I present to you a much-needed second-draft reworking of the Juggernaut! (Based upon a Rank 5/50 4-Star Champion; Sig Level 99):
BASE STATISTICS: Hit Points: 16,876 Attack: 1171 Crit Rate: 326 Crit Damage: 500 Armor: 273 Block Proficiency: 2546 Energy Resistance: 0 Physical Resistance: 0 Crit Resistance: 0
Signature Ability - Cyttorak's Exemplar:Juggernaut's connection with the demon-god, Cyttorak, grows even stronger, granting him additional benefits.
Cosmic Champions gain 100% less power from being struck by or blocking Juggernaut's Special Attacks.
Juggernaut gains +25 Crit Resistance for each Persistent Charge he has, to a maximum of 150 Persistent Charges.
Every time that Juggernaut executes a Well-Timed Block, he has a 40% chance to Nullify one random Buff off of his Opponent, or Shrug Off one random Debuff off of himself. If Juggernaut has no Debuffs currently on him to Shrug Off, he immediately heals 1% of his Maximum Health.
ABILITIES: All Attacks:30% chance to inflict an Armor Break Debuff on Stunned Opponents for 3.5 seconds, removing an enemy Armor Up Buff and reducing Armor Rating by 526.95. Heavy Attacks: 100% chance to Stagger the Opponent for 8.0 seconds. The next time a Staggered Opponent triggers a Buff, that Buff and all other Buffs triggered at the same time will be immediately Nullified. Mind-Shield Helmet (Passive): Juggernaut's helmet protects him from undue mental influence. Therefore, Juggernaut is immune to Reversed Controls. Furthermore, Juggernaut reduces all incoming damage to 0 from telepathic attacks, such as Emma Frost's Special Attacks. Developer's Note: Canonically, Juggernaut's helmet, fashioned from an unknown mystical metal found in the Crimson Cosmos dimension of Cyttorak, provides him with complete protection from telepathic attack, even from telepaths on the order of Professor Xavier. It would stand to reason that attacks that are completely telepathic in nature have no effect upon him. Unstoppable (Passive): Every time that Juggernaut activates a Special Attack, he gets stronger, immediately gaining 1 Persistent Charge. Every time that Juggernaut defeats an opponent, he gains 2 Persistent Charges. For each hit that Juggernaut inflicts during the fight, he has a 1% chance to gain an additional 1 Persistent Charge at the end of the fight. There is no limit to the number of Persistent Charges that Juggernaut can gain during a fight.
Juggernaut gains +20 Attack Rating, Critical Rating, Critical Damage, and Armor Rating for each Persistent Charge he has, to a maximum of 100 Persistent Charges.
1+ Persistent Charges, whenever he activates a Special Attack, he becomes Unstoppable for 4.0 seconds, shrugging off enemy attacks.
5+ Persistent Charges, begins the fight Unstoppable and shrugs off all attacks for 3.5 seconds.
10+ Persistent Charges, his Special Attacks gain True Damage, ignoring all of the opponent's Armor.
20+ Persistent Charges, he gains a True Strike Buff for 1.0 seconds whenever he charges a Heavy Attack.
30+ Persistent Charges, Juggernaut's Heavy and Special Attacks gain +10 Block Penetration for each Persistent Charge he has, to a maximum of 100 Persistent Charges.
50+ Persistent Charges, Juggernaut takes 25% less damage from Basic Attacks.
75+ Persistent Charges, he shrugs off all non-damaging Debuffs, except for Slow Debuffs, after 1.2 seconds.
100+ Persistent Charges, his Special Attacks become Unblockable. Additionally, if his Special Attacks hit, they inflict a Heal Block Debuff that lasts for 8.0 seconds.
125+ Persistent Charges, whenever he knocks an opponent down, he instantly gains a burst of Power equal to 22.5% of a Bar of Power. This Power Gain cannot be triggered more than once every 2.5 seconds.
150+ Persistent Charges, he shrugs off all damaging Debuffs, except for Degeneration Debuffs, after 1.2 seconds.
Developer's Note: This ability is really the base of Juggernaut's power and utility. It should be a part of the base kit, not his Signature Ability. He now gets stronger and meaner as he charges forward, breaking through everything in his path! When Taking Hits: When Juggernaut is hit by the third light attack in a Combo, he gains an Unstoppable Buff for 1.0 seconds. While Unstoppable: Juggernaut is immune to Stun Debuffs and if the opponent attempts to Stun him, he will instead apply his Heavy Attack Stagger to them.
SPECIAL ATTACKS: Special 1 - Tremor – Juggernaut smashes the ground, sending the opponent flying.
100% chance to Stun the Opponent for 3.5 seconds.
Against X-Men or X-Force Champions, this Attack has a 100% chance to place two Stagger Debuffs upon the Opponent for 5.0 seconds. The next time a Staggered Opponent triggers a Buff, that Buff and all other Buffs triggered at the same time will be immediately Nullified.
Special 2 - Aftershock – Juggernaut's devastating headbutt ripples through his opponent, shattering the ground below them.
100% chance to gain a Passive True Strike Buff for the duration of this Special Attack, allowing Juggernaut to ignore Armor, Resistances, Auto-Block and all Evade effects.
Against X-Men or X-Force Champions, this Attack has a 100% chance to place two Stagger Debuffs upon the Opponent for 8.0 seconds. The next time a Staggered Opponent triggers a Buff, that Buff and all other Buffs triggered at the same time will be immediately Nullified.
Special 3 - Avatar of Cyttorak– Juggernaut uses the environment in more ways than one, with devastating results for opponents.
100% chance to gain an Indestructible Buff that lasts for 4.0 seconds, reducing all incoming damage to 0.
This Indestructible Buff lasts for an additional 0.04 seconds per Persistent Charge that Juggernaut has at the time of the Special Attack's activation.
SYNERGIES:
Accidental Summoning: with Deadpool, or Doctor Voodoo: Deadpool: Deadpool has a 60% chance to shrug off Heal Block Debuffs after 2.0 seconds; Doctor Voodoo: Doctor Voodoo gains a smokescreen, granting him a +5% chance to Auto-Block basic attacks; Juggernaut: Juggernaut gains +20% Block Potency versus Mutant Champions. Unique Synergy: Does not stack with duplicate synergies.
Enemies: with Colossus, Hulk, Magik, Nightcrawler, Thor, or Unstoppable Colossus: All Champions gain +155 Critical Rating.
Factor Three: with Human Torch: Human Torch: Bleed Debuffs have 10% reduced potency and duration; Juggernaut: Juggernaut shrugs off Stun Debuffs 25% faster. Unique Synergy: Does not stack with duplicate synergies.
Feel Cyttorak's Embrace: with Colossus, or Unstoppable Colossus: Colossus: Armor Up Buffs also grant +1% Attack Rating; Juggernaut: The first Unstoppable Buff each fight gains +2 seconds duration; Unstoppable Colossus: Gain +20% Fury and Armor Up Buff Proficiency. Unique Synergy: Does not stack with duplicate synergies.
Legion Accursed: with Diablo, or Mephisto: Diablo: Recover 1 Ironskin after winning 1 fight; Mephisto: Gain 40% of a Power bar when a Poison Debuff would be gained. Cooldown: 10 seconds; Juggernaut: +2000 Armor during Heavy Attacks. Unique Synergy: Does not stack with duplicate synergies.
Nemesis: with Doctor Strange: All Champions gain +5% Attack Rating.
Rivals: with Unstoppable Colossus: All Champions gain +115 Critical Damage Rating.
Thunderbolts: with Luke Cage: All Champions gain +10% Special Attack Defense. Unique Synergy: Does not stack with duplicate synergies.
These aren’t the alterations that I made based upon the feedback that I received from our wonderful contributors… But since the post with the alterations that I originally made is lost in limbo, this will have to do...
I present to you a second draft rework of Magneto (Marvel NOW!)! (Based upon a Rank 5/50 4-Star Champion; Sig Level 99)
BASE STATISTICS: Hit Points: 15,660 Attack: 1148 Crit Rate: 598 Crit Damage: 703 Armor: 273 Block Proficiency: 3556 Energy Resistance: 0 Physical Resistance: 0 Crit Resistance: 0
Signature Ability - Master of Magnetism: Magneto's X-gene plays an important role in mediating tactile perception to any planet's electromagnetic field.
Magneto begins the fight with 3 Magnetic Charges.
When taking hits, Magneto has a 49.5% chance to consume 1 Magnetic Charge to Auto-Block one attack, reducing all damage to 0%. This does not count as a Well-Timed Block and therefore cannot trigger Parry. The opponent’s Offensive Ability Accuracy on Auto-Blocked attacks is reduced by 100%.
If Magneto has any Magnetic Charges, Magnetic Charges are automatically consumed to reduce the Aftershock Scale by 2 per Charge. The Aftershock Scale cannot be reduced below 0.
ABILITIES: Culmination (Passive): While defending the final node in a Quest, Alliance Quest, or Alliance War, Magneto automatically generates 1 Magnetic Charge every 12.0 seconds. While he is at or above 10 Magnetic Charges, he gains +20% Attack Rating and +20% Power Gain Rate. This Ability cannot be affected by Ability Accuracy reduction. Geomagnetic Link (Passive): Magneto gains 1 Magnetic Charge each time he successfully lands a Heavy Attack. He also gains 3 Magnetic Charges every time he successfully lands a Special Attack. There is no limit to the number of Magnetic Charges that can be gained throughout a fight. Magnetic Attacks (Passive): Magneto’s basic and special attacks do not make contact and deal Energy Damage. Metal Manipulation (Passive): Enemies reliant on metal (including those that wield metal swords or staves) suffer 50% reduced Ability Accuracy throughout the entire fight.
Developer's Note: Being the Master of Magnetism, it’s silly that Magneto cannot keep up his Ability Accuracy reduction throughout the entire fight, and that there’s no clear indication on how frequently Magneto’s Magnetism ability reactivates. Furthermore, there are several Champions that use metal weapons (but are not tagged Metal Champions) like Blade, Drax, or Psylocke; this Ability will target those Champions, regardless of whether they have the Metal tag or not. Special Attacks: Magneto can Dash Back and hold Block for 1.2 seconds to consume one Magnetic Charge. Magnetic charges consumed in this way activate a secondary ability on the next Special Attack. Magneto cannot consume another Magnetic Charge in this fashion until he has activated a Special Attack. Telepathic Resistance (Passive): Magneto has trained himself extensively for fighting telepaths, and is resistant to telepathic attack. This is augmented with the aid of his helmet. Magneto is immune to Reversed Controls. Furthermore, he gains a 5% chance to Evade Telepathic Attacks, such as Emma Frost’s Special Attacks, and the last hit of Psylocke’s Special 2 Attack.
SPECIAL ATTACKS: Developer's Note: Special Attack animations have been changed to create a visual distinction between Magneto and Magneto (Marvel NOW!). Special 1 - Electromagnetic Rays – Magneto fires off three rapid pulses of electromagnetic energy at his opponent, blasting through their defenses!
This attack inflicts True Damage. If this attack successfully hits the opponent, it inflicts a burst of bonus Energy Damage equal to 60% of the opponent’s current Armor Rating. This bonus damage cannot exceed 130% of Magneto’s Attack Rating.
This attack Power Drains 20% of the Opponent’s current Power, even if the attack doesn’t make contact with the Opponent. Against Robot Champions, this attack Power Burns instead, dealing damage proportionate to the amount lost.
When Magnetically Charged: This attack gains +574 Attack Rating and +492.1 Critical Rating.
Special 2 - Shrapnel Cyclone – Sharp fragments are pulled from the surrounding environment and formed into a vortex around Magneto’s opponent, shredding them.
85% chance to inflict Bleed, dealing 2410.8 Direct Damage over 10.0 seconds.
100% chance to inflict Heal Block, preventing the target from recovering Health for 10.0 seconds.
When Magnetically Charged: This attack is Unblockable.
Special 3 - Iron Manipulation – Tearing metal beams from the environment, Magneto pins his opponent to the opposing wall of the Arena. He then draws all of the iron out of their body and into the palm of his hand, shooting the iron ball he just formed back at his opponent like a bullet straight to the chest!
100% chance to inflict Heal Block, preventing the target from recovering Health for 12.0 seconds.
100% chance to inflict three Frailty Debuffs, each one reducing the opponent’s Block Proficiency, Physical Resistance, and Crit Resistance by 150 for 12.0 seconds.
When Magnetically Charged: This attack inflicts two additional Frailty Debuffs, and Frailty Debuffs last an additional 3.0 seconds.
SYNERGIES:
Brotherhood Recruits: with Thor, or Namor: Magneto: Special Attack 1 and Special Attack 3 have a 55% chance to inflict Bleed, dealing 210% of Magneto’s Base Attack as Direct Damage over 10.0 seconds. Namor: While IMPERIUS REX is active, all Special Attacks Regenerate twice as much of his missing Health. Thor: Special Attacks inflict a Shock Debuff, dealing 15% of Thor’s Base Attack as Direct Damage over 4.0 seconds. Unique Synergy: Does not stack with duplicate synergies.
Decimation: with Sabretooth: Sabretooth, Scarlet Witch, Magneto: Starts the fight with a Fury Buff against Mutant Champions, granting +15% Attack Rating. Unique Synergy: Does not stack with duplicate synergies.
Enemies: with Storm: All Champions gain +155 Critical Rating.
Friends: with Colossus, or Deadpool (X-Force): All Champions gain +130 Armor Rating.
Masterminds: with Loki: All Champions gain +20% Energy Damage once a Combo of 15 or more hits is reached.
Mutant Agenda: with Warlock: Mutant’s landed strikes during Special Attacks gain +12% Attack Rating.
Mutant Dominion: with Mister Sinister: All Mutants: Gain +20% Passive Fury when fighting with Class Disadvantage. Unique Synergy: Does not stack with duplicate synergies.
Mutant Leadership: with Emma Frost: All Mutants: Heavy Attacks have a 20% chance to become Unblockable for 1.0 seconds. Unique Synergy: Does not stack with duplicate synergies.
Nemesis: with Black Bolt: All Champions gain +6% Attack.
Rivals: with Wolverine, or Wolverine (Weapon X): All Champions gain +115 Critical Damage Rating.
Teammates: with Cyclops (New Xavier School), Cyclops (Blue Team) or Magik: All Champions gain +5% Perfect Block Chance.
Thank you to everyone who provided me feedback on this build!
These aren’t the alterations that I made based upon the feedback that I received from our wonderful contributors… But since the post with the alterations that I originally made is lost in limbo, this will have to do...
I present to you a second draft rework of Magneto (Marvel NOW!)! (Based upon a Rank 5/50 4-Star Champion; Sig Level 99)
BASE STATISTICS: Hit Points: 15,660 Attack: 1148 Crit Rate: 598 Crit Damage: 703 Armor: 273 Block Proficiency: 3556 Energy Resistance: 0 Physical Resistance: 0 Crit Resistance: 0
Signature Ability - Master of Magnetism: Magneto's X-gene plays an important role in mediating tactile perception to any planet's electromagnetic field.
Magneto begins the fight with 3 Magnetic Charges.
When taking hits, Magneto has a 49.5% chance to consume 1 Magnetic Charge to Auto-Block one attack, reducing all damage to 0%. This does not count as a Well-Timed Block and therefore cannot trigger Parry. The opponent’s Offensive Ability Accuracy on Auto-Blocked attacks is reduced by 100%.
If Magneto has any Magnetic Charges, Magnetic Charges are automatically consumed to reduce the Aftershock Scale by 2 per Charge. The Aftershock Scale cannot be reduced below 0.
ABILITIES: Culmination (Passive): While defending the final node in a Quest, Alliance Quest, or Alliance War, Magneto automatically generates 1 Magnetic Charge every 12.0 seconds. While he is at or above 10 Magnetic Charges, he gains +20% Attack Rating and +20% Power Gain Rate. This Ability cannot be affected by Ability Accuracy reduction. Geomagnetic Link (Passive): Magneto gains 1 Magnetic Charge each time he successfully lands a Heavy Attack. He also gains 3 Magnetic Charges every time he successfully lands a Special Attack. There is no limit to the number of Magnetic Charges that can be gained throughout a fight. Magnetic Attacks (Passive): Magneto’s basic and special attacks do not make contact and deal Energy Damage. Metal Manipulation (Passive): Enemies reliant on metal (including those that wield metal swords or staves) suffer 50% reduced Ability Accuracy throughout the entire fight.
Developer's Note: Being the Master of Magnetism, it’s silly that Magneto cannot keep up his Ability Accuracy reduction throughout the entire fight, and that there’s no clear indication on how frequently Magneto’s Magnetism ability reactivates. Furthermore, there are several Champions that use metal weapons (but are not tagged Metal Champions) like Blade, Drax, or Psylocke; this Ability will target those Champions, regardless of whether they have the Metal tag or not. Special Attacks: Magneto can Dash Back and hold Block for 1.2 seconds to consume one Magnetic Charge. Magnetic charges consumed in this way activate a secondary ability on the next Special Attack. Magneto cannot consume another Magnetic Charge in this fashion until he has activated a Special Attack. Telepathic Resistance (Passive): Magneto has trained himself extensively for fighting telepaths, and is resistant to telepathic attack. This is augmented with the aid of his helmet. Magneto is immune to Reversed Controls. Furthermore, he gains a 5% chance to Evade Telepathic Attacks, such as Emma Frost’s Special Attacks, and the last hit of Psylocke’s Special 2 Attack.
SPECIAL ATTACKS: Developer's Note: Special Attack animations have been changed to create a visual distinction between Magneto and Magneto (Marvel NOW!). Special 1 - Electromagnetic Rays – Magneto fires off three rapid pulses of electromagnetic energy at his opponent, blasting through their defenses!
This attack inflicts True Damage. If this attack successfully hits the opponent, it inflicts a burst of bonus Energy Damage equal to 60% of the opponent’s current Armor Rating. This bonus damage cannot exceed 130% of Magneto’s Attack Rating.
This attack Power Drains 20% of the Opponent’s current Power, even if the attack doesn’t make contact with the Opponent. Against Robot Champions, this attack Power Burns instead, dealing damage proportionate to the amount lost.
When Magnetically Charged: This attack gains +574 Attack Rating and +492.1 Critical Rating.
Special 2 - Shrapnel Cyclone – Sharp fragments are pulled from the surrounding environment and formed into a vortex around Magneto’s opponent, shredding them.
85% chance to inflict Bleed, dealing 2410.8 Direct Damage over 10.0 seconds.
100% chance to inflict Heal Block, preventing the target from recovering Health for 10.0 seconds.
When Magnetically Charged: This attack is Unblockable.
Special 3 - Iron Manipulation – Tearing metal beams from the environment, Magneto pins his opponent to the opposing wall of the Arena. He then draws all of the iron out of their body and into the palm of his hand, shooting the iron ball he just formed back at his opponent like a bullet straight to the chest!
100% chance to inflict Heal Block, preventing the target from recovering Health for 12.0 seconds.
100% chance to inflict three Frailty Debuffs, each one reducing the opponent’s Block Proficiency, Physical Resistance, and Crit Resistance by 150 for 12.0 seconds.
When Magnetically Charged: This attack inflicts two additional Frailty Debuffs, and Frailty Debuffs last an additional 3.0 seconds.
SYNERGIES:
Brotherhood Recruits: with Thor, or Namor: Magneto: Special Attack 1 and Special Attack 3 have a 55% chance to inflict Bleed, dealing 210% of Magneto’s Base Attack as Direct Damage over 10.0 seconds. Namor: While IMPERIUS REX is active, all Special Attacks Regenerate twice as much of his missing Health. Thor: Special Attacks inflict a Shock Debuff, dealing 15% of Thor’s Base Attack as Direct Damage over 4.0 seconds. Unique Synergy: Does not stack with duplicate synergies.
Decimation: with Sabretooth: Sabretooth, Scarlet Witch, Magneto: Starts the fight with a Fury Buff against Mutant Champions, granting +15% Attack Rating. Unique Synergy: Does not stack with duplicate synergies.
Enemies: with Storm: All Champions gain +155 Critical Rating.
Friends: with Colossus, or Deadpool (X-Force): All Champions gain +130 Armor Rating.
Masterminds: with Loki: All Champions gain +20% Energy Damage once a Combo of 15 or more hits is reached.
Mutant Agenda: with Warlock: Mutant’s landed strikes during Special Attacks gain +12% Attack Rating.
Mutant Dominion: with Mister Sinister: All Mutants: Gain +20% Passive Fury when fighting with Class Disadvantage. Unique Synergy: Does not stack with duplicate synergies.
Mutant Leadership: with Emma Frost: All Mutants: Heavy Attacks have a 20% chance to become Unblockable for 1.0 seconds. Unique Synergy: Does not stack with duplicate synergies.
Nemesis: with Black Bolt: All Champions gain +6% Attack.
Rivals: with Wolverine, or Wolverine (Weapon X): All Champions gain +115 Critical Damage Rating.
Teammates: with Cyclops (New Xavier School), Cyclops (Blue Team) or Magik: All Champions gain +5% Perfect Block Chance.
Thank you to everyone who provided me feedback on this build!
This is a nice buff, But The thing about your mutant leadership synergy making heavy attacks unblockable is that it is pointless because heavy attacks already cant be blocked.
First off, tremendous effort. If the game team doesn’t read your posts, they are missing out.
I agree that Juggs has been abandoned (like quite a few other champs). I also agree that having to get a duplicate champ in order to have access to their raison d’etre makes no sense (another example I will give is Classic Spidey and his evade). Unstoppable is so central to who Juggs is it shouldn’t require awakening.
I’m trying to imagine the abilities you suggested in combination with the myriad of abusive nodes the game team likes to introduce. A few things jump out at me:
1. I don’t like the Unblockable abilities being a part of his Charges kit. This is a mechanic the team seems to be leaning on a lot lately and I don’t really think it makes sense with Juggs. I like @Magrailothos suggestion to add block penetration later instead. Another option would be to give him an ability based on his Medium attack, similar to how Night Thrasher goes unstoppable when paired with Ghost Rider—which makes sense for Juggs since once he gets going he tends to stay going. 2. At 150+ Charges, I’m assuming non-damaging debuffs includes getting parried or stunned—which means he has a shortened stun time. How does this interact with Limber? Does it basically make him unstunnable at that point? Does that make sense? 3. Reverse controls and immunity to telepathic damage is a great idea. Again, core abilities that go along with the character’s bio. 4. I’m a little concerned with how many abilities he has. It feels a little...overpowered. I’d love to play with and against your rework in Beta to understand better. One example: the combo of Stagger+MD+Heavy Knock Down Power Gain might be a bit too much. I’m having traumatic flashbacks of long ago AW experiences when you could find yourself in what felt like a never ending loop of Juggs Special Dex Unstoppability (and it hurts). 5. Generally speaking, I look to Colossus for comparisons. They aren’t the same character at all, but a reworked Juggs should be at least as powerful as Colossus (I argue significantly more since he’s Cytorrak’s avatar). And Juggs should be much more of an offensive force than Colossus. As for defense, outside of unstoppable moments, I’m not sure Juggs should be as strong as Colossus. 6. What hashtag would you give New Juggs? Is he burst damage? Utility? Tank? I’m curious how Kabam night categorize this champ.
This is a terrific effort and very well-developed. I hope the team will take a serious look at it. Thank you and great work!
This is a nice buff, But The thing about your mutant leadership synergy making heavy attacks unblockable is that it is pointless because heavy attacks already cant be blocked.
As has been previously noted... Heavy Attacks can be blocked with the Stand Your Ground Mastery.
First off, tremendous effort. If the game team doesn’t read your posts, they are missing out.
I agree that Juggs has been abandoned (like quite a few other champs). I also agree that having to get a duplicate champ in order to have access to their raison d’etre makes no sense (another example I will give is Classic Spidey and his evade). Unstoppable is so central to who Juggs is it shouldn’t require awakening.
I’m trying to imagine the abilities you suggested in combination with the myriad of abusive nodes the game team likes to introduce. A few things jump out at me:
1. I don’t like the Unblockable abilities being a part of his Charges kit. This is a mechanic the team seems to be leaning on a lot lately and I don’t really think it makes sense with Juggs. I like @Magrailothos suggestion to add block penetration later instead. Another option would be to give him an ability based on his Medium attack, similar to how Night Thrasher goes unstoppable when paired with Ghost Rider—which makes sense for Juggs since once he gets going he tends to stay going. 2. At 150+ Charges, I’m assuming non-damaging debuffs includes getting parried or stunned—which means he has a shortened stun time. How does this interact with Limber? Does it basically make him unstunnable at that point? Does that make sense? 3. Reverse controls and immunity to telepathic damage is a great idea. Again, core abilities that go along with the character’s bio. 4. I’m a little concerned with how many abilities he has. It feels a little...overpowered. I’d love to play with and against your rework in Beta to understand better. One example: the combo of Stagger+MD+Heavy Knock Down Power Gain might be a bit too much. I’m having traumatic flashbacks of long ago AW experiences when you could find yourself in what felt like a never ending loop of Juggs Special Dex Unstoppability (and it hurts). 5. Generally speaking, I look to Colossus for comparisons. They aren’t the same character at all, but a reworked Juggs should be at least as powerful as Colossus (I argue significantly more since he’s Cytorrak’s avatar). And Juggs should be much more of an offensive force than Colossus. As for defense, outside of unstoppable moments, I’m not sure Juggs should be as strong as Colossus. 6. What hashtag would you give New Juggs? Is he burst damage? Utility? Tank? I’m curious how Kabam night categorize this champ.
This is a terrific effort and very well-developed. I hope the team will take a serious look at it. Thank you and great work!
Dr. Zola
Thank you very much for your feedback, Dr. Zola! I'm going to respond to you here before going into a third-draft rework.
1. I don't find Unblockable to be thematically inappropriate, since when Juggernaut gets going, "Nothing stops the Juggernaut." Since his Specials are fairly easy to dodge away from, I don't find the Unblockable mechanic to be problematic. Now, if he was throwing multiple projectiles, that might be a different story... In the second draft, he doesn't gain that mechanic until he gets to 100+ Persistent Charges, so it's a fairly late-stage benefit. 2. Non-damaging debuffs do include Stuns and Parries. If he's placed on a Limber node, it's still going to reduce the amount of time he gets Stunned by either X% or X seconds. He'll become Stun immune eventually, and yeah, it means that he'll get to Stun Immune faster than other Champions, most likely. He's got that benefit at 75+ Persistent Charges, which is still fairly deep into his fights. He won't start out a fight Stun Immune. 3. Immunity to Reversed Controls is already a part of his kit. It's just not spelled out in the Champion description. The immunity to telepathic damage fits in with his canonical power set, but it's of really limited utility (at the present time). 4. So... Got plenty of benefits, sure. I could remove a few of them, but it would get him to his maximum Persistent Charge benefits much faster. Plus, quite a few of his Abilities are situational: Immunity to Reversed Controls, Armor Break only against Stunned Champions, Power Gain at 125+ Persistent Charges, ect... I think that was largely the justification of giving Ægon so many abilities - you had to really ramp up to get them. The Stagger+Mystic Dispersion+Heavy Knock Down Power Gain Combo is overkill; you're definitely right about that. Mystic Dispersion wasn't on my mind when I wrote that. That might warrant a further tune-down of the Knock Down Power Gain at 125+ Persistent Charges, even though it's got a 2.5 second cool-down in the second draft. 5. I cannot really address this without more information. 6. I'm not really sure. I'd have to think about that.
Generally speaking, I want Juggernaut to really feel like he's unstoppable. He's not going to be able to do that if he doesn't hit like a Mack truck, nor if he's easily shrugged off. I also wanted him to have the feeling of, "He might get going a little bit in a fight, but he's really going to become unstoppable as he charges through opponent after opponent." Really build up some steam. This concept definitely makes him a better offensive character than defensive. He's got to have momentum. That's something I was trying to achieve with this build.
Thank you, @DrZola, for your excellent feedback! I'll definitely bear it all in mind in the next draft of Juggernaut.
This is a nice buff, But The thing about your mutant leadership synergy making heavy attacks unblockable is that it is pointless because heavy attacks already cant be blocked.
As has been previously noted... Heavy Attacks can be blocked with the Stand Your Ground Mastery.
Oh it's meant as a counter to stand your ground, ok.
Here is my third-draft rework of the Unstoppable Juggernaut! (Based upon a Rank 5/50 4-Star Champion; Sig Level 99):
BASE STATISTICS: Hit Points: 16,876 Attack: 1171 Crit Rate: 326 Crit Damage: 500 Armor: 273 Block Proficiency: 2546 Energy Resistance: 0 Physical Resistance: 0 Crit Resistance: 0
Signature Ability - Cyttorak's Exemplar:Juggernaut's connection with the demon-god, Cyttorak, grows even stronger, granting him additional benefits.
Cosmic Champions gain 100% less power from being struck by or blocking Juggernaut's Special Attacks.
Juggernaut gains +25 Crit Resistance for each Persistent Charge he has, to a maximum of 100 Persistent Charges.
Every time that Juggernaut executes a Well-Timed Block, he has a 40% chance to Nullify one random Buff off of his Opponent, or Shrug Off one random Debuff off of himself. If Juggernaut has no Debuffs currently on him to Shrug Off, he instantly heals 1% of his Maximum Health.
ABILITIES: Heavy Attacks: 100% chance to Stagger the Opponent for 8.0 seconds. The next time a Staggered Opponent triggers a Buff, that Buff and all other Buffs triggered at the same time will be immediately Nullified. Mind-Shield Helmet (Passive): Juggernaut's helmet protects him from undue mental influence. Therefore, Juggernaut is immune to Reversed Controls. Furthermore, Juggernaut reduces all incoming damage to 0 from telepathic attacks, such as Emma Frost's Special Attacks. Developer's Note: Canonically, Juggernaut's helmet, fashioned from an unknown mystical metal found in the Crimson Cosmos dimension of Cyttorak, provides him with complete protection from telepathic attack, even from telepaths on the order of Professor Xavier. It would stand to reason that attacks that are completely telepathic in nature have no effect upon him. Unstoppable (Passive): Every time that Juggernaut activates a Special Attack, he gets stronger, immediately gaining 1 Persistent Charge. Every time that Juggernaut defeats an opponent, he gains 2 Persistent Charges. For each hit that Juggernaut inflicts during the fight, he has a 1% chance to gain an additional 1 Persistent Charge at the end of the fight. There is no limit to the number of Persistent Charges that Juggernaut can gain during a fight.
Juggernaut gains +20 Attack Rating, Critical Rating, and Armor Rating for each Persistent Charge he has, to a maximum of 100 Persistent Charges.
1+ Persistent Charges, whenever he activates a Special Attack, he becomes Unstoppable for 4.0 seconds, shrugging off enemy attacks.
5+ Persistent Charges, begins the fight Unstoppable and shrugs off all attacks for 3.5 seconds.
10+ Persistent Charges, his Special Attacks gain True Damage, ignoring all of the opponent's Armor.
20+ Persistent Charges, he gains a True Strike Buff for 1.0 seconds whenever he charges a Heavy Attack.
30+ Persistent Charges, Juggernaut's Heavy and Special Attacks gain +10 Block Penetration for each Persistent Charge he has, to a maximum of 100 Persistent Charges.
50+ Persistent Charges, Juggernaut shrugs off all non-damaging Debuffs, except for Slow Debuffs, after 1.2 seconds.
75+ Persistent Charges, the duration of any Stagger Debuffs placed upon Juggernaut's opponent by his Special Attacks last for an additional 3.0 seconds.
100+ Persistent Charges, he shrugs off all damaging Debuffs, except for Degeneration Debuffs, after 1.2 seconds.
Developer's Note: This ability is really the base of Juggernaut's power and utility. It should be a part of the base kit, not his Signature Ability. He now gets stronger and meaner as he charges forward, breaking through everything in his path! When Taking Hits: When Juggernaut is hit by the third light attack in a Combo, he gains an Unstoppable Buff for 1.0 seconds. While Unstoppable: Juggernaut is immune to Stun Debuffs and if the opponent attempts to Stun him, he will instead apply his Heavy Attack Stagger to them.
SPECIAL ATTACKS: Special 1 - Tremor – Juggernaut smashes the ground, sending the opponent flying.
100% chance to Stagger the Opponent for 8.0 seconds.
Against X-Men or X-Force Champions, this Attack has a 100% chance to place two additional Stagger Debuffs upon the Opponent for 8.0 seconds. The next time a Staggered Opponent triggers a Buff, that Buff and all other Buffs triggered at the same time will be immediately Nullified.
Special 2 - Aftershock – Juggernaut's devastating headbutt ripples through his opponent, shattering the ground below them.
100% chance to gain a Passive True Strike Buff for the duration of this Special Attack, allowing Juggernaut to ignore Armor, Resistances, Auto-Block and all Evade effects.
Against X-Men or X-Force Champions, this Attack has a 100% chance to place two Stagger Debuffs upon the Opponent for 8.0 seconds. The next time a Staggered Opponent triggers a Buff, that Buff and all other Buffs triggered at the same time will be immediately Nullified.
Special 3 - Avatar of Cyttorak– Juggernaut uses the environment in more ways than one, with devastating results for opponents.
100% chance to gain an Indestructible Buff that lasts for 4.0 seconds, reducing all incoming damage to 0.
This Indestructible Buff lasts for an additional 0.04 seconds per Persistent Charge that Juggernaut has at the time of the Special Attack's activation.
SYNERGIES:
Accidental Summoning: with Deadpool, or Doctor Voodoo: Deadpool: Deadpool has a 60% chance to shrug off Heal Block Debuffs after 2.0 seconds; Doctor Voodoo: Doctor Voodoo gains a smokescreen, granting him a +5% chance to Auto-Block basic attacks; Juggernaut: Juggernaut gains +20% Block Potency versus Mutant Champions. Unique Synergy: Does not stack with duplicate synergies.
Enemies: with Colossus, Hulk, Magik, Nightcrawler, Thor, or Unstoppable Colossus: All Champions gain +155 Critical Rating.
Factor Three: with Human Torch: Human Torch: Bleed Debuffs have 10% reduced potency and duration; Juggernaut: Juggernaut shrugs off Stun Debuffs 25% faster. Unique Synergy: Does not stack with duplicate synergies.
Feel Cyttorak's Embrace: with Colossus, or Unstoppable Colossus: Colossus: Armor Up Buffs also grant +1% Attack Rating; Juggernaut: The first Unstoppable Buff each fight gains +2.0 seconds duration; Unstoppable Colossus: Gain +20% Fury and Armor Up Buff Proficiency. Unique Synergy: Does not stack with duplicate synergies.
Legion Accursed: with Diablo, or Mephisto: Diablo: Recover 1 Ironskin after winning 1 fight; Mephisto: Gain 40% of a Power bar when a Poison Debuff would be gained. Cooldown: 10 seconds; Juggernaut: +2000 Armor during Heavy Attacks. Unique Synergy: Does not stack with duplicate synergies.
Nemesis: with Doctor Strange: All Champions gain +5% Attack Rating.
Rivals: with Unstoppable Colossus: All Champions gain +115 Critical Damage Rating.
Thunderbolts: with Luke Cage: All Champions gain +10% Special Attack Defense. Unique Synergy: Does not stack with duplicate synergies.
This rework would not be possible without the feedback of such awesome contributors such as @Magrailothos, @HeroBoltsy, and @DrZola! Thank you very much for your constructive feedback on this build!
This version strips out some of the Abilities so that Juggernaut isn't quite so loaded with them. As a result, the number of Persistent Charges needed to max out his powers has been decreased from 150 to 100. This does bring him down a bit in power, since any ability dependent upon the number of Persistent Charges he has is capped at 100 now. He's also a lot more of a Stagger Debuff monster than before, which can make him pretty beastly when it comes to keeping his opponents locked down on their powers. I've also removed the Power Gain mechanic that was causing some concern about Juggernaut maintaining his Indestructible Buff from Special 3 indefinitely. With this build, I think I'd have to give Juggernaut the Control: Denial tag.
Here is my third-draft rework of the Unstoppable Juggernaut! (Based upon a Rank 5/50 4-Star Champion; Sig Level 99):
BASE STATISTICS: Hit Points: 16,876 Attack: 1171 Crit Rate: 326 Crit Damage: 500 Armor: 273 Block Proficiency: 2546 Energy Resistance: 0 Physical Resistance: 0 Crit Resistance: 0
Signature Ability - Cyttorak's Exemplar:Juggernaut's connection with the demon-god, Cyttorak, grows even stronger, granting him additional benefits.
Cosmic Champions gain 100% less power from being struck by or blocking Juggernaut's Special Attacks.
Juggernaut gains +25 Crit Resistance for each Persistent Charge he has, to a maximum of 100 Persistent Charges.
Every time that Juggernaut executes a Well-Timed Block, he has a 40% chance to Nullify one random Buff off of his Opponent, or Shrug Off one random Debuff off of himself. If Juggernaut has no Debuffs currently on him to Shrug Off, he instantly heals 1% of his Maximum Health.
ABILITIES: Heavy Attacks: 100% chance to Stagger the Opponent for 8.0 seconds. The next time a Staggered Opponent triggers a Buff, that Buff and all other Buffs triggered at the same time will be immediately Nullified. Mind-Shield Helmet (Passive): Juggernaut's helmet protects him from undue mental influence. Therefore, Juggernaut is immune to Reversed Controls. Furthermore, Juggernaut reduces all incoming damage to 0 from telepathic attacks, such as Emma Frost's Special Attacks. Developer's Note: Canonically, Juggernaut's helmet, fashioned from an unknown mystical metal found in the Crimson Cosmos dimension of Cyttorak, provides him with complete protection from telepathic attack, even from telepaths on the order of Professor Xavier. It would stand to reason that attacks that are completely telepathic in nature have no effect upon him. Unstoppable (Passive): Every time that Juggernaut activates a Special Attack, he gets stronger, immediately gaining 1 Persistent Charge. Every time that Juggernaut defeats an opponent, he gains 2 Persistent Charges. For each hit that Juggernaut inflicts during the fight, he has a 1% chance to gain an additional 1 Persistent Charge at the end of the fight. There is no limit to the number of Persistent Charges that Juggernaut can gain during a fight.
Juggernaut gains +20 Attack Rating, Critical Rating, and Armor Rating for each Persistent Charge he has, to a maximum of 100 Persistent Charges.
1+ Persistent Charges, whenever he activates a Special Attack, he becomes Unstoppable for 4.0 seconds, shrugging off enemy attacks.
5+ Persistent Charges, begins the fight Unstoppable and shrugs off all attacks for 3.5 seconds.
10+ Persistent Charges, his Special Attacks gain True Damage, ignoring all of the opponent's Armor.
20+ Persistent Charges, he gains a True Strike Buff for 1.0 seconds whenever he charges a Heavy Attack.
30+ Persistent Charges, Juggernaut's Heavy and Special Attacks gain +10 Block Penetration for each Persistent Charge he has, to a maximum of 100 Persistent Charges.
50+ Persistent Charges, Juggernaut shrugs off all non-damaging Debuffs, except for Slow Debuffs, after 1.2 seconds.
75+ Persistent Charges, the duration of any Stagger Debuffs placed upon Juggernaut's opponent by his Special Attacks last for an additional 3.0 seconds.
100+ Persistent Charges, he shrugs off all damaging Debuffs, except for Degeneration Debuffs, after 1.2 seconds.
Developer's Note: This ability is really the base of Juggernaut's power and utility. It should be a part of the base kit, not his Signature Ability. He now gets stronger and meaner as he charges forward, breaking through everything in his path! When Taking Hits: When Juggernaut is hit by the third light attack in a Combo, he gains an Unstoppable Buff for 1.0 seconds. While Unstoppable: Juggernaut is immune to Stun Debuffs and if the opponent attempts to Stun him, he will instead apply his Heavy Attack Stagger to them.
SPECIAL ATTACKS: Special 1 - Tremor – Juggernaut smashes the ground, sending the opponent flying.
100% chance to Stagger the Opponent for 8.0 seconds.
Against X-Men or X-Force Champions, this Attack has a 100% chance to place two additional Stagger Debuffs upon the Opponent for 8.0 seconds. The next time a Staggered Opponent triggers a Buff, that Buff and all other Buffs triggered at the same time will be immediately Nullified.
Special 2 - Aftershock – Juggernaut's devastating headbutt ripples through his opponent, shattering the ground below them.
100% chance to gain a Passive True Strike Buff for the duration of this Special Attack, allowing Juggernaut to ignore Armor, Resistances, Auto-Block and all Evade effects.
Against X-Men or X-Force Champions, this Attack has a 100% chance to place two Stagger Debuffs upon the Opponent for 8.0 seconds. The next time a Staggered Opponent triggers a Buff, that Buff and all other Buffs triggered at the same time will be immediately Nullified.
Special 3 - Avatar of Cyttorak– Juggernaut uses the environment in more ways than one, with devastating results for opponents.
100% chance to gain an Indestructible Buff that lasts for 4.0 seconds, reducing all incoming damage to 0.
This Indestructible Buff lasts for an additional 0.04 seconds per Persistent Charge that Juggernaut has at the time of the Special Attack's activation.
SYNERGIES:
Accidental Summoning: with Deadpool, or Doctor Voodoo: Deadpool: Deadpool has a 60% chance to shrug off Heal Block Debuffs after 2.0 seconds; Doctor Voodoo: Doctor Voodoo gains a smokescreen, granting him a +5% chance to Auto-Block basic attacks; Juggernaut: Juggernaut gains +20% Block Potency versus Mutant Champions. Unique Synergy: Does not stack with duplicate synergies.
Enemies: with Colossus, Hulk, Magik, Nightcrawler, Thor, or Unstoppable Colossus: All Champions gain +155 Critical Rating.
Factor Three: with Human Torch: Human Torch: Bleed Debuffs have 10% reduced potency and duration; Juggernaut: Juggernaut shrugs off Stun Debuffs 25% faster. Unique Synergy: Does not stack with duplicate synergies.
Feel Cyttorak's Embrace: with Colossus, or Unstoppable Colossus: Colossus: Armor Up Buffs also grant +1% Attack Rating; Juggernaut: The first Unstoppable Buff each fight gains +2.0 seconds duration; Unstoppable Colossus: Gain +20% Fury and Armor Up Buff Proficiency. Unique Synergy: Does not stack with duplicate synergies.
Legion Accursed: with Diablo, or Mephisto: Diablo: Recover 1 Ironskin after winning 1 fight; Mephisto: Gain 40% of a Power bar when a Poison Debuff would be gained. Cooldown: 10 seconds; Juggernaut: +2000 Armor during Heavy Attacks. Unique Synergy: Does not stack with duplicate synergies.
Nemesis: with Doctor Strange: All Champions gain +5% Attack Rating.
Rivals: with Unstoppable Colossus: All Champions gain +115 Critical Damage Rating.
Thunderbolts: with Luke Cage: All Champions gain +10% Special Attack Defense. Unique Synergy: Does not stack with duplicate synergies.
This rework would not be possible without the feedback of such awesome contributors such as @Magrailothos, @HeroBoltsy, and @DrZola! Thank you very much for your constructive feedback on this build!
This version strips out some of the Abilities so that Juggernaut isn't quite so loaded with them. As a result, the number of Persistent Charges needed to max out his powers has been decreased from 150 to 100. This does bring him down a bit in power, since any ability dependent upon the number of Persistent Charges he has is capped at 100 now. He's also a lot more of a Stagger Debuff monster than before, which can make him pretty beastly when it comes to keeping his opponents locked down on their powers. I've also removed the Power Gain mechanic that was causing some concern about Juggernaut maintaining his Indestructible Buff from Special 3 indefinitely. With this build, I think I'd have to give Juggernaut the Control: Denial tag.
Best wishes!
Very Excellent, this buff would truly make the Juggernaut unstoppable
Signature ability: Shock potency increased by 60%.
Passive: Electro is immune to coldsnap and frostbite debuffs. While under the effect of a shock debuff, take no damage, gain +25% attack rating and gain 12% a bar of power per second.
When attacked: Reflect 20% of damage dealt as direct damage.
When attacking: 60% chance to apply a shock debuff, this chance is increased by 15% if the attack was a critical. Shocks deal 150 direct damage per second and last 12 seconds. Deal 15% additional energy damage per shock on the opponent. Opponents power rate is decreased by 4% for each shock.
Special attacks: Grant 50% reduced power and ignore armour.
special one: This attack deals power burn. Gain an unblockable buff for the duration of this attack.
Special two: Refresh the duration of all shocks on the opponent.
Special three: Paralyzes the opponent for 2.5 seconds. All shocks active on the opponent are replaced with critical shocks, dealing 150% additional damage.
As a global thing, can we rework immunities for certain older champions? For example I don't understand why Ghost rider isn't immune to frostbite, coldsnap, and incinerate. If he was a newer champion he would be. Colossus got those immunities and he isn't a burning skeleton. Also how does dormammu bun? He's pure energy. There's probably more I'm forgetting, but it seems recent champions sometimes get immunities for no reason (say, corvus) while some older ones lack stuff they should have.
Description : As Iron Man's suit drops below 20% Iron Man taps into his arc reactor powering up his suit for one last stand
When Iron Man drops below 95% health he gains 1 permanent fury buff and one permanent armor up buff, this repeats when dropping below 75%,50% and 35% Health. Whenever Iron Man drops below 20 % health he consumes all active Armor up and Fury buffs. For each Armor up buff consumed Iron Man gains 15% of a bar of power, for each Fury buff consumed Iron man regenerates 5% of his max health (power gain and regeneration effects double if Counter Measures is active) in addition Iron Man cannot be Knocked out by a Special Attack (if Counter Measures is active, Special attack damage is reduced by 55%) ____________________________________ Passive: Counter Measures At the start of the fight Iron Man scans his opponent for 5 seconds, once the scan if complete Counter measures activates. Whenever Iron Man is struck by a heavy or special attack counter Measures recalibrates for 10 Seconds before reactivating
Debuff Immunity: Iron Man is Immune to all debuffs while counter Measures are active Ability accuracy shield: Iron Man's ability accuracy cannot be reduced while Counter Measures are active
Medium attacks: medium attacks have a 40% chance to activate a Fury buff lasting 10 seconds
When Blocking: Blocked attacks have a 10% chance to activate a permanent Armor up buff
Special 1 Animation: Iron Man flies into the opponent before blasting them with both hand repulsers
35% Chance to inflict up to 3 Armor break debuffs eaxg reducing opponents Armor by 20% If Counter measures are active: 90% chance to inflict a Petrify debuff lasting 6 seconds
Special 2: Animation: Iron Man releases a blast from both hand repulsers and his chest repulser
50% chance to drain up to 2 bars of power If Counter Measures are active: 100% chance to drain up to 2 bars of power and 50% chance to inflict power lock for 7 seconds
Special 3: Animation: Iron Man punches the opponent several times before shooting a Missle into their chest. The missle explodes as Iron Man walks away sending the opponent flying.
100% chance to stack 5 Bleed debuffs lasting 6 seconds. If opponent is bleed immune they are instead inflicted with 5 Armor break debuffs If Counter Measures are active: all attacks becomes Unblockable for 1.5 Seconds
Synergies
Avengers Assemble: Iron Man, Captain America, Thor, Hulk.
Iron Man: counter measures recalibration time is reduced to 5 seconds
Hulk: Hulk Smash is active for the entire duration of each fight
Captain America: perfect blocks gain a 50% chance to trigger parry
Thor: Special attacks are unblockable
Avengers Intitiative: Iron Man, Black Widow, Nick Fury
All Champions gain a permanent cruelty buff
Iron hearts: Iron Man, Iron Man (IW), Superior Iron Man, Hulkbuster, War Machine, Iron Patriot
All Champions gain 2 permanent Armor up buffs
I think Iron Man should get some attention, so here is my rework idea. One of the highlights is his Counter Measures ability. This idea is a nod to the final battle between Captain America and Iron Man in Civil War in which Iron Man scans Caps fighting pattern then activates a Counter measure
In my opinion, it would be beneficial to give practically useless champions new abilities to make them more playable.
-Juggernaut: every 15 seconds, regenerate 4% of maximum health -Magneto: plus 40% attack rating against metal based champions. -Abomination: 50% chance to poison the opponent with well timed blocks. -Karnak: while ending a combo with a medium attack, 65% chance to place a weakness on the opponent, reducing base attack by 25%. -Ms. Marvel: energy based attacks are guaranteed crits. -Iron man: repulse attacks have a 100% chance to remove all regeneration buffs on the opponent. -Iron fist: basic attacks grant the opponent 35% less power. -Guillotine: Heal reversal lasts two additional seconds for each bleed on the opponent. Additionally, special attacks deal 25% additional damage for each soul.
I really want the old champs to be buffed, no reworked. there's no need for them to waste their time adding in new abilities and utility to the champion, if they just increased some of what they do, it could be very simple. make iron man, have a special 1 stun, maybe increase the armour break amount for example
Alright I'm starting a rework series involving the OG Avengers using altered versions of the Infinity Stones. Hopefully Kabam can consider doing this as it would be easy to use abilities they already created and somewhat tested. Here we go!
About CAPTAIN AMERICA (CLASSIC) Steve Rogers' body may have been too weak to become a soldier, but his heart was too strong to quit. By a miracle of science, Steve was transformed into Captain America, Sentinel of Liberty. Possessing super strength, speed, reflexes, and his unbreakable shield, Cap is a born leader of humans, heroes, and gods.
CAPTAIN AMERICA (CLASSIC)’s Mechanics
Captain America is an enhanced super soldier, therefore meaning he is less susceptible to fatigue, disorienting effects, and toxic chemicals in his body. Steve's Vibranium shield gives him a wide amount of defensive capabilities while also reflecting the enemy's attacks and reducing their damage inflicted. By using his shield, Captain America applies Power Stings onto his opponent through which he can convert into prowess to enhance his special attacks. When he loses health, he becomes more and more durable, providing a chance to bounce back in the fight.
BASE STATS & ABILITIES
Health Attack PI (Max Signature)
3-Star 5275 534 1694
4-Star 13227 1339 4932
5-Star 26521 2685 10620
6-Star (Rank 3, Level 45) 34173 3459 13660
Character Class: Science Basic Abilities: Perfect Block, Fatigue, Poison Resistance, Power Sting, Stun, Prowess
STRENGTHS:
Immune to Ability Accuracy Reduction and Critical Hit Altering Debuffs Captain America is completely immune to these debuffs so he will always be able to apply his own debuffs and have complete control over his Critical Rating and Critical Damage Rating.
Block Unblockable Attacks Captain America can passively block Unblockable Attacks, meaning you can counter Nodes such as Rage, Aspect of War, etc with little trouble.
Burst Special Damage By Stacking Multiple Power Sting Debuffs, Captain America can dish out decent hitting special attacks.
High Block Proficiency and Perfect Block Captain America always has a 40% chance to Perfect Block which can be increased through Synergies and his Signature Ability. He also has a very high base block proficiency allows well-timed block to completely mitigate damage as long as there is no Block Penetration.
WEAKNESSES:
Reliant on Debuffs In order to get the most of his kit, Captain America needs to apply Power Sting Debuffs and maintain them throughout the fight. Any Opponent who can Shrug off debuffs or is completely immune to them will lower his overall damage output.
Low Basic Attack Damage Without access to Special Attacks, Captain America has low damage output.
ABILITIES: The following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion
Super Soldier Serum:
• Immune to Ability Accuracy Reduction, Exhaustion, and Fatigue effects
• Captain America takes 60% reduced damage from Poison Effects
• Shrugs off Stun Debuffs 50% faster
• Captain America's Serum gives him +2000 Physical Resistance
Blocking
• 40% chance that a block is a Perfect Block, reducing all damage to 0. A Perfect Block has a 100% Chance to Fatigue the opponent, lowering their Critical Rating by 233.33 for 12 seconds.
• 50% of Damage mitigated by a Well-Timed Block is reflected back to the Opponent
• Can Block Unblockable Attacks and Heavy Attacks
Power Sting (Max 120)
• Striking a Fatigued Opponent inflicts 1 Power Sting Debuff. An Opponent with Power Sting takes 137 Direct Damage when activiating a Special Attack.
• Each time the Opponent is Fatigued Inflict a Number of Power Sting(s) equal to 25% of the number of active Power Sting(s)
• 25% chance a Power Sting is reapplied after triggering
• Special Attacks deals 5% additional Damage for every Power Sting on the Opponent
SPECIAL ATTACKS
Special Attack 1 - Shield Bash:
• When Activated Inflict a Disorient Debuff, Reducing Ability Accuracy and Lowering the Opponent's Block Proficiency by 50% for 8 seconds.
• 50% chance to Stun opponents for 2 seconds. The chance to Stun is increased by 50% if the target is Fatigued.
Special Attack 2 - Shield Toss:
• When Activated Inflict a Concussion Debuff, reducing Ability Accuracy by 100% for 12 seconds.
• 50% chance to Stun opponents for 3 seconds. The chance to Stun is increased by 50% if the target is Fatigued.
Special Attack 3 - American Justice:
• Inflicts a Permanent Slow Debuff, Reducing the Ability Accuracy of their Unstoppable and Evade effects by 100%. Opponents with Natural Class Advantage cannot be slowed.
• Inflicts a Passive Stun for 3 seconds.
Signature Ability - Last Stand
The chance to Perfectly Block all damage increases by up to 60% when at or under 30% hp.
No Loose Ends Elektra's low-level telepathy allows her to Evade incoming Intercepts with a 100% chance. Elektra can also reveal the hidden Identity of all enemies on a Quest Map. This information is shared with Allies.
Abilities
Passive Immunity to Fatigue and Exhaustion effects. Opponents passively suffer 85% reduced Defensive Ability Accuracy for as long as they are under a Debuff effect. Reduce the potency of all Debuffs by 70%.
Final Strike While the opponent has less that 25% health, Elektra strikes with guaranteed Critical Hits and gains +539 Critical Damage rating.
Mesmerize Reduces Ability Accuracy by 85% for 10 seconds. After 10 seconds, the passive expires, Stunning the opponent for 2 seconds. This doesn't interrupt Special Attacks. However, if the opponent is Stun Immune or performing a Special Attack when the passive expires, Elektra instead has a 100% chance to Evade all hits for 5 seconds. Max stacks:1.
When Dodging an Attack 100% chance to Evade all hits for 2 seconds
When Performing an Intercept If Elektra successfully performs an intercept, she places a Mesmerize passive on her opponent.
Basic Attacks 10% chance to Bleed the opponent, dealing 2035.45 Direct Damage over 4 seconds. This chance is doubled if Elektra landed a critical hit.
Special Attack 1–Shuriken Justu This attack has 100% guaranteed Critical Hit Chance against bleeding targets. 100% chance to inflict Bleed, dealing 2387.76 Direct Damage over 7 seconds. Against Bleed Immune Champions, 90% chance to Armor Break the target, reducing Armor Rating by 1266.67 for 9 seconds. If this attack intercepts the opponent, place a Mesmerize passive on the target.
Special Attack 2–Sai Assault 100% chance to inflict Bleed, dealing 2498.35 Direct Damage over 7 seconds. Against Bleed Immune Champions, 100% chance to Armor Break the target, reducing Armor Rating by 1266.67 for 9 seconds. Place a Mesmerize passive on the target. If the opponent is Mesmerized, this attack is Unblockable and gains a +749 attack rating.
Special Attack 3–Mark of The Hand 100% chance to inflict Bleed, dealing 2498.35 Direct Damage over 7 seconds. Against Bleed Immune Champions, 100% chance to Armor Break the target, reducing Armor Rating by 1266.67 for 9 seconds. Mesmerize the opponent. 100% chance to Evade all incoming attacks for 9 seconds. If Elektra successfully Evades an attack during this time, she immediately Stuns the opponent for 5 seconds.
About HAWKEYE Clint Barton - a regular guy amongst super soldiers, armored geniuses, and gods of thunder. Known as the World's Greatest Marksman, he's mastered the bow and arrow, and the ability to transform nearly any projectile into an accurate weapon. Tenacious, brave, and heroic, Hawkeye stand tall amongst the might Avengers!
HAWKEYE’s Mechanics
Hawkeye uses an array of arrows the inflict various debuffs on the opponent to counter a variety of matchups. Using his keen eye, he shuts down opponent's evade, autoblock, and miss effects on his attacks. By using bleed debuffs, he places other stronger debuffs that add up based on your combo meter. In a Battlerealm full of Gods, Monsters, Omnipotent beings, and Mutants, Hawkeye always has a trick up his sleeve.
BASE STATS & ABILITIES
Health Attack PI (Max Signature)
3-Star 6063 472 1539
4-Star 15204 1182 3860
5-Star 30484 2369 8842
6-Star (Rank 3, Level 45) 39279 3052 11370
Character Class: Skill Basic Abilities: Bleed, Power Drain, Shock, Incinerate, True Accuracy, Vigilance
STRENGTHS:
Passive True Accuracy and Vigilance Hawkeye can completely bypass opponent's evade abilities, miss abilities, and autoblock abilities.
Damage Over Time Hawkeye can apply very potent Damage Over Time effects through his special attacks and basic hits without the need to increase his basic attack damage.
WEAKNESSES:
Debuff Reliant Without the ability to place a Bleed Debuff on his opponent, Hawkeye misses out on a lot of Damage Output. His other special attacks also require the opponent to not be Shock or Incinerate Immune.
Lacks Immunities Hawkeye is not immune to any debuffs and has no way to shrug them off unlike other Skill champions
ABILITIES: The following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion
Passive:
• Hawkeye has True Accuracy and Vigilance passives at all times, bypassing Evade, Autoblock, and Miss
• Each Hit of the Combo Meter increases the Potency of new Damaging Debuffs by 1%
• Critical Hits refresh all Damaging Debuffs
All Attacks
• 20% chance to inflict Bleed on the Opponent, dealing 3.52 Direct Damage over 6 seconds
Special Attacks
• Activating Special Attacks generates 1 Combo Shield lasting up to 12 second(s), based on the number of Power Bars spent.
• While the Combo Shield is Active, Hawkeye gains 13950 Critical Rating
• Combo Shield is not applied if the same Special Attack is activated twice in a row
SPECIAL ATTACKS
Special Attack 1 - E.M.P Arrow:
• Switches to Shock and Awe Mode. All Bleed and Incineration Debuffs are Removed and reapplied as Shock Debuffs dealing 21.1 Direct Damage over 10 second(s).
• While Shock and Awe is active, Critical Hits generate up to 100% more Power, based on the number of Shock Debuffs on the opponent
• Depletes up to 40% of the targets Max Power
Special Attack 2 - Incendiary Arrow:
• Switches to Hot and Heavy Mode. All Shock and Bleed Debuffs are Removed and reapplied as Incineration Debuffs dealing 21.1 Direct Damage over 10 seconds(s)
• While Hot and Heavy is active, the Opponent generates up to 100% less Power when struck by Critical Hits, depending on the number of Incineration debuffs
Special Attack 3 - Explosive Barrage:
• Switches to Bruised and Bloody Mode. All Shock and Incineration Debuffs are removed and reapplied as Bleed Debuffs dealing 21.1 Direct Damage over 10 second(s)
• While Bruised and Bloody is active, Critical Hits have a 100% chance to inflict Bleed on the Opponent, dealing 21.1 Direct Damage over 10 second(s)
Signature Ability - Hemorrhage
Hawkeye's basic attacks have a 25% chance to double the bleed debuffs inflicted
About BLACK WIDOW There's no escaping the sting of the world's greatest spy when she has you in her sights. A skilled fighter possessing astounding agility and a way with weapons, she is often shrouded in mystery. But there's no mystery as to who you want on your team when things start heating up - Natasha Romanova - The Black Widow!
BLACK WIDOW’s Mechanics
Black Widow targets opponent's armor weakpoints to strike critically and fatally. Her intensive training while in Red Room allows her to shrug off debuffs whenever she gains a bar of power. Her agility and graceful moves gives her a high chance to evade opponent's incoming attacks and counter their attacks with a stun. Watch out for Black Widow's Bite!
BASE STATS & ABILITIES
Health Attack PI (Max Signature)
3-Star 5821 485 1640
4-Star 14596 1216 4126
5-Star 29264 2437 9554
Character Class: Skill Basic Abilities: Evade, Precision, Cruelty, Stun
STRENGTHS:
Crit Damage Black Widow can gain large amount of Cruelty Buffs which make her critical hits very strong
Evade Safeguard Black Widow has a high chance to evade and when she does evade she applies a passive stun onto the opponent
WEAKNESSES:
Buff Reliant Black Widow's damage output comes mainly through her Cruelty Buffs and without them she doesn't hit as hard.
Class Disadvantage If fighting against class disadvantage Black Widow's signature ability isn't as strong and she cannot purify debuffs.
True Strike Black Widow cannot evade against True Strike or True Accuracy so she is able to be struck with these buffs active.
ABILITIES: The following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion
Passive:
• Black gains 15% of a Bar of Power each time she attacks an opponent and opponent's abilities fail to trigger.
• Red Room's training allows Black Widow to purifies all debuffs on Black Widow whenever she gains a Bar of Power. This ability does not trigger against Natural Class Disadvantage
When Fighting as an Attacker
• Black Widow gains Auto-Evade chance equal to her Critical Rating. Cannot Auto-Evade while blocking.
• Auto-Evades refresh all of Black Widow's Buffs
• Auto-Evading Basic Attacks has a 100% chance to Passively Stun the opponent for 0.8 second(s)
When Fighting as an Defender
• 3% chance to automatically dodge incoming attacks
• Auto-Evades Nullify all True Strike and True Accuracy Buffs on the opponent.
Special Attacks
• Special Attacks no longer consume Power instantly but instead steadily consume Power over 6.5 second(s)
• While Power is being consumed, Critical Hits increases the number of active Cruelty Buffs by 100%
• While Power is being consumed, the durations of Cruelty Buffs and Precision Buffs are paused
• 100% chance to boost Critical Rating by 525 for 8 seconds
• 100% chance to increase Critical Damage Rating by 1181.25 for 8 seconds
SPECIAL ATTACKS
Special Attack 3 - Widow's Bite:
• 100% chance to Stun for 3.5 seconds
Signature Ability - Subtlety
Black Widow strikes her targets with subtle, calculated grace, reducing the chance of triggering their abilities by 85%. This chance is increased by 15% against Science champions, and decreased by the same against Mutants.
The serum increases captain america's physical resistance by x
The serum has a 50% chance to cause opponent's attacks to glance. Glancing hits cannot be critical, deal 50% reduced damage and suffer -100% reduced offensive ability accuracy.
Captain America's shield
Attack All basic shield hits automatically armor breaks the opponent, reducing armor by x for x seconds Enemies suffering from armor break cannot trigger autoblock
Heavy attacks similar animation to civil warrior. 50% chance to stun opponents for x seconds
While Blocking All basic hit blocks are perfect block, reducing all damage to 0
Well-timed blocks Well-timed blocks nullify all unstoppable buffs when striking opponent
SP1 - first hit has a 50% chance to put opponent in a concussion for 5 secs, reducing ability accuracy by 50% and second hit has a 35% chance to stun opponent SP2 - unblockable and is automatically a critical hit SP3 - 100% chance opponents suffer from concussion for 12 seconds reducing ability accuracy by 100%, 40% chance to stun for x seconds
New signature:
I can do this all day! Once per fight, when captain america's health drops below 25%, his base attack increases by x (up to double at max sig) for the remainder of the fight. If a hit kills captain america before this ability can be triggered, the shield will absorb the damage and will not be usable for the remainder of the fight. All shield-based abilities are no longer applicable for the remainder of the fight. The first ability can then be triggered.
Synergy (CAWWII)
Men out of time Red Skull, Winter Soldier CAWWII: Against villains, perfect block extends to special attacks (1 and 2 only) Winter Soldier: Chance to power drain increases by 50% Red Skull: Blocking a basic attack drains 15% of opponent's Max Power
SHIELD Nick Fury, Black Widow, Hawkeye and Quake Only applicable to CAWWII: Gain 1 passive fury for each dead member in the team, increasing atk by x
Synergy (OG CAP)
AVENGERS Originals Iron Man (classic), Thor, Black Widow (classic), Hawkeye, Hulk (classic), Captain Marvel (classic), Dr Strange All champions' SP1 is unblockable and automatically is a critical hit
AVENGERS Assemble Scarlett Witch, Falcon, War Machine, Vision (classic), Antman, Black Panther (classic) Damaging debuffs have a 20% increase in potency
AVENGERS MCU Black Panther (Civil War), Spiderman Stark-Enhanced, Hulkbuster, Vision (AOU), Captain America (IW), Iron Man (IW) Non-damaging debuffs have a 20% increase in duration
Enemies: Crossbones, Ultron, Loki All champions gain critical rating of x
Okay seriously... has Kabam actually ever taken anything from this thread? If not... then what's the point wasting our time, using our brains, coming up with unique ideas when they only want to use their own?
Okay seriously... has Kabam actually ever taken anything from this thread? If not... then what's the point wasting our time, using our brains, coming up with unique ideas when they only want to use their own?
Mostly because it’s fun. That’s my excuse for the (now rare, admittedly) times I sit down and make/respond to a rework
Signature ability: Eye of Agamotto Dr Strange uses the eye of Agamotto to reverse Time gaining an advantage over his opponent.
20 Seconds into the fight an Eye of Agamotto charge will be activated. Once activated the charge runs on a 10 second timer. Once the Agamotto charge expires Dr Starnge regains all Power and health lost while the Agamotto charge was active. The Agamotto charge has a 20 second cooldown before reactivating ___________________________________________
Passive: autoblock. Autoblock animation: the Cape blocks for Dr Strange Dr Strange gains 1 Cloak of levitation charge every 2 Seconds, Max Cap 5. Once all 5 charges are acquired Dr Strange autoblocks the next 5 incoming hits, each autoblocked hit consumes 1 charge. Dr Strange does not begin regaining Cape of Levitation charges again until all 5 have been used.
Fury: Dr Strange gain a permanent Fury buff every 1.2 Seconds, Max Cap 10 once the Fury buffs reach max capacity they convert into a more potent fury passive that last for 12 seconds.
Heal block: all medium attacks gain a 50% chance to heal block regenerating opponents
Soul Charges: the opponent is inflicted with a soul charge every 1.3 Seconds. Once the soul charges are at max capacity(10) they run on a 5 second timer before detonating dealing 15% of the opponents attack as direct damage for each charge.
Heavy attacks: immediately detonate all active soul charges increasing damage by 25% for each charge detonated
Special 1 Animation: Dr Strange strikes his enemy repeatedly with a sword of energy
Each hit from the sword gains a 75% chance to drain 12% of the opponents max power. If an Agamotto charge is active the opponent is power locked for 3 seconds
Special 2 Animation: remains the same
This attack has a 100% chance to reverse the effects of any active regeneration or power gain buff/Passives. In addition this attack has a 75% Chance to Nullify all other active buffs/Passives.
Special 3 Animation: Dr Strange opens an portal to another dimension and knockes his opponent through it before flying through it himself. He then preceded to annihilate his opponent with a series of energy attacks before opening the portal beneath them sending them hurling back to the ground from the sky
100% chance to inflict degeneration, dealing 60% of the opponents attack as direct damage for 12 seconds. The degeneration debuff last an additional 1 second for each soul charge active on the opponent. 100% Chance to Nullify any active buffs on Cosmic Champions __________________________________________
Synergies
Mystic Masters: Dr Strange/Mordo/Dr Voodoo Dr Strange: Gains a permanent cruelty Buff
Mordo: all power gain increases by 30%
Dr Voodoo: Spirit Venom debuffs last 50% longer
The Bargain: Dr Strange/Dormammu
Dr Strange: Whenever the opponent activates a buff all attacks become unblockable for 1.2 Seconds
Signature ability: 35% (up to 55% based on signature level) chance to glance attacks without a fury buff, decreasing incoming damage by 75% and decreasing the opponents offensive ability accuracy by 100%.
Density charges: Density charges can be gained in multiple ways (up to a max of 50), including: Ending a combo- +3 density charges. Using a medium attack- +1 density charge. Using a heavy attack-+5 density charges. 1 density charge falls of every second. This will not apply if ant man is using a combo, has a fury or armour up buff active or the opponent is stunned. For each density charge gain +2% attack rating, 13.2 physical and energy resistance, 17.6 critical rating and 1.5% resistance to all damaging debuffs.
Abilities:
Ending a combo: Stun the opponent for 1.5 seconds. Grant a fury buff for 1.5 seconds, increasing attack by 20%. While a fury buff is active, ant man gains an unstoppable and has a 100% chance to glance while charging a medium attack.
Heavy attack: Grant a fury buff for 3 seconds.
When reaching 50 density charges: Gain an armour up buff for 5 seconds. While this is active, all special attacks are unblockable.
Ultimate density: Ant Man gains all previous benefit provided by his density charges, along with additional abilities: -Each basic attack grants Ant Man 20% of a bar of power. -Special attacks are unblockable. -Medium attacks ignore all of the opponents armour and are unblockable. -Basic attacks grant the opponent 65% less power -Special attacks power drain the opponent for 10% of their current stored power.
Special attacks: Using a special attack removes one armour up buff and all density charges, replacing them with an ultimate density buff for 15 seconds.
Special one: If an ultimate density buff is active, grant a permanent fury (increasing attack by 15%). These furies expire once ultimate density ends. Add 0.4 seconds on to the duration of ultimate an already existing ultimate density buff.
Special two: Heal block the opponent for 20 seconds.
Special 3: Put a slow debuff on the opponent for 25 seconds.
WHY: This version of Iron Man is very much inferior, I made a rework suggestion in the past but quite frankly, it wasn't too accurate to that version of Iron Man. So yeah, here's a rework of a rework suggestion, enjoy if you are able to.
Stats are based on Rank 5/65 Champion
Passive:
The Endo-Sym Armour design was based on the Klyntar Symbiotes. As a result, the Armour can stitch itself back together when broken or cut. As a result: Bleed, Armour Break and Armour Shatters debuffs on Superior Iron Man have their potency and duration reduced by 50%
High-End Electrical Insulation grants Superior Iron Man immunity to Shock debuffs
Endo-Sym Armour Passive:
The Endo-Sym Armour is highly adaptive, increasing strength and durability when needed. Superior Iron Man starts the fight with it active, increasing his Armour Rating by +1328
For every hit on Superior Iron Man's combo meter, he gets +74.46 Attack Rating and the Opponent's defensive Power Gain is reduced by -1.5% capping at 50 hits.
If facing a Tech Champion, Superior Iron Man has a 35% chance to gain another hit on the combo meter when he attacks the opponent.
For every debuff on Superior Iron Man while the Endo-Sym Armour is active, he gains +664 Armour Rating, lasting the duration of the debuff.
The Endo-Sym Armour goes on cooldown for 12 seconds if Superior Iron Man has a Disorient, Concussion, Armour Break or Petrify debuff on him
Adaption Complete:
If Superior Iron Man has 50 hits in his combo meter, he gains an Adapted: Offense passive.
The offensive adaption gives Superior Iron Man +75% Power Rating and increases Critcal Rating by +1000
If the opponent has 25 hits in their combo meter, he gains an Adapted: Defensive passive.
The defensive adaption gives Superior Iron Man +3984 Armour Rating and the opponent has their Offensive Ability Accuracy reduced by -33%
These effects become inactive if Superior Iron Man doesn't have an Endo-Sym Armour Passive
CROSS-FIGHT ABILITY: Tactical Outlook
Once Superior Iron Man gains an Offensive Adaption, he gets an Offensive Insight passive and gets +100% Special Attack Damage, lasting the entire fight and the next two fights against he participates in.
Once Superior Iron Man gains a Defensive Adaptation, he gets a Defensive Countermeasures passive and gets +2500 Block Proficiency, lasting the entire fight and the next two fights he participates in.
Superior Iron Man can only have one of these two passives active, and they go inactive if Endo-Sym armour is on cooldown, reactivating when he gets it back.
Special Attacks: Visual: Iron Man's ice-blue lights shift to a red, as with his repulsor beams
Special 1: Deal Breaker Visuals: Superior Iron Man strikes the opponent twice, then kicks off the opponent and fires two repulsor beams at the same time which both coalesce into a larger beam
Place two Armour Break debuffs on the opponent each reducing their Armour by 1445 for 18 seconds, if the opponent already has two Armour Breaks on them, they all combine into a Passive Armour Break lasting the rest of the fight having the effect of two of the Armour Breaks.
This generates no power in the opponent if Superior Iron has one of his adaptions active
Special 2: The Future is Now Visuals: Superior Iron Man fires two repulsor beams in a corkscrew fashion following up with a devastating pulse of energy coming from his Arc Reactor
This attack deals True Damage
Superior Iron Man gains a Passive True Accuracy, allowing him to ignore Evade and Auto-Block for 15 seconds
Special 3: Relentless Evisceration Visuals: Superior Iron Man immediately rushes to the opponent, firing off point-blank repulsors blasts to silence them, then launching back and firing a high intensity arc-reactor blast
The opponent is inflicted with a Passive Armour Break for the rest of the fight reducing Armour by 2890
If the opponent already has a passive Armour Break, they are Armour Shattered for the rest of the fight, reducing their Armour by 4335 and making them unable to gain Armour Up buffs, if the opponent is a Robot, their Ability Accuracy is reduced by 40%
Signature Ability: Extremis 3.0 Tony Stark employs a special version of his Extremis 3.0 virus to help assist him in grueling battles
If Superior Iron Man has one of his Adaptations Active, he gains bonus effects depending on which one he has active.
If he has an Offensive Adaptation he gains Furies, if he has a Defensive Adaptation he gains Armour Ups. Both buffs cap at 5.
If he is attacking the opponent, he has a 30% chance to gain the respective buff for 5 seconds, refreshing every time he gets a new one. If he is struck, this chance raises to 60%.
Armour Up increases Armour from +250 to +550
Fury increases Attack rating from +25% to 55%
Superior Iron Man has Combo Shield active if he doesn't have one of his Adaptions active, lasting until he reaches 20-40 hits
Synergies:
Extremis 3.0 With Himself
All Champions: Gain a passive depending on your class at the start of the fight for 14 seconds
Skill and Cosmic: Fury, increasing attack by 40%
Science and Mutant: Prowess, increasing Special Damage by 40%
Tech and Mystic: Power Rate, increasing Power Rate by 40%
Breaking Point: With Daredevil (Netflix) and Daredevil
Superior Iron Man: If the opponent evades while an adaption is active, he gets a passive True Accuracy buff lasting for the next four hits
Daredevil (Both): Special Attacks inflict Vulnerability for 12 seconds, increasing Critical Damage by +1000
AXIS Fallout With Red Skull, Magneto, Doctor Doom and Captain America
Superior Iron Man: Adaption Furies and Armour Ups cap at 7
Red Skull: Gain 70% of power drained from the opponent
Magneto: Deal a burst of 70% of your attack as direct damage against Metal opponents when attacking
Doctor Doom: Inflict two Staggered passives when striking with a Heavy Attack
Captain America: Perfect Blocks give Captain America a Passive Fury increasing attack by 80%
Love Interest: With She-Hulk
Superior Iron Man: Adaptions last for the next 3 fights
She-Hulk: Attacks deal True Damage if the opponent has a Slow Debuff
Inspiration for Design: With Venom, Carnage and Venompool
Superior Iron Man: Gain immunity to Coldsnap and Frostbite
Venom: True Strike activates when the opponent reaches 30% health
Carnage: Bleeds can be affected by the Critical Damage Multiplier
Venompool: Gain two random buffs at the start of the fight lasting for the entire fight
I really want the old champs to be buffed, no reworked. there's no need for them to waste their time adding in new abilities and utility to the champion, if they just increased some of what they do, it could be very simple. make iron man, have a special 1 stun, maybe increase the armour break amount for example
There are a lot of champs who have decent abilities and really only need number buffs but most of the older champs have nothing going for them. The only way to make them relevant for endgame content is a full rework. Take colossus for example. He is currently one of the best mutants in the game. They couldn’t have done that by adding furies and armor breaks. He needed a full rework.
Other champs like og black panther don’t need reworks and can be improved with number buffs. His synergies with buffed hulk buster, storm pyramid x, and sabretooth make him a more useable champ but even with these improvements, he’ll only ever be above average.
Comments
BASE STATISTICS:
Hit Points: 16,876
Attack: 1171
Crit Rate: 326
Crit Damage: 500
Armor: 273
Block Proficiency: 2546
Energy Resistance: 0
Physical Resistance: 0
Crit Resistance: 0
Signature Ability - Cyttorak's Exemplar: Juggernaut's connection with the demon-god, Cyttorak, grows even stronger, granting him additional benefits.
ABILITIES:
All Attacks: 30% chance to inflict an Armor Break Debuff on Stunned Opponents for 3.5 seconds, removing an enemy Armor Up Buff and reducing Armor Rating by 526.95.
Heavy Attacks: 100% chance to Stagger the Opponent for 8.0 seconds. The next time a Staggered Opponent triggers a Buff, that Buff and all other Buffs triggered at the same time will be immediately Nullified.
Mind-Shield Helmet (Passive): Juggernaut's helmet protects him from undue mental influence. Therefore, Juggernaut is immune to Reversed Controls. Furthermore, Juggernaut reduces all incoming damage to 0 from telepathic attacks, such as Emma Frost's Special Attacks.
Developer's Note: Canonically, Juggernaut's helmet, fashioned from an unknown mystical metal found in the Crimson Cosmos dimension of Cyttorak, provides him with complete protection from telepathic attack, even from telepaths on the order of Professor Xavier. It would stand to reason that attacks that are completely telepathic in nature have no effect upon him.
Unstoppable (Passive): Every time that Juggernaut activates a Special Attack, he gets stronger, immediately gaining 1 Persistent Charge. Every time that Juggernaut defeats an opponent, he gains 2 Persistent Charges. For each hit that Juggernaut inflicts during the fight, he has a 1% chance to gain an additional 1 Persistent Charge at the end of the fight. There is no limit to the number of Persistent Charges that Juggernaut can gain during a fight.
Developer's Note: This ability is really the base of Juggernaut's power and utility. It should be a part of the base kit, not his Signature Ability. He now gets stronger and meaner as he charges forward, breaking through everything in his path!
When Taking Hits: When Juggernaut is hit by the third light attack in a Combo, he gains an Unstoppable Buff for 1.0 seconds.
While Unstoppable: Juggernaut is immune to Stun Debuffs and if the opponent attempts to Stun him, he will instead apply his Heavy Attack Stagger to them.
SPECIAL ATTACKS:
Special 1 - Tremor – Juggernaut smashes the ground, sending the opponent flying.
- 100% chance to Stun the Opponent for 3.5 seconds.
- Against X-Men or X-Force Champions, this Attack has a 100% chance to place two Stagger Debuffs upon the Opponent for 5.0 seconds. The next time a Staggered Opponent triggers a Buff, that Buff and all other Buffs triggered at the same time will be immediately Nullified.
Special 2 - Aftershock – Juggernaut's devastating headbutt ripples through his opponent, shattering the ground below them.- 100% chance to gain a Passive True Strike Buff for the duration of this Special Attack, allowing Juggernaut to ignore Armor, Resistances, Auto-Block and all Evade effects.
- Against X-Men or X-Force Champions, this Attack has a 100% chance to place two Stagger Debuffs upon the Opponent for 8.0 seconds. The next time a Staggered Opponent triggers a Buff, that Buff and all other Buffs triggered at the same time will be immediately Nullified.
Special 3 - Avatar of Cyttorak – Juggernaut uses the environment in more ways than one, with devastating results for opponents.SYNERGIES:
I present to you a second draft rework of Magneto (Marvel NOW!)! (Based upon a Rank 5/50 4-Star Champion; Sig Level 99)
BASE STATISTICS:
Hit Points: 15,660
Attack: 1148
Crit Rate: 598
Crit Damage: 703
Armor: 273
Block Proficiency: 3556
Energy Resistance: 0
Physical Resistance: 0
Crit Resistance: 0
Signature Ability - Master of Magnetism:
Magneto's X-gene plays an important role in mediating tactile perception to any planet's electromagnetic field.
ABILITIES:
Culmination (Passive): While defending the final node in a Quest, Alliance Quest, or Alliance War, Magneto automatically generates 1 Magnetic Charge every 12.0 seconds. While he is at or above 10 Magnetic Charges, he gains +20% Attack Rating and +20% Power Gain Rate. This Ability cannot be affected by Ability Accuracy reduction.
Geomagnetic Link (Passive): Magneto gains 1 Magnetic Charge each time he successfully lands a Heavy Attack. He also gains 3 Magnetic Charges every time he successfully lands a Special Attack. There is no limit to the number of Magnetic Charges that can be gained throughout a fight.
Magnetic Attacks (Passive): Magneto’s basic and special attacks do not make contact and deal Energy Damage.
Metal Manipulation (Passive): Enemies reliant on metal (including those that wield metal swords or staves) suffer 50% reduced Ability Accuracy throughout the entire fight.
Developer's Note: Being the Master of Magnetism, it’s silly that Magneto cannot keep up his Ability Accuracy reduction throughout the entire fight, and that there’s no clear indication on how frequently Magneto’s Magnetism ability reactivates. Furthermore, there are several Champions that use metal weapons (but are not tagged Metal Champions) like Blade, Drax, or Psylocke; this Ability will target those Champions, regardless of whether they have the Metal tag or not.
Special Attacks: Magneto can Dash Back and hold Block for 1.2 seconds to consume one Magnetic Charge. Magnetic charges consumed in this way activate a secondary ability on the next Special Attack. Magneto cannot consume another Magnetic Charge in this fashion until he has activated a Special Attack.
Telepathic Resistance (Passive): Magneto has trained himself extensively for fighting telepaths, and is resistant to telepathic attack. This is augmented with the aid of his helmet. Magneto is immune to Reversed Controls. Furthermore, he gains a 5% chance to Evade Telepathic Attacks, such as Emma Frost’s Special Attacks, and the last hit of Psylocke’s Special 2 Attack.
SPECIAL ATTACKS:
Developer's Note: Special Attack animations have been changed to create a visual distinction between Magneto and Magneto (Marvel NOW!).
Special 1 - Electromagnetic Rays – Magneto fires off three rapid pulses of electromagnetic energy at his opponent, blasting through their defenses!
- This attack inflicts True Damage. If this attack successfully hits the opponent, it inflicts a burst of bonus Energy Damage equal to 60% of the opponent’s current Armor Rating. This bonus damage cannot exceed 130% of Magneto’s Attack Rating.
- This attack Power Drains 20% of the Opponent’s current Power, even if the attack doesn’t make contact with the Opponent. Against Robot Champions, this attack Power Burns instead, dealing damage proportionate to the amount lost.
- When Magnetically Charged: This attack gains +574 Attack Rating and +492.1 Critical Rating.
Special 2 - Shrapnel Cyclone – Sharp fragments are pulled from the surrounding environment and formed into a vortex around Magneto’s opponent, shredding them.- 85% chance to inflict Bleed, dealing 2410.8 Direct Damage over 10.0 seconds.
- 100% chance to inflict Heal Block, preventing the target from recovering Health for 10.0 seconds.
- When Magnetically Charged: This attack is Unblockable.
Special 3 - Iron Manipulation – Tearing metal beams from the environment, Magneto pins his opponent to the opposing wall of the Arena. He then draws all of the iron out of their body and into the palm of his hand, shooting the iron ball he just formed back at his opponent like a bullet straight to the chest!SYNERGIES:
- Brotherhood Recruits: with Thor, or Namor: Magneto: Special Attack 1 and Special Attack 3 have a 55% chance to inflict Bleed, dealing 210% of Magneto’s Base Attack as Direct Damage over 10.0 seconds. Namor: While IMPERIUS REX is active, all Special Attacks Regenerate twice as much of his missing Health. Thor: Special Attacks inflict a Shock Debuff, dealing 15% of Thor’s Base Attack as Direct Damage over 4.0 seconds. Unique Synergy: Does not stack with duplicate synergies.
- Decimation: with Sabretooth: Sabretooth, Scarlet Witch, Magneto: Starts the fight with a Fury Buff against Mutant Champions, granting +15% Attack Rating. Unique Synergy: Does not stack with duplicate synergies.
- Enemies: with Storm: All Champions gain +155 Critical Rating.
- Friends: with Colossus, or Deadpool (X-Force): All Champions gain +130 Armor Rating.
- Masterminds: with Loki: All Champions gain +20% Energy Damage once a Combo of 15 or more hits is reached.
- Mutant Agenda: with Warlock: Mutant’s landed strikes during Special Attacks gain +12% Attack Rating.
- Mutant Dominion: with Mister Sinister: All Mutants: Gain +20% Passive Fury when fighting with Class Disadvantage. Unique Synergy: Does not stack with duplicate synergies.
- Mutant Leadership: with Emma Frost: All Mutants: Heavy Attacks have a 20% chance to become Unblockable for 1.0 seconds. Unique Synergy: Does not stack with duplicate synergies.
- Nemesis: with Black Bolt: All Champions gain +6% Attack.
- Rivals: with Wolverine, or Wolverine (Weapon X): All Champions gain +115 Critical Damage Rating.
- Teammates: with Cyclops (New Xavier School), Cyclops (Blue Team) or Magik: All Champions gain +5% Perfect Block Chance.
Thank you to everyone who provided me feedback on this build!But The thing about your mutant leadership synergy making heavy attacks unblockable is that it is pointless because heavy attacks already cant be blocked.
I agree that Juggs has been abandoned (like quite a few other champs). I also agree that having to get a duplicate champ in order to have access to their raison d’etre makes no sense (another example I will give is Classic Spidey and his evade). Unstoppable is so central to who Juggs is it shouldn’t require awakening.
I’m trying to imagine the abilities you suggested in combination with the myriad of abusive nodes the game team likes to introduce. A few things jump out at me:
1. I don’t like the Unblockable abilities being a part of his Charges kit. This is a mechanic the team seems to be leaning on a lot lately and I don’t really think it makes sense with Juggs. I like @Magrailothos suggestion to add block penetration later instead. Another option would be to give him an ability based on his Medium attack, similar to how Night Thrasher goes unstoppable when paired with Ghost Rider—which makes sense for Juggs since once he gets going he tends to stay going.
2. At 150+ Charges, I’m assuming non-damaging debuffs includes getting parried or stunned—which means he has a shortened stun time. How does this interact with Limber? Does it basically make him unstunnable at that point? Does that make sense?
3. Reverse controls and immunity to telepathic damage is a great idea. Again, core abilities that go along with the character’s bio.
4. I’m a little concerned with how many abilities he has. It feels a little...overpowered. I’d love to play with and against your rework in Beta to understand better. One example: the combo of Stagger+MD+Heavy Knock Down Power Gain might be a bit too much. I’m having traumatic flashbacks of long ago AW experiences when you could find yourself in what felt like a never ending loop of Juggs Special Dex Unstoppability (and it hurts).
5. Generally speaking, I look to Colossus for comparisons. They aren’t the same character at all, but a reworked Juggs should be at least as powerful as Colossus (I argue significantly more since he’s Cytorrak’s avatar). And Juggs should be much more of an offensive force than Colossus. As for defense, outside of unstoppable moments, I’m not sure Juggs should be as strong as Colossus.
6. What hashtag would you give New Juggs? Is he burst damage? Utility? Tank? I’m curious how Kabam night categorize this champ.
This is a terrific effort and very well-developed. I hope the team will take a serious look at it. Thank you and great work!
Dr. Zola
1. I don't find Unblockable to be thematically inappropriate, since when Juggernaut gets going, "Nothing stops the Juggernaut." Since his Specials are fairly easy to dodge away from, I don't find the Unblockable mechanic to be problematic. Now, if he was throwing multiple projectiles, that might be a different story... In the second draft, he doesn't gain that mechanic until he gets to 100+ Persistent Charges, so it's a fairly late-stage benefit.
2. Non-damaging debuffs do include Stuns and Parries. If he's placed on a Limber node, it's still going to reduce the amount of time he gets Stunned by either X% or X seconds. He'll become Stun immune eventually, and yeah, it means that he'll get to Stun Immune faster than other Champions, most likely. He's got that benefit at 75+ Persistent Charges, which is still fairly deep into his fights. He won't start out a fight Stun Immune.
3. Immunity to Reversed Controls is already a part of his kit. It's just not spelled out in the Champion description. The immunity to telepathic damage fits in with his canonical power set, but it's of really limited utility (at the present time).
4. So... Got plenty of benefits, sure. I could remove a few of them, but it would get him to his maximum Persistent Charge benefits much faster. Plus, quite a few of his Abilities are situational: Immunity to Reversed Controls, Armor Break only against Stunned Champions, Power Gain at 125+ Persistent Charges, ect... I think that was largely the justification of giving Ægon so many abilities - you had to really ramp up to get them. The Stagger+Mystic Dispersion+Heavy Knock Down Power Gain Combo is overkill; you're definitely right about that. Mystic Dispersion wasn't on my mind when I wrote that. That might warrant a further tune-down of the Knock Down Power Gain at 125+ Persistent Charges, even though it's got a 2.5 second cool-down in the second draft.
5. I cannot really address this without more information.
6. I'm not really sure. I'd have to think about that.
Generally speaking, I want Juggernaut to really feel like he's unstoppable. He's not going to be able to do that if he doesn't hit like a Mack truck, nor if he's easily shrugged off. I also wanted him to have the feeling of, "He might get going a little bit in a fight, but he's really going to become unstoppable as he charges through opponent after opponent." Really build up some steam. This concept definitely makes him a better offensive character than defensive. He's got to have momentum. That's something I was trying to achieve with this build.
Thank you, @DrZola, for your excellent feedback! I'll definitely bear it all in mind in the next draft of Juggernaut.
BASE STATISTICS:
Hit Points: 16,876
Attack: 1171
Crit Rate: 326
Crit Damage: 500
Armor: 273
Block Proficiency: 2546
Energy Resistance: 0
Physical Resistance: 0
Crit Resistance: 0
Signature Ability - Cyttorak's Exemplar: Juggernaut's connection with the demon-god, Cyttorak, grows even stronger, granting him additional benefits.
ABILITIES:
Heavy Attacks: 100% chance to Stagger the Opponent for 8.0 seconds. The next time a Staggered Opponent triggers a Buff, that Buff and all other Buffs triggered at the same time will be immediately Nullified.
Mind-Shield Helmet (Passive): Juggernaut's helmet protects him from undue mental influence. Therefore, Juggernaut is immune to Reversed Controls. Furthermore, Juggernaut reduces all incoming damage to 0 from telepathic attacks, such as Emma Frost's Special Attacks.
Developer's Note: Canonically, Juggernaut's helmet, fashioned from an unknown mystical metal found in the Crimson Cosmos dimension of Cyttorak, provides him with complete protection from telepathic attack, even from telepaths on the order of Professor Xavier. It would stand to reason that attacks that are completely telepathic in nature have no effect upon him.
Unstoppable (Passive): Every time that Juggernaut activates a Special Attack, he gets stronger, immediately gaining 1 Persistent Charge. Every time that Juggernaut defeats an opponent, he gains 2 Persistent Charges. For each hit that Juggernaut inflicts during the fight, he has a 1% chance to gain an additional 1 Persistent Charge at the end of the fight. There is no limit to the number of Persistent Charges that Juggernaut can gain during a fight.
Developer's Note: This ability is really the base of Juggernaut's power and utility. It should be a part of the base kit, not his Signature Ability. He now gets stronger and meaner as he charges forward, breaking through everything in his path!
When Taking Hits: When Juggernaut is hit by the third light attack in a Combo, he gains an Unstoppable Buff for 1.0 seconds.
While Unstoppable: Juggernaut is immune to Stun Debuffs and if the opponent attempts to Stun him, he will instead apply his Heavy Attack Stagger to them.
SPECIAL ATTACKS:
Special 1 - Tremor – Juggernaut smashes the ground, sending the opponent flying.
- 100% chance to Stagger the Opponent for 8.0 seconds.
- Against X-Men or X-Force Champions, this Attack has a 100% chance to place two additional Stagger Debuffs upon the Opponent for 8.0 seconds. The next time a Staggered Opponent triggers a Buff, that Buff and all other Buffs triggered at the same time will be immediately Nullified.
Special 2 - Aftershock – Juggernaut's devastating headbutt ripples through his opponent, shattering the ground below them.- 100% chance to gain a Passive True Strike Buff for the duration of this Special Attack, allowing Juggernaut to ignore Armor, Resistances, Auto-Block and all Evade effects.
- Against X-Men or X-Force Champions, this Attack has a 100% chance to place two Stagger Debuffs upon the Opponent for 8.0 seconds. The next time a Staggered Opponent triggers a Buff, that Buff and all other Buffs triggered at the same time will be immediately Nullified.
Special 3 - Avatar of Cyttorak – Juggernaut uses the environment in more ways than one, with devastating results for opponents.SYNERGIES:
This rework would not be possible without the feedback of such awesome contributors such as @Magrailothos, @HeroBoltsy, and @DrZola! Thank you very much for your constructive feedback on this build!
This version strips out some of the Abilities so that Juggernaut isn't quite so loaded with them. As a result, the number of Persistent Charges needed to max out his powers has been decreased from 150 to 100. This does bring him down a bit in power, since any ability dependent upon the number of Persistent Charges he has is capped at 100 now. He's also a lot more of a Stagger Debuff monster than before, which can make him pretty beastly when it comes to keeping his opponents locked down on their powers. I've also removed the Power Gain mechanic that was causing some concern about Juggernaut maintaining his Indestructible Buff from Special 3 indefinitely. With this build, I think I'd have to give Juggernaut the Control: Denial tag.
Best wishes!
Signature ability:
Shock potency increased by 60%.
Passive:
Electro is immune to coldsnap and frostbite debuffs.
While under the effect of a shock debuff, take no damage, gain +25% attack rating and gain 12% a bar of power per second.
When attacked:
Reflect 20% of damage dealt as direct damage.
When attacking:
60% chance to apply a shock debuff, this chance is increased by 15% if the attack was a critical. Shocks deal 150 direct damage per second and last 12 seconds.
Deal 15% additional energy damage per shock on the opponent.
Opponents power rate is decreased by 4% for each shock.
Special attacks:
Grant 50% reduced power and ignore armour.
special one:
This attack deals power burn.
Gain an unblockable buff for the duration of this attack.
Special two:
Refresh the duration of all shocks on the opponent.
Special three:
Paralyzes the opponent for 2.5 seconds.
All shocks active on the opponent are replaced with critical shocks, dealing 150% additional damage.
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Signature Abilty: Arc Power Up
Description : As Iron Man's suit drops below 20% Iron Man taps into his arc reactor powering up his suit for one last stand
When Iron Man drops below 95% health he gains 1 permanent fury buff and one permanent armor up buff, this repeats when dropping below 75%,50% and 35% Health. Whenever Iron Man drops below 20 % health he consumes all active Armor up and Fury buffs. For each Armor up buff consumed Iron Man gains 15% of a bar of power, for each Fury buff consumed Iron man regenerates 5% of his max health (power gain and regeneration effects double if Counter Measures is active) in addition Iron Man cannot be Knocked out by a Special Attack (if Counter Measures is active, Special attack damage is reduced by 55%)
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Passive: Counter Measures
At the start of the fight Iron Man scans his opponent for 5 seconds, once the scan if complete Counter measures activates.
Whenever Iron Man is struck by a heavy or special attack counter Measures recalibrates for 10 Seconds before reactivating
Debuff Immunity: Iron Man is Immune to all debuffs while counter Measures are active
Ability accuracy shield: Iron Man's ability accuracy cannot be reduced while Counter Measures are active
Medium attacks: medium attacks have a 40% chance to activate a Fury buff lasting 10 seconds
When Blocking: Blocked attacks have a 10% chance to activate a permanent Armor up buff
Special 1
Animation: Iron Man flies into the opponent before blasting them with both hand repulsers
35% Chance to inflict up to 3 Armor break debuffs eaxg reducing opponents Armor by 20%
If Counter measures are active: 90% chance to inflict a Petrify debuff lasting 6 seconds
Special 2:
Animation: Iron Man releases a blast from both hand repulsers and his chest repulser
50% chance to drain up to 2 bars of power
If Counter Measures are active: 100% chance to drain up to 2 bars of power and 50% chance to inflict power lock for 7 seconds
Special 3:
Animation: Iron Man punches the opponent several times before shooting a Missle into their chest. The missle explodes as Iron Man walks away sending the opponent flying.
100% chance to stack 5 Bleed debuffs lasting 6 seconds. If opponent is bleed immune they are instead inflicted with 5 Armor break debuffs
If Counter Measures are active: all attacks becomes Unblockable for 1.5 Seconds
Synergies
Avengers Assemble: Iron Man, Captain America, Thor, Hulk.
Iron Man: counter measures recalibration time is reduced to 5 seconds
Hulk: Hulk Smash is active for the entire duration of each fight
Captain America: perfect blocks gain a 50% chance to trigger parry
Thor: Special attacks are unblockable
Avengers Intitiative: Iron Man, Black Widow, Nick Fury
All Champions gain a permanent cruelty buff
Iron hearts: Iron Man, Iron Man (IW), Superior Iron Man, Hulkbuster, War Machine, Iron Patriot
All Champions gain 2 permanent Armor up buffs
I think Iron Man should get some attention, so here is my rework idea. One of the highlights is his Counter Measures ability. This idea is a nod to the final battle between Captain America and Iron Man in Civil War in which Iron Man scans Caps fighting pattern then activates a Counter measure
-Juggernaut: every 15 seconds, regenerate 4% of maximum health
-Magneto: plus 40% attack rating against metal based champions.
-Abomination: 50% chance to poison the opponent with well timed blocks.
-Karnak: while ending a combo with a medium attack, 65% chance to place a weakness on the opponent, reducing base attack by 25%.
-Ms. Marvel: energy based attacks are guaranteed crits.
-Iron man: repulse attacks have a 100% chance to remove all regeneration buffs on the opponent.
-Iron fist: basic attacks grant the opponent 35% less power.
-Guillotine: Heal reversal lasts two additional seconds for each bleed on the opponent. Additionally, special attacks deal 25% additional damage for each soul.
About CAPTAIN AMERICA (CLASSIC)
Steve Rogers' body may have been too weak to become a soldier, but his heart was too strong to quit. By a miracle of science, Steve was transformed into Captain America, Sentinel of Liberty. Possessing super strength, speed, reflexes, and his unbreakable shield, Cap is a born leader of humans, heroes, and gods.
CAPTAIN AMERICA (CLASSIC)’s Mechanics
Captain America is an enhanced super soldier, therefore meaning he is less susceptible to fatigue, disorienting effects, and toxic chemicals in his body. Steve's Vibranium shield gives him a wide amount of defensive capabilities while also reflecting the enemy's attacks and reducing their damage inflicted. By using his shield, Captain America applies Power Stings onto his opponent through which he can convert into prowess to enhance his special attacks. When he loses health, he becomes more and more durable, providing a chance to bounce back in the fight.
BASE STATS & ABILITIES
Health
Attack
PI (Max Signature)
3-Star
5275
534
1694
4-Star
13227
1339
4932
5-Star
26521
2685
10620
6-Star (Rank 3, Level 45)
34173
3459
13660
Character Class: Science
Basic Abilities: Perfect Block, Fatigue, Poison Resistance, Power Sting, Stun, Prowess
STRENGTHS:
Immune to Ability Accuracy Reduction and Critical Hit Altering Debuffs
Captain America is completely immune to these debuffs so he will always be able to apply his own debuffs and have complete control over his Critical Rating and Critical Damage Rating.
Block Unblockable Attacks
Captain America can passively block Unblockable Attacks, meaning you can counter Nodes such as Rage, Aspect of War, etc with little trouble.
Burst Special Damage
By Stacking Multiple Power Sting Debuffs, Captain America can dish out decent hitting special attacks.
High Block Proficiency and Perfect Block
Captain America always has a 40% chance to Perfect Block which can be increased through Synergies and his Signature Ability. He also has a very high base block proficiency allows well-timed block to completely mitigate damage as long as there is no Block Penetration.
WEAKNESSES:
Reliant on Debuffs
In order to get the most of his kit, Captain America needs to apply Power Sting Debuffs and maintain them throughout the fight. Any Opponent who can Shrug off debuffs or is completely immune to them will lower his overall damage output.
Low Basic Attack Damage
Without access to Special Attacks, Captain America has low damage output.
ABILITIES:
The following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion
Super Soldier Serum:
• Immune to Ability Accuracy Reduction, Exhaustion, and Fatigue effects
• Captain America takes 60% reduced damage from Poison Effects
• Shrugs off Stun Debuffs 50% faster
• Captain America's Serum gives him +2000 Physical Resistance
Blocking
• 40% chance that a block is a Perfect Block, reducing all damage to 0. A Perfect Block has a 100% Chance to Fatigue the opponent, lowering their Critical Rating by 233.33 for 12 seconds.
• 50% of Damage mitigated by a Well-Timed Block is reflected back to the Opponent
• Can Block Unblockable Attacks and Heavy Attacks
Power Sting (Max 120)
• Striking a Fatigued Opponent inflicts 1 Power Sting Debuff. An Opponent with Power Sting takes 137 Direct Damage when activiating a Special Attack.
• Each time the Opponent is Fatigued Inflict a Number of Power Sting(s) equal to 25% of the number of active Power Sting(s)
• 25% chance a Power Sting is reapplied after triggering
• Special Attacks deals 5% additional Damage for every Power Sting on the Opponent
SPECIAL ATTACKS
Special Attack 1 - Shield Bash:
• When Activated Inflict a Disorient Debuff, Reducing Ability Accuracy and Lowering the Opponent's Block Proficiency by 50% for 8 seconds.
• 50% chance to Stun opponents for 2 seconds. The chance to Stun is increased by 50% if the target is Fatigued.
Special Attack 2 - Shield Toss:
• When Activated Inflict a Concussion Debuff, reducing Ability Accuracy by 100% for 12 seconds.
• 50% chance to Stun opponents for 3 seconds. The chance to Stun is increased by 50% if the target is Fatigued.
Special Attack 3 - American Justice:
• Inflicts a Permanent Slow Debuff, Reducing the Ability Accuracy of their Unstoppable and Evade effects by 100%. Opponents with Natural Class Advantage cannot be slowed.
• Inflicts a Passive Stun for 3 seconds.
Signature Ability - Last Stand
The chance to Perfectly Block all damage increases by up to 60% when at or under 30% hp.
Elektra
Signature Ability
No Loose EndsElektra's low-level telepathy allows her to Evade incoming Intercepts with a 100% chance.
Elektra can also reveal the hidden Identity of all enemies on a Quest Map. This information is shared with Allies.
Abilities
PassiveImmunity to Fatigue and Exhaustion effects.
Opponents passively suffer 85% reduced Defensive Ability Accuracy for as long as they are under a Debuff effect.
Reduce the potency of all Debuffs by 70%.
Final Strike
While the opponent has less that 25% health, Elektra strikes with guaranteed Critical Hits and gains +539 Critical Damage rating.
Mesmerize
Reduces Ability Accuracy by 85% for 10 seconds. After 10 seconds, the passive expires, Stunning the opponent for 2 seconds. This doesn't interrupt Special Attacks. However, if the opponent is Stun Immune or performing a Special Attack when the passive expires, Elektra instead has a 100% chance to Evade all hits for 5 seconds. Max stacks:1.
When Dodging an Attack
100% chance to Evade all hits for 2 seconds
When Performing an Intercept
If Elektra successfully performs an intercept, she places a Mesmerize passive on her opponent.
Basic Attacks
10% chance to Bleed the opponent, dealing 2035.45 Direct Damage over 4 seconds. This chance is doubled if Elektra landed a critical hit.
Special Attack 1–Shuriken Justu
This attack has 100% guaranteed Critical Hit Chance against bleeding targets.
100% chance to inflict Bleed, dealing 2387.76 Direct Damage over 7 seconds.
Against Bleed Immune Champions, 90% chance to Armor Break the target, reducing Armor Rating by 1266.67 for 9 seconds.
If this attack intercepts the opponent, place a Mesmerize passive on the target.
Special Attack 2–Sai Assault
100% chance to inflict Bleed, dealing 2498.35 Direct Damage over 7 seconds.
Against Bleed Immune Champions, 100% chance to Armor Break the target, reducing Armor Rating by 1266.67 for 9 seconds.
Place a Mesmerize passive on the target.
If the opponent is Mesmerized, this attack is Unblockable and gains a +749 attack rating.
Special Attack 3–Mark of The Hand
100% chance to inflict Bleed, dealing 2498.35 Direct Damage over 7 seconds.
Against Bleed Immune Champions, 100% chance to Armor Break the target, reducing Armor Rating by 1266.67 for 9 seconds.
Mesmerize the opponent.
100% chance to Evade all incoming attacks for 9 seconds. If Elektra successfully Evades an attack during this time, she immediately Stuns the opponent for 5 seconds.
About HAWKEYE
Clint Barton - a regular guy amongst super soldiers, armored geniuses, and gods of thunder. Known as the World's Greatest Marksman, he's mastered the bow and arrow, and the ability to transform nearly any projectile into an accurate weapon. Tenacious, brave, and heroic, Hawkeye stand tall amongst the might Avengers!
HAWKEYE’s Mechanics
Hawkeye uses an array of arrows the inflict various debuffs on the opponent to counter a variety of matchups. Using his keen eye, he shuts down opponent's evade, autoblock, and miss effects on his attacks. By using bleed debuffs, he places other stronger debuffs that add up based on your combo meter. In a Battlerealm full of Gods, Monsters, Omnipotent beings, and Mutants, Hawkeye always has a trick up his sleeve.
BASE STATS & ABILITIES
Health
Attack
PI (Max Signature)
3-Star
6063
472
1539
4-Star
15204
1182
3860
5-Star
30484
2369
8842
6-Star (Rank 3, Level 45)
39279
3052
11370
Character Class: Skill
Basic Abilities: Bleed, Power Drain, Shock, Incinerate, True Accuracy, Vigilance
STRENGTHS:
Passive True Accuracy and Vigilance
Hawkeye can completely bypass opponent's evade abilities, miss abilities, and autoblock abilities.
Damage Over Time
Hawkeye can apply very potent Damage Over Time effects through his special attacks and basic hits without the need to increase his basic attack damage.
WEAKNESSES:
Debuff Reliant
Without the ability to place a Bleed Debuff on his opponent, Hawkeye misses out on a lot of Damage Output. His other special attacks also require the opponent to not be Shock or Incinerate Immune.
Lacks Immunities
Hawkeye is not immune to any debuffs and has no way to shrug them off unlike other Skill champions
ABILITIES:
The following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion
Passive:
• Hawkeye has True Accuracy and Vigilance passives at all times, bypassing Evade, Autoblock, and Miss
• Each Hit of the Combo Meter increases the Potency of new Damaging Debuffs by 1%
• Critical Hits refresh all Damaging Debuffs
All Attacks
• 20% chance to inflict Bleed on the Opponent, dealing 3.52 Direct Damage over 6 seconds
Special Attacks
• Activating Special Attacks generates 1 Combo Shield lasting up to 12 second(s), based on the number of Power Bars spent.
• While the Combo Shield is Active, Hawkeye gains 13950 Critical Rating
• Combo Shield is not applied if the same Special Attack is activated twice in a row
SPECIAL ATTACKS
Special Attack 1 - E.M.P Arrow:
• Switches to Shock and Awe Mode. All Bleed and Incineration Debuffs are Removed and reapplied as Shock Debuffs dealing 21.1 Direct Damage over 10 second(s).
• While Shock and Awe is active, Critical Hits generate up to 100% more Power, based on the number of Shock Debuffs on the opponent
• Depletes up to 40% of the targets Max Power
Special Attack 2 - Incendiary Arrow:
• Switches to Hot and Heavy Mode. All Shock and Bleed Debuffs are Removed and reapplied as Incineration Debuffs dealing 21.1 Direct Damage over 10 seconds(s)
• While Hot and Heavy is active, the Opponent generates up to 100% less Power when struck by Critical Hits, depending on the number of Incineration debuffs
Special Attack 3 - Explosive Barrage:
• Switches to Bruised and Bloody Mode. All Shock and Incineration Debuffs are removed and reapplied as Bleed Debuffs dealing 21.1 Direct Damage over 10 second(s)
• While Bruised and Bloody is active, Critical Hits have a 100% chance to inflict Bleed on the Opponent, dealing 21.1 Direct Damage over 10 second(s)
Signature Ability - Hemorrhage
Hawkeye's basic attacks have a 25% chance to double the bleed debuffs inflicted
Debuffs are now Passive
About BLACK WIDOW
There's no escaping the sting of the world's greatest spy when she has you in her sights. A skilled fighter possessing astounding agility and a way with weapons, she is often shrouded in mystery. But there's no mystery as to who you want on your team when things start heating up - Natasha Romanova - The Black Widow!
BLACK WIDOW’s Mechanics
Black Widow targets opponent's armor weakpoints to strike critically and fatally. Her intensive training while in Red Room allows her to shrug off debuffs whenever she gains a bar of power. Her agility and graceful moves gives her a high chance to evade opponent's incoming attacks and counter their attacks with a stun. Watch out for Black Widow's Bite!
BASE STATS & ABILITIES
Health
Attack
PI (Max Signature)
3-Star
5821
485
1640
4-Star
14596
1216
4126
5-Star
29264
2437
9554
Character Class: Skill
Basic Abilities: Evade, Precision, Cruelty, Stun
STRENGTHS:
Crit Damage
Black Widow can gain large amount of Cruelty Buffs which make her critical hits very strong
Evade Safeguard
Black Widow has a high chance to evade and when she does evade she applies a passive stun onto the opponent
WEAKNESSES:
Buff Reliant
Black Widow's damage output comes mainly through her Cruelty Buffs and without them she doesn't hit as hard.
Class Disadvantage
If fighting against class disadvantage Black Widow's signature ability isn't as strong and she cannot purify debuffs.
True Strike
Black Widow cannot evade against True Strike or True Accuracy so she is able to be struck with these buffs active.
ABILITIES:
The following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion
Passive:
• Black gains 15% of a Bar of Power each time she attacks an opponent and opponent's abilities fail to trigger.
• Red Room's training allows Black Widow to purifies all debuffs on Black Widow whenever she gains a Bar of Power. This ability does not trigger against Natural Class Disadvantage
When Fighting as an Attacker
• Black Widow gains Auto-Evade chance equal to her Critical Rating. Cannot Auto-Evade while blocking.
• Auto-Evades refresh all of Black Widow's Buffs
• Auto-Evading Basic Attacks has a 100% chance to Passively Stun the opponent for 0.8 second(s)
When Fighting as an Defender
• 3% chance to automatically dodge incoming attacks
• Auto-Evades Nullify all True Strike and True Accuracy Buffs on the opponent.
Special Attacks
• Special Attacks no longer consume Power instantly but instead steadily consume Power over 6.5 second(s)
• While Power is being consumed, Critical Hits increases the number of active Cruelty Buffs by 100%
• While Power is being consumed, the durations of Cruelty Buffs and Precision Buffs are paused
• 100% chance to boost Critical Rating by 525 for 8 seconds
• 100% chance to increase Critical Damage Rating by 1181.25 for 8 seconds
SPECIAL ATTACKS
Special Attack 3 - Widow's Bite:
• 100% chance to Stun for 3.5 seconds
Signature Ability - Subtlety
Black Widow strikes her targets with subtle, calculated grace, reducing the chance of triggering their abilities by 85%. This chance is increased by 15% against Science champions, and decreased by the same against Mutants.
Passive:
Super Soldier Serum
The serum increases captain america's physical resistance by x
The serum has a 50% chance to cause opponent's attacks to glance. Glancing hits cannot be critical, deal 50% reduced damage and suffer -100% reduced offensive ability accuracy.
Captain America's shield
Attack
All basic shield hits automatically armor breaks the opponent, reducing armor by x for x seconds
Enemies suffering from armor break cannot trigger autoblock
Heavy attacks
similar animation to civil warrior. 50% chance to stun opponents for x seconds
While Blocking
All basic hit blocks are perfect block, reducing all damage to 0
Well-timed blocks
Well-timed blocks nullify all unstoppable buffs when striking opponent
SP1 - first hit has a 50% chance to put opponent in a concussion for 5 secs, reducing ability accuracy by 50% and second hit has a 35% chance to stun opponent
SP2 - unblockable and is automatically a critical hit
SP3 - 100% chance opponents suffer from concussion for 12 seconds reducing ability accuracy by 100%, 40% chance to stun for x seconds
New signature:
I can do this all day!
Once per fight, when captain america's health drops below 25%, his base attack increases by x (up to double at max sig) for the remainder of the fight. If a hit kills captain america before this ability can be triggered, the shield will absorb the damage and will not be usable for the remainder of the fight. All shield-based abilities are no longer applicable for the remainder of the fight. The first ability can then be triggered.
Synergy (CAWWII)
Men out of time
Red Skull, Winter Soldier
CAWWII: Against villains, perfect block extends to special attacks (1 and 2 only)
Winter Soldier: Chance to power drain increases by 50%
Red Skull: Blocking a basic attack drains 15% of opponent's Max Power
SHIELD
Nick Fury, Black Widow, Hawkeye and Quake
Only applicable to CAWWII: Gain 1 passive fury for each dead member in the team, increasing atk by x
Synergy (OG CAP)
AVENGERS Originals
Iron Man (classic), Thor, Black Widow (classic), Hawkeye, Hulk (classic), Captain Marvel (classic), Dr Strange
All champions' SP1 is unblockable and automatically is a critical hit
AVENGERS Assemble
Scarlett Witch, Falcon, War Machine, Vision (classic), Antman, Black Panther (classic)
Damaging debuffs have a 20% increase in potency
AVENGERS MCU
Black Panther (Civil War), Spiderman Stark-Enhanced, Hulkbuster, Vision (AOU), Captain America (IW), Iron Man (IW)
Non-damaging debuffs have a 20% increase in duration
Enemies:
Crossbones, Ultron, Loki
All champions gain critical rating of x
Signature ability: Eye of Agamotto
Dr Strange uses the eye of Agamotto to reverse Time gaining an advantage over his opponent.
20 Seconds into the fight an Eye of Agamotto charge will be activated. Once activated the charge runs on a 10 second timer. Once the Agamotto charge expires Dr Starnge regains all Power and health lost while the Agamotto charge was active. The Agamotto charge has a 20 second cooldown before reactivating
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Passive: autoblock.
Autoblock animation: the Cape blocks for Dr Strange
Dr Strange gains 1 Cloak of levitation charge every 2 Seconds, Max Cap 5. Once all 5 charges are acquired Dr Strange autoblocks the next 5 incoming hits, each autoblocked hit consumes 1 charge. Dr Strange does not begin regaining Cape of Levitation charges again until all 5 have been used.
Fury: Dr Strange gain a permanent Fury buff every 1.2 Seconds, Max Cap 10 once the Fury buffs reach max capacity they convert into a more potent fury passive that last for 12 seconds.
Heal block: all medium attacks gain a 50% chance to heal block regenerating opponents
Soul Charges: the opponent is inflicted with a soul charge every 1.3 Seconds. Once the soul charges are at max capacity(10) they run on a 5 second timer before detonating dealing 15% of the opponents attack as direct damage for each charge.
Heavy attacks: immediately detonate all active soul charges increasing damage by 25% for each charge detonated
Special 1
Animation: Dr Strange strikes his enemy repeatedly with a sword of energy
Each hit from the sword gains a 75% chance to drain 12% of the opponents max power. If an Agamotto charge is active the opponent is power locked for 3 seconds
Special 2
Animation: remains the same
This attack has a 100% chance to reverse the effects of any active regeneration or power gain buff/Passives. In addition this attack has a 75% Chance to Nullify all other active buffs/Passives.
Special 3
Animation: Dr Strange opens an portal to another dimension and knockes his opponent through it before flying through it himself. He then preceded to annihilate his opponent with a series of energy attacks before opening the portal beneath them sending them hurling back to the ground from the sky
100% chance to inflict degeneration, dealing 60% of the opponents attack as direct damage for 12 seconds. The degeneration debuff last an additional 1 second for each soul charge active on the opponent.
100% Chance to Nullify any active buffs on Cosmic Champions
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Synergies
Mystic Masters: Dr Strange/Mordo/Dr Voodoo
Dr Strange: Gains a permanent cruelty Buff
Mordo: all power gain increases by 30%
Dr Voodoo: Spirit Venom debuffs last 50% longer
The Bargain: Dr Strange/Dormammu
Dr Strange: Whenever the opponent activates a buff all attacks become unblockable for 1.2 Seconds
Dormammu: Gains 1 permanent fury buff and 1 permanent cruelty buff
One Chance: Dr Strange/ Iron Man (IW)
Dr Strange: special attacks cost 30% less power
Iron Man (IW): starts the fight with 4 armor up buffs active
Signature ability:
35% (up to 55% based on signature level) chance to glance attacks without a fury buff, decreasing incoming damage by 75% and decreasing the opponents offensive ability accuracy by 100%.
Density charges:
Density charges can be gained in multiple ways (up to a max of 50), including:
Ending a combo- +3 density charges.
Using a medium attack- +1 density charge.
Using a heavy attack-+5 density charges.
1 density charge falls of every second. This will not apply if ant man is using a combo, has a fury or armour up buff active or the opponent is stunned.
For each density charge gain +2% attack rating, 13.2 physical and energy resistance, 17.6 critical rating and 1.5% resistance to all damaging debuffs.
Abilities:
Ending a combo:
Stun the opponent for 1.5 seconds.
Grant a fury buff for 1.5 seconds, increasing attack by 20%. While a fury buff is active, ant man gains an unstoppable and has a 100% chance to glance while charging a medium attack.
Heavy attack:
Grant a fury buff for 3 seconds.
When reaching 50 density charges:
Gain an armour up buff for 5 seconds. While this is active, all special attacks are unblockable.
Ultimate density:
Ant Man gains all previous benefit provided by his density charges, along with additional abilities:
-Each basic attack grants Ant Man 20% of a bar of power.
-Special attacks are unblockable.
-Medium attacks ignore all of the opponents armour and are unblockable.
-Basic attacks grant the opponent 65% less power
-Special attacks power drain the opponent for 10% of their current stored power.
Special attacks:
Using a special attack removes one armour up buff and all density charges, replacing them with an ultimate density buff for 15 seconds.
Special one:
If an ultimate density buff is active, grant a permanent fury (increasing attack by 15%). These furies expire once ultimate density ends.
Add 0.4 seconds on to the duration of ultimate an already existing ultimate density buff.
Special two:
Heal block the opponent for 20 seconds.
Special 3:
Put a slow debuff on the opponent for 25 seconds.
WHY: This version of Iron Man is very much inferior, I made a rework suggestion in the past but quite frankly, it wasn't too accurate to that version of Iron Man. So yeah, here's a rework of a rework suggestion, enjoy if you are able to.
Stats are based on Rank 5/65 Champion
Passive:
The Endo-Sym Armour design was based on the Klyntar Symbiotes. As a result, the Armour can stitch itself back together when broken or cut. As a result: Bleed, Armour Break and Armour Shatters debuffs on Superior Iron Man have their potency and duration reduced by 50%
High-End Electrical Insulation grants Superior Iron Man immunity to Shock debuffs
Endo-Sym Armour Passive:
The Endo-Sym Armour is highly adaptive, increasing strength and durability when needed. Superior Iron Man starts the fight with it active, increasing his Armour Rating by +1328
For every hit on Superior Iron Man's combo meter, he gets +74.46 Attack Rating and the Opponent's defensive Power Gain is reduced by -1.5% capping at 50 hits.
If facing a Tech Champion, Superior Iron Man has a 35% chance to gain another hit on the combo meter when he attacks the opponent.
For every debuff on Superior Iron Man while the Endo-Sym Armour is active, he gains +664 Armour Rating, lasting the duration of the debuff.
The Endo-Sym Armour goes on cooldown for 12 seconds if Superior Iron Man has a Disorient, Concussion, Armour Break or Petrify debuff on him
Adaption Complete:
If Superior Iron Man has 50 hits in his combo meter, he gains an Adapted: Offense passive.
The offensive adaption gives Superior Iron Man +75% Power Rating and increases Critcal Rating by +1000
If the opponent has 25 hits in their combo meter, he gains an Adapted: Defensive passive.
The defensive adaption gives Superior Iron Man +3984 Armour Rating and the opponent has their Offensive Ability Accuracy reduced by -33%
These effects become inactive if Superior Iron Man doesn't have an Endo-Sym Armour Passive
CROSS-FIGHT ABILITY: Tactical Outlook
Once Superior Iron Man gains an Offensive Adaption, he gets an Offensive Insight passive and gets +100% Special Attack Damage, lasting the entire fight and the next two fights against he participates in.
Once Superior Iron Man gains a Defensive Adaptation, he gets a Defensive Countermeasures passive and gets +2500 Block Proficiency, lasting the entire fight and the next two fights he participates in.
Superior Iron Man can only have one of these two passives active, and they go inactive if Endo-Sym armour is on cooldown, reactivating when he gets it back.
Special Attacks:
Visual: Iron Man's ice-blue lights shift to a red, as with his repulsor beams
Special 1: Deal Breaker
Visuals: Superior Iron Man strikes the opponent twice, then kicks off the opponent and fires two repulsor beams at the same time which both coalesce into a larger beam
Place two Armour Break debuffs on the opponent each reducing their Armour by 1445 for 18 seconds, if the opponent already has two Armour Breaks on them, they all combine into a Passive Armour Break lasting the rest of the fight having the effect of two of the Armour Breaks.
This generates no power in the opponent if Superior Iron has one of his adaptions active
Special 2: The Future is Now
Visuals: Superior Iron Man fires two repulsor beams in a corkscrew fashion following up with a devastating pulse of energy coming from his Arc Reactor
This attack deals True Damage
Superior Iron Man gains a Passive True Accuracy, allowing him to ignore Evade and Auto-Block for 15 seconds
Special 3: Relentless Evisceration
Visuals: Superior Iron Man immediately rushes to the opponent, firing off point-blank repulsors blasts to silence them, then launching back and firing a high intensity arc-reactor blast
The opponent is inflicted with a Passive Armour Break for the rest of the fight reducing Armour by 2890
If the opponent already has a passive Armour Break, they are Armour Shattered for the rest of the fight, reducing their Armour by 4335 and making them unable to gain Armour Up buffs, if the opponent is a Robot, their Ability Accuracy is reduced by 40%
Signature Ability: Extremis 3.0
Tony Stark employs a special version of his Extremis 3.0 virus to help assist him in grueling battles
If Superior Iron Man has one of his Adaptations Active, he gains bonus effects depending on which one he has active.
If he has an Offensive Adaptation he gains Furies, if he has a Defensive Adaptation he gains Armour Ups. Both buffs cap at 5.
If he is attacking the opponent, he has a 30% chance to gain the respective buff for 5 seconds, refreshing every time he gets a new one. If he is struck, this chance raises to 60%.
Armour Up increases Armour from +250 to +550
Fury increases Attack rating from +25% to 55%
Superior Iron Man has Combo Shield active if he doesn't have one of his Adaptions active, lasting until he reaches 20-40 hits
Synergies:
Extremis 3.0 With Himself
All Champions: Gain a passive depending on your class at the start of the fight for 14 seconds
Skill and Cosmic: Fury, increasing attack by 40%
Science and Mutant: Prowess, increasing Special Damage by 40%
Tech and Mystic: Power Rate, increasing Power Rate by 40%
Breaking Point: With Daredevil (Netflix) and Daredevil
Superior Iron Man: If the opponent evades while an adaption is active, he gets a passive True Accuracy buff lasting for the next four hits
Daredevil (Both): Special Attacks inflict Vulnerability for 12 seconds, increasing Critical Damage by +1000
AXIS Fallout With Red Skull, Magneto, Doctor Doom and Captain America
Superior Iron Man: Adaption Furies and Armour Ups cap at 7
Red Skull: Gain 70% of power drained from the opponent
Magneto: Deal a burst of 70% of your attack as direct damage against Metal opponents when attacking
Doctor Doom: Inflict two Staggered passives when striking with a Heavy Attack
Captain America: Perfect Blocks give Captain America a Passive Fury increasing attack by 80%
Love Interest: With She-Hulk
Superior Iron Man: Adaptions last for the next 3 fights
She-Hulk: Attacks deal True Damage if the opponent has a Slow Debuff
Inspiration for Design: With Venom, Carnage and Venompool
Superior Iron Man: Gain immunity to Coldsnap and Frostbite
Venom: True Strike activates when the opponent reaches 30% health
Carnage: Bleeds can be affected by the Critical Damage Multiplier
Venompool: Gain two random buffs at the start of the fight lasting for the entire fight
Feedback is very well appreciated
Other champs like og black panther don’t need reworks and can be improved with number buffs. His synergies with buffed hulk buster, storm pyramid x, and sabretooth make him a more useable champ but even with these improvements, he’ll only ever be above average.