* Captain America (end game) * Class mystic * bio: the super-soldier has proven himself worthy of wielding the mighty hammer Mjölnir, command over lightning, , Cap is a born leader of humans, heroes, and gods, all the while continuing to do what he believes is right — saving the world one clandestine mission at a time. * Tags #Avengers #Defensive: Utility #Hero #Size: M * Signature ability: Unbreakable will While Heavy Attack Charging cap activates charge for the next 5 second(s), reducing all damage by 50%, plus +1% for each Safeguard Once this ability finishes, it goes into cooldown and cannot be reactivated for 20 seconds. Unbreakable will will also trigger when cap is Stunned. Unbreakable will will also trigger when the Opponent would deal 300% or more of their Attack Rating with a Basic Attack, or 300% or more of their Attack Rating with a Special Attack Hit. This trigger ignores the ability cooldown. * Abilities ** Safeguard Passive Captain America’s vibranium shield can store up to 10 charges. He will not generate any new charge while at this limit. 50% Chance when Blocking to gain +1Safeguard. This chance increases to 100% on a Well Timed Block. 100% Chance when Stunned or when cap stun the opponent to gain +1 Safeguard. Safeguard falls off over time, falling off faster the longer its been since it last increased. 100% chance to Nullify Unstoppable Buffs when striking the Opponent. +30% chance to cause Opponent’s attacks to Glance. Glancing Hits cannot be Critical, deal 50% reduced damage, and suffer -100% Offensive Ability Accuracy. This chance increases by 100% against Mystic and cosmic Champions. 10 charges makes his attacks unblockable Entering this Safeguard has a 100% chance to Purify a Debuff by consumin ** Fractured shield Each Safeguard increases Perfect Block chance by 5%. Perfect Blocks reduce incoming damage to 0. While the Shield is intact, cap can block Heavy and Unblockable Attacks and gains X Block Proficiency. Blocking a Heavy or Unblockable Attack reduces Shield Safeguard to 0, however all hits of the incoming Attack can be blocked. When reaching 0 Safeguard the Shield is Fractured, entering cooldown for 8 seconds. This cooldown increases by 300% each time Fracture occurs. When cooldown ends, the Shield is repaired at 7 Safeguard. On Fracture vibranium shards from the vibranium shield burst onto the Opponent, inflicting a Stun Debuff for 1.9 seconds. ** lightning clouds Special Attack 1: 100% chance to Shock your opponent, dealing 233.55 - 884.25 Energy damage over 8 seconds. Special Attack 2: 100% chance to Shock your opponent, dealing 242.2 - 917 Energy damage over 8.5 seconds, 100% chance to inflict Bleed, dealing 488.7 - 1854.9 Direct Damage over 4 seconds Special Attack 3: 100% chance to Shock your opponent, dealing X Energy Damage over 5 seconds. This Special Attack can only inflict up to maximum of 20% of the opponent’s max Health as damage unblockable for 5 seconds After any Special Attack, Captain America consumes all Safeguard. ** Stun Stun prevents Champions from being able to move for several seconds. When a Champion is Stunned, it leaves them vulnerable to attack. All Attacks: Striking an opponent that has been Shocked has a 50% chance to Stun them for 1 seconds. ** Shock Resistance Passive: 70% Shock and stun Resistance.
* Captain America (end game) * Class mystic * bio: the super-soldier has proven himself worthy of wielding the mighty hammer Mjölnir, command over lightning, , Cap is a born leader of humans, heroes, and gods, all the while continuing to do what he believes is right — saving the world one clandestine mission at a time. * Tags #Avengers #Defensive: Utility #Hero #Size: M * Signature ability: Unbreakable will While Heavy Attack Charging cap activates charge for the next 5 second(s), reducing all damage by 50%, plus +1% for each Safeguard Once this ability finishes, it goes into cooldown and cannot be reactivated for 20 seconds. Unbreakable will will also trigger when cap is Stunned. Unbreakable will will also trigger when the Opponent would deal 300% or more of their Attack Rating with a Basic Attack, or 300% or more of their Attack Rating with a Special Attack Hit. This trigger ignores the ability cooldown. * Abilities ** Safeguard Passive Captain America’s vibranium shield can store up to 10 charges. He will not generate any new charge while at this limit. 50% Chance when Blocking to gain +1Safeguard. This chance increases to 100% on a Well Timed Block. 100% Chance when Stunned or when cap stun the opponent to gain +1 Safeguard. Safeguard falls off over time, falling off faster the longer its been since it last increased. 100% chance to Nullify Unstoppable Buffs when striking the Opponent. +30% chance to cause Opponent’s attacks to Glance. Glancing Hits cannot be Critical, deal 50% reduced damage, and suffer -100% Offensive Ability Accuracy. This chance increases by 100% against Mystic and cosmic Champions. 10 charges makes his attacks unblockable Entering this Safeguard has a 100% chance to Purify a Debuff by consumin ** Fractured shield Each Safeguard increases Perfect Block chance by 5%. Perfect Blocks reduce incoming damage to 0. While the Shield is intact, cap can block Heavy and Unblockable Attacks and gains X Block Proficiency. Blocking a Heavy or Unblockable Attack reduces Shield Safeguard to 0, however all hits of the incoming Attack can be blocked. When reaching 0 Safeguard the Shield is Fractured, entering cooldown for 8 seconds. This cooldown increases by 300% each time Fracture occurs. When cooldown ends, the Shield is repaired at 7 Safeguard. On Fracture vibranium shards from the vibranium shield burst onto the Opponent, inflicting a Stun Debuff for 1.9 seconds. ** lightning clouds Special Attack 1: 100% chance to Shock your opponent, dealing 233.55 - 884.25 Energy damage over 8 seconds. Special Attack 2: 100% chance to Shock your opponent, dealing 242.2 - 917 Energy damage over 8.5 seconds, 100% chance to inflict Bleed, dealing 488.7 - 1854.9 Direct Damage over 4 seconds Special Attack 3: 100% chance to Shock your opponent, dealing X Energy Damage over 5 seconds. This Special Attack can only inflict up to maximum of 20% of the opponent’s max Health as damage unblockable for 5 seconds After any Special Attack, Captain America consumes all Safeguard. ** Stun Stun prevents Champions from being able to move for several seconds. When a Champion is Stunned, it leaves them vulnerable to attack. All Attacks: Striking an opponent that has been Shocked has a 50% chance to Stun them for 1 seconds. ** Shock Resistance Passive: 70% Shock and stun Resistance.
I think you should add the Toby McGuire Spider-Man.
Special attacks. Quips: hurts the enemies pride causes power drain. This is the first special attack
Organic webbing: causes stun after damageing the enemy. This is the second special attack
Web throw: Spider-Man webs up the enemy then jumps in the air and then grabs them and throws them at the wall. This does a lot of damage and is the third special attack.
Abilities. Evade Stun Great power (increases damage once at 50% health) Great responsibility (power gain is now gained 25% slower)
Awakened ability. Spider Sense This ability now makes Spider-Man untouchable for a short amount time. (this would work pretty much the same as Unstoppable)
I'm pretty sure Classic Spidey is the Tobey McGuire Spidey
No Toby McGuire Spiderman looks like this https://images.app.goo.gl/jh8eDFXGNVpNVXuE7 And he doesn't have web shooters And Classic Spiderman is comic book and does have web shooters.
Silver Samurai: Class: Mutant Tags: #Size: M #Villain #Metal #Offensive: Damage Over Time
Bio: Born as the mutant, illegitimate son of a Japanese crime lord, Kenuichio Harada mastered the ways of the medieval samurai and became a ronin. Ken uses his powers to charge his katana with tachyon energy and dons a samurai-style armor made of a silvery metal.
Tachyon Field: -By focusing tachyon energy field through his sword, SS can cut through almost all substance, this allows sword attacks to gain the following bonuses: +Increased critical damage rating by X +Deal True Damage, ignoring all armor and resistances +Can deal critical hits through blocks -Sword Attacks: M1, M2, L1, L2, L3, H
Silver Armor: -SS’s lightweight yet resilient armor grants a permanent Armor Up passive, increasing Armor by X -While Armor Up is active, SS gains: +Increased Block proficiency +Increased Special Attack resistance
Teleportation Ring: -By dodging back and holding block for 1.2 seconds, SS equips the Teleportation Ring for 7 seconds -While the ring is active, incoming Special Attacks have 100% chance to be evaded -This ability goes on cool down for 12 seconds after expiry
Critical Hits: -45% chance to inflict Bleed, dealing X attack over Y seconds -Sword Attacks have double this chance -Against Bleed Immune champions, SS inflicts an Armor Break instead, reducing Armor Rating by X
Heavy Attacks: -Landing a heavy attack has 100% chance to gain a Fury buff lasting 12 seconds, increasing Attack rating by X -Max Fury: 5 -When stacking, each Fury after the first suffers -10% potency
Special 1: Kyujutsu: SS sends two arrows straight into the opponent with blinding speed and immense power -Arrow hits have 100% chance to be critical -100% chance to Stun for 1.5 seconds
Special 2: Tantojutsu: SS slashes the opponent with a pair of short swords, before delivering the final blow with his Muramasa blade -Knife attacks have 85% chance to inflict Armor Break, reducing Armor Rating by X -The last hit gains X additional attack per debuff currently on the opponent
Special 3: Kenjutsu: SS demonstrates Japanese swordsmanship with a barrage of tachyon-infused sword strikes -100% chance to inflict a Deep Bleed, dealing X damage and lasting for Y seconds -While Deep Bleed is active, Samurai’s attacks gain X critical rating -100% chance to Stagger the opponent, the next time a Staggered opponent triggers a buff, that buff and all other Buffs triggered at the same time will be Nullified
Signature Ability: Way of the Samurai -If the opponent is Bleeding, their Attack Rating is reduced by 10%-30% -SS passively gains 10%-30% Attack Rating if the enemy is above 50% health
Synergies: -Nemesis w/ Wolverine (2* and above)
-Enemies w/ OG DD (3* and above)
-Piercing Slash w/ Corvus (4* and above) +SS: Gain X Block Penetration +CG: Glaive charges cool down is reduced by 20%
-Masterless w/ Ronin (4* and above) +SS: Special Attacks gain 30% additional Critical Rating +Ronin: Entering Guard stance purifies all debuffs
-Cutting Edge w/ Blade (5* and above) +SS: Well timed blocks inflict Bleed, dealing X attack over Y seconds +Blade: Gain 20% Critical Rating if the enemy is bleed immune
Bohemes(this is a fan made character) Class Mystic Size XL Back Ground In the depths of the contest there was a mage who seeked to grant life to a being of pure stone and power that would beat the contest for him. He tried to do this for years, but died with his goal never being reached. The stone gallum Bohemes sat in the roens of a dead man's workshop for hundreds of years, when the Collector found him and gave him what his creator never could, life. Now he fights with only one purpose to win the contest just as his master created him for.
Signature Ability Because of the Collector's gift of life Bohemes can no longer die if he has power, instead his power bar will drop by 5% per second and speed up by 5% for each bar lost.
Passive Bohemes gains a passive Energize buff every 5 seconds that increases the amount of energy gained by 5% for each one, Bohemes cannot gain this buff if he is Asleep, all Energize buffs are removed when he falls Asleep(max stack 5)
Bohemes is granted the same amount of energy when hitting into the opponent regardless if they are blocking. Unless he is asleep
Because of the mystical powers in his body he has a tolerance timer that goes down over six seconds, when it goes out all debuffs that are on Bohemes at that moment will be removed. This timer is paused if Bohemes is asleep.
Bohemes is naturally immune to shock and bleed.
Whenever hit by energy damage Bohemes gains energy equal to one half of the damage dealt.
When fighting an opponent who has a class advantage Bohemes lose a point towards any awakening level when hit by a special or a heavy attack.
Heavy attack While Bohemes holds his heavy attack he charges his mallet it is charged with mystic energy that has a 15% chance to stun the opponent for 1.5 seconds.(the chances increase by 5% for Awake Level.) he must hold a heavy attack for 2.5 seconds.
Imperial Shock A passive shock debuff that deals X amount of energy damage over 5 seconds, when it ends it passively stuns the opponent for 1.5 seconds.(max stack 3)
If the opponent is hit by a heavy attack when they have Imperial Shock on them then all Imperial Shocks will be removed and be dealt as physical damage instead of stunning.
If Bohemes tries to apply more Imperial Shocks then 3 then the opponent will take X direct damage instead.
Awake Level 1 Bohemes Is Asleep until he has at least 1 point in Awake Level 1.
Bohemes will gain 1 point towards Awake Level 1 when ever he completes one of these tasks:
Bring an opponent's health down by 25% of their current health.
Gain a bar of power.(Bohemes or the opponent)
Receive damage from a special attack.(Bohemes or the opponent)
When Bohemes has 10 points towards being awake he goes into Awake Level 1, while Awake Level 1 is active every hit dealt by Bohemes has a 25% chance to inflict 1 Imperial shock on the opponent, if Bohemes ends a combo with a light attack there is a 50% chance to do the same. If max stacks of Imperial Shocks are on the opponent then the chance is cut in half.
Awack Level 2 When Awake Level 1 is active Bohemes can gain points towards Awake level 2 by:
Parrying or dextariating has a 50% chance to add 1 point
Purifying a debuff grants 1 point for each debuff removed
If Bohemes receives or deals damage their is a 25% chance to add 1 point
When Bohemes has 20 points towards being awake he goes into Awake Level 2, while Awake Level 2 is active hitting the opponent with a heavy attack nullifies one buff(as long as it is not passive) and gains 1% health for every debuff that is purified or every buff that he nullifies. Plus the effects of Awack Level 1.
Fully Awake If Awake Level 2 is active and Bohemes uses his third special attack he becomes Fully Awake.
While Fully Awake Bohemes gains the abilities of both Awack Level 1 and 2, and Bohemes becomes unstoppable while charging his heavy attack or if the opponent activates a special attack, and becomes unblockable when using a medium attack or when Bohemes activates a special.
Fully Awake goes down over 12 seconds and is paused if either of the opponents are unstoppable or unblockable. When the 12 seconds end Bohemes is no longer Awake and as such is stund for 2 seconds if fighting an opponent with a class advantage, and his tolerance timer is paused.
Special 1 Bohemes throws his mallet away screaming in rage after which he rushes into the opponent hitting them back, with a shock wave, and then using his mystic power recreates his mallet and hits the opponent with an uppercut.
Bohemes places an Imperial Shock on the opponent for each hit that makes contact, and removes the time limit on his tolerance removing all debuffs on him, and rests the tolerance timer in the proces.
Special 2 In Bohemes’s rage he breaks his mallet in half with his bare hands throwing each half at the opponent then he jumps crashing down on the opponent after which he recreates his mallet and rams into the opponent.
If Awack Level 1 is active steal the opponents power based on the damage that this special attack does.
Special 3 Bohemes blocks two hits with the handle of his mallet then screams scaring the opponent back after which Bohemes uses the head of his mallet to hit the left side of the opponents head than immediately bringing it back to hit the right side, than he twirls the mallet in a way that he is able to hit the opponent in the stomach and into the air and than with powerful electric aura smashes the opponent back down with his mallet.
If Awake Level two is active, cripple the opponent with a passive Counter Crit debuff that causes all critical damage to do zero damage and is removed from the opponent when he is no longer awake.
I'd really love it if these characters, specifically from the 3rd seasons of Avengers Earths Mightiest Heroes and Spectacular Spiderman that we never got could live in in the Contest. Hobgoblin with the blue rebreather thing and Wasp (the heart and soul of Earths Mightiest Heroes) with the Captain Universe powers they were going to give her.
Imagine the story of their respective universes collapsing due to studios giving up on them, but only Deadpool seems to understand that.
They could open up a whole new line of champions from marvel series canceled too soon. Someone from the season of Spiderman the Animated series that would have had Peter search for Mary Jane across time. Or just invent a Mary Jane Watson who got the Spots powers somehow to reference that final loose end plot.
Cosmic Infusion Ghost Rider can infuse his Penance Stare with the Power Cosmic, allowing him to Incinerate any sinner he wishes. Special Attack 3 Combines one Power Cosmic buff with all stacks of Penance to create a Passive Cosmic Penance, pausing the duration of all Buffs, increasing their potency by 50%, and increasing the potency of Hellfire by 60% for 20 seconds.
Abilities
Passive Immune to Passive Energy Damage over Time effects as well as Bleed effects. Takes no damage from Incinerate Debuffs.
Penance Stare 10 seconds after the fight started, Ghost Rider activates his Penance Stare and inflicts a Passive Penance on the opponent. Every 8 seconds, if a stack of Penance is active on the opponent, Ghost Rider inflicts his opponent with an additional Penance Passive. Max Stacks 20. When Ghost Rider is knocked down or one of his buffs are nullified, the opponent removes all stacks of Penance, and Penance Stare cannot be reactivated for 10 seconds.
Power Cosmic Gain 1% of a bar of power per second and deal an additional 5% of damage per hit as a burst of energy damage. Max stacks 20.
Penance Each stack of Penance reduces the opponent's Armor Rating by 250. While the opponent is suffering from at least 3 stacks of Penance, all Basic attacks have a 30% chance to inflict a Passive Hellfire Debuff, dealing 433 energy damage over 4 seconds and reducing the opponent's defensive Power Gain rate by 10% per stack. The damage dealt by Hellfire increases by an additional 5% per stack of Penance on the opponent.
Heavy Attacks Remove all stacks of Penance and gain a Fury buff for each stack removed, increasing attack by 423 per buff, lasting 6 seconds.
Special Attack 1 Gain a Power Cosmic buff lasting indefinitely.
Special Attack 2 Gain a Power Cosmic buff per Fury buff active on Ghost Rider lasting for 8 seconds.
I would love to see iconic marvel characters like Jubilee, Spiderwoman, Mystique, Sandman, Kraven the Hunter, Lizard, Agent Coulson, Black Cat, the Ancient One and more.
Passive: Robert Reynold's telepathic powers makes him immune to ability accuracy modification. -X energy resistance -25% power rate
Mind Trauma debuff (In the comics, the void was known for his tentacle strikes which affect a person mentally and drains their hope and optimism): Every 4th hit in a combo places a Mind Trauma debuff on the opponent for 5 seconds reducing opponents' ability accuracy by 40% and dealing 20% of his attack as direct damage.Additionally, placing a Mind Trauma debuff purifies all DOT debuffs on himself. Max stacks: 5.
Heavy Attacks: Inflicts a non-stacking armor break reducing armor rating by X amount lasting 20 seconds.
Special 1: Applies a power gain buff on himself increasing his power rate by 75% permanently.
Special 2: Gains a passive non-stacking fury increasing attack by 75% for 10 seconds. Regenerates 10% of the damage dealt.
Special 3: Increases the potency and duration of his abilities by 30% for the rest of the fight.
Sig ability: Attacks which place Mind Trauma are guaranteed critical hits and deal up to 50% more damage based on sig ability.
This is my version of how I would make this character if he was in the game. The ideal rotation for short fights would be to use an sp1 and then up to 2 sp2. An armor break could be weaved in to increase his damage. In longer fights, a sp1 and then a sp3 followed by a cycle of sp2s is more effective.
Eclipse begins absorbing more light, making his beams hotter and more accurate.
During Special attacks Eclipse’s energy beams gain true accuracy, ignoring all evade and evade effects. Additionally, his beams have a 30-100% chance to be unblockable.
Abilities
Persistent charge Eclipse stores all of his photon energy from fight to fight. Max: 100
Basic attacks Eclipse’s physical strength increases based on the amount of photon energy he has, increasing his attack rating by 1% per photon energy.
Heavy attack Gain upto 5 photon energy when charging. Eclipse temporarily blinds his opponent with this attack, stunning them for 0.25 seconds for every 10 photons eclipse has.
Special 1 Absorb light, then release it. Gain 30 photon energy and then release 10.
Special 2 Consume up to 60 photon energy, dealing an extra 5% damage for each photon energy consumed during this attack.
Special 3 Eclipse absorbs light, granting him a fury passive for 15 seconds. Additionally, each hit deals an extra 45% in energy damage while this fury is active. Gain 100 photon energy.
Comments
Dark carnage
Zzzxx (klyntar)
Legion (klyntar)
Scorn
The maker hybrid symboite
Magik demon Form
Karma
Blonde phantom
Some of the coolest marvel characters ever
Hypno-Hustler
Adversary
Steel Wind
Nighteyes (Vampire)
* Class mystic
* bio:
the super-soldier has proven himself worthy of wielding the mighty hammer Mjölnir, command over lightning, , Cap is a born leader of humans, heroes, and gods, all the while continuing to do what he believes is right — saving the world one clandestine mission at a time.
* Tags
#Avengers
#Defensive: Utility
#Hero
#Size: M
* Signature ability: Unbreakable will
While Heavy Attack Charging
cap activates charge for the next 5 second(s), reducing all damage by 50%, plus +1% for each Safeguard
Once this ability finishes, it goes into cooldown and cannot be reactivated for 20 seconds.
Unbreakable will will also trigger when cap is Stunned.
Unbreakable will will also trigger when the Opponent would deal 300% or more of their Attack Rating with a Basic Attack, or 300% or more of their Attack Rating with a Special Attack Hit. This trigger ignores the ability cooldown.
* Abilities
** Safeguard
Passive
Captain America’s vibranium shield can store up to 10 charges. He will not generate any new charge while at this limit.
50% Chance when Blocking to gain +1Safeguard. This chance increases to 100% on a Well Timed Block.
100% Chance when Stunned or when cap stun the opponent to gain +1 Safeguard.
Safeguard falls off over time, falling off faster the longer its been since it last increased.
100% chance to Nullify Unstoppable Buffs when striking the Opponent.
+30% chance to cause Opponent’s attacks to Glance. Glancing Hits cannot be Critical, deal 50% reduced damage, and suffer -100% Offensive Ability Accuracy. This chance increases by 100% against Mystic and cosmic Champions.
10 charges makes his attacks unblockable
Entering this Safeguard has a 100% chance to Purify a Debuff by consumin
** Fractured shield
Each Safeguard increases Perfect Block chance by 5%. Perfect Blocks reduce incoming damage to 0.
While the Shield is intact, cap can block Heavy and Unblockable Attacks and gains X Block Proficiency.
Blocking a Heavy or Unblockable Attack reduces Shield Safeguard to 0, however all hits of the incoming Attack can be blocked.
When reaching 0 Safeguard the Shield is Fractured, entering cooldown for 8 seconds. This cooldown increases by 300% each time Fracture occurs. When cooldown ends, the Shield is repaired at 7 Safeguard.
On Fracture
vibranium shards from the vibranium shield burst onto the Opponent, inflicting a Stun Debuff for 1.9 seconds.
** lightning clouds
Special Attack 1: 100% chance to Shock your opponent, dealing 233.55 - 884.25 Energy damage over 8 seconds.
Special Attack 2: 100% chance to Shock your opponent, dealing 242.2 - 917 Energy damage over 8.5 seconds, 100% chance to inflict Bleed, dealing 488.7 - 1854.9 Direct Damage over 4 seconds
Special Attack 3: 100% chance to Shock your opponent, dealing X Energy Damage over 5 seconds.
This Special Attack can only inflict up to maximum of 20% of the opponent’s max Health as damage
unblockable for 5 seconds
After any Special Attack, Captain America consumes all Safeguard.
** Stun
Stun prevents Champions from being able to move for several seconds. When a Champion is Stunned, it leaves them vulnerable to attack.
All Attacks: Striking an opponent that has been Shocked has a 50% chance to Stun them for 1 seconds.
** Shock Resistance
Passive: 70% Shock and stun Resistance.
GALACTUS
And he doesn't have web shooters
And Classic Spiderman is comic book and does have web shooters.
Solus
Kindred
Cadaverous
The hippo
The controller
Gambit New Sun
The ghost
Scientist supreme
The uranian
Valeria richards
Tel-kar
Tel-kar should have a synergy with venom because he was venoms first host.
Silver Samurai:
Class: Mutant
Tags: #Size: M #Villain #Metal #Offensive: Damage Over Time
Bio: Born as the mutant, illegitimate son of a Japanese crime lord, Kenuichio Harada mastered the ways of the medieval samurai and became a ronin. Ken uses his powers to charge his katana with tachyon energy and dons a samurai-style armor made of a silvery metal.
Abilities: Bleed, Fury, Armor Up, Stun, Armor Break
Tachyon Field:
-By focusing tachyon energy field through his sword, SS can cut through almost all substance, this allows sword attacks to gain the following bonuses:
+Increased critical damage rating by X
+Deal True Damage, ignoring all armor and resistances
+Can deal critical hits through blocks
-Sword Attacks: M1, M2, L1, L2, L3, H
Silver Armor:
-SS’s lightweight yet resilient armor grants a permanent Armor Up passive, increasing Armor by X
-While Armor Up is active, SS gains:
+Increased Block proficiency
+Increased Special Attack resistance
Teleportation Ring:
-By dodging back and holding block for 1.2 seconds, SS equips the Teleportation Ring for 7 seconds
-While the ring is active, incoming Special Attacks have 100% chance to be evaded
-This ability goes on cool down for 12 seconds after expiry
Critical Hits:
-45% chance to inflict Bleed, dealing X attack over Y seconds
-Sword Attacks have double this chance
-Against Bleed Immune champions, SS inflicts an Armor Break instead, reducing Armor Rating by X
Heavy Attacks:
-Landing a heavy attack has 100% chance to gain a Fury buff lasting 12 seconds, increasing Attack rating by X
-Max Fury: 5
-When stacking, each Fury after the first suffers -10% potency
Special 1: Kyujutsu: SS sends two arrows straight into the opponent with blinding speed and immense power
-Arrow hits have 100% chance to be critical
-100% chance to Stun for 1.5 seconds
Special 2: Tantojutsu: SS slashes the opponent with a pair of short swords, before delivering the final blow with his Muramasa blade
-Knife attacks have 85% chance to inflict Armor Break, reducing Armor Rating by X
-The last hit gains X additional attack per debuff currently on the opponent
Special 3: Kenjutsu: SS demonstrates Japanese swordsmanship with a barrage of tachyon-infused sword strikes
-100% chance to inflict a Deep Bleed, dealing X damage and lasting for Y seconds
-While Deep Bleed is active, Samurai’s attacks gain X critical rating
-100% chance to Stagger the opponent, the next time a Staggered opponent triggers a buff, that buff and all other Buffs triggered at the same time will be Nullified
Signature Ability: Way of the Samurai
-If the opponent is Bleeding, their Attack Rating is reduced by 10%-30%
-SS passively gains 10%-30% Attack Rating if the enemy is above 50% health
Synergies:
-Nemesis w/ Wolverine (2* and above)
-Enemies w/ OG DD (3* and above)
-Piercing Slash w/ Corvus (4* and above)
+SS: Gain X Block Penetration
+CG: Glaive charges cool down is reduced by 20%
-Masterless w/ Ronin (4* and above)
+SS: Special Attacks gain 30% additional Critical Rating
+Ronin: Entering Guard stance purifies all debuffs
-Cutting Edge w/ Blade (5* and above)
+SS: Well timed blocks inflict Bleed, dealing X attack over Y seconds
+Blade: Gain 20% Critical Rating if the enemy is bleed immune
Class Mystic
Size XL
Back Ground
In the depths of the contest there was a mage who seeked to grant life to a being of pure stone and power that would beat the contest for him. He tried to do this for years, but died with his goal never being reached. The stone gallum Bohemes sat in the roens of a dead man's workshop for hundreds of years, when the Collector found him and gave him what his creator never could, life. Now he fights with only one purpose to win the contest just as his master created him for.
Signature Ability
Because of the Collector's gift of life Bohemes can no longer die if he has power, instead his power bar will drop by 5% per second and speed up by 5% for each bar lost.
Passive
Bohemes gains a passive Energize buff every 5 seconds that increases the amount of energy gained by 5% for each one, Bohemes cannot gain this buff if he is Asleep, all Energize buffs are removed when he falls Asleep(max stack 5)
Bohemes is granted the same amount of energy when hitting into the opponent regardless if they are blocking. Unless he is asleep
Because of the mystical powers in his body he has a tolerance timer that goes down over six seconds, when it goes out all debuffs that are on Bohemes at that moment will be removed. This timer is paused if Bohemes is asleep.
Bohemes is naturally immune to shock and bleed.
Whenever hit by energy damage Bohemes gains energy equal to one half of the damage dealt.
When fighting an opponent who has a class advantage Bohemes lose a point towards any awakening level when hit by a special or a heavy attack.
Heavy attack
While Bohemes holds his heavy attack he charges his mallet it is charged with mystic energy that has a 15% chance to stun the opponent for 1.5 seconds.(the chances increase by 5% for Awake Level.) he must hold a heavy attack for 2.5 seconds.
Imperial Shock
A passive shock debuff that deals X amount of energy damage over 5 seconds, when it ends it passively stuns the opponent for 1.5 seconds.(max stack 3)
If the opponent is hit by a heavy attack when they have Imperial Shock on them then all Imperial Shocks will be removed and be dealt as physical damage instead of stunning.
If Bohemes tries to apply more Imperial Shocks then 3 then the opponent will take X direct damage instead.
Awake Level 1
Bohemes Is Asleep until he has at least 1 point in Awake Level 1.
Bohemes will gain 1 point towards Awake Level 1 when ever he completes one of these tasks:
Bring an opponent's health down by 25% of their current health.
Gain a bar of power.(Bohemes or the opponent)
Receive damage from a special attack.(Bohemes or the opponent)
When Bohemes has 10 points towards being awake he goes into Awake Level 1, while Awake Level 1 is active every hit dealt by Bohemes has a 25% chance to inflict 1 Imperial shock on the opponent, if Bohemes ends a combo with a light attack there is a 50% chance to do the same. If max stacks of Imperial Shocks are on the opponent then the chance is cut in half.
Awack Level 2
When Awake Level 1 is active Bohemes can gain points towards Awake level 2 by:
Parrying or dextariating has a 50% chance to add 1 point
Purifying a debuff grants 1 point for each debuff removed
If Bohemes receives or deals damage their is a 25% chance to add 1 point
When Bohemes has 20 points towards being awake he goes into Awake Level 2, while Awake Level 2 is active hitting the opponent with a heavy attack nullifies one buff(as long as it is not passive) and gains 1% health for every debuff that is purified or every buff that he nullifies. Plus the effects of Awack Level 1.
Fully Awake
If Awake Level 2 is active and Bohemes uses his third special attack he becomes Fully Awake.
While Fully Awake Bohemes gains the abilities of both Awack Level 1 and 2, and Bohemes becomes unstoppable while charging his heavy attack or if the opponent activates a special attack, and becomes unblockable when using a medium attack or when Bohemes activates a special.
Fully Awake goes down over 12 seconds and is paused if either of the opponents are unstoppable or unblockable. When the 12 seconds end Bohemes is no longer Awake and as such is stund for 2 seconds if fighting an opponent with a class advantage, and his tolerance timer is paused.
Special 1
Bohemes throws his mallet away screaming in rage after which he rushes into the opponent hitting them back, with a shock wave, and then using his mystic power recreates his mallet and hits the opponent with an uppercut.
Bohemes places an Imperial Shock on the opponent for each hit that makes contact, and removes the time limit on his tolerance removing all debuffs on him, and rests the tolerance timer in the proces.
Special 2
In Bohemes’s rage he breaks his mallet in half with his bare hands throwing each half at the opponent then he jumps crashing down on the opponent after which he recreates his mallet and rams into the opponent.
If Awack Level 1 is active steal the opponents power based on the damage that this special attack does.
Special 3
Bohemes blocks two hits with the handle of his mallet then screams scaring the opponent back after which Bohemes uses the head of his mallet to hit the left side of the opponents head than immediately bringing it back to hit the right side, than he twirls the mallet in a way that he is able to hit the opponent in the stomach and into the air and than with powerful electric aura smashes the opponent back down with his mallet.
If Awake Level two is active, cripple the opponent with a passive Counter Crit debuff that causes all critical damage to do zero damage and is removed from the opponent when he is no longer awake.
Piecmeal
Chthon
D’spayre
Enrakt
Brona
Farsung
Basilisk Cyclops
I'd really love it if these characters, specifically from the 3rd seasons of Avengers Earths Mightiest Heroes and Spectacular Spiderman that we never got could live in in the Contest. Hobgoblin with the blue rebreather thing and Wasp (the heart and soul of Earths Mightiest Heroes) with the Captain Universe powers they were going to give her.
Imagine the story of their respective universes collapsing due to studios giving up on them, but only Deadpool seems to understand that.
They could open up a whole new line of champions from marvel series canceled too soon. Someone from the season of Spiderman the Animated series that would have had Peter search for Mary Jane across time. Or just invent a Mary Jane Watson who got the Spots powers somehow to reference that final loose end plot.
Galactic pool
Changeling
Ravanche
Joseph
Old man Quill
Madalin pyryer
Magus
Stunner
Red Ronin
Warhawk
Delilah
Tiger Shark
Wave
Viv Vision
Patriot
Makkari
Kingo
Korath
Paibok
Cosmic Ghost Rider
Class: CosmicAwakened Ability
Cosmic InfusionGhost Rider can infuse his Penance Stare with the Power Cosmic, allowing him to Incinerate any sinner he wishes.
Special Attack 3
Combines one Power Cosmic buff with all stacks of Penance to create a Passive Cosmic Penance, pausing the duration of all Buffs, increasing their potency by 50%, and increasing the potency of Hellfire by 60% for 20 seconds.
Abilities
PassiveImmune to Passive Energy Damage over Time effects as well as Bleed effects.
Takes no damage from Incinerate Debuffs.
Penance Stare
10 seconds after the fight started, Ghost Rider activates his Penance Stare and inflicts a Passive Penance on the opponent.
Every 8 seconds, if a stack of Penance is active on the opponent, Ghost Rider inflicts his opponent with an additional Penance Passive. Max Stacks 20.
When Ghost Rider is knocked down or one of his buffs are nullified, the opponent removes all stacks of Penance, and Penance Stare cannot be reactivated for 10 seconds.
Power Cosmic
Gain 1% of a bar of power per second and deal an additional 5% of damage per hit as a burst of energy damage. Max stacks 20.
Penance
Each stack of Penance reduces the opponent's Armor Rating by 250.
While the opponent is suffering from at least 3 stacks of Penance, all Basic attacks have a 30% chance to inflict a Passive Hellfire Debuff, dealing 433 energy damage over 4 seconds and reducing the opponent's defensive Power Gain rate by 10% per stack. The damage dealt by Hellfire increases by an additional 5% per stack of Penance on the opponent.
Heavy Attacks
Remove all stacks of Penance and gain a Fury buff for each stack removed, increasing attack by 423 per buff, lasting 6 seconds.
Special Attack 1
Gain a Power Cosmic buff lasting indefinitely.
Special Attack 2
Gain a Power Cosmic buff per Fury buff active on Ghost Rider lasting for 8 seconds.
Special Attack 3
Gain a Passive Penance.
Graviton
Iron Man(2020)
Mar-vell
Ex Nihilo
Phastos
Sprite
Cannonball
Lupina
He has been cool.
THE ALL-NEW SENTRY
Class: Science
Abilities:
Passive: Robert Reynold's telepathic powers makes him immune to ability accuracy modification.
-X energy resistance
-25% power rate
Mind Trauma debuff (In the comics, the void was known for his tentacle strikes which affect a person mentally and drains their hope and optimism): Every 4th hit in a combo places a Mind Trauma debuff on the opponent for 5 seconds reducing opponents' ability accuracy by 40% and dealing 20% of his attack as direct damage.Additionally, placing a Mind Trauma debuff purifies all DOT debuffs on himself. Max stacks: 5.
Heavy Attacks: Inflicts a non-stacking armor break reducing armor rating by X amount lasting 20 seconds.
Special 1: Applies a power gain buff on himself increasing his power rate by 75% permanently.
Special 2: Gains a passive non-stacking fury increasing attack by 75% for 10 seconds.
Regenerates 10% of the damage dealt.
Special 3: Increases the potency and duration of his abilities by 30% for the rest of the fight.
Sig ability: Attacks which place Mind Trauma are guaranteed critical hits and deal up to 50% more damage based on sig ability.
This is my version of how I would make this character if he was in the game. The ideal rotation for short fights would be to use an sp1 and then up to 2 sp2. An armor break could be weaved in to increase his damage. In longer fights, a sp1 and then a sp3 followed by a cycle of sp2s is more effective.
Awakened Ability
Eclipse begins absorbing more light, making his beams hotter and more accurate.
During Special attacks
Eclipse’s energy beams gain true accuracy, ignoring all evade and evade effects. Additionally, his beams have a 30-100% chance to be unblockable.
Abilities
Persistent charge
Eclipse stores all of his photon energy from fight to fight. Max: 100
Basic attacks
Eclipse’s physical strength increases based on the amount of photon energy he has, increasing his attack rating by 1% per photon energy.
Heavy attack
Gain upto 5 photon energy when charging.
Eclipse temporarily blinds his opponent with this attack, stunning them for 0.25 seconds for every 10 photons eclipse has.
Special 1
Absorb light, then release it. Gain 30 photon energy and then release 10.
Special 2
Consume up to 60 photon energy, dealing an extra 5% damage for each photon energy consumed during this attack.
Special 3
Eclipse absorbs light, granting him a fury passive for 15 seconds.
Additionally, each hit deals an extra 45% in energy damage while this fury is active.
Gain 100 photon energy.
Citizen V
Spider Girl (Ashley Barton)
Beetle
Sinthea Schmidt (Sin)
Prowler
Sydney Taine
Stingray
Armor