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.
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%
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.
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.
(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.
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
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.
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.
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.
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.
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.
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%.
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!
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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)
Comments
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 3Superciliously Savage Slander - Signature Ability
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.
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 wereMYSTIC 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 purifiedForcefield
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 attackHeavy 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 itDebuff 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 mediumDefault 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 secondsThis 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 secondsSpecial 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 limitUpdated synergies
Singularity Both Ultrons MODOK every 5th hit does burst physical damage instead of 7
Cubicle mates Abomb MODOK Refuce poison duration by 50%
A Punisher Overhaul Idea (will likely never happen though)
Stats are based on a maxed 5-StarAlways Active
Bringer of Punishment
For each Debuff on The Punisher, he gains the following:
When The Opponent Is Bleeding
Special Attack 1
Special Attack 2
Special Attack 3
Signature Ability - Endure
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.
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.
Super Skrull Buff Idea
(5-Star Rank 5, Sig. 200) Anything changed or new is *probably* boldedAlways Active
Hypnotic Gaze - Debuff
Only changes or addons I would make:Cosmic Energy Receptors - Buffs
-No Change-Cosmic Energy Overload - Buff
Special Attack 1
Special Attack 2
Special Attack 3
Signature Ability - Self Sustaining Power
Still has Power Gain in OverloadSynergy 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.
Ronan
Base Stats
R4 6 starPrestige 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
JudgementRonan 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 chargeWinning 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 GalanPause 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 attackSpecial 1 Judge
Ronan jumps and causes a tremor stunning the opponent then releases a field in of energy before blasting him with the universal weaponOn 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 weaponOn 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 dustThis 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
(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.
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.
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%.
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.
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.
(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 3Cycling Vengeance - Pre-Fight Ability (might be too broken or underwhelming on paper, just a thought)
Signature Ability - Bonds of Zarathos
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.
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.
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.
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.
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.
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.
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.
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.
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)