What do you think @SonOfArgu16? Is it a good rework idea?
Can't say since I rarely use him, I have an issue though with signature ability since it says "is or becomes Unstoppable during Special Attack 3." Doesn't he gain Unstoppable after every SP so can't you just say that if he activates SP3 while unstoppable, he gets so and so
The Unstoppable Buff gained from his Sig Ability when activating Special Attacks is from the old Unstoppable Colossus, but if there was a reworked one, he can get an Unstoppable Buff on all Special Attacks without having to be awakened.
I updated the Unstoppable Colossus rework idea so he would be better.
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.
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, 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 Unstoppable effects 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, while Unstoppable Colossus has an active Unstoppable effect, his attacks cannot Glance.
Unstoppable Brawlers - Unique Synergy With Galan, Rintrah, Sandman, Korg Unstoppable Colossus: While Unstoppable, gain +50% Critical Rating. Galan: The direct burst damage 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.
I think this rework idea will make Magik the world's greatest power control champion, so here she is.
About Magik Mutants are known to be mysterious and strange, yet, Illyana Rasputina may be the most uncanny of them all. As Magik, she can teleport anywhere in the world (and occasionally, anywhere in time). As the Darkchilde, she is the sorceress supreme of the demon world Limbo, and wielder of the terrifying Soulsword. Illyana is sister to Colossus, best friend to Kitty Pryde, and a strict instructor at Cyclops’ mutant school.
Character Class: Mystic
Abilities: Fury, Power Lock, Power Steal, Special Lock, Limbo, Energy Vulnerability, Regeneration
Strengths and Weaknesses
Strengths - Alliance Wars/Battlegrounds Defense, Great Survivability, Power Control
Weaknesses - Power Lock/Power Steal/Special Lock Immunity, Energy Resistance, Heal Block
The following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion.
Always Active Magik’s personal Power Lock, Power Steal, and Special Lock abilities cannot be prevented by Ability Accuracy Reduction.
Limbo - Passive Limbo deals 2100 Energy Damage per second. When Limbo expires for any reason, Magik gains a Regeneration Passive, healing 400% of the damage taken while Limbo was active over 6 seconds. This Regeneration Passive does not trigger while Magik is Heal Blocked. When fighting as a defender, Limbo Energy Damage potency is reduced by 90%.
Special Attacks The opponent gains no power during the attack.
Special Attack 1 On hit, 100% chance to Nullify one Buff from the opponent. Nullifying a Buff this way grants Magik an Energize Passive, increasing Combat Power Rate by 100% for 20 seconds. Magik enters a state of Limbo during this Special Attack.
Special Attack 2 On activation, gain a Fury Passive, increasing Attack Rating by 3993 per bar of Power the opponent has for 25 seconds. Each hit inflicts a non-stacking Special Lock Passive for 30 seconds. The second hit steals all of the opponent’s Power. For every 10% of Power stolen this way, inflict an Energy Vulnerability Passive, each reducing Energy Resistance by 700 for 60 seconds. Magik enters a state of Limbo during this Special Attack.
Special Attack 3 100% chance to Nullify all Buffs from the opponent. For each Buff removed this way, Special Attack Damage is increased by 25%.
Signature Ability - Darkchylde Passive Whenever either Champion fills a bar of Power, Magik has a 15% chance to enter a State of Limbo for 5 seconds. This chance increases by a flat 15% each time Magik or the opponent fills a bar of Power. Max: 75%. Based on current Signature Level, chances are multiplied by 100%.
Recommended Masteries Mystic Dispersion
Synergy Bonuses
Blade Queens - Unique Synergy With Angela, Guillotine, Guillotine 2099, Captain Britain, Hela Magik: Limbo is unaffected by Ability Accuracy Reduction. Angela: The opponent suffers -20% Physical Resistance for each active Armor Break Debuff. Guillotine, Guillotine 2099: Attacks using the blade grants a Fury Passive, increasing Attack Rating by 50% for 20 seconds. This Fury Passive starts paused until a Special Attack ends. Max: 10. Captain Britain: Each hit of Special Attack 2 inflicts an Energy Vulnerability Passive equal to the number of personal Buffs on Captain Britain, each reducing Energy Resistance by 10%. Max: 10. Hela: Armor Break Debuff potency is doubled.
Woman’s Best Friend - Unique Synergy With Kitty Pryde Magik: Gain +200% Poison Resistance and immunity to the recovery reduction from Poison. Kitty Pryde: Gain 500% Critical Damage Rating while the opponent has at least one Incinerate effect.
Friends Level 2 with Storm All Champions gain +95 Armor Rating Family Level 1 with Colossus, Unstoppable Colossus All Champions gain +4% Health Teammates Level 2 with Cyclops (New Xavier School), Guillotine All Champions gain +4% Perfect Block Chance
Incoming Synergy Changes
Another Dimension With Spot Magik (Old Effect): While the opponent has 0 power, gain a Fury Buff, increasing Attack Rating by 15%. Magik (New Effect): Personal Fury Passives are paused while the opponent has 0 Power.
Hello Kabam! I ask you to change, improve the old Punisher. The Punisher is my favorite fighter, but I don't play him because he's not an interesting ****. First of all, change his appearance to make him look more serious gloomy and harsh, not this cartoonish version that we have now. Also change ALL of his attacks and specials attacks, in the sense of making them cooler and tougher, because with one little pistol he looks ridiculous. For example: have him swing a knife or machete, fire shotguns and assault rifles, and throw grenades and others. Since the very release of the game, the Punisher has been little changed (or not changed at all, whatever I don’t remember), but I’m still waiting for the cardinal improvement of this character, but I can’t wait. I'm not asking for new perks or passive abilities, but purely visual change. I am generally satisfied with his abilities, but if you add something new, I will only be glad. Please, Kabam, hear my cry from the heart. I really want to play my favorite character. If you decide to fulfill my desire, in this regard, I would like to know the approximate period or date. I will be waiting for your answer. Your devoted fan. With love! Kiss! I copied my text from my topic so that the developers can see for sure. https://forums.playcontestofchampions.com/en/discussion/343336/please-change-the-punisher-for-the-better#latest
I think this rework idea will make Star-Lord even more powerful, so here he is.
About Star-Lord Hey, what’s going on? Oh, you’re on Earth! Wow, bummer city. I mean, I grew up on Earth, and it’s cool and all, but… space, man, is the place. I got ships, I got my Element Gun, I got the babes… I rule. Down there, I was a loser. Up here, I am the Legendary Star-Lord!
Strengths - Long Fights, Power Drain, Armor Break, Heal Block, Shock
Weaknesses - Shock/Power Drain/Armor Break/Shock Immunity, Evasion or Auto-Block Champions
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active Star Lord’s Element Gun effects are not affected by Ability Accuracy Reduction.
All Attacks 20% chance to gain a Fury Buff, increasing Attack Rating by +4004 for 20 seconds. If this Fury Buff is Nullified for any reason, it is replaced with an identical Passive with double the duration and potency.
Element Gun Effects - Special Attack 2 Fire: Inflict an Armor Break Debuff, reducing Armor Rating by 2250 for 12 seconds. Air: Inflict a Shock Debuff, dealing 17244 Energy Damage over 12 seconds. Water: Drain 100% of the opponent’s Power. Earth: Inflict a Heal Block Debuff for 12 seconds.
Special Attack 1 On activation, gain a Pierce Passive of 50% potency for 20 seconds. If this attack was used to intercept a dashing opponent, the duration of this Pierce Passive is refreshed and is paused for 8 seconds.
Special Attack 2 On activation, inflict a Sunder Passive, setting the opponent’s Critical Resistance to 0 for 30 seconds. The second hit inflicts an effect based on the active Element.
Special Attack 3 At the end of this attack, gain an indefinite Combo Shield Passive, preventing Star-Lord’s Combo Meter from resetting when struck. While this effect is active, Star-Lord’s attacks bypass the effects of Evade, Miss, and Auto-Block. Activate all Element Gun effects with their potency increased by 100%.
Signature Ability - Tactician All Attacks For each hit in Star-Lord’s Combo Meter, his Attack Rating is increased by 785.38. Max: 400 Hits. For each hit in the opponent’s Combo Meter, Star-Lord’s Block Proficiency is increased by 737.43.
Guardians of the Galaxy Awesome Team Vol. 1 - Unique Synergy With Drax, Gamora, Rocket Raccoon, Groot Star-Lord: All attacks ignore the opponent’s Armor Rating as long as he has 25 or more hits in his Combo Meter. Drax, Gamora: Gain +50% Critical Rating and personal Bleed Debuffs become Critical Bleeds, multiplying the Bleed’s Potency by Drax and Gamora’s Critical Damage Multipliers. Rocket Raccoon: Armor Break Debuffs last 200% longer. Groot: Special Attack 3 inflicts an additional Bleed Debuff for each active Buff on Groot. Additionally, all of Groot’s Buffs last 500% longer.
Guardians of the Galaxy Awesome Team Vol. 2 - Unique Synergy With Agent Venom, Nebula, Yondu Star-Lord: While at 50 or more hits in the Combo Meter, Unstoppable opponents react to hits as though they weren’t. Agent Venom: Purify Ability Accuracy is increased by a flat 30%. Nebula, Yondu: Bleed and Shock Debuffs last 300% longer.
Guardians of the Galaxy Awesome Team Vol. 3 - Unique Synergy With Mantis, Adam Warlock, Moondragon Star-Lord: While at 100 or more hits in the Combo Meter, Mutant Champions cannot activate Unstoppable or Unblockable effects. Mantis: When fighting Science Champions, Mantis’ attacks cannot Glance. Adam Warlock: Sovereignty Buffs last 300% longer. Moondragon: Each hit of Special Attack 2 is a Guaranteed Critical Hit while Psionic Transcendence is active.
Combo Brawlers - Unique Synergy With Rocket Raccoon, Aegon, Black Cat, Valkyrie Star-Lord: Gain 15 hits in the Combo Meter whenever the opponent gains an Armor Up effect. Rocket Raccoon: Gain +3% Critical Damage Rating for each hit in the Combo Meter. Aegon: Start the fight with 150 hits in the Combo Meter. Black Cat, Valkyrie: Gain +10% Bleed effect potency for each hit in the Combo Meter. Max: 200 hits.
We’re the flarking Guardians of the Galaxy! With Gamora, Drax, Groot, Rocket Raccoon #Guardian Champions: Gain +7% Attack Rating.
Friends With Rocket Raccoon, Groot All Champions gain +130 Armor Rating Teammates With Drax, Agent Venom, Adam Warlock All Champions gain +5% Perfect Block Chance Teammates With Gamora, Mantis, Moondragon All Champions gain +5% Perfect Block Chance
Incoming Synergy Changes
Combo Breakers With Aegon Star-Lord (Old Effect): Activates Combo Shield for 5 seconds when this Champion would lose their Combo Meter. This ability activates only 1 time per fight. Star-Lord (New Effect): While his personal Combo Shield Passive is active, the opponent suffers an indefinite Vulnerability Passive of 100% potency.
New Element Gun: (Randomized at start of fight, can be switched by dashing back)
Fire: 1 Incinerate for every 10 hits in combo meter, Plasma for Mutants Air: Heal Block duration increased by 5 seconds for every 10 hits in combo meter, Heal Block and Power Lock against Mutants Water: Power Drain with percentage increase based on every 10 hits in combo meter, Power Burn to Mutants Earth: 1 Armor Break per 10 hits on combo meter, Armor Shattered for Mutants with duration increase per 10 hits
There are a few things I do like - the Pierce ability on SP1 is really good. And Sunder would be a good ability for him, although I'd place it on alongside his Armour Break; rather than separate.
Apart from that, I think this rework for Star Lord has the same problems that I see in basically all your reworks, @Paupershango_2006 - it's just incredibly overpowered because you don't seem to consider how the abilities are going to interact with each other. So you design champions with massive damage, coupled with an incredibly broad range of abilities to counter most defensive threats in the game.
The one thing Star Lord didn't have a problem with, was damage; and yet you've chosen to increase the potency of his Sig ability by nearly six times: increasing from the current 137 per hit to 785 per hit. That's a pretty high-output damage potential. Now let's see how it interacts with his Element Gun...
You've increased the base Shock damage from 4395 to 17244. In itself, that's a massive increase. But of course, it'll rise even further with his Sig ability (I'm going to ignore his Fury, for now). Let's assume it takes a player just 20 hits to reach their first Special-2. Their Sig-related Attack bonus for that first SP2 is +15,700; an increase of 680% on their base attack (which is a mere 2301). So the Shock damage on their first SP2 of the game rises correspondingly - to just slightly under 135,000 damage.
Does that not seem... excessive...?
Let's get a bit further into the fight: eighty hits. Now, your attacks are hitting with a base attack of 65,101 (they started at just 2301, remember) and inflict a Shock debuff causing 488,000 damage. Or 976,000 damage on SP3 since it gains +100% Potency. That's nearly one million shock damage...
Don't kid yourself that the 400-hit cap is relevant. There is literally nothing in the game still standing by the time this guy gets to 400 hits. Nothing.
On SP3, your suggestion is that he gains an indefinite Combo Shield that also bypasses all Miss, Autoblock and Evade abilities. There aren't any other details, leaving me to presume that this set of abilities effectively lasts forever, after throwing a single SP3. Again, if that's the case, that would be pretty excessive since it basically prevents all the defensive abilities that could pose a threat to him, and simultaneously grants him ever-increasing damage due to his permanent Combo Shield.
You literally describe Evade and Autoblock opponents as one of his weaknesses, then design an ability that says: no more Evade and Autoblock for this guy....
So it's got some fun bits, but is unrealistically OP would be my impression.
About Star-Lord Hey, what’s going on? Oh, you’re on Earth! Wow, bummer city. I mean, I grew up on Earth, and it’s cool and all, but… space, man, is the place. I got ships, I got my Element Gun, I got the babes… I rule. Down there, I was a loser. Up here, I am the Legendary Star-Lord!
Strengths - Long Fights, Power Drain, Armor Break, Heal Block, Shock
Weaknesses - Shock/Power Drain/Armor Break/Shock Immunity, Evasion or Auto-Block Champions
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active Star Lord’s Element Gun effects are not affected by Ability Accuracy Reduction.
All Attacks 20% chance to gain a Fury Buff, increasing Attack Rating by +4004 for 20 seconds. If this Fury Buff is Nullified for any reason, it is replaced with an identical Passive with double the duration and potency.
Element Gun Effects - Special Attack 2 Fire: Inflict an Armor Break Debuff, reducing Armor Rating by 2250 for 12 seconds. Air: Inflict a Shock Debuff, dealing 7113.4 Energy Damage over 12 seconds. Water: Drain 100% of the opponent’s Power. Earth: Inflict a Heal Block Debuff for 12 seconds.
Special Attack 1 On activation, gain a Pierce Passive of 50% potency for 20 seconds. If this attack was used to intercept a dashing opponent, the duration of this Pierce Passive is refreshed and is paused for 8 seconds.
Special Attack 2 On activation, inflict a Sunder Passive, setting the opponent’s Critical Resistance to 0 for 30 seconds. The second hit inflicts an effect based on the active Element.
Special Attack 3 At the end of this attack, gain an indefinite Combo Shield Passive, preventing Star-Lord’s Combo Meter from resetting when struck. While this effect is active, Star-Lord’s attacks cannot Glance. Activate all Element Gun effects with their potency increased by 100%.
Signature Ability - Tactician All Attacks For each hit in Star-Lord’s Combo Meter, his Attack Rating is increased by 785.38. Max: 400 Hits. For each hit in the opponent’s Combo Meter, Star-Lord’s Block Proficiency is increased by 737.43.
Guardians of the Galaxy Awesome Team Vol. 1 - Unique Synergy With Drax, Gamora, Rocket Raccoon, Groot Star-Lord: All attacks ignore the opponent’s Armor Rating as long as he has 25 or more hits in his Combo Meter. Drax, Gamora: Gain +50% Critical Rating and personal Bleed Debuffs become Critical Bleeds, multiplying the Bleed’s Potency by Drax and Gamora’s Critical Damage Multipliers. Rocket Raccoon: Armor Break Debuffs last 200% longer. Groot: Special Attack 3 inflicts an additional Bleed Debuff for each active Buff on Groot. Additionally, all of Groot’s Buffs last 500% longer.
Guardians of the Galaxy Awesome Team Vol. 2 - Unique Synergy With Agent Venom, Nebula, Yondu Star-Lord: While at 50 or more hits in the Combo Meter, Unstoppable opponents react to hits as though they weren’t. Agent Venom: Purify Ability Accuracy is increased by a flat 30%. Nebula, Yondu: Bleed and Shock Debuffs last 300% longer.
Guardians of the Galaxy Awesome Team Vol. 3 - Unique Synergy With Mantis, Adam Warlock, Moondragon Star-Lord: While at 100 or more hits in the Combo Meter, Mutant Champions cannot activate Unstoppable or Unblockable effects. Mantis: When fighting Science Champions, Mantis’ attacks cannot Glance. Adam Warlock: Sovereignty Buffs last 300% longer. Moondragon: Each hit of Special Attack 2 is a Guaranteed Critical Hit while Psionic Transcendence is active.
Combo Brawlers - Unique Synergy With Rocket Raccoon, Aegon, Black Cat, Valkyrie Star-Lord: Gain 15 hits in the Combo Meter whenever the opponent gains an Armor Up effect. Rocket Raccoon: Gain +3% Critical Damage Rating for each hit in the Combo Meter. Aegon: Start the fight with 150 hits in the Combo Meter. Black Cat, Valkyrie: Gain +10% Bleed effect potency for each hit in the Combo Meter. Max: 200 hits.
We’re the flarking Guardians of the Galaxy! With Gamora, Drax, Groot, Rocket Raccoon #Guardian Champions: Gain +7% Attack Rating.
Friends With Rocket Raccoon, Groot All Champions gain +130 Armor Rating Teammates With Drax, Agent Venom, Adam Warlock All Champions gain +5% Perfect Block Chance Teammates With Gamora, Mantis, Moondragon All Champions gain +5% Perfect Block Chance
Incoming Synergy Changes
Combo Breakers With Aegon Star-Lord (Old Effect): Activates Combo Shield for 5 seconds when this Champion would lose their Combo Meter. This ability activates only 1 time per fight. Star-Lord (New Effect): While his personal Combo Shield Passive is active, the opponent suffers an indefinite Vulnerability Passive of 100% potency.
This Iron Fist rework will make him broken, so here he is.
About Iron Fist Danny Rand is a brilliant billionaire who traveled to the heavenly city of K’un Lun to master the martial arts. Becoming the latest in a long line of warriors to pick up the mantle of Iron Fist, Rand gained the mystical power to focus his chi – augmenting his fighting skills to superhuman levels.
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active Iron Fist’s attacks cannot Glance while the opponent has an active Armor Break Debuff.
Critical Hits 100% chance to inflict an Armor Break Debuff, reducing Armor Rating by 750 for 20 seconds. If this Armor Break Debuff fails to apply due to an immunity, instead inflict a Physical Vulnerability Debuff with the same duration and potency. This Physical Vulnerability Debuff counts as an Armor Break Debuff for Iron Fist’s personal abilities.
Heavy Attacks On hit, Nullify one Fury, Cruelty, or Precision Buff on the opponent. This ability expands to all Buffs if the opponent has an active Armor Break Debuff. For each Buff Nullified this way, gain a Pierce Passive of 6% potency for 20 seconds. Max: 10.
Focus Charges - Max: 25 When either Champion lands a Critical Hit, gain 1 Focus Charge. When Iron Fist inflicts an Armor Break Debuff or the opponent gains a Buff, gain 2 Focus Charges. When a Buff expires or is Nullified from the opponent, gain 5 Focus Charges. All Focus Charges gained from any of these abilities are doubled against Cosmic Champions. For each Focus Charge, Iron Fist gains +45.92 Critical Damage Rating and +2263.8 Attack Rating.
Special Attack 1 The final hit inflicts a non-stacking Atrophy Passive, reducing the duration of any new Buffs by 90% for 20 seconds. This Atrophy Passive is paused while the opponent has an active Armor Break Debuff.
Special Attack 2 On activation, inflict a Sunder Passive, setting the opponent’s Critical Resistance to 0 for 20 seconds. This Sunder Passive is paused while the opponent has an active Armor Break Debuff. All hits deal a burst of Physical Damage equal to 500% of the damage dealt.
Special Attack 3 At the end of this attack, gain a Precision Passive, increasing Critical Rating by 9000 for 18 seconds. The duration of this Precision Passive is refreshed each time a Buff expires or is Nullified from the opponent, and its potency is increased by 100% while the opponent has an active Armor Break Debuff.
Signature Ability - Master of K’un Lun Passive Iron Fist’s personal Armor Break Debuffs last 50% longer. Additionally, while Iron Fist has 10 or more Focus Charges, the opponent cannot activate their Unstoppable, Unblockable, Indestructible, or Immortality abilities, and suffers -100% Evade and Auto-Block Ability Accuracy.
Recommended Masteries Mystic Dispersion
Synergy Bonuses
The Martial Artists - Unique Synergy Shang-Chi Iron Fist: Critical Hits refresh all personal Armor Break Debuffs. Shang-Chi: The Attack Rating increase from consuming Chi-Charges on Special Attack 2 is doubled.
Friends With Black Panther All Champions gain +130 Armor Rating Friends With Dr. Strange All Champions gain +130 Armor Rating Friends With Wolverine All Champions gain +130 Armor Rating Heroes for Hire With Luke Cage, She-Hulk, Shang-Chi All Champions gain +85 Block Proficiency & Physical Resistance
Incoming Synergy Changes
Best Man With Jessica Jones Iron Fist (Old Effect): Well-Timed Blocks inflict a Stagger Debuff for 2 seconds. Perfectly-Timed Blocks inflict Fateseal instead. Iron Fist (New Effect): Whenever a Buff expires on the opponent while they have an active Atrophy Passive, trigger his Heavy Attack Pierce Passive.
Not because of his strength, idk how good he is but due to comic accuracy since after reading "Ant-Iversary"
None of his in game moves reflects his character or abilities in the comics since his ants either build or cause a distraction, they don't mould into giant hands to smash and grab or shoot stuff.
They act more like ammunition in the game rather than ants and it's been on my nerves since I saw his champion reveal back in Feb since I'm an Ant fan.
Also a lot of champs need animation reworks and with it, champ reworks itself.
Magik being top of the list being she's a sword user...who barely uses a sword in her basic attacks, same for Gamora.
Iron Man and Star Lord also need changes to their neutrals with the idea being they shoot at close range or make a close range shot rather than a punch.
Vision I feel is also there for animation reworks with needing a floating fight stance and having his basic attacks be more majestic in a sense, if not the comic version the MCU one defo does. Do something similar with OG Storm.
Civil War Black Panther also needs the change since his base form got it, at the same time War Machine would need some changes, albeit minor to the rest.
Both Cyclops' could do some close range eye neutrals.
Winter Soldier is probably the character who needs the biggest rework of the ones mentioned with both a general rework and animation/model buff.
Outside of the ones mentioned and the rest of the champs Ultron's need a polish ig.
And for personal preferences tweak Black Bolt and Ant-Man OG a slight bit but leave Ant Man specials alone since they're fine unless anyone has better insight on how the champs are in general since most of this is in how they look rather than how they do in game.
Also a lot of champs need animation reworks and with it, champ reworks itself.
Magik being top of the list being she's a sword user...who barely uses a sword in her basic attacks, same for Gamora.
Iron Man and Star Lord also need changes to their neutrals with the idea being they shoot at close range or make a close range shot rather than a punch.
Vision I feel is also there for animation reworks with needing a floating fight stance and having his basic attacks be more majestic in a sense, if not the comic version the MCU one defo does. Do something similar with OG Storm.
Civil War Black Panther also needs the change since his base form got it, at the same time War Machine would need some changes, albeit minor to the rest.
Both Cyclops' could do some close range eye neutrals.
Winter Soldier is probably the character who needs the biggest rework of the ones mentioned with both a general rework and animation/model buff.
Outside of the ones mentioned and the rest of the champs Ultron's need a polish ig.
And for personal preferences tweak Black Bolt and Ant-Man OG a slight bit but leave Ant Man specials alone since they're fine unless anyone has better insight on how the champs are in general since most of this is in how they look rather than how they do in game.
I think this rework will make Mephisto good, so here it is.
About Mephisto Mephisto is an extra-dimensional demon whose main goal is to break the will and enslave the souls of noble Champions; though he cannot take their souls himself, his treachery and deception is often enough to convince his victims to give them up willingly. Mephisto is continually seeking to add more spirits to his realm, using them to his advantage whenever he sees fit. As a demon who has collected numerous souls, Mephisto is practically immortal and his fiery power is eternal.
Character Class: Mystic
Abilities: Aura of Incineration, Incinerate, Persistent Charge, Power Drain, Fury, Power Gain
Weaknesses - Incinerate Immunity, Concussion and Disorient Debuffs from Science Champions, Petrify, Heal Block, and Spectre effects from Science Champions, Energy Resistance
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active Mephisto is immune to all Poison, Coldsnap, Frostbite, and Passive Ability Accuracy Reduction effects, as well as +100% Incinerate Resistance. While suffering from an Incinerate effect, Mephisto gains 12% of a bar of Power per second. At the start of the fight, Mephisto imprisons the opponent’s Soul, reducing their chance to activate Buffs by 100% for 15 seconds.
Aura of Incineration Unless otherwise stated, the Aura of Incineration lasts for 15 seconds and grants the following abilities: Mephisto generates Power through his passive Power Gain. Nearby opponents take 5803.5 Energy Damage per stack. The Aura of Incineration does not activate while suffering from Concussion or Disorient Debuffs from a Science Champion.
Persistent Charge - Max: 6 Mephisto starts a quest with 3 Persistent Soul Charges, up to a maximum of 6 Persistent Soul Charges. When Mephisto knocks out an opponent, gain 1 Persistent Soul Charge. Gain an additional Persistent Soul Charge for each #Dimensional Being or Mystic Champion on his team, including himself. When falling below 30% Health, Mephisto gains a Regeneration Passive, healing 3620.24 Health per Persistent Soul Charge over 7 seconds. While this Regeneration Passive is active, Mephisto gains an indefinite Indestructible Passive. This Regeneration Passive does not activate while Mephisto is suffering from a Heal Block, Petrify, or Spectre effect from a Science Champion.
Special Attack 1 The first three hits inflict an Incinerate Debuff, dealing 17244 Energy Damage over 10 seconds. While this Incinerate Debuff is active, Soul Imprisonment is paused. The final hit consumes 1 Persistent Soul Charge to imprison the opponent’s Soul, reducing their chance to activate Buffs by 100% for 15 seconds. If the opponent’s Soul was already imprisoned, its duration is refreshed and is paused for 12 seconds.
Special Attack 2 On activation, gain a Fury Passive, increasing Attack Rating by +4004 for 20 seconds. Gain an additional Fury Passive for each of the opponent’s Buffs prevented by Soul Imprisonment. Max: 5. At the end of this attack, activate the Aura of Incineration.
Special Attack 3 This attack can only be used once per fight. Mephisto drains all of the opponent’s Power. If this attack was used to drain the opponent’s Power across a Power Bar threshold, Mephisto activates an indefinite stack of the Aura of Incineration.
Signature Ability - Burning Aura When Attacked Mephisto burns with anger, granting him a 20% chance to activate the Aura of Incineration with the same duration. This chance is increased by a flat 80% on Well-Timed Blocks. Additionally, while the opponent’s Soul is imprisoned, Mephisto gains immunity to all Bleed and Nova Flame effects.
Aura of Kings - Unique Synergy With Doctor Doom, Kindred, Infamous Iron Man Mephisto: While the opponent’s Soul is imprisoned, the Aura of Incineration is paused. Doctor Doom: While his personal Fury Buff is active, the Aura of Haazareth is paused. Kindred: While Nightmare Outbreak is active, the Dread Aura is paused. Infamous Iron Man: While the opponent is Special Locked, the Aura of Iron is paused.
Pact with a Demon with Doctor Strange and Ghost Rider Mephisto: +70% Incinerate Energy Damage. Doctor Strange: Life Steal Heals an additional 70%. Ghost Rider: +10% Attack at the start of the fight. Demons with Dormammu Mephisto, Dormammu: +80% Energy Resistance while taking Damage over time. (Good against Magik’s Limbo and any Incinerate or Shock effects!)
Incoming Synergy Changes
Hell and Back With Hulk (Immortal) Mephisto (Old Effect): Knocking out #Villains grants +1 Soul Charge. Mephisto (New Effect): Gain an additional Soul Charge when knocking out an opponent for each #Villain Champion on Mephisto’s team, including himself.
Future Ant-Man does not need a rework, he's too good.
No, not in that sense.
Make him accurate. Change up his specials but have the same utility so he's the actual character and not a cheap copy.
Like I said, the ants in the comics are used as ants. Not as amunition for punching and shooting, they are annoying if anything as the most they do is build and crawl over Ultron.
This rework idea will make Ronan even more broken, so here he is.
About Ronan Judge, Jury, Executioner, Ronan the Accuser is the Head Accuser of the Kree Empire, the right hand of the Supreme Intelligence. He is the ultimate soldier, a strategic genius, and a relentless champion of justice. Wielding the Universal Weapon, Ronan brings his hammer down upon the unjust, wherever they may hide across the cosmos.
Weaknesses - Champions with no Buffs, Stun Immunity
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active Advanced Kree Physiology provides full immunity to all Poison effects. Stun Debuffs on non-Mystic opponents cannot have their duration reduced, and while the opponent is Stunned, Ronan gains an indefinite Fury Buff, increasing Attack Rating by +10297.5. While this Fury Buff is active, Ronan’s attacks ignore Evade, Miss, and Auto-Block.
Heavy Attacks On hit, inflict a non-stacking Armor Break Debuff, reducing Armor Rating by 750 for each Armor Up Buff on the opponent for 25 seconds. This Armor Break Debuff is paused while the opponent is Stunned.
Special Attacks 100% chance to inflict a Stun Debuff for 2 seconds per level of Special Attack used. On hit, inflict a Weakness Debuff, reducing Attack Rating by 25% for each Fury Buff on the opponent for 25 seconds. This Weakness Debuff is paused while the opponent is Stunned. On activation, gain a True Damage Buff for 8 seconds per level of Special Attack used. This True Damage is paused while the opponent is Stunned.
Special Attack 2 On activation, gain a Pierce Buff of 50% potency for 6 seconds per active Buff on the opponent. This Pierce Buff is paused while the opponent is Stunned.
Signature Ability - Edict Passive The Supreme Accuser judges the target, punishing them for their use of Buff effects, increasing Ronan’s Attack Rating by +8008 per active Buff effect. Ronan’s personal Stun Debuffs last 15% longer for each Buff the opponent has.
Synergy Bonuses Enemies With Hulk All Champions gain +155 Critical Rating Enemies With Iron Man All Champions gain +155 Critical Rating Rivals With Black Bolt All Champions gain +115 Critical Damage Rating Rivals With Gamora All Champions gain +115 Critical Damage Rating
This rework idea will make Medusa more broken, so here it is.
About Medusa Born into the Inhuman Royal Family of Attilan, Medusa was exposed to the mutagenic Terrigen Mists when she was only an infant. This transformation endowed her with tougher-than-steel hair and the ability to control each strand like an added appendage. Along with her husband, Black Bolt, Medusa leads her people as the Queen of the Inhumans in their search for a better place in the world.
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active An enhanced immune system provides full immunity to all Poison effects. Unless otherwise stated, Armor Break Debuffs reduce Armor Rating by 750 for 5 seconds.
Snake Hair Attacks - Medium Attacks and Special Attack 1 These attacks have a 100% chance to inflict an Armor Break Debuff.
Armor Shattered When the opponent is inflicted with 6 Armor Break Debuffs, they are removed and replaced by both an Armor Break and Armor Shattered Debuff for 35 seconds. While Armor Shattered is active, Medusa cannot inflict additional Armor Break Debuffs. This Armor Break Debuff reduces Armor Rating by 6750 and removes an Armor Up Buff. While Armor Shattered is active, the opponent’s Armor Up Buffs suffer -100% Ability Accuracy. Additionally, this shatters #Robot Champions’ systems, reducing Combat Power Rate and Ability Power Rate, as well as their Ability Accuracy, by 100%.
Critical Light Attacks and all Heavy Attacks If Armor Shattered is active, 100% chance to inflict an indefinite Bleed Debuff, dealing 32.34 Direct Damage over time until Armor Shattered expires. If this Bleed Debuff fails to apply due to an immunity, instead inflict an indefinite Physical Vulnerability Debuff that reduces Physical Resistance by 250.
Living Strands - Passive Every 8 seconds, Medusa gains a Fury Buff, increasing Attack Rating by +8084 for 15 seconds. Max: 3. These Fury Buffs start paused until Medusa has at least 3 Fury Buffs. When Medusa is struck 2 times, she has a 100% chance to Auto-Block the next hit with her hair, Purifying any Stun Debuffs, for the cost of 3 Fury Buffs, and can trigger the Parry Mastery. This ability does not trigger against Mystic Champions.
Special Attack 1 Snake Hair Attacks inflict an Armor Break Debuff. If the opponent is Armor Shattered, gain a Pierce Buff of 70% potency for 20 seconds. This Buff is paused while the opponent is Armor Shattered.
Special Attack 2 All hits inflict a Bleed Debuff, dealing 17244 Direct Damage over 6 seconds. Critical Hits instead inflict Critical Bleeds, multiplying the Bleed’s potency by Medusa’s Critical Damage Multiplier. If the opponent is Armor Shattered, all hits are a Guaranteed Critical Hit.
Special Attack 3 Inflict an Armor Break Debuff and an Armor Shattered Debuff with the same potencies and durations. If the opponent was already Armor Shattered, Armor Break and Armor Shattered Debuffs are paused for the remainder of the fight.
Signature Ability - The Inhuman Royal Queen Passive Fury Buffs gained from Living Strands have their max stack limit increased by 3, and start paused until Medusa has at least 6 Fury Buffs. Additionally, the Ability Accuracy and Power Gain decrease from the Armor Shattered Debuff expands to all #Metal Champions.
Recommended Masteries Deep Wounds Extended/Enhanced Fury
Synergy Bonuses 1. Inhuman Royal Family with Karnak Medusa: Heavy Attacks inflict up to 4 permanent Armor Breaks. Karnak: Striking into the opponent’s Block reduces their Ability Accuracy by 30% per Focus Charge. Unique Synergy: Does not stack with duplicate synergies. 2. Inhuman Royal Family with Black Bolt Medusa: Fury Buffs gained from Living Strands last 20% longer. Black Bolt: Provocation generates permanent Buffs instead of temporary Buffs. Inhuman Royal Family:+25% Attack at the start of the fight if Medusa, Black Bolt and Karnak are together in a team. Unique Synergy: Does not stack with duplicate synergies. 3. Enemies with Wolverine, Iron Man, and Vox All Champions in the team gain +155 Critical Rating. 4. Rivals with Quake All Champions in the team gain +115 Critical Damage Rating.
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.
Strengths - High Block Proficiency and Perfect Block Ability, Able to block Unblockable Attacks
Weaknesses - Purify, Abilities that trigger through Block
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active Captain America is immune to Buffs. When he would gain a Buff, he instead gains an indefinite Cruelty Passive, increasing Critical Damage Rating by +1321.43. Max: 6. Super Soldier Serum provides full immunity to all Poison, Fate Seal, Power Steal, Power Lock, and Special Lock effects. Captain America’s Ability Accuracy can only be reduced by Skill Champions.
Fight Start Gain an indefinite Combo Shield Passive, preventing Captain America’s Combo Meter from resetting when struck.
Bulwark Passives - Max: 10 For every 15 hits in the Combo Meter, Captain America gains an indefinite Bulwark Passive, increasing Block Proficiency by 900. For each Bulwark Passive Captain America has, he gains +5% Perfect Block Chance.
Heavy Attacks The second hit grants a Precision Passive, increasing Critical Rating by 9000 for 3 seconds per active Bulwark Passive.
Blocking On a successful Perfect Block, inflict a non-stacking Fatigue Debuff, reducing Critical Rating by 2250 for 15 seconds.
Special Attacks The final hit inflicts a Stun Debuff for 2 seconds per level of Special Attack used. If the opponent has a Fatigue Debuff, all Stun Debuffs inflicted last 100% longer.
Special Attack 1 The second hit grants a Pierce Passive of 50% potency for 20 seconds. If the opponent has a Fatigue Debuff, gain an additional Pierce Passive.
Special Attack 2 On activation, gain a Fury Passive, increasing Attack Rating by +8084 for 35 seconds. If the opponent has a Fatigue Debuff, gain an additional Fury Passive. The second hit inflicts a Trauma Debuff for 60 seconds. Trauma causes all hits to deal an additional 200% of the damage recently dealt as a burst of Physical Damage.
Special Attack 3 Inflict a non-stacking Physical Vulnerability Debuff, reducing Physical Resistance by 9000 for 40 seconds. If the opponent has a Fatigue Debuff, the duration of this Physical Vulnerability Debuff is doubled. Pause all Fatigue Debuffs for the remainder of the fight.
Signature Ability - I Can Do This All Day Passive While Captain America has at least 3 Bulwark Passives, he can block Unblockable Attacks and is immune to all forms of Block Penetration. The number of hits in the Combo Meter required to gain a Bulwark Passive is reduced to 5 and max stacks is increased by 10. The duration of all personal Stun Debuffs on non-Skill opponents cannot have their duration reduced, and while they are Stunned, their Combat Power Rate and Ability Accuracy are reduced by 100%.
Shield Masters - Unique Synergy With Captain America (WWII), Captain America (Infinity War), Captain America (Sam Wilson), The Overseer, Civil Warrior Captain America, Captain America (WWII), Captain America (Infinity War), Captain America (Sam Wilson): Blocking a hit has a 30% chance to inflict the opponent with a Weakness Passive, reducing Attack Rating by 35% for 25 seconds. The Overseer: Special Attack 3 inflicts 2 additional Physical Vulnerability Debuffs, and all bursts of Physical Damage are increased by 500%. Civil Warrior: Power Burn Damage is increased by 200%.
Avengers Assemble! - Unique Synergy With Hulk, Hawkeye, Black Widow, Iron Man, Thor Captain America: All non-Stun Debuffs last 100% longer. Hulk: The number of Fury Passives required to activate Gamma Rage is increased by 5. Hawkeye, Black Widow: Activating a Special Attack grants a Precision Passive, increasing Critical Rating by +20% per level of Special Attack used for 30 seconds. Iron Man: Gain immunity to all Ability Accuracy Reduction effects from non-Cosmic Champions. Thor: Buffs are unaffected by Ability Accuracy Reduction.
Enemies With Iron Man All Champions gain +155 Critical Rating Enemies With Superior Iron Man All Champions gain +155 Critical Rating Friends With Spider-Man, Spider-Man (Symbiote) All Champions gain +130 Armor Rating Friends With Winter Soldier All Champions gain +130 Armor Rating Incoming Synergy Changes
Shield Buddies With The Overseer Captain America (Old Effect): Intercepting the Opponent grants a non-Stacking Passive Fury, granting 50% Attack Rating for 7 seconds. Captain America (New Effect): When intercepting the opponent’s Dash with a Basic Attack, refresh all personal Fury Passives.
I think this rework idea for Rhino will make him broken op, so here he is.
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: Fury, Physical Vulnerability, Sunder, Trauma, Unstoppable, Unblockable, Armor Up
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active Rhino starts the fight with an indefinite Armor Up Passive, increasing Armor Rating by 9000. Rhino’s gamma-based strength and resilience provides full immunity to all Poison, Bleed, Armor Break, Armor Shattered, Infuriate, Intimidate, and Special Lock effects, as well as Buff Immunity and +9000 Physical Resistance.
Unstoppable Passives - Max: 10. Rhino can only activate his Unstoppable Passives if he is not suffering from a Slow effect. Rhino gains 1 Unstoppable Passive when he dashes forward, or is immune to a Buff, but loses 1 Unstoppable Passive when he is struck, dashes backwards, or is inflicted with a Damage Over Time effect that deals Energy Damage. Each Unstoppable Passive grants Rhino the following abilities: +4510.5 Attack Rating. +20% increased Trauma Debuff duration. Lowers the opponent’s Defensive Ability Accuracy by 30%.
Persistent Rhino Charges - Max: 15 When Rhino wins a fight, he gains one Persistent Rhino Charge. Rhino will gain one additional Persistent Rhino Charge for each #Sinister Six or #Villain Champion on his team, including himself. Each Persistent Rhino Charge grants Rhino the following abilities: +5% Combat Power Rate. +562.5 Critical Damage Rating. +4% Block and Armor Penetration.
Dash Attacks When dashing towards the opponent, Rhino has a 10% chance per Unstoppable Passive he has to gain an Unblockable Passive for 5 seconds. The chance to activate this Unblockable Passive is reduced to 2% against Skill Champions.
When Blocking or being Attacked 20% chance to gain a stacking Fury Passive, increasing Attack Rating by 6813 for 15 seconds. This chance is increased by a flat +40% against Mystic Champions. Max: 10.
All Attacks If the opponent’s back is against the wall, Rhino will trigger his personal Fury Passive when ending a 5-hit Combo with a Medium Attack.
Special Attack 1 On hit, inflict a non-stacking Sunder Passive for 70 seconds.
Special Attack 2 All personal Unblockable Passives are paused during this Special Attack. All hits inflict a Trauma Debuff for 20 seconds. Trauma causes hits to deal an additional 50% of the damage recently dealt as a burst of Physical Damage. Max: 4.
Special Attack 3 Inflict a Physical Vulnerability Passive, reducing Physical Resistance by 9000 for 80 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. Rhino’s Unstoppable Passives are prevented from being removed while this Root Passive is active.
Signature Ability - The Rampaging Rhino! Passive While the opponent is Rooted, Rhino gains an indefinite Berserk Passive, increasing Attack Rating by 1570.81 while Unstoppable. Additionally, while Rhino has at least 1 Unstoppable Passive, he cannot Miss or be Evaded.
The Sinister Six - I - Solo Synergy With Electro, Iron Patriot, Vulture Rhino: Gain +200 Critical Damage Rating for each Unstoppable Passive he has.
The Sinister Six - II - Solo Synergy With Green Goblin, Doctor Octopus, Mysterio Rhino: While the opponent is Rooted, Rhino gains +1000 Critical Rating.
The Sinister Six - III - Solo Synergy With Kraven, Scorpion Rhino: Gain immunity to all Fate Seal and Neutralize effects when fighting against Mystic Champions.
The Sinister Six - IV - Solo Synergy With Shocker, Sandman Rhino: Ending a 5-hit Combo with a Medium Attack while the opponent’s back is against the wall grants 2 additional Fury Passives.
Enemies With Spider-Man (Classic) and Spider-Gwen 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, Vulture, Doctor Octopus, Green Goblin, Kraven, Sandman All Champions gain +5% Perfect Block Chance
Incoming Synergy Changes
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 5% per Unstoppable Passive to refresh all personal Fury Passives.
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% increased Ability Accuracy and inflicts the opponent with a Slow Debuff. Rhino (New Effect): While Rhino has at least one personal Fury Passive, he inflicts the opponent with an indefinite Slow Passive. While this is active, Rhino’s personal Fury Passives fall off 300% slower.
Live and Die by the Horns With Rintrah Rhino (Old Effect): Gain a 25% Crit Rating when Unstoppable. Rhino (New Effect): Gain +250 Critical Rating for each personal Unstoppable Passive on Rhino. This Critical Rating increase is doubled when fighting against #Hero Champions or #Spider-Verse Heroes.
Comments
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, 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 Unstoppable effects 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, while Unstoppable Colossus has an active Unstoppable effect, his attacks cannot Glance.
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 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.
About Magik
Mutants are known to be mysterious and strange, yet, Illyana Rasputina may be the most uncanny of them all. As Magik, she can teleport anywhere in the world (and occasionally, anywhere in time). As the Darkchilde, she is the sorceress supreme of the demon world Limbo, and wielder of the terrifying Soulsword. Illyana is sister to Colossus, best friend to Kitty Pryde, and a strict instructor at Cyclops’ mutant school.
Character Class: Mystic
Abilities: Fury, Power Lock, Power Steal, Special Lock, Limbo, Energy Vulnerability, Regeneration
Strengths and Weaknesses
Strengths - Alliance Wars/Battlegrounds Defense, Great Survivability, Power Control
Weaknesses - Power Lock/Power Steal/Special Lock Immunity, Energy Resistance, Heal Block
The following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion.
Always Active
Magik’s personal Power Lock, Power Steal, and Special Lock abilities cannot be prevented by Ability Accuracy Reduction.
Limbo - Passive
Limbo deals 2100 Energy Damage per second.
When Limbo expires for any reason, Magik gains a Regeneration Passive, healing 400% of the damage taken while Limbo was active over 6 seconds. This Regeneration Passive does not trigger while Magik is Heal Blocked.
When fighting as a defender, Limbo Energy Damage potency is reduced by 90%.
Special Attacks
The opponent gains no power during the attack.
Special Attack 1
On hit, 100% chance to Nullify one Buff from the opponent. Nullifying a Buff this way grants Magik an Energize Passive, increasing Combat Power Rate by 100% for 20 seconds.
Magik enters a state of Limbo during this Special Attack.
Special Attack 2
On activation, gain a Fury Passive, increasing Attack Rating by 3993 per bar of Power the opponent has for 25 seconds.
Each hit inflicts a non-stacking Special Lock Passive for 30 seconds.
The second hit steals all of the opponent’s Power. For every 10% of Power stolen this way, inflict an Energy Vulnerability Passive, each reducing Energy Resistance by 700 for 60 seconds.
Magik enters a state of Limbo during this Special Attack.
Special Attack 3
100% chance to Nullify all Buffs from the opponent. For each Buff removed this way, Special Attack Damage is increased by 25%.
Signature Ability - Darkchylde
Passive
Whenever either Champion fills a bar of Power, Magik has a 15% chance to enter a State of Limbo for 5 seconds. This chance increases by a flat 15% each time Magik or the opponent fills a bar of Power. Max: 75%. Based on current Signature Level, chances are multiplied by 100%.
Recommended Masteries
Mystic Dispersion
Synergy Bonuses
Blade Queens - Unique Synergy
With Angela, Guillotine, Guillotine 2099, Captain Britain, Hela
Magik: Limbo is unaffected by Ability Accuracy Reduction.
Angela: The opponent suffers -20% Physical Resistance for each active Armor Break Debuff.
Guillotine, Guillotine 2099: Attacks using the blade grants a Fury Passive, increasing Attack Rating by 50% for 20 seconds. This Fury Passive starts paused until a Special Attack ends. Max: 10.
Captain Britain: Each hit of Special Attack 2 inflicts an Energy Vulnerability Passive equal to the number of personal Buffs on Captain Britain, each reducing Energy Resistance by 10%. Max: 10.
Hela: Armor Break Debuff potency is doubled.
Woman’s Best Friend - Unique Synergy
With Kitty Pryde
Magik: Gain +200% Poison Resistance and immunity to the recovery reduction from Poison.
Kitty Pryde: Gain 500% Critical Damage Rating while the opponent has at least one Incinerate effect.
Friends Level 2 with Storm
All Champions gain +95 Armor Rating
Family Level 1 with Colossus, Unstoppable Colossus
All Champions gain +4% Health
Teammates Level 2 with Cyclops (New Xavier School), Guillotine
All Champions gain +4% Perfect Block Chance
Incoming Synergy Changes
Another Dimension
With Spot
Magik (Old Effect): While the opponent has 0 power, gain a Fury Buff, increasing Attack Rating by 15%.
Magik (New Effect): Personal Fury Passives are paused while the opponent has 0 Power.
I am generally satisfied with his abilities, but if you add something new, I will only be glad. Please, Kabam, hear my cry from the heart. I really want to play my favorite character. If you decide to fulfill my desire, in this regard, I would like to know the approximate period or date. I will be waiting for your answer. Your devoted fan. With love! Kiss! I copied my text from my topic so that the developers can see for sure. https://forums.playcontestofchampions.com/en/discussion/343336/please-change-the-punisher-for-the-better#latest
About Star-Lord
Hey, what’s going on? Oh, you’re on Earth! Wow, bummer city. I mean, I grew up on Earth, and it’s cool and all, but… space, man, is the place. I got ships, I got my Element Gun, I got the babes… I rule. Down there, I was a loser. Up here, I am the Legendary Star-Lord!
Character Class: Tech
Abilities: Shock, Armor Break, Power Drain, Heal Block, Fury, Combo Shield
Strengths and Weaknesses
Strengths - Long Fights, Power Drain, Armor Break, Heal Block, Shock
Weaknesses - Shock/Power Drain/Armor Break/Shock Immunity, Evasion or Auto-Block Champions
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active
Star Lord’s Element Gun effects are not affected by Ability Accuracy Reduction.
All Attacks
20% chance to gain a Fury Buff, increasing Attack Rating by +4004 for 20 seconds. If this Fury Buff is Nullified for any reason, it is replaced with an identical Passive with double the duration and potency.
Element Gun Effects - Special Attack 2
Fire: Inflict an Armor Break Debuff, reducing Armor Rating by 2250 for 12 seconds.
Air: Inflict a Shock Debuff, dealing 17244 Energy Damage over 12 seconds.
Water: Drain 100% of the opponent’s Power.
Earth: Inflict a Heal Block Debuff for 12 seconds.
Special Attack 1
On activation, gain a Pierce Passive of 50% potency for 20 seconds.
If this attack was used to intercept a dashing opponent, the duration of this Pierce Passive is refreshed and is paused for 8 seconds.
Special Attack 2
On activation, inflict a Sunder Passive, setting the opponent’s Critical Resistance to 0 for 30 seconds.
The second hit inflicts an effect based on the active Element.
Special Attack 3
At the end of this attack, gain an indefinite Combo Shield Passive, preventing Star-Lord’s Combo Meter from resetting when struck. While this effect is active, Star-Lord’s attacks bypass the effects of Evade, Miss, and Auto-Block.
Activate all Element Gun effects with their potency increased by 100%.
Signature Ability - Tactician
All Attacks
For each hit in Star-Lord’s Combo Meter, his Attack Rating is increased by 785.38. Max: 400 Hits.
For each hit in the opponent’s Combo Meter, Star-Lord’s Block Proficiency is increased by 737.43.
Recommended Masteries
Lesser Precision/Precision
Lesser Cruelty/Cruelty
Glass Cannon
Synergy Bonuses
Guardians of the Galaxy Awesome Team Vol. 1 - Unique Synergy
With Drax, Gamora, Rocket Raccoon, Groot
Star-Lord: All attacks ignore the opponent’s Armor Rating as long as he has 25 or more hits in his Combo Meter.
Drax, Gamora: Gain +50% Critical Rating and personal Bleed Debuffs become Critical Bleeds, multiplying the Bleed’s Potency by Drax and Gamora’s Critical Damage Multipliers.
Rocket Raccoon: Armor Break Debuffs last 200% longer.
Groot: Special Attack 3 inflicts an additional Bleed Debuff for each active Buff on Groot. Additionally, all of Groot’s Buffs last 500% longer.
Guardians of the Galaxy Awesome Team Vol. 2 - Unique Synergy
With Agent Venom, Nebula, Yondu
Star-Lord: While at 50 or more hits in the Combo Meter, Unstoppable opponents react to hits as though they weren’t.
Agent Venom: Purify Ability Accuracy is increased by a flat 30%.
Nebula, Yondu: Bleed and Shock Debuffs last 300% longer.
Guardians of the Galaxy Awesome Team Vol. 3 - Unique Synergy
With Mantis, Adam Warlock, Moondragon
Star-Lord: While at 100 or more hits in the Combo Meter, Mutant Champions cannot activate Unstoppable or Unblockable effects.
Mantis: When fighting Science Champions, Mantis’ attacks cannot Glance.
Adam Warlock: Sovereignty Buffs last 300% longer.
Moondragon: Each hit of Special Attack 2 is a Guaranteed Critical Hit while Psionic Transcendence is active.
Combo Brawlers - Unique Synergy
With Rocket Raccoon, Aegon, Black Cat, Valkyrie
Star-Lord: Gain 15 hits in the Combo Meter whenever the opponent gains an Armor Up effect.
Rocket Raccoon: Gain +3% Critical Damage Rating for each hit in the Combo Meter.
Aegon: Start the fight with 150 hits in the Combo Meter.
Black Cat, Valkyrie: Gain +10% Bleed effect potency for each hit in the Combo Meter. Max: 200 hits.
We’re the flarking Guardians of the Galaxy!
With Gamora, Drax, Groot, Rocket Raccoon
#Guardian Champions: Gain +7% Attack Rating.
Friends
With Rocket Raccoon, Groot
All Champions gain +130 Armor Rating
Teammates
With Drax, Agent Venom, Adam Warlock
All Champions gain +5% Perfect Block Chance
Teammates
With Gamora, Mantis, Moondragon
All Champions gain +5% Perfect Block Chance
Incoming Synergy Changes
Combo Breakers
With Aegon
Star-Lord (Old Effect): Activates Combo Shield for 5 seconds when this Champion would lose their Combo Meter. This ability activates only 1 time per fight.
Star-Lord (New Effect): While his personal Combo Shield Passive is active, the opponent suffers an indefinite Vulnerability Passive of 100% potency.
Star-Lord SP2 Rework (Same Animation)
With the new buffs/debuffs present in the game, maybe it's time to upgrade Star-Lord's Element Gun
Original Element Gun:
Fire: Armor Break
Air: Shocks (How)
Water: Power Drain
Earth: Heal Block
New Element Gun: (Randomized at start of fight, can be switched by dashing back)
Fire: 1 Incinerate for every 10 hits in combo meter, Plasma for Mutants
Air: Heal Block duration increased by 5 seconds for every 10 hits in combo meter, Heal Block and Power Lock against Mutants
Water: Power Drain with percentage increase based on every 10 hits in combo meter, Power Burn to Mutants
Earth: 1 Armor Break per 10 hits on combo meter, Armor Shattered for Mutants with duration increase per 10 hits
Apart from that, I think this rework for Star Lord has the same problems that I see in basically all your reworks, @Paupershango_2006 - it's just incredibly overpowered because you don't seem to consider how the abilities are going to interact with each other. So you design champions with massive damage, coupled with an incredibly broad range of abilities to counter most defensive threats in the game.
The one thing Star Lord didn't have a problem with, was damage; and yet you've chosen to increase the potency of his Sig ability by nearly six times: increasing from the current 137 per hit to 785 per hit. That's a pretty high-output damage potential. Now let's see how it interacts with his Element Gun...
You've increased the base Shock damage from 4395 to 17244. In itself, that's a massive increase. But of course, it'll rise even further with his Sig ability (I'm going to ignore his Fury, for now). Let's assume it takes a player just 20 hits to reach their first Special-2. Their Sig-related Attack bonus for that first SP2 is +15,700; an increase of 680% on their base attack (which is a mere 2301). So the Shock damage on their first SP2 of the game rises correspondingly - to just slightly under 135,000 damage.
Does that not seem... excessive...?
Let's get a bit further into the fight: eighty hits. Now, your attacks are hitting with a base attack of 65,101 (they started at just 2301, remember) and inflict a Shock debuff causing 488,000 damage. Or 976,000 damage on SP3 since it gains +100% Potency. That's nearly one million shock damage...
Don't kid yourself that the 400-hit cap is relevant. There is literally nothing in the game still standing by the time this guy gets to 400 hits. Nothing.
On SP3, your suggestion is that he gains an indefinite Combo Shield that also bypasses all Miss, Autoblock and Evade abilities. There aren't any other details, leaving me to presume that this set of abilities effectively lasts forever, after throwing a single SP3. Again, if that's the case, that would be pretty excessive since it basically prevents all the defensive abilities that could pose a threat to him, and simultaneously grants him ever-increasing damage due to his permanent Combo Shield.
You literally describe Evade and Autoblock opponents as one of his weaknesses, then design an ability that says: no more Evade and Autoblock for this guy....
So it's got some fun bits, but is unrealistically OP would be my impression.
Hey, what’s going on? Oh, you’re on Earth! Wow, bummer city. I mean, I grew up on Earth, and it’s cool and all, but… space, man, is the place. I got ships, I got my Element Gun, I got the babes… I rule. Down there, I was a loser. Up here, I am the Legendary Star-Lord!
Character Class: Tech
Abilities: Shock, Armor Break, Power Drain, Heal Block, Fury, Combo Shield
Strengths and Weaknesses
Strengths - Long Fights, Power Drain, Armor Break, Heal Block, Shock
Weaknesses - Shock/Power Drain/Armor Break/Shock Immunity, Evasion or Auto-Block Champions
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active
Star Lord’s Element Gun effects are not affected by Ability Accuracy Reduction.
All Attacks
20% chance to gain a Fury Buff, increasing Attack Rating by +4004 for 20 seconds. If this Fury Buff is Nullified for any reason, it is replaced with an identical Passive with double the duration and potency.
Element Gun Effects - Special Attack 2
Fire: Inflict an Armor Break Debuff, reducing Armor Rating by 2250 for 12 seconds.
Air: Inflict a Shock Debuff, dealing 7113.4 Energy Damage over 12 seconds.
Water: Drain 100% of the opponent’s Power.
Earth: Inflict a Heal Block Debuff for 12 seconds.
Special Attack 1
On activation, gain a Pierce Passive of 50% potency for 20 seconds.
If this attack was used to intercept a dashing opponent, the duration of this Pierce Passive is refreshed and is paused for 8 seconds.
Special Attack 2
On activation, inflict a Sunder Passive, setting the opponent’s Critical Resistance to 0 for 30 seconds.
The second hit inflicts an effect based on the active Element.
Special Attack 3
At the end of this attack, gain an indefinite Combo Shield Passive, preventing Star-Lord’s Combo Meter from resetting when struck. While this effect is active, Star-Lord’s attacks cannot Glance.
Activate all Element Gun effects with their potency increased by 100%.
Signature Ability - Tactician
All Attacks
For each hit in Star-Lord’s Combo Meter, his Attack Rating is increased by 785.38. Max: 400 Hits.
For each hit in the opponent’s Combo Meter, Star-Lord’s Block Proficiency is increased by 737.43.
Recommended Masteries
Lesser Precision/Precision
Lesser Cruelty/Cruelty
Glass Cannon
Synergy Bonuses
Guardians of the Galaxy Awesome Team Vol. 1 - Unique Synergy
With Drax, Gamora, Rocket Raccoon, Groot
Star-Lord: All attacks ignore the opponent’s Armor Rating as long as he has 25 or more hits in his Combo Meter.
Drax, Gamora: Gain +50% Critical Rating and personal Bleed Debuffs become Critical Bleeds, multiplying the Bleed’s Potency by Drax and Gamora’s Critical Damage Multipliers.
Rocket Raccoon: Armor Break Debuffs last 200% longer.
Groot: Special Attack 3 inflicts an additional Bleed Debuff for each active Buff on Groot. Additionally, all of Groot’s Buffs last 500% longer.
Guardians of the Galaxy Awesome Team Vol. 2 - Unique Synergy
With Agent Venom, Nebula, Yondu
Star-Lord: While at 50 or more hits in the Combo Meter, Unstoppable opponents react to hits as though they weren’t.
Agent Venom: Purify Ability Accuracy is increased by a flat 30%.
Nebula, Yondu: Bleed and Shock Debuffs last 300% longer.
Guardians of the Galaxy Awesome Team Vol. 3 - Unique Synergy
With Mantis, Adam Warlock, Moondragon
Star-Lord: While at 100 or more hits in the Combo Meter, Mutant Champions cannot activate Unstoppable or Unblockable effects.
Mantis: When fighting Science Champions, Mantis’ attacks cannot Glance.
Adam Warlock: Sovereignty Buffs last 300% longer.
Moondragon: Each hit of Special Attack 2 is a Guaranteed Critical Hit while Psionic Transcendence is active.
Combo Brawlers - Unique Synergy
With Rocket Raccoon, Aegon, Black Cat, Valkyrie
Star-Lord: Gain 15 hits in the Combo Meter whenever the opponent gains an Armor Up effect.
Rocket Raccoon: Gain +3% Critical Damage Rating for each hit in the Combo Meter.
Aegon: Start the fight with 150 hits in the Combo Meter.
Black Cat, Valkyrie: Gain +10% Bleed effect potency for each hit in the Combo Meter. Max: 200 hits.
We’re the flarking Guardians of the Galaxy!
With Gamora, Drax, Groot, Rocket Raccoon
#Guardian Champions: Gain +7% Attack Rating.
Friends
With Rocket Raccoon, Groot
All Champions gain +130 Armor Rating
Teammates
With Drax, Agent Venom, Adam Warlock
All Champions gain +5% Perfect Block Chance
Teammates
With Gamora, Mantis, Moondragon
All Champions gain +5% Perfect Block Chance
Incoming Synergy Changes
Combo Breakers
With Aegon
Star-Lord (Old Effect): Activates Combo Shield for 5 seconds when this Champion would lose their Combo Meter. This ability activates only 1 time per fight.
Star-Lord (New Effect): While his personal Combo Shield Passive is active, the opponent suffers an indefinite Vulnerability Passive of 100% potency.
About Iron Fist
Danny Rand is a brilliant billionaire who traveled to the heavenly city of K’un Lun to master the martial arts. Becoming the latest in a long line of warriors to pick up the mantle of Iron Fist, Rand gained the mystical power to focus his chi – augmenting his fighting skills to superhuman levels.
Character Class: Mystic
Abilities: Atrophy, Sunder, Armor Break, Precision, Pierce, Physical Vulnerability
Strengths and Weaknesses
Strengths - Critical Hits, Sunder
Weaknesses - Purify, Exhaustion, Weakness
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active
Iron Fist’s attacks cannot Glance while the opponent has an active Armor Break Debuff.
Critical Hits
100% chance to inflict an Armor Break Debuff, reducing Armor Rating by 750 for 20 seconds. If this Armor Break Debuff fails to apply due to an immunity, instead inflict a Physical Vulnerability Debuff with the same duration and potency. This Physical Vulnerability Debuff counts as an Armor Break Debuff for Iron Fist’s personal abilities.
Heavy Attacks
On hit, Nullify one Fury, Cruelty, or Precision Buff on the opponent. This ability expands to all Buffs if the opponent has an active Armor Break Debuff.
For each Buff Nullified this way, gain a Pierce Passive of 6% potency for 20 seconds. Max: 10.
Focus Charges - Max: 25
When either Champion lands a Critical Hit, gain 1 Focus Charge.
When Iron Fist inflicts an Armor Break Debuff or the opponent gains a Buff, gain 2 Focus Charges.
When a Buff expires or is Nullified from the opponent, gain 5 Focus Charges.
All Focus Charges gained from any of these abilities are doubled against Cosmic Champions.
For each Focus Charge, Iron Fist gains +45.92 Critical Damage Rating and +2263.8 Attack Rating.
Special Attack 1
The final hit inflicts a non-stacking Atrophy Passive, reducing the duration of any new Buffs by 90% for 20 seconds. This Atrophy Passive is paused while the opponent has an active Armor Break Debuff.
Special Attack 2
On activation, inflict a Sunder Passive, setting the opponent’s Critical Resistance to 0 for 20 seconds. This Sunder Passive is paused while the opponent has an active Armor Break Debuff.
All hits deal a burst of Physical Damage equal to 500% of the damage dealt.
Special Attack 3
At the end of this attack, gain a Precision Passive, increasing Critical Rating by 9000 for 18 seconds. The duration of this Precision Passive is refreshed each time a Buff expires or is Nullified from the opponent, and its potency is increased by 100% while the opponent has an active Armor Break Debuff.
Signature Ability - Master of K’un Lun
Passive
Iron Fist’s personal Armor Break Debuffs last 50% longer.
Additionally, while Iron Fist has 10 or more Focus Charges, the opponent cannot activate their Unstoppable, Unblockable, Indestructible, or Immortality abilities, and suffers -100% Evade and Auto-Block Ability Accuracy.
Recommended Masteries
Mystic Dispersion
Synergy Bonuses
The Martial Artists - Unique Synergy
Shang-Chi
Iron Fist: Critical Hits refresh all personal Armor Break Debuffs.
Shang-Chi: The Attack Rating increase from consuming Chi-Charges on Special Attack 2 is doubled.
Friends
With Black Panther
All Champions gain +130 Armor Rating
Friends
With Dr. Strange
All Champions gain +130 Armor Rating
Friends
With Wolverine
All Champions gain +130 Armor Rating
Heroes for Hire
With Luke Cage, She-Hulk, Shang-Chi
All Champions gain +85 Block Proficiency & Physical Resistance
Incoming Synergy Changes
Best Man
With Jessica Jones
Iron Fist (Old Effect): Well-Timed Blocks inflict a Stagger Debuff for 2 seconds. Perfectly-Timed Blocks inflict Fateseal instead.
Iron Fist (New Effect): Whenever a Buff expires on the opponent while they have an active Atrophy Passive, trigger his Heavy Attack Pierce Passive.
Not because of his strength, idk how good he is but due to comic accuracy since after reading "Ant-Iversary"
None of his in game moves reflects his character or abilities in the comics since his ants either build or cause a distraction, they don't mould into giant hands to smash and grab or shoot stuff.
They act more like ammunition in the game rather than ants and it's been on my nerves since I saw his champion reveal back in Feb since I'm an Ant fan.
Magik being top of the list being she's a sword user...who barely uses a sword in her basic attacks, same for Gamora.
Iron Man and Star Lord also need changes to their neutrals with the idea being they shoot at close range or make a close range shot rather than a punch.
Vision I feel is also there for animation reworks with needing a floating fight stance and having his basic attacks be more majestic in a sense, if not the comic version the MCU one defo does. Do something similar with OG Storm.
Civil War Black Panther also needs the change since his base form got it, at the same time War Machine would need some changes, albeit minor to the rest.
Both Cyclops' could do some close range eye neutrals.
Winter Soldier is probably the character who needs the biggest rework of the ones mentioned with both a general rework and animation/model buff.
Outside of the ones mentioned and the rest of the champs Ultron's need a polish ig.
And for personal preferences tweak Black Bolt and Ant-Man OG a slight bit but leave Ant Man specials alone since they're fine unless anyone has better insight on how the champs are in general since most of this is in how they look rather than how they do in game.
About Mephisto
Mephisto is an extra-dimensional demon whose main goal is to break the will and enslave the souls of noble Champions; though he cannot take their souls himself, his treachery and deception is often enough to convince his victims to give them up willingly. Mephisto is continually seeking to add more spirits to his realm, using them to his advantage whenever he sees fit. As a demon who has collected numerous souls, Mephisto is practically immortal and his fiery power is eternal.
Character Class: Mystic
Abilities: Aura of Incineration, Incinerate, Persistent Charge, Power Drain, Fury, Power Gain
Strengths and Weaknesses
Strengths - Ability Accuracy Reduction Immunity, Buff-Heavy Champions, Alliance War Defense
Weaknesses - Incinerate Immunity, Concussion and Disorient Debuffs from Science Champions, Petrify, Heal Block, and Spectre effects from Science Champions, Energy Resistance
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active
Mephisto is immune to all Poison, Coldsnap, Frostbite, and Passive Ability Accuracy Reduction effects, as well as +100% Incinerate Resistance.
While suffering from an Incinerate effect, Mephisto gains 12% of a bar of Power per second.
At the start of the fight, Mephisto imprisons the opponent’s Soul, reducing their chance to activate Buffs by 100% for 15 seconds.
Aura of Incineration
Unless otherwise stated, the Aura of Incineration lasts for 15 seconds and grants the following abilities:
Mephisto generates Power through his passive Power Gain.
Nearby opponents take 5803.5 Energy Damage per stack.
The Aura of Incineration does not activate while suffering from Concussion or Disorient Debuffs from a Science Champion.
Persistent Charge - Max: 6
Mephisto starts a quest with 3 Persistent Soul Charges, up to a maximum of 6 Persistent Soul Charges.
When Mephisto knocks out an opponent, gain 1 Persistent Soul Charge. Gain an additional Persistent Soul Charge for each #Dimensional Being or Mystic Champion on his team, including himself.
When falling below 30% Health, Mephisto gains a Regeneration Passive, healing 3620.24 Health per Persistent Soul Charge over 7 seconds. While this Regeneration Passive is active, Mephisto gains an indefinite Indestructible Passive. This Regeneration Passive does not activate while Mephisto is suffering from a Heal Block, Petrify, or Spectre effect from a Science Champion.
Special Attack 1
The first three hits inflict an Incinerate Debuff, dealing 17244 Energy Damage over 10 seconds. While this Incinerate Debuff is active, Soul Imprisonment is paused.
The final hit consumes 1 Persistent Soul Charge to imprison the opponent’s Soul, reducing their chance to activate Buffs by 100% for 15 seconds. If the opponent’s Soul was already imprisoned, its duration is refreshed and is paused for 12 seconds.
Special Attack 2
On activation, gain a Fury Passive, increasing Attack Rating by +4004 for 20 seconds. Gain an additional Fury Passive for each of the opponent’s Buffs prevented by Soul Imprisonment. Max: 5.
At the end of this attack, activate the Aura of Incineration.
Special Attack 3
This attack can only be used once per fight.
Mephisto drains all of the opponent’s Power. If this attack was used to drain the opponent’s Power across a Power Bar threshold, Mephisto activates an indefinite stack of the Aura of Incineration.
Signature Ability - Burning Aura
When Attacked
Mephisto burns with anger, granting him a 20% chance to activate the Aura of Incineration with the same duration. This chance is increased by a flat 80% on Well-Timed Blocks.
Additionally, while the opponent’s Soul is imprisoned, Mephisto gains immunity to all Bleed and Nova Flame effects.
Recommended Masteries
Double Edge/Liquid Courage
Recovery
Synergy Bonuses
Aura of Kings - Unique Synergy
With Doctor Doom, Kindred, Infamous Iron Man
Mephisto: While the opponent’s Soul is imprisoned, the Aura of Incineration is paused.
Doctor Doom: While his personal Fury Buff is active, the Aura of Haazareth is paused.
Kindred: While Nightmare Outbreak is active, the Dread Aura is paused.
Infamous Iron Man: While the opponent is Special Locked, the Aura of Iron is paused.
Pact with a Demon with Doctor Strange and Ghost Rider
Mephisto: +70% Incinerate Energy Damage.
Doctor Strange: Life Steal Heals an additional 70%.
Ghost Rider: +10% Attack at the start of the fight.
Demons with Dormammu
Mephisto, Dormammu: +80% Energy Resistance while taking Damage over time. (Good against Magik’s Limbo and any Incinerate or Shock effects!)
Incoming Synergy Changes
Hell and Back
With Hulk (Immortal)
Mephisto (Old Effect): Knocking out #Villains grants +1 Soul Charge.
Mephisto (New Effect): Gain an additional Soul Charge when knocking out an opponent for each #Villain Champion on Mephisto’s team, including himself.
Make him accurate. Change up his specials but have the same utility so he's the actual character and not a cheap copy.
Like I said, the ants in the comics are used as ants. Not as amunition for punching and shooting, they are annoying if anything as the most they do is build and crawl over Ultron.
About Ronan
Judge, Jury, Executioner, Ronan the Accuser is the Head Accuser of the Kree Empire, the right hand of the Supreme Intelligence. He is the ultimate soldier, a strategic genius, and a relentless champion of justice. Wielding the Universal Weapon, Ronan brings his hammer down upon the unjust, wherever they may hide across the cosmos.
Character Class: Cosmic
Abilities: Stun, Pierce, Fury, True Damage, Armor Break, Weakness
Strengths and Weaknesses
Strengths - Stun, Poison Immunity, Armor Break
Weaknesses - Champions with no Buffs, Stun Immunity
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active
Advanced Kree Physiology provides full immunity to all Poison effects.
Stun Debuffs on non-Mystic opponents cannot have their duration reduced, and while the opponent is Stunned, Ronan gains an indefinite Fury Buff, increasing Attack Rating by +10297.5. While this Fury Buff is active, Ronan’s attacks ignore Evade, Miss, and Auto-Block.
Heavy Attacks
On hit, inflict a non-stacking Armor Break Debuff, reducing Armor Rating by 750 for each Armor Up Buff on the opponent for 25 seconds. This Armor Break Debuff is paused while the opponent is Stunned.
Special Attacks
100% chance to inflict a Stun Debuff for 2 seconds per level of Special Attack used.
On hit, inflict a Weakness Debuff, reducing Attack Rating by 25% for each Fury Buff on the opponent for 25 seconds. This Weakness Debuff is paused while the opponent is Stunned.
On activation, gain a True Damage Buff for 8 seconds per level of Special Attack used. This True Damage is paused while the opponent is Stunned.
Special Attack 2
On activation, gain a Pierce Buff of 50% potency for 6 seconds per active Buff on the opponent. This Pierce Buff is paused while the opponent is Stunned.
Signature Ability - Edict
Passive
The Supreme Accuser judges the target, punishing them for their use of Buff effects, increasing Ronan’s Attack Rating by +8008 per active Buff effect.
Ronan’s personal Stun Debuffs last 15% longer for each Buff the opponent has.
Recommended Masteries
Stupefy
Petrify/Pacify
Extended/Enhanced Fury
Synergy Bonuses
Enemies
With Hulk
All Champions gain +155 Critical Rating
Enemies
With Iron Man
All Champions gain +155 Critical Rating
Rivals
With Black Bolt
All Champions gain +115 Critical Damage Rating
Rivals
With Gamora
All Champions gain +115 Critical Damage Rating
About Medusa
Born into the Inhuman Royal Family of Attilan, Medusa was exposed to the mutagenic Terrigen Mists when she was only an infant. This transformation endowed her with tougher-than-steel hair and the ability to control each strand like an added appendage. Along with her husband, Black Bolt, Medusa leads her people as the Queen of the Inhumans in their search for a better place in the world.
Character Class: Cosmic
Abilities: Fury, Armor Break, Armor Shattered, Bleed, Physical Vulnerability, Poison Immunity
Strengths and Weaknesses
Strengths - Armor Break, Robots, #Metal Champions
Weaknesses - Armor Break Immunity, Nullify
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active
An enhanced immune system provides full immunity to all Poison effects.
Unless otherwise stated, Armor Break Debuffs reduce Armor Rating by 750 for 5 seconds.
Snake Hair Attacks - Medium Attacks and Special Attack 1
These attacks have a 100% chance to inflict an Armor Break Debuff.
Armor Shattered
When the opponent is inflicted with 6 Armor Break Debuffs, they are removed and replaced by both an Armor Break and Armor Shattered Debuff for 35 seconds.
While Armor Shattered is active, Medusa cannot inflict additional Armor Break Debuffs.
This Armor Break Debuff reduces Armor Rating by 6750 and removes an Armor Up Buff.
While Armor Shattered is active, the opponent’s Armor Up Buffs suffer -100% Ability Accuracy. Additionally, this shatters #Robot Champions’ systems, reducing Combat Power Rate and Ability Power Rate, as well as their Ability Accuracy, by 100%.
Critical Light Attacks and all Heavy Attacks
If Armor Shattered is active, 100% chance to inflict an indefinite Bleed Debuff, dealing 32.34 Direct Damage over time until Armor Shattered expires. If this Bleed Debuff fails to apply due to an immunity, instead inflict an indefinite Physical Vulnerability Debuff that reduces Physical Resistance by 250.
Living Strands - Passive
Every 8 seconds, Medusa gains a Fury Buff, increasing Attack Rating by +8084 for 15 seconds. Max: 3.
These Fury Buffs start paused until Medusa has at least 3 Fury Buffs.
When Medusa is struck 2 times, she has a 100% chance to Auto-Block the next hit with her hair, Purifying any Stun Debuffs, for the cost of 3 Fury Buffs, and can trigger the Parry Mastery. This ability does not trigger against Mystic Champions.
Special Attack 1
Snake Hair Attacks inflict an Armor Break Debuff.
If the opponent is Armor Shattered, gain a Pierce Buff of 70% potency for 20 seconds. This Buff is paused while the opponent is Armor Shattered.
Special Attack 2
All hits inflict a Bleed Debuff, dealing 17244 Direct Damage over 6 seconds. Critical Hits instead inflict Critical Bleeds, multiplying the Bleed’s potency by Medusa’s Critical Damage Multiplier.
If the opponent is Armor Shattered, all hits are a Guaranteed Critical Hit.
Special Attack 3
Inflict an Armor Break Debuff and an Armor Shattered Debuff with the same potencies and durations.
If the opponent was already Armor Shattered, Armor Break and Armor Shattered Debuffs are paused for the remainder of the fight.
Signature Ability - The Inhuman Royal Queen
Passive
Fury Buffs gained from Living Strands have their max stack limit increased by 3, and start paused until Medusa has at least 6 Fury Buffs.
Additionally, the Ability Accuracy and Power Gain decrease from the Armor Shattered Debuff expands to all #Metal Champions.
Recommended Masteries
Deep Wounds
Extended/Enhanced Fury
Synergy Bonuses
1. Inhuman Royal Family with Karnak
Medusa: Heavy Attacks inflict up to 4 permanent Armor Breaks.
Karnak: Striking into the opponent’s Block reduces their Ability Accuracy by 30% per Focus Charge.
Unique Synergy: Does not stack with duplicate synergies.
2. Inhuman Royal Family with Black Bolt
Medusa: Fury Buffs gained from Living Strands last 20% longer.
Black Bolt: Provocation generates permanent Buffs instead of temporary Buffs.
Inhuman Royal Family:+25% Attack at the start of the fight if Medusa, Black Bolt and Karnak are together in a team.
Unique Synergy: Does not stack with duplicate synergies.
3. Enemies with Wolverine, Iron Man, and Vox
All Champions in the team gain +155 Critical Rating.
4. Rivals with Quake
All Champions in the team gain +115 Critical Damage Rating.
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, Trauma, Stun, Fury, Precision, Cruelty, Combo Shield, Bulwark
Strengths and Weaknesses
Strengths - High Block Proficiency and Perfect Block Ability, Able to block Unblockable Attacks
Weaknesses - Purify, Abilities that trigger through Block
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active
Captain America is immune to Buffs. When he would gain a Buff, he instead gains an indefinite Cruelty Passive, increasing Critical Damage Rating by +1321.43. Max: 6.
Super Soldier Serum provides full immunity to all Poison, Fate Seal, Power Steal, Power Lock, and Special Lock effects.
Captain America’s Ability Accuracy can only be reduced by Skill Champions.
Fight Start
Gain an indefinite Combo Shield Passive, preventing Captain America’s Combo Meter from resetting when struck.
Bulwark Passives - Max: 10
For every 15 hits in the Combo Meter, Captain America gains an indefinite Bulwark Passive, increasing Block Proficiency by 900.
For each Bulwark Passive Captain America has, he gains +5% Perfect Block Chance.
Heavy Attacks
The second hit grants a Precision Passive, increasing Critical Rating by 9000 for 3 seconds per active Bulwark Passive.
Blocking
On a successful Perfect Block, inflict a non-stacking Fatigue Debuff, reducing Critical Rating by 2250 for 15 seconds.
Special Attacks
The final hit inflicts a Stun Debuff for 2 seconds per level of Special Attack used.
If the opponent has a Fatigue Debuff, all Stun Debuffs inflicted last 100% longer.
Special Attack 1
The second hit grants a Pierce Passive of 50% potency for 20 seconds. If the opponent has a Fatigue Debuff, gain an additional Pierce Passive.
Special Attack 2
On activation, gain a Fury Passive, increasing Attack Rating by +8084 for 35 seconds. If the opponent has a Fatigue Debuff, gain an additional Fury Passive.
The second hit inflicts a Trauma Debuff for 60 seconds. Trauma causes all hits to deal an additional 200% of the damage recently dealt as a burst of Physical Damage.
Special Attack 3
Inflict a non-stacking Physical Vulnerability Debuff, reducing Physical Resistance by 9000 for 40 seconds. If the opponent has a Fatigue Debuff, the duration of this Physical Vulnerability Debuff is doubled.
Pause all Fatigue Debuffs for the remainder of the fight.
Signature Ability - I Can Do This All Day
Passive
While Captain America has at least 3 Bulwark Passives, he can block Unblockable Attacks and is immune to all forms of Block Penetration.
The number of hits in the Combo Meter required to gain a Bulwark Passive is reduced to 5 and max stacks is increased by 10.
The duration of all personal Stun Debuffs on non-Skill opponents cannot have their duration reduced, and while they are Stunned, their Combat Power Rate and Ability Accuracy are reduced by 100%.
Recommended Masteries
Despair
Double Edge/Liquid Courage
Stupefy
Synergy Bonuses
Shield Masters - Unique Synergy
With Captain America (WWII), Captain America (Infinity War), Captain America (Sam Wilson), The Overseer, Civil Warrior
Captain America, Captain America (WWII), Captain America (Infinity War), Captain America (Sam Wilson): Blocking a hit has a 30% chance to inflict the opponent with a Weakness Passive, reducing Attack Rating by 35% for 25 seconds.
The Overseer: Special Attack 3 inflicts 2 additional Physical Vulnerability Debuffs, and all bursts of Physical Damage are increased by 500%.
Civil Warrior: Power Burn Damage is increased by 200%.
Avengers Assemble! - Unique Synergy
With Hulk, Hawkeye, Black Widow, Iron Man, Thor
Captain America: All non-Stun Debuffs last 100% longer.
Hulk: The number of Fury Passives required to activate Gamma Rage is increased by 5.
Hawkeye, Black Widow: Activating a Special Attack grants a Precision Passive, increasing Critical Rating by +20% per level of Special Attack used for 30 seconds.
Iron Man: Gain immunity to all Ability Accuracy Reduction effects from non-Cosmic Champions.
Thor: Buffs are unaffected by Ability Accuracy Reduction.
Enemies
With Iron Man
All Champions gain +155 Critical Rating
Enemies
With Superior Iron Man
All Champions gain +155 Critical Rating
Friends
With Spider-Man, Spider-Man (Symbiote)
All Champions gain +130 Armor Rating
Friends
With Winter Soldier
All Champions gain +130 Armor Rating
Incoming Synergy Changes
Shield Buddies
With The Overseer
Captain America (Old Effect): Intercepting the Opponent grants a non-Stacking Passive Fury, granting 50% Attack Rating for 7 seconds.
Captain America (New Effect): When intercepting the opponent’s Dash with a Basic Attack, refresh all personal Fury Passives.
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: Fury, Physical Vulnerability, Sunder, Trauma, Unstoppable, Unblockable, Armor Up
Strengths and Weaknesses
Strengths - Armor Up, Unstoppable, Battlegrounds/Alliance Wars Defense
Weaknesses - True Damage, Slow, Purify
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active
Rhino starts the fight with an indefinite Armor Up Passive, increasing Armor Rating by 9000.
Rhino’s gamma-based strength and resilience provides full immunity to all Poison, Bleed, Armor Break, Armor Shattered, Infuriate, Intimidate, and Special Lock effects, as well as Buff Immunity and +9000 Physical Resistance.
Unstoppable Passives - Max: 10.
Rhino can only activate his Unstoppable Passives if he is not suffering from a Slow effect.
Rhino gains 1 Unstoppable Passive when he dashes forward, or is immune to a Buff, but loses 1 Unstoppable Passive when he is struck, dashes backwards, or is inflicted with a Damage Over Time effect that deals Energy Damage.
Each Unstoppable Passive grants Rhino the following abilities:
+4510.5 Attack Rating.
+20% increased Trauma Debuff duration.
Lowers the opponent’s Defensive Ability Accuracy by 30%.
Persistent Rhino Charges - Max: 15
When Rhino wins a fight, he gains one Persistent Rhino Charge. Rhino will gain one additional Persistent Rhino Charge for each #Sinister Six or #Villain Champion on his team, including himself.
Each Persistent Rhino Charge grants Rhino the following abilities:
+5% Combat Power Rate.
+562.5 Critical Damage Rating.
+4% Block and Armor Penetration.
Dash Attacks
When dashing towards the opponent, Rhino has a 10% chance per Unstoppable Passive he has to gain an Unblockable Passive for 5 seconds. The chance to activate this Unblockable Passive is reduced to 2% against Skill Champions.
When Blocking or being Attacked
20% chance to gain a stacking Fury Passive, increasing Attack Rating by 6813 for 15 seconds. This chance is increased by a flat +40% against Mystic Champions. Max: 10.
All Attacks
If the opponent’s back is against the wall, Rhino will trigger his personal Fury Passive when ending a 5-hit Combo with a Medium Attack.
Special Attack 1
On hit, inflict a non-stacking Sunder Passive for 70 seconds.
Special Attack 2
All personal Unblockable Passives are paused during this Special Attack.
All hits inflict a Trauma Debuff for 20 seconds. Trauma causes hits to deal an additional 50% of the damage recently dealt as a burst of Physical Damage. Max: 4.
Special Attack 3
Inflict a Physical Vulnerability Passive, reducing Physical Resistance by 9000 for 80 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. Rhino’s Unstoppable Passives are prevented from being removed while this Root Passive is active.
Signature Ability - The Rampaging Rhino!
Passive
While the opponent is Rooted, Rhino gains an indefinite Berserk Passive, increasing Attack Rating by 1570.81 while Unstoppable.
Additionally, while Rhino has at least 1 Unstoppable Passive, he cannot Miss or be Evaded.
Recommended Masteries
Double Edge/Liquid Courage
Inequity
Despair
Synergy Bonuses
The Sinister Six - I - Solo Synergy
With Electro, Iron Patriot, Vulture
Rhino: Gain +200 Critical Damage Rating for each Unstoppable Passive he has.
The Sinister Six - II - Solo Synergy
With Green Goblin, Doctor Octopus, Mysterio
Rhino: While the opponent is Rooted, Rhino gains +1000 Critical Rating.
The Sinister Six - III - Solo Synergy
With Kraven, Scorpion
Rhino: Gain immunity to all Fate Seal and Neutralize effects when fighting against Mystic Champions.
The Sinister Six - IV - Solo Synergy
With Shocker, Sandman
Rhino: Ending a 5-hit Combo with a Medium Attack while the opponent’s back is against the wall grants 2 additional Fury Passives.
Enemies
With Spider-Man (Classic) and Spider-Gwen
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, Vulture, Doctor Octopus, Green Goblin, Kraven, Sandman
All Champions gain +5% Perfect Block Chance
Incoming Synergy Changes
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 5% per Unstoppable Passive to refresh all personal Fury Passives.
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% increased Ability Accuracy and inflicts the opponent with a Slow Debuff.
Rhino (New Effect): While Rhino has at least one personal Fury Passive, he inflicts the opponent with an indefinite Slow Passive. While this is active, Rhino’s personal Fury Passives fall off 300% slower.
Live and Die by the Horns
With Rintrah
Rhino (Old Effect): Gain a 25% Crit Rating when Unstoppable.
Rhino (New Effect): Gain +250 Critical Rating for each personal Unstoppable Passive on Rhino. This Critical Rating increase is doubled when fighting against #Hero Champions or #Spider-Verse Heroes.
Physical vulnerability -9000 for eighty seconds! Whilst Rooted for twenty... Yikes!