Champion Improvement Suggestions [edited by Mod for clarity]

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  • TheDaywalkerTheDaywalker Member Posts: 143
    Deadpool X-Force Re-buff or addon Concept (Basically just how I think he should've been)
    Stats, of course, are based on a 5-Star with Signature level 1 or 200
    Changed or Added Stuff is in bold

    Always Active
    • If the Parry Mastery is active, instead of inflicting a Stun Debuff when performing a Well-timed block, Deadpool will inflict a Stun Passive lasting 1 second. Stun Passives gain +15% Ability Accuracy with each rank in the Parry Mastery. Not Doubting My Block Today Psycho-Guy!
    • If the Deep Wounds Mastery is active, for each rank, Duodenum Poke Bleeds gain 12.5% duration.
    Taunt (Max Stacks: 3) - I'm The Merc' With The Mouth, Baby!
    • Heavy Attacks- Inflict a Taunt Passive, reducing Attack Rating by 25% for 13 seconds. Cooldown: 1 second.
    • Inflict a Taunt Passive when the Opponent fails to activate an Ability during a Basic Attack. Cooldown: 4 seconds.
    When Walking (skipping!) Forward
    • Build indefinite Slap Charges up to a max of 10. Every 5 Slap Charges gained refreshes 1 Personal Taunt Effect. Cooldown: 10 seconds.
    All Attacks - Duodenum Poke
    • 100% chance to inflict a Bleed Passive, causing 1229.5 Direct Damage over 4 seconds. Cooldown: 4 seconds. Duodenum Poke Bleed counts as Damage-Over-Time Debuffs for Deadpool's Abilities.
    • Heavy Attack: Inflict 10 stacks of Duodenum Poke at the cost of 10 Slap Charges.
    Special Attack 1
    • If the Opponent has a Taunt Effect, Duodenum Poke has no cooldown for 6 seconds. Death by a thousand pokes!
    Special Attack 2
    • This is Deadpool's Fav Attack and while fighting as a Defender he is 100% more likely to use it over other Special Attacks.
    • Each hit that is blocked inflicts a Taunt Passive.
    • Duodenum Poke Bleeds that expire or is removed due to a New Immunity will explode, causing 3688.5 Direct Damage Instantly.
    • The last hit gains 1229.5 Attack Rating for each hit that successfully landed.
    Special Attack 3
    • Gain a Vicious Buff, increasing the Potency of Damage-Over-Time Debuffs by 75% for 25 seconds. While this effect is active, all Taunt Passives on the Opponent are paused.

    Superciliously Savage Slander - Signature Ability
    • When a Taunt Passive on the Opponent is replaced due to hitting the Max Stacks limit, Deadpool gains a Power Gain Buff granting 0.5% Bar(s) of Power over 20.41 - 5 seconds. When insults fail, try violence!
    • If the Inequity Mastery is Active, for each rank, it is expanded to reduce the Opponent's Attack Rating by 0.5% - 2% for every Taunt and Bleed effect on them, up to a maximum of 36% Attack Reduction. Who's Noodle Arms Now!?

    New Synergy Bonuses

    Least Mutant Of Them All (Deadpool, Goldpool, Platinumpool, Venompool)
    Deadpool (X-Force): When gaining a Power Gain Buff, also gain a Regeneration Buff healing 8% of Missing Health.
    Other Synergy Members: When health is lower than the Opponent's, Personal Regeneration Buffs instantly heal up to 5% of Max Health once per Regeneration Buff.

    Carbonadium "Buddies" (Omega Red)
    Deadpool (X-Force): Duodenum Poke has a 50% to Heal Block for 8 seconds.
    Omega Red: Each Death Spore on the Opponent reduces their Regeneration Potency by 2% while Omega Red gains the same amount.


    Shady Noir Colors (Moon Knight, Symbiote Spider-Man, Stealth Suit Spider-Man)
    Synergy Members: Debuffs that fail to trigger due to Immunity or Chance have a 100% chance to be replaced with a Rupture Passive, causing 50% of Attack Rating as Physical Damage over 4 seconds.
  • 13579rebel_13579rebel_ Member Posts: 2,785 ★★★★★
    edited August 2022
    I will not let this thread die

    MODOK


    Base Stats of a R4 6 star

    Base attack 3050
    Health 49808
    Pi With max signature 15679
    Pi without signature 11689
    Crit rate 370
    Crit damage 490
    Armor 509
    Block proficiency 5064
    Energy resist 500
    Psychical resist -200
    Crit resist 0

    Signature ability

    Scientific Experimentation

    As MODOK Defeats champions he gains a cross fight bonuses based on what class they were

    MYSTIC whenever an opponent gains a bar of power through power gain special lock debuff them for 3 seconds

    SCIENCE When MODOK is suffering from a non damaging debuff He gains a fury buff increasing attack by 130 untill the debuff ends

    COSMIC When the opponent gains a buff MODOK inflicts an inaptitude debuff of 25% until the buff expires max 3

    TECH MODOK'S mediums remove 2 armor up effects from the opponent

    MUTANT MODOK's Tracking debuff inflicts a cowardice debuff of 60% potency lasting till his tracking ends

    These cross fights last up to 4 fights and max of 3 bonuses can had at one time when MODOK gains 1 over the limit he replaces his oldest bonus with the bonus he would now gain

    When MODOK Blocks an attack while unstoppable he as a 40%-100% chance to inflict a non stacking weakness debuff for 9 seconds

    Passive

    MODOK'S scientific body makes him immune to Nullify fateseal stagger neutralize rupture powersteal and leech His cybernetic body reduces poison damage by 50%

    Tracking

    If MODOK Dashes back and holds block for 1.5 seconds he inflicts a tracking debuff for 11 seconds this goes on a 5 second cooldown when tracking expires or is purified

    Forcefield

    MODOK Starts the fight with forcefield is active this grants him bonuses forcefield is removed when struck while not stunned when forcefield is removed it takes 7 seconds to recharge
    +2000 energy resistance
    +2000 Block proficiency
    +50% unique debuff duration
    MODOK can block unblockable attacks
    Can trigger parry against non contact
    Is passively unstoppable while blocking except for well timed blocks
    When MODOK is struck 100% to consume forcefield and auto block the attack

    Well timed blocks
    If forcefield is active MODOK refreshes his personal concussions suppressions Decelerates Physical vulnerability and spectres and he gains an indefinite energize of 10% potency max 10 these are removed when forcefield is

    Basics

    Every 7th hit in the combo meter

    Deal burst physical damage equal to the 114% Of MODOK'S modified attack

    Heavy attack

    Each hit has a 50% chance to inflict an incinerate dealing 66% of MODOK'S attack over 8 seconds the any hit will inflict a non stacking wither of 125% potency for 8 seconds if the opponent is already withered then refresh it

    Debuff Experimentation

    MODOK has 3 debuffs he can apply by ending his combo with a light attack he can select which debuff by ending with a medium

    Default is Suppression of 22% potency max 3
    2nd is decelerate of 33% potency max 3
    3rd Concussion 17% potency max 3

    Special attacks

    Special 1 Silence

    On activation inflict the opponent with a Spectre debuff of 125% potency for 7 seconds
    This attack cannot be evaded

    Special 2 Doomsday blades

    On activation gain a passive fury increasing attack by 13% for each concussion suppression decelerate concussion spectre or wither on the opponent for 10 seconds the last 2 hits both inflict a bleed debuff each dealing 65% of base attack over 7 seconds

    Special 3 Thermodynamics

    After the special ends the opponent is stunned for 7 seconds and inflict a physical vulnerability decreasing physical resistance by 500 for 12 seconds Inflict the opponent with 1 of each experimentation debuff this can go over the limit

    Updated synergies

    Singularity Both Ultrons MODOK every 5th hit does burst physical damage instead of 7

    Cubicle mates Abomb MODOK Refuce poison duration by 50%
  • TheDaywalkerTheDaywalker Member Posts: 143

    A Punisher Overhaul Idea (will likely never happen though)

    Stats are based on a maxed 5-Star

    Always Active

    • High pain tolerance, conditioning and flak jacket grants Frank Castle 5833.25 Physical Resistance against Basic Attacks and incoming enemy Debuffs are 60% less effective, however, this ability is ignored by Mutants or Opponents with a Prowess effect.
    • If the Willpower Mastery is active, it is removed, and Punisher purifies all Non-Rage Debuffs immediately. For each rank that was in Willpower, Punisher will take 3.3% reduced damage from all sources indefinitely.

    Bringer of Punishment

    • Gain a Rage Debuff with no effect lasting for 60 seconds. Max Stacks: 5
    • For each Debuff on The Punisher, he gains the following:

    • Take 3.3% Reduced Damage from all sources. Fighting Villains: Damage Reduction becomes 5% instead.
    • +920.4 Attack Rating. Fighting Villains: Attack bonus is +1150.5 instead.
    • Special Attacks cost 15% less Power and Punisher gains 5% Combat Power Rate. Fighting Villains: Special Attacks cost 20% less Power.
    • All Debuffs that expire on Punisher grants him a Vicious Passive increasing the potency of Damaging Debuffs by 20% for 20 seconds. Fighting Villains: Expiring Debuffs on the Opponent causes Punisher to gain Personal Vicious Passive. Cooldown: 15 seconds.

    When The Opponent Is Bleeding

    • Attacks have a 20% chance to inflict a Bleed Debuff causing 1265.55 Direct Damage over 5 seconds. This chance gains a flat 10% increase for each Debuff on Punisher and an additional flat 10% if the Opponent is a Villain.
    • Each Bleed reduces Evade Ability Accuracy by 33.33%.

    Special Attack 1

    • Gain a Rage Debuff lasting for 30 seconds.
    • Hollow Point Bullets: all hits except for the first each inflict a Bleed Debuff causing 2646.15 Direct Damage over 8 seconds. Bleeds from this attack gain up to 100% increased potency based on how low the Opponent's Armor Rating is, the maximum being at zero Armor Rating.

    Special Attack 2

    • First two hits: Inflict a Stun Debuff lasting for 3 seconds.
    • Armor Piercing Bullets (all other hits): 4797 Armor Penetration during this attack. Additionally, the last hit inflicts an Armor Break Debuff reducing Armor Rating by 1200 for 15 seconds.
    • Gain a Rage Debuff lasting for 60 seconds.

    Special Attack 3

    • Gain a Rage Debuff lasting for 90 seconds.
    • Leave the Opponent with a permanent Open Wound. An Open Wound is considered a Bleed but is Passive and will reduce the Opponent's Physical Resistance by 900 instead of causing damage.

    Signature Ability - Endure

    • Conditioning himself for High Pain tolerance, enemy Debuffs are 20% - 40% less effective against The Punisher.
    • Additionally, once per fight when receiving a lethal blow, Punisher has a 35% - 100% chance to gain an Indestructible Passive that lasts for 8 seconds. Triggering this ability purifies all Debuffs on Punisher and pauses the Indestructible Passive for 0.5 - 2 seconds, for each Debuff Purified.

    Synergy Bonuses

    Vengeful Punishment - Ghost Rider, Cosmic Ghost Rider)
    Synergy Members: Attacks reduce Passive Degeneration and Direct Damage by 100% for 0.20 seconds.

    Disappointment of a Successor - Punisher 2099
    Synergy Members: +675 Critical Rating.

    118 Days - Spider-Man (Classic), Deadpool, Hawkeye, Wolverine
    Punisher: Take 5% reduced damage from all sources.
    Spider-Man (Classic), Deadpool: 90% resistance to Incinerate, Coldsnap, Frostbite, and Poison. Additionally, gain +675 Critical Rating, 50% Attack Rating, 10% Combat Power Rate, and take 20% reduced Damage from all sources indefinitely in the next fight after defeating *eating* Non-Bleed Immune Opponents.
    Hawkeye, Wolverine: Take 10% reduced damage from all sources.






  • RookiieRookiie Member Posts: 4,821 ★★★★★


    Passive
    Thor is immune to the effects of Shock.
    Thor’s physical strength grants him +3500 physical resistance.

    Mjölnir Charges (max 100)
    Contact with the opponent has a 30% chance to inflict a Shock debuff, dealing 600 damage over 5 seconds.
    While the opponent is under the effects of a Shock debuff, Thor naturally gains 1 Mjölnir charge per debuff tick. Intercepting the opponent grants Thor 5 Mjölnir charges.

    Supercharge
    Landing a Heavy Attack grants Thor a Supercharge buff lasting 12 seconds. All Mjölnir charges gained while this buff is active are doubled. Cooldown 12 seconds.

    Power of Thor
    Activating a Special Attack at 100 Mjölnir charges increases Thor’s critical rating by +8000. If Power of Thor has been activated, Mjölnir charges are reset to 0.

    Special 1 Attack
    100% chance to place 1 Shock debuff on the opponent, dealing 1000 damage and lasting 10 seconds.
    Power of Thor: Increase the potency of the Shock debuff by 400%.

    Special 2 Attack
    100% chance to place 5 Armor Breaks on the opponent for 12 seconds, each reducing the opponent’s Armor by 1100.
    Power of Thor: Gain a Fury buff increasing Attack by +3150 for 12 seconds.

    Special 3 Attack
    If at less than 100 Mjölnir charges, gain 50 Mjölnir charges.
    Power of Thor: Instantly restore 50 Mjölnir charges. Gain an energize buff increasing Combat Power Rate by 25% for 12 seconds.

    Signature ability: God of Thunder
    All personal debuffs are converted into passives.
    Shock debuffs or passives prevented by this immunity burn 5% of the opponents power, and deal 500-1800 direct damage.
    Contact with the opponent has a 30-100% chance to inflict a Shock debuff.
  • TheDaywalkerTheDaywalker Member Posts: 143

    Super Skrull Buff Idea

    (5-Star Rank 5, Sig. 200) Anything changed or new is *probably* bolded

    Always Active

    • Possessing all the powers of the Fantastic Four coupled with Cosmic Energy grants Super Skrull the following:
    • The powers of The Thing and Human Torch grants Immunity to Shock, Incinerate, Power Drain, Burn, Coldsnap and Frostbite.
    • Fury Buffs also grant +64.95 Block and Armor Penetration.
    • Cosmic Energy coupled with Mister Fantastic's elasticity nature and Invisible Woman's forcefield Armor-Up Buffs also grant +331.59 Physical, Energy and Critical Resistance.

    Hypnotic Gaze - Debuff

    Only changes or addons I would make:
    • Energy Vulnerability is passive and last for 15 seconds instead of 5.
    • If the Falter from Hypnotic Gaze is purified, expires due to blocking a Special Attack, or fails due to Immunity or Ability Accuracy Reduction, Super Skrull instead gains an Invisibility Buff causing all hits to miss Skrull while making his attacks not Miss or be Autoblocked for 3 seconds.

    Cosmic Energy Receptors - Buffs

    -No Change-

    Cosmic Energy Overload - Buff

    • Changes/Addons:
    • All Vigilance, Undermine, Unblockable and Nova Fists Buffs are paused during the Cosmic Energy Overload they were activated from, in other words they won't be paused in the next overload unless if you activate a new version of any of those Buffs.
    • "Nova" Fists inflicts matching Nova Flame Passives that remove perfect block and reduce block proficiency instead of incinerates (this is because Red Goblin and Ikaris exist and are much better in terms of Incinerate).
    • If a Buff is nullified or staggered, Overload ends immediately. (This is so Skrull doesn't become downright broken on AW defense.)

    Special Attack 1

    • Changes/Addons
    • If Vigilance is Active: If the last hit lands or is blocked, inflict a 15 second Physical Vulnerability Debuff, reducing Physical Resistance by 1400.
    • If Unblockable: Last hit inflicts a 15 second Enervate Debuff.

    Special Attack 2

    • Changes/Addons:
    • Do matching Nova Flame Passives instead.
    • If Nova Fists is Active: each hit of the Special Attack does twice as many Nova Flame Passives.
    • If Undermine is Active: Inflict a 15 second Suppression Debuff on activation, reducing Combat Power Rate by 60%.

    Special Attack 3

    • Change:
    • Change Aptitude to an Intensify Buff, increasing potency of All New Buffs with a numerical value for a potency such as Nova Fists by 60%.

    Signature Ability - Self Sustaining Power

    Still has Power Gain in Overload
    • Every *new* personal Fury or Armor Up Buff is paused for 15 seconds while they are active during their first Cosmic Energy Overload. For example, a Fury or Armor will not be paused in the next overload, but any new Furies and Armor that Skrull triggers will be paused on that Overload, not on the very next Overload afterwards.
    • Additionally, charging Heavy Attack for 0.5 second(s) removes Cosmic Energy Overload and Skrull gains 25% of a Bar of Power.

    Synergy Bonus Changes/New Synergies

    Changed - Wedding Crasher (Doom)
    Super Skrull: Start the fight with 5 Fury and Armor Cosmic Energy Receptor Buffs (basically Overload at the start of the fight).
    Doctor Doom: Medium Attack Shock Debuff is now passive but does 95% less damage. (might be too overpowered)

    New - Bullied The Battlerealm (OG Thor, She-Hulk, Silver Surfer, Namor)
    Synergy Members: +375 Critical Rating

    New - Mooo (Mister Fantastic, Rintrah)
    Synergy Members: Petrify, Debuff Siphoner and Suppression Debuffs gain a flat 10% increased potency.
    Super Skrull: Hypnotic Gaze inflicts a 15 second Paused Petrify of 100% Potency. Unpauses when Hypnotic Gaze Falter is removed in any way.
    Rintrah: Special Attack 2 inflicts a Petrify Debuff of 5% Potency for each Rupture consumed on the last hit.
  • 13579rebel_13579rebel_ Member Posts: 2,785 ★★★★★

    Ronan

    Base Stats

    R4 6 star

    Prestige no sig 11467
    With max sig 15669
    Attack 3531
    HP 49476
    Crit Rate 24%
    Crit damage 190%
    Armor 429
    Physical resist 429
    Energy Resist 0
    Crit resist 0
    Block penetration 177

    Signature Ability

    Judgement
    Ronan gains up 27%-84% Combat power rate, attack, and buff duration, per armor fury and energize buff on the opponent max 3

    Passive


    Kee Physiology provides immunity to the poisons and shocks of the battlerealm
    The Universal Weapon provides immunity to Power Drain, burn lock, and heal block

    Whenever Ronan is immune to one of these effects he gains a Edict Charge
    Combat power rate is decreased by 20%

    Edict Charges

    Ronan Can have a max of 5 edict charges and he starts any quest with one persistent edict charge
    Winning a fight grants one persistent edict charge
    Ronan can have a max of 5 persistent edict charges
    When Ronan strikes his opponent he gains 1.4% of a bar of power per edict charge

    Ronan gains buffs based on what action was preformed

    Strike with a medium gain a aptitude of 5% potency per edict charge for 7 seconds max 5 buffs
    When max aptitude buffs have been reached gain a fury of 55% potency and is removed when there are less then 5 aptitude buffs on Ronan

    Strike with light gain a pierce buff increasing block and armor penetration by 140 for each edict charge for 7 seconds max 5 buffs
    When max pierce buff have been reached gain an undermine buff lasting till there are less then 5 pierce buffs on Ronan
    While this undermine is on Ronan the opponent suffers-100% block break resist ability accuracy
    These actions can be preformed through block

    Being struck grants a physical resist increasing physical resistance by 31.91 per edict charge for 7 seconds max 5 buffs
    When max Physical resistance buffs have been reached gain a regen buff healing 65% of missing health per 10 seconds this regen is removed if Ronan had less than 5 physical resistance buffs

    Blocking a attack grants a bulwark buff increasing block proficiency by 29.33 per edict charge for 7 seconds max 5 buffs
    When max bulwarks have been reached Ronan gains a perfect block chance increasing perfect block chance by 2.8 per edict charge this is removed when Ronan has less than 5 bulwarks

    Heavy Attacks

    New animations Ronan slams his hammer down similar to Galan

    Pause his buffs for 5 seconds +1 sec per edict charge

    Special Attacks

    If the opponent was blocking when the specific was launched gain a unblockable buff for the duration of the special attack

    Special 1 Judge

    Ronan jumps and causes a tremor stunning the opponent then releases a field in of energy before blasting him with the universal weapon

    On activation convert all aptitude buffs into bulwark buffs and pierce buffs into physical resistance buffs
    these can stack above the normal limit

    The 1st hit Stuns the opponent for the duration of the special attack and 3 seconds afterward the second hit Ronan gains a energize buff for 12 seconds of 20% potency and the last 2 hits refresh all his buffs

    Special 2 Jury

    Ronan slams his hammer causing an energy shockwave the blasting them with a beam from the universal weapon

    On activation convert all bulwark buffs to aptitude buffs and physical resistance buffs to pierce buffs

    The first hit stuns the opponent for the duration and 3 seconds afterword
    The last 3 hits refresh all buffs

    Special 3 Executioner

    Ronan brings his opponent to their knees before summoning a fleet of kree war ships to blast his opponent to dust

    This attack can only be used only be used once per fight
    At the end of this attack Ronan deals 456 as burst energy damage per buff on him

    Synergies

    The Mighty Shall tremble
    (OG Thor Ms. Marvel (Carol)drax)
    Ronan Gain +25% Pierce buff duration

    OG Thor Heavy Attacks have a 25% chance to shock the opponent dealing 225% of base attack as energy damage over 4 seconds

    Ms. Marvel activating a Special 1 grants an indefinite energize buff of 10% potency max 10

    Drax heavy attacks and special 1 Grant an indefinite fury buff increasing attack by 10% max 20

    The Strong shall fall
    (OG Hulk Hyperion Groot)
    Ronan Gain +25% aptitude duration

    OG Hulk and Hyperion fury ability accuracy is increased by 30%

    Groot has a -999% to throw off his gentle nature however landing a heavy automatically throws off his nature

    The Great shall suffer (OG Cap IMIW OG Black Panther)
    Ronan gain +25% bulwark duration

    Cap OG when cap's block is perfect gain an indefinite fury increasing attack by 20% max 10

    IMIW deflector protocol starts when IMIW is at 85% or below

    Black Panther panthers might increases his aa by 35%

    And we shall rise (Green Goblin Mole Man Toad)

    Ronan Gain +1 edict charges when defeating a hero

    Green Goblin Pumkin Bomb attacks place a cowardice debuff of 35% potency for 7 seconds

    Mole Man as long as he is below 20 stacks of monster mass true accuracy stays active

    Toad while paralytic secretion is active his specials cost 50% less power

    We shall conquer (Annihilus Mephisto MODOK)
    Ronan again Double edict buffs against heroes

    Annihilus obliterating strikes deal 125% of base attack as burst energy damage

    Mephisto Special 1 does Not consume persistent soul to inflict soul imprisonment

    MODOK decreases opponent's ability power rate by 40% while forcefield is active

    We Shall rule (Loki Red Skull Doctor Doom)
    Ronan landing a heavy on a non stunned opponent grants 3 bars of power

    Loki curse refresh aa on the special 1 is increased by 100%

    Red skull well timed blocks do not consume an armor up when power draining the opponent

    Doom While the Aura of Haazereth is active the opponent is passively fatesealed

    Empire Of the Kree (Hulkling, CMM OGCM)
    Ronan: when any regeneration, fury, perfect block chance, or undermine buffs are nullified they will return as a passive.

    Hulking when converting a shapeshift charge into a buff 30% chance to gain an additional buff

    CMM while in Binary ignition landing a heavy on a non stunned opponent generates 2 additional charges

    OG cap marvel each hit of a heavy attack has 40% chance to give captain marvel an intensity buff of 30% potency max 10
  • shut_up_heathershut_up_heather Member Posts: 285 ★★
    ELEKTRA
    (All stats are based off of a Rank 5, Level 65, 5-star champion.)
    #Off:DOT, #Hero, Mercenary, #S, #2015, #Thunderbolts, #Defenders, #F

    Passive:
    Elektra’s assassin training and sharp intelligence grant her immunity to Ability Accuracy reduction, except from Mutants. If Elektra’s Ability Accuracy is reduced by a non-Mutant for any reason, all abilities have twice the chance to trigger.
    Elektra can even somewhat control her autonomic nervous system, granting her a 30% to Purify any Bleed debuff.
    When the opponent is below 15% of their Max Health, Elektra strikes with Guaranteed Critical Hits.
    100% to Purify incoming Stun debuffs. The chance is decreased by 20% every time Elektra purifies a Stun in this way.
    Mark:
    At fight start reduce enemy Armor to 0, and inflict a passive Mark. This is not an Armor Break or Armor Shattered. When Elektra lands a hit or hits the opponent’s block, the Mark is removed and enemy armor is restored to 75% of its usual rating.
    When the Mark is removed, Elektra gains a Mission to complete. While the Mission is yet to be completed, Elektra gains the following benefits:
    +15% Combat Power Rate.
    Assassin training allows Elektra to instantly recognize and gain 50% resistance to the first Damaging Debuff she is inflicted with that isn’t a Bleed. This only happens once per fight.
    If Elektra is Evaded, instantly gain 10% of her Max Power.
    Mission Prompts:
    Use Dexterity 5 times
    Launch a Special Attack during heavy charge
    Remain idle for 1.5 seconds
    Hit into the opponent’s block with a Medium Combo Ender
    Block for 3 seconds in a row
    When the Mission is complete, Elektra gains a permanent True Strike and True Sense passive (this only activates once, but the Cloak can activate an indefinite amount of times) and activates the Cloak for 25 seconds.
    Cloak:
    7% chance to automatically Evade attacks. When facing Unblockable attacks, this chance increases to 30%. Special Attacks triple this chance.
    The chance to purify any Stun debuff is doubled. If already at 0%, instead reset this chance back to 10%, permanently.
    When Elektra would be struck by a Basic Attack while charging a Heavy Attack, she causes the attack to Miss and counterattacks. This attack cannot be interrupted, Missed or Evaded.
    If Elektra is struck by a Special Attack while the opponent has at least 1 Prowess effect, the Cloak is instantly removed and Elektra must wait 10 seconds before the Mark can be placed again.
    When the Cloak ends, inflict the Mark on the opponent.


    Heavy attacks:
    Immediately end the Cloak.
    Inflict an Intimidate Debuff for 5 seconds. Cooldown: 20 seconds.
    Special 1:
    60% to Bleed, dealing 3000 damage over 7.5 seconds.
    If this attack was thrown while Dashing, it is Unblockable and benefits from +2000 Critical Rating and +1000 Critical Damage.
    Special 2:
    If thrown while the Cloak is Active OR if the opponent is Bleeding, this attack deals Guaranteed Critical Hits.
    If used while the Mark is active, the Mark lasts until the end of the attack, and Elektra gains a passive Prowess boosting special damage by 100% for the duration of the attack.
    100% to Bleed, dealing 300 damage over 50 seconds.
    60% to Stun for 4 seconds.
    Against Bleed Immune Champions: Inflict a matching Degeneration Passive.
    Special 3:
    100% chance to Bleed, dealing 3500 damage over 9 seconds.
    If thrown while the Cloak is active, Elektra becomes Debuff Immune for the remaining duration of the Cloak.
    50% to gain an Unstoppable Buff for 5 seconds.
    100% chance to Stun for 4.5 seconds.
    Sig Ability: No Loose Ends
    Whenever Elektra inflicts a Bleed Debuff, (10-50)% chance to convert it into a Passive Bleed Debuff dealing 10% more damage.
    Whenever Elektra fails to purify a Bleed Debuff, gain a Regeneration Buff healing Elektra for (20-70)% the amount of damage the Bleed would’ve done.
    Whenever Elektra purifies a Stun Debuff, (30-99.96)% to inflict a matching Stun Debuff on the opponent.
    Removing the Mark also deals a burst of damage equal to Elektra’s attack rating.
    Elektra’s Final Strike activates when the opponent is below 25% of their Max Health, and can land Critical Hits through the opponent’s Block. Critical Hits ignore 100% of the opponent’s Physical Resistance and (40-70)% of their Block Proficiency.

    Synergy Bonuses

    Daredevil (Classic), Daredevil (HK):
    All Bleeds gain +20% duration and potency.
    Deadpool, Deadpool X:
    Elektra is thrilled to be working with a team, allowing her to increase power gained from landing Critical hits by 20%
    #Mercenary Champions:
    For each synergy member, Elektra increases her Critical Rate by 600.
    Nebula:The Cloak has +40% duration.
    Crossbones:
    Elektra takes a hint from Crossbones, preventing her from landing Critical hits and instead inflicting an instant Bleed dealing the amount of damage the hit would’ve done whenever a Critical Hit would’ve happened.
    Red Hulk:
    Whenever the opponent activates a Special Attack, gain a Safeguard buff lasting 3 seconds preventing Elektra from losing more than 5% of her Max Health from any source. If the opponent has a Prowess effect active, this Safeguard does not trigger.
  • WingsOfChaos_1WingsOfChaos_1 Member Posts: 33
    Dr strange
  • WingsOfChaos_1WingsOfChaos_1 Member Posts: 33
    Dr strange needs New special abilities and New blocking animations
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    About Captain America
    Steve Roger’s 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, and reflexes.With his unbreakable shield, Cap is a born leader of humans, heroes, and gods.

    Character Class: Science

    Abilities: Perfect Block, Combo Shield, Fury, Precision, Injury, Cruelty, True Strike, Safeguard, Fatigue

    Strengths and Weaknesses

    Strengths - Perfect Block Chance/High Block Proficiency, Strong Immunities/Resistances

    Weaknesses - Purify, Abilities that bypass Safeguard

    The Following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion.

    Always Active
    Captain America’s Super Soldier Serum provides full immunity to all Poison, Nullify, Fate Seal, Stagger, Power Lock, Special Lock, and Ability Accuracy Reduction effects, as well as gaining an indefinite Combo Shield Passive at the start of the fight, preventing his Combo Meter from resetting when struck.
    Gain up to +60% Critical Resistance, +900 Physical and Energy Resistance, and +100% Bleed Resistance, based on Perfect Block Chance.

    Blocking
    50% chance for a Block to be a Perfect Block, reducing all damage to 0.
    Every 10 hits in the Combo Meter increases this chance by a flat +10%.
    At 100% Perfect Block Chance, Captain America is immune to all forms of Block Penetration, and he can block Unblockable attacks.
    When performing a Perfect Block, 100% chance to inflict a non-stacking Fatigue Debuff, reducing the opponent’s Critical Rating by -8400 for 15 seconds.

    Heavy Attacks
    Consume 10% of Captain America’s Perfect Block Chance to gain an indefinite Precision Passive, increasing Critical Rating by 1400. Max: 5.

    Special Attacks
    On activation, gain a Fury Passive, increasing Attack Rating by 2704.9 per level of Special Attack used for 15 seconds.
    The last hit has a 100% chance to inflict a Stun Debuff for 2 seconds per level of Special Attack used.
    Pause all Trauma and Injury Debuffs for the duration of the attack, and 3 seconds after the attack ends.

    Special Attack 1
    On activation, gain a True Strike Passive, allowing all attacks to ignore all Armor, Resistances, Evade, and Auto-Block effects for 25 seconds.
    While this True Strike is active, Captain America can trigger the Parry Mastery against non-contact Attacks, and the opponent’s Unstoppable, Indestructible, and Immortality effects suffer -90% duration.
    The second hit inflicts an Injury Debuff for 15 seconds.
    When attacking an Injured opponent, bypass 100% of their Physical Resistance.

    Special Attack 2
    On activation, inflict a Trauma Debuff for 20 seconds. Trauma causes each hit to deal an additional 70% of the damage recently dealt as Burst Physical Damage.
    The second hit inflicts a Bleed Debuff, dealing 1378.65 Direct Damage over 3 seconds.
    If this Bleed Debuff fails to apply due to immunity, instead inflict a non-stacking Physical Vulnerability Debuff that reduces Physical Resistance by 8400 for 30 seconds.

    Special Attack 3
    After this attack, gain a Safeguard Passive, preventing Captain America from losing more than 1% of his max Health from a single source for 70 seconds.
    Gain an indefinite Cruelty Passive, increasing Critical Damage Rating by 110.53. Max: 20.
    Gain an additional Cruelty Passive for each Perfect Block that occurred by Captain America this fight.

    Signature Ability - Never Give Up
    Passive
    Captain America gains a bonus effect for each Class represented on his team, excluding himself.
    Mutant: 100% chance on each hit of a Special Attack to Regenerate 30% of the damage dealt.
    Skill: When Captain America is inflicted with a Debuff, 100% chance to Purify that Debuff and gain 5 Combo Meter when Purifying a Debuff this way.
    Science: On a Well-Timed Block, 100% chance to inflict a 10% Weakness Debuff on the opponent for 20 seconds.
    Mystic: Whenever a Buff expires or is Nullified on the opponent, gain 5 Combo Meter.
    Cosmic: On a Well-Timed Block, 100% chance to inflict an Armor Break Debuff on the opponent, reducing their Armor Rating by -1400.06 for 15 seconds.
    Tech: On a Well-Timed Block, 100% chance to inflict a 25% Petrify Debuff on the opponent for 15 seconds.

    Recommended Masteries
    Stand Your Ground
    Parry
    Despair/Inequity
    Stupefy
    Petrify/Pacify

    Synergy Bonuses

    Mutant Masters - Unique Synergy
    With Colossus, Omega Red, Iceman, Captain Britain
    Captain America: Heavy Attacks grant an indefinite Prowess Passive, increasing Special Attack Damage by 70%. Max: 5.
    Colossus: Ability Accuracy Reduction effects are 60% less effective.
    Omega Red: The Death Field lasts 20% longer.
    Iceman: Special Attack 3 triggers Guaranteed Critical Hits for 20 seconds.
    Captain Britain: Personal Fury and Cruelty Buffs last 100% longer.

    Skill Strikers - Unique Synergy
    With Mantis, Kate Bishop, Kingpin, Squirrel Girl
    Captain America: During Special Attack 2, the opponent’s Defensive Ability Accuracy is reduced by 100%.
    Mantis: Basic Attacks have a 35% chance to inflict 3 Mixed Emotion Passives.
    Kate Bishop: Coldsnap and Caltrops Passives gain 50% potency.
    Kingpin: Special 2 Unstoppable Buff duration is doubled.
    Squirrel Girl: Instant Bleed deals 60% more damage.

    Science Fighters - Unique Synergy
    With Sandman, The Overseer, Spot, Titania
    Captain America: Personal non-Stun Debuffs last 5 seconds longer.
    Sandman: Light and Medium attacks have a 25% chance to grant an additional Resistance Up Passive.
    The Overseer: Special Attack 3 inflicts 2 additional Physical Vulnerability Debuffs.
    Spot: While Untouchable, attacks have a 30% chance to inflict an additional Rupture Debuff.
    Titania: Suppression Debuffs last 4 seconds longer.

    Mystic Brawlers - Unique Synergy
    With Longshot, Sasquatch, Absorbing Man, Symbiote Supreme
    Captain America: Well-Timed Blocks grant the opponent a Placebo Buff for 8 seconds. Placebo Buffs have no effect.
    Longshot: Passive Incinerates deal 20% more damage.
    Sasquatch: Wrath of Tanaraq is paused during Special Attacks.
    Absorbing Man: Gain immunity to all Heal Block effects.
    Symbiote Supreme: While Set’s Fangs is active, attacks have a 30% chance to inflict an additional Bleed Debuff.

    Cosmic Breakers - Unique Synergy
    With Hulkling, Superior Iron Man, Ikaris, Hyperion
    Captain America: Activating a Special Attack grants 3 Random Buffs of 50% Potency, all lasting 20 seconds. These Buffs include: Armor Up, Fury, Cruelty, Aptitude, Energize, Bulwark, Pierce, Regeneration, and Vicious.
    Hulkling: Gain 100% Bleed, Incinerate and Coldsnap Resistance.
    Superior Iron Man: When Blocking a hit, 25% chance to trigger his personal Armor Up Buff.
    Ikaris: Gain immunity to all Power Drain, Power Lock, Power Burn, and Power Steal effects.
    Hyperion: Heavy Attacks gain a flat 60% chance to grant a Fury Buff.

    Tech Uprising - Unique Synergy
    With Shocker, Darkhawk, Guillotine 2099, Guardian
    Captain America: Special Attacks drain 100% of the opponent’s max Power.
    Shocker: Passive Physical Vulnerability potency is doubled.
    Darkhawk: When inflicting a Shock effect, gain an indefinite Fury Passive, increasing Attack Rating by 10%. Max: 30.
    Guillotine 2099: Start the quest with 3 additional Digi-Souls.
    Guardian: Armor Break Debuffs are 100% less effective and cannot remove Armor Ups.

    Avengers Assemble! - Unique Synergy
    With Thor, Iron Man, Black Widow, Hawkeye, Hulk
    Captain America: Fury Passives gain 20% potency.
    Other Synergy Members: Once per fight, when inflicted with a Debuff, 100% chance to Purify that Debuff and gain an indefinite Fury Passive, increasing Attack Rating by 400%.

    Friends
    With Iron Man, Hulk, Spider-Man (Classic), Falcon, Captain America (Sam Wilson), Winter Soldier
    All Champions gain +130 Armor Rating.

    Incoming Synergy Changes

    Shield Buddies
    With The Overseer
    Captain America (Old Effect): Intercepting the Opponent grants a non-Stacking Passive Fury, granting 50% Attack Rating for 7 seconds.
    Captain America (New Effect): Gain 0.5% Combat Power Rate for each hit in the Combo Meter. Max: 100 Hits.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Very nice buff ideas, everyone.
  • StarSmasher2001StarSmasher2001 Member Posts: 234 ★★
    Jeez some of these are like novels
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    What do you mean?
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    I have another Buff idea, and it's about Superior Iron Man (Not sure if that's gonna happen or not, but here it is anyway).


    About Superior Iron Man
    Tony Stark has always had an impressive ego, but following an inversion spell during the “Axis” event which brought out the worst aspects of his personality, he moved to San Francisco with a new brand of self-worth. To reflect his latest “superior” outlook, he built the model 51, a liquid suit of adaptive Armor based off the Cosmic entities known as symbiotes.

    Character Class: Cosmic

    Abilities: Fury, Armor Break, Precision, Cruelty, True Strike, Plasma, Armor Up, Energy Vulnerability

    Strengths and Weaknesses

    Strengths - Strong Immunities, Great Survivability

    Weaknesses - Purify, True Damage

    The Following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion.

    Always Active
    Iron Man’s Superior Endo-Sym Armor provides him full immunity to all Bleed, Poison, Shock, Incinerate, Coldsnap, Frostbite, Nullify, Fate Seal, Neutralize, Power Burn, Power Lock, and Special Lock effects, as well as Armor Shattered Debuffs.
    Armor Breaks cannot remove Armor Ups and are 100% less effective.
    All personal Buffs, Debuffs, and Passive effects are unaffected by Ability Accuracy Reduction.

    Armor Up Buffs - Max: 25.
    Unless otherwise stated, Superior Iron Man’s Armor Up Buffs grant 160.5 Armor Rating and last indefinitely.
    When Superior Iron Man Blocks an attack or is struck by an attack, 30% chance to gain 1 Armor Up Buff.
    When Superior Iron Man inflicts an Armor Break Debuff, gain 2 Armor Up Buffs.
    When an effect fails to apply to Superior Iron Man due to an immunity, gain 5 Armor Up Buffs.

    All Light and Medium Attacks
    50% chance to inflict an Armor Break Debuff, reducing Armor Rating by 233.33 for 20 seconds. Max: 25.
    This chance is increased by a flat 25% if Superior Iron Man has at least 1 personal Armor Up Buff active.
    Against Armor Break Immune Champions, inflict an identical Physical Vulnerability Debuff with the same duration and potency, but counts as an Armor Break Debuff.

    Heavy Attacks
    Refresh all Armor Break Debuffs on the opponent.

    Special Attacks
    On activation, gain a Fury Buff equal to the number of Armor Up Buffs on Superior Iron Man, each increasing Attack Rating by 1894.9 for 10 seconds per level of Special Attack used.

    Special Attack 1
    On activation, gain a True Strike Buff, allowing attacks to ignore all Armor, Resistances, Evade, and Auto-Block effects for 30 seconds.
    While this Buff is active, Superior Iron Man gains +2100 Critical Rating and +35% Combat Power Rate.

    Special Attack 2
    On activation, inflict an Energy Vulnerability Passive, reducing Energy Resistance by 3900 for 20 seconds.
    This attack gains 826.1 Attack Rating for each Armor Break Debuff on the opponent.
    On hit, inflict an instant Plasma for each Armor Up Buff on Superior Iron Man, dealing 308.64 Energy Damage.

    Special Attack 3
    This attack has a 100% chance to Power Burn all of the opponent’s Power, dealing Direct Damage proportionate to the amount lost.
    Gain an indefinite non-stacking Cruelty Buff, increasing Critical Damage Rating by +1233.33.
    While Superior Iron Man has this Buff, Armor Up Buff stack limit is doubled and gains 8400 Physical Resistance and immunity to Reversed Controls.
    All Armor Break Debuffs on the opponent are retriggered with +100% Potency and paused indefinitely.

    Signature Ability - Arc Overload
    Passive
    Once per fight, when Superior Iron Man falls below 15% of his max Health, he enters Arc Overload, providing the following:
    A Regeneration Passive, healing 29260.75 Health over 20 seconds.
    An Armor Up Passive, increasing Armor Rating by 2899.26 for 20 seconds.
    Both of these effects are lost if Superior Iron Man is stunned.

    Recommended Masteries
    Double Edge/Liquid Courage
    Glass Cannon
    Recovery

    Synergy Bonuses

    Enemies
    With Captain America
    All Champions gain +155 Critical Rating.

    Rivals
    With Daredevil (Classic)
    All Champions gain +115 Critical Damage Rating.

    Teammates
    With Thor
    All Champions gain +5% Perfect Block Chance.

    Incoming Synergy Changes

    Iron Men
    With Silver Centurion
    Superior Iron Man (Old Effect): Gaining an Armor Up Buff grants a Fury Buff, increasing Attack Rating by 30% for 12 seconds.
    Superior Iron Man (New Effect): Increase the potency of Armor and Fury Buffs by 15%.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Here's another Rework idea, and it's about Deadpool. (Not sure if that will happen or not, but here it is)

    About Deadpool
    Hey, you wanna be cool like me? Then put down the stupid video game and get off your sorry butt! Oh, get cool red threads, big guns, and train like a billion hours until you’re a master of sword, fist, and firearm. If you think you REALLY got what it takes, then annoy Wolverine and live to tell the tale! Fat chance gamer. There’s only one ‘Merc with a Mouth!

    Character Class: Mutant

    Abilities: Bleed, Taunt, Vicious, Regeneration, Prowess, Infuriate, Stun, Overpower

    Strengths and Weaknesses

    Strengths - Great Survivability, Bleed

    Weaknesses - Petrify, Taunt Immunity

    The Following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion.

    Always Active
    Immune to all Heal Block, Neutralize, Nullify, Fate Seal, and Stagger effects, as well as the recovery reduction from Poison.
    Deadpool heals up to 50% of his max Health permanently, scaling with his Power Meter.
    As long as the opponent has a Taunt Debuff, Deadpool can bypass Evade, Miss, and Auto-Block effects.

    Heavy Attacks
    The first hit inflicts a non-stacking Taunt Debuff for 20 seconds.

    When fighting Bleed Immune Champions
    Inflict an Armor Break Debuff, reducing Armor Rating by 1400 for 30 seconds. This Armor Break Debuff does not stack.

    Special Attack 1
    On hit, inflict a Stun Debuff for 4 seconds.
    If this Stun Debuff fails to trigger due to an immunity, instead inflict an Infuriate Debuff, making the opponent more aggressive and reducing their Offensive Ability Accuracy by 70% for 70 seconds.

    Special Attack 2
    On activation, gain a Vicious Passive, increasing the potency of all Damaging Debuffs by 50% for 30 seconds.
    This attack inflicts a Bleed Debuff, dealing 4299.4 Direct Damage over 15 seconds.
    If the opponent is Taunted, inflict an additional Bleed Debuff.
    If Deadpool is able to complete his dance after this attack, he gains a Fury Passive, increasing Attack Rating by 1658.25 for 30 seconds.
    If his dance is interrupted, Deadpool instead gains an Overpower Buff, increasing Attack Rating by 2876.25 and granting an Unblockable Passive during Special Attacks for 30 seconds.
    If this attack intercepts the opponent, inflict a Stun Passive for 4 seconds.

    Special Attack 3
    Inflict a Bleed Debuff, dealing 14580.5 Direct Damage over 3 seconds.
    Gain a bonus effect based on the opponent’s class.
    Mutant: Gain a Prowess Passive, increasing Special Attack Damage by 50% for 30 seconds.
    Skill: Gain a Precision Passive, increasing Critical Rating by 1400 for 30 seconds.
    Science: Inflict a Trauma Debuff for 30 seconds. Trauma causes hits to deal an additional 50% of the damage recently dealt as Burst Physical Damage.
    Mystic: Gain a Power Efficiency Buff of 35% potency for 30 seconds.
    Cosmic: Gain a Pierce Buff of 700 potency for 30 seconds.
    Tech: Inflict a Cowardice Passive, reducing Special Attack Damage by 35% for 30 seconds.
    Superior: Gain all bonuses from every other Class with their duration and potency doubled.

    Signature Ability - The Merc With The Mouth Is Back, Baby!
    Passive
    Special Attacks pause all personal Taunt Debuffs for the remainder of the attack, and 5 seconds after the attack ends.
    The duration of Deadpool’s Buffs and Debuffs cannot be reduced.
    Gain immunity to all Damaging Debuffs from non-#Robot Champions.

    Recommended Masteries
    Recovery
    Deep Wounds

    Synergy Bonuses

    House of Pools - Unique Synergy
    With Deadpool (X-Force), Goldpool, Platinumpool, Gwenpool, Venompool, Masacre
    Deadpool: While the opponent is Taunted, all attacks cannot Glance and gain 700 Critical Damage Rating.
    Other Synergy Members: Bleed Debuffs last 50% longer.

    Deadpool’s Guide to Mutant Evolution - Solo Synergy
    With Kitty Pryde, Namor, Iceman, Storm (Classic)
    Deadpool: Regeneration Rate is increased by a flat 25%.

    Deadpool’s Guide to Skill Training - Solo Synergy
    With Kate Bishop, Aegon, Kingpin, Nick Fury
    Deadpool: When inflicted with a non-Damaging Debuff, 100% chance to Purify that Debuff.

    Deadpool’s Guide to Science Experiments - Solo Synergy
    With Spider-Man (Classic), Captain America (Infinity War), Sandman, Jessica Jones
    Deadpool: Special Attack 3 inflicts 20 Physical Vulnerability Debuffs, each reducing Physical Resistance by 5% for 70 seconds.

    Deadpool’s Guide to Mystical Masters - Solo Synergy
    With Ebony Maw, Absorbing Man, Doctor Strange, Spider-Man (Supreme)
    Deadpool: Inflicting a Bleed, Armor Break, or Taunt Debuff also inflicts a non-stacking Fate Seal Passive, Nullifying all Buffs and preventing the opponent from gaining new Buffs for 20 seconds.

    Deadpool’s Guide to Cosmic Power - Solo Synergy
    With Groot, Hulkling, Hercules, Red Goblin
    Deadpool: Activating a Special Attack grants 3 random Buffs for 20 seconds. These Buffs include: Fury, Cruelty, Armor Up, Aptitude, Energize, Bulwark, Unstoppable, Unblockable, and Indestructible.

    Deadpool’s Guide to Technology - Solo Synergy
    With Warlock, Shocker, Star-Lord, Infamous Iron Man
    Deadpool: Inflicting a Bleed, Armor Break, or Taunt Debuff also drains 50% of the opponent’s max Power.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    I have another Buff idea once again, and this one you all can feel free to look at, and it's about Black Panther (Civil War).

    About Black Panther (Civil War)
    The King of the reclusive but technologically advanced African nation of Wakanda, King T’Challa’s birthright is not only to rule, but to don the mantle of the Black Panther, a powerful warrior and symbol to his people. T’Challa will aggressively defend his country and citizens against any threat, no matter how menacing.

    Character Class: Skill

    Abilities: Armor Up, Bleed, Fury, Sunder, Physical Vulnerability, Pierce, Injury, Armor Break

    Strengths and Weaknesses

    Strengths - Great Survivability, Purify Debuffs

    Weaknesses - Armor Break, Nullify

    The Following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion.

    Always Active
    Personal Armor Up Buffs and all Debuffs and Passive effects cannot be affected by Ability Accuracy Reduction.
    Immune to Armor Shattered Debuffs and all Neutralize effects.

    When Blocking or being Attacked
    60% chance to gain an Armor Up Buff, increasing Armor Rating by 700 for 15 seconds.
    Whenever Black Panther gains an Armor Up effect, 7% chance to enter his Reflective State for 15 seconds, storing 2% of the damage taken. While his Reflective State is active, Black Panther cannot trigger his personal Armor Up Buffs.
    For every 805.35 damage stored, Black Panther gains a Reflect charge for 15 seconds. When Black Panther successfully lands his next hit, consume all charges to deal the equivalent damage back to the opponent.

    Critical Hits
    30% chance to inflict a Bleed Debuff, dealing 10108 Direct Damage over 3 seconds.
    If this Bleed Debuff fails to apply due to an immunity, instead inflict an Armor Break Debuff that reduces Armor Rating by 370.59 for 25 seconds.

    When inflicted with a Debuff
    Consume one personal Armor Up Buff to Purify one Debuff.
    If the Purified Debuff was a Stun, Black Panther inflicts the opponent with a Stun Debuff for 3 seconds.

    Heavy Attacks
    The second hit inflicts an Injury Debuff for 20 seconds. Hitting an Injured opponent bypasses 100% of their Physical Resistance.

    Special Attacks
    On activation, gain a Fury Passive equal to the number of Armor Up Buffs on Black Panther, each increasing Attack Rating by 660 for 20 seconds.

    Special Attack 1
    On activation, gain a Pierce Passive of 700 potency for 30 seconds.
    The second hit inflicts a non-stacking Physical Vulnerability Debuff, reducing Physical Resistance by 2100 for 30 seconds.

    Special Attack 2
    On activation, inflict a Sunder Passive, setting the opponent’s Critical Resistance to 0 for 60 seconds.
    If activated while his personal Injury Debuff is active, each hit is a Guaranteed Critical Hit.
    Bleed Ability Accuracy is increased by a flat 70% during this attack.
    Instead of his regular Bleeds, this attack inflicts Critical Bleeds, benefitting from Black Panther’s Critical Damage Multiplier.

    Special Attack 3
    Gain an indefinite Cruelty Passive, increasing Critical Damage Rating by 110.53. Gain an additional Cruelty Passive for each Armor Up effect activated by Black Panther this fight. Max: 15.
    Retrigger his personal Injury Debuff and pause it for the remainder of the fight.

    Signature Ability - Panther Habit
    Passive
    Black Panther starts the fight with his Reflective State active.
    Additionally, if Black Panther is struck by a Heavy Attack, 50% chance to consume one personal Armor Up Buff to gain an Unstoppable Passive for 1.5 seconds. Cooldown: 25 seconds.

    Recommended Masteries
    Deep Wounds
    Glass Cannon

    Synergy Bonuses

    Heroes of Wakanda - Unique Synergy
    With Black Panther, Jabari Panther, Shuri
    Black Panther (Civil War): Signature Ability Unstoppable cooldown is reduced by 60%.
    Black Panther (Classic): Inflicting a Bleed Debuff or landing a Critical Hit triggers the Panther’s Might pause timer.
    Jabari Panther: Gain 700 Critical Damage Rating while The Hunt is active.
    Shuri: When fighting Shock Immune Champions, inflict Coldsnap Debuffs and Critical Coldsnap Passives instead. These count as Shocks for Shuri’s other abilities.

    Villains of Wakanda - Unique Synergy
    With Killmonger, Attuma
    Black Panther (Civil War): While his personal Injury Debuff is active, the opponent’s Armor Break Debuffs suffer -100% Ability Accuracy.
    Killmonger: Immune to all Armor Break effects and Killmonger’s Fearless Synergy increases his Purify Ability Accuracy by a flat 40%.
    Attuma: Immune to all Shock effects and being inflicted with Shock or Incinerate does not remove a stack of Hydration.

    Teammates
    With Shuri, Black Panther, Jabari Panther
    All Champions gain 5% Perfect Block Chance.

    Friends
    With Vision (Age of Ultron), Black Widow
    All Champions gain +130 Armor rating
    Nemesis
    With Winter Soldier, Killmonger, Attuma
    All Champions gain +6% Attack
    Rivals
    With Ant-Man
    All Champions gain +115 Critical Damage Rating
    Skill Domination
    With Hawkeye, Black Panther
    Skill Champions deal +25% Bleed Damage


    Incoming Synergy Changes

    Engineering Experts
    With Hulkbuster
    Black Panther (Civil War) (Old Effect): +40% Armor Up Ability Accuracy and Duration.
    Black Panther (Civil War) (New Effect): Armor Up Buffs last 50% longer and gain a flat 40% chance to trigger.

    Feline Possession
    With Tigra
    Black Panther (Civil War) (Old Effect): When Attacked while Reflective State is active, Black Panther has a 60% chance to gain an Armor Up Buff, granting 280 Armor Rating for 7.5 seconds.
    Black Panther (Civil War) (New Effect): When Blocking or being Attacked while his Reflective State is active, 60% chance to gain an Armor Up Buff, granting 15% Armor Rating for 15 seconds.

    Wakanda Leadership
    With Killmonger
    Black Panther (Civil War) (Old Effect): Well Timed Blocks provides a +30% Fury Buff for 15 seconds.
    Black Panther (Civil War) (New Effect): Well-Timed Blocks refresh the duration of all personal Fury Passives.
  • TheDaywalkerTheDaywalker Member Posts: 143
    edited April 2023
    An OG Ghost Rider Buff Idea
    (Stats based on a 5-Star Rank 5, Sig. 200)

    Always Active
    • A lack of blood provides full immunity to Bleed effects.
    • Being wreathed in hellfire provides full immunity to Incinerate effects.
    Evil's Bane - When fighting Villains
    • When Evil's Bane is active, all of Ghost Rider's Judgement Secondary Effects become Passive.
    • Judgement of Greed: Reduce the Opponent's Ability Power Rate by 8% for every other Judgement on them, as well as transferring 100% of the denied power to Ghost Rider. This Judgement reapplies itself 0.5 seconds after all Judgements are removed.
    • Additionally, Ghost Rider's Block Proficiency and Armor Rating cannot be reduced.
    Judgements
    • Ghost Rider can see his Opponent's transgressions and place Judgement upon them. Each Judgement can only be applied once and lasts indefinitely.
    • The duration of each Judgement's Secondary Effect is increased by 75% for each Judgement already active.
    Finish a Combo with a 2nd Medium Attack
    • Judgement of Corruption: 100% chance.
    • Secondary: Gain a Fury Passive, granting 666.4 Attack Rating for 10 seconds.
    Finish a Combo with a Light Attack
    • Judgement of Spite: 100% chance.
    • Secondary: Inflicts a Degeneration Debuff, causing 2499 Direct Damage over 3 seconds.
    Heavy Attacks
    • Judgement of Malice: 100% chance.
    • Secondary: Gain a Lifesteal Passive for 6 seconds, allowing Ghost Rider to steal 804 Health with each hit.
    Special Attack 1
    • Judgement of Pride: 100% chance.
    • Secondary: Fate Seals the Opponent for 8 seconds.
    Special Attack 2
    • Judgement of Anger: 100% chance.
    • Secondary: Inflict a Power Leech Debuff, stealing 18% of the Opponent's max Power over 2 seconds.
    • The last 3 hits inflict an Incinerate Debuff, causing 4998 Energy Damage over 10 seconds.
    Special Attack 3
    • Judgement of Guilt: 100% chance.
    • Secondary: Inflicts 1047.2 Potency Damnation Debuff through the Penance Stare for 6 seconds.

    Cycling Vengeance - Pre-Fight Ability (might be too broken or underwhelming on paper, just a thought)
    • When Cycling Vengeance is active in the Pre-Fight section, Ghost Rider inflicts his Special Attack 3 Damnation Debuff when there are 5 active Judgements. This Damnation's duration is not increased for each Judgement already active. Additionally, Cycling Vengeance can be activated unlimited times.

    Signature Ability - Bonds of Zarathos
    • Ghost Rider is empowered by Zarathos, granting him the following benefits:
    • Judgement of Corruption gains 400% increased Potency.
    • Evil's Bane: Immune to Ability Accuracy Reduction and +921.96 Armor Rating and Critical Rating.
    • Special Attack 2 Incinerates now become Hellfire Passives. Hellfire does Direct Damage instead of Energy, as well as reducing Block Proficiency by a stacking 200% and inverses the potency of Fury, Precision, Armor-Up, Cruelty, Pierce, and Power Gain Buffs.

    New Synergies

    No Boundaries (With Punisher and Venom)
    Ghost Rider: Evil's Bane now extends to all Non-Hero Opponents.
    Synergy Members: 15% Attack Rating.



    Reworked Synergies

    Spirit of Justice (With Blade)
    Ghost Rider: 2000 Energy Resistance. Additionally, Evil's Bane now extends to all #Dimensional Being Opponents.

    Spirits of Vengeance (With Cosmic Ghost Rider)
    Ghost Rider: Judgement of Corruption Secondary Effect can now stack up to 2 times.

    Bane of Evil (With Man-Thing)
    Ghost Rider: Placing Judgement grants a stackable, 775 Potency Bulwark Passive for 15 seconds.

    Pact With A Demon (With Mephisto)
    Ghost Rider: When immune to an effect, gain a 10% chance to remove one random Judgement and immediately reapply it and its Secondary Effect again.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    That's a nice buff idea for Ghost Rider to have.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    But maybe this rework idea about Iron Fist could possibly make him hit like Aegon.

    About Iron Fist
    Danny Rand is a brilliant billionaire who traveled to the heavenly city of K’un Lun to master the martial arts. Becoming the latest in a long line of warriors to pick up the mantle of Iron Fist, Rand gained the mystical power to focus his chi – augmenting his fighting skills to superhuman levels.
    Character Class: Mystic

    Abilities: Armor Break, Sunder, Nullify, Physical Vulnerability, Power Gain, Combo Shield, Placebo, Pierce, Injury, Fury

    The Following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion.

    Always Active
    Iron Fist’s Base Critical Rating is 0, but each hit in the Combo Meter increases his Critical Rating by 370.59.
    Each Buff and Armor Break on the opponent grants +1326.6 Attack Rating and +900 Critical Damage Rating.
    When striking the opponent’s Block, Iron Fist gains +1 Combo Meter, as well as 3% of his max Power.

    Light and Medium Attacks
    35% chance to place an indefinite Placebo Buff on the opponent that has no effect. Max: 20.
    This chance is doubled if the opponent has an Armor Break Debuff.

    Critical Hits
    60% chance to inflict an Armor Break Debuff, reducing Armor Rating by 700 for 30 seconds.
    If the opponent has 4 or more Buffs or Armor Breaks, deal a burst of Direct Damage equal to 300% of Iron Fist’s Critical Damage Rating.

    Heavy Attacks
    On hit, 100% chance to Nullify all Fury, Cruelty, or Precision Buffs from the opponent.
    This ability expands to all Buffs if the opponent has an Armor Break Debuff.
    For each Buff removed this way, gain a Pierce Passive of 15% potency for 50 seconds.

    Special Attacks
    Each hit has a 100% chance to place an indefinite Placebo Buff on the opponent.

    Special Attack 1
    On activation, gain a True Strike Passive, allowing attacks to ignore all Armor, Resistances, Evade, and Auto-Block effects for 15 seconds.
    The last hit inflicts an Injury Debuff for 20 seconds. Attacking an Injured opponent bypasses 100% of their Physical Resistance.
    While this Injury Debuff is active, Iron Fist can land Critical Hits through the opponent’s Block.

    Special Attack 2
    On activation, gain a Fury Passive, increasing Attack Rating by 826.1 for each Armor Break Debuff and Placebo Buff on the opponent for 30 seconds.
    The last hit removes all Placebo Buffs on the opponent.
    For each Placebo Buff removed this way, inflict a Physical Vulnerability Debuff, reducing Physical Resistance by 700 for 20 seconds.

    Special Attack 3
    At the end of this attack, gain an indefinite Combo Shield Passive, preventing Iron Fist’s Combo Meter from resetting when struck.
    Inflict a Sunder Passive, setting the opponent’s Critical Resistance to 0 for 60 seconds.

    Signature Ability - Master of the Martial Arts
    Passive
    Iron Fist’s Martial Arts are enhanced, granting the following:
    +100% Armor Break Debuff duration and potency.
    While the opponent has a Buff, Iron Fist cannot Miss and reduces their Defensive Ability Accuracy by 80%.
    Special Attacks 1 and 2 are Passively Unblockable as long as Iron Fist has 20 or more hits in his Combo Meter.


    Recommended Masteries
    Mystic Dispersion
    Lesser Precision/Precision
    Lesser Cruelty/Cruelty

    Synergy Bonuses
    Friends
    With Black Panther
    All Champions gain +130 Armor Rating
    Friends
    With Dr. Strange
    All Champions gain +130 Armor Rating
    Friends
    With Wolverine
    All Champions gain +130 Armor Rating
    Heroes for Hire
    With Luke Cage, She-Hulk
    All Champions gain +85 Block Proficiency & Physical Resistance

    Incoming Synergy Changes

    Defenders Destroyer
    With Kingpin
    Iron Fist (Old Effect): +25% Armor Break duration and potency.
    Iron Fist (New Effect): Armor Break Debuffs gain a flat +15% Ability Accuracy.

    Master Martial Artists
    With Shang-Chi
    Iron Fist (Old Effect): Each hit in all Special Attacks are Guaranteed Critical Hits and gain a flat +35% personal Armor Break Ability Accuracy.
    Iron Fist (New Effect): All hits of Special Attacks 1 and 2 are a Guaranteed Critical Hit and the chance to inflict Armor Break Debuffs on Critical Hits are increased by a flat +25%.

    Warriors
    With Black Panther (Classic)
    Iron Fist (Old Effect): +25% Armor Break Debuff potency.
    Iron Fist (New Effect): Special Attack 1 True Strike Passive cannot be affected by Ability Accuracy Reduction.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    By the way, would Hellfire be a new effect for the Ghost Rider Buff idea?
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    This rework idea about Ronan could make him hit like a truck.


    About Ronan
    Judge, Jury, Executioner, Ronan the Accuser is the Head Accuser of the Kree Empire, the right hand of the Supreme Intelligence. He is the ultimate soldier, a strategic genius, and a relentless champion of justice. Wielding the Universal Weapon, Ronan brings his hammer down upon the unjust, wherever they may hide across the cosmos.

    Character Class: Cosmic

    Abilities: Stun, Fury, Armor Break, Weakness, Pierce, Intensify

    Strengths and Weaknesses

    Strengths - Stun, High Damage Output

    Weaknesses - Stun Immunity, Nullify

    The Following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion.

    Always Active
    Advanced Kree Physiology provides full immunity to the Poisons of the Battlerealm.
    The Accuser of the Kree Empire provides Ronan full immunity to all Power Drain, Power Burn, Power Lock, Special Lock, Power Steal, Enervate, and Suppression effects and his Stun Debuffs cannot be prevented by Ability Accuracy reduction.

    Kree Judgement - Persistent Charge
    Ronan can have a max of 5 Persistent Kree Judgement Charges, and he begins the quest with one Charge active.
    When winning a fight, Ronan gains one Persistent Kree Judgement Charge.
    For each Persistent Judgement Charge, gain the following abilities:
    +2346 Attack Rating.
    +700 Critical Rating.
    +15% Combat Power Rate.

    Judgement Buffs - Max 5 Each
    Ronan gains Buffs based on the action performed.
    Hit into Block: Gain a Pierce Buff of 700 potency for 20 seconds.
    Strike with a Light or Medium Attack: Gain an Intensify Buff, increasing the potency of all future Buffs by 30% for 20 seconds.
    Well-Timed Block: Gain a Bulwark Buff, increasing Block Proficiency by 700 for 20 seconds.
    Struck by the opponent: Gain a Regeneration Buff, healing 80% of the damage taken from the Strike for 20 seconds.

    Heavy Attacks
    On hit, pause any active Buffs on the opponent for 5 seconds. This pause timer increases by 1 second for each Persistent Kree Judgement Charge.
    Ronan cuts through enemy Armor, inflicting a non-stacking Armor Break Debuff, reducing Armor Rating by 2100 for 20 seconds.

    Special Attacks
    On activation, Ronan’s advanced tactical mind turns enemy rage upon itself, inflicting the opponent with a Weakness Passive for each Buff on Ronan, reducing Attack Rating by 10% for 20 seconds.

    Special Attack 1
    On activation, and for the next 15 seconds, all Pierce, Intensify, Bulwark, and Regeneration Buffs on Ronan fall off 200% slower.
    100% chance to inflict a Stun Debuff for 3 seconds.

    Special Attack 2
    On activation, gain a Fury Buff for each Buff on Ronan or the opponent, each increasing Attack Rating by 826.1 for 30 seconds.
    100% chance to inflict a Stun Debuff for 4 seconds.

    Special Attack 3
    At the end of this attack, gain a True Damage Buff for 20 seconds.
    100% chance to inflict a Stun Debuff for 6 seconds.

    Signature Ability - Edict
    Passive
    The Supreme Accuser judges the opponent, punishing them for their use of Buff effects, increasing Ronan’s Critical Damage Rating by 108.16 for each Buff the opponent has.
    Additionally, all personal Stun Debuffs last 5% longer for each Buff on Ronan or the opponent.

    Recommended Masteries
    Stupefy
    Extended/Enhanced Fury

    Synergy Bonuses

    The Mighty Shall Tremble - Unique Synergy
    With Thor, Ms. Marvel, Drax
    Ronan: Pierce Buffs last 50% longer.
    Thor: Armor Break Debuffs last 300% longer.
    Ms. Marvel: Activating Special Attack 1 grants an Energize Passive, increasing Combat Power Rate by 10%. Max: 20.
    Drax: Critical Hits gain a flat 60% chance to inflict a Bleed Debuff.

    The Strong Shall Fall - Unique Synergy
    With Hulk, Hyperion, Groot, Hercules
    Ronan: Intensify Buffs last 50% longer.
    Hulk: Gain 100 Critical Rating and 200 Critical Damage Rating for each Physical Vulnerability and Trauma Debuff on the opponent.
    Hyperion: Fury Buff duration is doubled.
    Groot: Gain a Pacifism Charge when Groot lands a Critical Hit or activates a Special Attack, and gaining a Fury or Cruelty Buff also grants a Precision Buff, increasing Critical Rating by 525 for 10 seconds.
    Hercules: Gain immunity to the recovery reduction from Poison and the opponent’s Nullify and Fate Seal effects suffer -100% Ability Accuracy.

    The Great Shall Suffer - Unique Synergy
    With Kate Bishop, Spider-Ham, Captain America (Infinity War)
    Ronan: Bulwark Buffs last 50% longer.
    Kate Bishop: Whenever one of the opponent’s Debuffs fail to trigger due to reduced Ability Accuracy, gain an indefinite Fury Passive, increasing Attack Rating by 20%. Max: 20.
    Spider-Ham: Heavy Attacks refresh all Porker Popper Debuffs.
    Captain America (Infinity War): Special Attack 1 inflicts an additional Bleed Debuff for each Kinetic Potential.

    And We Shall Rise - Unique Synergy
    With Diablo, Sandman, Mister Negative, Juggernaut
    Ronan: Gain an additional Persistent Kree Judgement Charge when defeating a #Hero Champion.
    Diablo: When fighting Poison Immune Champions, Poisons instead become Degeneration, which count as Poisons for Diablo’s other abilities.
    Sandman: Resistance Up Passives are not consumed when Blocking or being Struck while Unstable is active.
    Mister Negative: Degeneration Debuffs deal 20% more damage.
    Juggernaut: Inflicting a Stagger Passive also inflicts a Physical Vulnerability Debuff, reducing Physical Resistance by 1400 for 20 seconds.

    We Shall Conquer - Unique Synergy
    With Kang, Thanos, Gorr The God Butcher, Red Skull
    Ronan: Kree Judgement Buffs gained are doubled against #Hero Champions.
    Kang: The second hit of Special Attack 2 deals a burst of Energy Damage equal to 400% of Kang’s Attack Rating.
    Thanos: Special Attack 3 grants a Pierce Buff of 700 potency for 30 seconds.
    Gorr: Gain +100% Bleed, Poison, and Shock Resistance.
    Red Skull: Shock Debuffs deal 50% more damage for each Buff on Red Skull.

    We Shall Rule - Unique Synergy
    With Doctor Doom, Apocalypse, Kingpin, Killmonger
    Ronan: While the opponent is Stunned, Ronan cannot Miss and his attacks are Passively Unblockable.
    Doctor Doom: When fighting Cosmic Champions, Shocks become Degeneration Debuffs instead, which count as Shock Debuffs.
    Apocalypse: Each hit of a Heavy Attack inflicts a Vulnerability Passive of 10% potency for each personal Weakness, Poison, Concussion, and Degeneration Debuff on the opponent.
    Kingpin: Special Attack 1 Degeneration Debuff reduces Defensive Ability Accuracy by an additional 35%.
    Killmonger: Reverberation lasts 100% longer.

    Empire of the Kree - Unique Synergy
    With Captain Marvel (Classic), Captain Marvel, Hulkling
    Ronan: Whenever one of Ronan’s personal Pierce, Intensify, Bulwark, or Regeneration Buffs are Nullified, they are replaced with identical Passives but still count as Buffs for Ronan’s other abilities.
    Captain Marvel (Classic): Each hit of a Heavy Attack has a 50% chance to grant an indefinite Aptitude Buff, increasing the potency of all Armor, Fury, and Precision Buffs by 40%. Max: 10.
    Captain Marvel: When entering Binary Ignition, Captain Marvel inflicts herself with 3 stacks of Shock, Incinerate, and Coldsnap Debuffs, dealing 0 Damage until Binary Ignition expires.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Anyone got another Buff idea I could look at?
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    I've got another Buff idea for everyone to look at, and it's about Black Widow.

    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!
    Character Class: Skill

    Abilities: Evade, Precision, Cruelty, Sunder, Mastered Senses, Fury, Sabotage, Physical Vulnerability

    The Following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion.

    Always Active
    Black Widow is immune to all Slow effects, as well as reducing the opponent’s Ability Accuracy of all True Strike, True Accuracy, and Ensnare effects by -100%.

    Widow’s Bite - Passive - Max Stacks: 10.
    Every 10th Basic Attack landed by either champion grants Black Widow a Widow’s Bite Passive that lasts indefinitely.
    For each stack of Widow’s Bite, gain the following:
    +826.1 Attack Rating.
    +370.59 Critical Rating.
    +34.15 Critical Damage Rating.

    When inflicted with a Debuff
    10% chance per stack of Widow’s Bite to Purify that Debuff and gain a Pierce Passive of 25% potency for 30 seconds.
    This ability can’t Purify Stun Debuffs.

    When Attacked
    25% chance to Evade an incoming hit.
    Evading a hit this way refreshes her personal Precision and Cruelty Passives.
    This Evade does not trigger during a Well-Timed Block.

    All Attacks - Subtlety
    With Black Widow’s subtle, calculated grace, each stack of Widow’s Bite reduces the opponent’s Defensive Ability Accuracy by 10%.

    Special Attacks
    100% chance to gain a Precision Passive and a Cruelty Passive, both lasting for 10 seconds per level of Special Attack used.
    Precision increases Critical Rating by 700.
    Cruelty increases Critical Damage Rating by 737.84.

    Special Attack 1
    On activation, gain a Mastered Senses Passive, preventing the opponent from failing her Evades and Dexterity Dodges for 30 seconds.
    Each hit inflicts a Rupture Debuff, dealing 4169.2 Physical Damage over 20 seconds.

    Special Attack 2
    On activation, gain a non-stacking Fury Passive, increasing Attack Rating by 2876.25 for 3 seconds per stack of Widow’s Bite.
    Each hit inflicts a Sabotage Debuff, reducing the opponent’s Defensive Ability Accuracy by 25% for 25 seconds and dealing 1848 Direct Damage whenever their Defensive Abilities fail to trigger.
    The last hit inflicts a non-stacking Physical Vulnerability Debuff, reducing Physical Resistance by 1400 for 30 seconds. The potency of this Debuff is increased by 50% for each stack of Widow’s Bite. Max: 500%.

    Special Attack 3
    Retrigger her personal Precision and Cruelty Passives at +100% potency and pause them for the remainder of the fight.
    Inflict a Sunder Passive, setting the opponent’s Critical Resistance to 0 for 70 seconds.
    While this effect is active, Sabotage Debuffs on the opponent are paused.

    Signature Ability - World’s Greatest Spy
    Passive
    Sabotage Debuffs inflicted on Special Attack 2 last 20% longer, and deals 20% more Direct Damage whenever the opponent’s Defensive Abilities fail to trigger.
    Additionally, Black Widow’s personal Abilities cannot be affected by Ability Accuracy Reduction.

    Recommended Masteries
    Lesser Precision/Precision
    Lesser Cruelty/Cruelty
    Assassin

    Synergy Bonuses

    Agents of S.H.I.E.L.D. - Unique Synergy
    With Nick Fury, Hawkeye, Captain America, Quake
    Black Widow: Each stack of Widow’s Bite has a 5% chance to remove 1 Rock Stack or Rock Shield from the opponent.
    Nick Fury, Hawkeye: Bleed Debuffs deal 100% more damage and last 20% longer.
    Captain America: Performing a Perfect Block grants Captain America an Indefinite Pierce Passive of 10% potency. Max: 20.
    Quake: Charging a Heavy Attack has a 25% chance to add an additional point to the Aftershock Scale.

    Avengers Assemble! - Unique Synergy
    With Iron Man, Captain America, Hulk, Thor, Hawkeye
    Black Widow: Start the fight with 3 Widow’s Bite Passives.
    Other Synergy Members: During Special Attacks, increase Attack Rating by 300%.

    Avengers
    With Hulk, Hulkbuster
    All Champions gain a +25% chance to Stun with each Special Attack.

    Friends
    With Captain Marvel, Ms. Marvel
    All Champions gain +130 Armor Rating

    Teammates
    With Iron Man, Captain America, Hulk, Thor, Hawkeye
    All Champions gain +5% Perfect Block Chance.

    Romance
    With Winter Soldier, Hawkeye
    All Champions gain +5% Combat Power Rate.

    Enemies
    With Ultron Prime
    All Champions gain +155 Critical Rating.

    Nemesis
    With Red Skull
    All Champions gain +6% Attack Rating.

    Incoming Synergy Changes

    Lullaby
    With Hulk (Ragnarok)
    Black Widow (Old Effect): Evade chance increases by 100%.
    Black Widow (New Effect): While the opponent has a Sabotage Debuff, Black Widow cannot Miss.

    Spider’s Bite
    With Black Widow (Claire Voyant)
    Black Widow (Old Effect): Activating a Special Attack grants a Fury Buff increasing Attack Rating by 20% for 6 seconds.
    Black Widow (New Effect): Special 2 Fury Passive starts paused for 8 seconds.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    This Buff idea you can take a look at is about Electro, so here he is.

    About Electro
    Max Dillon was just an electrical engineer doing his job. But a lightning strike jolted him into the menacing Super Villain known as Electro! With the ability to command up to a million volts electricity, deliver lethal shocks, or shoot lightning, he has become an infamous criminal, and adversary to Spider-Man.

    Character Class: Science

    Abilities: Shock, Fury, Stun, Energy Vulnerability, Precision

    Strengths and Weaknesses

    Strengths - Full Shock Resistance, Alliance Wars/Battlegrounds Defense, Strong Critical Hits

    Weaknesses - Shock Immunity, Non-Contact Attacks, Purify

    The Following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion.

    Always Active
    Electro has +100% Shock Resistance.

    Self-Inflicted Shocks - Max: 10
    Every 10th Basic Attack landed by either Champion self-inflicts Electro with an indefinite Shock Passive, dealing 0 damage.
    For each Shock on Electro, gain the following:
    +2346 Attack Rating.
    +20% Static Shock Damage.
    +900 Critical Damage Rating.

    When Blocking or being Attacked
    If the hit was a contact attack, the opponent is inflicted with an instant Shock, dealing 308.64 Energy Damage.
    This damage is increased by 50% against Mystic Champions, but is decreased by 100% against Skill Champions.

    While the opponent is Stunned
    Electro’s attacks inflict the opponent with a Shock Debuff, dealing 115.52 Energy Damage over 20 seconds.

    Heavy Attacks
    Each hit inflicts an Armor Break Debuff, reducing Armor Rating by 700 for 20 seconds. Max: 2.

    Special Attacks
    On activation, gain a Precision Passive, increasing Critical Rating by 2100 for 5 seconds per level of Special Attack used.

    Special Attack 1
    On activation, inflict an Energy Vulnerability Passive, reducing Energy Resistance by 900 for 35 seconds.
    60% chance to inflict a Stun Debuff for 3 seconds.

    Special Attack 2
    On activation, gain a Fury Passive, increasing Attack Rating by 1594.64 for 2.5 seconds per self-inflicted Shock on Electro.
    On hit, remove all Shock effects on the opponent, dealing a burst of 3655.5 Energy Damage per Shock removed.

    Special Attack 3
    At the end of this attack, inflict a Sunder Passive, setting the opponent’s Critical Resistance to 0 for 70 seconds.
    100% chance to inflict a Stun Debuff for 4 seconds.
    The duration of this Stun is increased by 100% for each of the opponent’s filled Bars of Power.

    Signature Ability - Electrostatic
    Passive
    Self-inflicted Shock stack limit is increased to 12 and Electro self-inflicts 3 Shocks at the start of the fight.
    Shock and Armor Break Debuffs last 50% longer.

    Recommended Masteries
    Inequity
    Despair
    Lesser Precision/Precision
    Lesser Cruelty/Cruelty

    Synergy Bonuses

    House of the Sinister Six - I - Unique Synergy
    With Rhino, Iron Patriot
    Electro: Attacks have a 30% chance to inflict an additional Shock Debuff.
    Rhino: Activating a Special Attack inflicts a Physical Vulnerability Debuff, reducing Physical Resistance by 1400 for 20 seconds.
    Iron Patriot: Blocking a hit has a 25% chance to trigger his personal Armor Up Buff.

    House of the Sinister Six - II - Unique Synergy
    Vulture, Green Goblin
    Electro: Increase the duration of non-Stun Debuffs by 50%.
    Vulture: While the opponent is suffering from a Siphon Debuff, all attacks are Guaranteed Critical Hits.
    Green Goblin: Madness duration is doubled.

    House of the Sinister Six - III - Unique Synergy
    Doctor Octopus, Mysterio
    Electro: Armor Break Debuff potency is doubled.
    Doctor Octopus: Heavy Attacks have a 40% chance to not remove all active Breakthroughs.
    Mysterio: While Frenzy Gas is active, the opponent is Passively Special Locked.

    House of the Sinister Six - IV - Unique Synergy
    With Kraven, Scorpion, Sandman, Shocker
    Electro: While the opponent has at least 1 Shock Debuff, bypass the effects of Evade, Miss, and Auto-Block effects.
    Kraven: Precision Buff duration is increased by 50%.
    Scorpion: Special Attacks 1 and 2 are Passively Unblockable as long as the opponent has at least 3 Torment Debuffs.
    Sandman: The Physical Burst damage when knocking down the opponent with a Heavy, Special 1, or Special 2 attack is increased by 300%.
    Shocker: The second hit of his Heavy Attack inflicts an instant Shock, dealing 2% of Attack Rating as Energy Damage per Vibro-Shock Charge consumed.

    Enemies
    With Spider-Man (Miles Morales), Spider-Man (Symbiote)
    All Champions gain +155 Critical Rating.

    Nemesis
    With Spider-Man (Classic)
    All Champions gain +6% Attack Rating.

    Friends
    With Rhino, Doctor Octopus, Green Goblin, Kraven, Kingpin
    All Champions gain +130 Armor Rating.

    Teammates
    With Venom, Mysterio, Shocker, Sandman, Vulture
    All Champions gain +5% Perfect Block Chance.

    Incoming Synergy Changes

    Into The Villain-Verse
    With Spider-Man (Supreme)
    Electro (Old Effect): When attacking, 20% chance to inflict a Shock Passive on himself and the opponent, dealing 30% of Attack as Energy Damage over 10 seconds.
    Electro (New Effect): When attacking, 6% chance per self-inflicted Shock on Electro to inflict a Shock Passive, dealing 1% of Attack as Energy Damage over 30 seconds.

    Electric Supercharge
    With Green Goblin
    Electro (Old Effect): While under a Shock Debuff, +30% Attack.
    Electro (New Effect): While suffering from a Shock effect, gain +30% Attack Rating.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    edited May 2023
    I think this Buff idea right here will make Iron Man very fun to play with, so here he is.

    About Iron Man
    Genius. Billionaire. Playboy. Philanthropist. Tony Stark may be a visionary, but he didn’t realize his life-saving invention would transform him into Iron Man! In his sleek suit, Stark can fly, shoot repulsor rays, and access an array of cutting edge technology to combat the enemies of the Avengers.

    Character Class: Tech

    Abilities: Incinerate, Plasma, Armor Up, Armor Break, Fury, Energy Vulnerability, Tracking, True Accuracy

    Strengths and Weaknesses

    Strengths - Strong Immunities, Anti-Miss, Anti-Evade, Alliance War/Battlegrounds Defense

    Weaknesses - Armor Break Immunity, True Damage/True Strike, Cosmic Champions, Long Reaching Heavy Attacks.

    The Following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion.

    Always Active
    Iron Man’s suit fitted with cutting-edge technology provides full immunity to all Bleed, Poison, Shock, Incinerate, Coldsnap, Frostbite, Nullify, Fate Seal, Neutralize, Heal Block, Reversed Controls, Power Lock, Power Burn, and Special Lock effects, as well as Armor Shattered Debuffs.

    Armor Break Debuffs - Max: 20
    Unless otherwise stated, Armor Break Debuffs reduce the opponent’s Armor Rating by 233.33 for 30 seconds.

    Armor Up
    Iron Man’s modifications to his armor grant him extra protection. This allows him to start the fight with an indefinite Armor Up Passive, increasing Armor Rating by 1400. Armor Up Passives are not removed by Armor Break Debuffs.
    While Iron Man has this effect, gain the following:
    Immunity to Ability Accuracy Reduction effects.
    +100% Critical Resistance.
    +60% Combat Power Rate.

    J.A.R.V.I.S. - Always Active
    Iron Man starts the fight with J.A.R.V.I.S. online.
    While J.A.R.V.I.S. is online, the opponent suffers an indefinite non-stacking Tracking Debuff, bypassing the effects of Miss.
    If Iron Man is struck by a Heavy Attack or a Cosmic Champion, J.A.R.V.I.S. is shut down for 15 seconds and the indefinite non-stacking Tracking Debuff is disabled during this time.

    Basic Attacks
    Iron Man can’t land Critical Hits naturally, however all Basic Attacks that aren’t Critical, have a chance based on Critical Rating to inflict an Incinerate Debuff, dealing 18.95 Energy Damage over 20 seconds.
    Against Mutant Champions, inflict an identical Plasma Debuff instead.

    Light and Medium Attacks
    35% chance to inflict an Armor Break Debuff.
    This chance is doubled if J.A.R.V.I.S. is online.

    Heavy Attacks
    On hit, refresh all Armor Break Debuffs.

    Special Attacks
    On activation, pause all Armor Break Debuffs for the duration of the attack, and 10 seconds after the attack ends.

    Special Attack 1
    On activation, gain a True Accuracy Passive for 20 seconds.
    While this True Accuracy is active, all personal Incinerate and Plasma effects on the opponent are paused.

    Special Attack 2
    On activation, gain a Fury Passive per Armor Break Debuff on the opponent, each increasing Attack Rating by 1179 for 35 seconds.
    On hit, remove all personal Incinerate and Plasma effects on the opponent, dealing 6136 Energy Damage for each one removed.
    This damage is doubled if J.A.R.V.I.S. is online.

    Special Attack 3
    Inflict an Energy Vulnerability Passive, reducing Energy Resistance by 3900 for 70 seconds.
    While this Energy Vulnerability Passive is active, Iron Man gains +2100 Critical Rating.

    Signature Ability - Arc Overload
    Passive
    When Iron Man falls below 15% of his max Health, the Arc Reactor in his chest overloads. This grants him a Regeneration Passive, healing 75% of max Health over 10 seconds.
    While Arc Overload is active, Iron Man also gains an Armor Up Passive for 10 seconds, increasing his Armor Rating by 2913.67.

    Recommended Masteries
    Double Edge/Liquid Courage
    Glass Cannon

    Synergy Bonuses

    House Party Protocol - Solo Synergy
    With Iron Patriot, War Machine
    Iron Man: When inflicting an Incinerate or Plasma effect, there is a 30% chance to inflict another.

    Party Protocol Guests - Unique Synergy
    With Hulkbuster, Iron Man (Infinity War), Silver Centurion, Infamous Iron Man
    Iron Man: While his personal Armor Up Passive is active, gain 400% Physical and Energy Resistance.
    Hulkbuster: Heavy Attacks have a 20% chance to inflict an additional Shock Debuff.
    Iron Man (Infinity War), Silver Centurion: Plasma effects deal 50% more damage.
    Infamous Iron Man: Gain 300% Critical Damage Rating while the Aura of Iron is active.

    Avengers Assemble! - Unique Synergy
    With Captain America, Thor, Black Widow, Hawkeye, Hulk
    Iron Man: Armor Break Debuffs are 100% less effective.
    Other Synergy Members: Activating a Special Attack grants a Pierce Passive of 50% potency for 6 seconds per level of Special Attack used.

    Teammates
    With Captain America, Thor, Black Widow, Hawkeye, Hulk
    All Champions gain +5% Perfect Block Chance.

    Friends
    With Nick Fury
    All Champions gain +130 Armor Rating.

    Enemies
    With Ultron Prime, Baron Zemo, Loki
    All Champions gain +155 Critical Rating.

    Incoming Synergy Changes

    Advanced Tech
    With Wasp
    Iron Man (Old Effect): Armor Up effects last for an additional 2 seconds.
    Iron Man (New Effect): Armor Break Debuffs last 50% longer.

    Fateful Friends
    With Ikaris
    Iron Man (Old Effect): Inflict an Incinerate Debuff on the Opponent dealing 100% of Attack Rating as Energy Damage per second on all Special Attacks.
    Iron Man (New Effect): Heavy Attacks and fourth Light Attacks refresh all personal Incinerate and Plasma effects.

    Iron Men
    With Silver Centurion
    Iron Man (Old Effect): Special Attacks inflict a Plasma Passive dealing 40% of Attack over 6 seconds.
    Iron Man (New Effect): Incinerate and Plasma Debuffs become Passives and last 50% longer.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    I'm sure Iron Man's interface computer system named J.A.R.V.I.S. will be a new ability for his kit.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    I think this Buff idea right here will make Nightcrawler a very fun Defender, so here he is.

    About Nightcrawler
    Raised from childhood in an Eastern European circus, Half-Demon Mutant Kurt Wagner has always existed on the outside. Gifted with the power to teleport at will, but marred with his father’s demonic appearance, Kurt eventually found a place for himself amongst Xavier’s X-Men. Despite his intimidating outward appearance, Nightcrawler remains positive and optimistic, always using his powers for the betterment of both mankind and mutantkind.
    Character Class: Mutant

    Abilities: Evade, Precision, Cruelty, Prowess, Nephayhem, Swashbuckling, Pierce, Fragility

    Strengths and Weaknesses

    Strengths - Critical Hits, Alliance Wars/Battlegrounds Defense

    Weaknesses - Intimidate, Abilities that punish Critical Hits or Evade.

    The following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion.

    Always Active
    Nightcrawler’s teleportation skills grant immunity to Slow effects, as well as reducing the opponent’s Ensnare Ability Accuracy by 100%.
    When Dashing Backwards and holding Block for 1.2 seconds, he switches between his Combat Modes.
    While dodging back, Nightcrawler cannot be struck by attacks. When successfully dodging an attack this way, gain an indefinite Cruelty Passive, increasing Critical Damage Rating by +34.15 until his next Critical Hit.

    Nephayhem Mode - Passive
    Nightcrawler focuses on teleportation and dexterity, giving him a 20% Chance to Evade the Opponent’s Attacks. This Chance is increased by 15% if the hit dealt Physical Damage.
    Evading a hit this way grants an Indefinite Pierce Passive of 10% Potency. Max: 10.

    Swashbuckling Mode - Passive
    While Nightcrawler is in this mode, gain an Indefinite Precision Passive, increasing Critical Rating by 2100.
    When Nightcrawler lands a Critical Hit while in this mode, gain a Prowess Passive, increasing Special Attack Damage by 10%. Max: 20.

    Critical Hits
    Nightcrawler’s Cutlass grants a 60% Chance to inflict an Instant Bleed, dealing 1848 Direct Damage. This damage increases with Critical Damage Rating.
    Against Bleed Immune Champions, deal a burst of Instant Rupture Damage instead.

    Heavy Attacks
    If this attack is used while in Nephayhem Mode, inflict the opponent with a Tracking Debuff, bypassing the effects of Miss for 20 seconds.
    If this attack is used while in Swashbuckling Mode, inflict the opponent with a non-stacking Physical Vulnerability Debuff, reducing Physical Resistance by 2100 for 20 seconds.

    Special Attacks
    On activation, gain an effect based on the current combat mode.
    Nephayhem: Gain a Mastered Senses Passive, preventing the opponent from failing his Evades and Dexterity Dodges for 20 seconds.
    Swashbuckling: Gain a True Strike Passive for 20 seconds.
    Instant Bleed and Instant Rupture effects can be inflicted through Block.

    Special Attack 1
    If this attack is used while in Nephayhem Mode, increase Nightcrawler’s Chance to Evade by a flat 35% for 20 seconds.
    If this attack is used while in Swashbuckling Mode, gain a Cruelty Passive, increasing Critical Damage Rating by 492.59 for 20 seconds.

    Special Attack 2
    If this attack is used while in Nephayhem Mode, ignore 50% of the opponent’s Block Proficiency for the duration of this attack.
    If this attack is used while in Swashbuckling Mode, increase the chance to score an Instant Bleed or Instant Rupture by 20% for the duration of this attack.

    Special Attack 3
    At the end of this attack, increase the chance to score an Instant Bleed or Instant Rupture by 40% for the rest of the fight.
    Inflict the opponent with a Fragility Debuff for 70 seconds. When attacking a Fragile opponent, increase Nightcrawler’s Critical Damage Rating by +900 and decrease the opponent’s Block Proficiency by 50%.
    While this Debuff is active, Nightcrawler can land Critical Hits through Block.
    Activate both Combat Modes for 30 seconds.

    Signature Ability - Nephayhem Heritage
    Enhanced Combat Modes
    Nightcrawler's Combat Modes are enhanced, providing a bonus effect based on which mode is active.
    Nephayhem: Evading a hit grants a Fury Passive, increasing Attack Rating by 928.6 for 15 seconds. Max: 10.
    Swashbuckling: Gain 50% Combat Power Rate on Critical Hits.


    Recommended Masteries
    Lesser Precision/Precision
    Lesser Cruelty/Cruelty

    Synergy Bonuses

    Blue Brawlers - Unique Synergy
    With Archangel, The Champion, Nebula, Yondu
    Nightcrawler: Personal Debuffs and Passive effects are not affected by Ability Accuracy Reduction.
    Archangel: Neurotoxin Damage is increased by 15%.
    The Champion: Personal Buffs gain 75% increased duration and potency.
    Yondu, Nebula: Bleed and Shock Debuffs last 50% longer.

    Enemies
    With Juggernaut, Toad, Magneto, Mister Sinister, Apocalypse
    All Champions gain +155 Critical Rating

    Friends
    With Beast, Professor X, Kitty Pryde, OG Storm, Wolverine, Archangel
    All Champions gain +130 Armor Rating

    Rivals
    With Wolverine (X-23)
    All Champions gain +115 Critical Damage Rating

    Teammates
    With Cyclops (New Xavier School), Cyclops (Blue Team)
    All Champions gain 5% Perfect Block Chance

    Incoming Synergy Changes

    Old Teammates
    With Havok
    Nightcrawler (Old Effect): Begin the fight in Swashbuckling Mode, and while in this mode his chance to Instant Bleed is increased by a flat 30%.
    Nightcrawler (New Effect): Combat Modes are unaffected by Ability Accuracy Reduction.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    I think you all might like this Buff idea here, and it is about Doctor Strange, so here he is.

    About Doctor Strange
    Neurosurgeon Doctor Stephen Strange’s success caused him to hit rock bottom. But the Ancient One elevated him to new heights, as Doctor Strange, Sorcerer Supreme! He is Master of the Mystic Arts, with powerful magic spells at his command. But forget the Flames of the Faltine, the Cloak of Levitation, the Eye of Agamotto – behind all that is a tenacious warrior dedicated to defending the Earth against the darkest mystical adversaries!

    Character Class: Mystic

    Abilities: Blessings, Regeneration, Decelerate, Armor Break, Energy Vulnerability, Nullify, Fate Seal

    Strengths and Weaknesses

    Strengths - Power Gain, Nullify

    Weaknesses - Power Control, Petrify/Wither

    The Following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion.

    Always Active
    Doctor Strange’s Blessings and Runes cannot be prevented by Ability Accuracy Reduction.
    Doctor Strange has 100% reduced Combat Power Rate during his Basic Attacks, but generates 35% of his max Power every 7 seconds.
    All attacks deal Energy Damage instead of Physical.

    Blessings of the Battlerealm - Passive
    Doctor Strange invokes three Vishanti Blessings to aid him in battle, each lasting for 10 seconds.
    Oshtur’s Refuge: Gain +8400 Armor and Block Proficiency for 10 seconds.
    Agamotto’s Insight: Gain +631.75 Attack Rating and +2100 Critical Rating for 10 seconds.
    Hoggoth’s Wisdom: Gain +15% Ability Power Rate and all hits Regenerate +844.03 Health for 10 seconds.

    Special Attacks - Runic Spells
    All Special Attacks store Runes of the current Blessing. Stored Runes have no effect.
    After Runes are stored, Doctor Strange then consumes up to 1 of each Rune to trigger different effects.
    Runes of Oshtur: Gain a Regeneration Passive, healing 4709.7 Health over 15 seconds, and he instantly Heals 75% of the damage he takes from Blocked hits.
    Runes of Agamotto: Inflict an Armor Break Debuff, reducing Armor Rating by 4360.89 for 15 seconds.
    Runes of Hoggoth: Inflict a Decelerate Passive of 100% potency for 15 seconds.

    Heavy Attacks
    Rotate to the next Blessing.

    Special Attack 1
    Both hits have a 100% chance to Nullify a Buff off the opponent.
    This attack will either deal up to 100% additional damage or steal 100% of the opponent's Power.

    Special Attack 2
    Each Flame hit of this attack has a 100% chance to inflict a beneficial effect based on the current Blessing.
    Osthur’s Refuge: Each hit inflicts a Weakness Passive, reducing Attack Rating by 25% for 20 seconds.
    Agamotto’s Insight: Each hit inflicts an Energy Vulnerability Passive, reducing Energy Resistance by 900 for 20 seconds.
    Hoggoth’s Wisdom: Each hit Nullifies a Buff off the opponent.

    Special Attack 3
    Inflict a Fate Seal Debuff, Nullifying all Buffs and preventing the opponent from gaining new Buffs for 50 seconds.
    Against Cosmic Champions, this Fate Seal becomes Passive.
    Activate all Blessings with their duration doubled.

    Signature Ability - Mastery of the Sorcery Arts
    Passive
    Doctor Strange can now select which Blessing he will start with in the Pre-Fight Menu.
    At the start of the fight, Stephen will activate an enhanced Blessing based on his Pre-Fight Ability. It lasts for 26 seconds, and cannot be affected by Ability Accuracy Reduction.
    Stephen’s Mastery over the Sorcery Arts allows him to instantly Nullify any Indestructible, Unstoppable, Unblockable, or Immortality Buffs from non-Science Champions.
    When any of these Buffs are Nullified this way, deal a burst of 514.4 Energy Damage to the opponent.

    Recommended Masteries
    Mystic Dispersion
    Glass Cannon

    Synergy Bonuses

    The Sorcerer Supremes - Unique Synergy
    With Symbiote Supreme, Sorcerer Supreme, Spider-Man (Supreme)
    Doctor Strange, Sorcerer Supreme: Blessings last 50% longer.
    Symbiote Supreme: Heavy Attacks rotate to the next Blessing.
    Spider-Man (Supreme): When causing a hit to Miss while Blessing of the Astral Form is active, place a Spider-Seal Buff on the opponent.

    Friends
    With Spider-Man (Classic), Thor, X-23
    All Champions gain +130 Armor Rating.

    Teammates
    With Black Bolt, Scarlet Witch
    All Champions gain +5% Perfect Block Chance.

    Incoming Synergy Changes

    177A Bleecker Street
    With Wong
    Doctor Strange (Old Effect): Fate Seal Duration is increased by 50%.
    Doctor Strange (New Effect): Agamotto’s Insight also grants +800 Critical Damage Rating.

    Secret Defenders
    With Silver Surfer
    Doctor Strange (Old Effect): Increase the Potency of each of Doctor Strange’s Blessings by 25%.
    Doctor Strange (New Effect): Hoggoth’s Wisdom also bypasses the effects of Miss and Auto-Block.

    Fateful Friends
    With Ikaris
    Doctor Strange (Old Effect): Upon the Weakness Debuff expiring, gain a Protection Buff for 10 seconds preventing Dr. Strange from taking more than 5% of max health from a single hit.
    Doctor Strange (New Effect): Oshtur’s Refuge also grants a Protection Passive, preventing Stephen from taking more than 5% of max Health from a single hit.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    This Buff idea here will make Archangel even more fun, so here he is.

    About Archangel
    A founding member of the X-Men, Warren Kenneth Worthington III, was better known as Angel until he was nearly killed, and his wings were brutally amputated. Angel was saved by the ancient and powerful mutant Apocalypse, who transformed him into the horseman Death. Now with blue skin, retractable claws, and razor sharp metallic wings coated with a powerful neurotoxin, he has overcome the programming of Apocalypse, but still continues an inner struggle against his deadly bloodlust as Archangel.

    Character Class: Mutant

    Abilities: Bleed, Poison, Neurotoxin, Stun, Fury, Vicious

    Strengths and Weaknesses

    Strengths - Neurotoxin, Anti-Purify

    Weaknesses - Bleed/Poison Immunity

    The Following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion

    Raptor’s Senses - Always Active
    Archangel is immune to all Ability Accuracy Reduction effects.

    Blood Transmission Vector - Passive
    For each Bleed Debuff on the opponent, Archangel’s Poison effect Ability Accuracy is increased by a flat 25%, and reduces the opponent’s Purify Ability Accuracy by the same amount.

    Poison Wings - Blocking
    0% chance to inflict a Poison Debuff, dealing 232.4 Direct Damage over 20 seconds.

    Razor Wings - All Critical Hits
    50% chance to inflict a Bleed Debuff, dealing 18.95 Direct Damage over 20 seconds.

    Neurotoxin - Passive
    Inflicting a Bleed into a Poison, or, vice-versa, will fuse those two effects into a Neurotoxin Passive that deals 10108 Direct Damage over 20 seconds.
    Whenever a Neurotoxin Passive expires, the opponent is inflicted with a Stun Debuff for 2 seconds.
    If the opponent is immune to this Stun Debuff, Archangel instead gains a non-stacking Vicious Passive, increasing the potency of all Damaging Debuffs by 75% for 20 seconds.

    Heavy Attacks
    50% chance to inflict a Bleed Debuff per hit, dealing 4169.2 Direct Damage over 20 seconds.

    Special Attacks
    On activation, gain a non-stacking Fury Passive, increasing Attack Rating by +2346 per stack of Neurotoxin and lasts for 20 seconds.

    Special Attack 1
    20% chance to inflict a Bleed Debuff per hit, dealing 2301 Direct Damage over 20 seconds.
    0% chance to inflict a Poison Debuff per hit, dealing 1035.45 Direct Damage over 20 seconds.

    Special Attack 2
    50% chance to inflict a Bleed Debuff per hit, dealing 1378.65 Direct Damage over 20 seconds.
    -40% chance to inflict a Poison Debuff per hit, dealing 4299.4 Direct Damage over 20 seconds.

    Special Attack 3
    100% chance to inflict a Bleed Debuff, dealing 12185 Direct Damage over 20 seconds.
    100% chance to inflict a Poison Debuff, dealing 14580.5 Direct Damage over 20 seconds.
    100% chance to inflict a Stun Debuff for 8 seconds.
    While this Stun is active, all of Archangel’s Basic Attacks are Guaranteed Critical Hits.

    Signature Ability - Increased Toxicity
    Passive
    The Neurotoxin coating Archangel’s wings and claws increases in toxicity, making all Neurotoxin Passives reduce the opponent’s Ability Accuracy by 50% and preventing them from gaining Health.

    Recommended Masteries
    Lesser Precision/Precision
    Stupefy/Pacify
    Deep Wounds

    Synergy Bonuses
    Psylocke – Romance – (+5% Power Gain)
    Phoenix or Beast – Mutant Agenda – (+12% Special Attack Damage)
    Iceman or Colossus – Mutant Agenda – (+12% Special Attack Damage)
    Ghost Rider or Black Widow – Teammates – (+5% Perfect Block Chance)
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    The Passive Fury could possibly fuel the damage of the Neurotoxins.
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