Champion Improvement Suggestions [edited by Mod for clarity]

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  • SonOfArgu16SonOfArgu16 Member, Guardian Posts: 263 Guardian
    @Paupershango_2006

    Isn't this just Zemo's ability?

    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.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    edited May 2023
    Well, yeah, but I think he could hit like Baron Zemo, and I forgot about reworked Winter Soldier's synergy changes, so here they are.

    Tour Guide
    With Baron Zemo
    Winter Soldier (Old Effect): Gain +25% Debuff duration and +500 Critical Damage Rating.
    Winter Soldier (New Effect): Infuriate and Intimidate Debuffs last 2 seconds longer and Special Attacks 1 and 2 gain +800 Critical Damage Rating.

    White Wolf
    With Captain America (Sam Wilson)
    Winter Soldier (Old Effect): Special Attacks have a percentage chance equal to the number of hits in the Combo Meter to gain a True Strike Buff during Special Attacks.
    Winter Soldier (New Effect): While his personal Armor Up Passive is active, gain an indefinite True Strike Buff.

    Enhanced Soldiers
    With Killmonger
    Winter Soldier (Old Effect): +5% Attack for each hit in the Combo Meter to a maximum of 100 hits.
    Winter Soldier (New Effect): +5% Bleed Debuff potency for each hit in the Combo Meter to a maximum of 100 hits.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    And if you look at his Signature Ability, his Bleeds become Degeneration when fighting Bleed Immune Champions, Critical Hits will have a 25% chance to drain a percentage of the opponent's max Power based on Signature Level, and his Coldsnap and Incinerate effects will deal a percentage of more damage based on Signature Level.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    I think Heimdall will be so much better with this rework idea.

    About Heimdall
    One of the greatest warriors of Asgard, Heimdall was appointed Guardian of the Rainbow Bridge for all time, by Odin All-Father. His eyes can see all of creation, and his ears can hear a whisper from anywhere in the Nine Realms. Heimdall has many times saved Asgard, detecting threats long before they can become a danger, and either dispatching the threat himself or sounding Gjallarhorn to call forth the other defenders of Asgard.

    Character Class: Cosmic

    Abilities: Fury, Aptitude, True Strike, Armor Up, Stun, Armor Break, Pierce, Cruelty

    Strengths and Weaknesses

    Strengths - Anti-Evade, Buffs, High Damage Output

    Weaknesses - Peni Parker, Nullify, Unblockable Immune

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

    Always Active
    When Heimdall is struck or Blocking, gain Passive Armor Charges.
    At 100 Charges, gain an Armor Up Buff, increasing Armor Rating by 2100 for 15 seconds.
    When Heimdall strikes the opponent or their Block, gain Passive Fury Charges.
    At 100 Charges, gain a Fury Buff, increasing Attack Rating by 3993 for 15 seconds.

    When charging a Heavy Attack
    Convert one personal Armor Up, Fury, Precision, or Aptitude Buff into one that lasts indefinitely
    Heimdall can have a maximum of 5 of these Buffs at a time.

    Special Attacks - True Sight
    On activation, gain an indefinite True Strike Buff if it is not already active. If Heimdall is struck, this Buff is removed.
    While this True Strike is active, Heimdall’s attacks cannot Miss or be avoided with the Dexterity Mastery, he can trigger the Parry Mastery against non-contact attacks, and has a 25% chance to Auto-Block the opponent’s Basic Attacks. This ability is considered a Well-Timed Block and can trigger the Parry Mastery.

    Special Attack 1
    On activation, gain a Power Gain Buff for each Armor Up Buff on Heimdall, granting 12.5% of max Power over 15 seconds.
    The final hit inflicts an Armor Break Debuff for each Fury Buff on Heimdall, reducing Armor Rating by 233.33 for 15 seconds.

    Special Attack 2
    On activation, gain a Pierce Passive of 100% potency for 3 seconds per indefinite Buff on Heimdall.
    This attack is Passively Unblockable if Heimdall has at least one Armor Up Buff.
    The second hit inflicts a Stun Debuff for 3 seconds if Heimdall has at least one Fury Buff.

    Special Attack 3
    At the end of this attack, gain a non-stacking Aptitude Buff, increasing the potency of all Armor, Fury, and Precision Buffs by 50% for 15 seconds.
    Gain a non-stacking Cruelty Buff, increasing Critical Damage Rating by 3150 for 60 seconds.
    The potency of this Cruelty Buff is increased by 500% if his personal True Strike Buff is active.

    Signature Ability - All Seeing
    Passive
    On activation of a Special Attack, Heimdall gains a Precision Buff, increasing Critical Rating by 3149.94 per bar of Power spent for 15 seconds.
    Heimdall converts all active Buffs on him at the end of the fight, and when entering his next fight, gain a Power Gain Buff, generating 10% of max Power for each Buff that was converted at the start of the fight over 5 seconds.

    Recommended Masteries
    Extended/Enhanced Fury
    Stupefy/Pacify

    Synergy Bonuses
    Guardian of the Rainbow Bridge – Heimdall – Unique Synergy
    All Champions except Heimdall: Once per fight Heimdall will intercede on your behalf, the first time you would be knocked out gain both an Indestructible and an Unstoppable Buff which last for 2 seconds.
    Warriors of Asgard – Thor, Thor (Ragnarok), Loki – Unique Synergy
    All Champions except Heimdall: Once per fight Heimdall will intercede on your behalf, dash back and hold Block for 1.5 seconds to Regenerate 15% of missing Health instantly.
    Lost Daughters of Asgard – Angela, Hela – Unique Synergy
    All Champions except Heimdall: Once per fight Heimdall will intercede on your behalf, dash back and hold Block for 1.5 seconds to gain an infinite Duration Fury Buff increasing attack by 15% of Base Attack.
    Enchanted Blades – Magik, Guillotine – Unique Synergy
    All Champions except Heimdall: Once per fight Heimdall will intercede on your behalf, dash back and hold Block for 1.5 seconds to gain an infinite Duration Precision Buff increasing Critical Rate by 250.

    Incoming Synergy Changes

    Oathsworn
    With Odin
    Heimdall (Old Effect): Heimdall’s indefinite Fury, Armor Up, Precision, and Aptitude Buffs gained from charging a Heavy Attack gain +15% potency.
    Heimdall (New Effect): Increase the potency of all indefinite Fury, Armor Up, Precision, and Aptitude Buffs by 100%.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Heimdall can have 3 more maximum indefinite Buffs with the Galan synergy.
  • Jhonny5000Jhonny5000 Member Posts: 192
    Please increase the block proficiency and health of all spider champions or lower their crits and increase the other proficiencies it's really bad to play with a glass cannon.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Why? The Spider-Man (Symbiote) Buff Idea is so good.
  • Please increase the block proficiency and health of all spider champions or lower their crits and increase the other proficiencies it's really bad to play with a glass cannon.

    Almost completely disagree. The only reason I use stark spidey is because he's a glass cannon. Its insanely fun to hyperfocus and find creative ways to nuke an opponent down. However, Stealth Spidey is indeed extremely frustrating to use. I don't know if it's because his dash stops short or because of his double hit mediums or what, but I always find myself needing to block or parry with him, and he can never take it as a 5*. I think it depends on the specific spider verse champion. Stark Spidey and Spider-ham are perfect the way they are. Stealth Spidey and spiderman classic? Meh.
  • Jhonny5000Jhonny5000 Member Posts: 192
    I ask this because new characters like Shuri and Kate Bishop have very high health and proficiencies.
  • I ask this because new characters like Shuri and Kate Bishop have very high health and proficiencies.

    Yeah, but the spiderverse characters are still viable against them. I'm willing to bet Starky would finish most fights faster than Shuri. The whole point of Starky is that players should be using him to avoid taking blocked hits and parries entirely, so if he's used right, he will never not be viable. As for all other spiderverse characters, they fit into the meta pretty much perfectly.
  • Jhonny5000Jhonny5000 Member Posts: 192
    And I think you're right, but if kabam keeps releasing spider characters, I hope at least one has a lot of health and higher blocking proficiency equal to the new characters they released recently.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    This rework idea will make Night Thrasher a beast, so here he is.

    About Night Thrasher
    Genius weapons designer and masked vigilante skateboarder, Dwayne Taylor trained himself to peak human perfection before taking on the mantle of Night Thrasher. Forming the New Warriors, Taylor sought to take revenge on the criminal underworld that killed his parents. Night Thrasher was transported to the Battlerealm moments before an explosion claimed the lives of his teammates leaving many to presume him dead. Night Thrasher now fights alongside Earth’s mightiest heroes in the Contest of Champions.

    Character Class: Skill

    Abilities: Precision, Shock, Disorient, Incinerate, Bleed, Armor Break, Physical Vulnerability, Decelerate, Whiplash, Trauma

    Strengths and Weaknesses

    Strengths - Incinerate Immunity, Disorient, Taunt

    Weaknesses - Purify, Debuff Immunity

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

    Always Active
    Night Thrasher’s Advanced Combat Suit grants him full immunity to all Incinerate and Special Lock effects, as well as +2100 Physical Resistance.
    Night Thrasher gains +110.53 Critical Damage Rating for each Unique Debuff on the opponent. This is not affected by Ability Accuracy Reduction.
    Well-Timed Blocks and successful Dodges grant 7% of max Power while Night Thrasher is below 2 bars of Power.

    Skateboard Attacks - Medium, Heavy, Special 1, and Special 2 Attacks
    Champions of the Contest never see the skateboard coming. Attacks that utilize the Skateboard grant Night Thrasher a True Accuracy Passive for 8 seconds. This True Accuracy Passive cannot be prevented by Ability Accuracy Reduction.

    On Opponent Knockdown
    Refresh the duration of all active Gadget Debuffs.

    Critical Hits
    Inflict a Bleed Debuff, dealing 4299.4 Direct Damage over 5 seconds.

    Special Attack 1
    Night Thrasher uses a Gadget based on the last hit landed.
    Light: Shock Baton, inflicting a Shock Debuff, dealing 10108 Energy Damage over 15 seconds.
    Medium: Explosive, inflicting an Incinerate Debuff, dealing 10108 Energy Damage over 15 seconds.
    Heavy: Smoke Capsule, inflicting a Disorient Debuff, reducing Block Proficiency and Defensive Ability Accuracy by 50% for 15 seconds.

    Special Attack 2
    On activation, gain a Precision Buff, increasing Critical Rating by 700 for each Unique Debuff on the opponent for 25 seconds.

    Special Attack 3
    Inflict a Debilitate Passive, extending the duration of any new Debuffs by 300% for 70 seconds.
    Inflict 100% potency Poison, Coldsnap, Rupture, Whiplash, Trauma, Physical Vulnerability, Armor Break, Sabotage, Concussion, and Decelerate Debuffs on the opponent for 15 seconds.

    Signature Ability - Board to Death
    Passive
    Heavy Attacks have a 35% chance per active Gadget Debuff to inflict a Taunt Debuff for 15 seconds.
    Landing a Skateboard Attack against an opponent with a Taunt Debuff grants Night Thrasher an indefinite Fury Passive, increasing Attack Rating by +2482. Max: 10 stacks. These Fury Passives are removed if Night Thrasher is knocked down.
    Whenever either Champion is knocked down, Night Thrasher has a 75% chance to Purify all Debuffs.

    Recommended Masteries
    Deep Wounds
    Inequity/Despair

    Synergy Bonuses
    Midnight Pursuit – Unique Synergy
    Night Thrasher: Medium Attacks have a 30% chance to inflict a Fragility Debuff, reducing the opponent’s Block Proficiency by 50% and increasing Night Thrasher’s Critical Damage Rating by 200. As the Moon waxes, the chance to Fragility Debuffs on Medium Attacks is 100%.
    Punisher, Moon Knight: The duration of Bleeds are increased 40%.
    Justice on Wheels – Unique Synergy
    Night Thrasher: Night Thrasher becomes Unstoppable when Dashing towards the enemy.
    Ghost Rider: The duration of Bleed, Fate Seal, and Damnation are increased by 40%.
    Contest Teammates – Unique Synergy
    Night Thrasher: Critical Hits have a 50% chance to inflict an additional Bleed Debuff.
    Guillotine: Each Soul grants an additional 100 Critical Rating.
    Tactical Training – Unique Synergy
    Captain America (Infinity War), Cyclops (Blue Team), Star-Lord: Well Timed Blocks have a 50% chance to apply a Disorient Debuff for 3 seconds.

    Incoming Synergy Changes

    Cosmic Justice On Wheels
    With Cosmic Ghost Rider
    Night Thrasher (Old Effect): The last hit of a Heavy Attack refreshes 1 active Taunt Debuff.
    Night Thrasher (New Effect): Critical Hits and Heavy Attacks refresh all personal non-Gadget Debuffs.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    If we had this rework, he would be the second champion to inflict Whiplash Debuffs.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Does this Groot rework idea look better now?

    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
    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 +110.53.
    Precision, increasing Critical Rating by +700.

    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 4169.2 Direct Damage over 4 seconds.
    Inflict an additional Bleed Debuff for each Buff activated by Groot this fight. 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 are paused while Groot has 5 or more personal Fury, Cruelty, or Precision Buffs.

    Recommended Masteries
    Deep Wounds

    Synergy Bonuses

    Guardians of the Galaxy - I - Unique Synergy
    With Star-Lord, Gamora, Drax, Rocket Raccoon
    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 Rocket’s Critical Rating over 4 seconds.

    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
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    I figured I'd make a couple changes to this.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    edited May 2023
    Groot can gain as many Pacifism Charges as he wants, his Special 3 can inflict up to 30 Bleed Debuffs, and with his Sig Ability, the Unblockable Buff from Special Attack 2 is paused while he has 5 or more personal Fury, Cruelty, or Precision Buffs.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    And I only added the Malice Passive to his rework idea because he could have better Fury Buffs.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    I think this rework idea about Rhino will make him so much better.

    About Rhino
    Aleksei Sytsevich’s life changed the moment he stepped into an experimental suit – and became the rampaging Rhino! What he lacks in brainpower, he makes up for in strength, speed, and a thick hide. And whatever you do, don’t get him angry – or you’ll end up on the wrong side of his razor-sharp horns!

    Character Class: Science

    Abilities: Unstoppable, Fury, Trauma, Physical Vulnerability, Debilitate

    Strengths and Weaknesses

    Strengths - Great Survivability, High Damage

    Weaknesses - Purify, Slow

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

    Always Active
    Rhino’s Armor grants him an indefinite Armor Up Passive, increasing Armor Rating by 8400. Armor Up Passives are not removed by Armor Break effects.
    Rhino is immune to Buffs. When he would gain a Buff, he instead gains an indefinite stacking Cruelty Passive, increasing Critical Damage Rating by +1233.33. Max: 10.
    Impacts from Rhino’s Dash Attacks have up to a 35% chance to be Passively Unblockable. This chance is decreased by up to a flat 25% the bigger the opponent is.

    All Attacks
    Rhino’s first Medium Attack is the only attack to utilize his horn.
    If Rhino strikes the opponent while their back is against the wall, he has a 2.5% chance per Horn Charge to gain a Fury Passive, increasing Attack Rating by 826.1 for 20 seconds. Max: 20.

    Dash Attacks
    Rhino becomes Passively Unstoppable when Dashing towards the opponent.

    Horn Charges - Max: 20.
    When Rhino uses his horn via his first Medium Attack, he gains a Horn Charge. Horn Charges last indefinitely.
    For each Horn Charge, gain the following abilities:
    +627.27 Physical Resistance.
    +700 Critical Rating.
    +25% Physical Vulnerability Debuff potency.

    Special Attacks
    On activation, pause all personal Fury Passives for the remainder of the attack, and 15 seconds after the attack ends.

    Special Attack 1
    On hit, inflict a non-stacking Debilitate Passive, extending the duration of any new Debuffs by 300% for 3 seconds per Horn Charge.

    Special Attack 2
    Each hit inflicts a Trauma Debuff for 20 seconds. Trauma causes all hits to deal an additional 50% of the damage recently dealt as a burst of Physical Damage. Max: 4.
    This attack cannot Miss or be Evaded.

    Special Attack 3
    Inflict a non-stacking Physical Vulnerability Debuff, reducing Physical Resistance by 1400 for 20 seconds.
    At the end of this attack, the opponent has their back against the wall and is inflicted with a Root Passive for 20 seconds.

    Signature Ability - The Rampaging Rhino!
    Passive
    Whenever Rhino gains a Horn Charge, he has a 50% chance to gain another.
    The non-stacking Debilitate Passive inflicted from Special Attack 1 starts paused for 7 seconds.
    While Rhino has his personal Armor Up Passive, gain +100% Bleed and Poison Resistance, as well as an indefinite Energy Protection Passive, providing full immunity to all Shock, Incinerate, Coldsnap, and Frostbite effects.

    Recommended Masteries
    Glass Cannon
    Despair

    Synergy Bonuses

    Sinister Six - I - Unique Synergy
    With Electro, Iron Patriot
    Rhino: While at 10 or more Horn Charges, gain an indefinite Unstoppable Passive and an indefinite Pierce Passive of 100% potency.
    Electro: Special Attack 3 inflicts a Sunder Passive, setting the opponent’s Critical Resistance to 0 for 25 seconds.
    Iron Patriot: Special Attack 1 hits drain one bar of Power from the opponent. For each bar of Power drained this way, gain an indefinite Fury Passive, increasing Attack Rating by 50%. Max: 6.

    Sinister Six - II - Unique Synergy
    With Vulture, Green Goblin, Doctor Octopus
    Rhino: While the opponent is Rooted, Trauma and Physical Vulnerability Debuffs are paused.
    Vulture: While the opponent is Incinerated, Vulture’s attacks are Guaranteed Critical Hits.
    Green Goblin: Madness and Cunning Charges become indefinite and each one grants +20% Attack Rating.
    Doctor Octopus: Research Categories are not affected by Ability Accuracy Reduction.

    Sinister Six - III - Unique Synergy
    With Mysterio
    Rhino: When fighting #Hero or #Spider-Verse Champions, gain +100% Critical Resistance and +50% Damage Reduction.
    Mysterio: Personal Poison Debuffs last 7 seconds longer.

    Sinister Six - IV - Unique Synergy
    With Kraven, Scorpion, Shocker, Sandman
    Rhino: Each Horn Charge grants +5% Perfect Block Chance.
    Kraven: Activating Special Attack 2 grants 2 additional Precision Buffs.
    Scorpion: Stun Debuffs on the opponent are paused while Heavy Charging.
    Shocker: When gaining a Vibro-Shock Charge on a Light or Medium Attack, there is a 35% chance to gain another.
    Sandman: Suppression Debuffs inflicted from becoming Unstable start paused for 12 seconds.

    Enemies
    With Spider-Man (Classic), Spider-Gwen, Spider-Man (Supreme), Spider-Ham, Spider-Man (Stark Enhanced)
    All Champions gain +155 Critical Rating.
    Friends
    With Abomination
    All Champions gain +130 Armor Rating.
    Friends
    With Punisher
    All Champions gain +130 Armor Rating.
    Teammates
    With Electro, Shocker, Scorpion, Kraven, Vulture, Green Goblin
    All Champions gain +5% Perfect Block Chance.

    Incoming Synergy Changes

    Eastern Blockers
    With Red Guardian
    Rhino (Old Effect): Starts the fight with a Passive Fury granting +30% Attack Rating for 20 seconds. While this Fury is active Rhino also gains +50% Ability Accuracy and inflicts the opponent with a Slow Debuff.
    Rhino (New Effect): While Rhino has 10 or more personal Fury Passives active, his Ability Accuracy is increased by a flat 50% and inflicts the opponent with a Decelerate Passive of 100% potency.

    Full Speed Ahead
    With Nova
    Rhino (Old Effect): 30% Chance to refresh Fury Buffs when striking with Medium Attacks.
    Rhino (New Effect): Medium Attacks have a 30% chance to refresh all personal Fury Passives.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    I think this Scarlet Witch rework idea is very mind-blowing, so here she is. ( For @BeroMan )

    About Scarlet Witch (Classic)
    Cast no evil eyes in the direction of Wanda Maximoff, aka the Scarlet Witch – the master of chaos magic. Her powerful hexes influence probability – making the impossible erupt across reality. A former member of the Brotherhood of Evil Mutants, she is a long-time member of the Avengers. Wanda remains close with her twin brother, Quicksilver.

    Character Class: Mystic

    Abilities: Nullify, Precision, Prowess, Veil of Fortune, Placebo

    Strengths and Weaknesses

    Strengths - Nullify, Critical Hits

    Weaknesses - Anti-Crit, Purify

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

    Always Active
    Immune to all Power Lock and Special Lock effects.
    Buffs and Debuffs from Veil of Fortune are unaffected by Ability Accuracy Reduction, but cannot activate against Science Champions.

    Critical Hits
    50% chance to Nullify a Buff from the opponent. This chance is doubled against Cosmic Champions.

    Veil of Fortune - Passive
    When either Champion lands a Critical Hit, Scarlet Witch will either gain a Buff or the opponent gains a Debuff.
    Buffs include: Fury, Armor Up, Pierce, Intensify, Bulwark, Regeneration, Aptitude, or Energize.
    Debuffs include: Whiplash, Physical Vulnerability, Energy Vulnerability, Incinerate, Poison, Coldsnap, Rupture, Bleed, Torment, Trauma, Tracking, Decelerate, Taunt, Power Sting, or Armor Break.
    All of these effects last for 20 seconds, and stack up to 5 times.

    Heavy Attacks
    Each hit grants a Cruelty Passive, increasing Critical Damage Rating by 3150 for 25 seconds. Max: 2.

    Special Attack 1
    This attack gains 2100 Critical Rating during this attack.
    On hit, pause all active Buffs and Debuffs from Veil of Fortune for 20 seconds.

    Special Attack 2
    On activation, gain a non-stacking Prowess Passive, increasing Special Attack Damage by 100% for 2 seconds for each Critical Hit landed by Scarlet Witch this fight. Max: 30 Critical Hits.
    This attack gains 18900 Critical Rating during this attack.

    Special Attack 3
    Inflict a non-stacking Fate Seal Debuff, Nullifying all Buffs and preventing the opponent from gaining new ones for 35 seconds. Against Cosmic Champions, this Fate Seal becomes Passive with its duration doubled.
    While this Fate Seal is active, the opponent suffers a Sunder Passive, setting Critical Resistance to 0 while active.
    Pause all Veil of Fortune Buffs on Scarlet Witch for the remainder of the fight.

    Signature Ability - The Master of Chaos Magic
    Passive
    Buffs and Debuffs from Veil of Fortune last 50% longer.
    Additionally, Cruelty Passives gained from Heavy Attacks are paused during Special Attack 2.

    Recommended Masteries
    Mystic Dispersion
    Dexterity
    Stupefy

    Synergy Bonuses

    Spiritual Son - Unique Synergy
    With Wiccan
    Scarlet Witch (Classic): Each Buff on Scarlet Witch increases her Attack Rating by 10%.
    Wiccan: Each hit of Special Attack 2 inflicts an additional Shock Debuff for each active Spell.

    Spiritual Husband - Unique Synergy
    Vision, Vision (Age of Ultron)
    Scarlet Witch (Classic): Gain immunity to Power Burn effects.
    Vision, Vision (Age of Ultron): Power Burn effects gain 500% potency.

    Spiritual Brother - Unique Synergy
    With Quicksilver
    Scarlet Witch (Classic): While her personal Prowess Passive is active, gain 700 Critical Damage Rating.
    Quicksilver: While Terminal Velocity is active, the first hit of Special Attack 2 is Unblockable and inflicts 2 additional Trauma Debuffs. Additionally, Trauma Debuffs gain a flat 30% potency.

    Enemies
    With Phoenix, Ultron Prime
    All Champions gain +155 Critical Rating
    Friends
    With Captain Marvel (Classic), Ms. Marvel
    All Champions gain +130 Armor Rating
    Romance
    With Vision
    All Champions gain +5% Power Gain
    Teammates
    With Ant-Man, Quicksilver
    All Champions gain +5% Perfect Block Chance

    Incoming Synergy Changes

    Dear Sister
    With Quicksilver
    Scarlet Witch (Classic) (Old Effect): When Veil of Fortune Triggers, 50% chance to gain a Prowess Buff, granting 100% Special Attack Damage for 15 seconds.
    Scarlet Witch (Classic) (Old Effect): The non-stacking Prowess Passive gained from Special Attack 2 increases Special Attack Damage by an additional 200%.

    Spiritual Parents
    With Wiccan
    Scarlet Witch (Classic) (Old Effect): Critical Damage Rating is increased by 700 while launching Special Attack 1 or 2.
    Scarlet Witch (Classic) (Old Effect): Special Attacks 1 and 2 gain 1400 Critical Damage Rating while she has at least 3 or more Buffs active.

    Chaos Rising
    With Scarlet Witch (Sigil)
    Scarlet Witch (Classic) (Old Effect): Increase Buff Duration by 20% and Reduce Debuff Duration 20%.
    Scarlet Witch (Classic) (New Effect): Each Buff on Scarlet Witch reduces the duration of all incoming Debuffs by 2.5%.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    I have two new Buff ideas for everyone to see, so here is the first one.

    About Cyclops (New Xavier School)
    The ultimate X-Man. The ultimate traitor. As a straight-laced youth, Scott Summers was recruited into the first generation of X-Men by Professor Xavier. Projecting forceful optic blasts from his eyes, he was a formidable defender of mutantkind. But after murdering Xavier under control of the Phoenix Force, Summers has gone from exemplar to pariah, founding his own underground mutant school away from his one-time allies.


    Character Class: Mutant

    Abilities: Armor Break, Precision, Fury, Prowess, Pierce

    Strengths and Weaknesses

    Strengths - High Chance to land Critical Hits, High Critical Damage, High Chance to Armor Break

    Weaknesses - Armor Break Immunity, Critical Resistance

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

    Always Active
    Cyclops can land Critical Hits even while the opponent is Blocking.

    Critical Hits
    Cyclops gains an indefinite Dormant Prowess charge whenever he lands a Critical Hit, even through Block. Max: 10.
    Activating a Special Attack converts all Dormant Prowesses into Prowess Passives, each increasing Special Attack Damage by 20% for 25 seconds.

    Heavy Attacks
    The second hit inflicts an Intimidate Debuff for 6 seconds. Cooldown: 20 seconds.

    Special Attacks
    On activation, gain a Precision Buff, increasing Critical Rating by 2100 for 6 seconds per level of Special Attack used.
    All Beam hits cannot Miss or be Evaded.

    Special Attack 1
    On activation, gain a non-stacking Pierce Passive of 700 potency for 25 seconds.
    Each hit has a 50% chance to inflict an Armor Break Debuff, reducing Armor Rating by 525 for 20 seconds.

    Special Attack 2
    On activation, gain a non-stacking Fury Passive, increasing Attack Rating by 2704.9 for 25 seconds. Striking the opponent’s Block doubles this Attack increase.
    The final three hits have a 75% chance to inflict an Armor Break Debuff, reducing Armor Rating by 700 for 30 seconds. These Armor Break Debuffs can trigger through the opponent’s Block.

    Special Attack 3
    100% chance to inflict a non-stacking Armor Break Debuff, reducing Armor Rating by 1718.18 for 60 seconds.
    While this Armor Break is active, all Beam attacks deal True Damage.

    Signature Ability - Expertise
    All Attacks
    Beam attacks gain 2566.66 Critical Damage Rating.
    Additionally, all Beam attacks ignore Block Proficiency once a Combo of 15 or more hits is reached.

    Recommended Masteries
    Lesser Cruelty/Cruelty

    Synergy Bonuses
    Mutant Agenda
    With Storm, Colossus
    Mutant’s landed strikes during Special Attacks gain +12% Attack rating.
    Nemesis
    With Magneto
    All Champions gain +6% Attack
    Rivals
    With Wolverine
    All Champions gain +115 Critical Damage Rating

    Incoming Synergy Changes

    Lords of Energy
    With Ikaris
    Cyclops (New Xavier School) (Old Effect): Gains +25% Fury when inflicting an Armor Break Debuff for 10 seconds. Max stack of 4.
    Cyclops (New Xavier School) (New Effect): Whenever Cyclops inflicts an Armor Break Debuff, gain an indefinite Cruelty Passive, increasing Critical Damage Rating by 200. Max: 15.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    And here's the other one.

    About Cyclops (Blue Team)
    As a straight-laced youth, Scott Summers was recruited into the first generation of X-Men by Professor Xavier. Projecting forceful optic blasts from his eyes, he is a formidable defender of mutantkind. Working alongside his fellow X-Men as their tactically-minded leader, Cyclops works hard to protect mankind from both itself and from the Mutants who have joined the human-hating Brotherhood led by Magneto.

    Character Class: Mutant

    Abilities: Armor Break, Prowess, Precision, Fury, Combo Shield, Vulnerability, Sunder

    Strengths and Weaknesses

    Strengths - Unblockable Special Attacks, Armor Break

    Weaknesses - Armor Break Immunity

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

    Always Active
    With precise control over inter-dimensional energies, Cyclops has 50% Combat Power Rate while below 2 bars of Power.

    Fight Start
    Cyclops gains an indefinite Combo Shield Passive, preventing his Combo Meter from resetting when struck.

    Beam Attacks - All Special Attacks
    Attacks that utilize Cyclops’ Beam from his eyes inflict the opponent with a Vulnerability Passive of 370.59 potency for 30 seconds.
    These attacks do not make contact and deal Energy Damage instead of Physical.

    Special Attacks
    On activation, gain a Precision Buff, increasing Critical Rating by 700 per level of Special Attack used for 20 seconds.
    All Beam hits cannot Miss or be Evaded.

    Special Attack 1
    On activation, gain a Fury Passive, increasing Attack Rating by 1721.3 for 20 seconds.
    Each hit has a 50% chance to inflict an Armor Break Debuff, reducing Armor Rating by 233.33 for 20 seconds.

    Special Attack 2
    On activation, gain a Prowess Passive, increasing Special Attack Damage by 200% for 5 seconds. This effect lasts 1.5 seconds longer for each Critical Hit landed by Cyclops this fight. Max: 20 Critical Hits.
    The final three hits have a 75% chance to inflict an Armor Break Debuff, reducing Armor Rating by 525 for 25 seconds.

    Special Attack 3
    100% chance to inflict a non-stacking Armor Break Debuff, reducing Armor Rating by 2100 for 50 seconds.
    While this Armor Break is active, the opponent is inflicted with a non-stacking Sunder Passive, setting Critical Resistance to 0 while active.

    Signature Ability - Expertise
    Special Attacks
    All of Cyclops' Beam attacks gain 900.01 Critical Damage Rating.
    Additionally, while Cyclops has 10 or more hits in the Combo Meter, Armor Break Debuffs last 20% longer, and while Cyclops has 20 or more hits in the Combo Meter, Special Attacks 1 and 2 are Passively Unblockable.

    Recommended Masteries
    Lesser Cruelty/Cruelty

    Synergy Bonuses
    Mutant Agenda
    With Colossus, Wolverine
    Mutant’s landed strikes during Special Attacks gain +12% Attack rating.
    Nemesis
    With Magneto
    All Champions gain +6% Attack
    Romance
    With Phoenix
    All Champions gain +5% Power Gain
    Teammates
    With Storm
    All Champions gain +5% Perfect Block Chance
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Which Cyclops could be better? Blue Team or New Xavier School? I'd go for New Xavier School in my thoughts.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    I think this rework idea will make Daredevil let off some huge yellow numbers, so here he is.

    About Daredevil (Classic)
    The Man Without Fear, a lawyer without sight. As a child, Matt Murdock had a chance encounter with radioactive waste. It caused him to go blind, but enhanced his remaining senses – and granted him a sharp superhuman radar. With his passion for justice and enhanced strength, Daredevil protects the streets of his native New York City.

    Character Class: Skill

    Abilities: Precision, Cruelty, Stun, Evade, Vigilance

    Strengths and Weaknesses

    Strengths - Bypass Miss, Evade any projectiles

    Weaknesses - Anti-Crit, Stun Immunity

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

    Always Active
    Personal Passive effects cannot be prevented by Ability Accuracy Reduction.
    An enhanced sensory system grants Daredevil an indefinite Vigilance Passive, bypassing the effects of Miss.

    Personal Precision Passives - Max Stacks: 200
    Unless otherwise stated, Precision Passives last for 20 seconds and grant 60.49 Critical Rating.
    When Daredevil prevents a Miss or Evade effect, gain 3 Precision Passives.
    When Daredevil Evades a hit, gain 6 Precision Passives.
    When either Champion inflicts a Stun effect, gain 15 Precision Passives.

    Blocking
    40% chance that a Block is a Perfect Block, reducing all damage to 0.
    While Daredevil has 50 or more personal Precision Passives active, he can trigger the Parry Mastery against non-contact Attacks.

    When Attacked
    If the hit was a non-contact attack, 25% chance to Evade that hit. This Ability does not trigger while Blocking.

    Heavy Attacks
    Each hit refreshes all personal Precision Passives.

    Special Attacks
    On a Critical Hit, inflict a Stun Debuff for 3 seconds.

    Special Attack 1
    On activation, gain a True Strike Passive for 30 seconds.
    While this True Strike is active, Daredevil’s attacks cannot Glance.

    Special Attack 2
    This attack gains +777 Attack Rating for each personal Precision Passive on Daredevil.
    Each hit inflicts an instant Bleed, dealing Direct Damage equal to 400% of Daredevil’s Critical Damage Multiplier.

    Special Attack 3
    At the end of this attack, gain an indefinite stacking Cruelty Passive, increasing Critical Damage Rating by 34.15. Gain an additional Cruelty Passive for each personal Precision Passive on Daredevil. Max: 200.
    Retrigger all personal Precision Passives and pause them for the remainder of the fight.

    Signature Ability - Master of Murdock
    Passive
    Daredevil’s senses and enhanced strengths get an upgrade, granting the following:
    Immunity to all Slow effects.
    Personal Precision Passives last 50% longer.
    Daredevil’s personal Evade effects expand to all contact attacks and his Evade Ability Accuracy increases by a flat 25%.

    Recommended Masteries
    Lesser Cruelty/Cruelty

    Synergy Bonuses
    Rivals Lv. 3
    With Superior Iron Man
    All Champions gain +115 Critical Damage Rating
    Romance Lv. 3
    With Black Widow
    All Champions gain +5% Power Gain
    Romance Lv. 3
    With Elektra
    All Champions gain +5% Power Gain

    Incoming Synergy Changes

    Bane of Hell’s Kitchen
    With Kingpin
    Daredevil (Classic) (Old Effect): +60% Precision Buff duration.
    Daredevil (Classic) (New Effect): Gain +2% Block and Armor Penetration for each personal Precision Passive on Daredevil.

    Spiritual Strength
    With Masacre
    Daredevil (Classic) (Old Effect): Evading a Projectile grants a Passive Precision, increasing Critical Rating by 100 for 10 seconds.
    Daredevil (Classic) (New Effect): Whenever Daredevil Evades a hit, he refreshes all personal Precision Passives.

    Extrajudicial Proceedings
    With Jessica Jones
    Daredevil (Classic) (Old Effect): Whenever the Combo Meter rises past a multiple of 10, gain a True Accuracy Passive for 8 seconds. When fighting Science Champions, gain a True Strike Passive instead.
    Daredevil (Classic) (New Effect): For every 20 hits in the Combo Meter, Daredevil refreshes the duration of his personal True Strike Passive.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    I think this rework idea about Captain America (Classic) will make him insane, so here he is. (Note: I renewed his abilities and stats for a Rank 5, Level 65, Sig 200 6-Star Champion, and six of his synergies are renewed to grant specific class champions a bonus ability)

    About Captain America
    Steve Roger’s body may have been too weak to become a soldier, but his heart was too strong to quit. By a miracle of science, Steve was transformed into Captain America, Sentinel of Liberty. Possessing super strength, speed, and reflexes.With his unbreakable shield, Cap is a born leader of humans, heroes, and gods.

    Character Class: Science

    Abilities: Physical Vulnerability, Fury, Trauma, Safeguard, Cruelty, Stun, Perfect Block, Bleed

    Strengths and Weaknesses

    Strengths - Perfect Block Chance, High Damage Output, Stun

    Weaknesses - Purify, Abilities that trigger through Block or bypass Safeguard

    The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.

    Always Active
    Super Soldier Serum provides full immunity to all Poison, Power Lock, and Special Lock effects, as well as +100% Bleed Resistance.
    Captain America is immune to Buffs. When he would gain a Buff, he instead gains an indefinite Fury Passive, increasing Attack Rating by 1409.65. Max: 10.

    Blocking
    50% chance that a Block is a perfect Block, reducing all Damage to 0. Every 20 hits in the Combo Meter increases this chance by a flat 10%. This chance stays even if Captain America loses his Combo Meter.
    At 100% Perfect Block Chance, Captain America becomes immune to all forms of Block Penetration and can block Unblockable attacks.

    Heavy Attacks
    Consume 10% of Captain America’s Perfect Block Chance to gain an indefinite Cruelty Passive, increasing Critical Damage Rating by 118.42. Max: 10.
    Each hit pauses his personal Debilitate Passive for 4 seconds.

    Special Attacks
    The final hit inflicts a Stun Debuff for 2 seconds per level of Special Attack used.
    Each hit has a 10% chance per personal Fury Passive to Nullify all Unstoppable, Indestructible, or Immortality Buffs from the opponent.

    Special Attack 1
    On activation, inflict a Debilitate Passive, extending the duration of any new Debuffs by 100% for 70 seconds.
    The second hit grants Captain America an Energize Passive, increasing Combat Power Rate by 30% for 30 seconds.

    Special Attack 2
    On activation, inflict a Trauma Debuff for 30 seconds. Trauma causes all hits to deal an additional 200% of the damage recently dealt as a burst of Physical Damage. Max: 1.
    The second hit inflicts a Bleed Debuff, dealing 17244 Direct Damage over 3 seconds.
    If this Bleed Debuff fails to apply due to an immunity, instead inflict a Physical Vulnerability Debuff, reducing Physical Resistance by 9000 for 30 seconds.

    Special Attack 3
    At the end of this attack, gain an indefinite Safeguard Passive, preventing Captain America from losing more than 1% of his max Health from a single source. While Captain America has this effect, he gains +2250 Critical Rating and an indefinite Combo Shield Passive, preventing his Combo Meter from resetting when struck.
    Retrigger his personal Marked Passive and pause it for the remainder of the fight.

    Signature Ability - Never Give Up!
    Passive
    Captain America learns how to be a brave hero, granting him a Bonus effect for each class represented on his team, excluding himself.
    Mutant: 100% chance when activating a Special Attack to gain 5 Combo Meter.
    Skill: When Captain America is inflicted with a Debuff, 100% chance to Purify that Debuff. Purifying a Debuff this way increases Captain America’s Perfect Block Chance by a flat 10%.
    Science: On a Well-Timed Block, 100% chance to inflict a 25% Weakness Debuff for 12 seconds.
    Mystic: Whenever a Buff expires or is Nullified from the opponent, 100% chance to gain 5 Combo Meter.
    Cosmic: On a Well-Timed Block, 100% chance to inflict an Armor Break Debuff, reducing Armor Rating by 750 for 12 seconds.
    Tech: On a Well-Timed Block, 100% chance to inflict a 25% Petrify Debuff for 12 seconds.

    Recommended Masteries
    Deep Wounds
    Inequity
    Despair

    Synergy Bonuses

    Shield Teammates - Unique Synergy
    With Captain America (WWII), Captain America (Infinity War), The Overseer, Civil Warrior, Captain America (Sam Wilson)
    Captain America, Captain America (WWII), Captain America (Infinity War): Gain a 50% Pierce Passive while the opponent is suffering from a Stun, Bleed, Armor Break, Physical Vulnerability, Weakness, Petrify, or Trauma Debuff.
    The Overseer: Physical Vulnerability Debuff duration is increased by 100%.
    Civil Warrior, Captain America (Sam Wilson): Personal Armor Up effects gain +50% potency.

    Avengers Assemble! - Unique Synergy
    With Black Widow, Hawkeye, Hulk, Iron Man, Thor
    Captain America: Heavy Attacks pause all non-Stun Debuffs for 3 seconds.
    Black Widow, Hawkeye: Activating a Special Attack grants a non-stacking Fury Passive, increasing Attack Rating by 200% for 8 seconds per level of Special Attack used.
    Hulk: Personal Fury Passives last 500% longer and triggers GAMMA RAGE when reaching 20 Fury Passives instead of 15.
    Iron Man: Blocking a hit has a 30% chance to trigger his personal Armor Up Buff, and each one grants +50% Attack Rating.
    Thor: Gain +300% Armor Break Debuff duration.

    Mutant Mayhem - Unique Synergy
    With Dani Moonstar, Iceman, Toad, Magneto
    Mutant Champions gain a 50% Prowess Passive during Special Attacks.

    Skill Domination - Unique Synergy
    With Moondragon, Nick Fury, Black Cat, Baron Zemo
    Skill Champions gain +750 Critical Rating on all attacks.

    Science Research - Unique Synergy
    With Quicksilver, Titania, Quake, Mister Negative
    Science Champions increase the duration of all personal Debuffs by 200%.

    Mystic Knowledge - Unique Synergy
    With Doctor Doom, Juggernaut, Absorbing Man, Wong
    Mystic Champions gain +5% Attack Rating for each Buff on the opponent.

    Cosmic Conflict - Unique Synergy
    With Adam Warlock, Hulkling, Odin, Hercules
    Cosmic Champions gain +100% potency and duration to all personal Buffs.

    Tech Attack - Unique Synergy
    With Star-Lord, Lady Deathstrike, Howard the Duck, Infamous Iron Man
    Tech Champions gain +30% Attack Rating and immunity to Ability Accuracy Reduction effects against Mutant Champions.

    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): The Energize Passive gained from Special Attack 1 increases Combat Power Rate by an additional 40%.
  • SonOfArgu16SonOfArgu16 Member, Guardian Posts: 263 Guardian
    @Paupershango_2006 Here are my comments/criticism over OG Cap Build:

    1.Abilities: Physical Vulnerability, Fury, Trauma, Safeguard, Cruelty, Stun, Perfect Block, Bleed

    In my opinion, way too many for OG Cap. I'm thinking more on Physical Resistance and Vulnerability, Safeguard, Perfect Block, and Trauma maybe an attack buff like Fury or Cruelty but just one

    2. Super Soldier Serum provides full immunity to all Poison, Power Lock, and Special Lock effects, as well as +100% Bleed Resistance.

    Make him poison resistant because of the Serum (cuz he can't get drunk), power lock and special lock should play a role in his lore since he as no armor or biology to technically resist those. Make him bleed resistant, not immune. Cap is human and always will be, he will always bleed and be injured. If you want, let him get the fury/cruelty buff, when he's bleeding

    3. His signature ability seems to be the same as CAIW, so that's not good. We need to keep the similar characters alike but still unique.

    Signature Ability "I Can Do This All Day"

    The longer the fight goes, and the lower his life is, Steve Rogers continues to keep on fighting for what is right and will stand up to anyone.

    Lower life, higher chance to perfect block
    Debuffs will actually make him stronger,
    *New idea* Once per fight, he gets a persistent if knocked down by a special which he carries throughout the quest, upon reaching 2 charges allows him to survive one fatal blow per fight for the rest of quest

    4. Lastly, his synergies are way too similar with CAIW maybe just give him synergies with his common teammates first, then branch out to other champs that he has/had a chance to team up with
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Well, Captain America could be a brave hero, right?
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Poison Immunity and Bleed Resistance are good enough, and Special 2 can inflict Physical Vulnerability Debuffs against Bleed Immune opponents.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    And he could block Unblockable hits.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    edited June 2023
    I think this Buff idea about Iron Man will make him so much better, so here he is.

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

    Character Class: Tech

    Abilities: Incinerate, Plasma, Fury, Armor Up, Armor Break, Heal Block, Energy Vulnerability

    Strengths and Weaknesses

    Strengths - Strong Immunities, Great Survivability

    Weaknesses - Armor Break, Nullify

    The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.

    Always Active
    Iron Man’s suit fitted with cutting-edge technology provides full immunity to all Bleed, Poison, Shock, Incinerate, Coldsnap, Frostbite, Power Lock, and Power Steal effects.
    Against Mutant Champions, Iron Man’s Ability Accuracy cannot be modified.

    Armor Up
    Iron Man’s Armor grants him an indefinite Armor Up Buff, increasing Armor Rating by 1500. If this Buff is removed for any reason, it restores itself after 12 seconds.
    While Iron Man has this Buff, he can trigger the Parry Mastery against non-contact attacks.

    J.A.R.V.I.S. - Passive
    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.
    While Iron Man does not have his personal Armor Up Buff active, J.A.R.V.I.S. is shut down and the non-stacking indefinite Tracking Debuff is disabled.

    When brought below 35% Max Health - Arc Overload
    Once per fight, Iron Man gains an Armor Up Passive, increasing Armor Rating by 9000 for 20 seconds, and a Regeneration Passive, healing 7115.76 Health over 20 seconds.

    Special Attacks
    On hit, inflict an Armor Break Debuff, reducing Armor Rating by 750 per level of Special Attack used for 20 seconds.
    If J.A.R.V.I.S. is online, gain an Unblockable Passive on activation for 5 seconds.

    Special Attack 1
    On activation, gain a non-stacking Fury Passive, increasing Attack Rating by +4004 for 30 seconds.

    Special Attack 2
    On hit, inflict an instant Incinerate, dealing 17244 Energy Damage. Against Mutants, inflict an instant Plasma instead.

    Special Attack 3
    Inflict a Heal Block Passive for 60 seconds.
    While this Heal Block is active, the opponent suffers an indefinite Energy Vulnerability Passive, reducing Energy Resistance by 4178.57.

    Signature Ability - Protocol Upgrade
    Passive
    Iron Man makes upgrades to his armor, repulsor rays, and cutting-edge technology, providing the following abilities:
    Immunity to all Rupture effects.
    Armor Up Buffs gain 50% potency.
    Repulsor Ray attacks gain +4234 Attack Rating.

    Recommended Masteries
    Recovery
    Glass Cannon
    Double Edge/Liquid Courage

    Synergy Bonuses

    House Party Protocol - Unique Synergy
    With Iron Patriot, War Machine
    Iron Man: Instant Incinerate and instant Plasma effects deal 60% more damage.
    Iron Patriot: Activating a Special Attack grants a Fury Passive, increasing Attack Rating by 400% for 20 seconds.
    War Machine: Armor Break Debuff stack limit is increased to 6.

    The Iron Army - Unique Synergy
    With Superior Iron Man, Iron Man (Infinity War), Infamous Iron Man
    Iron Man: While the opponent is Heal Blocked, Unstoppable, Unblockable, Indestructible, and Immortality effects suffer -100% Ability Accuracy.
    Superior Iron Man: Activating a Special Attack grants an Unstoppable Passive for 20 seconds. While Unstoppable, Superior Iron Man takes 60% less damage from all sources and increases the chance to gain an Armor Up Buff when struck by a flat 33%.
    Iron Man (Infinity War): The chance to inflict a Plasma Passive on Special Attack 3 is not decreased.
    Infamous Iron Man: Start the fight with the Aura of Iron for 16 seconds. This Aura cannot be ended early.

    House Party Protocol Guests - Unique Synergy
    Hulkbuster, Silver Centurion
    Iron Man: Gain +400% Physical and Energy Resistance while the opponent is Heal Blocked.
    Hulkbuster, Silver Centurion: When inflicting a Shock effect, there is a 35% chance to inflict another.

    Avengers Assemble! - Unique Synergy
    With Black Widow, Hawkeye, Captain America, Hulk, Thor
    Iron Man: While J.A.R.V.I.S. is online, Iron Man takes 100% less damage from the Recoil Mastery.
    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%.

    Enemies
    With Ultron
    All Champions gain +155 Critical Rating
    Friends
    With Captain America
    All Champions gain +130 Armor Rating
    Teammates
    With Thor (Jane Foster)
    All Champions gain 5% Perfect Block Chance
    Teammates
    With Thor, War Machine
    All Champions gain 5% Perfect Block Chance

    Incoming Synergy Changes

    Fateful Friends
    With Ikaris
    Iron Man (Old Effect): Inflict an Incinerate Debuff on the Opponent dealing 100% Attack Rating as Energy Damage per second on all Special Attacks.
    Iron Man (New Effect): Special Attack 2 inflicts an extra instant Incinerate or instant Plasma if J.A.R.V.I.S. is online.

    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): Inflicting an instant Incinerate or instant Plasma effect pauses his personal Heal Block Passive for 3 seconds.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Is this a good enough buff idea @SonOfArgu16?
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