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Champion Improvement Suggestions [edited by Mod for clarity]

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    Paupershango_2006Paupershango_2006 Posts: 535
    edited May 2023
    This rework idea here will make Thor very, very awesome, so here he is.

    About Thor
    The mighty Thor is Asgard’s finest and bravest warrior. With god-like strength, command over lightning, and the aid of the legendary hammer Mjölnir, Thor defends Earth alongside his battle-worthy companions, the Avengers. However, Thor must often contend with the evil schemes of his own brother, the nefarious Loki.

    Character Class: Cosmic

    Abilities: Fury, Armor Break, Stun, Aptitude

    Strengths and Weaknesses

    Strengths - Strong Immunities/Resistances, High Damage Output

    Weaknesses - Critical Resistance, Armor Break/Stun Immunity, Stagger/Neutralize

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

    Always Active
    Thor’s Asgardian Heritage provides him full immunity to all Poison, Nullify, Fate Seal, Power Lock, Power Steal, and Special Lock effects, as well as +100% Bleed and Shock Resistance.
    Fury Buff Ability Accuracy is increased by a flat 10% for every 30 seconds that have passed during this fight. Max bonus: 40%.
    The duration of all Debuffs cannot be reduced as long as Thor has at least 1 active Buff.

    Armor Break Debuffs - Max: 20
    Unless otherwise stated, Armor Break Debuffs reduce Armor Rating by 525 for 30 seconds.

    All Attacks
    30% chance to gain a Fury Buff, increasing Attack Rating by 1658.25 for 5 seconds. Max: 10.
    If the attack was a Critical Hit, this Fury Buff becomes indefinite.

    While the opponent is Stunned
    All attacks have a 100% chance to inflict an Armor Break Debuff.

    Heavy Attacks
    Thor’s Heavy Attack can be charged for extended duration.
    While Heavy Charging, Thor builds up Aptitude Buffs over time, each increasing the potency of all Armor, Fury, and Precision Buffs by 30%. When Thor releases his Heavy Attack, these Aptitudes last for 20 seconds. Max: 10.
    Stun Debuffs on the opponent are paused until Thor stops Heavy Charging.

    Special Attacks
    Gain a True Damage Buff, ignoring all Armor and Resistances for the duration of the attack, and 5 seconds after the attack ends.

    Special Attack 1
    On activation, gain a Pierce Buff of 5% potency for 15 seconds. Max: 20.
    Gain an additional Pierce Buff for each Armor Break Debuff on the opponent.
    70% chance to inflict a Stun Debuff for 3 seconds.

    Special Attack 2
    This attack gains 110.53 Critical Damage Rating for each Armor Break Debuff on the opponent.
    The second hit inflicts a Shock Passive for each Buff on Thor, dealing 4169.2 Energy Damage over 8 seconds.
    If the opponent is Shock Immune, instead deal a burst of Energy Damage equal to 400% of Thor’s Critical Damage Rating.
    85% chance to inflict a Stun Debuff for 4 seconds.

    Special Attack 3
    Gain a Precision Buff, increasing Critical Rating by 2100 for 40 seconds.
    While Thor has this Buff, Special Attacks 1 and 2 are Passively Unblockable.
    Retrigger all personal Armor Break Debuffs on the opponent and pause them for the remainder of the fight.
    Inflict a Physical Vulnerability Debuff for each Armor Break Debuff on the opponent, each reducing Physical Resistance by 233.33 for 30 seconds. These Debuffs expire one at a time.
    100% chance to inflict a Stun Debuff for 6 seconds.

    Signature Ability - The Experienced Asgardian Warrior
    Persistent Charge
    Defeating an opponent grants Thor a Persistent Experience Charge, lasting throughout the Quest. Max: 10. Each Charge increases Thor’s Combat Power Rate by 10% and grants a bonus effect based on the opponent’s Class.
    Mutant: Each Experience Charge reduces the opponent’s Ability Accuracy during Special Attacks by 10%.
    Skill: Each Experience Charge grants Thor a 10% chance to Purify a Debuff. Purifying a Debuff this way triggers Guaranteed Critical Hits for 10 seconds.
    Science: Each Experience Charge reduces the opponent’s Attack Rating during Special Attacks by 5%.
    Mystic: The Mystic Arts resist the God of Thunder, so the opponents of this Class can’t be affected by Thor’s Experience.
    Cosmic: Each Experience Charge increases the duration of all of Thor’s Buffs by 10%.
    Tech: Each Experience Charge reduces the potency of all Power Drain and Power Burn effects by 10%.
    Superior: Gain all of the above mentioned effects against the opponent of this Class.

    Recommended Masteries
    Double Edge/Liquid Courage
    Extended/Enhanced Fury
    Inequity/Despair

    Synergy Bonuses

    Friendly But Dangerous Rivalry - Unique Synergy
    With Hulk, Hercules
    Thor: Armor Break Debuffs last 50% longer.
    Hulk: Trauma and Physical Vulnerability Debuffs last 50% longer.
    Hercules: Infuriate Debuffs last 50% longer.

    Heroes of Asgard - Unique Synergy
    With Angela, Heimdall, Odin, Valkyrie
    Thor: While at least 1 Buff is active, Thor’s attacks bypass the effects of Auto-Block.
    Angela: Inflicting an Armor Break Debuff also inflicts a Physical Vulnerability Debuff, reducing Physical Resistance by 20% for 20 seconds.
    Heimdall: Each indefinite Buff grants 700 Critical Damage Rating.
    Odin: Odin’s True Strike Buff also bypasses the effects of Miss.
    Valkyrie: Special 2 Passive Fury duration is doubled.

    Villains of Asgard - Unique Synergy
    With Loki, Hela, Mangog, Gorr the God Butcher
    Thor: While at least 1 Armor Break Debuff is active, Thor cannot Miss or be Evaded.
    Loki: Gain 600 Critical Damage Rating for each of Loki’s active Buffs.
    Hela: Armor Break Debuff duration is doubled.
    Mangog: Personal Stagger Debuffs are paused while Enrage is active.
    Gorr: Gain immunity to the recovery reduction from Poison.

    Enemies
    With Juggernaut
    All Champions gain +155 Critical Rating
    Friends
    With Doctor Strange
    All Champions gain +130 Armor Rating
    Friends
    With Iron Man
    All Champions gain +130 Armor Rating

    Incoming Synergy Changes

    Bull Targets
    With Stryfe
    Thor (Old Effect): Activating a Special Attack grants +3 Fury Buffs each granting 10% Attack Rating for 6 seconds.
    Thor (New Effect): The duration of Fury Buffs cannot be reduced.

    The Worthy
    With Absorbing Man
    Thor (Old Effect): Thor’s Heavy Attack inflicts an Armor Break Debuff, reducing Armor by 1800 for 4.5 seconds. Max stacks: 2
    Thor (New Effect): Striking a Stunned opponent has a 25% chance to inflict an additional Armor Break Debuff and Heavy Attacks refresh all personal Armor Break Debuffs.

    Asgardian Republic
    With Silver Centurion
    Thor (Old Effect): Landing any Special Attack inflicts a Shock Debuff, dealing 50% of Attack over 8 seconds.
    Thor (New Effect): Shock effects deal 150% more damage.
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    Paupershango_2006Paupershango_2006 Posts: 535
    Thor could possibly be good for Caustic Temper nodes if we had this rework.
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    OmniformOmniform Posts: 57
    I did this Iron Fist Thread ages ago, it’s a bit of a different take on the champ where I thought it should go.

    Signature Ability - Master of the Mystic and Martial Arts

    Iron Fist’s mastery over the Mystic Arts and the Martial Arts have made him a formidable foe for all evil as one of The Immortal Weapons.

    While “The Protector of Kun Lun” is active: Iron Fist gains 10% - 25% of a bar of power over 3 seconds when either purifying a debuff or nullifying a buff from the opponent.



    Passive:

    Iron Fists connection to the Dragon Shao Lao gives him the ability to use the Iron Fist to protect Kun Lun. While the “The Protector of Kun Lun” buff is active, he passively purifies debuffs every 2 seconds.

    Iron Fist has a 65% chance to inflict Armor Break debuffs per hit lasting 3 seconds, this is increased to 100% while “The Protector of Kun Lun” is active.


    The Protector of Kun Lun: Passive

    Over the course of the fight Iron Fist concentrates the Power of Shao Lao into his fists. Iron Fist gains a Heart of Shao Lao stack for every 5 hits in a combo. Once he gains Four stacks, dodging back and holding block will convert these stacks into the buff - “The Protector of Kun Lun.”

    While this buff is active, Iron Fist will drain his power till it hits zero. In exchange for that power Iron Fist can Nullify buffs on hit.

    As a defender Iron Fist will gain “The Protector of Kun Lun” after taking 15 hits but will have an increased power drain rate.


    Special 1

    Iron Fist has a 100% chance to inflict an Armor Break per hit, up to 5 successful hits.

    While The Protector of Kun Lun is active:
    While this buff is active Special 1 will convert 5 Armor Breaks into an Armor Shatter for 8 seconds.



    Special 2

    Iron Fists connection to the mystic arts have taught him much. 65% Chance to inflict the opponent with a Buff Immunity for 6 seconds.

    While The Protector of Kun Lun is active:
    The chance to inflict a Buff Immunity is increased to 100% and drains 25% of a bar of power.



    Special 3

    Iron Fits hits the opponent with 4 precise hits. Removing any armor breaks that are inflicted on the opponent, increasing the damage of special 3 +X per armor break removed.

    While The Protector of Kun Lun is active:
    Iron Fist steals 40% of current power and inflicts damage based on how much is stolen.


    This concept is about weaking his opponents and relentlessly attacking while increasing his own power to defeat his foes.
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    Paupershango_2006Paupershango_2006 Posts: 535
    Well, yeah, but I think it's more better if he has big yellow numbers.
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    Paupershango_2006Paupershango_2006 Posts: 535
    I think it makes more sense if you use this for an Iron Fist Buff Concept:


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    MagrailothosMagrailothos Posts: 5,375 ★★★★★
    Omniform said:

    I did this Iron Fist Thread ages ago, it’s a bit of a different take on the champ where I thought it should go.

    I liked some of the ideas here. From a practical perspective, it would be very hard to get a lot of use of your Specials whilst having the 'Protector of Kun Lun' active, because you're always backing off in order to implement it; so you're losing power immediately.

    And the only way he can stop his opponent building their own power is by landing an SP3, which he's going to find impossible unless nullifying their buffs. So 'Protector of Kun Lun' becomes an ability that drives his own power to zero whilst building up his opponent: definitely a situation to avoid!

    Finally, does he do anything when 'Protector of Kun Lun' isn't active? It seems like he has no abilities outside of that phase, aside from some minor abilities on his Special attacks.

    How about something resembling one or two of these tweaks:

    1: If you really want him to have a relentless power loss, then why not say that "After 'Protector of Kun Lun' has been active for X seconds, suffer a Power Drain debuff..."
    - that way, you (1) can have a delay during which to build to your SP3, (2) get a debuff for a bit of free Willpower healing. Also, if you want to to, you could (3) adjust his Sig to make X longer, or to reduce the rate of Power Drain.

    2: You really need some other way for a Iron Fist to control the fight - either a minor Power Drain/Steal/Lock; or by reducing the opponent's Combat Power Rate during 'Protector of Kun Lun', or by an effect like Taunt (or She-Hulk's Induce Panic) to make them throw Specials.

    3: Don't give him an ability to inflict Buff Immunity if his kit is built around Nullifying buffs...

    4: Give him some 'always active' abilities, and/or something on his usual critical hits/heavies, which can get stronger during 'PoKL' if you want to.
  • Options
    Omniform said:

    I did this Iron Fist Thread ages ago, it’s a bit of a different take on the champ where I thought it should go.

    Signature Ability - Master of the Mystic and Martial Arts

    Iron Fist’s mastery over the Mystic Arts and the Martial Arts have made him a formidable foe for all evil as one of The Immortal Weapons.

    While “The Protector of Kun Lun” is active: Iron Fist gains 10% - 25% of a bar of power over 3 seconds when either purifying a debuff or nullifying a buff from the opponent.

    Why not add a boost here if he's fighting a #Villain like increase his chances of purifying or nullifying?

    Let's have the heart of Shao Lao act the same way as She-Hulk's fury passives where they draw out enemy specials since SP3 is the source of power control he has

    As for his SP2, instead of Buff Immunity maybe have him deal more damage the more Unique Buff's the opponent has had throughout the fight or different effects depending on Unique Buff's the Opponent
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    Paupershango_2006Paupershango_2006 Posts: 535
    Well, that sure is nice.
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    Paupershango_2006Paupershango_2006 Posts: 535
    I think this Buff idea will make Abomination very fun to play with.

    Character Class: Science

    Abilities: Poison, Armor Break, Vicious, Fury, Physical Vulnerability, Torment

    Strengths and Weaknesses

    Strengths - Poison Immunity, Alliance Wars/Battlegrounds Defense, Bleed Resistance

    Weaknesses - Purify, Non-Contact Attacks

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

    Always Active
    An enhanced immune system provides full immunity to all Poison effects.
    Abomination’s irradiated blood provides him 100% Bleed Resistance.
    Personal Debuffs and Passive effects are not affected by Ability Accuracy Reduction.

    Poison Debuffs - Max: 20
    Unless otherwise stated, Abomination’s Poison Debuffs deal 2070.9 Direct Damage over 15 seconds and reduce the opponent’s Healing effects by 30%.
    Light and Medium Attacks have a 25% chance to inflict a Poison Debuff.
    Inflicting a non-damaging Debuff has a 40% chance to inflict a Poison Debuff.

    Self-Inflicted Bleeds - Max: 10
    Every 10th Basic Attack landed by either champion inflicts Abomination with an indefinite Bleed Passive, dealing 0 damage.
    For each Bleed on Abomination, gain +700 Physical Resistance.
    While Abomination is Bleeding, all personal Poison Debuffs gain a flat 35% Ability Accuracy.

    Basic Attacks
    Abomination inflicts a 20 second non-damaging Debuff based on the Basic Attack that was landed.
    Light: Physical Vulnerability, reducing Physical Resistance by 2100.
    Medium: Torment, extending the duration of all Damaging Debuffs by 25%.
    Heavy: Armor Break, reducing Armor Rating by 525.
    These Debuffs have a max stack of 4.

    Special Attacks
    On activation, gain a non-stacking Fury Passive, increasing Attack Rating by +6035 for 1.5 seconds per non-damaging Debuff on the opponent.
    Personal Poison Debuffs are paused for the duration of the attack, and 10 seconds after the attack ends.

    Special Attack 1
    On hit, pause all personal non-damaging Debuffs for 15 seconds.

    Special Attack 2
    On activation, gain a Vicious Passive, increasing the potency of all Damaging Debuffs by 200% for 30 seconds.
    The first hit is Unblockable and refreshes the duration of all personal Poison effects on the opponent.
    The second hit inflicts an instant Poison, dealing 1173 Direct Damage for each personal non-damaging Debuff on the opponent.

    Special Attack 3
    Retrigger Abomination’s personal non-damaging Debuffs and pause them for the remainder of the fight.

    Signature Ability - Irradiate
    Always Active
    When Abomination is struck, 25% chance to inflict a Poison Debuff with the same potency and duration. This ability does not trigger if the attack was a non-contact attack.
    Additionally, Self-inflicted Bleed stack limit is increased to 12 and Abomination inflicts 3 Bleed Passives at the start of the fight.

    Recommended Masteries
    Double Edge/Liquid Courage
    Inequity

    Synergy Bonuses

    Monstrous Brawlers - Unique Synergy
    With Mole Man, King Groot, Man-Thing
    Abomination: If the opponent is Poison Immune, personal Poison effects become Degeneration instead, but still count as Poisons for Abomination’s other abilities.
    Mole Man: If the opponent is Bleed Immune, inflict his Special Attack 1 Shock Debuff instead.
    King Groot: Personal Fury Buff duration is doubled.
    Man-Thing: Poison Debuffs deal 250% more damage.

    Abominable Friends - Unique Synergy
    With Abomination (Immortal)
    Abomination: Inflicting a Poison effect refreshes the duration of all personal non-damaging Debuffs. This ability has a 2 second cooldown.
    Abomination (Immortal): The Toxic Aura lasts 200% longer.

    Enemies
    With Red Hulk and She Hulk
    All Champions gain +155 Critical Rating
    Friends
    With Rhino
    All Champions gain +130 Armor Rating
    Nemesis
    With Hulk
    All Champions gain +%5 Attack

    Incoming Synergy Changes

    Eastern Blockers
    With Red Guardian
    Abomination (Old Effect): Attacks have a 50% chance to inflict Poison, dealing 70% of modified Attack over 10 seconds.
    Abomination (New Effect): Personal Poison Debuffs become Passive and gain 20% potency.

    That Hurt, Emil
    With Wong
    Abomination (Old Effect): Landing a Heavy Attack will pause Fury Buffs for 6 seconds.
    Abomination (New Effect): Landing a Heavy Attack pauses the non-stacking Fury Passive for 7 seconds.

    Monster Mash
    With Mole Man
    Abomination (Old Effect): When inflicted with a Debuff, gain a Fury Buff increasing Attack by 50% for 12 seconds.
    Abomination (New Effect): The potency of the non-stacking Fury Passive is increased by 5% for each personal Poison Debuff on the opponent.
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    Paupershango_2006Paupershango_2006 Posts: 535
    Abomination would sure look nice on defense when he is awakened and if we had this rework, but non-contact attacks will not trigger the Poison Debuff from Abomination being attacked, so Shuri, Baron Zemo, or Havok use those kinds of attacks.
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    Paupershango_2006Paupershango_2006 Posts: 535
    edited May 2023
    This Buff about Groot will make him fun, so here he is.

    About Groot
    “I am… Groot. I am Groot! I am…”
    “Yeah, thanks for that – listen, Rocket here. There’s only four things you gotta know about Groot. Number one, he’s a walking tree from some far away planet…”
    “I am Groot!”
    “Sorry, ‘Flora Colossus’, not ‘tree person’. Geeze. Number two, he’s real kind and passive until you make him mad. Three, he can only say three words; try and guess which ones? And four, me and him have been together forever. You mess with him, and you mess with me, and my really big gun.”

    Character Class: Cosmic

    Abilities: Bleed, Vicious, Pierce, Regeneration, Fury, Cruelty, Malice, Armor Break, Precision, Pacifism Charges

    Strengths and Weaknesses

    Strengths - Strong Immunities, High Damage, Bleed, Debuff Duration Reduction.

    Weaknesses - Nullify, Neutralize, Fate Seal

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

    Always Active
    Groot’s Protective Tree Barrier provides him the following:
    Immunity to all Bleed, Shock, Power Drain, Power Burn, Power Lock, Power Steal, and Special Lock effects.
    Non-Damaging Debuffs suffer -75% duration.
    +1400 Physical Resistance.

    Malice - Passive
    Groot starts the fight with an indefinite Malice Passive, granting up to +100% Fury Buff potency based on how long the fight has gone on. Max Bonus at 200 seconds.
    If Groot is suffering from a Fate Seal or Neutralize effect, Malice is disabled until its duration expires.

    Pacifism Charges - Passive - Max: 20
    When either Champion lands a Critical Hit or activates a Special Attack, Groot gains 1 Pacifism Charge.
    When Groot gains a Buff, gain 2 Pacifism Charges.
    When an effect fails to apply to Groot due to an immunity, gain 3 Pacifism Charges.

    Gentle Nature - Passive
    When Groot activates a Special Attack, he removes all Pacifism Charges and throws off his Gentle Nature.
    When Groot throws off his Gentle Nature, gain the following Buffs equal to the number of Pacifism Charges removed for 20 seconds.
    Fury, increasing Attack Rating by +2346.
    Cruelty, increasing Critical Damage Rating by +900.
    Precision, increasing Critical Rating by +2566.67.
    While these Buffs are active, Groot cannot gain Pacifism Charges.

    Heavy Attacks
    On hit, pause all personal Fury, Cruelty, and Precision Buffs for 7 seconds.

    Special Attack 1
    The second hit grants a Pierce Buff of 100% potency for 20 seconds.

    Special Attack 2
    On activation, gain an Unblockable Buff for 2 seconds.
    On hit, gain a Regeneration Buff, healing +884.03 Base Health over 5 seconds.
    If this attack breaks through the opponent’s Block, the potency of this Regeneration Buff is increased by 600%, lasts 15 seconds longer, and grants Groot the following abilities:
    An indefinite Vicious Passive, increasing the potency of all Damaging Debuffs by 60%.
    Basic Attacks have a 70% chance to inflict an Armor Break Debuff, reducing Armor Rating by 525 until the Regeneration Buff expires.
    Groot cannot Miss or be Evaded and his attacks cannot Glance.

    Special Attack 3
    Inflict a Bleed Debuff, dealing 14580.5 Direct Damage over 4 seconds.
    The duration of this Bleed Debuff is increased by 0.2 seconds for each Buff on Groot. Max: 30 Buffs.

    Signature Ability - Gentle Giant
    Passive
    Groot grows tired of watching his friends get hurt in combat. This allows Groot to start the fight with 2 Pacifism Charges.
    Additionally, personal Unblockable Buffs start paused until Groot’s Gentle Nature Buffs expire.

    Recommended Masteries
    Deep Wounds


    Synergy Bonuses

    Guardians of the Galaxy - I - Unique Synergy
    With Star-Lord, Gamora, Drax, Rocket Raccoon, Agent Venom
    Groot: Gain +25% Attack Rating while Unblockable.
    Star-Lord: Element Gun effects gain 100% potency.
    Gamora, Drax: Each Buff increases the potency of Bleed effects by 150%. Max: 600%.
    Rocket Raccoon: Critical Hits inflict a Bleed Debuff, dealing Direct Damage equal to 300% of the Armor Break potency over 6 seconds.
    Agent Venom: Klyntar Rage also increases the potency of all Bleed and Incinerate effects by 80%.

    Guardians of the Galaxy - II - Unique Synergy
    With Nebula, Yondu
    Groot: When gaining a Pacifism Charge, there is a 20% chance to gain another.
    Nebula, Yondu: Shock and Bleed Debuffs deal 150% more damage and last 30% longer.

    Guardians of the Galaxy - III - Unique Synergy
    With Mantis, Moondragon, Adam Warlock
    Groot: Gain immunity to Reversed Controls while Malice is active.
    Mantis: Each hit of Special Attack 2 deals a burst of Direct Damage equal to 500% of the damage dealt.
    Moondragon: Each hit of Special Attack 2 is a Guaranteed Critical Hit while Psionic Transcendence is active.
    Adam Warlock: While the Sovereignty Buff is active, gain 200% Critical Damage Rating.

    We Are Groot!
    With Star-Lord, Gamora, Drax, Rocket Raccoon
    #Guardian Champions: Gain 7% Attack Rating.

    Friends level 3
    With Star-Lord
    All champions gain +130 Armor Rating
    Inseparable level 3
    With Rocket Raccoon
    All champions gain +9% Special 3 Damage
    Teammates level 3
    With Gamora
    All champions gain +5% Perfect Block Chance
    Teammates level 3
    With Drax
    All champions gain +5% Perfect Block Chance
  • Options
    @Paupershango_2006 In regards to your Groot rework, I have the following questions:

    1. Why the Malice? Can't we just keep the Pacifism on Groot and Malice on King Groot?
    2. Are the Pacifism Charges Passives?
    3. He gains 2 Pacifism Charges every buff, but also can't Gain Charges while precision, fury, or cruelty buffs are active seems kinda impossible?
  • Options
    Paupershango_2006Paupershango_2006 Posts: 535
    Well, Groot can have both Malice and Pacifism charges for his reworked kit.
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    Paupershango_2006Paupershango_2006 Posts: 535
    But his Malice Passive will be disabled if he's suffering from Neutralize or Fate Seal effects.
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    Paupershango_2006Paupershango_2006 Posts: 535
    And Groot's Pacifism charges will max out at 20, so he will gain a Fury, Cruelty, and a Precision Buff per charge consumed, and if you max out the charges, you max out the stack limit.
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    Paupershango_2006Paupershango_2006 Posts: 535
    King Groot will still have the Malice ability, btw.
  • Options
    Paupershango_2006Paupershango_2006 Posts: 535
    Difference between Groot's Pacifism Charges and King Groot's Malice Passive.


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    Paupershango_2006Paupershango_2006 Posts: 535
    I think this Buff idea will make Captain America (WWII) much better, so here he is.

    About Captain America (WWII)
    As a member of the Greatest Generation, Steve Rogers spent his days in WWII taking down Nazis and battling the infamous Red Skull. This was the era when the legend known as the Sentinel of Liberty was born.

    Character Class: Science

    Abilities: Stun, Bulwark, Perfect Block, Fury, Armor Break, Physical Vulnerability, Bleed

    Strengths and Weaknesses

    Strengths - Perfect Block/High Block Proficiency, Safeguard, Bleed

    Weaknesses - Abilities that trigger through Block, Purify, Incinerate

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

    Always Active
    Captain America is immune to Buffs. Whenever he would gain a Buff, he instead gains an indefinite Bulwark Passive, increasing Block Proficiency by 1400. Max: 6.
    Captain America’s personal Debuffs and Passives cannot have their Ability Accuracy modified.

    Basic Attacks
    Captain America can’t land Critical Hits naturally, however all Basic Attacks that aren’t Critical, have a chance based on Critical Rating to inflict a Physical Vulnerability Debuff, reducing Physical Resistance by 233.33 for 20 seconds.

    Blocking
    30% chance that a Block is a Perfect Block, reducing all damage to 0.
    This chance is increased by a flat 70% if Captain America has at least 3 Bulwark Passives.

    Heavy Attacks
    Refresh the duration of all Physical Vulnerability Debuffs on the opponent.

    Special Attacks
    On activation, gain a non-stacking Fury Passive, increasing Attack Rating by 2876.25 and lasting 5 seconds for each of Captain America’s personal Bulwark Passives.
    The last hit has a 100% chance to inflict a Stun Debuff for 2 seconds per level of Special Attack used.

    Special Attack 1
    On activation, inflict a non-stacking Armor Break Debuff, reducing Armor Rating by 700 for 25 seconds.
    While this Armor Break is active, Captain America gains 35% Combat Power Rate and can trigger the Parry Mastery against non-contact attacks.

    Special Attack 2
    On activation, gain a True Strike Passive for 25 seconds.
    This attack gains 370.59 Critical Rating for each Physical Vulnerability Debuff on the opponent.
    The second hit inflicts a Bleed Debuff, dealing 10108 Direct Damage over 3 seconds.
    If this Bleed Debuff fails to apply due to an immunity, inflict a matching Rupture Debuff instead.

    Special Attack 3
    At the end of this attack, gain an indefinite, non-stacking Safeguard Passive, preventing Captain America from losing more than 1% of his max Health from a single source.
    While Captain America has this Safeguard Passive, he gains +2100 Critical Rating on all Basic Attacks and non-Stun Debuffs last 50% longer.
    Gain a non-stacking Cruelty Passive, increasing Critical Damage Rating by 737.84 for 70 seconds. The potency of this Cruelty Passive is increased by 20% for each Perfect Block that occurred by Captain America this fight. Max: 500%.

    Signature Ability - The Sentinel of Liberty
    Passive
    While the opponent is suffering from one of Captain America’s personal Physical Vulnerability Debuffs, their Defensive Ability Accuracy is reduced by 70%.
    Additionally, while the opponent has an active Buff, Captain America can Block Unblockable attacks.

    Recommended Masteries
    Deep Wounds
    Inequity/Despair
    Parry
    Stand Your Ground

    Synergy Bonuses

    Shield Friends - Unique Synergy
    With Captain America, Captain America (Infinity War), The Overseer, Civil Warrior, Captain America (Sam Wilson)
    Captain America (WWII): While the opponent is suffering from a Physical Vulnerability Debuff, Captain America cannot Miss.
    Captain America: Inflicting a Fatigue Debuff grants an indefinite Fury Passive, increasing Attack Rating by 20%. Max: 20.
    Captain America (Infinity War): Kinetic Potential is unaffected by Ability Accuracy reduction.
    The Overseer: Heavy Attack Taunt cooldown is reduced by 50%.
    Civil Warrior: While the opponent is suffering from a Heal Block effect, Civil Warrior can Block Unblockable and Heavy Attacks.
    Captain America (Sam Wilson): Special Attack 3 Precision Buff duration is doubled.

    Friends
    With Wolverine, Guillotine, Winter Soldier
    All Champions gain +130 Armor Rating.

    Incoming Synergy Changes

    Shield Buddies
    With The Overseer
    Captain America (WWII) (Old Effect): Intercepting the Opponent grants a non-Stacking Passive Fury, granting 50% Attack Rating for 7 seconds.
    Captain America (WWII) (New Effect): While the opponent is suffering from a Physical Vulnerability Debuff, Captain America is immune to all forms of Block Penetration.

    On Your Left
    With Captain America (Sam Wilson)
    Captain America (WWII) (Old Effect): On a Well-Timed Block, inflict a Stagger Debuff that lasts for 10 seconds. The Staggered Opponent has their next Buff Nullified. Max 2 Stacks.
    Captain America (WWII) (New Effect): Inflicting a Physical Vulnerability Debuff also inflicts a Stagger Passive for 15 seconds. Max: 5.
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    Paupershango_2006Paupershango_2006 Posts: 535
    If Cap WWII would want to Crit, he can only do it on Special Attacks, but Basic Attacks can't Crit, but when he would Crit on a Basic Hit, he can inflict a Physical Vulnerability Debuff instead.
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    Paupershango_2006Paupershango_2006 Posts: 535
    This Buff idea will make Symbiote Spider-Man much better, so here he is.

    About Spider-Man (Symbiote)
    One of Peter Parker’s most famous and notorious costumes enters The Contest to unleash its alien powers. Cosmic in origins, this dark version of Spidey’s suit has a mind of its own.

    Character Class: Cosmic

    Abilities: Cruelty, Armor Break, Fury, Armor Shattered

    Strengths and Weakness

    Strengths - Long Armor Break, High Critical Damage

    Weaknesses - Armor Break Immunity, Critical Resistance, Purify

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

    Always Active
    The opponent’s Decelerate and Ensnare effects suffer -100% Ability Accuracy.
    Immune to all Slow effects.

    Armor Break Debuffs - Max: 30
    Unless otherwise stated, Armor Break Debuffs reduce Armor Rating by 233.33 for 80 seconds.

    Symbiote Spider-Sense - Max: 10
    Spider-Man’s symbiotic senses increase the more danger he is in.
    Symbiote Spider-Sense starts at 0 and increases over time as long as the opponent has at least one Armor Break Debuff, and increases 1% faster for each additional Armor Break Debuff.
    Every stack of Symbiote Spider-Sense increases Spider-Man’s Evade Ability Accuracy by 15% and reduces the duration of the opponent’s True Strike and True Accuracy effects by 5%.
    While Symbiote Spider-Sense is at 6 or more, Spider-Man has a 50% chance to Evade. This Evade does not trigger while Blocking.
    While Symbiote Spider-Sense is at 10, Spider-Man will not gain any for 7 seconds, after which it resets to 0. Symbiote Spider-Sense resets to 3 against Tech Champions.

    Heavy Attacks
    Consume 2 stacks of Symbiote Spider-Sense to gain an indefinite Cruelty Passive, increasing Critical Damage Rating by 110.53. Max Stacks: 15.
    Inflict an Armor Break Debuff.

    Critical Hits
    Refresh all Armor Break Debuffs.

    Special Attack 1
    On activation, gain a Mastered Senses Passive, preventing the opponent from failing his Evades or Dexterity Dodges for 20 seconds.
    The final three hits inflict 2 Physical Vulnerability Debuffs, each reducing Physical Resistance by 1400 for 5 seconds.
    Consume 1 stack of Symbiote Spider-Sense to make these Physical Vulnerability Debuffs indefinite.

    Special Attack 2
    On activation, gain a non-stacking Fury Buff, increasing Attack Rating by 2876.25 for 30 seconds.
    Consume 5 stacks of Symbiote Spider-Sense to double the duration of this Fury Buff.
    While this Fury Buff is active, Heavy Attacks inflict 2 additional Armor Break Debuffs.
    This attack is a Guaranteed Critical Hit.

    Special Attack 3
    Gain 10 stacks of Symbiote Spider-Sense.
    Remove all Armor Break Debuffs on the opponent and replace them with both an Armor Break and Armor Shattered Debuff, that lasts 2 seconds for each one removed.
    The Armor Break reduces Armor Rating by 525 for each one removed and removes an Armor Up Buff.
    While Armor Shattered is active, additional Armor Break Debuffs cannot trigger.
    While Armor Shattered is active, the opponent’s Armor Up Buffs suffer -100% Ability Accuracy, and shatters #Robot Champions’ systems, reducing their Combat Power Rate, Ability Power Rate, and Ability Accuracy by -100%.

    Signature Ability - Symbiotic Enhancement
    Passive
    The strange alien Symbiote provides Spider-Man immunity to all Power Drain, Power Burn, Power Lock, and Special Lock effects. Whenever any of these effects are prevented, gain 1 stack of Symbiote Spider-Sense.
    While Symbiote Spider-Sense is at 10, it lasts for an additional 3 seconds before resetting.

    Recommended Masteries
    Inequity
    Despair
    Extended/Enhanced Fury

    Synergy Bonuses

    Into The Spider-Verse - I - Unique Synergy
    With Spider-Man (Classic), Spider-Gwen
    Spider-Man (Symbiote): Symbiote Spider-Sense is unaffected by Ability Accuracy Reduction.
    Spider-Man (Classic): Each stack of Webbing lasts indefinitely up to 5, and each one grants 50% Attack Rating.
    Spider-Gwen: When fighting at Class Disadvantage, her personal Slow Debuff becomes Decelerate instead.

    Into The Spider-Verse - II - Unique Synergy
    With Spider-Man (Miles Morales)
    Spider-Man (Symbiote): Gain 100% Block and Armor Penetration while the opponent has at least one Physical Vulnerability Debuff.
    Spider-Man (Miles Morales): Each hit of Special Attack 2 is a Guaranteed Critical Hit if the opponent has at least 1 Debuff, and the final hit drains all of the opponent’s Power.

    Into The Spider-Verse - III - Unique Synergy
    With Spider-Man (Stealth Suit), Spider-Ham
    Spider-Man (Symbiote): While his personal Fury Buff is active, Armor Break Debuffs on the opponent are paused.
    Spider-Man (Stealth Suit): Critical Hits inflict an indefinite Armor Break Debuff, reducing Armor Rating by 10%. Max Stacks: 15.
    Spider-Ham: Taunt Debuff duration is doubled.

    Into The Spider-Verse - IV - Unique Synergy
    With Spider-Man 2099, Peni Parker, Spider-Man (Supreme)
    Spider-Man (Symbiote): While the opponent is suffering from his personal Armor Shattered Debuff, Spider-Man cannot Miss.
    Spider-Man 2099: The duration of all non-Stun Debuffs are increased by 300%.
    Peni Parker: Heavy Attacks refresh all Spider-Sense Charges.
    Spider-Man (Supreme): Second Medium Attacks also grant the opponent a Spider-Seal Buff, and each stack of Spider-Seal decreases the opponent’s Energy Resistance by 700.


    Enemies
    With Electro, Scorpion, Sandman, Shocker
    All Champions gain +155 Critical Rating
    Family
    With Agent Venom
    All Champions gain +6% Health
    Friends
    With Storm
    All Champions gain +130 Armor Rating

    Incoming Synergy Changes

    Hatred
    With Red Goblin
    Spider-Man (Symbiote) (Old Effect): Special 2 creates a non-stacking Fury Buff, granting 5% attack for each Armor Break on the Opponent, lasting 20 seconds. While Active, Heavy Attacks inflict 1 additional Armor Break.
    Spider-Man (Symbiote) (New Effect): While an Armor Break Debuff is active, Spider-Man reduces the opponent’s Defensive Ability Accuracy by 70%.

    Obsession
    With Kraven
    Spider-Man (Symbiote) (Old Effect): Armor Break Debuffs are paused during Specials and their duration is increased by 7 seconds.
    Spider-Man (Symbiote) (New Effect): Activating a Special Attack pauses all personal Armor Break Debuffs for the duration of the attack, and 7 seconds after the attack ends.
  • Options
    Paupershango_2006Paupershango_2006 Posts: 535
    Symbiote Spider-Man would definitely have better Armor Break Debuffs in his reworked kit.
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    Paupershango_2006Paupershango_2006 Posts: 535
    edited May 2023
    This rework idea will make Hyperion even more fun, so here he is.

    About Hyperion
    An infant cast into space, Hyperion was the only survivor of a dying race, on a dying world. He crashed to Earth, and was found by a man who called himself Father. Father would teach him right from wrong, good from evil, instilling in him a set of morals which would guide him into using his incredible powers as a sworn protector of our world.

    Abilities: Power Gain, Fury, Armor Break, Stun, Pierce, Aptitude, Incinerate

    Strengths and Weaknesses

    Strengths - Power Gain, Poison Immunity

    Weaknesses - Nullify, Power Control

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

    Always Active
    Eternal physiology provides full immunity to all Poison, Power Steal, and Special Lock effects, as well as +100% Bleed Resistance.

    Cosmic Charges - Passive
    Hyperion gains a Cosmic Charge every 15 seconds.
    Maximum of 3 charges at a time.
    For each Cosmic Charge, gain the following:
    +700 Physical Resistance.
    +2346 Attack Rating.
    If Hyperion is not at full Power, Cosmic Charges are converted into a non-stacking Power Gain Buff that lasts for 10 seconds. When fighting as a defender, this Power Gain Buff can’t trigger more than once every 20 seconds.

    Cosmic Healing - Passive
    If Hyperion dashes backwards and holds Block for 2 seconds, consume 3 Cosmic Charges to trigger Cosmic Healing.
    Cosmic Healing regenerates 100% of Hyperion’s Health over 15 seconds.
    When triggering Cosmic Healing, Cosmic Charges go on cooldown for 20 seconds.

    Heavy Attacks
    Each hit has a 50% chance to grant a Fury Buff, increasing Attack Rating by +1641.75 for 25 seconds.

    Special Attacks
    On activation, gain a Precision Buff, increasing Critical Rating by 1400 for 6 seconds per level of Special Attack used.

    Special Attack 1
    On activation, gain an Aptitude Buff, increasing the potency of all Armor, Fury, and Precision Buffs by 50% for 25 seconds.
    Each hit of Hyperion’s Heat Vision inflicts an Incinerate Passive, dealing 10108 Energy Damage over 7 seconds.

    Special Attack 2
    On activation, gain a Pierce Buff of 700 potency per Cosmic Charge for 25 seconds.
    Fury Buffs are paused during this Special Attack.
    The second hit inflicts an Armor Break Debuff, reducing Armor Rating by 2100 for 15 seconds.
    If this Armor Break Debuff fails to trigger due to an immunity, instead inflict a non-stacking Physical Vulnerability Debuff, reducing Physical Resistance by 8400 for 30 seconds.
    The final hit inflicts a Stun Debuff for 4 seconds.

    Special Attack 3
    Gain up to 3 Cosmic Charges.
    If Hyperion has 3 Cosmic Charges when he uses this attack, he instead gains a Cosmic Overcharge Buff for 60 seconds.
    While in Cosmic Overcharge mode, gain the following:
    Immunity to all Power Drain and Power Burn effects.
    Fury Buffs gain a flat 25% chance to trigger on Heavy Attacks.
    Power Gain Buffs do not convert Cosmic Charges.

    Signature Ability - Cosmic Potential
    Passive
    Hyperion’s Eternal physiology becomes more efficient at storing and converting cosmic radiation. This allows Hyperion to extend the duration of all Fury, Precision, Power Gain, Regeneration, Aptitude, and Pierce Buffs by 50%.
    Additionally, while his Cosmic Overcharge Buff is active, Hyperion gains an indefinite Unblockable Buff and his Fury, Precision, Aptitude, and Pierce Buffs are paused.

    Recommended Masteries
    Extended/Enhanced Fury
    Double Edge/Liquid Courage

    Synergy Bonuses
    Enemies
    With Doctor Strange
    All Champions gain +155 Critical Rating
    Enemies
    With Iron Man
    All Champions gain +155 Critical Rating
    Friends
    With Thor
    All Champions Gain +130 Armor Rating
  • Options
    Paupershango_2006Paupershango_2006 Posts: 535
    I think this Hyperion rework would make him a better defender. As his Power Gain Buffs can't be triggered again after 20 seconds, but only when he's fighting as a defender.
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    Paupershango_2006Paupershango_2006 Posts: 535
    This rework idea will make Captain Marvel very powerful, so here she is.

    About Captain Marvel (Classic)
    Air Force pilot Carol Danvers’ life changed course when she was caught in an explosion with an alien Kree craft. She gained superhuman powers of strength, flight, and the ability to fire bolts of energy. A member of both the Avengers and the Guardians of the Galaxy, Carol inspires many by living the motto: “We will be the stars we were always meant to be.”

    Character Class: Cosmic

    Abilities: Fury, Aptitude, Armor Break, True Damage, Energy Vulnerability

    Strengths and Weaknesses

    Strengths - Raw Damage, Caustic Temper, Poison Immunity

    Weaknesses - Critical Resistance, 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 all Poison, Power Drain, Power Burn, Power Lock, Power Steal, and Special Lock effects.
    Offensive Combat Power Rate is reduced by 30%.
    Gain +2346 Attack Rating for each Buff on Captain Marvel.

    Cosmic Energy Charges - Max: 8
    Start the fight with 3 Cosmic Energy Charges, and gain one Charge every 2 seconds if not attacking with Basic Attacks or being struck.
    A Cosmic Energy Charge is converted into a Buff when Captain Marvel performs certain gameplay actions. These Buffs each last for 20 seconds, and can stack up to 4 times.
    Whenever a Cosmic Energy Buff is gained, Captain Marvel also Passively gains 7% of a bar of Power.

    Cosmic Energy Buff Conversion
    Hit into Block: Gain a Pierce Buff of 700 potency.
    Strike with a Light or Medium Attack: Gain a Precision Buff, increasing Critical Rating by 700.
    Well-Timed Block: Gain a Bulwark Buff, increasing Block Proficiency by 700.
    Struck by the opponent: Gain a Regeneration Buff, healing 75% of the damage taken from the strike.

    Energy Vulnerability Passives - Max: 50.
    Unless otherwise stated, Energy Vulnerability Passives reduce the opponent’s Energy Resistance by 233.33 for 30 seconds.
    Whenever Captain Marvel gains a Buff or lands a Critical Hit, inflict one Energy Vulnerability Passive.
    Whenever Captain Marvel prevents an effect due to an immunity, inflict three Energy Vulnerability Passives.

    All Light and Medium Attacks
    30% chance to gain a stacking Fury Buff, increasing Attack Rating by 1894.9 for 20 seconds. Max: 20.

    Heavy Attacks
    Each hit refreshes the duration of all Bulwark, Precision, and Pierce Buffs on Captain Marvel.

    Special Attacks
    On activation, gain a True Damage Buff for 5 seconds per level of Special Attack used.

    Special Attack 1
    On hit, refresh the duration of all Energy Vulnerability Passives, and then pause them for 20 seconds.

    Special Attack 2
    On activation, pause all active Fury Buffs on Captain Marvel for 15 seconds.
    Each hit deals a burst of Direct Damage equal to 400% of Captain Marvel’s Attack Rating.
    This attack gains 110.53 Critical Damage Rating per Energy Vulnerability Passive on the opponent.

    Special Attack 3
    Gain a non-stacking Aptitude Buff, increasing the potency of all Fury, Armor, and Precision Buffs by 200% for 35 seconds.
    If Captain Marvel has at least 2 Cosmic Energy Bulwark Buffs, pause 2 of them for the remainder of the fight, once per fight.
    If Captain Marvel doesn’t have enough Bulwark, or they’re already paused, pause Precision Buffs instead, then Pierce Buffs.
    If Captain Marvel doesn’t have enough of any Bulwark, Precision, or Pierce Buffs, or all are paused, she instead gains Cosmic Energy Charges up to their Max.

    Signature Ability - Energy Absorption
    Passive
    The chance to gain a Fury Buff is increased by a flat 20%.
    Additionally, Captain Marvel gains 18954.31 Energy Resistance while Blocking.

    Recommended Masteries
    Double Edge/Liquid Courage
    Extended/Enhanced Fury
    Lesser Precision/Precision

    Synergy Bonuses

    Marvellous - Solo Synergy
    With Ms. Marvel, Ms. Marvel (Kamala Khan), Captain Marvel Movie
    Captain Marvel (Classic): When inflicting an Energy Vulnerability Passive on a non-Critical Basic Attack, there is a 25% chance to inflict another.

    Idolized - Unique Synergy
    With Ms. Marvel (Kamala Khan)
    Captain Marvel (Classic): Activating a Special Attack inflicts a non-stacking Armor Break Debuff, reducing Armor Rating by 10% per Buff on Captain Marvel and lasts for 30 seconds.
    Ms. Marvel (Kamala Khan): Heavy Attacks can be charged for an extended duration.

    This is your Captain Speaking… - Unique Synergy
    With Ms. Marvel
    Captain Marvel (Classic): The non-stacking Aptitude Buff gained from Special Attack 3 lasts 100% longer.
    Ms. Marvel: Ability Power Rate is increased by 50%.

    Friend of Danvers - Unique Synergy
    With Hulkling
    Captain Marvel (Classic): Max Cosmic Energy Charges are increased to 12.
    Hulkling: Basic Attacks have a 5% chance per Buff to inflict a Trauma Debuff for 25 seconds. Trauma causes all hits to deal an additional 20% of the damage recently dealt as a burst of Physical Damage. Activating Special Attack 3 refreshes all Trauma Debuffs, and then pauses them for the remainder of the fight. Max: 10.

    Friends
    With Captain America, Gamora, Iron Man
    All Champions gain +130 Armor Rating.

    Enemies
    With Ronan
    All Champions gain +155 Critical Rating.

    Teammates
    With Hulkling, Captain Marvel Movie, Ms. Marvel, Ms. Marvel (Kamala Khan)
    All Champions gain +5% Perfect Block Chance.

    Romance
    With Wolverine
    All Champions gain +5% Combat Power Rate.
  • Options
    Paupershango_2006Paupershango_2006 Posts: 535
    I think she could have some juicy damage if we had this rework.
  • Options
    @Paupershango_2006

    For your Symbiote Spider-Man since most Spider-Men have Taunt debuffs, and when Peter wore the Symbiote Suit he was more angry and imposing. Should he have an Intimidate debuff?
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    Paupershango_2006Paupershango_2006 Posts: 535
    You're right, but I like it when he has Symbiotic Spider-Sense, which is a new ability, and even an SP2 that has Guaranteed Critical Hits.
  • Options
    Paupershango_2006Paupershango_2006 Posts: 535
    And I don't think he needs an Intimidate Debuff.
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    Paupershango_2006Paupershango_2006 Posts: 535
    This Winter Soldier rework idea will give him a very brutal SP3, so here he is.

    About Winter Soldier
    In the heat of World War II, Bucky Barnes gave his life for his country – or so Captain America thought. His frozen body was recovered by the Soviets, who turned him into an unstoppable, fearsome assassin – and their puppet! Freed from Russian control, Bucky now fights on the side of the just and righteous.

    Character Class: Skill

    Abilities: Root, Incinerate, Bleed, Intimidate, Infuriate, Disorient, Physical Vulnerability, Cleanse, Armor Up

    Strengths and Weaknesses

    Strengths - Indefinite Bleeds/Disorients, Constant Cleanses

    Weaknesses - Bleed Resistance, Purify

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

    Always Active
    Ammo switching and Ammo effects are unaffected by Ability Accuracy Reduction.
    Unless otherwise stated, Bleed Debuffs deal 232.4 Direct Damage per second.
    All of Bucky’s personal effects can trigger through the opponent’s Block.
    The opponent can only be inflicted with either an Infuriate or Intimidate Debuff. Inflicting one will remove the other or its cooldown.

    Cleanse - Passive
    Bucky starts the fight with 5 indefinite Cleanse Passives. These Cleanses do not Purify Stun Debuffs.
    When Bucky has no Cleanse Passives left, he inflicts a Root Passive on the opponent for 5 seconds and gains an Armor Up Passive, increasing Armor Rating by +8400 for 15 seconds.
    While this effect is active, Bucky cannot gain Cleanse Passives.
    When this Armor Up Passive expires for any reason, Bucky gains 5 indefinite Cleanse Passives.

    Root Effects
    When the opponent is Rooted, they are inflicted with an indefinite Decelerate Passive of 50% potency. Max: 2.
    While the opponent is Rooted, the opponent’s Combat Power Rate is reduced by 50%, and Bucky’s is increased by the same amount. Additionally, Bucky’s attacks cannot Miss and all his hits inflict an indefinite Bleed Debuff.

    Finish a 5-Hit Combo with a Light Attack - Intimidate
    If the opponent does not have an Intimidate Debuff active, 100% chance to inflict an Intimidate Debuff of 20% potency for 7 seconds. This ability has a 14 second cooldown.
    While this Debuff is active, striking the opponent’s Block inflicts an indefinite Disorient Passive, reducing Block Proficiency and Defensive Ability Accuracy by 10%. Max: 20.

    Dashing back after the first, second, or third Light Attack in a Combo - Infuriate
    If the opponent does not have an Infuriate Debuff active, 100% chance to inflict an Infuriate Debuff, making the opponent more aggressive and reducing their Offensive Ability Accuracy by 30% for 7 seconds. This ability has a 14 second cooldown.
    While this Debuff is active, intercepting the opponent’s Dash inflicts an indefinite Physical Vulnerability Passive, reducing Physical Resistance by 525. Max: 20.

    Ammo Types - Passive
    Winter Soldier begins the fight with one type of Ammo loaded into all his Guns, which are used on all Special Attacks.
    Dashing Backwards and holding Block for 1.2 seconds allows Bucky to switch between Ammo types. This ability also triggers at the end of a Special Attack.
    Winter Soldier can choose a starting Ammo Type in the Pre-Fight Menu, but disables automatic Ammo switching after a Special Attack ends.

    Ammo Effects
    Armor Piercing - Winter Soldier gains a Pierce Passive of 700 potency for 30 seconds.
    Incendiary - Each hit of Winter Soldier’s gun hits inflict an Incinerate Debuff, dealing 10108 Energy Damage over 5 seconds. If the opponent is Rooted, Incinerate Debuffs become Critical Incinerate Passives instead, multiplying its Energy Damage by Bucky’s Critical Damage Multiplier, and lasts 200% longer.
    Cryo: Inflict a Coldsnap Passive, dealing 2301 Energy Damage over 15 seconds. If the opponent is Rooted, inflict a Critical Coldsnap Passive instead, benefiting from Bucky’s Critical Damage Multiplier.

    Special Attack 1
    On activation, inflict an indefinite Trauma Debuff. Trauma causes all hits to deal an additional 50% of the damage dealt as a burst of Physical Damage. Max: 4.

    Special Attack 2
    On activation, inflict a Root Passive for 5 seconds. This effect starts paused until the attack ends.
    Each hit inflicts an indefinite Energy Vulnerability Passive, reducing Energy Resistance by 525. Max: 16.

    Special Attack 3
    Inflict a non-stacking indefinite Sunder Passive, setting the opponent’s Critical Resistance to 0 while active.
    This attack gains +4692 Attack Rating for each of Bucky’s indefinite effects the opponent is suffering.

    Signature Ability - E.M.P. Upgrade
    Passive
    Bucky makes upgrades to his bionic arm and his guns, providing the following abilities:
    When the opponent is Bleed Immune, inflict a matching Degeneration Debuff instead.
    Critical Hits have a 25% chance to drain 75% of the opponent’s max Power.
    Coldsnap and Incinerate effects deal 300% more damage.

    Recommended Masteries
    Deep Wounds
    Inequity/Despair

    Synergy Bonuses
    Friends
    With Captain America (WWII)
    All Champions gain +130 Armor Rating
    Friends
    With Wolverine
    All Champions gain +130 Armor Rating
    Teammates
    With Captain America, Captain America (Sam Wilson)
    All Champions gain 5% Perfect Block Chance

    Nemesis
    With Baron Zemo
    All Champions gain +6% Attack Rating.
  • Options
    Paupershango_2006Paupershango_2006 Posts: 535
    The Cryo ammo type does replace the Hollow Point ammo type, since in the Winter Soldier Buff idea, his Bleeds are indefinite.
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