Champion Improvement Suggestions [edited by Mod for clarity]

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  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Captain America (WWII) Rework Concept (I bet this makes him a lot better.)

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

    Character Class: Science

    Abilities: Stun, Sunder, Bleed, Fury, Bulwark, Vicious, Safeguard, Physical Vulnerability

    Strengths and Weaknesses

    Strengths - Bleed, Perfect Block, Stun

    Weaknesses - Abilities that trigger through Block or bypass Safeguard, Stun Immunity

    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 all Nullify, Fate Seal, Stagger, and Neutralize effects. When he prevents one of these effects, he gains an indefinite Fury Buff, increasing Attack Rating by +785.4. Max: 20.
    When Captain America reaches a multiple of 25 hits in the Combo Meter, he gains an indefinite Bulwark Passive, increasing Block Proficiency by 2250. Max: 3.
    For each personal Bulwark Passive on Captain America, he increases Perfect Block Chance by a flat 10%.
    Captain America benefits from Rank 3 of the Parry Mastery, even if it is not active. For each rank that is active, Captain America increases the duration of the Parry Mastery Stun Debuff by 2 seconds.

    Blocking
    30% chance that a Block is a Perfect Block, reducing all damage to 0.
    While his Perfect Block Chance is at 100%, he can Block Unblockable and Heavy Attacks, and gains full immunity to all forms of Block Penetration.

    All Attacks
    Captain America cannot land Critical Hits naturally. When he would land a Critical Hit, he instead gains a stacking Pierce Passive for 20 seconds. The potency of these Pierce Passives scale with Critical Damage Rating.

    Heavy Attacks
    On hit, inflict a non-stacking Sunder Debuff, setting the opponent’s Critical Resistance to 0 for 40 seconds.

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

    Special Attack 1
    On activation, inflict a Trauma Debuff for 30 seconds. Trauma causes hits to deal an additional 75% of the damage recently dealt as a burst of Physical Damage.
    The second hit grants Captain America a non-stacking Cruelty Passive, increasing Critical Damage Rating by +1321.43 for 20 seconds. This Cruelty Passive gains increased potency equal to Captain America’s Perfect Block Chance.

    Special Attack 2
    On activation, gain a non-stacking Vicious Passive, increasing the potency of all Damaging Debuffs by 100% for 20 seconds. This Vicious Passive also increases the potency of all bursts of Damage by the same amount.
    The second hit inflicts a Bleed Debuff, dealing 17244 Direct Damage over 5 seconds. Inflict an additional Bleed Debuff for each personal Bulwark Passive on Captain America.
    When fighting against Bleed Immune Champions, instead inflict a non-stacking Physical Vulnerability Debuff, reducing Physical Resistance by 9000 for 30 seconds.

    Special Attack 3
    Gain a Safeguard Passive, preventing Captain America from losing more than 1% of his max Health for 10 seconds. This gains +10 seconds duration for each personal Bulwark Passive on Captain America.

    Signature Ability - Sentinel of Liberty
    Passive
    The number of hits in the Combo Meter required to gain a Bulwark Passive is reduced to 15 and max stacks is increased by 4.
    Additionally, while Captain America has a personal Bulwark Passive, he gains a Bonus effect represented on his team, excluding himself.
    Mutant: When attacking the opponent, Captain America has a 100% chance to Regenerate 15% of the damage dealt.
    Skill: When inflicted with a Debuff, Captain America has a 100% chance to Purify all Debuffs on him. Purifying a Debuff this way adds 5 hits to Captain America’s Combo Meter.
    Science: On a Well-Timed Block, 100% chance to inflict a Weakness Debuff, reducing Attack Rating by 10% for 20 seconds.
    Mystic: When attacking the opponent, Captain America has a 100% chance to Nullify any Unstoppable, Indestructible, Regeneration, Immortality, Protection, or Death Immunity Buffs off of the opponent. Nullifying any of these Buffs this way adds 5 hits to Captain America’s Combo Meter.
    Cosmic: On a Well-Timed Block, 100% chance to inflict an Armor Break Debuff on the opponent, reducing Armor Rating by 250 for 20 seconds.
    Tech: On a Well-Timed Block, 100% chance to inflict a Petrify Debuff of 10% potency for 20 seconds.
    Superior: Gain all of the above effects.

    Recommended Masteries/Relics
    Deep Wounds
    Perfect Block
    Parry
    Hulk

    Synergy Bonuses

    Mutant Mastery - Unique Synergy (2* or Higher)
    With Onslaught, Iceman, Cable, Gambit
    Captain America (WWII): Performing a Perfect Block grants an indefinite Prowess Buff, increasing Special Attack Damage by 20%. Max: 20.
    Mutant Champions: Gain +20% Attack Rating for each Prowess effect active.

    Skill Strike - Unique Synergy (2* or Higher)
    With Bullseye, Chee’ilth, Nick Fury, Korg
    Captain America (WWII): Gain 750 Critical Rating for each personal Bulwark Passive on Captain America.
    Skill Champions: Gain +300% Attack Rating and +100% Critical Damage Rating on Critical Hits.

    Science Slaughter - Unique Synergy (2* or Higher)
    With Spider-Ham, Silk, Morbius, The Overseer
    Captain America (WWII): Special Attack 3 inflicts 50% potency Daunted, Overload, Energy Vulnerability, Tranquilize, Cowardice, Decelerate, Disorient, Suppression, Special Concussion, and Fragility Debuffs for 25 seconds.
    Science Champions: Non-Stun Debuffs last 200% longer.

    Mystic Knowledge - Unique Synergy (2* or Higher)
    With White Tiger, Kushala, Mojo, Juggernaut
    Captain America (WWII): When the opponent gains an Unstoppable, Indestructible, Regeneration, Immortality, Protection, or Death Immunity Buff, trigger his personal Vicious Passives.
    Mystic Champions: Gain +20% Attack Rating for each Buff on the opponent.

    Cosmic Power - Unique Synergy (2* or Higher)
    With Gladiator, Galan, Hercules, Vox
    Captain America (WWII): Activating a Special Attack grants a random Buff for 20 seconds. These Buffs include: Undermine, Vigilance, Unstoppable, Unblockable, Indestructible, and Malice. Malice increases the potency of all Fury Buffs by up to +100% based on how long the fight has gone on. Max Bonus at 200 seconds.
    Cosmic Champions: Gain +200% Buff duration.

    Tech Attack - Unique Synergy (2* or Higher)
    With Captain America (Sam Wilson), Red Skull, Howard The Duck, Lady Deathstrike
    Captain America (WWII): After the opponent finishes a Special Attack, they lose 100% of their max Power.
    Tech Champions: Gain +100% Power Drain, Power Burn, and Power Steal potency.

    Incoming Synergy Changes

    Shield Buddies
    With The Overseer
    Captain America (WWII) (Old Effect): Intercepting the Opponent grants a non-stacking Passive Fury, granting 50% Attack Rating for 7 seconds.
    Captain America (WWII) (New Effect): Activating a Special Attack grants Captain America a non-stacking Grit Passive, and inflicts the opponent with a non-stacking Tracking Debuff, both lasting for 20 seconds. Grit causes Unstoppable opponents to react to hits as though they weren’t, and Tracking bypasses the effects of Miss.

    On Your Left
    With Captain America (Sam Wilson)
    Captain America (WWII) (Old Effect): On a Well-Timed Block, inflict a Stagger Debuff that lasts for 10 seconds. The Staggered Opponent has their next Buff Nullified. Max 2 Stacks.
    Captain America (WWII) (New Effect): Well-Timed Blocks inflict a non-stacking Neutralize Passive of 100% potency for 10 seconds.

    Eternal Adversaries
    With Red Skull
    Captain America (WWII) (Old Effect): Well-Timed Blocks generate a Fury Buff increasing Base Attack by 20% for 5 seconds.
    Captain America (WWII) (New Effect): Well-Timed Blocks trigger his personal Fury Buffs.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    So @SonOfArgu16, what do you think of both of the rework concepts of Cap WWII and The Champion?
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    edited January 25
    Cap WWII's Signature Ability is pretty much how Captain America Infinity War works, except the difference is a few of his class abilities are different, and the Superior Class grants all of the above class effects.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    edited January 26
    @Shock29 I have an even greater Stark Spidey Rework Concept, so here he is. (Note: The other one was a loss due to that bug whatever you call it.)

    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.
    Non-Cosmic opponents suffer -100% True Strike, True Accuracy, Slow, Ensnare, and Decelerate effect Ability Accuracy.
    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 non-stacking Torment Passive, extending the duration of all Damaging Debuffs by 8 seconds for 30 seconds.

    When the opponent activates a Special Attack
    If the opponent does not have Class Advantage, refresh the duration of all Ensnare and Taunt effects.

    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): While the Stark Tech A.I. is active, Mutant Champions cannot activate Unblockable or Unstoppable effects.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Intimidate would be needed for Starky to be able to constantly refresh his Taunts when he dodges back and idles for 1 second.
  • BartekTymoczkoBartekTymoczko Member Posts: 309 ★★

    @Shock29 I have an even greater Stark Spidey Rework Concept, so here he is. (Note: The other one was a loss due to that bug whatever you call it.)

    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.
    Non-Cosmic opponents suffer -100% True Strike, True Accuracy, Slow, Ensnare, and Decelerate effect Ability Accuracy.
    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 non-stacking Torment Passive, extending the duration of all Damaging Debuffs by 8 seconds for 30 seconds.

    When the opponent activates a Special Attack
    If the opponent does not have Class Advantage, refresh the duration of all Ensnare and Taunt effects.

    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): While the Stark Tech A.I. is active, Mutant Champions cannot activate Unblockable or Unstoppable effects.

    I really like that concept but to be honest (don't get mne wrong or something) I think that at the moment Starky is very good Champ and doesn't need any tune up in my opinion, but that buff idea is great! You've made great job man! But maybe...I would change that Degen debuff against Robots, to for example Plasma Passive. Anyway great done man 🤝
  • JasonTheGrinderJasonTheGrinder Member Posts: 24
    Dr.Strange is the worst Mystic champion.Iron Fist can cause Amor break debuffs at least.
  • WebosWebos Member Posts: 10
    edited February 26
    Iron Fist is one of those characters that has a lot of hidden potential, so i made my own rework.

    Iron Fist Buff
    Signature Ability (Dragon Warrior).
    • Start the fight with Heart of Gold active for (3) - (9) seconds.
    • Increase the duration of Armor Break by (2) - (4) seconds
    Always active
    • Iron Fist’s personal training on the temple on K’un-L’un grants him immunity against Armor Break and Armor Shattered debuffs.
    All Attacks
    • Basic attacks has 30% chance to Nullify a Buff. Medium Attacks nullify Cruelty and Armor Up Buffs and Light Attacks nullify Precisión and Fury buffs. +70% chance if the attack was a Critical Hit.
    • Each time a buff is nullified this way, replace it for an Armor Break Debuff, reducing Armor Rating by +493.80 for 8 seconds.
    Heavy Attacks.
    Inflicts a non-stacking Sunder debuff on the opponent for 12 seconds.

      Heart of Gold
    • Using a Special Attack 1 activates Heart of Gold. While Heart of Gold is active, the Critical Rating of Iron Fist is increased by 1211.54.
    • Heart of Gold can be paused for 3 seconds while intercepting the opponent or when punishing the opponent Heavy or Special Attack.
    Special Attack 1.
    • At the end of this attack, activates Heart of Gold for 9 seconds.
    • The last hit inflict an Armor Break Debuff, reducing Armor Rating by +300 for 8 seconds. If Heart of Gold was active when launching this Special Attack, instead, each hit of this attack will inflict an Armor Break Debuff.
    Special Attack 2.
    • If Heart of Gold is active when launching this Special, each hit will be a Guaranteed Critical Hit. Aditionally, each hit will inflict an Armor Break Debuff reducing Armor Rating by 453.13.
    Special Attack 3.
    • Activates Heart of Gold for 30 seconds. This ability cannot be paused by any means and when expired, goes on cooldown for 45 seconds.
    • Each hit of the Special Attck inflict a indefinite Armor Break Debuff, reducing Armor Rating by +510. Max. 3
    Synergies
    • Hostile Takeover (With Super Skrull)
    • Iron Fist: Increased the duration and potency of Heart of Gold effects by 25%.
    • Master Martial Artists (With Shang-Chi).
    • Iron Fist: Medium and Light Attacks can now nullify Indestructible and Inmortality Buffs respectively.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    edited February 27
    Annihilus Rework Concept

    About Annihilus
    After the Fantastic Four opened a portal to the Negative Zone in search of anti-particles, they encountered Annihilus. A vicious, raving, and paranoid insectoid creature ruling over the Negative Zone. Aided by his most prized possession, the Cosmic Control Rod, Annihilus has waged an all out war on every living thing in the Universe for it’s the only way he can ensure nothing can ever threaten his life or his precious Cosmic Control Rod.

    Character Class: Cosmic

    Abilities: Cosmic Control Rod, Stifle, Fury, Armor Break, Unstoppable, Overload

    Strengths and Weaknesses

    Strengths - Strong Immunities, Buff Stacking, Great Defender

    Weaknesses - Neutralize, Slow, Purify

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

    Always Active
    Annihilus gains the Cosmic Control Rod at the start of each fight.
    When Annihilus would have his Buffs removed with a Nullify, Fate Seal, or Stagger effect, that effect is Purified and the Cosmic Control Rod goes on cooldown for 10 seconds. This timer is paused while Annihilus is Neutralized.
    While the Cosmic Control Rod is active, gain full immunity to all Incinerate, Coldsnap, Frostbite, Power Drain, Power Burn, Power Lock, Power Steal, Special Lock, and Enervate effects, as well as reducing the potency of Taunt effects by 100%.
    As long as Annihilus is Taunted, he gains the following indefinite Buffs: True Accuracy, Unblockable, and Unstoppable.

    Obliterating Strikes - Passive
    While the Cosmic Control Rod is active, all attacks have a 60% chance to be an Obliterating Strike.
    Obliterating Strikes are unaffected by Ability Accuracy Reduction, but cannot trigger while the Cosmic Control Rod is not active.
    Obliterating Strikes have a 100% chance to inflict an Armor Break Debuff, reducing Armor Rating by 750 for 5 seconds.
    While landing Obliterating Strikes, Annihilus is Stun Immune.

    Stifle Debuffs - Max: 12
    Unless otherwise stated, Stifle Debuffs last for 20 seconds and reduce the opponent’s Offensive Combat Power Rate by 9%.
    Each time Annihilus inflicts an Armor Break Debuff, he also inflicts a Stifle Debuff.
    If Annihilus lands his first Medium Attack in a combo while a Stifle is active, one Stifle is removed to inflict the opponent with a non-stacking 200% Overload Passive for 30 seconds.
    If the opponent Dashes Back while a Stifle is active, one Stifle is removed to grant Annihilus an Unstoppable Buff for 2 seconds.

    IT’S MIIIIINE--! - Passive
    Each time Annihilus loses the Cosmic Control Rod, he gains 3 Fury Buffs, each increasing Attack Rating by 4908.75 for 10 seconds.

    Special Attack 1
    On activation, Annihilus inflicts himself with a non-stacking 0% Taunt Passive for 80 seconds.
    All hits refresh all Stifle Debuffs on the opponent, and the final hit pauses them for 8 seconds. While this Pause is active, Annihilus’ Offensive Combat Power Rate is increased by 9% for each Stifle on the opponent.

    Special Attack 2
    On activation, remove all Stifles on the opponent. For each Stifle removed in this way, Annihilus gains a Fury Buff, increasing Attack Rating by +8084 for 35 seconds.
    All hits inflict a Vulnerability Passive of 3375 potency for 60 seconds.

    Special Attack 3
    Annihilus inflicts 20 Stifle Debuffs on the opponent, each reducing their Offensive Combat Power Rate by 9% for 8 seconds. These Stifle Debuffs can go above the maximum stack limit.
    Until the opponent has 0 Stifles remaining, all Stifles triggered from inflicting Armor Break Debuffs and from this attack last 300% longer.

    Signature Ability - Tremble Before Me
    Passive
    While either Champion has their back against the wall, Annihilus gains the following indefinite Passive effects:
    Aptitude, increasing the potency of all Fury, Armor, and Precision Buffs by 100%.
    Pierce, increasing Block and Armor Penetration by 100%.

    Recommended Masteries/Relics
    Extended/Enhanced Fury
    Gamora

    Synergy Bonuses

    Challenger - Unique Synergy
    With Hulk (Ragnarok)

    Annihilus: Every time Annihilus’ Opponent activates a Fury effect, Annihilus gains an Armor Up Buff increasing Armor Rating by 8% for 4 seconds.
    Hulk (Ragnarok): While Face Me is active, Hulk gains a Passive Fury boosting attack damage by 12%.
    Contingency Plan: Whenever Hulk (Ragnarok) Strikes Annihilus with a SMASH attack, Annihilus gains 1 Fury Buff increasing Attack Rating by 100% for 4 seconds.

    Dev Notes: Annihilus trusts no one but himself, but he does ally with others every now and then. Each of Annihilus’ Synergies come with a Contingency Plan that provides him with a Unique effect that comes into play in that specific matchup.

    Double Negative - Unique Synergy
    With Darkhawk

    Annihilus: When Striking an Auto Blocking Opponent, Annihilus gets a Taunt passive for 0.5 seconds.
    Darkhawk: Attack Rating increased by 9% while in any mode.
    Contingency Plan: If Annihilus is fighting Darkhawk, Darkhawk's Armor Rating is decreased by 15% while in any mode.

    Dev Notes: This one is a little weird. If the Cosmic Control Rod is active and Annihilus is taunted, he gains Unstoppable, Unblockable, and True Accuracy Buffs. So this Synergy just makes it so Annihilus blows through any Auto-Blocking champions.

    Enemies - Level 3
    With Thing, Human Torch, Invisible Woman, Mister Fantastic

    All Champions: +155 Critical Rating.

    Incoming Synergy Changes

    Stay Positive
    With America Chavez

    Annihilus (Old Effect): While Annihilus has an Unstoppable Buff he receives 50% less hit damage.
    Annihilus (New Effect): Gain +75% Damage Reduction as long as Annihilus is Unstoppable.

    Fantastic Fiends
    With Mole Man

    Annihilus (Old Effect): 20% chance to Purify a Debuff.
    Annihilus (New Effect): Gain a 20% chance to Purify a Debuff. This chance is increased to 100% if the Cosmic Control Rod is active.

    Total Annihilation
    With Nova

    Annihilus (Old Effect): +65% Physical Resistance while Unstoppable.
    Annihilus (New Effect): Gain +90% Physical Resistance as long as Annihilus is Unstoppable.

    Wings and Fear
    With Sauron

    Annihilus (Old Effect): Stifle duration is increased by 4 seconds and reduces Offensive Combat Power Rate by an additional 15%.
    Annihilus (New Effect): Personal Stifle Debuffs last 5 seconds longer and reduce the opponent’s Offensive Combat Power Rate by a flat 16%.

    Prisoner
    Annihilus (Old Effect): All Fury Buffs last an additional 1 second(s).
    Annihilus (New Effect): Personal Fury Buffs last 10 seconds longer.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Is this one good @BartekTymoczko?
  • BartekTymoczkoBartekTymoczko Member Posts: 309 ★★

    Is this one good @BartekTymoczko?

    A very interesting idea for balance. Not much has been changed as far as I can see, but even if it was, it would definitely improve Annihilus in terms of attack, and in terms of defense as well. That would be interesting, to face-off a stronger version of the annoying defender 😁 Well done dude
  • captain_rogerscaptain_rogers Member Posts: 9,883 ★★★★★
    Capiw - He lost his ground due to bgs, this is how you can make him better.

    When kinetically charged, he attacks unstoppable opponent as if they are normal (like valk).

    When he has 5 kinetic charges, his sp2 is a guaranteed crit and activating a sp2 inflicts sunder passive for 5 seconds.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    @captain_rogers I don't think Cap IW needs a buff.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    He's already too broken op.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Loki Rework Concept (Something you might love @BartekTymoczko)

    About Loki
    I know what they say. The son of a Frost Giant. They also called me the god of mischief, but that lacks a certain…imagination. Don’t you think? Look at my adoptive family, my father Odin and my brother Thor are so dull, monotonous. Am I good? Evil? Noble? Nonsense. Call me not mischievous – I merely see the world not as it is, but how it could be. Call me a visionary. Call me Loki.

    Character Class: Mystic

    Abilities: Coldsnap, Curse, Buff Steal

    Strengths and Weaknesses

    Strengths - Passive Nullification, Nullify Immunity Punishment, Ability to bypass opponent Damage Caps

    Weaknesses - Opponents with no Buffs, Coldsnap Immunity

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

    Always Active
    Unless otherwise stated, all stolen Buffs and Passives on Loki last for 30 seconds.
    Each time Loki fails to Nullify the opponent’s Buffs or Passives for any reason, he gains an indefinite Fury Passive, increasing Attack Rating by +785.4 for the remainder of the fight. Max: 20. This cannot be affected by Ability Accuracy Reduction.
    Loki’s enhanced Mind Tricks and Illusions grant him full immunity to Reversed Controls, as well as reducing the potency of Passive Damage effects by 300%.
    Loki is immune to all Incinerate, Nova Flame, Coldsnap, Frostbite, and Degeneration effects, thanks to the Frost Giant’s assistance.
    Loki’s Combat Power Rate is reduced by -25%, but he generates 7% of a bar of Power per second as long as he is below 2 bars of Power.

    Mind Illusion Buffs - Max: 25
    Unless otherwise stated, Mind Illusion Buffs on the opponent last indefinitely and have no effect.
    When landing a Light or Medium attack, 25% chance to place one Mind Illusion Buff on the opponent. This chance is doubled if the opponent is Cursed.
    When a non-Mind Illusion Buff is gained or expires on the opponent, Loki has a 100% chance to place two Mind Illusion Buffs on them.
    When Loki prevents an effect due to an immunity, he has a 100% chance to place three Mind Illusion Buffs on the opponent.
    Mind Illusion Buffs are immune to all Nullify, Fate Seal, Stagger, Neutralize, and Buff Steal effects.

    All Attacks
    50% chance to inflict a Coldsnap Passive, dealing 87.76 Energy Damage over 30 seconds. Max: 20. This chance is doubled if the opponent is Cursed.
    100% chance to Nullify all Mind Illusion Buffs on the opponent. If this ability fails to activate due to an immunity, the opponent instead gains a random indefinite Buff of 0% potency. While the opponent is Cursed, they gain three random indefinite Buffs instead of one. Max: 10 each.
    These Buffs include: Fury, Armor Up, Precision, Cruelty, Regeneration, Prowess, Aptitude, Intensify, Pierce, and Power Efficiency.

    Basic Attacks
    While the opponent is Cursed, Loki has a 30% chance to inflict the opponent with a Stun Passive for 2 seconds. When activating this Stun, refresh the duration of all personal Coldsnap Passives on the opponent.

    Heavy Attacks
    While the opponent is Cursed, each hit is a Guaranteed Critical Hit. Additionally, the second hit has a 100% chance to refresh all personal Curse effects.

    Special Attack 1
    The second hit steals all of the opponent’s Buffs and Passives, granting Loki a matching Buff or Passive of 20% potency.
    At the end of this attack, Loki has a 65% chance to refresh all personal Curse effects. This chance increases by a flat 35% against Cosmic Champions.

    Special Attack 2
    All Coldsnap effects on the opponent are paused during this attack.
    This attack gains +53811.65 Attack Rating for each Buff and Passive on Loki and Mind Illusion Buff on the opponent. This attack rating increase is tripled if the opponent is Cursed.
    The second hit is Unblockable and removes all Coldsnap effects on the opponent to inflict an instant Frostbite, dealing 24876.5 Energy Damage for each Coldsnap removed. This damage is tripled if the opponent is Cursed.
    This attack bypasses all Damage Caps if the opponent is Cursed.

    Special Attack 3
    After this attack, Curse the opponent for 40 seconds. Cursed opponents take 32.34 Energy Damage and Loki will automatically steal any of their active Buffs and Passives, granting Loki a matching Buff or Passive of 100% potency.
    If the opponent was already Cursed, refresh its duration and pause it indefinitely.

    Signature Ability - The God of Mischief
    Passive
    The amount of Power generated per second while Loki is below 2 bars of Power is increased by a flat 5%.
    While the opponent is Cursed: Any Buffs and Passives on Loki are paused, and charging a Heavy Attack will trigger his personal Stun Passive.
    Stolen Buffs or Passives gained have a 100% chance to trigger twice.

    Recommended Masteries/Relics
    Mystic Dispersion
    Iron Fist

    Synergy Bonuses
    Family (Health) – Thor, Odin
    Enemies (Critical Hit Rate) – Red Hulk, Thor (Jane Foster), Thor (Ragnarok) or Hulk
    Masterminds (Energy Damage) – Magneto or Magneto (Marvel NOW)
    Teammates (Perfect Block Chance) – Diablo, Hela, Mangog, or Gorr

    Incoming Synergy Changes

    Like Old Days
    With Thor (Ragnarok)
    Loki (Old Effect): Ascendant Signature Ability is enhanced to provide Power Gain while below 2 bars of Power.
    Loki (New Effect): Personal Curse effects are unaffected by Ability Accuracy Reduction.

    Drag Brunch
    With Wiccan
    Loki (Old Effect): Finishing a combo with a light attack pauses Curse for 4 seconds.
    Loki (New Effect): When the opponent gains an Unblockable, Unstoppable, True Damage, True Strike, True Sense, True Accuracy, Undermine, or Vigilance Buff or Passive while they are Cursed, Loki gains that same Buff or Passive for 30 seconds.

    Unending Ambition
    With Diablo
    Loki (Old Effect): +35% Curse Debuff duration.
    Loki (New Effect): Curse Debuffs become Passive and last 50% longer.

    Immortal Souls
    With Hela
    Loki (Old Effect): While they are Cursed, Loki always counts as having more Health than his Opponent.
    Loki (New Effect): While the opponent is Cursed, their Indestructible and Immortality effects suffer -100% Ability Accuracy, except against Science Champions.

    Puny God
    With Hulk (Ragnarok)
    Loki (Old Effect): Basic Attacks against Loki have a 10% chance to Miss, while his Opponent is under the effect of any Buff.
    Loki (New Effect): While the opponent is Cursed, they suffer an indefinite 75% potency Falter Passive.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    If we had this rework for Loki, he would be very, VERY illegal for Labyrinth, Abyss, and Necropolis.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Because he can bypass damage caps with his SP2.
  • BartekTymoczkoBartekTymoczko Member Posts: 309 ★★

    Loki Rework Concept (Something you might love @BartekTymoczko)

    About Loki
    I know what they say. The son of a Frost Giant. They also called me the god of mischief, but that lacks a certain…imagination. Don’t you think? Look at my adoptive family, my father Odin and my brother Thor are so dull, monotonous. Am I good? Evil? Noble? Nonsense. Call me not mischievous – I merely see the world not as it is, but how it could be. Call me a visionary. Call me Loki.

    Character Class: Mystic

    Abilities: Coldsnap, Curse, Buff Steal

    Strengths and Weaknesses

    Strengths - Passive Nullification, Nullify Immunity Punishment, Ability to bypass opponent Damage Caps

    Weaknesses - Opponents with no Buffs, Coldsnap Immunity

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

    Always Active
    Unless otherwise stated, all stolen Buffs and Passives on Loki last for 30 seconds.
    Each time Loki fails to Nullify the opponent’s Buffs or Passives for any reason, he gains an indefinite Fury Passive, increasing Attack Rating by +785.4 for the remainder of the fight. Max: 20. This cannot be affected by Ability Accuracy Reduction.
    Loki’s enhanced Mind Tricks and Illusions grant him full immunity to Reversed Controls, as well as reducing the potency of Passive Damage effects by 300%.
    Loki is immune to all Incinerate, Nova Flame, Coldsnap, Frostbite, and Degeneration effects, thanks to the Frost Giant’s assistance.
    Loki’s Combat Power Rate is reduced by -25%, but he generates 7% of a bar of Power per second as long as he is below 2 bars of Power.

    Mind Illusion Buffs - Max: 25
    Unless otherwise stated, Mind Illusion Buffs on the opponent last indefinitely and have no effect.
    When landing a Light or Medium attack, 25% chance to place one Mind Illusion Buff on the opponent. This chance is doubled if the opponent is Cursed.
    When a non-Mind Illusion Buff is gained or expires on the opponent, Loki has a 100% chance to place two Mind Illusion Buffs on them.
    When Loki prevents an effect due to an immunity, he has a 100% chance to place three Mind Illusion Buffs on the opponent.
    Mind Illusion Buffs are immune to all Nullify, Fate Seal, Stagger, Neutralize, and Buff Steal effects.

    All Attacks
    50% chance to inflict a Coldsnap Passive, dealing 87.76 Energy Damage over 30 seconds. Max: 20. This chance is doubled if the opponent is Cursed.
    100% chance to Nullify all Mind Illusion Buffs on the opponent. If this ability fails to activate due to an immunity, the opponent instead gains a random indefinite Buff of 0% potency. While the opponent is Cursed, they gain three random indefinite Buffs instead of one. Max: 10 each.
    These Buffs include: Fury, Armor Up, Precision, Cruelty, Regeneration, Prowess, Aptitude, Intensify, Pierce, and Power Efficiency.

    Basic Attacks
    While the opponent is Cursed, Loki has a 30% chance to inflict the opponent with a Stun Passive for 2 seconds. When activating this Stun, refresh the duration of all personal Coldsnap Passives on the opponent.

    Heavy Attacks
    While the opponent is Cursed, each hit is a Guaranteed Critical Hit. Additionally, the second hit has a 100% chance to refresh all personal Curse effects.

    Special Attack 1
    The second hit steals all of the opponent’s Buffs and Passives, granting Loki a matching Buff or Passive of 20% potency.
    At the end of this attack, Loki has a 65% chance to refresh all personal Curse effects. This chance increases by a flat 35% against Cosmic Champions.

    Special Attack 2
    All Coldsnap effects on the opponent are paused during this attack.
    This attack gains +53811.65 Attack Rating for each Buff and Passive on Loki and Mind Illusion Buff on the opponent. This attack rating increase is tripled if the opponent is Cursed.
    The second hit is Unblockable and removes all Coldsnap effects on the opponent to inflict an instant Frostbite, dealing 24876.5 Energy Damage for each Coldsnap removed. This damage is tripled if the opponent is Cursed.
    This attack bypasses all Damage Caps if the opponent is Cursed.

    Special Attack 3
    After this attack, Curse the opponent for 40 seconds. Cursed opponents take 32.34 Energy Damage and Loki will automatically steal any of their active Buffs and Passives, granting Loki a matching Buff or Passive of 100% potency.
    If the opponent was already Cursed, refresh its duration and pause it indefinitely.

    Signature Ability - The God of Mischief
    Passive
    The amount of Power generated per second while Loki is below 2 bars of Power is increased by a flat 5%.
    While the opponent is Cursed: Any Buffs and Passives on Loki are paused, and charging a Heavy Attack will trigger his personal Stun Passive.
    Stolen Buffs or Passives gained have a 100% chance to trigger twice.

    Recommended Masteries/Relics
    Mystic Dispersion
    Iron Fist

    Synergy Bonuses
    Family (Health) – Thor, Odin
    Enemies (Critical Hit Rate) – Red Hulk, Thor (Jane Foster), Thor (Ragnarok) or Hulk
    Masterminds (Energy Damage) – Magneto or Magneto (Marvel NOW)
    Teammates (Perfect Block Chance) – Diablo, Hela, Mangog, or Gorr

    Incoming Synergy Changes

    Like Old Days
    With Thor (Ragnarok)
    Loki (Old Effect): Ascendant Signature Ability is enhanced to provide Power Gain while below 2 bars of Power.
    Loki (New Effect): Personal Curse effects are unaffected by Ability Accuracy Reduction.

    Drag Brunch
    With Wiccan
    Loki (Old Effect): Finishing a combo with a light attack pauses Curse for 4 seconds.
    Loki (New Effect): When the opponent gains an Unblockable, Unstoppable, True Damage, True Strike, True Sense, True Accuracy, Undermine, or Vigilance Buff or Passive while they are Cursed, Loki gains that same Buff or Passive for 30 seconds.

    Unending Ambition
    With Diablo
    Loki (Old Effect): +35% Curse Debuff duration.
    Loki (New Effect): Curse Debuffs become Passive and last 50% longer.

    Immortal Souls
    With Hela
    Loki (Old Effect): While they are Cursed, Loki always counts as having more Health than his Opponent.
    Loki (New Effect): While the opponent is Cursed, their Indestructible and Immortality effects suffer -100% Ability Accuracy, except against Science Champions.

    Puny God
    With Hulk (Ragnarok)
    Loki (Old Effect): Basic Attacks against Loki have a 10% chance to Miss, while his Opponent is under the effect of any Buff.
    Loki (New Effect): While the opponent is Cursed, they suffer an indefinite 75% potency Falter Passive.



    We NEED THIS Loki
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Dormammu Rework Concept (I bet this could make him a much better defender.)

    About Dormammu
    Dormammu was born to a race of powerful beings made of pure magical energy known as the Faltine, and has only one true desire: power. This desire drove him from his home world and brought him to the Dark Dimension, where he now rules and draws even greater power from the worship of his subjects. Now with the power of so many heroes concentrated in The Contest, Dormammu has come as one of the greatest mystical threats in the universe, undoubtedly to gain that power for himself.

    Character Class: Mystic

    Abilities: Degeneration, Overload, Atrophy, Fury, Power Drain, Power Burn, Power Lock, Energy Vulnerability

    Strengths and Weaknesses

    Strengths - Buff Duration Reduction, Degeneration, Power Control

    Weaknesses - Power Drain/Power Burn/Power Lock Immunity, Degeneration Resistance

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

    Always Active
    As a being of pure mystical energy, Dormammu gains full immunity to all Poison, Incinerate, Coldsnap, and Frostbite effects.
    Dormammu lacks blood, granting him full immunity to all Bleed effects.
    All of Dormammu’s attacks deal Energy Damage instead of Physical.

    Dark Energy - Passive
    Dark Energy Charge is gained each time the opponent loses power, up to 100.
    When a Buff expires or is Nullified off the opponent, Dormammu gains 50 Dark Energy Charge.
    When the Charge reaches 100, it will be consumed by the next attack that has an Imbued effect, triggering the Imbued effect in addition to any standard effects.
    Dormammu cannot gain Dark Energy while suffering from a Slow, Petrify, or Power Sting effect from a Science Champion.

    Soul Bond - Passive
    On Dormammu’s second Heavy Attack hit, he has a 100% chance to place a Soul Bond on the opponent.
    As long as a Soul Bond is active, each Dark Energy Charge gained by Dormammu charges the Soul Bond up to 100.
    On the second hit of Dormammu’s next Heavy Attack, he detonates an active Soul Bond, dealing up to 17244 Direct Damage, per Soul Bond charge.
    For every 10 Soul Bond Charges detonated, inflict a 20% Degen Vulnerability Passive for 30 seconds. Max: 10.

    Soul Leech - Passive
    Dormammu uses his opponent’s powers as a link to reach deep within their soul. Each time a Buff expires or is Nullified off the opponent, Dormammu has a 100% chance to place a Degeneration Passive on them, dealing 7113.4 Direct Damage over 20 seconds. Max: 15. If the opponent is suffering from Atrophy, inflict three Degeneration Passives instead of one.
    As a Defender, these Degeneration Passives deal 95% less damage and scale with Base Attack only.

    Finish a Combo with a Medium Attack
    The opponent gains no power from this attack.
    Drains up to 15% of their max Power.
    Imbued: This attack causes Power Burn instead of Power Drain, dealing Direct Damage equal to 500% of the Power Drained from the opponent by this attack.

    Heavy Attacks
    Each hit inflicts a non-stacking Atrophy Passive, reducing the duration of any new Buffs on the opponent by 90% for 30 seconds.
    Imbued: This Atrophy Passive gains +40 seconds duration.

    Special Attack 1
    On activation, inflict a non-stacking Energy Vulnerability Passive, reducing the opponent’s Energy Resistance by 9000 for 25 seconds.
    The second hit Nullifies all Buffs on the opponent. For each Buff Nullified in this way, Dormammu gains a Fury Passive, increasing Attack Rating by 6813 for 40 seconds. Dormammu also gains these Fury Passives when a Buff expires off of the opponent.
    Imbued: These Fury Passives start paused for 8 seconds.

    Special Attack 2
    On activation, inflict a non-stacking Power Lock Passive for 20 seconds. When preventing the opponent from gaining Power by this Power Lock Passive, Dormammu refreshes the duration of all personal Overload, Energy Vulnerability, Atrophy, Degen Vulnerability, and Degeneration Passives on them. This Power Lock Passive will not trigger against Science Champions.
    The final three hits drain 25% of the opponent’s max Power. If this attack drains the opponent’s Power across a Power Bar threshold, inflict a non-stacking 200% Overload Passive for 25 seconds.
    Imbued: This Power Lock Passive inflicted also pauses all personal Fury Passives on Dormammu.

    Special Attack 3
    Gain a non-stacking Dimensional Link Buff for 30 seconds. While a Dimensional Link Buff is active, Dormammu gains Dark Energy over time.
    Imbued: Gain an Empowered Dimensional Link Buff instead. While an Empowered Dimensional Link Buff is active, Dormammu will Regenerate 100% of the damage dealt by the Soul Bond detonation.

    Signature Ability - The Master of the Dark Dimension
    Passive
    The power of the Dark Dimension enhances Dormammu’s powers, granting him the following abilities:
    Basic Attacks have a 100% chance to place a Placebo Buff on the opponent for 5 seconds. Max: 15.
    Personal Power Lock Passives last 200% longer.
    Any Dimensional Link and Empowered Dimensional Link Buffs gain double the original duration, and while either one of them is active, Dormammu’s attacks cannot Miss or be Evaded.

    Recommended Masteries/Relics
    Double Edge/Liquid Courage
    Iron Fist
    Ghost Rider

    Synergy Bonuses:
    Doctor Strange – Nemesis – (All Champions gain +6% Attack)
    The Hood – Inseparable – (All Champions gain +9% Special 3 Damage)
    Doctor Voodoo – Enemy – (All Champions gain +7% Critical Hit Rate)
    Mordo – Dark Empowerment – (Non-Robot Villain Champions have a 20% chance to Revive at 10% Health when receiving a knockout blow)
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    So @SonOfArgu16, @HankSpector, @Shadowstrike, and @BartekTymoczko, is this a good rework?
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    This kind of rework for Dormammu could make him a much better fight in EOP Acceptance.
  • BartekTymoczkoBartekTymoczko Member Posts: 309 ★★

    So there you guys have my newest Champion Concept and this time, that's Beta Ray Bill - Champion that in my mind is supposed to be CGR-like damage dealer, with some utility and pretty tanky defender (not annoying, not Bullseye-like Champ that would kill you by simply striking your block, but just tanky...like Apocalypse, Colossus, Luke Cage or Hulkbuster). Would you like to have him in your roster? Let me know your opinions 😁
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Is that Beta Ray Bill?
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Groot Rework Concept (Something that could make him much MUCH better.)

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

    Character Class: Cosmic

    Abilities: Pacifism, Malice, Fury, Cruelty, Bleed, Regeneration, Taunt

    Strengths and Weaknesses

    Strengths - Strong Damage Over Time, Buff Stacking, Great Survivability

    Weaknesses - Neutralize, Nullify/Fate Seal/Stagger

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

    Always Active
    Groot’s enhanced nature physiology provides him full immunity to all Bleed, Poison, Infuriate, Intimidate, Heal Block, Power Drain, Power Burn, Power Steal, Power Lock, and Special Lock effects, as well as reducing the duration of non-Damaging Debuffs by 90%.

    Malice - Passive
    Groot starts each fight with a Malice Passive, increasing the potency of all Fury Buffs by up to 100% based on how long the fight has gone on. Max Bonus after 200 seconds.
    Malice is disabled while Groot is suffering from a Neutralize effect.

    Pacifism Charges - Passive
    Unless otherwise stated, Groot’s Pacifism Charges last indefinitely and have a max stack of 50.
    When either Champion lands a Critical Hit, Groot gains one Pacifism Charge. Guaranteed Critical Hits grant two more Charges.
    When the opponent activates a Special Attack, Groot gains one Pacifism Charge per bar of Power they spent.
    If Groot has one of his Buffs Nullified or is inflicted with a Fate Seal or Stagger effect, one Pacifism Charge is removed.

    Heavy Attacks
    On hit, gain a non-stacking Precision Passive, increasing Critical Rating by 3375 for each personal Fury and Cruelty Buff on Groot for 30 seconds. While this Precision is active, personal Fury and Cruelty Buffs are paused.
    Refresh the duration of all personal Fury and Cruelty Buffs on Groot.

    Special Attacks
    On activation, Groot has a 2% chance per Pacifism Charge to throw off his Gentle Nature, removing all Pacifism Charges on him. For each Pacifism Charge removed in this way, Groot gains a Fury Buff and a Cruelty Buff, both lasting for 30 seconds. Max: 25 Each.
    Fury Buffs increase Attack Rating by +508.08.
    Cruelty Buffs increase Critical Damage Rating by +964.29.

    Special Attack 1
    On activation, inflict a non-stacking Taunt Passive, reducing the opponent’s Attack Rating by 40% and making them 300% more likely to activate a Special Attack for 30 seconds. This Taunt Passive is paused while Groot has his personal Malice Passive.
    The second hit grants a non-stacking Pierce Passive of 100% potency for 30 seconds.

    Special Attack 2
    On activation, gain an Unblockable Buff for the remainder of the attack, and 30 seconds after the attack ends.
    If this attack breaks through the opponent’s Block, Groot gains the following abilities:
    Trigger his Heavy Attack Precision Passive with its duration increased by +40 seconds. This Precision Passive allows Groot to deal Guaranteed Critical Hits instead of increasing his Critical Rating.
    Gain a non-stacking Regeneration Buff, healing 75% of Groot’s missing Health over 8 seconds.
    Inflict the opponent with a non-stacking Armor Break Debuff and a non-stacking Armor Shattered Debuff, both lasting for 70 seconds.
    The Armor Break reduces Armor Rating by 2250.
    While Armor Shattered is active, this Champion cannot inflict additional Armor Break Debuffs.
    While Armor Shattered is active, the opponent’s Armor Up Buffs suffer -100% Ability Accuracy. Additionally, this shatters #Robot Champions’ systems, reducing their Combat Power Rate and Ability Power Rate, as well as their Ability Accuracy by 100%.

    Special Attack 3
    Inflict a Bleed Debuff equal to the number of Fury and Cruelty Buffs on Groot, each dealing 8854 Direct Damage over 6 seconds.
    Against #Robot Champions or if the opponent is Bleed Immune, inflict a matching Rupture Debuff instead.

    Signature Ability - The Mad Tree
    Passive
    For each Fury and Cruelty Buff on Groot, gain +10% Physical Resistance.
    While Groot has his personal Malice Passive, gain an indefinite True Focus Buff, bypassing the effects of Miss and Evade, and all personal Unblockable, Precision, and Pierce effects are paused.
    As long as Groot has an active personal Precision Passive, his attacks cannot Glance and Unstoppable opponents react to hits as though they weren’t.

    Recommended Masteries/Relics
    Double Edge/Liquid Courage
    Deep Wounds
    Venom

    Synergy Bonuses

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

    Friends level 3
    With Star-Lord
    All champions gain +130 Armor Rating

    Inseparable level 3
    With Rocket Raccoon
    All champions gain +9% Special 3 Damage

    Teammates level 3
    With Gamora
    All champions gain +5% Perfect Block Chance

    Teammates level 3
    With Drax
    All champions gain +5% Perfect Block Chance
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Is this one good @BartekTymoczko?
  • BartekTymoczkoBartekTymoczko Member Posts: 309 ★★

    Is that Beta Ray Bill?

    Yes, that's Beta Ray Bill 😉
  • BartekTymoczkoBartekTymoczko Member Posts: 309 ★★

    Is this one good @BartekTymoczko?

    This one is pretty damn awesome concpet! I'd love to see that buff in action 😁
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    So @BartekTymoczko, is this a good rework idea for M.O.D.O.K.?
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    For the Chair Larceny synergy, the mystery champion could be M.O.D.A.M.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    edited March 9
    One of his most important things in his kit is the Master Plan Cross-Fight Class Abilities.
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