Compensation for the Issues that we experienced on November 8th and the rewards that were unable to be claimed due to those issues are being sent out via in-game mail on November 15. Alliance War season rewards will be sent out on approximately November 20. Leaving your Alliance prior to this will result in missing out on your season rewards.

Champion Spotlight - Sunspot



About Sunspot:
Roberto Da Costa is a hot-headed, suave Brazilian millionaire, and a highly respected leader to mutants and heroes alike. Backed up with the ability to absorb, store, and unleash enormous amounts of solar energy at will, Sunspot is a force to be reckoned with both behind the scenes and on the battlefield.

Sunspot’s Mechanics::
  • Solar Charges
  • Sunspot starts every fight with a limited number of Solar Charges that he consumes every time an attack connects with his Opponent. For every Solar Charge consumed Sunspot increases the damage of his strike significantly. If the attack was successful, Sunspot Incinerates his Opponent.

  • Flare State
  • For as long as Sunspot has Solar Charges, he also has Flare State. When launching a Special 1 Sunspot can gain an additional stack of Flare State. Each Stack of Flare State increases the number of Solar Charges Sunspot consumes when attacking his Opponent and greatly enhances his offensive power.

  • Incinerates and Perfect Block:
  • While Sunspot’s Opponent is Incinerated, Well-Timed Blocks provide 100% Perfect Block Chance. This Perfect Block chance is maintained throughout the Opponent’s entire Special Attack or Combo. Each time this Perfect Block occurs, Sunspot Purifies an Incinerate on his Opponent which recovers his Solar Charges and generates some Power.

BASE STATS & ABILITIES
* All stats based on 4-Star, Rank 5, Level 50, Signature Level 99
Health: 13227
Attack: 1047
MAX PI:
WITHOUT SIGNATURE: 3866

WITH SIGNATURE (99): 4764
* All stats based on 5-Star, Rank 5, Level 65, Signature Level 200
HEALTH: 26521
ATTACK: 2098
MAX PI:
WITHOUT SIGNATURE: 7778

WITH SIGNATURE (200): 10630

Character Class: Mutant
Basic Abilities: Flare State, Solar Charges, Incinerate, Perfect Block

STRENGTHS
  • High Damage Output
  • When expending any of Sunspot’s Solar Charges he deals an additional 50% of his attack rating as bonus damage for each stack of Flare State.

  • Guaranteed Perfect Blocks
  • Sunspot has access to a reliable and effective Perfect Block for as long as his Opponents are Incinerated.

  • Power Gain
  • By charging Heavy Attacks or performing Well-Timed blocks on Incinerated Opponents, Sunspot charges Power.
WEAKNESSES
  • Dependent on Incinerates
  • If Sunspot’s Opponent is Immune to Incinerates he will struggle to maintain his high damage output and will be much more reliant on launching his Special 3 to maintain Flare State.

  • Shock
  • If at any point Sunspot is affected by a Shock he loses all Stacks of Flare State and is unable to consume any Solar Charges when attacking his Opponent.

Abilities:
Solar Charges - Max: 80 Stacks
  • Sunspot is Immune to all Incinerate effects. Whenever Sunspot would be incinerated he instead generates 5 Solar Charges.
  • Sunspot starts a fight with his maximum Solar Charges. 1 charge expires every 3 second(s).
Flare State: - Max: 10 Stacks
  • Sunspot maintains Flare State for as long as he has Solar Charges.
  • If under the effects of Shock or when running out of Solar Charges, Flare State is disabled and all stacks are removed.
  • Whenever Sunspot’s attacks make contact with his Opponent he expends 1 Solar Charge per hit for each stack of Flare State. Each charge expended increases the damage of that hit by 523.5.
Incinerates:
  • When Striking the Opponent, inflict an Incinerate for each Solar Charge expended, dealing 104.7 energy damage for 5 seconds.
  • Incinerates remove Perfect Block chance and lower the Opponent’s Block Proficiency by 50%.
  • If a Strike fails to apply an Incinerate on the Opponent due to chance, or whenever any Incinerate is Purified, gain 10% of a bar of Power and 1 Solar Charge.
  • As Sunspot gains Power the potency of any Power gained by Incinerates is reduced by up to 57%.

On Well-Timed Blocks:
  • For as long as Sunspot’s Opponent is Incinerated, Well-Timed blocks grant 100% Perfect Block chance for the duration of his Opponents Combo or Special Attack.
  • When Sunspot performs a Perfect Block he Purifies 1 Incinerate Debuff on his Opponent.
Heavy Attack:
  • While Charging a Heavy Attack, Sunspot Purifies 1 Incinerate Debuff on his Opponent every 0.18 seconds.

SPECIAL ATTACKS

Special 1 - Kick Off:
  • Sunspot performs a dazzling combination of Capoeira kicks.
  • Gain an additional stack of Flare State.
  • Incinerates inflicted during this Special Attack last 9 seconds longer.
Developer's Note: This Special Attack is Sunspot’s bread and butter and should be his focus for the beginning of any fight. Each time this Special Attack is launched Sunspot is going to increase the number of Solar Charges he consumes on each hit. Make sure you keep an eye on how many Solar Charges you have to spend, if you launch too many Special 1’s and can’t reach your Special 2 for the big pay off or the Special 3 to reload your charges, you’re going to need to reset from the beginning.

Special 2 - Ultra-violent Radiation:
  • After a flurry of attacks Sunspot drives his fist into the Earth, creating an eruption of molten lava.
  • The final hit expends up to 15 Solar Charges.
  • For each stack of Flare State, Sunspot gains a Prowess effect increasing the damage dealt by this Special Attack by 200%.
Developer’s Note: The best I was able to do was achieve 8 Stacks of Flare State before launching this Special Attack. When Sunspot lands the final hit of this attack with 1600% increased damage… it really is Ultra-violent.

Special 3 - SPF 10,000:
  • Following a quick adjustment of his stylish suit, Sunspot aims to close the deal by unleashing a devastating blast of solar energy.
  • Sunspot recovers up to his maximum Solar Charges.
  • For every 20 Solar Charges recovered Sunspot Inflicts 1 Incinerate Debuff dealing 1047 Energy Damage over 12 seconds.
Developer’s Note: This Special is great for long fights. If you find you’re running low on Solar Charges but you still want to build to a higher number of Flare States, skip the Special 2 and rush for the Special 3 to reload all your Solar Charges while keeping your active Flare States.

Signature Ability - Gideons Experiments:
  • Sunspot becomes more proficient with absorbing and unleashing the energies of the Contest.
  • Sunspot increases his maximum number of Solar Charges by 30

SYNERGY BONUSES
New Mutants - Cable, Warlock
  • Mutant Champions: Ability Accuracy is increased by 30% during Special Attacks. Increased to up to 60% based on Sunspot's Signature level.
  • Unique Synergy: Does not stack with duplicate Synergies.

A.I.M Technology - M.O.D.O.K, Red Hulk
  • Science Champions: Increase the Duration and Ability Accuracy of any Exhaustion, Fatigue, Heal Block, Petrify, Slow, and Weakness Debuffs by 10%. Increased to up to 40% based on Sunspot’s Signature Level.
  • Unique Synergy: Does not stack with duplicate Synergies.

Leading Avengers Iron Man (Infinity War), Captain America
  • Avengers and New Avengers: When fighting Villain Champions, reduce the Potency of any Power Sting and damage over time effects by 10%. Increased to up to 40% based on Sunspot’s Signature Level.
  • Unique Synergy: Does not stack with duplicate Synergies.

Enemies - Mephisto, Hela
  • All Champions gain +125 Critical Rating. Increased to up to +325 based on Sunspot’s Signature Level.

Synergy: Friends - Magik, Beast, Colossus
  • All Champions gains +130 Armor Rating. Increased to up to +330 based on Sunspot’s Signature Level.

RECOMMENDED MASTERIES
Parry + Stupefy:
  • If Sunspot can reliably stun his opponents for a long duration he can charge his Heavy Attack for much longer and loop Special 1’s without losing too many Solar Charges.

Willpower:
  • Sunspot doesn’t have any defensive utility outside of his perfect blocks. Anything that can soften the blow from any debuffs will help keep Sunspot in the fight longer.

Despair
  • Sunspot inflicts a lot of Incinerates on his Opponents, mixed with the Despair Mastery he can quickly stop any regenerating champions.
Post edited by Kabam Zibiit on
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Comments

  • Kobster84Kobster84 Posts: 2,898 ★★★★★
    Also his mutant synergy is it a flat 60% boost or just a 60% boost
  • Fred_JoeityFred_Joeity Posts: 879 ★★★
    How do the synergies that rely on sig lvl scale?
  • Kobster84Kobster84 Posts: 2,898 ★★★★★
    Also on his sp2 when it expends 15 charges do you get the attack bonus
  • Fred_JoeityFred_Joeity Posts: 879 ★★★
    Where’s the unavoidable damage @RiderofHell ?
  • GroundedWisdomGroundedWisdom Posts: 20,482 ★★★★★

    Kobster84 said:

    Need to stop releasing super high prestige champs
    Also making his synergies reliant on sig stones when you’ve effectively gotten rid of sig stones from events is pretty annoying

    More like they stop releasing champs with unavoidable damage is getting borderline annoying
    Incinerate is not unavoidable.
  • GroundedWisdomGroundedWisdom Posts: 20,482 ★★★★★
    He looks cool. Not good against Shock, but they all have weaknesses.
  • Rougeknight87Rougeknight87 Posts: 502 ★★★
    Yeyyy another high damage mutant, just what the doctor ordered 😐
  • ChampioncriticChampioncritic Posts: 2,295 ★★★★

    I like how developers give tips on how to use but not how to fight against 😂😂😂

    Cause there isn't any need to give specific tips 😂😂? either use incinerate immune against him, or don't get hit, not like there are any complicated mechanics that simply parrying and dexterity-ing him won't solve haha
  • GroundedWisdomGroundedWisdom Posts: 20,482 ★★★★★
    Use HT. That should be fun.
  • Rougeknight87Rougeknight87 Posts: 502 ★★★
    edited August 3
    Edit: yes he is.
  • GroundedWisdomGroundedWisdom Posts: 20,482 ★★★★★

    Forgive me if I missed this but is he incinerate immune?

    Yep.
  • RiderofHellRiderofHell Posts: 1,727 ★★★★

    Where’s the unavoidable damage @RiderofHell ?

    Incinerate damage, may not get it from him but they will give him enchanced incinerate
  • te_dua_shumte_dua_shum Posts: 192
    a little question about his SP2: this special get a 200% boost for each Flare State, so it can reach an incredible 2000% boost with 10 Flare States, and the final hit of this Special can consume 15 Flare Charge, for a total of +7.852,5 damage; will these effects combine? or better, will the prowess boost be applied to the addictional damage?

    either way, i think that he can reach a new level of power with his SP2, probably doing even more damage than Proxima with all mission completed
  • Kobster84Kobster84 Posts: 2,898 ★★★★★

    a little question about his SP2: this special get a 200% boost for each Flare State, so it can reach an incredible 2000% boost with 10 Flare States, and the final hit of this Special can consume 15 Flare Charge, for a total of +7.852,5 damage; will these effects combine? or better, will the prowess boost be applied to the addictional damage?

    either way, i think that he can reach a new level of power with his SP2, probably doing even more damage than Proxima with all mission completed

    That’s a 4* as well 5* would have an extra 15735 damage his sp2 will probably be the hardest hitting in the game
  • OneManArmyOneManArmy Posts: 1,982 ★★★★
    Kobster84 said:

    a little question about his SP2: this special get a 200% boost for each Flare State, so it can reach an incredible 2000% boost with 10 Flare States, and the final hit of this Special can consume 15 Flare Charge, for a total of +7.852,5 damage; will these effects combine? or better, will the prowess boost be applied to the addictional damage?

    either way, i think that he can reach a new level of power with his SP2, probably doing even more damage than Proxima with all mission completed

    That’s a 4* as well 5* would have an extra 15735 damage his sp2 will probably be the hardest hitting in the game
    Hyperion. Ghost and Proxima got a issue with that statement
  • bloodyCainbloodyCain Posts: 625 ★★★
    Wait. It says he can has a max stack of 80 Solar Charges but his signature ability says "Signature Ability - Gideons Experiments:
    Sunspot becomes more proficient with absorbing and unleashing the energies of the Contest.
    Sunspot increases his maximum number of Solar Charges by 30".

    What does that mean?
    Is it 30 or 80?
    There are so many questions for that statements but I'll settle for the above questions first
  • Lvernon15Lvernon15 Posts: 3,795 ★★★★★

    Use HT. That should be fun.

    Just flame on
  • bloodyCainbloodyCain Posts: 625 ★★★
    @Lvernon15 awesome! Thanks. I tend to take words literally 'cause I like to avoid unnecessary overthinking so that explains the confusion sometimes
  • Kobster84Kobster84 Posts: 2,898 ★★★★★

    Kobster84 said:

    a little question about his SP2: this special get a 200% boost for each Flare State, so it can reach an incredible 2000% boost with 10 Flare States, and the final hit of this Special can consume 15 Flare Charge, for a total of +7.852,5 damage; will these effects combine? or better, will the prowess boost be applied to the addictional damage?

    either way, i think that he can reach a new level of power with his SP2, probably doing even more damage than Proxima with all mission completed

    That’s a 4* as well 5* would have an extra 15735 damage his sp2 will probably be the hardest hitting in the game
    Hyperion. Ghost and Proxima got a issue with that statement
    If it works properly it’ll make their specials look weak granted it might not be a viable option but neither is proxima
  • Kobster84Kobster84 Posts: 2,898 ★★★★★
    Little explanation from mods on this spotlight
  • WerewrymWerewrym Posts: 2,255 Guardian
    So I'm curious how his sig will scale. Obviously the only thing that can change is the number of extra solar charges he can have, so what does this mean for the use of sig stones? If sig 1 gives him 1 extra solar charge and sig 200 gives him 30 extra, does this mean 170 of his sig levels do nothing other then boost his prestige?
  • Kobster84Kobster84 Posts: 2,898 ★★★★★
    Werewrym said:

    So I'm curious how his sig will scale. Obviously the only thing that can change is the number of extra solar charges he can have, so what does this mean for the use of sig stones? If sig 1 gives him 1 extra solar charge and sig 200 gives him 30 extra, does this mean 170 of his sig levels do nothing other then boost his prestige?

    Increases the synergies I suppose
  • Lvernon15Lvernon15 Posts: 3,795 ★★★★★
    Werewrym said:

    So I'm curious how his sig will scale. Obviously the only thing that can change is the number of extra solar charges he can have, so what does this mean for the use of sig stones? If sig 1 gives him 1 extra solar charge and sig 200 gives him 30 extra, does this mean 170 of his sig levels do nothing other then boost his prestige?

    They’ll likely increase it in decimals but some stones will done nothing at all
  • WerewrymWerewrym Posts: 2,255 Guardian
    Lvernon15 said:

    Werewrym said:

    So I'm curious how his sig will scale. Obviously the only thing that can change is the number of extra solar charges he can have, so what does this mean for the use of sig stones? If sig 1 gives him 1 extra solar charge and sig 200 gives him 30 extra, does this mean 170 of his sig levels do nothing other then boost his prestige?

    They’ll likely increase it in decimals but some stones will done nothing at all
    Maybe, but that wouldn't make a lot of sense as you can't have a fraction of a charge.
  • Lvernon15Lvernon15 Posts: 3,795 ★★★★★
    Werewrym said:

    Lvernon15 said:

    Werewrym said:

    So I'm curious how his sig will scale. Obviously the only thing that can change is the number of extra solar charges he can have, so what does this mean for the use of sig stones? If sig 1 gives him 1 extra solar charge and sig 200 gives him 30 extra, does this mean 170 of his sig levels do nothing other then boost his prestige?

    They’ll likely increase it in decimals but some stones will done nothing at all
    Maybe, but that wouldn't make a lot of sense as you can't have a fraction of a charge.
    It makes more sense than it going up like 1,1,1,1,2, even though in practice it would work that way
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