Champion Improvement Suggestions [edited by Mod for clarity]

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  • Paupershango_2006Paupershango_2006 Member Posts: 539
    And the only reason why the Root Passive in his reworked kit needs to be 20 seconds it's because it prevents his Unstoppable Passives from being removed while it's active.
  • ShadowstrikeShadowstrike Member Posts: 3,110 ★★★★★

    What do you think of this Rhino rework idea @SonOfArgu16, @Magrailothos, and @TheDaywalker?

    I think you said it best yourself:

    I think this rework idea for Rhino will make him broken op,

    You don't mess around with little tweaks, do you?

    Physical vulnerability -9000 for eighty seconds! Whilst Rooted for twenty... Yikes!
    Also, he always goes overboard with the immunities. If everyone's immune to everything, then what's the point of utility?
  • TheDaywalkerTheDaywalker Member Posts: 143
    OG Cap Buff Concept

    Just going to put one of my concepts I left on a Discord server here. Slightly different from my original, but mostly the same.
    Stats are based on a 6-Star Rank 4 (Keep in mind that the "+8482.5 Attack Rating" from one of his abilities is basically the same as Cap IW with a 5 Kinetic Potential boosted Fury).
    This overhaul basically makes Captain America a tank without immunities, through the use of the rare ability of Fortitude, which reduces damage taken from all sources by a given percentage, as well as the ability to block Unblockable attacks. Captain America trades in his Fortitude for a short period of high damage that can be extended if you mix up his Special Attacks, think of this kind of like Rock Lee's (Naruto) Eight Gates or Hakari's (Jujutsu Kaisen) Jackpot.



    Stars (Fortitude Passive) - Max Stacks: 50
    • Being struck by or blocking Non-Critical hits grant an indefinite Fortitude Passive, reducing damage taken from all sources by 0.50%. Gain four more when performing a Well-Timed Block.

    Stripes (Trauma Debuff) - Max Stacks: 13
    • Landing a hit or striking into the Opponent’s block with the first Medium attack inflicts an indefinite Trauma Debuff, causing each hit to deal an additional 5% of the damage recently dealt as Physical Burst.

    Blocking
    • Captain America can block Unblockable attacks.

    Special Attacks - “Oh You’ll Be Seeing Stars Alright”
    • Each Special hit inflicts a Stun Debuff for 4 seconds.
    • Consume 25 personal Fortitude effects to begin a Patriotic Beatdown for 7 seconds, granting the following upon Special Activation:
    • -100% Special Attack Cost.
    • +8482.5 Attack Rating.
    • Ignore 100% of Block Proficiency and Critical Resistance.
    • Patriotic Beatdown goes on Cooldown for 20 seconds once it ends. Activating a different Special Attack Level ignores this cooldown without removing it. Any Patriotic Beatdowns that end while there's an already existing cooldown does not replace the cooldown.

    Special Attack 1 - Shield Ram Of The People
    • First hit inflicts an Injury Debuff, causing hits to bypass 100% of Physical Resistance for 15 seconds.
      Trauma Debuffs benefit from this Debuff and increase its duration by 0.5 seconds.

    Special Attack 2 - Shield Toss By The People
    • Inflict a 3% Suppression Debuff lasting 15 seconds for each Trauma Debuff on the Opponent.


    Special Attack 3 - American Justice For The People
    • Patriotic Beatdown: Opponent does not receive Power from this Attack. Each activation of this attack counts as 3.5 seconds for Patriotic Beatdown.

    Signature Ability - Sentinel of Liberty
    • When a Buff is Nullified, Expired, or Prevented: Gain 1 - 5 Personal Fortitude Effects. (Rounded Up except when below 40% Max Health)
    • When struck by or blocking a Critical hit that was not guaranteed: Inflict 8 Fatigue Debuffs, reducing Critical Rating by 195.55 - 977.76 for 12 seconds. Max Stacks: 8.



    Synergy Bonuses


    The Human Spirit Can Accomplish Anything (Captain America)
    All Heroes that are not a #Robot, #God, or #Elder: Take 8% reduced damage from all sources.


    I’m Sorry, But Who Are You? (Taskmaster)
    Captain America: Activating different Special Attacks back-to-back from each other reduces cooldown of Patriotic Beatdown by 3 seconds. (ex. Throwing sp2, then sp1)
    Taskmaster: Successfully exploiting a Special Attack causes every other hit to complete any type of Exploit Weakness for 5 seconds.


    They Don’t Call Me First Avenger For Nothing (Iron Man, Black Panther CW, War Machine, Vision AOU)
    Avengers: +6% Perfect Block Chance, +525 Critical Rating and +262 Critical Damage Rating.


    Teammates (Doctor Strange, Wolverine, Aarkus)
    All champions gain +5% Perfect Block Chance.


    Friends (Falcon *both*, Winter Soldier)
    All champions gain +130 Armor Rating.


    Enemies (M.O.D.O.K.)
    All champions gain +155 Critical Rating.


    Enemies (Baron Zemo, Red Skull)
    All champions gain +155 Critical Rating.





  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Scarlet Witch (Classic) Buff Concept
    This is a Buff Concept that would make Scarlet Witch even MORE powerful.

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

    Character Class: Mystic

    Abilities: Nullify, Precision, Veil of Fortune, Sunder

    Strengths and Weaknesses

    Strengths - Nullify/Neutralize, Critical Hits

    Weaknesses - Nullify Immunity

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

    Always Active
    All Buffs and Debuffs activated from Veil of Fortune have 25% potency and last for 20 seconds. These cannot have their Ability Accuracy modified, cannot have their duration reduced, and have a max stack of 3.

    Critical Hits
    100% chance to Nullify one Buff from the opponent.

    Veil of Fortune - Passive
    When either Scarlet Witch or the opponent land a Critical Hit, Scarlet Witch has a 60% chance to trigger up to 8 Buffs on herself or up to 8 Debuffs on the opponent with the above potency and duration.
    Buffs include: Fury, Armor Up, Cruelty, Power Gain, Pierce, Aptitude, Intensify, and Energize.
    Debuffs include: Poison, Rupture, Tranquilize, Armor Break, Neutralize, Disorient, Energy Vulnerability, and Fragility.

    Special Attacks
    On activation, gain a Precision Passive, increasing Critical Rating by 9000 per level of Special Attack used for 15 seconds.

    Special Attack 1
    On activation, refresh all Buffs and Debuffs gained from Veil of Fortune and then pause them for 8 seconds.

    Special Attack 2
    This attack gains +4004 Attack Rating for each personal Buff on Scarlet Witch and personal Debuff on the opponent.

    Special Attack 3
    At the end of this attack, inflict a non-stacking Sunder Passive, setting the opponent’s Critical Resistance to 0 for 60 seconds.

    Signature Ability - Enhanced Chaos Magic
    Passive
    All Buffs and Debuffs gained from Veil of Fortune last 60% longer.
    Additionally, Veil of Fortune has a small chance to trigger all Buffs and Debuffs with the same potency and duration.

    Recommended Masteries
    Inequity/Despair
    Mystic Dispersion

    Recommended Relic
    Scarlet Witch (Classic)

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

    Incoming Synergy Changes

    Chaos Rising
    With Scarlet Witch (Sigil)
    Scarlet Witch (Classic) (Old Effect): Increase Buff Duration by 20% and reduce Debuff Duration 20%.
    Scarlet Witch (Classic) (New Effect): Veil of Fortune Buff and Debuff Pause duration is increased by 12 seconds.

    Spiritual Parents
    With Wiccan
    Scarlet Witch (Classic) (Old Effect): Critical Damage Rating is increased by 750 while launching Special Attack 1 or 2.
    Scarlet Witch (Classic) (Old Effect): Special Attack 2 gains +200 Critical Damage Rating for every Buff and Debuff from Veil of Fortune.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    edited October 2023
    Black Widow (Classic) Buff Concept
    This is something that could make Black Widow the Defensive Ability Accuracy Reduction hunter, along with some strong Critical hits and a long-lasting Passive Stun.

    About Black Widow
    There’s no escaping the sting of the world’s greatest spy when she has you in her sights. A skilled fighter, possessing astounding agility and a way with weapons, she is often shrouded in mystery. But there’s no mystery as to who you want on your team when things start heating up – Natasha Romanova – The Black Widow!

    Character Class: Skill

    Abilities: Precision, Cruelty, Sabotage, Fury, Widow’s Bite, Evade, Stun, Sunder

    Strengths and Weaknesses

    Strengths - Defensive Ability Hunter, Critical Hits

    Weaknesses - Power Control, Anti-Evade

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

    Always Active
    Black Widow’s attacks ignore Ability Accuracy Reduction Immunities from non-Mutant Champions. Each time an opponent’s Defensive Ability fails to trigger due to chance, gain an indefinite Cruelty Passive, increasing Critical Damage Rating by 118.42. Max: 25.

    When Attacked
    Black Widow has a 7% chance to Evade incoming attacks. This Evade does not trigger during a Well-Timed Block.

    Widow’s Bite - Max: 10
    Unless otherwise stated, all stacks of Widow’s Bite are Passive and last indefinitely.
    When Black Widow lands a Critical Hit, gain one stack of Widow’s Bite. When fighting Science Champions, gain two stacks of Widow’s Bite instead.
    Each stack of Widow’s Bite grants the following abilities:
    +4% Evade Ability Accuracy
    +750 Block and Armor Penetration.
    +30% Passive Precision duration.

    Heavy Attacks
    Each hit inflicts a Physical Vulnerability Passive, reducing Physical Resistance by 750 for 20 seconds.

    Special Attacks
    On activation, gain a Precision Passive, increasing Critical Rating by 2250 per level of Special Attack used for 10 seconds.

    Special Attack 1
    The final hit inflicts a Sunder Passive, setting the opponent’s Critical Resistance to 0 for 30 seconds. This Sunder Passive has +10% duration for each stack of Widow’s Bite.

    Special Attack 2
    On activation, gain a non-stacking Fury Passive, increasing Attack Rating by +8084 for 70 seconds. This Fury Passive gains +40% potency for each stack of Widow’s Bite.
    All hits inflict a Sabotage Debuff, reducing the opponent’s Defensive Ability Accuracy by 50% for 20 seconds and dealing 17244 Direct Damage whenever an opponent’s Defensive Ability fails to trigger. Max Stacks: 4. These Sabotage Debuffs gain +30% duration for each stack of Widow’s Bite.

    Special Attack 3
    At the end of this attack, inflict a Stun Passive for 6 seconds. This Stun gains +20% duration for each stack of Widow’s Bite. While this Stun is active, the Direct Damage done when opponent Defensive Abilities fail to trigger are increased by 500%.

    Signature Ability - Subtlety
    All Attacks
    Black Widow strikes her targets with subtle, calculated grace. This allows all of her attacks to reduce the opponent’s Defensive Ability Accuracy by 80%. This Defensive Ability Accuracy Reduction increases to 100% against Science Champions, but decreases to 15% against Mutant Champions.
    Additionally, whenever Black Widow prevents an opponent’s Defensive Ability, pause all personal Debuffs and Passive effects, except Stun, for 6 seconds.

    Recommended Masteries
    Assassin
    Lesser Precision/Precision
    Lesser Cruelty/Cruelty

    Synergy Bonuses

    Agents of S.H.I.E.L.D. - Unique Synergy
    With Nick Fury, Quake
    Black Widow: All attacks have a 5% chance per stack of Widow’s Bite to remove one Rock Stack or Rock Shield.
    Nick Fury: Fury’s Fury Buffs gain +100% potency and duration.
    Quake: Charging a Heavy Attack has a 50% chance to add an additional point to the Aftershock Scale.

    Avengers Assemble! - Unique Synergy
    With Iron Man, Hulk, Captain America, Hawkeye, Thor
    Black Widow: All personal Precision Passives gain +100% potency.
    Iron Man: Special Attack 3 grants Iron Man an indefinite Aptitude Passive, increasing the potency of all Fury, Armor, and Precision Buffs by 600%. While this is active, when striking or when struck by Basic Attacks, Reactor Charges are not consumed.
    Hulk: While GAMMA RAGE is active, take 60% less damage from all enemy attacks and the Recoil Mastery.
    Captain America: All personal Fatigue Debuffs gain +50% duration.
    Hawkeye: If Hawkeye gets a Perfect result in the Special 3 Mini Game, he gains 3 Dialed In Passives and triggers his Special Attack 1 and 2 Perfect Release Debuffs with 100% increased potency.
    Thor: Armor Break Debuff duration is increased by 500%.

    Avengers
    With Hulk, Hulkbuster
    All Champions gain a +25% chance to Stun with each Special Attack.
    Friends
    With Captain Marvel, Ms. Marvel
    All Champions gain +130 Armor Rating
    Romance
    With Hawkeye
    All Champions gain +5% Power Gain
    Romance
    With Winter Soldier
    All Champions gain +5% Power Gain

    Lullaby
    With Hulk (Ragnarok)
    Black Widow (Old Effect): Evade chance increases by 100%.
    Black Widow (New Effect): Start the fight with 3 stacks of Widow’s Bite.

    Spider’s Bite
    With Black Widow (Claire Voyant)
    Black Widow (Old Effect): Activating a Special Attack grants a Fury Buff increasing Attack Rating by 20% for 6 seconds.
    Black Widow (New Effect): Passive Cruelty potency is increased by 60% for each stack of Widow’s Bite.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Oh yeah, and if Black Widow isn't facing someone who has a defensive ability, the Shang-Chi Synergy is a must-use because for every Critical Hit landed, she gains 2% Critical Damage Rating, and at 100 Critical Hits she gains 200% Critical Damage Rating.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    If you also have her awakened, she can pause her personal Debuffs and Passive effects for up to 6 seconds, but not Stun, though.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    edited October 2023
    Black Panther (Civil War) Rework Concept (I thought this would be something that can make him a solid Defender).

    About Black Panther (Civil War)
    The King of the reclusive but technologically advanced African nation of Wakanda, King T’Challa’s birthright is not only to rule, but to don the mantle of the Black Panther, a powerful warrior and symbol to his people. T’Challa will aggressively defend his country and citizens against any threat, no matter how menacing.

    Character Class: Skill

    Abilities: Bleed, Armor Up, Sunder, Vicious, Precision, Fury, Stun

    Strengths and Weaknesses

    Strengths - Battlegrounds/Alliance War Defense, Bleed

    Weaknesses - Stun Immunity, True Damage

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

    Always Active
    Enhanced Vibranium Armor provides full immunity to all Bleed, Poison, Armor Break, Armor Shattered, Nullify, Stagger, and Fate Seal effects.
    Black Panther gains +2% Combat Power Rate for each personal Armor Up effect on him. Max: 60%.
    Black Panther cannot trigger his personal Armor Up Buffs while he’s at the maximum stack limit.

    When Blocking or when Attacked
    60% chance to gain an Armor Up Buff, increasing Armor Rating by 300 for 25 seconds. Max: 30.
    Each time Black Panther gains an Armor Up effect, he has a 10% chance to gain a Destructive Feedback Passive, allowing him to store all damage taken by the opponent for 20 seconds. On Black Panther’s next hit, all stored damage is dealt to the opponent. When Destructive Feedback expires, it goes on cooldown for 12 seconds. As a Defender, this cooldown is reduced to 6 seconds.

    When performing a Well-Timed Block
    Black Panther gains a Fury Passive equal to the number of personal Armor Up effects he has, each increasing Attack Rating by +419.6 for 25 seconds. Max: 60.
    Refresh the duration of all personal Armor Up Buffs.

    Heavy Attacks
    The second hit grants Black Panther a Vicious Passive, increasing the potency of all Damaging Debuffs by 50% for 2 seconds for each personal Armor Up effect on Black Panther. Max: 60 seconds.

    When Stunned
    Black Panther’s Vibranium Armor consumes one personal Armor Up effect to reflect any of the opponent’s Stun effects, inflicting a Stun Debuff on them for 3 seconds. This Ability does not trigger against Mutant Champions.

    Critical Hits
    100% chance to inflict a Bleed Debuff, dealing 200% of Black Panther’s Armor Rating as Direct Damage over 4 seconds. If this Bleed Debuff fails to apply due to an immunity, instead inflict a Physical Vulnerability Debuff, reducing Physical Resistance by 750 for 30 seconds.

    Special Attack 1
    On activation, gain a Precision Passive, increasing Critical Rating by 1159.09 for 30 seconds. This Precision Passive gains +10% potency for each personal Armor Up effect on Black Panther. Max: 300%.
    Both hits inflict a Torment Debuff, extending the duration of all Damaging Debuffs by 8 seconds for 20 seconds. Max: 2. These Torment Debuffs last 10% longer for each personal Armor Up effect on Black Panther. Max: 300%.

    Special Attack 2
    On activation, refresh all personal Fury Passives and then pause them for 15 seconds.
    This attack gains +93.75 Critical Damage Rating for each personal Armor Up effect on Black Panther.
    Instead of his regular Bleeds, this attack inflicts Critical Bleeds, multiplying the Bleed’s potency by Black Panther’s Critical Damage Multiplier.

    Special Attack 3
    Inflict the opponent with a Sunder Passive, setting Critical Resistance to 0 for 70 seconds.
    At the end of this attack, convert all personal Armor Up Buffs into indefinite, non-consumable Armor Up Passives with double the original potency. These Armor Up Passives count as Armor Up Buffs for Black Panther’s personal abilities.

    Signature Ability - Panther Habit
    Passive
    Black Panther starts the fight with his personal Destructive Feedback Passive. Additionally, when Black Panther is struck by a Heavy Attack, his Vibranium Armor consumes one personal Armor Up effect to gain an Unstoppable Passive for 3 seconds. Cooldown: 25 seconds.

    Recommended Masteries
    Deep Wounds
    Parry
    Double Edge/Liquid Courage

    Recommended Relic
    Black Panther

    Synergy Bonuses

    Heroes of Wakanda - Unique Synergy
    With Black Panther, Jabari Panther, Shuri
    Black Panther (Civil War): Well-Timed Blocks also refresh all personal Precision Passives.
    Black Panther, Jabari Panther: When a personal Bleed Debuff fails to apply due to an immunity, instead inflict a Physical Vulnerability Debuff, reducing Physical Resistance by 5% for 30 seconds.
    Shuri: When the opponent is Shock Immune, Shuri inflicts Incinerate Debuffs and Critical Incinerate Passives, which count as Shocks for Shuri’s personal abilities.

    Villains of Wakanda - Unique Synergy
    With Killmonger, Attuma
    Black Panther (Civil War): All personal Armor Up Buffs last 20% longer.
    Killmonger: Gain +400% Regeneration Rate and Killmonger’s Fearless Synergy gains a flat 65% chance to Purify Debuffs.
    Attuma: Hydration stacks last 400% longer.

    Friends
    With Vision (Age of Ultron), Black Widow, Shuri, Black Panther, Jabari Panther
    All Champions gain +130 Armor rating
    Nemesis
    With Winter Soldier, Killmonger, Attuma
    All Champions gain +6% Attack
    Rivals
    With Ant-Man
    All Champions gain +115 Critical Damage Rating
    Skill Domination
    With Hawkeye, Black Panther
    Skill Champions deal +25% Bleed Damage

    Incoming Synergy Changes

    Wakanda Leadership
    With Killmonger
    Black Panther (Civil War) (Old Effect): Well-Timed Blocks provides a +30% Fury Buff for 15 seconds.
    Black Panther (Civil War) (New Effect): The Passive Fury Pause timer is increased by 5 seconds.

    Tribal Warfare
    Jabari Panther
    Black Panther (Civil War) (Old Effect): Critical Hits have an 80% chance to inflict a Bleed Debuff, dealing 50% of their Attack in Damage over 4 seconds.
    Black Panther (Civil War) (New Effect): When inflicting a Bleed Debuff, there is a 60% chance to inflict another.

    Feline Possession
    With Tigra
    Black Panther (Civil War) (Old Effect): When Attacked while Reflective State is active, Black Panther has a 60% chance to gain an Armor Up Buff, increasing Armor Rating by 280 for 7.5 seconds.
    Black Panther (Civil War) (New Effect): Torment Debuffs also increase the duration of all Physical Vulnerability Debuffs by 50%.

    Engineering Experts
    With Hulkbuster
    Black Panther (Civil War) (Old Effect): +40% Armor Up Ability Accuracy and potency.
    Black Panther (Civil War) (New Effect): Personal Armor Up Buffs gain a flat 40% chance to trigger.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Electro Rework Concept (I thought this would be a good idea for Electro to have one).

    About Electro
    Max Dillon was just an electrical engineer doing his job. But a lightning strike jolted him into the menacing Super Villain known as Electro! With the ability to command up to a million volts electricity, deliver lethal shocks, or shoot lightning, he has become an infamous criminal, and adversary to Spider-Man.

    Character Class: Science

    Abilities: Shock Resistance, Stun, Fury, Energy Vulnerability

    Strengths and Weaknesses

    Strengths - Battlegrounds/Alliance War Defense, Shock Resistance

    Weaknesses - Skill Champions, Shock/Stun Immunity, Non-Contact Attacks

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

    Always Active
    Electro has +100% Shock Resistance. For every Shock effect on him, he gains +3608.4 Attack Rating and +397.06 Critical Rating.
    The opponent’s Shock effects gain +200% Ability Accuracy and duration.

    When Attacked
    Whenever the opponent makes contact with Electro, they are inflicted with an instant Shock, dealing 50% of the damage they dealt as Energy Damage. This deals 100% more damage against Mystic Champions, but deals 100% less damage against Skill Champions. This ability does not trigger if the hit landed was a non-contact Attack.

    Self-Inflicted Shocks - Max: 10
    Every 10th Basic Attack landed by either Champion inflicts Electro with an indefinite Shock Passive, dealing 0 damage.
    Each Shock on Electro grants +750 Energy Resistance.
    While Electro is Shocked, each time he Blocks a hit, the opponent is inflicted with an Energy Vulnerability Passive, reducing Energy Resistance by 2250 for 20 seconds. Max: 4.

    Special Attacks
    The final hit has a 100% chance to inflict a Stun Debuff for 2 seconds per level of Special Attack used.

    Special Attack 1
    On activation, gain a Cruelty Passive, increasing Critical Damage Rating by +1840.91 per Self-Inflicted Passive Shock on Electro for 20 seconds.

    Special Attack 2
    On activation, gain a non-stacking Fury Passive, increasing Attack Rating by +8084 per Self-Inflicted Passive Shock on Electro for 20 seconds.
    This attack is a Guaranteed Critical Hit.

    Special Attack 3
    At the end of this attack, refresh all personal Energy Vulnerability Passives and pause them for the remainder of the fight.

    Signature Ability - Electrostatic
    Passive
    Self-Inflicted Passive Shock stack limit is increased to 12 and Electro inflicts himself with 3 Shocks at the start of the fight.
    Additionally, all Fury, Cruelty, and Energy Vulnerability Passives last 50% longer.

    Recommended Masteries
    Stupefy
    Petrify/Pacify

    Recommended Relic
    Hulk

    Synergy Bonuses
    Enemies
    With Spider-Man (Miles Morales)
    All Champions gain +155 Critical Rating
    Friends
    With Rhino
    All Champions gain +130 Armor Rating
    Nemesis
    With Spider-Man
    All Champions gain +5% Attack
    Teammates
    With Venom
    All Champions gain +5% Perfect Block Chance

    Incoming Synergy Changes

    Culture Shock
    With Spider-Man (Stealth Suit)
    Electro (Old Effect): When one of Electro’s Stun abilities fail to trigger, he inflicts a Shock Debuff instead dealing 40% of Attack over 7 seconds.
    Electro (New Effect): When Electro inflicts a personal Stun effect, he also inflicts a Shock Debuff, dealing 200% of Attack as Energy Damage over 1.5 seconds per Self-Inflicted Passive Shock on Electro.

    Into The Villain Verse
    With Spider-Man (Supreme)
    Electro (Old Effect): When attacking, 20% chance to inflict a Shock Passive on himself and the Opponent, dealing 30% of Attack as Energy Damage over 10 seconds.
    Electro (New Effect): Gain +25% Combat Power Rate per Self-Inflicted Passive Shock on Electro.

    Particle Physics
    With Doctor Octopus
    Electro (Old Effect): Gains 50% additional Power from Critical Hits.
    Electro (New Effect): Self-Inflicted Passive Shocks are not affected by Ability Accuracy Reduction.

    Electric Supercharge
    With Green Goblin
    Electro (Old Effect): While under a Shock Debuff, +30% Attack.
    Electro (New Effect): While Electro is suffering from a Shock effect, he gains +75% Attack Rating.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    So @SonOfArgu16, is this Electro rework concept good enough?
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Classic Vision Rework Concept (I made this because I think it will make him a Power Burn king).

    About Vision
    An advanced robot created by the nefarious Ultron, the Vision’s sophisticated artificial intelligence allows superior thought and strategy in the heat of battle. His resilient body delivers super strength, flight, intangibility, and energy blasts. Fighting on the side of good, the Vision has more than earned his status as the Android Avenger.

    Character Class: Tech

    Abilities: Power Burn, Heal Block, Power Gain, Fury

    Strengths and Weaknesses

    Strengths - Prowess Control, Power Burn, Strong Power Gain, Heal Block

    Weaknesses - Power Burn/Heal Block Immunity, Power Control

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

    Always Active
    Advanced robotics provides full immunity to all Bleed and Poison effects.
    Against Mutant Champions, his Ability Accuracy cannot be modified.

    Basic Attacks
    50% chance to invalidate one Prowess effect from the opponent.

    Special Attacks
    If this attack drains the opponent’s Power across a Power Bar threshold or reduces the opponent’s Power to zero, inflict a Heal Block Debuff for 15 seconds. Against Mutant Champions, instead inflict a Heal Block Passive for 30 seconds.

    Special Attack 1
    On hit, burn up to 50% of the opponent’s max Power, dealing Direct Damage proportionate to the amount lost.

    Special Attack 2
    On activation, gain a non-stacking Fury Passive, increasing Attack Rating by +10297.5 for 20 seconds. This Fury Passive gains +200% potency if the opponent is Heal Blocked.
    The Power Burn damage dealt during this attack is increased by 20% for every Prowess effect invalidated by Vision during the fight. Max: 500%.
    On hit, burn up to 100% of the opponent’s max Power, dealing Direct Damage proportionate to the amount lost.

    Special Attack 3
    At the end of this attack, pause all personal Heal Block effects for 15 seconds.
    Increase the chance to invalidate Prowess effects by a flat 25% for the remainder of the fight. This can trigger once per fight.

    Signature Ability - Synthesis
    Passive
    Every 15 seconds, Vision has a 100% chance to gain a Power Gain Buff, generating 75% of a bar of Power over 2 seconds.

    Recommended Masteries and Relics
    Double Edge/Liquid Courage
    Collar Tech
    Vision

    Synergy Bonuses
    Enemies
    With Magneto
    All Champions gain +155 Critical Rating
    Romance
    With Scarlet Witch (Classic)
    All Champions gain +5% Power Gain
    Teammates
    With Iron Man
    All Champions gain +5% Perfect Block Chance

    Incoming Synergy Changes

    I Will Save Her
    With Viv Vision
    Vision (Old Effect): +0.5% Attack Rating for each percent of Viv’s missing Health, unless Viv is Knocked Out. Counts highest Health Viv on team.
    Vision (New Effect): While Viv Vision is alive, Vision’s personal Fury Passives are paused indefinitely.

    Spiritual Parents
    With Wiccan
    Vision (Old Effect): Intercepting the Opponent inflicts a Passive Power Burn, burning 10% of the current Power.
    Vision (New Effect): When invalidating a Prowess effect, there is a 25% chance to invalidate another.

    Till Infinity Do Us Part:
    With Sigil Scarlet Witch
    Vision (Old Effect): Landing a Heavy Attack on an Opponent suffering Heal Block grants a non-stacking Fury, increasing Attack Rating by 1000 for 15 seconds.
    Vision (New Effect): Heavy Attacks refresh all personal Heal Block effects on the opponent.
  • CyclopswasrightCyclopswasright Member Posts: 6
    Posting here my proposal as well because why not:

    Champion: CYCLOPS (NEW XAVIER SCHOOL)

    BIO:
    Long time ago, Collector and Grandmaster, being terrified of Scott’s Summers optic blasts, have placed a curse on him upon entering the Contest, preventing him from using more than a fragment of his true power. But the willpower of this X-Men leader was too strong and after 9 years (better late than ever I guess), his true power has been unleashed. The time has come for Scott to rise above the slums of the meme tier and become a true hero he was always meant to be, and he'll do it without Charles and Apocalypse holding his hand.

    **X-Men The animated series theme starts playing**

    Abiliies: OPTIC BLAST, EXPERTISE, LEADERSHIP

    Always active

    Gain energy faster at lower power levels, Critical hits can be landed trough block, damage from special attacks cannot be reduced by blocking. Optic beams can't damage your brother Havoc (you can still beat him up with your hands and legs tho).

    OPTIC BLAST
    Each time Cyclops lands a critical hit, he gains 1 optic charge (MAX 20). Each Optic charge increases energy damage of Cyclops special attacks. If Cyclops loses his combo streak, remove all optic charges.

    EXPERTISE
    Cyclops uses his tactical skills to adapt his fighting style depending on defenders class:

    SKILL: Debuffs placed by Cyclops cannot be purrified. Each time defender tries to purrify a debuff or reduce it’s duration, Cyclops gains 1 optic charge.

    MUTANT AND SCIENCE: Special attacks have 100% chance to place a Slow debuff on defender for ? seconds.

    TECH AND MYSTIC: Special attacks drain up to ? of defender’s power. If defender’s power is reduced to 0 as a result, place a Heal block + Power lock debuff for ? seconds.

    COSMIC: Critical damage on heavy and medium attacks is increased by ? for each active buff on defender while they’re under the effect of an debuff placed by Cyclops.

    LEADERSHIP
    Gain 1 optic charge at the begining of the match for each X-Men tagged champion in your team, exluding himself. Increase offensive ability accuracy of all X-Men tagged chamions by ? for each X-Man tagged champion in your team, exluding himself.

    SPECIAL ATTACKS
    100% chance to place Armor break debuff, lowering defender’s armor rating by ? for ? seconds. 100% chance to gain precision buff, increasing critical rating by ? for ? seconds

    SPECIAL ATTACK 1 – OPTIC BLAST
    Increased critical damage by 10% for each optic charge gained.

    SPECIAL ATTACK 2 – OPTIC RAGE
    Critical damage is multiplied by the amount of optic charges gained. After the attack, all optic charges are consumed and Cyclops can’t land critical hits for another 120 seconds.

    SPECIAL ATTACK 3 – OPTIC INCINERATION
    Gain 5 optic charges. Damage incresed by 10% for each optic charge gained.

    SIGNARUTE ABILITY: CRITICAL PRECISION
    The duration of Cyclops armor break debuff is increrased by ? seconds (depending on sig lv) once a combo streak of 15 or more is reached. Additionally, when defender is under the effect of Armor break debuff, critical hits ignore defender’s block proficiency and energy resistance.













  • Paupershango_2006Paupershango_2006 Member Posts: 539
    @Cyclopswasright that kind of rework concept is very great!
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    edited October 2023
    But how is this for a buff concept?

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

    Character Class: Cosmic

    Abilities: Armor Break, Fury, Stun, Shock, Aptitude, Energy Vulnerability, True Damage, God of Thunder

    Strengths and Weaknesses

    Strengths - Strong Immunities, Buffs, Armor/True Damage, Shock

    Weaknesses - Purify, Debuff Immunity

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

    Always Active
    Thor’s super-Asgardian strength provides him full immunity to all Poison, Shock, Nullify, Fate Seal, Stagger, Power Drain, Power Burn, Power Steal, Power Lock, Special Lock, and Ability Accuracy Reduction effects.
    Thor gains +20% Perfect Block Chance while the opponent is suffering from an Armor Break Debuff.
    Gain +397.06 Critical Rating for each Armor Break Debuff on the opponent and Buff on Thor.

    Personal Armor Break Debuffs - Max: 20
    Unless otherwise stated, Thor’s personal Armor Break Debuffs reduce Armor Rating by 250 and last for 25 seconds.

    Light and Medium Attacks
    25% chance to inflict an Armor Break Debuff. This chance is increased by a flat 50% if the opponent is Stunned.

    Critical Hits
    100% chance to gain a Fury Buff, increasing Attack Rating by +8084 for 8 seconds. Max: 10. If a Critical Hit is landed on a Heavy Attack, gain an indefinite Fury Buff instead.

    Heavy Attacks
    On Heavy Charge, if the opponent is within striking distance and suffering from any of Thor’s Armor Break Debuffs, inflict a Stun Debuff for 1.5 seconds.
    On hit, refresh all personal Armor Break Debuffs on the opponent.
    While the opponent is Stunned, this attack is a Guaranteed Critical Hit.

    Asgardian Charges - Max: 200
    When Thor strikes the opponent with his hammer, gain one Asgardian Charge.
    When Thor inflicts an Armor Break Debuff, gain two Asgardian Charges.
    When Thor gains a Fury Buff, gain three Asgardian Charges.
    All Asgardian Charges gained from any of these abilities are doubled when fighting against a Tech Champion.

    God of Thunder - Passive
    When Thor reaches 200 Asgardian Charges, he enters God of Thunder Mode for 40 seconds.
    When God of Thunder is active, gain the following abilities:
    While Thor is close to the opponent, inflict a Shock Debuff every 2 seconds, dealing Energy Damage equal to 400% of Thor’s Fury Buff potency over 15 seconds.
    Personal Armor Break Debuffs on the opponent are paused.
    Gain an indefinite True Damage Buff, allowing attacks to ignore all Armor and Resistances.

    Special Attacks
    The final hit inflicts a Stun Debuff for 2 seconds per level of Special Attack used.

    Special Attack 1
    On activation, gain an Aptitude Buff, increasing the potency of all Fury, Armor, and Precision Buffs by 200% for 30 seconds.
    God of Thunder: Gain an additional Aptitude Buff.

    Special Attack 2
    Each hit inflicts an instant Shock for each personal Armor Break Debuff on the opponent, dealing 6237 Energy Damage. If this instant Shock fails to apply due to an immunity, instead deal a burst of Energy Damage equal to 600% of Thor’s Armor Break Debuff potency.
    God of Thunder: The second hit refreshes all personal Shock Debuffs and pauses them for 15 seconds.

    Special Attack 3
    At the end of this attack, inflict a non-stacking Energy Vulnerability Passive, reducing the opponent’s Energy Resistance by 2250 for 60 seconds.
    God of Thunder: This Energy Vulnerability Passive gains +300% increased potency.

    Signature Ability - The Master Asgardian
    Passive
    Personal Shock Debuffs are now inflicted every 0.5 seconds while God of Thunder is active.
    While Thor has an active Fury Buff, his attacks cannot Glance and the opponent suffers -100% Armor Up effect Ability Accuracy.
    When the opponent is immune to one of Thor’s personal Armor Break or Shock Debuffs, instead inflict Physical Vulnerability and Degeneration Debuffs with the same potencies and durations, but count as Armor Break and Shock Debuffs for Thor’s personal abilities.

    Recommended Masteries and Relics
    Double Edge/Liquid Courage
    Extended/Enhanced Fury
    Thor

    Synergy Bonuses

    Asgardian Family - Unique Synergy (4-Star or higher)
    With Heimdall, Odin, Valkyrie, Loki, Hela
    Thor: While the opponent is suffering from an Armor Break Debuff, Thor cannot Miss or be Evaded.
    Heimdall, Odin: Gain +100% Attack Rating for each Buff that is active.
    Valkyrie: Special 2 Passive Fury duration is doubled.
    Loki: Stolen Buffs last 300% longer.
    Hela: Heavy Attacks can be charged for an extended duration, and Spirits fall off 200% slower per Fury Buff on Hela. Max: 10.

    Friendly, But Dangerous Rivalry - Unique Synergy (4-Star or higher)
    With Hulk, Hercules
    Thor: While the opponent is suffering from an Armor Break Debuff, their Defensive Ability Accuracy is reduced by 100%.
    Hulk: Personal Fury Passives fall off 700% slower.
    Hercules: Each Feat of Strength above 1 increases Buff duration by an additional 50%.

    The Thunder Gods - Unique Synergy (4-Star or higher)
    With Thor (Jane Foster), Thor (Ragnarok)
    Thor: Personal Shock Debuffs last 5 seconds longer.
    Thor (Jane Foster): Striking a Shocked opponent increases the chance to Stun by a flat 29%.
    Thor (Ragnarok): Inflict Degeneration and Physical Vulnerability Debuffs instead of Shock and Armor Break Debuffs when fighting Science Champions, which count as Shock and Armor Breaks for Thor’s personal abilities.

    Enemies
    With Juggernaut, Loki, Hela, Absorbing Man
    All Champions gain +155 Critical Rating
    Friends
    With Doctor Strange, Valkyrie, Odin, Heimdall
    All Champions gain +130 Armor Rating
    Friends
    With Iron Man, Captain America, Hulk, Black Widow, Hawkeye
    All Champions gain +130 Armor Rating

    Incoming Synergy Changes

    Arm Wrestling Club
    With Hercules
    Thor (Old Effect): Well-Timed Blocks gain 20% Perfect Block Chance while the Opponent is suffering from an Armor Break Debuff.
    Thor (New Effect): While the opponent is suffering from an Armor Break Debuff, Unstoppable opponents react to hits as though they weren’t.

    Bull Targets
    With Stryfe
    Thor (Old Effect): Activating a Special Attack grants +3 Fury Buffs each granting +10% Attack Rating for 6 seconds.
    Thor (New Effect): While the opponent is suffering from an Armor Break Debuff, gain +200% Critical Damage Rating.

    The Worthy
    With Absorbing Man
    Thor (Old Effect): Thor’s Heavy attack inflicts an Armor Break Debuff, reducing Armor by 1800 for 4.5 seconds. Max stacks: 2
    Thor (New Effect): Light and Medium Attacks inflict three Armor Break Debuffs instead of one.

    Asgardian Republic
    With Silver Centurion
    Thor (Old Effect): Landing any Special Attack inflicts a Shock Debuff dealing 40% of Attack over 8 seconds.
    Thor (New Effect): When inflicting a personal Shock Debuff, there is a 25% chance to inflict another.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    edited October 2023
    OG Thor could possibly be a powerful Cosmic Champion if we got this rework.
  • CyclopswasrightCyclopswasright Member Posts: 6

    Champion: CYCLOPS (BLUE TEAM)

    Design change: Remove his diapers.

    Abiliies: OPTIC BLAST, EXPERTISE, LEADERSHIP

    Always active

    Gain energy faster at lower power levels, Critical hits can be landed trough block, damage from special attacks cannot be reduced by blocking. Optic beams dont work on your brother Havoc, but hands and legs sure do.

    ARMOR BREAK
    Cyclops special attacks have 100% chance to place Armor Break debuff on defender for 9 seconds, reducing defenders armor rating by ?. Dashing back and and holding block for 1 second pauses the duration of armor breaks placed by Cyclops for 10 seconds. If Cyclops loses his combo streak or is suffering from a damaging debuff, remove all armor breaks from defender. Cyclops cant land critical hits or place armor breaks while suffering form a damaging debuff.

    EXPERTISE

    Cyclops uses his tactical skills to adapt his fighting style depending on active armor breaks placed by him:

    5+: Debuffs placed by Cyclops cannot be purrified.

    8+ - Special attacks have 100% chance to place Slow debuff on defender for 7 seconds (does not stack).

    12+ - Beam attacks become unblockable and their damage is increased by 100%.

    20+ - Special attacks drain 30% of defenders maximum power.

    30+ - Beam attacks have 100% critical hit chance and their damage is increased by 100%.

    LEADERSHIP
    Increase offensive ability accuracy of all X-Men tagged chamions by ? for each X-Man tagged champion in your team including himself, as long as the average healthpool of all X-Men tagged champions is below 50%, and increase defensive ability accuracy for of all X-Men tagged champions by ? for each X-Men tagged champion in your tram including himself as long as the average healthpool of all X-Men tagged champions is above 50%.

    SPECIAL ATTACKS
    100% chance to place Armor break debuff, lowering defender’s armor rating by ? for ? seconds. 100% chance to gain precision buff, increasing critical rating by ? for ? seconds

    SPECIAL ATTACK 1 – OPTIC BLAST
    Place 3 Armor breaks

    SPECIAL ATTACK 2 – RICOCHET BLAST
    Place 5 armor breaks

    SPECIAL ATTACK 3 – OPTIC INCINERATION
    Place 7 armor breaks. This attack ignores defenders energy resistance.

    SIGNARUTE ABILITY: CRITICAL FOCUS

    Cyclops shrugs off damaging debuffs placed by defender ?% faster as long as defender is inflicted with armor break debuff. Addditionally, duration of Cyclops armor break debuffs is increased by ?% once a combostreak of 20 or more is reached. (?% - depndant on a sig level)
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Wow, just wow. A Cyclops (Blue Team) Rework idea is a good thing to have.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    edited November 2023
    Black Widow Rework Concept (I think this would make her a Defensive Ability Hunter.)

    About Black Widow
    There’s no escaping the sting of the world’s greatest spy when she has you in her sights. A skilled fighter, possessing astounding agility and a way with weapons, she is often shrouded in mystery. But there’s no mystery as to who you want on your team when things start heating up – Natasha Romanova – The Black Widow!

    Character Class: Skill

    Abilities: Precision, Cruelty, Sabotage, Fury, Widow’s Bite, Evade, Stun, Sunder, Grit, Physical Vulnerability, Purify

    Strengths and Weaknesses

    Strengths - Defensive Ability Hunter, Critical Hits

    Weaknesses - Power Control, Anti-Evade

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

    Always Active
    Black Widow’s attacks ignore Ability Accuracy Reduction Immunities from non-Mutant Champions.

    When Attacked
    Black Widow has a 7% chance to Evade incoming attacks. This Evade does not trigger during a Well-Timed Block.

    Widow’s Bite - Max: 20
    Unless otherwise stated, all stacks of Widow’s Bite are Passive and last indefinitely up to 10. Any additional stacks last for 15 seconds.
    When Black Widow lands a Critical Hit or prevents an opponent’s Defensive Ability, gain one stack of Widow’s Bite.
    When Black Widow Purifies a Debuff, gain two stacks of Widow’s Bite.
    Each stack of Widow’s Bite grants the following abilities:
    +10% duration to all personal Debuffs and Passive effects, except Stun and Widow's Bite.
    +15% Passive Precision potency.
    +118.42 Critical Damage Rating.

    Heavy Attacks
    All hits grant Black Widow a Pierce Passive of 25% potency for 20 seconds.

    Special Attacks
    On activation, gain a Precision Passive, increasing Critical Rating by 750 per level of Special Attack used for 20 seconds.

    Special Attack 1
    On activation, Purify up to 3 Debuffs on Black Widow. If this attack does not Purify any Debuffs, instead gain a non-consumable Cleanse Passive for 20 seconds.
    The first hit inflicts a non-stacking Physical Vulnerability Passive, reducing the opponent’s Physical Resistance by 9000 for 20 seconds.
    The second hit grants Black Widow a Grit Passive, causing Unstoppable opponents to react to hits as though they weren’t for 20 seconds.
    The final hit inflicts a Sunder Passive, setting the opponent’s Critical Resistance to 0 for 20 seconds.

    Special Attack 2
    On activation, gain a non-stacking Fury Passive, increasing Attack Rating by +8084 for 20 seconds. This Fury Passive gains +40% potency for each stack of Widow’s Bite.
    All hits inflict a Sabotage Debuff, reducing the opponent’s Defensive Ability Accuracy by 50% for 20 seconds and dealing 17244 Direct Damage whenever an opponent’s Defensive Ability fails to trigger. Max Stacks: 4.

    Special Attack 3
    At the end of this attack, gain a non-stacking Cruelty Passive, increasing Critical Damage Rating by +1321.43 for 20 seconds. This Cruelty Passive gains +20% potency per stack of Widow’s Bite.
    Inflict a Stun Passive for 8 seconds.

    Signature Ability - Subtlety
    All Attacks
    Black Widow strikes her targets with subtle, calculated grace. This allows all of her attacks to reduce the opponent’s Defensive Ability Accuracy by 80%. This Defensive Ability Accuracy Reduction increases to 100% against Science Champions, but decreases to 15% against Mutant Champions.
    Additionally, for each stack of Widow’s Bite, the direct damage done when preventing the opponent’s Defensive Abilities are increased by 25%.

    Recommended Masteries/Relics
    Assassin
    Lesser Precision/Precision
    Lesser Cruelty/Cruelty
    Black Widow

    Synergy Bonuses

    Agents of S.H.I.E.L.D. - Unique Synergy (4-Star or higher)
    With Captain America, Nick Fury, Quake
    Black Widow: All attacks have a 5% chance per stack of Widow’s Bite to remove one Rock Stack or Rock Shield.
    Captain America: While the opponent has an active Fatigue Debuff, Captain America cannot Miss.
    Nick Fury: Fury’s Fury Buffs gain +100% potency and duration.
    Quake: Charging a Heavy Attack has a 50% chance to add an additional point to the Aftershock Scale.

    Avengers Assemble! - Unique Synergy (5-Star or higher)
    With Iron Man, Hulk, Captain America, Hawkeye, Thor
    Black Widow: When preventing an opponent’s Defensive Ability, also refresh all personal Precision Passives.
    Iron Man: Special Attack 3 grants Iron Man an indefinite Aptitude Passive, increasing the potency of all Fury, Armor, and Precision Buffs by 600%. While this is active, when striking or when struck by Basic Attacks, Reactor Charges are not consumed.
    Hulk, Captain America: Gain +200% Combat Power Rate while the opponent is Stunned.
    Hawkeye: If Hawkeye gets a Perfect result in the Special 3 Mini Game, he gains 3 Dialed In Passives and triggers his Special Attack 1 and 2 Perfect Release Debuffs with 100% increased potency.
    Thor: Armor Break Debuff duration is increased by 500%.

    Avengers
    With Hulk, Hulkbuster
    All Champions gain a +25% chance to Stun with each Special Attack.
    Friends
    With Captain Marvel, Ms. Marvel
    All Champions gain +130 Armor Rating
    Romance
    With Hawkeye
    All Champions gain +5% Power Gain
    Romance
    With Winter Soldier
    All Champions gain +5% Power Gain

    Lullaby
    With Hulk (Ragnarok)
    Black Widow (Old Effect): Evade chance increases by 100%.
    Black Widow (New Effect): Start the fight with 3 stacks of Widow’s Bite.

    Spider’s Bite
    With Black Widow (Claire Voyant)
    Black Widow (Old Effect): Activating a Special Attack grants a Fury Buff increasing Attack Rating by 20% for 6 seconds.
    Black Widow (New Effect): All stacks of Widow’s Bite gained are doubled.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    So @SonOfArgu16, @TheDaywalker, @Magrailothos, and @Pikolu, what do you all think of this Black Widow rework concept?
  • Ant_WarriorAnt_Warrior Member Posts: 63
    Visually rework Future Ant Man is at the top of my list.

    I love his in game inclusion yet his execution in game is honestly so poor imo.

    None of his specials are what his ants can do in the comic he's appeared in being Ant-Man 'Ant-Iversary' as they are more passive and building based and not attack ants as they are in game as in the comics they literally only act like ants outside of disassembling/disintegrating objects like a gun.

    Sure you can keep his utility the same as I wouldn't want to disappoint the players who use him but at least update the character to actually feel like the character rather than a false adaptation of him.

    Examples:
    Aura:
    With his aura he acquires change it from blue to yellow.

    Block:
    Change it to a material the ants have built or give him the standard 2 armed block rather than a shield.

    Feet discs:
    Recolour to white perhaps

    Special 1:
    Instead of a sphere shocking the opponent have ants fly about of swarm the opponent before Ant Man uses his floor teleporter to then land a hit against the opponent.

    Special 2:
    Have the ants come in a swarm and disorient the opponent rather than 2 fists and have him fire his raygun weapon he used against Ultron rather than jumping onto his floating discs and shooting that way instead.

    Special 3:
    Have the ants swarm the opponent rather than capture them and have the hits come from Future Ant Man himself rather than a giant fist so rather than 2 cubes attack the opponent we have Ant Man using his portal to teleport himself forward as the ants have the opponent swarmed with Ant Man exiting the portal sending a punch or kick to throw the opponent back with the last hit coming from the ants building some building materials in the air and then dropping them instead of a random fist.

    Win screen:
    Have him stand in the pose he uses in the panel he uses the ray gun in or have him be scanning the floor of the arena.

    As someone who has read the comic and loves that MCOC included him yet again he is a very poor adaptation to what the character actually is in the book and I would VERY much appreciate a change to make him feel like who he is rather than what he is now, of course keeping his buffs, debuffs and utility the same to not upset anyone with the change as I do know people use him and he's a good champ from what I know.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    @Ant_Warrior, Future Ant-Man does not need a rework.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Blade Rework Concept (This would make him a powerful Skill vampire). (For @BeroMan)

    About Blade
    When Eric Brooks’ mother was killed during his birth by a bloodthirsty vampire, the newborn Brooks’ blood was infused with vampiric enzymes.This event turned him into a Dhampir, a hybrid human/vampire, possessing the powers of a vampire like immortality, but none of their weaknesses. Eventually becoming known as Blade, he has the ability to sense supernatural phenomenon, enabling him to identify Dimensional Beings and quickly react to incoming threats, making him effective at hunting the most powerful beings in the Battlerealm.

    Character Class: Skill

    Abilities: Bleed, Danger Sense, Power Gain, Vicious, Stun, Precision, Physical Vulnerability, Sunder

    Strengths and Weaknesses

    Strengths - #Dimensional Being Champions, #Villain Champions, Mystic Champions

    Weaknesses - Heal Block, Power Control

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

    Always Active
    Blade’s immune system is able to attack alien substances, granting him up to a 90% chance based on how much Power he has to Purify all non-Damaging debuffs.
    Blade benefits from Rank 5 of the Deep Wounds Mastery, even if it is not active. For each Rank that is active, personal Bleed effects last an additional 2.5 seconds longer.
    Blade bypasses the opponent’s immunities to Ability Accuracy Reduction, except against Mutants.

    Failed Bleed Effects
    Each time a Bleed effect fails to apply due to an immunity, instead inflict a Physical Vulnerability Debuff that reduces Physical Resistance by 250 for 20 seconds.

    Danger Sense - Passive
    When fighting against #Dimensional Being Champions, Blade activates Danger Sense. Danger Sense grants the following abilities:
    +8084 Attack Rating.
    The opponent’s Ability Accuracy is reduced by 50%.

    When Close To The Opponent
    For every stack of Bleed and Physical Vulnerability on the opponent, Blade generates 7% of a bar of Power per second. Max: 70%.

    Heavy Attacks
    The final hit grants a non-stacking Vicious Passive, increasing the potency of all Damaging Debuffs by 50% for 15 seconds.
    Danger Sense: This Vicious Passive gains +100% potency and duration.

    Well-Timed Blocks
    100% chance to inflict a Bleed Debuff, dealing 3448.8 Direct Damage over 2 seconds.
    Danger Sense: This Bleed Debuff lasts for 6 seconds instead.

    Special Attack 1
    Each hit inflicts a Bleed Debuff, dealing 7335.25 Direct Damage over 12 seconds.
    Danger Sense: Each hit inflicts three Bleed Debuffs instead of one.

    Special Attack 2
    During this Special Attack, gain a Precision Passive, causing all attacks to be Guaranteed Critical Hits.
    On Critical Hits, inflict a Bleed Debuff, dealing 17244 Direct Damage over 3 seconds. Each time Blade inflicts a Bleed or Physical Vulnerability effect during this attack, he instantly gains 25% of a bar of Power.
    Danger Sense: Instead of his regular Bleeds, this attack inflicts Critical Bleeds, multiplying the Bleed’s potency by Blade’s Critical Damage Multiplier.
    If the opponent is Bleeding or suffering from a Physical Vulnerability effect, this attack is Passively Unblockable.

    Special Attack 3
    At the end of this attack, inflict 3 Bleed Debuffs, each dealing 24876.5 Direct Damage over 14 seconds.
    70% chance to inflict a Stun Debuff for 3 seconds.
    Danger Sense: Refresh all personal Bleed and Physical Vulnerability effects and pause them for 8 seconds.

    Signature Ability - The Vampiric Daywalker
    Passive
    Each time Blade inflicts a Bleed or Physical Vulnerability Debuff, it has a 50% chance to be replaced with an identical Passive with 20% increased potency. This chance is doubled against Science Champions.
    Additionally, when dashing Backwards and holding Block for 1.5 seconds grants Blade a Regeneration Passive, healing up to 90% of missing Health over 5 seconds. Cooldown: 25 seconds.

    Recommended Masteries/Relics
    Deep Wounds
    Recovery
    Glass Cannon
    Black Panther

    Synergy Bonuses

    The Master Vampires
    With Morbius
    Blade: Danger Sense expands to all non-#Hero Champions.
    Morbius: Special Attack 2 refreshes all personal Damaging Debuffs instead of consuming them.

    Spirit of Justice (With Ghost Rider, Cosmic Ghost Rider, Kushala)
    Blade: Danger Sense also activates against #Villain Champions.
    Ghost Rider: When triggering a Secondary effect, it has a 100% chance to trigger twice.
    Cosmic Ghost Rider: Each hit of Special Attack 2 inflicts an additional Armor Break Debuff for each Judgment on the opponent.
    Kushala: The chance to inflict an Ignition Buff on a Light Attack is increased by an additional flat 40%, and their max stack limit is increased to 20.

    Demon Hunter (With Mephisto, Dormammu, Morningstar, Purgatory)
    Blade: Danger Sense also activates against Mystic Champions.
    Mephisto, Dormammu: At the start of each fight, the opponent suffers an indefinite Energy Vulnerability Passive, reducing Energy Resistance by 100%.
    Morningstar: Light and Medium Attacks have a 20% chance per Captured Soul to place an indefinite Placebo Buff on the opponent. Max: 20.
    Purgatory: The final hit of Special Attack 2 inflicts an additional Degeneration Debuff for each Cross-Fight Class Soul.

    Heightened Senses (Spider-Man (Stark Enhanced), Silk)
    Blade: Danger Sense Bonuses gain +100% increased potency.
    Spider-Man (Stark Enhanced): Gain 3 Poise Charges at the start of the fight.
    Silk: While the opponent is suffering from a Sunder Debuff, the opponent is 200% more likely to activate a Special Attack. Additionally, when the opponent activates a Special Attack, refresh all of Silk’s active personal effects instead of removing them, and are paused for 15 seconds. While this Pause is active, knocking down the opponent does not remove Silk’s active personal effects.

    Incoming Synergy Changes

    The Hunter and the Hunted
    With Morbius
    Blade (Old Effect): Damaging Debuffs on the Opponent lower Ability Power Rate by 5%. Max 10 Debuffs.
    Blade (New Effect): Danger Sense also reduces the opponent’s Ability Power Rate by 100%, and increases Blade’s Ability Power Rate by the same amount.
  • Ant_WarriorAnt_Warrior Member Posts: 63

    @Ant_Warrior, Future Ant-Man does not need a rework.

    ...did you read ANY of what I said?

    I literally have the comic he came from and his ass is not accurate to the source material at all. I literally said "keep his use the same to not upset those who already have him" but do some touch ups with animations and colours to make it accurate to the character itself.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    edited November 2023
    Stark Spider-Man Rework Idea (I think this will make him more fun to play with.)

    About Spider-Man (Stark Enhanced)
    Most kids Peter Parker’s age rush home after school to play video games or do homework, but not New York’s friendly neighborhood Spider-Man. Donning his new suit with high-tech web shooters and some awesome upgrades courtesy of Tony Stark, Peter protects his home of Queens. But a new threat has risen from the ashes caused by the Battle of New York, and Parker must look beyond his own desires and understand the true meaning of great responsibility.

    Character Class: Tech

    Abilities: Taunt, Ensnare, Shock, Evade, Power Drain, Vicious, Torment, Stun, Degeneration

    Strengths and Weaknesses

    Strengths - Evade, Stun, Taunt

    Weaknesses - Anti-Evade, Cosmic Champions, Taunt Immunity

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

    Always Active
    Spider-Man is immune to all Ability Accuracy Reduction effects from Mutant Champions.
    Unless otherwise stated, Spider-Man’s Poise Charges are Passive, last indefinitely, and have a max stack of 20.

    Smack-Talk
    Each time Spider-Man Evades an attack or uses the Dexterity Mastery, he gains a charge of Poise. Cooldown: 0.5 seconds.
    Each charge of Poise grants +2263.8 Attack Rating.
    If Spider-Man lands 5 uninterrupted attacks, he consumes 1 Poise Charge to inflict a Taunt Debuff for 6 seconds. This Taunt Debuff lasts 4 seconds longer if the opponent is a Mutant or a #Villain.
    Dodging back and allowing Spider-Man to idle for 1 second allows him to smack-talk the opponent, refreshing an active Taunt Debuff.

    Stark Tech A.I. - Passive
    Against Special Attacks, the Stark Tech A.I. warns Spider-Man of incoming danger, increasing his Evade chance by a flat 90%.
    If Spider-Man is struck by a Heavy Attack or a Cosmic Champion, the Stark Tech A.I. is disabled for 15 seconds.

    When Attacked
    Spider-Man’s burgeoning Spider-Sense grants him a Passive 3% chance to Evade an incoming attack. This Evade does not trigger during a Well-Timed Block.

    All Attacks
    If the Stark Tech A.I. is active, gain a 25% chance to Invalidate one Prowess effect from the opponent. Invalidating a Prowess this way grants two Poise Charges. Cooldown: 5 seconds.

    Heavy Attacks
    This attack is an EMP Webshot, draining 50% of the opponent’s max Power. Cooldown: 12 seconds. If this attack drains the opponent’s Power across a Power Bar threshold, inflict a Torment Passive, extending the duration of all Damaging Debuffs by 8 seconds for 30 seconds.

    Special Attack 1
    The second hit has a 50% chance to inflict a Stun Debuff for 2 seconds. This chance is increased to 100% if the Stark Tech A.I. is active.
    When this Stun Debuff expires, inflict a non-stacking Intimidate Debuff for 10 seconds. Cooldown: 3 seconds.

    Special Attack 2
    On activation, Spider-Man gains a non-stacking Vicious Passive, increasing the potency of all Damaging Debuffs by 20% per Poise Charge for 15 seconds.
    The final three hits are Electric Webshots, each having an 80% chance to inflict a Shock Debuff, dealing 17244 Energy Damage over 7 seconds. Against #Robot Champions, instead inflict a Degeneration Debuff that deals double damage.
    If the Stark Tech A.I. is active, this attack is Passively Unblockable.

    Special Attack 3
    Gain Poise charges up to their max.
    At the end of this attack, inflict an Ensnare Passive for 40 seconds. Ensnared Champions suffer -30% Ability Accuracy and cannot trigger Evade effects. While this Ensnare Passive is active, Spider-Man cannot Miss and his Poise Charges are not consumed when inflicting Taunt.

    Signature Ability - Hero’s Mantra
    Passive
    Great Power (While at or above 50% Health) - Spider-Man’s personal Taunt Debuffs last 5 seconds longer and each charge of Poise grants him an additional 1211.53 Critical Rating.
    Great Responsibility (While at or below 50% Health) - Spider-Man’s chance to Evade an attack increases by a flat 7% and each charge of Poise grants him an additional 2746.56 Block Proficiency.
    When fighting against Mutant Champions, Spider-Man gains all of these bonuses regardless of his Health threshold, and his Ensnare Passive reduces the opponent’s Ability Accuracy by a flat 70%.

    Recommended Masteries/Relics
    Dexterity
    Hulkbuster

    Synergy Bonuses
    Knowledge Share – Unique
    With Iron Man, Hulkbuster, Infamous Iron Man
    Spider-Man (Stark Enhanced): A.I. Reboots 50% faster.
    Hulkbuster: +30% Special Damage.
    Iron Man (Classic): Each hit of Special Attack 1 inflicts an additional Armor Break Debuff for each Armor Up Buff above 12.
    Infamous Iron Man: Gain immunity to all Armor Break and Armor Shattered effects from non-Cosmic Champions.

    Avengers Tryout
    With Vulture, Shocker
    Spider-Man (Stark Enhanced): Special Attack 2 gains a flat 20% Ability Accuracy while the Stark Tech A.I. is active.
    Vulture: Incinerate effects deal +200% more damage.
    Shocker: The second hit of Shocker’s Heavy Attack inflicts an instant Shock, dealing Energy Damage equal to 600% of the Damage dealt.

    Contest Noobs – Unique
    Ms. Marvel (Kamala Khan), Spider-Man (Miles Morales), Viv Vision
    Spider-Man (Stark Enhanced): All Intimidate, Taunt, Shock, Stun, Torment, Degeneration, and Ensnare effects last 100% longer.
    Ms. Marvel (Kamala Khan): Fury Buffs gain +30% Potency.
    Spider-Man (Miles Morales): Personal Debuffs gain +20% Potency.
    Viv Vision: Personal Armor Up Buffs restore themselves 6 seconds faster.

    Incoming Synergy Changes

    Into the Spider-Verse
    With Spider-Man (Supreme)
    Spider-Man (Stark Enhanced) (Old Effect): Reduces the EMP Webshot cooldown by 7.5 seconds.
    Spider-Man (Stark Enhanced) (New Effect): The EMP Webshot cooldown timer is halved.

    I Just Want To Go Home
    With Sandman
    Spider-Man (Stark Enhanced) (Old Effect): Increases the EMP Webshot’s Power Drain potency by 15%.
    Spider-Man (Stark Enhanced) (New Effect): The EMP Webshot drains 100% of the opponent’s max Power instead of 50%.

    A.I. Enthusiasts
    With Spider-Man 2099
    Spider-Man (Stark Enhanced) (Old Effect): On a Well-Timed Block 33% chance to gain a Bulwark Passive, granting 700 Block Proficiency for 10 seconds.
    Spider-Man (Stark Enhanced) (New Effect): When fighting against Shock Immune Champions, trigger his personal Degeneration Debuffs.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    So @SonOfArgu16, is this a good rework idea?
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    If we had this rework, the key to get Stark Spider-Man's maximum damage is to toss an SP3 to gain max Poise Charges.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Winter Soldier Rework Concept (I think this one can make him great for Labyrinth, Abyss, and Necropolis).

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

    Character Class: Skill

    Abilities: Ammo Stockpile, Pierce, Bleed, Incinerate, Power Drain, Fury, Precision, Torment, Combo Shield, Sunder

    Strengths and Weaknesses

    Strengths - Strong Damage Over Time, Strong Attack Rating Increase

    Weaknesses - Bleed/Incinerate Immunity

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

    Always Active
    Winter Soldier starts the fight with one type of Ammo loaded into all of his guns. Each time he activates a Special Attack, he automatically switches to the next Ammo type. This also triggers when he dashes backwards and holds Block for 1.5 seconds. Ammo switching is unaffected by Ability Accuracy Reduction.
    Each hit of Winter Soldier’s Special Attacks 1 and 2 trigger the corresponding Ammo effect.

    Ammo Effects
    Armor Piercing - Winter Soldier gains a Pierce Passive of 750 potency for 20 seconds.
    Incendiary - Inflict the opponent with an Incinerate Debuff, dealing 17244 Energy Damage over 8 seconds.
    Hollow Point - Any Bleed Debuffs inflicted last 100% longer.

    Critical Hits
    15% chance to drain 25% of the opponent’s max Power. If this ability drains the opponent’s Power across a Power Bar threshold, gain an indefinite Vicious Passive, increasing the potency of all Damaging Debuffs by 20%. Max: 20.

    Fight Start
    Winter Soldier gains an indefinite Combo Shield Passive, preventing his Combo Meter from resetting when Struck.

    Heavy Attacks
    Each hit inflicts an Energy Vulnerability Passive, reducing the opponent’s Energy Resistance by 2250. Max: 4.

    Special Attacks
    Each hit inflicts a Bleed Debuff, dealing 2352.35 Direct Damage per level of Special Attack used over 4 seconds.

    Special Attack 1
    All hits grant Winter Soldier an indefinite Precision Passive, increasing Critical Rating by 2250. Max: 4. For each stack of these Precisions, the Power Drain chance and potency on Critical Hits are increased by 25%. Max: 100%.
    All hits place an indefinite Torment Passive on the opponent, extending the duration of all Damaging Debuffs by 3 seconds. Max: 4.

    Special Attack 2
    Any Bleed and Incinerate Debuffs inflicted during this Special Attack are doubled.
    On activation, gain a Fury Passive, increasing Attack Rating by +10297.5 for 30 seconds. Gain an additional Fury Passive for every 20 hits in the Combo Meter. Max: 100 Hits.
    This attack gains +790.54 Critical Damage Rating for each indefinite effect on Winter Soldier and the opponent.

    Special Attack 3
    Inflict the opponent with a non-stacking indefinite Sunder Passive, setting their Critical Resistance to 0.
    At the end of this attack, activate all Ammo types for 40 seconds.

    Signature Ability - EMP Upgrade
    Passive
    Each time Winter Soldier lands a Critical Hit, he adds 3 hits to his Combo Meter, plus an additional hit for each personal Precision Passive on him.
    Additionally, Winter Soldier’s Ammo stockpiles are upgraded, granting additional abilities.
    Armor Piercing - Each stack of Pierce ignores 10% of the opponent’s Physical Resistance.
    Incendiary - Incinerates can trigger through the opponent’s Block.
    Hollow Point - Each hit of Special Attack 2 inflicts Critical Bleeds, multiplying the Bleed’s potency by Winter Soldier’s Critical Damage Multiplier.

    Recommended Masteries/Relics
    Deep Wounds
    Lesser Cruelty/Cruelty
    Winter Soldier Relic

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

    Incoming Synergy Changes

    How Much For The Arms?
    With Rocket Raccoon
    Winter Soldier (Old Effect): Activating a Special grants a Precision Buff increasing Critical Rating by 400 for 5 seconds. While it is active, Bucky’s personal abilities gain a flat +10% chance to trigger.
    Winter Soldier (New Effect): Each personal Precision Passive Bucky has reduces the opponent’s Defensive Ability Accuracy by 50%.

    Enhanced Soldiers
    With Killmonger
    Winter Soldier (Old Effect): +5% Attack for each hit of the Combo Meter to maximum of 100 hits.
    Winter Soldier (New Effect): Gain +80% Passive Fury duration for every 20 hits in the Combo Meter. Max: 100 Hits.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    So @SonOfArgu16, is this a great Winter Soldier rework idea?
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Mostly a very spicy rework idea for him to have.
  • ShadowstrikeShadowstrike Member Posts: 3,110 ★★★★★

    Winter Soldier Rework Concept (I think this one can make him great for Labyrinth, Abyss, and Necropolis).

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

    Character Class: Skill

    Abilities: Ammo Stockpile, Pierce, Bleed, Incinerate, Power Drain, Fury, Precision, Torment, Combo Shield, Sunder

    Strengths and Weaknesses

    Strengths - Strong Damage Over Time, Strong Attack Rating Increase

    Weaknesses - Bleed/Incinerate Immunity

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

    Always Active
    Winter Soldier starts the fight with one type of Ammo loaded into all of his guns. Each time he activates a Special Attack, he automatically switches to the next Ammo type. This also triggers when he dashes backwards and holds Block for 1.5 seconds. Ammo switching is unaffected by Ability Accuracy Reduction.
    Each hit of Winter Soldier’s Special Attacks 1 and 2 trigger the corresponding Ammo effect.

    Ammo Effects
    Armor Piercing - Winter Soldier gains a Pierce Passive of 750 potency for 20 seconds.
    Incendiary - Inflict the opponent with an Incinerate Debuff, dealing 17244 Energy Damage over 8 seconds.
    Hollow Point - Any Bleed Debuffs inflicted last 100% longer.

    Critical Hits
    15% chance to drain 25% of the opponent’s max Power. If this ability drains the opponent’s Power across a Power Bar threshold, gain an indefinite Vicious Passive, increasing the potency of all Damaging Debuffs by 20%. Max: 20.

    Fight Start
    Winter Soldier gains an indefinite Combo Shield Passive, preventing his Combo Meter from resetting when Struck.

    Heavy Attacks
    Each hit inflicts an Energy Vulnerability Passive, reducing the opponent’s Energy Resistance by 2250. Max: 4.

    Special Attacks
    Each hit inflicts a Bleed Debuff, dealing 2352.35 Direct Damage per level of Special Attack used over 4 seconds.

    Special Attack 1
    All hits grant Winter Soldier an indefinite Precision Passive, increasing Critical Rating by 2250. Max: 4. For each stack of these Precisions, the Power Drain chance and potency on Critical Hits are increased by 25%. Max: 100%.
    All hits place an indefinite Torment Passive on the opponent, extending the duration of all Damaging Debuffs by 3 seconds. Max: 4.

    Special Attack 2
    Any Bleed and Incinerate Debuffs inflicted during this Special Attack are doubled.
    On activation, gain a Fury Passive, increasing Attack Rating by +10297.5 for 30 seconds. Gain an additional Fury Passive for every 20 hits in the Combo Meter. Max: 100 Hits.
    This attack gains +790.54 Critical Damage Rating for each indefinite effect on Winter Soldier and the opponent.

    Special Attack 3
    Inflict the opponent with a non-stacking indefinite Sunder Passive, setting their Critical Resistance to 0.
    At the end of this attack, activate all Ammo types for 40 seconds.

    Signature Ability - EMP Upgrade
    Passive
    Each time Winter Soldier lands a Critical Hit, he adds 3 hits to his Combo Meter, plus an additional hit for each personal Precision Passive on him.
    Additionally, Winter Soldier’s Ammo stockpiles are upgraded, granting additional abilities.
    Armor Piercing - Each stack of Pierce ignores 10% of the opponent’s Physical Resistance.
    Incendiary - Incinerates can trigger through the opponent’s Block.
    Hollow Point - Each hit of Special Attack 2 inflicts Critical Bleeds, multiplying the Bleed’s potency by Winter Soldier’s Critical Damage Multiplier.

    Recommended Masteries/Relics
    Deep Wounds
    Lesser Cruelty/Cruelty
    Winter Soldier Relic

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

    Incoming Synergy Changes

    How Much For The Arms?
    With Rocket Raccoon
    Winter Soldier (Old Effect): Activating a Special grants a Precision Buff increasing Critical Rating by 400 for 5 seconds. While it is active, Bucky’s personal abilities gain a flat +10% chance to trigger.
    Winter Soldier (New Effect): Each personal Precision Passive Bucky has reduces the opponent’s Defensive Ability Accuracy by 50%.

    Enhanced Soldiers
    With Killmonger
    Winter Soldier (Old Effect): +5% Attack for each hit of the Combo Meter to maximum of 100 hits.
    Winter Soldier (New Effect): Gain +80% Passive Fury duration for every 20 hits in the Combo Meter. Max: 100 Hits.

    Something that could be useful for both Bucky and Captain America is that the super soldier serum reduces the potency of all poison effect by 70%, for some light healing from willpower.
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