Champion Improvement Suggestions [edited by Mod for clarity]

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  • Paupershango_2006Paupershango_2006 Member Posts: 539
    I think J.A.R.V.I.S., Iron Man's interface computer system, would be a new ability for his kit.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    And he can have lots of immunities, like immunity to Bleed, Poison, Shock, Incinerate, Coldsnap, Frostbite, Power Lock, and Power Steal effects. He will also be AAR immune when fighting Mutants, and Rupture immune when awakened.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    And SP2 can inflict a strong instant Incinerate or instant Plasma, and an extra one if J.A.R.V.I.S. is online from the updated Ikaris synergy.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    I updated this Captain America rework idea so it doesn't have the Captain America (Infinity War) treatment.

    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, Fatigue

    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 Power Lock and Power Steal effects, as well as +100% Poison Resistance and immunity to the recovery reduction from Poison.
    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.
    Performing a Perfect Block has a 100% chance to inflict a non-stacking Fatigue Debuff, reducing Critical Rating by 9000 for 12 seconds.

    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.

    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 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.

    Signature Ability - Never Give Up!
    Passive
    Captain America learns how to be a brave hero, granting him the following abilities:
    +100% Bleed Resistance.
    Reduce the opponent’s Defensive Ability Accuracy by 100% while they have an active Debuff.
    Captain America's Special Attacks 1 and 2 are Passively Unblockable.

    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: While the opponent is suffering from a Physical Vulnerability Debuff, all Unstoppable, Indestructible, and Immortality effects suffer -100% Ability Accuracy.
    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.

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

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

    Incoming Synergy Changes

    Shield Buddies
    With The Overseer
    Captain America (Old Effect): Intercepting the Opponent grants a non-Stacking Passive Fury, granting 50% Attack Rating for 7 seconds.
    Captain America (New Effect): The Energize Passive gained from Special Attack 1 increases Combat Power Rate by an additional 40%.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Is this OG Cap rework idea better now @SonOfArgu16?
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    I think 10 Fury Passives and 10 Cruelty Passives are good enough for him, as he could let off some big yellow numbers.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    And he is also supposed to inflict a Fatigue Debuff every time he performs a Perfect Block.
  • noclutchnoclutch Member Posts: 186 ★★
    Boy oh Boy this discussion was started 5 years ago and the champ is discussion was IronFist.
    I wonder if he will ever get an update.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    edited June 2023
    I think this Green Goblin rework idea will make him awesome, so here he is.

    About Green Goblin
    Cunning businessman Norman Osborn was rarely satisfied with the success lawful ventures provided. Intending to gain the strength to beat Spider-Man, Norman subjected himself to an experimental serum, which proved terrifyingly successful, granting Norman vastly greater faculties but at the cost of his sanity. Unhinged and armed with Oscorp’s most advanced weaponry, the Green Goblin now rains fear down upon Spider-Man, and his perceived enemies.

    Character Class: Tech

    Abilities: Poison, Incinerate, Plasma, Trauma, Disorient, Sabotage, Wither, Taunt, Power Sting, Torment, Heal Block

    Strengths and Weaknesses

    Strengths - Debuff Reliant, Strong Bonuses

    Weaknesses - Purify, Debuff Immunity

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

    Always Active
    Unless otherwise stated, Madness and Cunning stacks last for 20 seconds.

    The Goblin Formula - Passive
    The Goblin Formula provides Green Goblin full immunity to all Poison effects, as well as a Bonus effect based on his opponent.
    Mutant Champions: +15% Attack Rating and immunity to all Ability Accuracy Reduction effects.
    #Hero Champions: +15% Attack Rating and Critical Damage Rating per stack of Cunning and Madness.
    #Spider-Verse Heroes: +15% Attack Rating and Green Goblin cannot Miss or be Evaded.

    Madness - Passive
    Green Goblin has a 10% chance to gain a stack of Madness when he is attacked or Blocking. This chance is increased by a flat 90% if the Blocked attack was a Well-Timed Block.
    For each stack of Madness, the opponent’s Special Attack Damage is reduced by 25%, and Green Goblin Regenerates 70% of the damage dealt when he is attacked or Blocking.

    Cunning - Passive
    When Green Goblin dodges an attack with the Dexterity Mastery, or either Champion fills a bar of Power, gain a stack of Cunning.
    For each stack of Cunning, the opponent’s Combat Power Rate is reduced by 40% and Green Goblin’s Special Attack Damage is increased by 30%.

    Persistent Charge - Max: 20
    When winning a fight, Green Goblin gains 1 Persistent Charge for the remainder of the Quest.
    Gain an additional Persistent Charge for each #Sinister Six or #Villain Champion on his team, including himself.
    For each Persistent Charge, gain the following abilities:
    +233.33 Critical Rating.
    +2.5% Combat Power Rate.
    +10% potency to all Damaging Debuffs.

    Bag of Tricks - Pre-Fight Ability
    Green Goblin has an arsenal full of Debuffs to apply with his Pumpkin Bombs. Select up to 3 to bring into the fight.
    Torment: Extend the duration of all Damaging Debuffs by 7 seconds.
    Trauma: Cause all hits to deal an additional 200% of the damage dealt as a burst of Physical Damage.
    Sabotage: Reduce the opponent’s Defensive Ability Accuracy by 100% and dealing 1173 Direct Damage whenever their Defensive Abilities fail to trigger.
    Disorient: Reduce the opponent’s Block Proficiency and Defensive Ability Accuracy by 100%.
    Taunt: Reduce the opponent’s Attack Rating by 40% and are 70% more likely to activate a Special Attack.
    Power Sting: The opponent takes 5685.75 Direct Damage if they activate a Special Attack.
    All of these Debuffs last for 15 seconds, and gain +100% duration per level of Special Attack used.

    Pumpkin Bombs - All Special Attacks
    100% chance to inflict one of each Debuff selected from the Pre-Fight Screen.
    These attacks do not make contact with the opponent.

    Afterburner - Heavy and Special 2 Attacks
    100% chance to inflict an Incinerate Debuff, dealing 10108 Energy Damage over 8 seconds. When fighting Mutant Champions, inflict an identical Plasma Debuff instead.

    Laser Blasts - Special Attack 1
    100% chance to drain 25% of the opponent’s max Power.
    If these hits Power Drain across a Power Bar threshold, inflict an instant Shock, dealing 6136 Energy Damage. This damage is doubled against Mutant Champions.
    These hits do not make contact with the opponent.

    Special Attacks
    On the final hit, inflict a Poison Debuff for each stack of Madness and Cunning, dealing 4299.4 Direct Damage over 8 seconds and reducing Health Recovery by 30%.

    Special Attack 1
    On activation, and for the next 20 seconds, Green Goblin’s Dexterity dodges cannot be failed by the opponent.

    Special Attack 2
    On activation, gain a Fury Passive, increasing Attack Rating by +4738 per stack of Madness and Cunning for 35 seconds.
    Incinerate and Plasma Debuffs inflicted during this attack gain +200% potency.

    Special Attack 3
    At the end of this attack, gain 3 indefinite Madness and Cunning stacks.
    Bag of Tricks Debuffs inflicted during this attack start paused for 15 seconds.
    Inflict a Heal Block Passive for 70 seconds.
    While this Heal Block is active, Green Goblin is immune to all Stun and Reversed Controls effects, and the opponent’s Ability Power Rate is reduced by 300%.

    Signature Ability - Enhanced Oscorp Weaponry
    Passive
    Green Goblin makes upgrades to his Weaponry, granting him the following abilities:
    Gain an indefinite Unblockable Passive during Special Attacks 1 and 2 as long as 3 or more stacks of Madness and Cunning are active.
    Green Goblin can select 3 additional Bag of Tricks Debuffs from the Pre-Fight Screen.
    The final hit of all Special Attacks inflict a Poison Debuff when inflicting a Bag of Tricks Debuff.

    Recommended Masteries
    Inequity
    Despair

    Synergy Bonuses

    Sinister Six - Unique Synergy
    With Shocker, Sandman, Kraven, Vulture, Mysterio
    Green Goblin: Poison Debuffs last 100% longer.
    Shocker: Stun and Physical Vulnerability Passives are paused while Heavy Charging.
    Sandman: Personal Debuffs are paused while Unstable.
    Kraven: Critical Hits have a 30% chance to inflict an additional Bleed Debuff.
    Vulture, Mysterio: Incinerate and Poison Debuffs become Passive and last 50% longer.

    Electro – Electric Supercharge [Unique]
    Green Goblin: Inflicting a Bag of Tricks Debuff pauses all personal Poison Debuffs for 3 seconds. This ability has a 7 second cooldown.
    Electro: While suffering from a Shock effect, gain 30% Attack Rating.
    Spider-Man Champions – Seething Hatred [Unique]
    Green Goblin: +15% Pumpkin Bomb damage for each Cunning and Madness charge.
    #Spider-Verse Champions: Critical Hits gain +15% Combat Power Rate
    Iron Patriot – Split Personality [Unique]
    Green Goblin: Special Attack 2 Fury Passive starts paused for 8 seconds.
    Iron Patriot: Armor Up and Regeneration Buffs gained from Arc Overload gain 50% potency and duration.

    Incoming Synergy Changes

    Interested?
    With Sandman
    Green Goblin (Old Effect): Power Drain effects from Green Goblin’s Bag of Tricks also deal a burst of 20% Energy Damage.
    Green Goblin (New Effect): Power Drain effects from Green Goblin’s Special Attack 1 Laser Blasts drain an additional 25% Power.

    Counter Measures
    With Anti-Venom
    Green Goblin (Old Effect): Afterburner inflicts additional stacks of Incinerate Debuff equal to the number of stacks of Madness.
    Green Goblin (New Effect): Afterburner attacks during Heavy and Special 2 Attacks inflict an additional Incinerate or Plasma Debuff per stack of Madness and Cunning.

    The High Ground
    With Air-Walker
    Green Goblin (Old Effect): Special Attack 1 Laser Blasts have +40% flat chance to Power Drain.
    Green Goblin (New Effect): Special Attack 1 Laser Blasts that Power Drain across a Power Bar threshold inflict an extra instant Shock if Green Goblin has 3 or more stacks of Madness and Cunning.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Is this a good rework idea @SonOfArgu16?
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    I think this Buff idea will make Superior Iron Man a great defender, so here it is.

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

    Character Class: Cosmic

    Abilities: Armor Up, Aptitude, Energize, Fury, Armor Break, Energy Vulnerability, Incinerate

    Strengths and Weaknesses

    Strengths - Strong Immunities, Great Survivability

    Weaknesses - Nullify, Neutralize

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

    Always Active
    Model 51 Armor provides full immunity to all Bleed, Poison, Shock, Incinerate, Coldsnap, and Frostbite effects.
    Against Tech Champions, Superior Iron Man is immune to all Power Drain, Power Burn, Power Steal, Power Lock, Enervate, and Special Lock effects.

    Armor Up - Max: 40
    Unless otherwise stated, Superior Iron Man’s Armor Up Buffs last for 20 seconds and increase his Armor Rating by 250.
    When Superior Iron Man gains a Buff, other than Armor Up, gain one Armor Up Buff.
    When Superior Iron Man activates a Special Attack, gain 2 Armor Up Buffs per bar of Power spent.
    When Superior Iron Man prevents an effect due to an immunity, gain 3 Armor Up Buffs.

    Fighting Non-Mystic Champions
    For each Armor Up Buff Superior Iron Man has, gain the following abilities:
    +2.5% Critical Resistance.
    +118.42 Critical Damage Rating.
    +306.82 Physical and Energy Resistance.
    +5% chance to resist Heavy Attacks and block Unblockable Attacks.

    All Light and Medium Attacks
    65% chance to gain an Aptitude Buff, increasing the potency of all Armor, Fury, and Precision Buffs by 20% for 20 seconds. Max: 20.

    Heavy Attacks
    On hit, refresh all Fury, Aptitude, or Energize Buffs, and then pause them for 5 seconds.

    Special Attacks
    On hit, inflict an Armor Break Debuff, reducing Armor Rating by 1438.52 for 10 seconds per level of Special Attack used.
    On activation, gain a non-stacking Fury Buff, increasing Attack Rating by 6813 for 0.5 seconds per Armor Up Buff on Superior Iron Man.

    Special Attack 1
    On activation, gain a non-stacking Energize Buff, increasing Combat Power Rate by 1.5% per Armor Up Buff on Superior Iron Man for 20 seconds.
    While this Buff is active, gain +2250 Critical Rating.

    Special Attack 2
    On hit, inflict an Incinerate Passive for each Armor Up Buff on Superior Iron Man, dealing 2053.7 Energy Damage over 8 seconds.

    Special Attack 3
    Inflict an Energy Vulnerability Passive, reducing Energy Resistance by 4178.57 for 2 seconds per Armor Up Buff on Superior Iron Man.

    Signature Ability - Arc Overload
    Passive
    When Superior Iron Man falls below 15% of his max Health, he overloads the Arc Reactor in his chest, granting the following Buffs for 8 seconds.
    Armor Up, increasing Armor Rating by 3106.35.
    Regeneration, healing 29260.75 Health.
    These Buffs gain +1.5% potency for each indefinite Armor Up Buff on Superior Iron Man.

    Recommended Masteries
    Double Edge/Liquid Courage
    Recovery
    Glass Cannon

    Recommended Relic
    Gamora

    Synergy Bonuses

    Iron Teammates - Unique Synergy
    With Iron Man, Iron Man (Infinity War), Silver Centurion, Infamous Iron Man
    Superior Iron Man: Increase Buff duration by 25%.
    Iron Man: Activating a Special Attack grants an Unstoppable Passive for 25 seconds. While this effect is active, the chance to gain an Armor Up Buff when struck is increased by a flat 64%.
    Iron Man (Infinity War), Silver Centurion, Infamous Iron Man: Gain immunity to all Ability Accuracy Reduction effects when fighting Mutant Champions.

    Enemies Lv.3
    With Captain America
    All Champions gain +155 Critical Rating
    Rivals Lv.3
    With Daredevil
    All Champions gain +115 Critical Damage Rating
    Teammates Lv.3
    With Thor
    All Champions gain +5% Perfect Block Chance

    Incoming Synergy Changes

    Iron Men
    With Silver Centurion
    Superior Iron Man (Old Effect): Gaining an Armor Up Buff grants a Fury Buff, increasing Attack Rating 30% for 12 seconds.
    Superior Iron Man (New Effect): Gaining an Armor Up Buff grants a Pierce Buff of 10% potency for 15 seconds. Heavy Attacks refresh these Pierce Buffs. Max: 10.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Thoughts on this Buff idea @SonOfArgu16, @TheDaywalker, and @Magrailothos?
  • SonOfArgu16SonOfArgu16 Member, Guardian Posts: 263 Guardian

    Is this OG Cap rework idea better now @SonOfArgu16?

    I like it more, keeps him seperate from CAIW playstyle but keeping him similar
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Well, I did update it so it would not have the Captain America (Infinity War) treatment.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Two of these synergies in the OG Cap Buff idea are new synergies.

  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Could he make OG Hulk even more broken?
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    edited June 2023
    With the Avengers Assemble! Synergy, OG Cap can counter champions or nodes that rely on Unstoppable, Indestructible, and Immortality. Champions such as Hulkling, Hercules, or Magneto, or nodes such as Fight or Flight, Feat of Indestructible, or Zero to Hero, can be countered by OG Cap, due to the Physical Vulnerability Debuff placing an AAR to the opponent's Unstoppable, Indestructible, and Immortality effects (although one day he should get a full rework).
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    OG Cap's SP2 animation seen in the game is where he throws his shield.

    https://i.gifer.com/Xx5k.gif
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    edited June 2023
    I think this rework idea will make Thor a mighty hero, 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: Aptitude, Fury, Stun, Armor Break, Precision, True Damage, Shock

    Strengths and Weaknesses

    Strengths - Strong Immunities/Resistances, Armor Break, Buffs

    Weaknesses - Neutralize, Stagger, Armor Break/Shock Immunity

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

    Always Active
    Asgardian Heritage provides full immunity to all Poison, Nullify, Fate Seal, Power Drain, Power Steal, Power Lock, Power Burn, and Special Lock effects, as well as +100% Shock Resistance.
    The chance to gain a Fury Buff increases by a flat 15% for every 30 seconds that have passed in the fight. Max: 45%.
    Gain +20% Perfect Block Chance on Well-Timed Blocks while the opponent has an Armor Break Debuff.

    Personal Armor Break Debuffs - Max Stacks: 20
    Unless otherwise stated, Thor’s Armor Break Debuffs reduce the opponent’s Armor Rating by 397.06 for 15 seconds.
    Striking a Stunned opponent: 100% chance to inflict an Armor Break Debuff.
    Opponent gains an Armor Up Buff: 75% chance to Pilfer that Armor Up Buff and replace it with an Armor Break Debuff.

    All Attacks
    30% chance to gain a Fury Buff, increasing Attack Rating by +8084 for 8 seconds. Max: 5.
    If the attack was a Critical Hit, this Fury Buff becomes indefinite.

    Heavy Attacks
    Stun Debuffs are paused while Heavy charging.
    Thor’s Heavy Attack can be charged for an extended duration. While charging, Thor builds up Aptitude Buffs over time, each increasing the potency of all Fury, Armor, and Precision Buffs by 10%. Max: 10.
    When Thor releases his Heavy Attack, all Stun Debuffs on the opponent are unpaused and Aptitude Buffs gained last for 25 seconds.

    Special Attacks
    On activation, gain a True Damage Buff for 6 seconds per level of Special Attack used.
    The final hit inflicts a Stun Debuff for 2 seconds per level of Special Attack used.

    Special Attack 1
    On activation, gain a Pierce Buff of 20% potency per Fury Buff for 20 seconds.

    Special Attack 2
    On activation, gain a Precision Buff, increasing Critical Rating by 2250 per Fury Buff on Thor and lasts for 20 seconds.
    The second hit inflicts a Shock Passive for each Armor Break Debuff on the opponent, dealing 7335.25 Energy Damage over 4 seconds.

    Special Attack 3
    Inflict a non-stacking Energy Vulnerability Passive, reducing Energy Resistance by 2250 for 60 seconds.

    Signature Ability - The God of Thunder
    Passive
    Personal Shock Passives last 50% longer.
    Thor gains 143.62 Critical Damage Rating for each Armor Break Debuff on the opponent.

    Recommended Masteries
    Double Edge/Liquid Courage
    Extended/Enhanced Fury
    Parry

    Synergy Bonuses

    Heroes of Asgard - Unique Synergy
    With Angela, Heimdall, Odin, Valkyrie
    Thor: While Thor has at least one Buff active, his attacks cannot Miss or be Evaded.
    Angela, Heimdall, Odin: Gain +20% Block and Armor Penetration for each Buff active.
    Valkyrie: Special Attack 2 Passive Fury duration is doubled.

    Villains of Asgard - Unique Synergy
    With Loki, Hela, Mangog, Gorr the God Butcher
    Thor: While the opponent has at least 5 or more Armor Break Debuffs, Thor's attacks cannot Glance.
    Loki: Stolen Buffs last 200% longer.
    Hela: The final hit of Special Attack 2 inflicts an additional Armor Break Debuff.
    Mangog: While Enrage is active, personal Stagger Debuffs are paused and the chance to inflict them on Basic Attacks are increased by a flat 30%.
    Gorr the God Butcher: Shadow Magic Buff max stack limit increases by 2.

    Friendly, But Dangerous Rivalry - Unique Synergy
    With Hercules, Hulk
    Synergy Members: Personal Armor Break, Physical Vulnerability, Trauma, or Infuriate Debuffs last 100% longer.

    Gods of Thunder - Unique Synergy
    With Thor (Ragnarok), Thor (Jane Foster)
    Thor: Personal Shock Passives gain +20% potency.
    Thor (Ragnarok), Thor (Jane Foster): When fighting Shock Immune Champions, inflict a matching Degeneration Debuff instead. These count as Shocks for all of their personal Abilities.

    Avengers Assemble! - Unique Synergy
    With Iron Man, Hulk, Captain America, Black Widow, Hawkeye
    Thor: When inflicting an Armor Break Debuff, there is a 50% chance to inflict another.
    Iron Man: Gain immunity to all Armor Break and Armor Shattered Debuffs from non-Cosmic Champions.
    Hulk, Captain America: Gain +75% Combat Power Rate while the opponent has a Debuff.
    Black Widow, Hawkeye: Critical Hits increase Attack Rating by 2% for the remainder of the fight. Max: 100 Critical Hits.

    Enemies
    With Juggernaut, Loki, Gorr the God Butcher, Hela, Absorbing Man
    All Champions gain +155 Critical Rating
    Friends
    With Doctor Strange, Thor (Jane Foster), Valkyrie, Heimdall, Odin
    All Champions gain +130 Armor Rating
    Friends
    With Iron Man, Captain America, Black Widow, Hulk, Hawkeye
    All Champions gain +130 Armor Rating

    Incoming Synergy Changes

    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): Personal Armor Break Debuffs gain +200% potency.

    Arm Wrestling Club
    With Hercules
    Thor (Old Effect) Well-Timed Blocks gain 20% Perfect Block chance while the Opponent is suffering from an Armor Break Debuff.
    Thor (New Effect): When a personal Armor Break Debuff fails to apply due to an immunity, instead inflict a Physical Vulnerability Debuff with the same potency and duration, and count as Armor Break Debuffs for Thor’s abilities.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Because of the Thor rework idea, he will be immune to Poison, Nullify, Fate Seal, Power Drain, Power Steal, Power Lock, Power Burn, and Special Lock effects, along with +100% Shock Resistance.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    This is definitely a massive rework idea for Red Deadpool to have, and six of his Synergies are Deadpool's Guides.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    edited June 2023
    About Deadpool
    Hey, you wanna be cool like me? Then put down the stupid video game and get off your sorry butt! Oh, get cool red threads, big guns, and train like a billion hours until you’re a master of sword, fist, and firearm. If you think you REALLY got what it takes, then annoy Wolverine and live to tell the tale! Fat chance gamer. There’s only one ‘Merc with a Mouth!

    Character Class: Mutant

    Abilities: Deadpool’s Guide to the Battlerealm Comics, Stun, Regeneration, Bleed, Prowess, Taunt, Overpower, Infuriate, Fury

    Strengths and Weaknesses

    Strengths - Great Survivability, Bleed, Versatility

    Weaknesses - Heal Block, Bleed/Taunt Immunity, Power Control

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

    Always Active
    Deadpool reduces the potency of all Poison effects by 100% and is immune to the recovery reduction from Poison.
    Deadpool permanently Regenerates up to 70% of max Health scaling with his Power Meter.

    Deadpool’s Guide to the Battlerealm Comic Books - Max: 6
    Deadpool reads 3 Comic Books before each fight. You thought I just made Comics for Super Villains? Think Again!
    At the start of the fight, each read Comic is revealed, granting a random effect.
    There are 4 rarities of Comic Books: Brown Pants, Common, Rare, and Epic. One of these is not like the others…
    The rarity of a Comic determines the chance it will be drawn. By default, Brown Pants Comics cannot be drawn. Epic Comics cannot be drawn when fighting on the final node of a quest.
    Deadpool can draw duplicates of all Common Comics.
    Reading Comics is not affected by Ability Accuracy Reduction.

    Deadpool’s Guide to the Battlerealm Comics
    Brown Pants: Reduce the potency of Deadpool’s Block Proficiency, Perfect Block Chance, Critical Rating, and Combat Power Rate by -100% for 8 seconds. This Comic does not count towards the max.
    Attack Boost: Increase Attack Rating by +8084.
    Heal Boost: Increase Regeneration Rate by +50%.
    Power Boost: Gain a Power Gain Buff, generating 75% of a bar of Power over 20 seconds. Increase Combat Power Rate by 30%.
    Stun Boost: Increase the duration of Stun Debuffs inflicted on the opponent by 30% and reduce the duration of Stun Debuffs inflicted on Deadpool by 30%.
    Special Attack Boost: Increase Special Attack Damage by 20%.
    Blood Drive: While the opponent is Bleeding and Deadpool is at or below 80% of his maximum Health, attacking the opponent inflicts a Bleed Debuff, dealing 17244 Direct Damage over 12 seconds. This Bleed scales with Special Attack Damage.
    Throwing Fists: Gain up to 200% increased Special Attack Damage, increasing for each hit in the Combo Meter to a max of 200 hits. Every 15 hits in either Champion’s Combo Meter, gain an Unblockable Buff for 3 seconds.
    Payback: When Deadpool hasn’t been attacked by the opponent for 5 seconds, gain a Payback Passive for 10 seconds. After Payback expires, gain a Regeneration Buff, recovering all damage taken while Payback was active over 15 seconds and inflicting a Bleed Debuff on the opponent, dealing 75% of all damage taken while Payback was active as Direct Damage over 15 seconds. This Bleed scales with Special Attack Damage.
    Sumopool: While either Champion has a Fury effect, Deadpool becomes Unstoppable against the last hit of incoming Special 1, Special 2, and Heavy Attacks. Additionally, damage received from any of these hits can’t exceed 15% of the opponent’s Attack Rating. When Deadpool is in either corner, gain an indefinite Fury Buff, increasing Attack Rating by 6813 until Deadpool leaves the corner.
    Special Surprise: When activating a Special Attack, gain 1 Buff for each bar of Power filled by the opponent, lasting for 20 seconds. These Buffs include: Fury, Armor Up, Precision, Cruelty, Pierce, Bulwark, Prowess, Unstoppable, and Indestructible.
    Mode Mixer: Rotate through Light, Medium, Heavy, and Special Modes. Attacks associated with each mode gain +10297.5 Attack Rating and all other attacks have -90% Attack Rating. Modes rotate every 10 seconds. I totally zoned out, is he done? Alright! Let’s get back to fighting!

    When Brought Below 35% Max Health
    Once per fight, Deadpool gains a Regeneration Buff, recovering 6429.12 Health over 8 seconds.

    When Knocked Down
    Deadpool has a 25% chance to read a Comic when he is knocked down.

    Basic Attacks
    Pause the duration of all personal Bleed Debuffs for 1 second.

    Heavy Attacks
    When landing the first hit, gain a stacking Prowess Buff, increasing Special Attack Damage by 25% for 10 seconds. If the opponent is Taunted, this Prowess Buff lasts for 20 seconds instead.

    Special Attack 1
    On hit, inflict a Taunt Passive for 30 seconds.

    Special Attack 2
    If the opponent is Bleeding, inflict a Stun Debuff for 3 seconds. Cruel... but very effective.
    If Deadpool completes his dance after this attack, he reads and reveals 1 Comic.
    On hit, inflict a Bleed Debuff, dealing 7335.25 Direct Damage over 4 seconds. If the opponent is Taunted, inflict an additional Bleed Debuff.
    The chance to read a Brown Pants Comic is increased each time Deadpool reads a comic in this way. When fighting as a defender, Brown Pants Comics cannot be read. This is why I never risk it, you do NOT want to end up with Brown Pants.
    Once per fight, if Deadpool is interrupted before completing his dance during his Special 2 Attack, he gains an Overpower Buff, increasing Attack Rating by 7137 and makes Deadpool’s Special Attacks 1 and 2 Passively Unblockable for 40 seconds. This Buff is paused for 3 seconds each time Deadpool inflicts a Bleed Debuff or fills a bar of Power.

    Special Attack 3
    Inflict a Bleed Debuff, dealing 24876.5 Direct Damage over 3 seconds.
    At the end of this attack, retrigger his personal Taunt Passive and pause it for the remainder of the fight.

    Signature Ability - The Merc With A Mouth Is Back, Baby!
    Passive
    Deadpool unlocks a very low chance to read the Legendary Boost Comic.
    Increase the potency of all Common Comic effects by 60%.

    Recommended Masteries
    Deep Wounds
    Inequity
    Despair

    Synergy Bonuses

    House of Pools - Solo Synergy
    With Deadpool (X-Force), Goldpool, Platinumpool, Gwenpool, Venompool, Masacre
    Deadpool: The chance to read the Legendary Boost Comic increases by a flat 10% for each fight won by Deadpool. Max: 50%.

    Deadpool’s Guide to Mutant Evolution - Unique Synergy
    With Dani Moonstar, Apocalypse, Bishop, Sauron
    Deadpool: The first hit of a Heavy Attack grants 2 additional Prowess Buffs if the opponent is Taunted.
    Mutant Champions: Gain +30% Attack Rating for each Prowess effect active.

    Deadpool’s Guide to Skill Domination - Unique Synergy
    With Nick Fury, Attuma, Moondragon, Spider-Man (Stealth Suit)
    Deadpool: When inflicting a Bleed Debuff against a Bleeding opponent, there is a 30% chance to inflict another.
    Skill Champions: Gain 750 Critical Rating during Special Attacks.

    Deadpool’s Guide to Science Experiments - Unique Synergy
    With Mister Fantastic, Sandman, Hulk, Ant-Man
    Deadpool: Special Attack 3 inflicts a non-stacking Physical Vulnerability Debuff, reducing Physical Resistance by 2% per Bleed Debuff on the opponent for 25 seconds.
    Science Champions: Basic Attacks pause all personal Debuffs for 1 second.

    Deadpool’s Guide to Mystic Arts - Unique Synergy
    With Spider-Man (Supreme), Absorbing Man, Ebony Maw, Juggernaut
    Deadpool: Inflicting a Bleed Debuff Nullifies 1 Buff from the opponent.
    Mystic Champions: Gain +20% Attack Rating for each Buff on the opponent.

    Deadpool’s Guide to Cosmic Power - Unique Synergy
    With Adam Warlock, Hulkling, Silver Surfer, Galan
    Deadpool: Activating a Special Attack grants one of each Buff from the Special Surprise Comic.
    Cosmic Champions: Increase Buff duration by 200%.

    Deadpool’s Guide to Tech Advancement - Unique Synergy
    With Howard the Duck, Lady Deathstrike, Ant-Man (Future), Nebula
    Deadpool: Inflicting a Bleed Debuff drains 15% of the opponent’s max Power.
    Tech Champions: Gain +30% Attack Rating and immunity to Ability Accuracy Reduction effects against Mutant Champions.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Is this rework idea good @SonOfArgu16?
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    I think this rework idea about Wolverine will make him a Bleed king, so here he is.

    About Wolverine
    You’ve heard the stories. You’ve seen the bloody aftermath. You think you’re ready. But nothing – nothing – can prepare you to go toe to toe with the savage Wolverine! One of the fiercest combatants in the Marvel Universe, this mutant is relentless thanks to quick healing, unbreakable adamantium bones, and retractable claws. You think you’re ready? You’ll never be ready.

    Character Class: Mutant

    Abilities: Bleed, Regeneration, Vicious, Fury, Physical Vulnerability, Deep Bleed, Prowess

    Strengths and Weaknesses

    Strengths - Great Survivability, Bleed on Critical Hits

    Weaknesses - Heal Block/Petrify, Bleed Immunity

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

    Always Active
    Wolverine has +100% Poison Resistance and immunity to the recovery reduction from Poison.

    When Attacked or Attacking
    20% chance to gain a non-stacking Regeneration Buff, healing up to 50% of missing Health over 12 seconds.

    Personal Vicious Passives - Max: 10.
    When Wolverine gains a Regeneration Buff or inflicts a Bleed Debuff, gain an indefinite Vicious Passive, increasing the potency of all Damaging Debuffs by 20%.
    Each stack of Vicious increases Regeneration Rate by 30%.

    Critical Hits
    60% chance to inflict a Bleed Debuff, dealing 10108 Direct Damage over 4 seconds.

    While not fighting Tech Champions
    Wolverine gains +1233.33 Critical Damage Rating and his Special Attack 3 ignores Armor Rating.

    Special Attacks
    On activation, gain a non-stacking Fury Passive, increasing Attack Rating by +4738 for each indefinite Vicious Passive on Wolverine for 20 seconds.

    Special Attack 1
    On hit, inflict a non-stacking Armor Break Debuff, reducing Armor Rating by 700 for 35 seconds.
    The duration of this Armor Break Debuff is doubled if Wolverine has at least one Regeneration Buff active.

    Special Attack 2
    On activation, pause all personal Deep Bleed Debuffs during this Special Attack.
    Instead of his regular Bleeds, this attack inflicts Critical Bleeds, multiplying the Bleed’s potency by Wolverine’s Critical Damage Multiplier.

    Special Attack 3
    Inflict a Deep Bleed Debuff, dealing 18.95 Direct Damage over 35 seconds and grants Wolverine the following Abilities:
    +8400 Critical Rating.
    +40% flat chance to inflict a Bleed Debuff on Critical Hits.
    The opponent suffers an indefinite Sunder Passive, setting Critical Resistance to 0 while active.
    At the end of this attack, Regeneration Buff Ability Accuracy is increased by a flat 55% for the remainder of the fight.

    Signature Ability - The Savage Wolverine!
    Passive
    Wolverine makes upgrades to his retractable claws and adamantium, granting the following:
    Deep Bleed lasts 100% longer.
    Regeneration Buffs last 50% longer.
    Critical Hits inflict a non-stacking Injury Debuff for 5 seconds. Attacking an Injured opponent bypasses 100% of their Physical Resistance.

    Recommended Masteries
    Deep Wounds
    Recovery

    Synergy Bonuses

    Claws of Fury - Unique Synergy
    With Old Man Logan, Lady Deathstrike, Tigra, Anti-Venom
    Wolverine, Old Man Logan: Claw hits during Special Attack 2 gain +200% Critical Damage Rating.
    Lady Deathstrike: Nail attacks inflict an additional Rupture Debuff for each personal Armor Up effect active and activating Special Attack 1 while Ferocity is active refreshes all personal Rupture Debuffs.
    Tigra: Inflicting a Neutralize effect grants an indefinite Fury Passive, increasing Attack Rating by 20%. Max: 20.
    Anti-Venom: The Accelerated Mutation Passive lasts 50% longer for each active Genetic Memory Debuff.

    The Wolverines - Unique Synergy
    Wolverine (X-23), Wolverine (Weapon X)
    Wolverine: Gaining a Regeneration Buff grants an Unstoppable Passive for 20 seconds.
    Wolverine (X-23), Wolverine (Weapon X): Personal Bleed Debuffs last 500% longer.

    Enemies
    With Magneto, Apocalypse, Toad, Omega Red
    All Champions gain +155 Critical Rating.

    Teammates
    With Beast, Colossus, Archangel, Iceman
    All Champions gain +5% Perfect Block Chance.

    Incoming Synergy Changes

    Metal Mayhem
    With Omega Red
    Wolverine (Old Effect): +20% Stronger Bleeds and +5% Critical Rating.
    Wolverine (New Effect): Gain 50% Critical Rating and personal Bleed Debuffs deal 100% more damage.

    Shadowy History
    With Kitty Pryde
    Wolverine (Old Effect): Landing a Heavy Attack converts all Regeneration Buffs into Fury Buffs, each increasing Attack Rating by 10% for 12 seconds. Max stacks 4.
    Wolverine (New Effect): Regeneration Buffs last 15% longer for each Vicious Passive.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Any thoughts on this rework idea @SonOfArgu16 and @TheDaywalker?
  • BodhizenBodhizen Member Posts: 304 ★★
    Wow! This thing is still going!

    The theorycrafting used to be a ton of fun! Too bad Kabam never paid any of it any attention. :/
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    I think this rework idea will make Venom so broken op, so here he is.

    About Venom
    After Peter Parker rejected a sinister alien symbiote, the extra-terrestrial threat sought revenge by bonding with Eddie Brock, ex-photographer for the Daily Bugle and Peter’s longtime rival. Fueled by their shared hatred of Spider-Man, Brock and the symbiote now use their immense strength and deadly abilities to gain revenge as the fearful Venom.

    Character Class: Cosmic

    Abilities: Physical Resistance, Armor Up, Fury, Precision, Cruelty, Pierce, Bleed, Armor Break, Vicious

    Strengths and Weaknesses

    Strengths - Buffs, Bleed, Critical Hits

    Weaknesses - Nullify, Incinerate, Bleed/Armor Break Immunity, Anti-Crit

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

    Always Active
    Venom’s Genetic Memory Buffs cannot have their Ability Accuracy modified.

    Genetic Memory
    Venom has a Klyntar Mutation Buff that refreshes itself every 15 seconds. When this effect activates, a random Genetic Memory Buff is gained from the list below. While Venom is suffering from an Incinerate effect, his Klyntar Mutation Buff is disabled. Max Genetic Memory Buffs: 12.
    Physical Resistance: Increases Physical Resistance by 1500.
    Armor Up: Increase Armor Rating by 964.29.
    Fury: Increase Attack Rating by 6813.
    Precision: Increase Critical Rating by 2250.
    Cruelty: Increase Critical Damage Rating by 790.54.
    Pierce: Increase Block and Armor Penetration by 5%.

    Klyntar Buff
    Venom’s Klyntar Mutation Buff provides +8084 Attack and gains additional properties based on Venom’s opponent.
    #Hero Champions: Bleed Ability Accuracy is increased by a flat 30%.
    #Spider-Verse Heroes: Ignore all Evade effects.
    Tech Champions: Immunity to all Power Drain, Power Burn, Power Lock, Power Steal, and Special Lock effects.

    Heavy Attacks
    On hit, inflict an Armor Break Debuff, reducing Armor Rating by 3375 for 20 seconds.
    Reroll Venom’s most recently gained Klyntar Mutation Buff.

    Critical Hits
    70% chance to inflict a Bleed Debuff, dealing 17244 Direct Damage over 5 seconds.

    When either Champion is below 18% Health
    Venom’s bloodlust grants an indefinite True Strike Passive and makes Special Attacks 1 and 2 Passively Unblockable.

    Special Attack 1
    Each hit has a 90% chance to steal a Buff and feed it to the symbiote, Nullifying the Buff, triggering a Genetic Memory Buff and healing Venom for 11443.25 Health.

    Special Attack 2
    On activation, convert all active Genetic Memory Buffs into Fury Buffs, each increasing Attack Rating by 7137 for 30 seconds.
    Instead of his regular Bleeds, this attack inflicts Critical Bleeds, multiplying the Bleed’s potency by Venom’s Critical Damage Multiplier.
    Each hit grants a Vicious Buff, increasing the potency of all Damaging Debuffs by 10% for 70 seconds. Max: 6.

    Special Attack 3
    An ambush attack increases Special Attack Damage by 50% during this attack for each Buff Venom has.

    Signature Ability - Aggressive Symbiosis
    Passive
    Rapid evolutionary changes to the Symbiote grant Venom an additional Genetic Memory Buff at the start of the fight, as well as a 100% chance to gain a third Buff at the start of the fight.
    Venom’s Genetic Memory Buffs have their potency increased by 75%.
    Additionally, Genetic Memory Buff stack limit is increased by 1.

    Recommended Masteries
    Deep Wounds
    Extended/Enhanced Fury

    Recommended Relic
    Venom

    Synergy Bonuses

    The Symbiote Army - Unique Synergy
    With Knull, Red Goblin, Symbiote Supreme, Anti-Venom
    Venom: Critical Hits have a 20% chance to inflict an additional Bleed Debuff.
    Knull, Red Goblin: Armor Break Debuffs last 300% longer.
    Symbiote Supreme: When a personal Bleed Debuff fails to apply due to an immunity, instead inflict an Energy Vulnerability Passive, reducing Energy Resistance by 10% for 35 seconds.

    Symbiote Progenitor (Self-Synergy – Unique)
    All Symbiote Champions gain +4% Attack and Health
    Arachnid Hunters – Unique
    With Vulture, Green Goblin
    Green Goblin: Each Madness & Cunning charge grants +5% Attack.
    Venom: +1 Max Genetic Memory Buff cap.
    Vulture: While his personal Armor Up Buff is active, gain 100% Critical Resistance.
    Enemies
    With She-Hulk, Carnage, Black Cat
    All Champions gain +155 Critical Rating
    Family
    With Agent Venom, Venompool, Spider-Man (Symbiote), Knull, Red Goblin, Symbiote Supreme
    All Champions gain +6% Health
    Nemesis
    With Spider-Man, Spider-Man (Miles Morales), Spider-Man (Supreme), Spider-Ham, Spider-Man (Stark Enhanced), Coming Soon
    All Champions gain +6% Attack
    Rivals
    With Doctor Octopus, Electro
    All Champions gain +115 Critical Damage Rating
    Teammates
    With Joe Fixit, Sandman, Kraven the Hunter, Scorpion, Shocker
    All Champions gain +5% Perfect Block Chance

    Incoming Synergy Changes

    Family Feud
    With Red Goblin
    Venom (Old Effect): Reduce the duration of Venom’s Klyntar Buff by 30%.
    Venom (New Effect): The Klyntar Buff has -60% reduced duration.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Thoughts on this rework idea @SonOfArgu16?
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    edited August 2023
    This rework idea will make Unstoppable Colossus so much better, so here he is.

    About Unstoppable Colossus
    During an event known as Fear Itself, the X-Man known as Colossus touched the Crimson Gem of the demon Cyttorak, gaining the demon’s favor in place of his sister Magik. Attaining the same Mystical power that enhanced Juggernaut, Russia’s favorite mutant hero became an Unstoppable artist of destruction.

    Character Class: Mystic

    Abilities: Unstoppable, Armor Break, True Accuracy, Trauma, Fury, Berserk, Extend, Armor Up, Physical Vulnerability

    Strengths and Weaknesses

    Strengths - Strong Immunities, Unstoppable, Armor Up

    Weaknesses - Slow, Nullify

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

    Always Active
    Unstoppable Colossus is immune to all Bleed, Incinerate, Coldsnap, and Frostbite effects. Additionally, if he’s not fighting a Science Champion, he’s also immune to all Ability Accuracy Reduction effects.
    At the start of the fight, Unstoppable Colossus gains an indefinite Armor Up Buff, increasing Armor Rating by 2250. The potency of this Armor Up Buff is increased by 60% for each #X-Men Champion on his team, including himself.
    Unless otherwise stated, personal Unstoppable Buffs last for 5 seconds.

    Heavy Attacks
    On hit, inflict a non-stacking Armor Break Debuff, reducing Armor Rating by 1500 for 20 seconds. While this Armor Break Debuff is active, gain an indefinite Extend Buff, extending the duration of all Buffs by 200%.

    Special Attacks
    On activation, gain an Unstoppable Buff.

    Special Attack 1
    On activation, gain a True Accuracy Passive for 30 seconds.
    If Unstoppable Colossus is or becomes Unstoppable during this attack, the second hit inflicts a non-stacking Physical Vulnerability Debuff, reducing Physical Resistance by 9000 for 30 seconds.

    Special Attack 2
    Each hit inflicts a Trauma Debuff for 35 seconds. These Trauma Debuffs start paused until the end of this Special Attack. Trauma causes all hits to deal 25% of the damage recently dealt as a burst of Physical Damage. Max: 4.
    If Unstoppable Colossus is or becomes Unstoppable during this attack, gain a non-stacking Fury Passive on activation, increasing Attack Rating by 4908.75 for 60 seconds.

    Special Attack 3
    At the end of this attack, gain a Berserk Buff, increasing Attack Rating by 6813 while Unstoppable for 70 seconds.
    Pause all personal Unstoppable Buffs for 20 seconds. While this pause is active, Unstoppable Colossus cannot Miss.

    Signature Ability - The Unstoppable Colossus!
    Passive
    Whenever one of Unstoppable Colossus’ Immunities protects him from an effect, he has a 60% chance to refresh his personal Unstoppable Buff.
    Additionally, if Unstoppable Colossus is or becomes Unstoppable during Special Attack 3, all of his attacks cannot Glance for the remainder of the fight.

    Recommended Masteries
    Double Edge/Liquid Courage
    Mystic Dispersion

    Synergy Bonuses

    Unstoppable Brawlers - Unique Synergy
    With Galan, Rintrah, Sandman, Korg
    Unstoppable Colossus: While Unstoppable, gain +50% Critical Rating.
    Galan: The direct burst damage dealt when the Harvest ends is doubled.
    Rintrah: Personal Rupture Debuffs last 500% longer.
    Sandman: When dealing a burst of Physical Damage on the final hit of a Heavy, Special 1, or Special 2 attack, Resistance Up Passives are not consumed.
    Korg: Crowd Excitement lasts 200% longer.

    Family
    With Magik
    All Champions gain +6% Health
    Friends
    With Wolverine, Old Man Logan
    All Champions gain +130 Armor Rating
    Rivals
    With Juggernaut
    All Champions gain +115 Critical Damage Rating
    Teammates
    With Cyclops (New Xavier School)
    All Champions gain +5% Perfect Block Chance

    Incoming Synergy Changes

    Feel Cyttorak’s Embrace
    With Colossus
    Unstoppable Colossus (Old Effect): Gain +20% Fury and Armor Up Potency.
    Unstoppable Colossus (New Effect): Gain immunity to all Armor Break and Armor Shattered Debuffs from non-Science Champions.

    Living Steel Curtain
    With Red Guardian
    Unstoppable Colossus (Old Effect): Personal Fury Buffs gain a flat +10% chance to trigger and last 200% longer. Additionally landing a Heavy Attack pauses all personal Fury Buffs until another is gained.
    Unstoppable Colossus (New Effect): Activating Special Attack 2 while Unstoppable grants an additional Fury Passive with the same duration and potency.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    What do you think @SonOfArgu16? Is it a good rework idea?
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