starts out more susceptible to Bleed or Energy-based effects if any champs have such capabilities
Although the idea is for no animations to change for this tweak to HB, it would be visually interesting to show the Drop Pod Veronica launches from Stark's Orbital Tracking Platforms (see Avengers: Age of Ultron when the replacement parts were sent down during the HB v Hulk fight). In a variation of this design suggestion, the Drop Pods will drop half way between HB and his opponent. The interesting fight dynamic here is that it could either
Lose potency over time requiring HB to reach it before the opponent and push the opponent back to gain the most benefit if they crossed where it landed before HB did, or...
...act as a barrier between HB and the opponent that the opponent must hit 8 times in order to dismiss so they can get at HB, but if HB can hold his position in a certain proximity to it it will repair a % of damage, and boost his attack and armor ratings based on Armor Fragment stacks
I said a month ago that I would post ideas for the original MCU Avengers. Then I didn’t. So here are the other four.
Black Widow  Class: Skill
Signature Ability: Assasination While above 50% HP: Black Widow strikes with calculated grace, passively reduces her opponent’s ability accuracy by X%, and increasing Black Widow’s power gain by 1% per hit on her combo meter. While below 50% HP: Black Widow ignores the pain, and critical hits have an X% chance to purify one debuff on Black Widow.
Passive: Black Widow never loses her head, and is immune to Taunt, Disorient, and Petrify effects.
While being attacked: Black Widow has a 5% chance to evade incoming attacks.
While attacking: Black Widow’s critical chance and damage are increased by 1% for every hit on her combo meter (can not exceed 70%). While Black Widow’s combo meter is above 50 hits, critical hits have a 1% chance for every other hit on her combo meter to stun the opponent for 2 seconds. Opponents gain 30% less power when struck by Black Widow while Precision and Cruelty are active. Black Widow can cause critical hits on blocked attacks.
Heavy attacks (new animation where she shocks her opponent with her taser glove stinger thingamabobs): Causes one Shock debuff for each debuff on the opponent, each dealing X damage over 9 seconds.
Special attacks: Black Widow gains a Precision passive lasting for 10 seconds and increasing her critical hit chance by 25%. Black Widow gains a Cruelty passive lasting for 10 seconds and increasing her critical hit damage by 25%. Critical hits have a 100% chance to cause a Power Sting debuff for 10 seconds, expiring immediately and dealing X damage when the opponent uses a special attack.
New Synergy:
NO POWERS, NO PROBLEM with Hawkeye and Ronin. All #Avengers have +50% ability accuracy while they’re not under the effects of a buff.
Signature Ability: Ace In The Hole. Hawkeye uses his tricked out arrows during his special attacks, adding extra effects that he cycles through. Allowing Hawkeye to idle for 2 seconds causes Hawkeye to switch whichever arrow he’d use next. Incendiary arrows: Causes an Incinerate debuff, dealing X damage over 8 seconds and reducing the opponent’s block proficiency by 50%. Causes an Armor Break debuff, reducing the opponent’s Armor by X over 9 seconds. Electric arrows: Causes a Shock debuff, dealing X damage over 9 seconds. +X% potency to all power drain effects. Concussive arrows: Causes a Concussion debuff, reducing the opponent’s ability accuracy by X% for 12 seconds. Nullifies 1 buff on the opponent.
Critical hits: Causes a True Accuracy buff, preventing the opponent from evading or auto-blocking for 1.5 seconds. If the opponent is bleeding, critical hits cause a Bleed debuff, dealing X damage over 1 second.
Medium attacks: Causes a Bleed debuff, dealing X damage over 10 seconds (medium attacks have new animations, his dash attack is a slide and then shooting an arrow, his second medium is hitting them with the bow and then shooting an arrow. Each one is 2 hits. The arrows are, obviously, projectiles).
Special 1: Causes a Bleed debuff, dealing X damage over 10 seconds. Drains 40% of the opponent’s max power. 2nd hit has True Strike.
Special 2: Causes a Bleed debuff, dealing X damage over 10 seconds. Causes a Taunt debuff, making the opponent 70% more likely to use a special attack for 7 seconds. 3rd hit has True Strike.
Special 3: Causes a Bleed debuff, dealing X damage over 10 seconds. Causes a Petrify debuff, reducing the opponent’s regeneration and power gain effects by 50% for 9 seconds.
New Synergy:
S.H.I.E.L.D.’S FINEST with Black Widow. Hawkeye: Medium attacks have True Strike. Black Widow: Special 3 causes a Bleed debuff, dealing X damage over 10 seconds.
Signature Ability: Thunder God’s Wrath. Stunning the opponent causes an Armor Break debuff, reducing the opponent’s armor by X for 9 seconds (can not stack higher than 3). When Thor is stunned, he gains a Fury buff, increasing his attack by X for 9 seconds (this does not stack). While charging a heavy attack, Thor inflicts himself with a Shock debuff dealing 0 damage over 10 seconds. Thor can not inflict himself with a Shock debuff if he is already under the effect of a Shock debuff.
Passive: While Thor is under the effect of a Shock debuff, rather than taking damage, he gains 10% of a bar of power every second. Thor takes 50% less damage from energy attacks.
All attacks: If the opponent is affected by an Armor Break debuff, critical hits cause a Shock debuff, dealing X damage over 13 seconds.
Heavy attacks: 50% chance to cause an Armor Break debuff, reducing the opponent’s armor by X for 9 seconds.
Special attacks: Stuns the opponent for 3 seconds. Thor stuns himself for 0.1 seconds. If the opponent is affected by an Armor Break debuff, refreshes all Shock debuffs on the opponent. If the opponent is affected by 5 or more Shock debuffs, causes a Concussion debuff, reducing the opponent’s ability accuracy by 90% for 7 seconds.
New Synergy:
IF HE BE WORTHY... with Captain America (Classic) and Captain America (Infinity War). All #Avengers gain a Fury buff when stunned, increasing their attack by 20% for 9 seconds.
Signature Ability: I Could Do This All Day. Captain America’s perfect block chance is increased equal to X% of his missing HP.
Avengers Assemble: Captain America has +5% attack and ability accuracy for each #Avenger on the team (excluding himself).
While attacking: Attacks with his shield (dash attack, 2nd light attack, special attacks) have a 45% chance to cause a Slow debuff, preventing the opponent from evading or becoming unstoppable for 7 seconds. If the opponent is affected by a Fatigue debuff, all attacks deal 20% of the damage dealt as direct damage.
While blocking: Captain America has a 40% chance to perfect block. +40% chance to perfect block if the attack doesn’t make contact with Captain America. Whenever the opponent would land a critical hit, Captain America causes a Fatigue debuff, reducing the opponent’s critical chance by 40% for 15 seconds.
Special attacks: +25% damage for each debuff on the opponent.
New Synergies (replaces existing synergies):
UNBREAKABLE with Iron Man. Captain America: Bonus from Avengers Assemble is doubled. Iron Man: Armor Up reduces the damage of incoming debuffs by 15%.
DAVID AND GOLIATH with Hulk. Captain America: Attack is increased equal to half of his missing HP. Hulk: +25% attack while the opponent is stunned.
HEART OF GOLD with Thor. Captain America: Causing a Fatigue debuff also causes an Armor Break debuff, reducing the opponent’s armor by 20% for 10 seconds (does not stack). Thor: 30% chance to perfect block while the opponent is affected by an Armor Break debuff.
ONE MAN ARMY with Black Widow. Captain America: Opponents can not perfect block. Black Widow: Precision and Cruelty effects last 3 seconds longer.
CAN’T SEEM TO MISS with Hawkeye. Captain America: Attacks using the shield have True Strike. Hawkeye: Debuffs last 2 seconds longer and deal 15% more damage.
UNITED WE STAND with Iron Man, Hulk, Thor, Black Widow, and Hawkeye. If all champions on the team are #Avengers, all champions gain +10% attack, power gain, critical chance, critical damage, and armor.
I said a month ago that I would post ideas for the original MCU Avengers. Then I didn’t. So here are the other four.
Black Widow  Class: Skill
Signature Ability: Assasination While above 50% HP: Black Widow strikes with calculated grace, passively reduces her opponent’s ability accuracy by X%, and increasing Black Widow’s power gain by 1% per hit on her combo meter. While below 50% HP: Black Widow ignores the pain, and critical hits have an X% chance to purify one debuff on Black Widow.
Passive: Black Widow never loses her head, and is immune to Taunt, Disorient, and Petrify effects.
While being attacked: Black Widow has a 5% chance to evade incoming attacks.
While attacking: Black Widow’s critical chance and damage are increased by 1% for every hit on her combo meter (can not exceed 70%). While Black Widow’s combo meter is above 50 hits, critical hits have a 1% chance for every other hit on her combo meter to stun the opponent for 2 seconds. Opponents gain 30% less power when struck by Black Widow while Precision and Cruelty are active. Black Widow can cause critical hits on blocked attacks.
Heavy attacks (new animation where she shocks her opponent with her taser glove stinger thingamabobs): Causes one Shock debuff for each debuff on the opponent, each dealing X damage over 9 seconds.
Special attacks: Black Widow gains a Precision passive lasting for 10 seconds and increasing her critical hit chance by 25%. Black Widow gains a Cruelty passive lasting for 10 seconds and increasing her critical hit damage by 25%. Critical hits have a 100% chance to cause a Power Sting debuff for 10 seconds, expiring immediately and dealing X damage when the opponent uses a special attack.
New Synergy:
NO POWERS, NO PROBLEM with Hawkeye and Ronin. All #Avengers have +50% ability accuracy while they’re not under the effects of a buff.
Why would she get such a high passive evade chance? She doesn’t have powers.
I said a month ago that I would post ideas for the original MCU Avengers. Then I didn’t. So here are the other four.
Black Widow  Class: Skill
Signature Ability: Assasination While above 50% HP: Black Widow strikes with calculated grace, passively reduces her opponent’s ability accuracy by X%, and increasing Black Widow’s power gain by 1% per hit on her combo meter. While below 50% HP: Black Widow ignores the pain, and critical hits have an X% chance to purify one debuff on Black Widow.
Passive: Black Widow never loses her head, and is immune to Taunt, Disorient, and Petrify effects.
While being attacked: Black Widow has a 5% chance to evade incoming attacks.
While attacking: Black Widow’s critical chance and damage are increased by 1% for every hit on her combo meter (can not exceed 70%). While Black Widow’s combo meter is above 50 hits, critical hits have a 1% chance for every other hit on her combo meter to stun the opponent for 2 seconds. Opponents gain 30% less power when struck by Black Widow while Precision and Cruelty are active. Black Widow can cause critical hits on blocked attacks.
Heavy attacks (new animation where she shocks her opponent with her taser glove stinger thingamabobs): Causes one Shock debuff for each debuff on the opponent, each dealing X damage over 9 seconds.
Special attacks: Black Widow gains a Precision passive lasting for 10 seconds and increasing her critical hit chance by 25%. Black Widow gains a Cruelty passive lasting for 10 seconds and increasing her critical hit damage by 25%. Critical hits have a 100% chance to cause a Power Sting debuff for 10 seconds, expiring immediately and dealing X damage when the opponent uses a special attack.
New Synergy:
NO POWERS, NO PROBLEM with Hawkeye and Ronin. All #Avengers have +50% ability accuracy while they’re not under the effects of a buff.
Why would she get such a high passive evade chance? She doesn’t have powers.
Actually she does in some versions. They're just relatively minor.
Like the way Winter Soldier doesn't just have a cybernetic arm; both he and Black Widow are super-soldiers born of different countries and technologies.
That's how Bucky survived his fall from the train in The First Avenger; and presumably how Natasha survived the missile attack on Zola's Silo in CA:TWS and was fighting fit before the end of the movie. She's not on par with Cap, but she is supposed to have abilities enhanced to peak human or slightly beyond.
Alternatively: In this game, let's just assume that Iso-8 is the great leveller; enabling Kingpin to Hulk out, Punisher to be Indestructible and Falcon to do what Cap does, just slower.
Some nice ideas there, @Bahamut. I won't critique the lot; this thread being more for the developers to cruise through.
One thing I'd add is a mechanism for Thor to be more effective against stun immune opponents, the way Masacre is against Incinerate-immune or debuff-immune opponents.
How about: Passive: If an stun effect does not take effect on the opponent due to immunity, they are instead affected by: then developers choice of (a) burst of energy damage, (b) concussion, or (c) Enervate debuff.
In addition to Storm getting a Giant Sized Fastball Special cut scene with others on her original All-New All-Different X-Men team, I think she'd be interesting if Kabam played into some of her other weather powers.
Whenever Storm evades with Dexterity she gains a low pressure charge
When she reaches 3 low pressure charges her next heavy causes a small tornado to form where she was
The tornado persists for 3 seconds and can act as a block to the opponent or continue hitting the opponent if they are not blocking
Additionally (and I mentioned this before), when teamed with Iceman and either Loki or Emma Frost, Storm's attacks can inflict Coldsnap and Frostbite like Iceman; Iceman can regenerate 1% health per combo while opponents are under the effects of a cold debuff, and 1% health also returns when Ice armor regenerates; Loki can inflict Coldsnap or Frostbite like Iceman; and Emma use heavy attacks to switch between inflicting either Shock or Frostbite with her specials
If Storm is teamed with Loki and either Thor (classic), Thor (Ragnarok) or Thor (Foster), a hammer (Stormcaster) strikes down .5 of a second after she launches a special
Cyclops (both)
In addition to Cyke (BT) gaining a First Class team assist dynamic and Cyke (NXS) gaining a Phoenix 5 team assist dynamic, they should also get intercept counters that can add to their optic blasts' counts
Whenever Cyclops intercepts an opponent, he gains a passive Tactical Charge that lasts 7 seconds
If Cyke lands a heavy within 7 seconds, he locks in that Charge
Cyke can store up to 10 tactical charges
Cyke consumes up to 2 tactical charges if he fires Sp1, 4 on Sp2 and 6 on Sp3 which add to his hit counter (+2, +4 or +6) dealing additional damage on specials and causing enhanced armor breaks for X seconds
During enhanced armor breaks, Cyke's melee hits or follow up Special Attacks cause more damage than his regular armor breaks including decreasing block proficiency on the opponent
While Cyke has tactical charges, his combos are not broken unless all charges are consumed by hits
Heavy and Special 1 or 2 attacks on Cyke consume 3 charges, Sp3 consumes 5, Medium attacks consume 2 each hit, and Light attacks consume 1 charge
Above a combo of 50, Cyke's blasts also cause Stun (since he has a mechanism to protect him from Combo loss, this needs to be sufficiently high)
I said a month ago that I would post ideas for the original MCU Avengers. Then I didn’t. So here are the other four.
Black Widow  Class: Skill
Signature Ability: Assasination While above 50% HP: Black Widow strikes with calculated grace, passively reduces her opponent’s ability accuracy by X%, and increasing Black Widow’s power gain by 1% per hit on her combo meter. While below 50% HP: Black Widow ignores the pain, and critical hits have an X% chance to purify one debuff on Black Widow.
Passive: Black Widow never loses her head, and is immune to Taunt, Disorient, and Petrify effects.
While being attacked: Black Widow has a 5% chance to evade incoming attacks.
While attacking: Black Widow’s critical chance and damage are increased by 1% for every hit on her combo meter (can not exceed 70%). While Black Widow’s combo meter is above 50 hits, critical hits have a 1% chance for every other hit on her combo meter to stun the opponent for 2 seconds. Opponents gain 30% less power when struck by Black Widow while Precision and Cruelty are active. Black Widow can cause critical hits on blocked attacks.
Heavy attacks (new animation where she shocks her opponent with her taser glove stinger thingamabobs): Causes one Shock debuff for each debuff on the opponent, each dealing X damage over 9 seconds.
Special attacks: Black Widow gains a Precision passive lasting for 10 seconds and increasing her critical hit chance by 25%. Black Widow gains a Cruelty passive lasting for 10 seconds and increasing her critical hit damage by 25%. Critical hits have a 100% chance to cause a Power Sting debuff for 10 seconds, expiring immediately and dealing X damage when the opponent uses a special attack.
New Synergy:
NO POWERS, NO PROBLEM with Hawkeye and Ronin. All #Avengers have +50% ability accuracy while they’re not under the effects of a buff.
Why would she get such a high passive evade chance? She doesn’t have powers.
Actually she does in some versions. They're just relatively minor.
Like the way Winter Soldier doesn't just have a cybernetic arm; both he and Black Widow are super-soldiers born of different countries and technologies.
That's how Bucky survived his fall from the train in The First Avenger; and presumably how Natasha survived the missile attack on Zola's Silo in CA:TWS and was fighting fit before the end of the movie. She's not on par with Cap, but she is supposed to have abilities enhanced to peak human or slightly beyond.
Alternatively: In this game, let's just assume that Iso-8 is the great leveller; enabling Kingpin to Hulk out, Punisher to be Indestructible and Falcon to do what Cap does, just slower.
But 5% is higher than stark spideys evade(without the so) It should stay 3%
I said a month ago that I would post ideas for the original MCU Avengers. Then I didn’t. So here are the other four.
Black Widow  Class: Skill
Signature Ability: Assasination While above 50% HP: Black Widow strikes with calculated grace, passively reduces her opponent’s ability accuracy by X%, and increasing Black Widow’s power gain by 1% per hit on her combo meter. While below 50% HP: Black Widow ignores the pain, and critical hits have an X% chance to purify one debuff on Black Widow.
Passive: Black Widow never loses her head, and is immune to Taunt, Disorient, and Petrify effects.
While being attacked: Black Widow has a 5% chance to evade incoming attacks.
While attacking: Black Widow’s critical chance and damage are increased by 1% for every hit on her combo meter (can not exceed 70%). While Black Widow’s combo meter is above 50 hits, critical hits have a 1% chance for every other hit on her combo meter to stun the opponent for 2 seconds. Opponents gain 30% less power when struck by Black Widow while Precision and Cruelty are active. Black Widow can cause critical hits on blocked attacks.
Heavy attacks (new animation where she shocks her opponent with her taser glove stinger thingamabobs): Causes one Shock debuff for each debuff on the opponent, each dealing X damage over 9 seconds.
Special attacks: Black Widow gains a Precision passive lasting for 10 seconds and increasing her critical hit chance by 25%. Black Widow gains a Cruelty passive lasting for 10 seconds and increasing her critical hit damage by 25%. Critical hits have a 100% chance to cause a Power Sting debuff for 10 seconds, expiring immediately and dealing X damage when the opponent uses a special attack.
New Synergy:
NO POWERS, NO PROBLEM with Hawkeye and Ronin. All #Avengers have +50% ability accuracy while they’re not under the effects of a buff.
Why would she get such a high passive evade chance? She doesn’t have powers.
Actually she does in some versions. They're just relatively minor.
Like the way Winter Soldier doesn't just have a cybernetic arm; both he and Black Widow are super-soldiers born of different countries and technologies.
That's how Bucky survived his fall from the train in The First Avenger; and presumably how Natasha survived the missile attack on Zola's Silo in CA:TWS and was fighting fit before the end of the movie. She's not on par with Cap, but she is supposed to have abilities enhanced to peak human or slightly beyond.
Alternatively: In this game, let's just assume that Iso-8 is the great leveller; enabling Kingpin to Hulk out, Punisher to be Indestructible and Falcon to do what Cap does, just slower.
But 5% is higher than stark spideys evade(without the so) It should stay 3%
So what if Stark Spidey has a base evasion chance of 3%? Sparky is not supposed to be the best evader in the game. Sparky is a school-kid still learning to use his powers. Widow has a lifetime of experience.
Also:
Spiderman (Classic) has 0% chance to evade until he's Awakened - this is a travesty that really should be changed.
Spiderman (Symbiote) also has 0% chance to evade until he's Awakened - this is a travesty that really should be changed.
Spider-Gwen has 7% per charge, and charges climb relentlessly up through the fight.
Miles Morales (poor Miles) has 7% per charge, and charges climb relentlessly down through the fight.
Nightcrawler has a base 22% chance to evade.
And if you want a close (skill) comparison to Widow; Moon Knight has a base 5% during the New Moon. That's still better than Sparky (apart from Specials)
I am not sure weather it is correct forum to request.. Please do introduce the original punisher in normal 3 star and above cristal as it is very difficult to get it from present available cristal.. So please think of it
Going back to an earlier redesign of mine with some thoughts as to how it could gain far greater utility.
Champion Redesign: Hulkbuster (Based upon a Rank 5/50 4-Star Champion; Sig Level 99)
Justification: Hulkbuster is a completely underwhelming Champion in the contest, and he was never really a match for the Hulk at all. Given the fact that both the Hulk, Red Hulk, and She-Hulk have gotten updates in the Contest, Hulkbuster is left even further behind. This redesign is intended to make him a lot more exciting to play, and an unholy terror against Hulk-type Champions such as The Hulk, Red Hulk, She-Hulk, Hulk (Ragnarok), Abomination, and Joe Fixit.
Hulkbuster has very limited utility, is not an effective offensive or defensive Champion in Alliance Quest or Alliance War, and isn't particularly useful for questing, either.
Signature Ability - Veronica: (Passive) Dashing back and holding Block for 1.5 seconds calls down a portion of the mobile service module's arsenal to refit or repair the Hulkbuster armor.
At the start of the Quest, Veronica has 6 charges. Each time that Hulkbuster calls for a refit, one charge is lost. Unless otherwise specified, Veronica refits remain in effect for 12.0 seconds.
Each time Hulkbuster knocks out a Champion, Veronica gains 1 charge.
When fighting Hulk-type Champions (Hulk, Red Hulk, She-Hulk, Hulk [Ragnarok], Abomination, Joe Fixit): Veronica repairs the Hulkbuster Armor by sending replacement parts. Hulkbuster regenerates 1700 health over 6.0 seconds.
When fighting any Champions: Hulkbuster gains one of the following refits based upon the Class of Champion that Hulkbuster is fighting:
Cosmic: +200 Critical Resistance;
Tech: Gains 1 Emergency Armor Charge. Emergency Armor Charges have a 100% chance to shrug off all Shock and Armor Break Debuffs after 0.5 seconds;
Mutant: Enhanced Hydraulic Fists inflict Heal Block upon the opponent for 9.0 seconds;
Skill: Gains 1 Emergency Armor Charge. Emergency Armor Charges have a 100% chance to shrug off all Bleed and Incinerate Debuffs after 0.5 seconds;
Science: While suffering from Debuffs, Hulkbuster gains +234.2 Attack Rating for each unique Debuff (this effect also triggers when fighting Hulk-type Champions);
Mystic: While his Veronica refit is in effect, Hulkbuster is immune to Power Lock effects.
ABILITIES
When Attacked:11% chance to gain Armor Up, increasing Armor Rating by 2112.5 for 6.0 seconds. Dodging back and idling for 1.50 seconds converts 1 Armor Up Buff into a permanent Passive Armor Up buff that increases Armor Rating by 1500 (max stacks: 3). When Hulkbuster has 3 stacks of Armor Up Passives, he reduces 100% of damage inflicted by enemy abilities that deal passive damage when they are struck.
Stark Tech AI:
Any time the opponent triggers Fury, gain an Armor Up buff, increasing Armor Rating by 518.35 for 6.0 seconds and gain a Precision Buff, increasing Hulkbuster's Critical Rating by 190.8 for 6.0 seconds.
Against Hulk-type Champions (Hulk, Red Hulk, She-Hulk, Hulk [Ragnarok], Abomination, and Joe Fixit), the Stark AI increases Hulkbuster's Block Proficiency by 18%. Additionally, Special Attacks gain an 85% chance to remove any Fury Buffs, inflicting a Stun Debuff that lasts for 0.5 seconds per Fury Buff removed.
Heavy Attacks have a 35% chance to inflict a Concussion Debuff on the opponent for 10.0 seconds, reducing their Ability Accuracy by 60%. This chance is increased by 10% for every passive and active Armor Up Buff you possess.
If Hulkbuster is struck by a Cosmic Champion or is struck by a Heavy Attack, the Stark AI shuts down for 10.0 seconds while it Reboots and is completely inactive during that time.
SPECIAL ATTACKS
Special 1 - Hulk-Smasher: A rocket-aided shoulder tackle smashes the armored suit through whatever, or whoever, happens to be in front of it. This attack has a 70% chance to Armor Break, removing an enemy Armor Up and applying 2198.94 Armor Rating reduction for 8.0 seconds.
Special 2 - Hulk-Blaster: An uppercut stuns the enemy, setting them up for a powerful Repulsor Ray blast. This attack has a 100% chance to Armor Break, removing an enemy Armor Up and applying 2992.12 Armor Rating reduction for 9.0 seconds.
Special 3 - Hulk-Buster: The Hulkbuster armor grabs his opponent's fist, locking on while Hulkbuster's other fist pummels his opponent like a piston. He then smashes his opponent backward, plowing them into the ground with a powerful Repulsor Ray blast from his chest. This attack has a 100% chance to Armor Break, removing an enemy Armor Up and applying 3785.29 Armor Rating reduction for 10.0 seconds.
SYNERGIES
Enemies with Ultron: All Champions gain +155 Critical Rating.
Family with Iron Man, Iron Man (Infinity War) or Superior Iron Man: All Champions gain +6% Health.
Rivals with Hulk or Yellowjacket: All Champions gain +155 Critical Damage Rating.
Increased Artillery with War Machine:Hulkbuster: Hulkbuster's basic attacks deal +5% Energy Damage to the opponent. War Machine: Special Attacks gain a 65% chance to inflict Incinerate, dealing 555 Direct Damage over 6 seconds. Unique Synergy: Does not stack with duplicate synergies.
Armor Enhancements with Civil Warrior: Hulkbuster: Hulkbuster gains Bleed Immunity. Civil Warrior: Civil Warrior gains an additional +20% Special Damage Resistance while Blocking. Unique Synergy: Does not stack with duplicate synergies.
From Hulk to Hulkbuster with Hulk (Ragnarok): Hulkbuster: Once per fight, the first time when you fall below 25% Health, gain a Fury and a Cruelty Buff for 6.0 seconds. Hulk (Ragnarok): Undeterred by any opponent, you shrug off all Debuffs after 1 second for the first 15 seconds of the fight. Unique Synergy: Does not stack with duplicate synergies.
I said a month ago that I would post ideas for the original MCU Avengers. Then I didn’t. So here are the other four.
Black Widow  Class: Skill
Signature Ability: Assasination While above 50% HP: Black Widow strikes with calculated grace, passively reduces her opponent’s ability accuracy by X%, and increasing Black Widow’s power gain by 1% per hit on her combo meter. While below 50% HP: Black Widow ignores the pain, and critical hits have an X% chance to purify one debuff on Black Widow.
Passive: Black Widow never loses her head, and is immune to Taunt, Disorient, and Petrify effects.
While being attacked: Black Widow has a 5% chance to evade incoming attacks.
While attacking: Black Widow’s critical chance and damage are increased by 1% for every hit on her combo meter (can not exceed 70%). While Black Widow’s combo meter is above 50 hits, critical hits have a 1% chance for every other hit on her combo meter to stun the opponent for 2 seconds. Opponents gain 30% less power when struck by Black Widow while Precision and Cruelty are active. Black Widow can cause critical hits on blocked attacks.
Heavy attacks (new animation where she shocks her opponent with her taser glove stinger thingamabobs): Causes one Shock debuff for each debuff on the opponent, each dealing X damage over 9 seconds.
Special attacks: Black Widow gains a Precision passive lasting for 10 seconds and increasing her critical hit chance by 25%. Black Widow gains a Cruelty passive lasting for 10 seconds and increasing her critical hit damage by 25%. Critical hits have a 100% chance to cause a Power Sting debuff for 10 seconds, expiring immediately and dealing X damage when the opponent uses a special attack.
New Synergy:
NO POWERS, NO PROBLEM with Hawkeye and Ronin. All #Avengers have +50% ability accuracy while they’re not under the effects of a buff.
Why would she get such a high passive evade chance? She doesn’t have powers.
Actually she does in some versions. They're just relatively minor.
Like the way Winter Soldier doesn't just have a cybernetic arm; both he and Black Widow are super-soldiers born of different countries and technologies.
That's how Bucky survived his fall from the train in The First Avenger; and presumably how Natasha survived the missile attack on Zola's Silo in CA:TWS and was fighting fit before the end of the movie. She's not on par with Cap, but she is supposed to have abilities enhanced to peak human or slightly beyond.
Alternatively: In this game, let's just assume that Iso-8 is the great leveller; enabling Kingpin to Hulk out, Punisher to be Indestructible and Falcon to do what Cap does, just slower.
But 5% is higher than stark spideys evade(without the so) It should stay 3%
So what if Stark Spidey has a base evasion chance of 3%? Sparky is not supposed to be the best evader in the game. Sparky is a school-kid still learning to use his powers. Widow has a lifetime of experience.
Also:
Spiderman (Classic) has 0% chance to evade until he's Awakened - this is a travesty that really should be changed.
Spiderman (Symbiote) also has 0% chance to evade until he's Awakened - this is a travesty that really should be changed.
Spider-Gwen has 7% per charge, and charges climb relentlessly up through the fight.
Miles Morales (poor Miles) has 7% per charge, and charges climb relentlessly down through the fight.
Nightcrawler has a base 22% chance to evade.
And if you want a close (skill) comparison to Widow; Moon Knight has a base 5% during the New Moon. That's still better than Sparky (apart from Specials)
@Magrailothos is correct that BW having a higher evade chance than Stark Enhanced Spider-Man is completely fair. Some of these evasions differ from each other for very specific reasons (and Kabam rightfully tries not to have a similar ability working the exact same way) and SMSE gets an ever-growing attack boost that benefits him a lot more than not having as high a chance to evade.
This is literally what 'champion balancing' is supposed to be all about too, regardless of how much more powerful characters are than each other in comics, movies and other media.
On the subject of any unawakened champ, though, that's not supposed to be their true form for comparison, despite the number that are still very good without being awakened (partially because the urge to awaken and raise the signature level of most champs is supposed to drive players to duplicate champs through crystal opening 'luck', awakening gem choices, grinding, and whatnot).
On the subject of Miles, at this point in his development, he's not supposed to be as good with his spider-sense either, but at least it climbs a bit whenever the opponent uses a special. This makes him manageable when facing him as a defender, and since trying to parry with evade chances can throw off players, it makes him better on attack than classic Spidey unless using intercept styles. It would be ideal to give him an Invisible Mode though (differ from Invisible Woman's and the Hood's by making his only kick in once every 1.25 minutes or something), and maybe as a trade off to losing Spider-Sense Charges, raise his Venom Blast damage output a bit for each evasion charge lost so he can actually rate as high in damage potential as classic Spidey and symbiote Spidey does when hitting someone with Sp2 while Armor broken (with the difference being that a portion of that damage would be inflicted over time instead of instantly).
I said a month ago that I would post ideas for the original MCU Avengers. Then I didn’t. So here are the other four.
Black Widow  Class: Skill
Signature Ability: Assasination While above 50% HP: Black Widow strikes with calculated grace, passively reduces her opponent’s ability accuracy by X%, and increasing Black Widow’s power gain by 1% per hit on her combo meter. While below 50% HP: Black Widow ignores the pain, and critical hits have an X% chance to purify one debuff on Black Widow.
Passive: Black Widow never loses her head, and is immune to Taunt, Disorient, and Petrify effects.
While being attacked: Black Widow has a 5% chance to evade incoming attacks.
While attacking: Black Widow’s critical chance and damage are increased by 1% for every hit on her combo meter (can not exceed 70%). While Black Widow’s combo meter is above 50 hits, critical hits have a 1% chance for every other hit on her combo meter to stun the opponent for 2 seconds. Opponents gain 30% less power when struck by Black Widow while Precision and Cruelty are active. Black Widow can cause critical hits on blocked attacks.
Heavy attacks (new animation where she shocks her opponent with her taser glove stinger thingamabobs): Causes one Shock debuff for each debuff on the opponent, each dealing X damage over 9 seconds.
Special attacks: Black Widow gains a Precision passive lasting for 10 seconds and increasing her critical hit chance by 25%. Black Widow gains a Cruelty passive lasting for 10 seconds and increasing her critical hit damage by 25%. Critical hits have a 100% chance to cause a Power Sting debuff for 10 seconds, expiring immediately and dealing X damage when the opponent uses a special attack.
New Synergy:
NO POWERS, NO PROBLEM with Hawkeye and Ronin. All #Avengers have +50% ability accuracy while they’re not under the effects of a buff.
Why would she get such a high passive evade chance? She doesn’t have powers.
Actually she does in some versions. They're just relatively minor.
Like the way Winter Soldier doesn't just have a cybernetic arm; both he and Black Widow are super-soldiers born of different countries and technologies.
That's how Bucky survived his fall from the train in The First Avenger; and presumably how Natasha survived the missile attack on Zola's Silo in CA:TWS and was fighting fit before the end of the movie. She's not on par with Cap, but she is supposed to have abilities enhanced to peak human or slightly beyond.
Alternatively: In this game, let's just assume that Iso-8 is the great leveller; enabling Kingpin to Hulk out, Punisher to be Indestructible and Falcon to do what Cap does, just slower.
But 5% is higher than stark spideys evade(without the so) It should stay 3%
So what if Stark Spidey has a base evasion chance of 3%? Sparky is not supposed to be the best evader in the game. Sparky is a school-kid still learning to use his powers. Widow has a lifetime of experience.
Also:
Spiderman (Classic) has 0% chance to evade until he's Awakened - this is a travesty that really should be changed.
Spiderman (Symbiote) also has 0% chance to evade until he's Awakened - this is a travesty that really should be changed.
Spider-Gwen has 7% per charge, and charges climb relentlessly up through the fight.
Miles Morales (poor Miles) has 7% per charge, and charges climb relentlessly down through the fight.
Nightcrawler has a base 22% chance to evade.
And if you want a close (skill) comparison to Widow; Moon Knight has a base 5% during the New Moon. That's still better than Sparky (apart from Specials)
She doesn’t have powers. What’s she gonna dodge bullets with. Her keen sense of observation that’s she’s honed. Nah Starky has powers and the Ai. That’s more realiable
I said a month ago that I would post ideas for the original MCU Avengers. Then I didn’t. So here are the other four.
Black Widow  Class: Skill
Signature Ability: Assasination While above 50% HP: Black Widow strikes with calculated grace, passively reduces her opponent’s ability accuracy by X%, and increasing Black Widow’s power gain by 1% per hit on her combo meter. While below 50% HP: Black Widow ignores the pain, and critical hits have an X% chance to purify one debuff on Black Widow.
Passive: Black Widow never loses her head, and is immune to Taunt, Disorient, and Petrify effects.
While being attacked: Black Widow has a 5% chance to evade incoming attacks.
While attacking: Black Widow’s critical chance and damage are increased by 1% for every hit on her combo meter (can not exceed 70%). While Black Widow’s combo meter is above 50 hits, critical hits have a 1% chance for every other hit on her combo meter to stun the opponent for 2 seconds. Opponents gain 30% less power when struck by Black Widow while Precision and Cruelty are active. Black Widow can cause critical hits on blocked attacks.
Heavy attacks (new animation where she shocks her opponent with her taser glove stinger thingamabobs): Causes one Shock debuff for each debuff on the opponent, each dealing X damage over 9 seconds.
Special attacks: Black Widow gains a Precision passive lasting for 10 seconds and increasing her critical hit chance by 25%. Black Widow gains a Cruelty passive lasting for 10 seconds and increasing her critical hit damage by 25%. Critical hits have a 100% chance to cause a Power Sting debuff for 10 seconds, expiring immediately and dealing X damage when the opponent uses a special attack.
New Synergy:
NO POWERS, NO PROBLEM with Hawkeye and Ronin. All #Avengers have +50% ability accuracy while they’re not under the effects of a buff.
Why would she get such a high passive evade chance? She doesn’t have powers.
Actually she does in some versions. They're just relatively minor.
Like the way Winter Soldier doesn't just have a cybernetic arm; both he and Black Widow are super-soldiers born of different countries and technologies.
That's how Bucky survived his fall from the train in The First Avenger; and presumably how Natasha survived the missile attack on Zola's Silo in CA:TWS and was fighting fit before the end of the movie. She's not on par with Cap, but she is supposed to have abilities enhanced to peak human or slightly beyond.
Alternatively: In this game, let's just assume that Iso-8 is the great leveller; enabling Kingpin to Hulk out, Punisher to be Indestructible and Falcon to do what Cap does, just slower.
But 5% is higher than stark spideys evade(without the so) It should stay 3%
So what if Stark Spidey has a base evasion chance of 3%? Sparky is not supposed to be the best evader in the game. Sparky is a school-kid still learning to use his powers. Widow has a lifetime of experience.
Also:
Spiderman (Classic) has 0% chance to evade until he's Awakened - this is a travesty that really should be changed.
Spiderman (Symbiote) also has 0% chance to evade until he's Awakened - this is a travesty that really should be changed.
Spider-Gwen has 7% per charge, and charges climb relentlessly up through the fight.
Miles Morales (poor Miles) has 7% per charge, and charges climb relentlessly down through the fight.
Nightcrawler has a base 22% chance to evade.
And if you want a close (skill) comparison to Widow; Moon Knight has a base 5% during the New Moon. That's still better than Sparky (apart from Specials)
@Magrailothos is correct that BW having a higher evade chance than Stark Enhanced Spider-Man is completely fair. Some of these evasions differ from each other for very specific reasons (and Kabam rightfully tries not to have a similar ability working the exact same way) and SMSE gets an ever-growing attack boost that benefits him a lot more than not having as high a chance to evade.
This is literally what 'champion balancing' is supposed to be all about too, regardless of how much more powerful characters are than each other in comics, movies and other media.
On the subject of any unawakened champ, though, that's not supposed to be their true form for comparison, despite the number that are still very good without being awakened (partially because the urge to awaken and raise the signature level of most champs is supposed to drive players to duplicate champs through crystal opening 'luck', awakening gem choices, grinding, and whatnot).
On the subject of Miles, at this point in his development, he's not supposed to be as good with his spider-sense either, but at least it climbs a bit whenever the opponent uses a special. This makes him manageable when facing him as a defender, and since trying to parry with evade chances can throw off players, it makes him better on attack than classic Spidey unless using intercept styles. It would be ideal to give him an Invisible Mode though (differ from Invisible Woman's and the Hood's by making his only kick in once every 1.25 minutes or something), and maybe as a trade off to losing Spider-Sense Charges, raise his Venom Blast damage output a bit for each evasion charge lost so he can actually rate as high in damage potential as classic Spidey and symbiote Spidey does when hitting someone with Sp2 while Armor broken (with the difference being that a portion of that damage would be inflicted over time instead of instantly).
But is still has to be comic accurate right. I don’t care that it’s in the game because It’s mostly benefits me as I rarely fight BW, but what reason should she have such a high evade chance? She doesn’t have powers and her suit isn’t all teched out. This is a comic book game. You can’t just give Hawkeye, for example, a 5%evade chance because it’s for balance. Ps. I know it’s not really giving her the evade chance. That’s why I want to debate it.
My Champion Rework: Hulkbuster Passive: - The Hulkbuster is specifically designed to battle large opponents, passively increasing damage, armor break potency and duration, and armor up potency by (x)% - Hulkbuster starts with 5 Permanent Armor Up Passives, each increasing Armor rating by (x). These armor ups are lost for every 20% health lost - Hulkbuster gains multiple benefits based on how many armor up effects Hulkbuster has on him (Passives and Buffs): 2 Armor Ups: Hulkbuster is immune to Bleed, Coldsnap, and Frostbite Damage 3 Armor Ups: Hulkbuster is immune to Poison Damage. Hulkbuster has a 100% chance to shrug off an Incinerate debuff at the cost of 1 Armor Up buff 5 Armor Ups: Critical hits have a 100% chance to Armor break, removing one armor up buff and reducing Armor rating by (x) 8 Armor Ups: Block Proficiency Increases by (x) per Armor up effect 10 Armor Ups: Hulkbuster gains a permanent Fury Passive, increasing attack by (x). This increases the larger the opponent is 14 Armor Ups: Hulkbuster’s Dash attack is Unblockable and Unstoppable 16 Armor Ups: Hulkbuster’s Special Attacks are Unblockable against Small and Medium opponents 20 Armor Ups: Hulkbuster’s chance to perfect block basic attacks increases by a flat 90% Repair A.I. Passive: - Hulkbuster’s Repair A.I. repairs the Hulkbuster while he fights his opponent. Repair A.I. cannot function while Hulkbuster is stunned. - When Attacking , dashing back, being attacked, or not moving, the Repair A.I. Heals (x)% of Hulkbuster’s health per second - When Blocking, the Repair A.I. gives Hulkbuster 1 Permanent Armor Up Buff every 1 second, increasing Armor by (x) - Once per fight, when struck below 20% health, the Repair A.I makes a last effort to keep the Hulkbuster alive, granting Hulkbuster 5 Armor Ups, A Power Gain Passive, gaining 50% of max Power over 10 seconds, and a Regeneration buff healing (x) health over 12 seconds. After this activates, Repair A.I will remain inactive for the rest of the fight. Special 1: - 100% Chance to inflict Armor Break, removing 1 Armor up buff and reducing Armor Rating by (x). - Against Small and Medium champions, Hulkbuster is unstoppable during this attack - Against Large and XL opponents, this attack is unblockable Special 2: - 100% chance to inflict up to 3 armor breaks, each removing 1 armor up buff and reducing armor rating by (x) - 100% chance to inflict Concussion, reducing Ability Accuracy by 90% for 10 seconds. The reduction increases by up to a flat 10% based on how large the opponent is. The duration increases by up to 50% based on how small the opponent is. Special 3: - 100% to remove all armor buffs on the opponent - 100% chance to inflict a permanent Armor shattered, reducing Armor Rating by (x). This increases by (x) per armor buff removed. While Armor shattered is active, opponents cannot gain armor up buffs. - This attack deals up to 80% more damage based on how large the opponent is Signature Ability: Iron Rage - Hulkbuster’s attack is increased by (x) for every armor up effect on him. This increases by up to (x) based on lost health. The perfect counter to the Hulk’s Rage!
Hey guys, I completely understand your desire to see some of the older Champions in The Contest, including Iron Fist, made more powerful.
I have a 5-Star Iron Fist on my own roster and decided not to upgrade him to Rank-2, simply because I have other Mystic Champions who are much more fun to play with. With that being said, Ranking him up is definitely something I would consider doing if he was improved. Personally, I think if he was altered to be able to take more Damage from Opponents and could inflict Bleed/Shock and Stun with Heavy Attacks and Specials, he would be a million times better!
The Contest isn't the same as real life and Champions aren't always the same as they were in comics. Though, even in this unique Battlerealm, I've always felt that if Punisher 2099 can Stun Opponent's with a Heavy Attack, Iron Fist should be able to do the same. I mean, he does hit Opponents with an IRON fist after all, and I think Bleed or Shock from his Heavy Attacks and Specials would just make sense!
To help make this discussion as constructive as possible, if there's a Champion you're unhappy with and would like to see them made more powerful, think about including some of the following points in your comment:
- Name of the Champion you would like to be changed
- Which features or abilities about them don't you like at the moment and why
- How exactly would you change them and why would you make the said changes, try to be specific!
Unfortunately, I can't promise that any of the ideas put forward in this thread will be implemented in a future update but feedback like this is really welcomed by our Game Team. Ultimately, we want you guys to enjoy playing the game as much as possible and a discussion like this one can be really helpful in allowing us to identify specific Champions that you're unhappy with and what exactly you don't like about them so we can consider making the changes you want to see.
u are so right!! iron fist should be so strong i want him to get buffed!!
-His Heavy attacks have a 100% chance to be unstoppable, and have a 40% chance to stun the opponent for 2.50 seconds
-Every 20% health taken away, Hulk regenerates 13% of it back, unless stopped by a damaging debuff. Can be activated 5 times per fight
-Special 1 grants Hulk 2 permanent fury buffs and 1 physical resistance buff, max stacks for both: 10
-Special 2 expends 2 fury buffs to stun the opponent for 4 seconds. If a third fury buff is available, this attack is also unblockable for the duration of the attack
-Special 3 expends 3 fury buffs to crush the opponent for 16 seconds, which is a new debuff that reduces ability accuracy by 100%, reduces power gain by 90%, reduces physical resistance by 50%, and reduces perfect block chance by 100%
-While 25% health or below, instantly gain all 10 fury buffs and all 10 physical resistances. All further regeneration can also not be heal blocked or stopped.
-Hulk is passively immune to heal block, reduces stun duration by 70%, and is immune to unblockable attacks. Degeneration effects ignore all physical strength, however, meaning these effects deal 20% more damage.
For an example, she’s not mid-game active; meaning she doesn’t make the changes when a defender becomes immune to bleeding and cause them to armor break; imiw, emma.
She also needs to be updated when it comes to her abilities because they don’t even work properly. I jus fought a colossus with my 6* Elektra and she made him get “immune” to show up.
It’s jus one word, what’s the big deal? We see it everyday sometimes.
The reason why it’s a big deal is because it should never show up against a primary bleed immune. It shows that the code isn’t up to date and the code was trying to send a bleed instead of an armor break on a bleed immune champ.
Awful.
There’s a lot of great features and creative nodes to this game that make me really appreciate almost every champ more than what I feel the majority does; maybe jus the majority of people who talk? Idk. I try to find what works for champs and not gripe that not every champ is what people say “god-tier”. I enjoy utility and her utility is rare.
But, when I can’t trust her utility because it literally has backward codings, it makes it frustrating
She would be nicer to play if she gets a precision buff when she applies bleed or armor break also. Her ability is to do increase damage so why not gain a precision buff when they activate a special 1 and 2?
Adding a precision buff at the start of a special, and 3-4 furies when a bleed/armor break becomes active and only have the fury active for as long as the bleed and armor break, it would greatly help.
When you add an outdated champ to a 6* newly evolving mcoc world, it is irrational and irresponsible to not update her to the evolving 6* world
Thanks
Dude stop reposting your elektra thread, you didn’t get the best six star, and she can’t take down IMIW as effectively as you like, she’s not bad by any means
I don`t agree with you man. Electra is one of useless champions in this game. Look on Winter Soldier, before reworking he`s been like Electra, but now in synergy with Killmonger he very nice.
Now, for my next improvement, I’ll be touching on a long left-behind character, my friend from the spider-verse, Spider-Man (Miles Morales)!
Base stats: Attack: High Armor: Low Health: Average-Low Crit rate: Above average Crit damage: Above average
Signature Ability: Wear the Mask
(Stuff in parentheses scales with sig level)
After facing many dangers as Spider-Man, Miles Morales has learned that anyone can don the mask, including him. Knowing this, he grants the following abilities Up to (10-20%) increased power rate against villains 1.5 seconds increased invisibility duration Up to (10-20%) increased Spider-Sense charge usage chance
Base Kit:
Help from the Spider-Sense:
Utilizing his newly enhanced senses, Miles avoids all attacks when dashing back
Miles has 3 Spider-Sense charges at the start of the fight, and each special attack he throws grants him one more, to a maximum of 7. As long as Miles has at least one charge, his Evasion and Dexterity ability accuracy cannot be altered
Each charge gives Miles a 20% chance to evade basic and special attacks, and +350 critical rating per charge. Miles cannot evade basic attacks as long as he is blocking
Additionally, every special attack the opponent throws grants Miles 2 Spider-Sense charges
Stickied:
While evading or using Dexterity against contact attacks, Miles accidentally sticks himself to his opponents for a moment, adding Stickied charges to the opponent, up to 5. These charges reduce Dex and Evade ability accuracy by 10% and last 15 seconds each
Upon stacking 5, instead of adding a 6th, Miles uses the age-old trick of the Shoulder Touch, combining these passives into a Shoulder Touch debuff for 20 seconds. Shoulder Touch also acts as a Slow debuff, and increases the Dex and Evade ability accuracy reduction to 100%
Either upon expiration, whenever Miles evades, or whenever Miles ends a combo with a light attack, the opponent is stunned for 10 seconds. This stun immediately falls off if Miles lands a hit
Invisibility:
When Miles is hit 4 times in a row, he panics and turns himself invisible for 8 seconds. While he is invisible, Miles cannot Evade and all the opponent’s attacks will miss
Upon becoming invisible, Miles gains +200% attack until either he lands a hit or he is struck.
Heavy Attacks:
Hits are guaranteed critical if Venom Blast is active, and pauses active Venom Blasts for 3 seconds If no Venom Blasts are active, instantly gain 10% of a bar of power while below 2 bars when this attack connects
Special Attacks:
Special 1:
Miles shoots 3 web shots from his borrowed webshooters, each shot placing a Weakness on the opponent, reducing attack by 20% for 13 seconds Using this attack immediately after dashing back guarantees that the hits are critical, and guarantees that the Weaknesses apply
Special 2:
Miles does some flashy punches and kicks on his opponent, ending it off with a Venom Blast debuff for 14 seconds. This acts as a shock debuff, dealing (about 130% of Miles’ attack) damage for the duration. This also acts as a 150% Petrify and increases Miles’ attack by (about 80%) while it’s active
Special 3:
Places both a Venom Blast and a Shoulder Touch on the opponent. If there was already a Shoulder Touch active, it is refreshed, and the Venom Blast has doubled duration If Miles is playing above 50% health, his Venom Blast’s Petrify potency from this attack is increased to 250% If Miles is playing below 50% health, he maxes out his Spider-Sense charges and regenerates up to 7% of his max health, capping out at 51% of his max health
Synergies:
You’re Like Me... with Spider-Man (Classic)
Miles: Start the fight with maximum Spider-Sense charges Spidey Classic: Cannot be Evaded by Spider-Verse champions
Hey: with Spider-Gwen
Miles: Shoulder Touch stun pauses as long as Miles is close to his opponent and not blocking Spider-Gwen: Slow lasts an additional 3 seconds
Do it on Command: with The Hood and Invisible Woman
Miles: Hold block for 1.5 seconds to trigger Invisibility that lasts 4 seconds. Takes 7 seconds to cool down Hood: +400 critical rating and damage while Invisible Invisible Woman: Whenever inflicting any of her debuffs, inflict two instead
Enemies: with Kingpin
All champions gain +155 critical rating
Nemesis: with Venom
All champions gain +6% attack
Hey all! Wanted to make a good and annoying defender this time around, but he’s also definitely a potent and fun offensive champion given proper upkeep, patience, and aggressive gameplay. Let me know what y’all think, and who you’d want me to rework in the future!
Clearly Scarlet Witch needs reworked, as apparently there are still no plans to release her as a 5*; due to concerns about breaking the game, and so on and so forth. Why is this? I think it's partly the overpowered nature of her drawing from a very limited pool of buffs/debuffs; causing them to stack up and inflict impressive Special damage. Then there's also her (less spoken of) really impressive nullify ability, which generates her lots of Power through Mystic Dispersion. But what to do? How to develop Scarlet Witch so that she can be released as a 5* champion? Let alone a 6* one?
Here's a return I've made; aiming to:
Keep her recognisable as the Switch we all know and love.
Develop a larger pool of buff/debuff options (I've not suggested actual numbers for damage/benefits/harms; which could be balanced by the Devs)
This will reduce the likelihood of stacking multiple Fury/Cruelty/Regeneration buffs, out any other buffs, in fact
Reduce the constant Nullify that feeds MD
Avoid very powerful effects like Unstoppable, Unblockable, and even Power Lock (she now has Enervate instead)
Put a little chaos onto special attacks even before she's Awakened (it bugs me that she has no chaos ability until then; although this is typical of the original champions line-up)
Scarlet Witch
Health: 14,412 Attack: 1,216
Signature Ability: Veil of Fortune When striking or struck with a critical hit, Scarlet Witch has a 80% chance to generate 0-5 chaos effects.
Chaos effects can be offensive, defensive or utilitarian:
When attacking, Chaos effects are drawn from the offensive and utility pools. Offensive effects are more likely when Scarlet Witch is high on health.
When defending, Chaos effects are drawn from the defensive and utility effect pools. Defensive effects are more likely when Scarlet Witch is low on health.
Possible Chaos Effects: Many of these effects will be well-recognised; and no specific details required. Some details given only where effect is unclear or not commonly found elsewhere in the game. Offensive magic
Fury (Buff/attacker)
Cruelty (Buff/attacker)
Prowess (Buff/attacker)
Poison (Debuff/opponent)
Incinerate (Debuff/opponent)
Degeneration (Debuff/opponent)
Coldsnap (Debuff/opponent)
Stun (Debuff/opponent)
Vulnerability (Debuff/opponent)
Life Steal (xxx health, one-off effect)
Power Steal (20% of total Power, one-off effect)
Mystical Offense (Buff/Attacker: Basic Attacks inflict energy damage)
Debilitate (Refreshes any debuffs on the opponent, or reactivates the last debuff that expired if none currently active)
Utilitarian magic
Fatigue (Debuff/opponent)
Exhaustion (Debuff/opponent)
Weakness (Debuff/opponent)
Heal Block (Debuff/opponent)
Enervate (Debuff/opponent)
Thermal feedback (Debuff/opponent)
Power Sting (Passive/opponent)
Daze(Debuff/opponent)
Precision (Buff/attacker)
True Accuracy (Buff/attacker)
Slow (Debuff/opponent)
Neutralise (This one-off effect removes any and all persistent charges from the opponent)
Mystic ascendency (Temporary passive effect granting class advantage against any opponent)
Luck (increases ability accuracy)
Defensive magic
Amplify (Refreshes any buffs on the Attacker, or reactivates the last buff that expired if none currently active)
Armour Up (Buff/attacker)
Energy resistance (Buff/attacker)
Physical resistance (Buff/attacker)
Debuff resistance (Buff/attacker reducing duration any debuffs suffered)
Cleanse (One-off effect that removes all debuffs from Attacker)
Power drain (affects both champions, drains power to 5% total)
Power Flood (Buff/attacker)
Regeneration (Buff/attacker)
Invisibility (Buff/attacker)
Shield of Chaos (Buff granting a one-off damage 'cap' of 5% health)
Critical Hits: Scarlet Witch inflicts Nullify on critical hits, nullifying one buff. This nullify ability has an eight-second cooldown period. I've introduced a limitation on Switch's Nullify ability here; but note that there is some reliable Nullify added to her Special Attacks, which is not affected by this Cooldown period.
Special Attacks:
SP1 - Nullify one of the opponent's buffs. Inflict 0-2 Chaos effects.
SP2 - Nullify two of the opponent's buffs. Inflict 1-3 Chaos effects.
SP3 - Nullify all of the opponent's buffs. Inflict 2-4 Chaos effects.
I've introduced a bit of reliable Nullify and some Chaos effects to her Special Attacks, which is intended to give her a flavour of unpredictable chaos even before she's Awakened.
Synergies Venompool - Crafters of Chaos (Unique Synergy, does not stack):
Venompool activates 0-2 Venompool abilities (from his Awakened Ability) on his SP3, even if he is not yet Awakened. If Awakened, his signature chance to trigger abilities rises by 50%.
Scarlet Witch generates an additional chaos effect on all Special Attacks.
Joe Fixit - A Twist of Fate (Unique Synergy, does not stack):
Fixit gains a bonus Gambler's Fate ability by activating his SP3; which lasts for ten seconds. If Awakened, any additional Gamblers Fate abilities gained through Double Down also now last for ten seconds.
When activating a Special Attack, Scarlet Witch has a 75% chance to generate a bonus effect from the shortlist of: Amplify, Debilitate, Lucky and Unlucky.
Dr Strange - Order and Chaos (Unique Synergy, does not stack):
Dr Strange's debuffs have 25% greater potency and duration.
Scarlet Witch's buffs and debuffs are 20% more potent.
Vision (both versions): Made for each other (Unique synergy, does not stack):
Vision - any Power Burn has a 70% chance to Nullify a buff
Scarlet Witch - any Nullify Effect also inflicts a Power Burn; burning 8% of the opponent's Total Power for each buff removed, with commensurate damage.
So that's it. Remember, this is a rare rework where we're trying to limit a champion, rather than to 'Buff' them. I'd particularly love to see some of the synergies, to improve her fellow chaotic champions, Venompool and Joe Fixit. What do you think?
@Kabam Miike not sure if his is meant but Phoenix’s abilities are off. Her furies give her about 15% damage each but her specials trade those furies for prowess of 10% bonus damage each. Doesn’t that mean you’re trading furies for LESS damage? Also her specials are already gimped so why attempt to gimp her further? It’s not like she’s a threat to unbalance in the contest. She’s iconic and deserves to either be buffed or fixed at the very least! Hopefully this gets through to the team and they can fix her!
My buff idea is for Thanos, because originally fighting him in act 3 I was super hyped, ready to use tons of revives and such, but Thanos is actually really weak. Weaker than I thought he would be. Nameless Thanos also has the same problem, the nodes are the only thing that make him hard to fight.
PASSIVES: -Signature ability would stay the same
-Synergies would change to be with his children, the Black Order. They'd be really good synergies if all together
-Passive immunity to ability accuracy reduction, heal block, power steal, power drain, power sting, and buff steal
INFINITY STONES: -Every fight Thanos starts with 2 randomly picked Infinity Stones active, either Time, Mind, Reality, Space, Power, or Soul. These are shown as passive buffs
-The Time Stone grants Thanos a 20% chance every time he is hit to recover all health lost in that hit. This does not count for Special Attack 3
-The Mind Stone grants Thanos a 15% chance every time he is hit to place a 5 second Falter debuff on the opponent
-The Reality Stone grants Thanos a passive immunity to Stun and Poison dubuffs, on top of his other immunities
-The Space Stone grants Thanos a permanent True Strike buff and a 15% chance every time he is hit to evade the attack
-The Power Stone grants Thanos a permanent Prowess buff, increasing attack by X and also giving him a 15% chance every time he is hit to gain a 5 second Unstoppable buff
-The Soul Stone grants Thanos a 15% chance every hit to inflict Degeneration on the opponent, inflicting X amount of damage over 7 seconds, and can be stacked endlessly. This stone also grants Thanos a 50% damage reduction for all Degeneration applied to him.
SPECIAL ATTACKS: -Special Attack 1 gives Thanos a different buff or debuff depending on his stones. Time grants back all health lost in the last 20 seconds, Mind grants this attack to be un-evadable, Reality trades itself for a different stone, Space grants 3 evade charges, each giving a 25% chance to evade, Power grants a permanent Fury buff, increasing attack by X, and Soul inflicts a Degeneration effect on the opponent, doing X damage over 7 seconds
-Special Attack 2 does the same thing as Special Attack 1, but is also Unblockable, un-evadable, cannot miss, and Heal Blocks the opponent for 16 seconds
-Special Attack 3 activates Recoil even if you don't have the mastery, activates all Infinity Stones and grants Thanos a 10 second Unblockable buff
I seriously hope this gets to be in the game, I think Kabam could make this idea better but this is the basic one.
Signature Ability: Electrostatic The damage caused by Static Shock and Shock debuffs is increased up to X% depending on Electro’s stored power.
Passive: Electro is immune to Shock effects. Whenever the opponent would cause a Shock effect, Electro gains 6 Living Energy charges. Whenever Electro takes energy damage, he gains 1 Living Energy charge. All attacks from Mystic class champions count as energy attacks.
Energy Form: When Electro gains 30 Living Energy charges, his body becomes pure energy. Energy Form lasts for 8 seconds and it begins with it’s duration paused. When Electro is struck by a heavy attack, it’s duration is unpaused. While Energy Form is active: Electro is immune to Bleed, Coldsnap, and Frostbit effects. Shock debuffs deal 30% more damage and become passive effects. Shock effects reduce the opponent’s ability accuracy by 20%. Incoming attacks have a 25% chance to miss. Attacks can not miss while Electro is blocking. +65% chance for special attacks to miss. Whenever Electro is struck by anything other than a heavy attack, he has a 30% chance to cause a Shock passive, dealing X damage over 12 seconds.
When Attacked: Opponent’s attacks that make contact receive a Static Shock, taking 30% of the damage dealt as energy damage. This damage is halved if Electro is bleeding. If Electro loses more than 5% of his maximum HP from a single source, he has a 65% chance to cause a Shock debuff, dealing X damage to the opponent over 9 second, and he gains 3 Living Energy charges.
While Blocking: Well timed blocks cause a Shock debuff, dealing X damage over 9 seconds. Blocking an attack generates 1 stack of Living Energy. +2 Living Energy charges are gained on well timed blocks.
While Attacking: Critical hits cause a Shock debuff, dealing X damage over 9 seconds. Electro gains 10% more power for each Shock effect on the opponent.
Special Attacks: Causes a Concussion debuff, reducing the opponent’s ability accuracy by 90% for 6 seconds. Concussion lasts 1 second longer for each Shock effect on the opponent. If Energy Form is active, this attack refreshes all Shock debuffs on the opponent, and stuns the opponent for 5 seconds.
New synergy:
ORIGINAL SIX with Doc Ock, Vulture, and Mysterio. All Sinister Six champions gain +15% ability accuracy and damage rating.
My Champion Rework: Moon Knight Passive: - Withheld from Death herself by the Egyptian Moon-god Khonshu, Marc Spector’s power ebbs and flows based on the phase of the moon. Full Moon: - Moon Knight reduces enemy evade and auto-block ability accuracy by (x)% - Moon Knight’s ability accuracy is increased by (x)% New Moon: - Moon Knight has an 5% chance to evade all attacks - The opponent’s ability accuracy is reduced by (x)% Waxing moon: - All hits have an (x)% chance to gain Precision, increasing critical rating by (x) for (x) seconds - Moon Knight gains +10% power gain Waning moon: - All hits have an (x)% chance to gain Fury, increasing attack by (x) for (x) seconds - The opponent suffers -10% power gain Heavy attack: - If this attack is critical, it has an (x)% chance to stun for (x) seconds. Chance increases the closer it is to full moon but stun duration is increased the closer it is to new moon Critical hits: - Critical hits lacerate opponents with a 70% chance, inflicting (x) bleed damage over (x) seconds Special 1: - If the moon is close to Full moon, Moon Knight gains a Moonlight Passive for (x) seconds. This increases ability accuracy by (x)% and allowing Moon Knight to ignore armor and resistances. Duration is increased during Full moon - If the moon is close to New moon, this attack inflicts a Darkness passive on the opponent for (x) seconds. - This attack receives an additional (x) critical rating. Special 2: - In New Moon, stun chance and duration are increased by 100% - In Waning Moon, opponents gain 0 power from this attack - In Full Moon, this attack is unblockable - In Waxing Moon, this attack deals guaranteed critical hits. - (x)% chance to stun for (x) seconds. Special 3: - Khonshu gives Spector temporary control over the Moon’s phases, allowing him to use a second phase for 25 seconds depending on what move he did before the attack. - Block: New Moon - Light Attack: Waning Moon - Medium Attack: Waxing Moon - Heavy Attack: Full Moon - 100% chance to bleed, dealing (x) damage over (x) seconds Signature Ability: Synodic Tide Either Moon Knight gains (x) increased critical damage, (x)% bleed damage, and (x)% increased power gain or the opponent loses (x) critical damage, (x)% debuff duration, and (x)% decreased power gain. This cycles every 6 hours.
update iron fist and deadpool xforce next. you have to highly rated comic heroes in the game that isnt reflecting their comic reference, you guys should get marvel artists to review the champs over a three year period and see what they say about them
Comments
- Hulkbuster's current abilities are kept (his armor up ratings get stronger as his health gets lower, and he has chances to armor break on Specials. There's not much else to them than that, really).
- The first addition should be a system that rewards more attack, repair and armor potential, which would work like the following
- Hulkbuster has a guaranteed armor break with Sp1 which does not stack, but can refresh any armor breaks already on the opponent, including multiple ones inflicted by Sp2 or 3
- Whenever HB causes an armor break on the opponent, he gains multiple inactive and passive Armor Fragment Charges
- For XS, S & M sized opponents, HB gains 3 AF charges per armor break attack
- For L & XL opponents, HB gains 5 AF charges per armor break attack
- If the opponent is armored up at the time, each armor break adds 2 additional AF charges
- If the opponent is also a #Metal champ, each armor break attack adds 1 additional AF charge
- If the opponent is also a #Gamma champ, each armor break attack adds 3 additional AF charges
- Additionally, HB can also add to his own armor fragment stacks while taking damage, adding 4 stacks per each 1% he losses up to -49% max health from the start of the fight (DEV NOTE: The first 49% of HB's max health is considered his HB suit while the rest of his health is considered the regular IM suit and Tony himself beneath it. He must keep at least 1% health, so starting at 50% or higher allows maximum AF stack accumulation from health loss per fight. Meanwhile, starting at 2% health would only allow for 1% loss granting 4 stacks in that way regardless of other healing/repair from his regular armor breaking mechanism)
- AF charges can stack up to 50 normally, and HB can use them to increase his Health, Armor or Attack rating by consuming them after holding block for 1.5 seconds under certain conditions
- While the opponent's power meter is above 50%, HB braces for more dangerous attacks by consuming AF charges to boost armor potency by up to 30% for 20 seconds, during that time HB also gains +15% attack rating and heals 5% of max health
- While the opponent is at or below 50% of the power meter, HB presses his attack by consuming AF charges to boost attack rating by up to 30% for 20 seconds, during this time HB also gains +15% armor rating and heals 5% of max health
- When HB goes below 50% health for the first time, consuming AF charges can repair up to 30% of max health over 10 seconds and permanently grant HB +10% armor rating and +10% attack rating. This only functions in this way once per fight
- (DEV NOTE: In each case, HB only gains the maximum potential of up to 30% boosting if all 50 stacks were achieved before consumed, as such at 25 stacks HB would gain 15% attack or armor, 7.5% armor or attack and 2.5% health regularly, and when below 50% for the first time, 15% health, 5% armor and 5% attack)
- HB can also briefly benefit from AF stacks by landing heavy attacks which allow a 5 second boost of attack and armor depending on the number of AF stacks, these boosts are 35% less potent than those gained by consuming all stacks but they only consume 3 stacks per heavy
- Because HB is considered extremely thick armor plating, energy shielded and internally environment regulated, he is 33% less likely to suffer Cold, Bleed and Poison damage, and when he does he suffers 33% less damage from those effects; additionally, when facing a #Gamma opponent Poison damage is reduced by an additional 33% and cannot be stacked on him (DEV NOTE: If Harpy is ever added she should be the recent Red She-Hulk/Harpy blended version of Betty Ross-Banner which would be #Gamma but also capable of causing Bleed with her talons, at which point Bleed from a #Gamma would also be additionally reduced on HB)
- When HB faces Mutant champs he starts the fight resistant to Energy damage for 20 seconds which helps him reduce Cold damage and other energy based attack effects by a further 20% which can also be refreshed by landing heavies; but when facing Cosmic champs their unearthly energies are unfamiliar at first and he starts out more susceptible to Bleed or Energy-based effects if any champs have such capabilities
Although the idea is for no animations to change for this tweak to HB, it would be visually interesting to show the Drop Pod Veronica launches from Stark's Orbital Tracking Platforms (see Avengers: Age of Ultron when the replacement parts were sent down during the HB v Hulk fight). In a variation of this design suggestion, the Drop Pods will drop half way between HB and his opponent. The interesting fight dynamic here is that it could eitherBlack Widow

Class: Skill
Signature Ability: Assasination
While above 50% HP: Black Widow strikes with calculated grace, passively reduces her opponent’s ability accuracy by X%, and increasing Black Widow’s power gain by 1% per hit on her combo meter.
While below 50% HP: Black Widow ignores the pain, and critical hits have an X% chance to purify one debuff on Black Widow.
Passive:
Black Widow never loses her head, and is immune to Taunt, Disorient, and Petrify effects.
While being attacked:
Black Widow has a 5% chance to evade incoming attacks.
While attacking:
Black Widow’s critical chance and damage are increased by 1% for every hit on her combo meter (can not exceed 70%).
While Black Widow’s combo meter is above 50 hits, critical hits have a 1% chance for every other hit on her combo meter to stun the opponent for 2 seconds.
Opponents gain 30% less power when struck by Black Widow while Precision and Cruelty are active.
Black Widow can cause critical hits on blocked attacks.
Heavy attacks (new animation where she shocks her opponent with her taser glove stinger thingamabobs): Causes one Shock debuff for each debuff on the opponent, each dealing X damage over 9 seconds.
Special attacks:
Black Widow gains a Precision passive lasting for 10 seconds and increasing her critical hit chance by 25%.
Black Widow gains a Cruelty passive lasting for 10 seconds and increasing her critical hit damage by 25%.
Critical hits have a 100% chance to cause a Power Sting debuff for 10 seconds, expiring immediately and dealing X damage when the opponent uses a special attack.
New Synergy:
NO POWERS, NO PROBLEM with Hawkeye and Ronin.
All #Avengers have +50% ability accuracy while they’re not under the effects of a buff.

Class: Skill
Signature Ability: Ace In The Hole.
Hawkeye uses his tricked out arrows during his special attacks, adding extra effects that he cycles through. Allowing Hawkeye to idle for 2 seconds causes Hawkeye to switch whichever arrow he’d use next.
Incendiary arrows:
Causes an Incinerate debuff, dealing X damage over 8 seconds and reducing the opponent’s block proficiency by 50%.
Causes an Armor Break debuff, reducing the opponent’s Armor by X over 9 seconds.
Electric arrows:
Causes a Shock debuff, dealing X damage over 9 seconds.
+X% potency to all power drain effects.
Concussive arrows:
Causes a Concussion debuff, reducing the opponent’s ability accuracy by X% for 12 seconds.
Nullifies 1 buff on the opponent.
Critical hits:
Causes a True Accuracy buff, preventing the opponent from evading or auto-blocking for 1.5 seconds.
If the opponent is bleeding, critical hits cause a Bleed debuff, dealing X damage over 1 second.
Medium attacks:
Causes a Bleed debuff, dealing X damage over 10 seconds (medium attacks have new animations, his dash attack is a slide and then shooting an arrow, his second medium is hitting them with the bow and then shooting an arrow. Each one is 2 hits. The arrows are, obviously, projectiles).
Special 1:
Causes a Bleed debuff, dealing X damage over 10 seconds.
Drains 40% of the opponent’s max power.
2nd hit has True Strike.
Special 2:
Causes a Bleed debuff, dealing X damage over 10 seconds.
Causes a Taunt debuff, making the opponent 70% more likely to use a special attack for 7 seconds.
3rd hit has True Strike.
Special 3:
Causes a Bleed debuff, dealing X damage over 10 seconds.
Causes a Petrify debuff, reducing the opponent’s regeneration and power gain effects by 50% for 9 seconds.
New Synergy:
S.H.I.E.L.D.’S FINEST with Black Widow.
Hawkeye: Medium attacks have True Strike.
Black Widow: Special 3 causes a Bleed debuff, dealing X damage over 10 seconds.

Class: Cosmic
Signature Ability: Thunder God’s Wrath.
Stunning the opponent causes an Armor Break debuff, reducing the opponent’s armor by X for 9 seconds (can not stack higher than 3).
When Thor is stunned, he gains a Fury buff, increasing his attack by X for 9 seconds (this does not stack).
While charging a heavy attack, Thor inflicts himself with a Shock debuff dealing 0 damage over 10 seconds. Thor can not inflict himself with a Shock debuff if he is already under the effect of a Shock debuff.
Passive:
While Thor is under the effect of a Shock debuff, rather than taking damage, he gains 10% of a bar of power every second.
Thor takes 50% less damage from energy attacks.
All attacks:
If the opponent is affected by an Armor Break debuff, critical hits cause a Shock debuff, dealing X damage over 13 seconds.
Heavy attacks:
50% chance to cause an Armor Break debuff, reducing the opponent’s armor by X for 9 seconds.
Special attacks:
Stuns the opponent for 3 seconds.
Thor stuns himself for 0.1 seconds.
If the opponent is affected by an Armor Break debuff, refreshes all Shock debuffs on the opponent.
If the opponent is affected by 5 or more Shock debuffs, causes a Concussion debuff, reducing the opponent’s ability accuracy by 90% for 7 seconds.
New Synergy:
IF HE BE WORTHY... with Captain America (Classic) and Captain America (Infinity War).
All #Avengers gain a Fury buff when stunned, increasing their attack by 20% for 9 seconds.

Class: Science
Signature Ability: I Could Do This All Day.
Captain America’s perfect block chance is increased equal to X% of his missing HP.
Avengers Assemble:
Captain America has +5% attack and ability accuracy for each #Avenger on the team (excluding himself).
While attacking:
Attacks with his shield (dash attack, 2nd light attack, special attacks) have a 45% chance to cause a Slow debuff, preventing the opponent from evading or becoming unstoppable for 7 seconds.
If the opponent is affected by a Fatigue debuff, all attacks deal 20% of the damage dealt as direct damage.
While blocking:
Captain America has a 40% chance to perfect block.
+40% chance to perfect block if the attack doesn’t make contact with Captain America.
Whenever the opponent would land a critical hit, Captain America causes a Fatigue debuff, reducing the opponent’s critical chance by 40% for 15 seconds.
Special attacks:
+25% damage for each debuff on the opponent.
New Synergies (replaces existing synergies):
UNBREAKABLE with Iron Man.
Captain America: Bonus from Avengers Assemble is doubled.
Iron Man: Armor Up reduces the damage of incoming debuffs by 15%.
DAVID AND GOLIATH with Hulk.
Captain America: Attack is increased equal to half of his missing HP.
Hulk: +25% attack while the opponent is stunned.
HEART OF GOLD with Thor.
Captain America: Causing a Fatigue debuff also causes an Armor Break debuff, reducing the opponent’s armor by 20% for 10 seconds (does not stack).
Thor: 30% chance to perfect block while the opponent is affected by an Armor Break debuff.
ONE MAN ARMY with Black Widow.
Captain America: Opponents can not perfect block.
Black Widow: Precision and Cruelty effects last 3 seconds longer.
CAN’T SEEM TO MISS with Hawkeye.
Captain America: Attacks using the shield have True Strike.
Hawkeye: Debuffs last 2 seconds longer and deal 15% more damage.
UNITED WE STAND with Iron Man, Hulk, Thor, Black Widow, and Hawkeye.
If all champions on the team are #Avengers, all champions gain +10% attack, power gain, critical chance, critical damage, and armor.
She doesn’t have powers.
Like the way Winter Soldier doesn't just have a cybernetic arm; both he and Black Widow are super-soldiers born of different countries and technologies.
That's how Bucky survived his fall from the train in The First Avenger; and presumably how Natasha survived the missile attack on Zola's Silo in CA:TWS and was fighting fit before the end of the movie. She's not on par with Cap, but she is supposed to have abilities enhanced to peak human or slightly beyond.
Alternatively: In this game, let's just assume that Iso-8 is the great leveller; enabling Kingpin to Hulk out, Punisher to be Indestructible and Falcon to do what Cap does, just slower.
One thing I'd add is a mechanism for Thor to be more effective against stun immune opponents, the way Masacre is against Incinerate-immune or debuff-immune opponents.
How about:
Passive: If an stun effect does not take effect on the opponent due to immunity, they are instead affected by: then developers choice of (a) burst of energy damage, (b) concussion, or (c) Enervate debuff.
Storm
In addition to Storm getting a Giant Sized Fastball Special cut scene with others on her original All-New All-Different X-Men team, I think she'd be interesting if Kabam played into some of her other weather powers.Cyclops (both)
In addition to Cyke (BT) gaining a First Class team assist dynamic and Cyke (NXS) gaining a Phoenix 5 team assist dynamic, they should also get intercept counters that can add to their optic blasts' countsIt should stay 3%
Also:
Champion Redesign: Hulkbuster (Based upon a Rank 5/50 4-Star Champion; Sig Level 99)
Justification: Hulkbuster is a completely underwhelming Champion in the contest, and he was never really a match for the Hulk at all. Given the fact that both the Hulk, Red Hulk, and She-Hulk have gotten updates in the Contest, Hulkbuster is left even further behind. This redesign is intended to make him a lot more exciting to play, and an unholy terror against Hulk-type Champions such as The Hulk, Red Hulk, She-Hulk, Hulk (Ragnarok), Abomination, and Joe Fixit.
Hulkbuster has very limited utility, is not an effective offensive or defensive Champion in Alliance Quest or Alliance War, and isn't particularly useful for questing, either.
Signature Ability - Veronica: (Passive) Dashing back and holding Block for 1.5 seconds calls down a portion of the mobile service module's arsenal to refit or repair the Hulkbuster armor.
ABILITIES
When Attacked: 11% chance to gain Armor Up, increasing Armor Rating by 2112.5 for 6.0 seconds. Dodging back and idling for 1.50 seconds converts 1 Armor Up Buff into a permanent Passive Armor Up buff that increases Armor Rating by 1500 (max stacks: 3). When Hulkbuster has 3 stacks of Armor Up Passives, he reduces 100% of damage inflicted by enemy abilities that deal passive damage when they are struck.
Stark Tech AI:
- Any time the opponent triggers Fury, gain an Armor Up buff, increasing Armor Rating by 518.35 for 6.0 seconds and gain a Precision Buff, increasing Hulkbuster's Critical Rating by 190.8 for 6.0 seconds.
- Against Hulk-type Champions (Hulk, Red Hulk, She-Hulk, Hulk [Ragnarok], Abomination, and Joe Fixit), the Stark AI increases Hulkbuster's Block Proficiency by 18%. Additionally, Special Attacks gain an 85% chance to remove any Fury Buffs, inflicting a Stun Debuff that lasts for 0.5 seconds per Fury Buff removed.
- Heavy Attacks have a 35% chance to inflict a Concussion Debuff on the opponent for 10.0 seconds, reducing their Ability Accuracy by 60%. This chance is increased by 10% for every passive and active Armor Up Buff you possess.
- If Hulkbuster is struck by a Cosmic Champion or is struck by a Heavy Attack, the Stark AI shuts down for 10.0 seconds while it Reboots and is completely inactive during that time.
SPECIAL ATTACKSSpecial 1 - Hulk-Smasher: A rocket-aided shoulder tackle smashes the armored suit through whatever, or whoever, happens to be in front of it. This attack has a 70% chance to Armor Break, removing an enemy Armor Up and applying 2198.94 Armor Rating reduction for 8.0 seconds.
Special 2 - Hulk-Blaster: An uppercut stuns the enemy, setting them up for a powerful Repulsor Ray blast. This attack has a 100% chance to Armor Break, removing an enemy Armor Up and applying 2992.12 Armor Rating reduction for 9.0 seconds.
Special 3 - Hulk-Buster: The Hulkbuster armor grabs his opponent's fist, locking on while Hulkbuster's other fist pummels his opponent like a piston. He then smashes his opponent backward, plowing them into the ground with a powerful Repulsor Ray blast from his chest. This attack has a 100% chance to Armor Break, removing an enemy Armor Up and applying 3785.29 Armor Rating reduction for 10.0 seconds.
SYNERGIES
PREVIOUS REVISIONS:
This is literally what 'champion balancing' is supposed to be all about too, regardless of how much more powerful characters are than each other in comics, movies and other media.
On the subject of any unawakened champ, though, that's not supposed to be their true form for comparison, despite the number that are still very good without being awakened (partially because the urge to awaken and raise the signature level of most champs is supposed to drive players to duplicate champs through crystal opening 'luck', awakening gem choices, grinding, and whatnot).
On the subject of Miles, at this point in his development, he's not supposed to be as good with his spider-sense either, but at least it climbs a bit whenever the opponent uses a special. This makes him manageable when facing him as a defender, and since trying to parry with evade chances can throw off players, it makes him better on attack than classic Spidey unless using intercept styles. It would be ideal to give him an Invisible Mode though (differ from Invisible Woman's and the Hood's by making his only kick in once every 1.25 minutes or something), and maybe as a trade off to losing Spider-Sense Charges, raise his Venom Blast damage output a bit for each evasion charge lost so he can actually rate as high in damage potential as classic Spidey and symbiote Spidey does when hitting someone with Sp2 while Armor broken (with the difference being that a portion of that damage would be inflicted over time instead of instantly).
Starky has powers and the Ai. That’s more realiable But is still has to be comic accurate right. I don’t care that it’s in the game because It’s mostly benefits me as I rarely fight BW, but what reason should she have such a high evade chance? She doesn’t have powers and her suit isn’t all teched out. This is a comic book game. You can’t just give Hawkeye, for example, a 5%evade chance because it’s for balance.
Ps. I know it’s not really giving her the evade chance. That’s why I want to debate it.
Passive:
- The Hulkbuster is specifically designed to battle large opponents, passively increasing damage, armor break potency and duration, and armor up potency by (x)%
- Hulkbuster starts with 5 Permanent Armor Up Passives, each increasing Armor rating by (x). These armor ups are lost for every 20% health lost
- Hulkbuster gains multiple benefits based on how many armor up effects Hulkbuster has on him (Passives and Buffs):
2 Armor Ups: Hulkbuster is immune to Bleed,
Coldsnap, and Frostbite Damage
3 Armor Ups: Hulkbuster is immune to Poison
Damage. Hulkbuster has a 100%
chance to shrug off an Incinerate
debuff at the cost of 1 Armor Up buff
5 Armor Ups: Critical hits have a 100% chance to
Armor break, removing one armor up
buff and reducing Armor rating by (x)
8 Armor Ups: Block Proficiency Increases by (x) per
Armor up effect
10 Armor Ups: Hulkbuster gains a permanent Fury
Passive, increasing attack by (x).
This increases the larger the
opponent is
14 Armor Ups: Hulkbuster’s Dash attack is
Unblockable and Unstoppable
16 Armor Ups: Hulkbuster’s Special Attacks are
Unblockable against Small and
Medium opponents
20 Armor Ups: Hulkbuster’s chance to perfect block
basic attacks increases by a flat 90%
Repair A.I. Passive:
- Hulkbuster’s Repair A.I. repairs the Hulkbuster while he fights his opponent. Repair A.I. cannot function while Hulkbuster is stunned.
- When Attacking , dashing back, being attacked, or not moving, the Repair A.I. Heals (x)% of Hulkbuster’s health per second
- When Blocking, the Repair A.I. gives Hulkbuster 1 Permanent Armor Up Buff every 1 second, increasing Armor by (x)
- Once per fight, when struck below 20% health, the Repair A.I makes a last effort to keep the Hulkbuster alive, granting Hulkbuster 5 Armor Ups, A Power Gain Passive, gaining 50% of max Power over 10 seconds, and a Regeneration buff healing (x) health over 12 seconds. After this activates, Repair A.I will remain inactive for the rest of the fight.
Special 1:
- 100% Chance to inflict Armor Break, removing 1 Armor up buff and reducing Armor Rating by (x).
- Against Small and Medium champions, Hulkbuster is unstoppable during this attack
- Against Large and XL opponents, this attack is unblockable
Special 2:
- 100% chance to inflict up to 3 armor breaks, each removing 1 armor up buff and reducing armor rating by (x)
- 100% chance to inflict Concussion, reducing Ability Accuracy by 90% for 10 seconds. The reduction increases by up to a flat 10% based on how large the opponent is. The duration increases by up to 50% based on how small the opponent is.
Special 3:
- 100% to remove all armor buffs on the opponent
- 100% chance to inflict a permanent Armor shattered, reducing Armor Rating by (x). This increases by (x) per armor buff removed. While Armor shattered is active, opponents cannot gain armor up buffs.
- This attack deals up to 80% more damage based on how large the opponent is
Signature Ability: Iron Rage
- Hulkbuster’s attack is increased by (x) for every armor up effect on him. This increases by up to (x) based on lost health. The perfect counter to the Hulk’s Rage!
Take off her max of 5 Bleeds
While X-23s opponent isnt bleeding, or she doesnt have a Cruelty buff, activate a passive Fury increasing attack rating by X
Critical hits have a 100% chance (improved from 80%) to inflict bleed, dealing X damage over X seconds.
Just a little more damage and thats all. Nothing too insane.
-His Heavy attacks have a 100% chance to be unstoppable, and have a 40% chance to stun the opponent for 2.50 seconds
-Every 20% health taken away, Hulk regenerates 13% of it back, unless stopped by a damaging debuff. Can be activated 5 times per fight
-Special 1 grants Hulk 2 permanent fury buffs and 1 physical resistance buff, max stacks for both: 10
-Special 2 expends 2 fury buffs to stun the opponent for 4 seconds. If a third fury buff is available, this attack is also unblockable for the duration of the attack
-Special 3 expends 3 fury buffs to crush the opponent for 16 seconds, which is a new debuff that reduces ability accuracy by 100%, reduces power gain by 90%, reduces physical resistance by 50%, and reduces perfect block chance by 100%
-While 25% health or below, instantly gain all 10 fury buffs and all 10 physical resistances. All further regeneration can also not be heal blocked or stopped.
-Hulk is passively immune to heal block, reduces stun duration by 70%, and is immune to unblockable attacks. Degeneration effects ignore all physical strength, however, meaning these effects deal 20% more damage.
Dude stop reposting your elektra thread, you didn’t get the best six star, and she can’t take down IMIW as effectively as you like, she’s not bad by any means
Base stats:
Attack: High
Armor: Low
Health: Average-Low
Crit rate: Above average
Crit damage: Above average
Signature Ability: Wear the Mask
(Stuff in parentheses scales with sig level)
After facing many dangers as Spider-Man, Miles Morales has learned that anyone can don the mask, including him. Knowing this, he grants the following abilities
Up to (10-20%) increased power rate against villains
1.5 seconds increased invisibility duration
Up to (10-20%) increased Spider-Sense charge usage chance
Base Kit:
Help from the Spider-Sense:
Utilizing his newly enhanced senses, Miles avoids all attacks when dashing back
Miles has 3 Spider-Sense charges at the start of the fight, and each special attack he throws grants him one more, to a maximum of 7. As long as Miles has at least one charge, his Evasion and Dexterity ability accuracy cannot be altered
Each charge gives Miles a 20% chance to evade basic and special attacks, and +350 critical rating per charge. Miles cannot evade basic attacks as long as he is blocking
Additionally, every special attack the opponent throws grants Miles 2 Spider-Sense charges
Stickied:
While evading or using Dexterity against contact attacks, Miles accidentally sticks himself to his opponents for a moment, adding Stickied charges to the opponent, up to 5. These charges reduce Dex and Evade ability accuracy by 10% and last 15 seconds each
Upon stacking 5, instead of adding a 6th, Miles uses the age-old trick of the Shoulder Touch, combining these passives into a Shoulder Touch debuff for 20 seconds. Shoulder Touch also acts as a Slow debuff, and increases the Dex and Evade ability accuracy reduction to 100%
Either upon expiration, whenever Miles evades, or whenever Miles ends a combo with a light attack, the opponent is stunned for 10 seconds. This stun immediately falls off if Miles lands a hit
Invisibility:
When Miles is hit 4 times in a row, he panics and turns himself invisible for 8 seconds. While he is invisible, Miles cannot Evade and all the opponent’s attacks will miss
Upon becoming invisible, Miles gains +200% attack until either he lands a hit or he is struck.
Heavy Attacks:
Hits are guaranteed critical if Venom Blast is active, and pauses active Venom Blasts for 3 seconds
If no Venom Blasts are active, instantly gain 10% of a bar of power while below 2 bars when this attack connects
Special Attacks:
Special 1:
Miles shoots 3 web shots from his borrowed webshooters, each shot placing a Weakness on the opponent, reducing attack by 20% for 13 seconds
Using this attack immediately after dashing back guarantees that the hits are critical, and guarantees that the Weaknesses apply
Special 2:
Miles does some flashy punches and kicks on his opponent, ending it off with a Venom Blast debuff for 14 seconds. This acts as a shock debuff, dealing (about 130% of Miles’ attack) damage for the duration. This also acts as a 150% Petrify and increases Miles’ attack by (about 80%) while it’s active
Special 3:
Places both a Venom Blast and a Shoulder Touch on the opponent. If there was already a Shoulder Touch active, it is refreshed, and the Venom Blast has doubled duration
If Miles is playing above 50% health, his Venom Blast’s Petrify potency from this attack is increased to 250%
If Miles is playing below 50% health, he maxes out his Spider-Sense charges and regenerates up to 7% of his max health, capping out at 51% of his max health
Synergies:
You’re Like Me... with Spider-Man (Classic)
Miles: Start the fight with maximum Spider-Sense charges
Spidey Classic: Cannot be Evaded by Spider-Verse champions
Hey: with Spider-Gwen
Miles: Shoulder Touch stun pauses as long as Miles is close to his opponent and not blocking
Spider-Gwen: Slow lasts an additional 3 seconds
Do it on Command: with The Hood and Invisible Woman
Miles: Hold block for 1.5 seconds to trigger Invisibility that lasts 4 seconds. Takes 7 seconds to cool down
Hood: +400 critical rating and damage while Invisible
Invisible Woman: Whenever inflicting any of her debuffs, inflict two instead
Enemies: with Kingpin
All champions gain +155 critical rating
Nemesis: with Venom
All champions gain +6% attack
Hey all! Wanted to make a good and annoying defender this time around, but he’s also definitely a potent and fun offensive champion given proper upkeep, patience, and aggressive gameplay. Let me know what y’all think, and who you’d want me to rework in the future!
Cheers, guys!
Clearly Scarlet Witch needs reworked, as apparently there are still no plans to release her as a 5*; due to concerns about breaking the game, and so on and so forth. Why is this? I think it's partly the overpowered nature of her drawing from a very limited pool of buffs/debuffs; causing them to stack up and inflict impressive Special damage. Then there's also her (less spoken of) really impressive nullify ability, which generates her lots of Power through Mystic Dispersion. But what to do? How to develop Scarlet Witch so that she can be released as a 5* champion? Let alone a 6* one?
Here's a return I've made; aiming to:
Scarlet Witch
Health: 14,412
Attack: 1,216
Signature Ability: Veil of Fortune
When striking or struck with a critical hit, Scarlet Witch has a 80% chance to generate 0-5 chaos effects.
Chaos effects can be offensive, defensive or utilitarian:
Possible Chaos Effects:
Many of these effects will be well-recognised; and no specific details required. Some details given only where effect is unclear or not commonly found elsewhere in the game.
Offensive magic
Utilitarian magic
Defensive magic
Critical Hits:
Scarlet Witch inflicts Nullify on critical hits, nullifying one buff. This nullify ability has an eight-second cooldown period.
I've introduced a limitation on Switch's Nullify ability here; but note that there is some reliable Nullify added to her Special Attacks, which is not affected by this Cooldown period.
Special Attacks:
- SP1 - Nullify one of the opponent's buffs. Inflict 0-2 Chaos effects.
- SP2 - Nullify two of the opponent's buffs. Inflict 1-3 Chaos effects.
- SP3 - Nullify all of the opponent's buffs. Inflict 2-4 Chaos effects.
I've introduced a bit of reliable Nullify and some Chaos effects to her Special Attacks, which is intended to give her a flavour of unpredictable chaos even before she's Awakened.Synergies
Venompool - Crafters of Chaos (Unique Synergy, does not stack):
- Venompool activates 0-2 Venompool abilities (from his Awakened Ability) on his SP3, even if he is not yet Awakened. If Awakened, his signature chance to trigger abilities rises by 50%.
- Scarlet Witch generates an additional chaos effect on all Special Attacks.
Joe Fixit - A Twist of Fate (Unique Synergy, does not stack):- Fixit gains a bonus Gambler's Fate ability by activating his SP3; which lasts for ten seconds. If Awakened, any additional Gamblers Fate abilities gained through Double Down also now last for ten seconds.
- When activating a Special Attack, Scarlet Witch has a 75% chance to generate a bonus effect from the shortlist of: Amplify, Debilitate, Lucky and Unlucky.
Dr Strange - Order and Chaos (Unique Synergy, does not stack):- Dr Strange's debuffs have 25% greater potency and duration.
- Scarlet Witch's buffs and debuffs are 20% more potent.
Vision (both versions): Made for each other (Unique synergy, does not stack):- Vision - any Power Burn has a 70% chance to Nullify a buff
- Scarlet Witch - any Nullify Effect also inflicts a Power Burn; burning 8% of the opponent's Total Power for each buff removed, with commensurate damage.
So that's it. Remember, this is a rare rework where we're trying to limit a champion, rather than to 'Buff' them. I'd particularly love to see some of the synergies, to improve her fellow chaotic champions, Venompool and Joe Fixit. What do you think?Also her specials are already gimped so why attempt to gimp her further? It’s not like she’s a threat to unbalance in the contest. She’s iconic and deserves to either be buffed or fixed at the very least! Hopefully this gets through to the team and they can fix her!
My buff idea is for Thanos, because originally fighting him in act 3 I was super hyped, ready to use tons of revives and such, but Thanos is actually really weak. Weaker than I thought he would be. Nameless Thanos also has the same problem, the nodes are the only thing that make him hard to fight.
PASSIVES:
-Signature ability would stay the same
-Synergies would change to be with his children, the Black Order. They'd be really good synergies if all together
-Passive immunity to ability accuracy reduction, heal block, power steal, power drain, power sting, and buff steal
INFINITY STONES:
-Every fight Thanos starts with 2 randomly picked Infinity Stones active, either Time, Mind, Reality, Space, Power, or Soul. These are shown as passive buffs
-The Time Stone grants Thanos a 20% chance every time he is hit to recover all health lost in that hit. This does not count for Special Attack 3
-The Mind Stone grants Thanos a 15% chance every time he is hit to place a 5 second Falter debuff on the opponent
-The Reality Stone grants Thanos a passive immunity to Stun and Poison dubuffs, on top of his other immunities
-The Space Stone grants Thanos a permanent True Strike buff and a 15% chance every time he is hit to evade the attack
-The Power Stone grants Thanos a permanent Prowess buff, increasing attack by X and also giving him a 15% chance every time he is hit to gain a 5 second Unstoppable buff
-The Soul Stone grants Thanos a 15% chance every hit to inflict Degeneration on the opponent, inflicting X amount of damage over 7 seconds, and can be stacked endlessly. This stone also grants Thanos a 50% damage reduction for all Degeneration applied to him.
SPECIAL ATTACKS:
-Special Attack 1 gives Thanos a different buff or debuff depending on his stones. Time grants back all health lost in the last 20 seconds, Mind grants this attack to be un-evadable, Reality trades itself for a different stone, Space grants 3 evade charges, each giving a 25% chance to evade, Power grants a permanent Fury buff, increasing attack by X, and Soul inflicts a Degeneration effect on the opponent, doing X damage over 7 seconds
-Special Attack 2 does the same thing as Special Attack 1, but is also Unblockable, un-evadable, cannot miss, and Heal Blocks the opponent for 16 seconds
-Special Attack 3 activates Recoil even if you don't have the mastery, activates all Infinity Stones and grants Thanos a 10 second Unblockable buff
I seriously hope this gets to be in the game, I think Kabam could make this idea better but this is the basic one.

Class: Science
Signature Ability: Electrostatic
The damage caused by Static Shock and Shock debuffs is increased up to X% depending on Electro’s stored power.
Passive:
Electro is immune to Shock effects.
Whenever the opponent would cause a Shock effect, Electro gains 6 Living Energy charges.
Whenever Electro takes energy damage, he gains 1 Living Energy charge. All attacks from Mystic class champions count as energy attacks.
Energy Form:
When Electro gains 30 Living Energy charges, his body becomes pure energy.
Energy Form lasts for 8 seconds and it begins with it’s duration paused. When Electro is struck by a heavy attack, it’s duration is unpaused.
While Energy Form is active:
Electro is immune to Bleed, Coldsnap, and Frostbit effects.
Shock debuffs deal 30% more damage and become passive effects.
Shock effects reduce the opponent’s ability accuracy by 20%.
Incoming attacks have a 25% chance to miss. Attacks can not miss while Electro is blocking. +65% chance for special attacks to miss.
Whenever Electro is struck by anything other than a heavy attack, he has a 30% chance to cause a Shock passive, dealing X damage over 12 seconds.
When Attacked:
Opponent’s attacks that make contact receive a Static Shock, taking 30% of the damage dealt as energy damage. This damage is halved if Electro is bleeding.
If Electro loses more than 5% of his maximum HP from a single source, he has a 65% chance to cause a Shock debuff, dealing X damage to the opponent over 9 second, and he gains 3 Living Energy charges.
While Blocking:
Well timed blocks cause a Shock debuff, dealing X damage over 9 seconds.
Blocking an attack generates 1 stack of Living Energy. +2 Living Energy charges are gained on well timed blocks.
While Attacking:
Critical hits cause a Shock debuff, dealing X damage over 9 seconds.
Electro gains 10% more power for each Shock effect on the opponent.
Special Attacks:
Causes a Concussion debuff, reducing the opponent’s ability accuracy by 90% for 6 seconds. Concussion lasts 1 second longer for each Shock effect on the opponent.
If Energy Form is active, this attack refreshes all Shock debuffs on the opponent, and stuns the opponent for 5 seconds.
New synergy:
ORIGINAL SIX with Doc Ock, Vulture, and Mysterio.
All Sinister Six champions gain +15% ability accuracy and damage rating.
Passive:
- Withheld from Death herself by the Egyptian Moon-god Khonshu, Marc Spector’s power ebbs and flows based on the phase of the moon.
Full Moon:
- Moon Knight reduces enemy evade and auto-block ability accuracy by (x)%
- Moon Knight’s ability accuracy is increased by (x)%
New Moon:
- Moon Knight has an 5% chance to evade all attacks
- The opponent’s ability accuracy is reduced by (x)%
Waxing moon:
- All hits have an (x)% chance to gain Precision, increasing critical rating by (x) for (x) seconds
- Moon Knight gains +10% power gain
Waning moon:
- All hits have an (x)% chance to gain Fury, increasing attack by (x) for (x) seconds
- The opponent suffers -10% power gain
Heavy attack:
- If this attack is critical, it has an (x)% chance to stun for (x) seconds. Chance increases the closer it is to full moon but stun duration is increased the closer it is to new moon
Critical hits:
- Critical hits lacerate opponents with a 70% chance, inflicting (x) bleed damage over (x) seconds
Special 1:
- If the moon is close to Full moon, Moon Knight gains a Moonlight Passive for (x) seconds. This increases ability accuracy by (x)% and allowing Moon Knight to ignore armor and resistances. Duration is increased during Full moon
- If the moon is close to New moon, this attack inflicts a Darkness passive on the opponent for (x) seconds.
- This attack receives an additional (x) critical rating.
Special 2:
- In New Moon, stun chance and duration are increased by 100%
- In Waning Moon, opponents gain 0 power from this attack
- In Full Moon, this attack is unblockable
- In Waxing Moon, this attack deals guaranteed critical hits.
- (x)% chance to stun for (x) seconds.
Special 3:
- Khonshu gives Spector temporary control over the Moon’s phases, allowing him to use a second phase for 25 seconds depending on what move he did before the attack.
- Block: New Moon
- Light Attack: Waning Moon
- Medium Attack: Waxing Moon
- Heavy Attack: Full Moon
- 100% chance to bleed, dealing (x) damage over (x) seconds
Signature Ability: Synodic Tide
Either Moon Knight gains (x) increased critical damage, (x)% bleed damage, and (x)% increased power gain or the opponent loses (x) critical damage, (x)% debuff duration, and (x)% decreased power gain. This cycles every 6 hours.
I think the evasion/missing may be a step too far, but enjoyed the Living Energy mechanic. Maybe one day...