1. Morgue 2. Kurse 3. The Blob 4. What If universe ( Thor Venum ) 5. Goliath ( Masters Of Evil ) 6. Doc Samson ( Old rendition) 7. Madcap 8. Zeus 9. Thing ( Spiked version ) 10. Hammerhead
Signature Ability - Immortal Ruler of the Dark Dracula will gain one additional Regeneration Buff while Below 10% granting +X Health over 8 seconds. Bleeds inflicted will last up to X% longer based on Power. Miss will trigger up to X% more often based on Health. X% Chance to Apply Bleed after a Buff has been Nullified or a Stagger Debuff has ended.
Passive +543.74 Physical Resistance -700 Energy Resistance Vampirism Being a Vampire grants Dracula 65% Resistance to Degeneration, Bleed, and Rupture Affects but Incinerates gain +45% Potency. Dracula's enhanced undying immune system grants him immunity to the Poisons of the Contest. Every 20% Health interval, Dracula will gain a Regeneration Buff granting X% Health over 8 seconds
30% on all Basic Hits to apply Bleed dealing X Damage over 12 seconds. 20% for all Basic Hits against Dracula to Miss. If Dark Manipulation is active, this extends to all Hits. If the Opponent is Bleeding, Dracula can block Unblockable Attacks.
Dark Manipulation Against Skill, Cosmic, and #Dimensional Beings, an Indefinite Dark Manipulation is applied, reducing Ability Accuracy and Block Proficency by 55%. The Ability Accuracy reduction bypasses immunities to Ability Accuracy reduction.
Additionally, Dracula gains the following bonuses while Dark Manipulation is active: +158.5 - 2698.6 Attack Rating + 25% Critical Rating and Bleed Potency +15% Ability Accuracy On all Critical Hits, 20% to apply Critical Bleed dealing X Damage over 7 seconds. Opponents suffer -40% Defensive Power Gain Dark Manipulation will not trigger against #Psychic Shielding and #Robot Tagged Champions.
Bleed If the Opponent is Bleeding, Dracula can block Unblockable Attacks. While near a Bleeding Opponent, Dracula generates 8.35% a Bar of Power every second for each Bleed Debuff active. Additionally, if the Opponent is Bleeding, Dracula will Life Steal 70% of the Damage done to the Opponent on his Mediums and the Last hit of his Special 2. Bleeds are paused during Special Attacks as each Bleed Active provides +X Critical Damage Rating.
Miss If the Opponent Misses, Refresh all active Leech and Stagger Debuffs
Heavy Attacks 100% to Apply Stagger, Nullifying the next Buff active on the opponent. If the Opponent is Bleeding, apply Leech as well, stealing 25% a Bar of Power over 5 seconds. This debuff cannot stack and cannot be refreshed on Heavy Attacks.
Special Attacks 100% to Apply Bleed dealing X Damage over 8 seconds.
Special 1 - Vamperic Suprise Dracula teleports directly in front of his opponent before slashing them. Guranteed to Apply one Critical Bleed if the opponent is already Bleeding.
Special 2 - A Sword from the Void Dracula beats into his opponent before pulling his sword from the dark to send them surrying back. Gain a Power Gain Buff granting 40% of Max Power over 8 seconds
Special 3 - "Welcome to my Kingdom" In the darkness, I hunt my opponent. And I, am hungry... Refresh all Active Bleeds with +30% Potency This attack gains +X Attack Rating of each Bleed that was active while the Special Attack was used.
Dracula who is that, there is no like marvel character
Signature Ability - Living Sand Flint's bitterness and anger towards society leads him and his sand to strike back in the most violent way. Sandman's personal Debuffs last X% longer. +15% Duration Against Mystic and #Spider-Verse Heros Champions When a Sanded or Grit Debuff is applied to the opponent, X% to apply a corresponding Sanded or Grit Debuff Personal Debuffs are paused for 3.5 seconds when Sandman or the Opponent activates a Special Attack.
Passive +748 Physical Resistance Sandman's body both lacks both blood, flesh, and conductivity, giving him full immunity to Bleed, Poison, and Shock. Flint's sand form makes him vulnerable to Incinerates and Energy Damage. Incinerates gain +30% Potency and Duration. -743 Energy Resistance
Sanded Sand exhausts the enemy weighing them down. Sanded reduces Defensive Power Gain by 10% lasting 10 seconds.
Grit Grit in the eye is never fun. Grit reduces Ability Accuracy by 10% lasting 10 seconds.
All hits by Sandman and the opponent that are not non-contact and projectile based have 20% to Apply either Sanded or Grit 90% to Apply Grit when ending a combo with a medium attack 90% to Apply Sanded when ending a combo with a light attack Physical Resistance and Critical Resistance Buffs on the opponent reduce the Potency of Grit and Sanded Debuffs by 14%. This cannot reduce the Potency below 0%.
Heavy Attacks 100% to Apply Sanded and Grit
Special Attacks In either form, Special Attacks against Sandman suffer -20% Critical Rating due to his shifting sand body.
Sifting Sand Form Sandman will start in Sifting Sand when entering a fight +X Physcial Resistance 20% for all hits that make contact with Sandman to Glance Non-Damaging Debuffs suffer -35% Duration and the opponent recieves -45% Defensive Power Gain. Additionally, the opponent suffers -55% Healing Potency from all sources. However, Sandman has not focused his sand yet, giving him -15% Ability Accuracy. This does not affect the Parry Mastery nor Heavy Ability Accuracy. Sanded Debuffs recieve +25% Potency and Duration
Solid Sand Form To gather his sand into a more solid from, Dash back and hold block for 1.5 seconds. +X Critical Resistance and +X Block Proficency +15% Ability Accuracy and Perfect Block Chance +2695 Attack Rating and +1245 Critical Damage Rating Sandman has focused his form but cannot probe for weaknesses as well, giving him -15% Critical Rating. Grit Debuffs recieve +25% Potency and Duration.
When a Debuff is Purified If one of Sandman's personal Debuff is purified, apply Grit and Sanded. This has a cooldown of 15 seconds and cannot happen while in Solid Sand Form.
When a Special Attack is Activated When the Opponent activates a Special Attack, apply Weakness, reducing Attack by 30% for 6 seconds. This can stack up to 3 times.
Against Mystic Champions Effects applied by Special Attacks will apply through the block.
Special Attacks Each hit of Sandman's Special Attacks does X Direct Damage for each Sanded and Grit Debuff. At the end of Special Attack, consume 50% of Grit and Sanded Debuffs. While in Sifting Sand, Special Attacks have +X Critical Rating and do True Damage ignoring all Armor and Physical Resistance. While in Solid Sand, Special Attacks have 75% to Stun for 2.5 seconds and the first hit of each Special Attack is Unblockable. If #Spider-Verse Heros have both Grit and Sanded on them, regardless of the form, they suffer -105% Evade Ability Accuracy during Sandman's Special Attacks. These effects will not trigger if the Opponent does not have at least one Sanded or Grit Debuff on them.
Special 1 - Fists of Sand Sandman creates massive fists out of sand to pound the opponent. Apply 2 Sanded and 2 Grit Refresh all active Grit and Sanded debuffs. At the end of this Special Attack, enter Sifting Sand. 6 second cooldown before being able to enter Stiff Sand.
Special 2 - Sand Wall of Weapons Sandman forms a wall, letting out a sand fist, a sand club, and a... sand mace!? Then the opponent gets sand blasted to throw them clear. Apply Grit and Sanded if 2 Grit and Sanded are active on the opponent upon activation of this special attack. 100% to apply Armor Break reducing Armor Rating by 1270 lasting 12 seconds
Special 3 - Sand Storm of Rage Sandman unleashes all his rage in the form of a storm throwing the opponent under and around the sand before smashing them into the wall and leaving them defeated and buried.
100% to apply Quicksand, lasting 12 seconds. When under the effect of Quicksand, 35% when the opponent Dashes forward to be passively stunned for 1.25 seconds +65% when the opponent holds block for 1.75 seconds.
Consume all Sanded and Grit Debuffs to create a Regeneration Buff with each Sanded and Grit debuff granting +X Health per debuff consumed over 10 seconds. If no Grit and Sanded Debuffs are upon the opponent, the Regeneration Buff will not trigger.
Signature Ability - Immortal Ruler of the Dark Dracula will gain one additional Regeneration Buff while Below 10% granting +X Health over 8 seconds. Bleeds inflicted will last up to X% longer based on Power. Miss will trigger up to X% more often based on Health. X% Chance to Apply Bleed after a Buff has been Nullified or a Stagger Debuff has ended.
Passive +543.74 Physical Resistance -700 Energy Resistance Vampirism Being a Vampire grants Dracula 65% Resistance to Degeneration, Bleed, and Rupture Affects but Incinerates gain +45% Potency. Dracula's enhanced undying immune system grants him immunity to the Poisons of the Contest. Every 20% Health interval, Dracula will gain a Regeneration Buff granting X% Health over 8 seconds
30% on all Basic Hits to apply Bleed dealing X Damage over 12 seconds. 20% for all Basic Hits against Dracula to Miss. If Dark Manipulation is active, this extends to all Hits. If the Opponent is Bleeding, Dracula can block Unblockable Attacks.
Dark Manipulation Against Skill, Cosmic, and #Dimensional Beings, an Indefinite Dark Manipulation is applied, reducing Ability Accuracy and Block Proficency by 55%. The Ability Accuracy reduction bypasses immunities to Ability Accuracy reduction.
Additionally, Dracula gains the following bonuses while Dark Manipulation is active: +158.5 - 2698.6 Attack Rating + 25% Critical Rating and Bleed Potency +15% Ability Accuracy On all Critical Hits, 20% to apply Critical Bleed dealing X Damage over 7 seconds. Opponents suffer -40% Defensive Power Gain Dark Manipulation will not trigger against #Psychic Shielding and #Robot Tagged Champions.
Bleed If the Opponent is Bleeding, Dracula can block Unblockable Attacks. While near a Bleeding Opponent, Dracula generates 8.35% a Bar of Power every second for each Bleed Debuff active. Additionally, if the Opponent is Bleeding, Dracula will Life Steal 70% of the Damage done to the Opponent on his Mediums and the Last hit of his Special 2. Bleeds are paused during Special Attacks as each Bleed Active provides +X Critical Damage Rating.
Miss If the Opponent Misses, Refresh all active Leech and Stagger Debuffs
Heavy Attacks 100% to Apply Stagger, Nullifying the next Buff active on the opponent. If the Opponent is Bleeding, apply Leech as well, stealing 25% a Bar of Power over 5 seconds. This debuff cannot stack and cannot be refreshed on Heavy Attacks.
Special Attacks 100% to Apply Bleed dealing X Damage over 8 seconds.
Special 1 - Vamperic Suprise Dracula teleports directly in front of his opponent before slashing them. Guranteed to Apply one Critical Bleed if the opponent is already Bleeding.
Special 2 - A Sword from the Void Dracula beats into his opponent before pulling his sword from the dark to send them surrying back. Gain a Power Gain Buff granting 40% of Max Power over 8 seconds
Special 3 - "Welcome to my Kingdom" In the darkness, I hunt my opponent. And I, am hungry... Refresh all Active Bleeds with +30% Potency This attack gains +X Attack Rating of each Bleed that was active while the Special Attack was used.
Dracula who is that, there is no like marvel character
Signature Ability - Immortal Ruler of the Dark Dracula will gain one additional Regeneration Buff while Below 10% granting +X Health over 8 seconds. Bleeds inflicted will last up to X% longer based on Power. Miss will trigger up to X% more often based on Health. X% Chance to Apply Bleed after a Buff has been Nullified or a Stagger Debuff has ended.
Passive +543.74 Physical Resistance -700 Energy Resistance Vampirism Being a Vampire grants Dracula 65% Resistance to Degeneration, Bleed, and Rupture Affects but Incinerates gain +45% Potency. Dracula's enhanced undying immune system grants him immunity to the Poisons of the Contest. Every 20% Health interval, Dracula will gain a Regeneration Buff granting X% Health over 8 seconds
30% on all Basic Hits to apply Bleed dealing X Damage over 12 seconds. 20% for all Basic Hits against Dracula to Miss. If Dark Manipulation is active, this extends to all Hits. If the Opponent is Bleeding, Dracula can block Unblockable Attacks.
Dark Manipulation Against Skill, Cosmic, and #Dimensional Beings, an Indefinite Dark Manipulation is applied, reducing Ability Accuracy and Block Proficency by 55%. The Ability Accuracy reduction bypasses immunities to Ability Accuracy reduction.
Additionally, Dracula gains the following bonuses while Dark Manipulation is active: +158.5 - 2698.6 Attack Rating + 25% Critical Rating and Bleed Potency +15% Ability Accuracy On all Critical Hits, 20% to apply Critical Bleed dealing X Damage over 7 seconds. Opponents suffer -40% Defensive Power Gain Dark Manipulation will not trigger against #Psychic Shielding and #Robot Tagged Champions.
Bleed If the Opponent is Bleeding, Dracula can block Unblockable Attacks. While near a Bleeding Opponent, Dracula generates 8.35% a Bar of Power every second for each Bleed Debuff active. Additionally, if the Opponent is Bleeding, Dracula will Life Steal 70% of the Damage done to the Opponent on his Mediums and the Last hit of his Special 2. Bleeds are paused during Special Attacks as each Bleed Active provides +X Critical Damage Rating.
Miss If the Opponent Misses, Refresh all active Leech and Stagger Debuffs
Heavy Attacks 100% to Apply Stagger, Nullifying the next Buff active on the opponent. If the Opponent is Bleeding, apply Leech as well, stealing 25% a Bar of Power over 5 seconds. This debuff cannot stack and cannot be refreshed on Heavy Attacks.
Special Attacks 100% to Apply Bleed dealing X Damage over 8 seconds.
Special 1 - Vamperic Suprise Dracula teleports directly in front of his opponent before slashing them. Guranteed to Apply one Critical Bleed if the opponent is already Bleeding.
Special 2 - A Sword from the Void Dracula beats into his opponent before pulling his sword from the dark to send them surrying back. Gain a Power Gain Buff granting 40% of Max Power over 8 seconds
Special 3 - "Welcome to my Kingdom" In the darkness, I hunt my opponent. And I, am hungry... Refresh all Active Bleeds with +30% Potency This attack gains +X Attack Rating of each Bleed that was active while the Special Attack was used.
Dracula who is that, there is no like marvel character
No it is fake I can't believe, if he is also marvel character then means why didn't cast at marvel movies or comics, check it
Sometimes marvel decides to remove this character and not casted in any trilogy
Then means search these champions
Crystal Puck Aurora Northstar Shaman
And describe these champions class include dracula
But I believe one side he is also marvel character
Its not fake, @sudeep9680 and they can't cast every marvel charcter and there is less of a chance the weirder and more obscure the charcter is that they will in fact be in a movie. Blade hunts vampires and Dracula is his enemy. There is supposedly a Blade movie in the making. Morbius is coming out too, rather soon i think. Dracula could show up in either. And also to be fair, the version of dracula in the picture has been a more popular version over the last couple of years but its not the original so that could be a little confusing
Signature Ability - Immortal Ruler of the Dark Dracula will gain one additional Regeneration Buff while Below 10% granting +X Health over 8 seconds. Bleeds inflicted will last up to X% longer based on Power. Miss will trigger up to X% more often based on Health. X% Chance to Apply Bleed after a Buff has been Nullified or a Stagger Debuff has ended.
Passive +543.74 Physical Resistance -700 Energy Resistance Vampirism Being a Vampire grants Dracula 65% Resistance to Degeneration, Bleed, and Rupture Affects but Incinerates gain +45% Potency. Dracula's enhanced undying immune system grants him immunity to the Poisons of the Contest. Every 20% Health interval, Dracula will gain a Regeneration Buff granting X% Health over 8 seconds
30% on all Basic Hits to apply Bleed dealing X Damage over 12 seconds. 20% for all Basic Hits against Dracula to Miss. If Dark Manipulation is active, this extends to all Hits. If the Opponent is Bleeding, Dracula can block Unblockable Attacks.
Dark Manipulation Against Skill, Cosmic, and #Dimensional Beings, an Indefinite Dark Manipulation is applied, reducing Ability Accuracy and Block Proficency by 55%. The Ability Accuracy reduction bypasses immunities to Ability Accuracy reduction.
Additionally, Dracula gains the following bonuses while Dark Manipulation is active: +158.5 - 2698.6 Attack Rating + 25% Critical Rating and Bleed Potency +15% Ability Accuracy On all Critical Hits, 20% to apply Critical Bleed dealing X Damage over 7 seconds. Opponents suffer -40% Defensive Power Gain Dark Manipulation will not trigger against #Psychic Shielding and #Robot Tagged Champions.
Bleed If the Opponent is Bleeding, Dracula can block Unblockable Attacks. While near a Bleeding Opponent, Dracula generates 8.35% a Bar of Power every second for each Bleed Debuff active. Additionally, if the Opponent is Bleeding, Dracula will Life Steal 70% of the Damage done to the Opponent on his Mediums and the Last hit of his Special 2. Bleeds are paused during Special Attacks as each Bleed Active provides +X Critical Damage Rating.
Miss If the Opponent Misses, Refresh all active Leech and Stagger Debuffs
Heavy Attacks 100% to Apply Stagger, Nullifying the next Buff active on the opponent. If the Opponent is Bleeding, apply Leech as well, stealing 25% a Bar of Power over 5 seconds. This debuff cannot stack and cannot be refreshed on Heavy Attacks.
Special Attacks 100% to Apply Bleed dealing X Damage over 8 seconds.
Special 1 - Vamperic Suprise Dracula teleports directly in front of his opponent before slashing them. Guranteed to Apply one Critical Bleed if the opponent is already Bleeding.
Special 2 - A Sword from the Void Dracula beats into his opponent before pulling his sword from the dark to send them surrying back. Gain a Power Gain Buff granting 40% of Max Power over 8 seconds
Special 3 - "Welcome to my Kingdom" In the darkness, I hunt my opponent. And I, am hungry... Refresh all Active Bleeds with +30% Potency This attack gains +X Attack Rating of each Bleed that was active while the Special Attack was used.
Dracula who is that, there is no like marvel character
No it is fake I can't believe, if he is also marvel character then means why didn't cast at marvel movies or comics, check it
Sometimes marvel decides to remove this character and not casted in any trilogy
Then means search these champions
Crystal Puck Aurora Northstar Shaman
And describe these champions class include dracula
But I believe one side he is also marvel character
Its not fake, @sudeep9680 and they can't cast every marvel charcter and there is less of a chance the weirder and more obscure the charcter is that they will in fact be in a movie. Blade hunts vampires and Dracula is his enemy. There is supposedly a Blade movie in the making. Morbius is coming out too, rather soon i think. Dracula could show up in either. And also to be fair, the version of dracula in the picture has been a more popular version over the last couple of years but its not the original so that could be a little confusing
Ok, I accept it and as your wishthe dracula will appear in blade as villain When the blade confirms in mcu
Ladies and Gentlemen, Boys and Girls, Summoners and Thronebreakers, surely there is one character we should all receive, if not in 2022, then definitely in 2023
It's a mutant no one would have ever thought of (or cosmic, or science)
Hi Kabam I have suggestions for you for the latest updates to come, please make Fin fang foom and quasar characters for the storyline by following the comic I hope the moderator can see it and make this decision thank you
What would you all say about the classic version of Nick Fury? There are so many classic versions like cyclops, captain marvel, captain america etc., but from my opinion nick fury should be there as well. The 1993 capcom arcade game Nick Fury
Once per fight, Arcade can either execute three heavy attacks consecutively or dash back and hold block for 1.5 seconds to gain an indestructible passive lasting (sig 1) 3-9(sig 200) seconds.
When below (sig 1) 20%-60% (sig 200) health, Arcade gains a permanent Vigilance passive, allowing his attacks to ignore miss, and a True Damage passive, allowing his attacks to ignore armor and resistances. These passives will return automatically if consumed for any reason.
All of Arcade’s #villain teammate bonuses gain +1 to their max stack limit for every 50 signature levels.
Abilities
Corrupt the masses:
Arcade cannot be on a team with any #Hero champions, and any champions on his team gain the #Villain tag.
Villainous empowerment:
Arcade passively gives all non-Arcade #Villain champions on his team the following bonuses:
Whenever landing a critical hit, gain a permanent Cruelty passive increasing critical damage rating by 300. Max stacks: 1.
Whenever receiving physical damage, gain a permanent Physical Resistance passive increasing physical resistance by 300. Max stacks: 1.
Whenever receiving energy damage, gain a permanent Energy Resistance passive increasing energy resistance by 300. Max stacks: 1.
The first time every fight that a #hero defender triggers a regeneration effect, place a 200% petrify on the opponent for the duration of the effect.
Whenever a #hero defender’s ability triggers or fails to trigger, place an indefinite passive 10% concussion on them. Cooldown: 5 seconds. Max stacks: 5.
Always active:
Arcade doubles the effect of his class advantage, but also doubles the effect of any class disadvantage.
Arcade’s heavy attack, first medium attack, and fourth light attack do not make contact with the opponent, and deal energy damage.
All of Arcade’s stuns are passive, but last .5 second less.
Arcade cannot gain buffs, whenever he would gain a buff he instead takes damage equal to 10% of his base attack value. Cooldown: 2 seconds.
Heavy attacks:
Apply a Game passive to the opponent with no effect. Max stacks: 4
If Double or Nothing is active, this attack generates twice as much power.
Special attack 1:
Arcade knocks his opponent back with a telekinetic blast, then fires off a barrage of shots.
Inflicts a 2 second stun if used against #hero champs.
Depending on actions performed during the fight, grant passives to Arcade. All passives from this attack have a stack limit of 2.
If you have landed a heavy attack during the fight, gain a fury passive increasing attack by 30% of your base attack, and an armor break passive decreasing armor by 500.
If you have landed your fourth light attack during the fight, gain a cruelty passive increasing critical damage rating by 30%, and a vulnerability passive increasing opponents critical damage rating by 15%.
If you have landed your second medium attack during the fight, gain an overcharged passive making your attacks do additional energy damage equal to 10% of damage done, and an energy vulnerability passive reducing energy resistance by 500.
Special attack 2:
Arcade unleashes a variety of telekinetic pulses to blow his opponent into the air, then finishes the job with his revolver.
If the number of passives in between Arcade and the opponent is greater than 10, this attack is unblockable.
If used against #hero champions, Arcade gains an 11 second Double or Nothing passive, which doubles all damage dealt and received by Arcade. Additionally, if Arcade did not dash back during the duration of this passive, refresh it after its duration ends. Max stacks: 1
Depending on actions performed during the fight, grant passives to either Arcade or his opponent.
If you have landed a heavy attack during the fight, this attack inflicts a 3.5 second stun.
If you have landed your fourth light attack during the fight, this attack applies an 11 second heal block passive to both champions.
If you have landed your second medium attack during the fight, this attack applies an 11 second Suppress and 4 second Power Leech to the opponent. Suppress reduces defensive power gain rate by 85%, and power leech drains 20% of the opponents max power over its duration.
Special attack 3:
Arcade traps his opponent in his diabolical Murderworld and his traps take care of the rest.
If attacking, this attack cannot be used unless Arcade has done all of the following things during a fight:
Landed a 4th light attack Landed a heavy attack Landed a 2nd medium attack Landed a special attack 1 Landed a special attack 2
This attack removes all passives from Arcade and his opponent and gains +2096 attack rating for each passive removed. If Arcade has Double or Nothing active, this value is doubled.
Other characters that I think would be a nice addition: Fire lord Beta ray bill Toxin Spider-Man 2099 Morg Gladiator Morbius Kaine-scarlet spider Cyber
It is a terrible idea to have manslaughter. You cannot have him without having him some extremely graphic specials. I want to play mcoc, not Mortal Kombat. Less people would play if there was manslaughter. I know I would never use him, and if I ran into him on a quest, I would switch to arena. If I found him in arena, I would close the app and play another game. Even if he was my first and best 6 star, I wouldn't use him.
why not? he looks cool
I think I explained it, but I'll give more reasons. In the first issue, he easily kills an agent of some government by growing out a spike on his arm. He sliced the man's head off when he realized they couldn't give him a serum that would de-monster-ize him. Also, he looks very gross; like a cross between Dugan and Man-Thing.
This has to be the most disconnected explanation I’ve seen on these forums. Characters like immortal Abom and man thing aren’t exactly pretty, and if you would close the game if you see one slightly spooky looking character that kills people in the game, then you are being extremely petty and soft. Also if killing people was a problem, we literally wouldn’t have any villains in the game. Punisher shoots people, Ebony maw throws stone spikes at his enemies, iron patriot literally bombs the opponent. There are so many more examples I could use.
Comments
Timeslip (Mutant)
Echo (Skill)
Hammerhead (Skill)
The Maker (Science)
Shuma-Gorath (Mystic)
Shade (Jacob Nash)
Ultimo
Madame Swarm
Kangaroo
Jailer
2. Kurse
3. The Blob
4. What If universe ( Thor Venum )
5. Goliath ( Masters Of Evil )
6. Doc Samson ( Old rendition)
7. Madcap
8. Zeus
9. Thing ( Spiked version )
10. Hammerhead
https://en.wikipedia.org/wiki/Dracula_(Marvel_Comics)
Class: Science
Signature Ability - Living Sand
Flint's bitterness and anger towards society leads him and his sand to strike back in the most violent way.
Sandman's personal Debuffs last X% longer. +15% Duration Against Mystic and #Spider-Verse Heros Champions
When a Sanded or Grit Debuff is applied to the opponent, X% to apply a corresponding Sanded or Grit Debuff
Personal Debuffs are paused for 3.5 seconds when Sandman or the Opponent activates a Special Attack.
Passive
+748 Physical Resistance
Sandman's body both lacks both blood, flesh, and conductivity, giving him full immunity to Bleed, Poison, and Shock.
Flint's sand form makes him vulnerable to Incinerates and Energy Damage. Incinerates gain +30% Potency and Duration.
-743 Energy Resistance
Sanded
Sand exhausts the enemy weighing them down. Sanded reduces Defensive Power Gain by 10% lasting 10 seconds.
Grit
Grit in the eye is never fun. Grit reduces Ability Accuracy by 10% lasting 10 seconds.
All hits by Sandman and the opponent that are not non-contact and projectile based have 20% to Apply either Sanded or Grit
90% to Apply Grit when ending a combo with a medium attack
90% to Apply Sanded when ending a combo with a light attack
Physical Resistance and Critical Resistance Buffs on the opponent reduce the Potency of Grit and Sanded Debuffs by 14%. This cannot reduce the Potency below 0%.
Heavy Attacks
100% to Apply Sanded and Grit
Special Attacks
In either form, Special Attacks against Sandman suffer -20% Critical Rating due to his shifting sand body.
Sifting Sand Form
Sandman will start in Sifting Sand when entering a fight
+X Physcial Resistance
20% for all hits that make contact with Sandman to Glance
Non-Damaging Debuffs suffer -35% Duration and the opponent recieves -45% Defensive Power Gain. Additionally, the opponent suffers -55% Healing Potency from all sources.
However, Sandman has not focused his sand yet, giving him -15% Ability Accuracy. This does not affect the Parry Mastery nor Heavy Ability Accuracy.
Sanded Debuffs recieve +25% Potency and Duration
Solid Sand Form
To gather his sand into a more solid from, Dash back and hold block for 1.5 seconds.
+X Critical Resistance and +X Block Proficency
+15% Ability Accuracy and Perfect Block Chance
+2695 Attack Rating and +1245 Critical Damage Rating
Sandman has focused his form but cannot probe for weaknesses as well, giving him -15% Critical Rating.
Grit Debuffs recieve +25% Potency and Duration.
When a Debuff is Purified
If one of Sandman's personal Debuff is purified, apply Grit and Sanded. This has a cooldown of 15 seconds and cannot happen while in Solid Sand Form.
When a Special Attack is Activated
When the Opponent activates a Special Attack, apply Weakness, reducing Attack by 30% for 6 seconds. This can stack up to 3 times.
Against Mystic Champions
Effects applied by Special Attacks will apply through the block.
Special Attacks
Each hit of Sandman's Special Attacks does X Direct Damage for each Sanded and Grit Debuff. At the end of Special Attack, consume 50% of Grit and Sanded Debuffs.
While in Sifting Sand, Special Attacks have +X Critical Rating and do True Damage ignoring all Armor and Physical Resistance.
While in Solid Sand, Special Attacks have 75% to Stun for 2.5 seconds and the first hit of each Special Attack is Unblockable.
If #Spider-Verse Heros have both Grit and Sanded on them, regardless of the form, they suffer -105% Evade Ability Accuracy during Sandman's Special Attacks.
These effects will not trigger if the Opponent does not have at least one Sanded or Grit Debuff on them.
Special 1 - Fists of Sand
Sandman creates massive fists out of sand to pound the opponent.
Apply 2 Sanded and 2 Grit
Refresh all active Grit and Sanded debuffs.
At the end of this Special Attack, enter Sifting Sand. 6 second cooldown before being able to enter Stiff Sand.
Special 2 - Sand Wall of Weapons
Sandman forms a wall, letting out a sand fist, a sand club, and a... sand mace!? Then the opponent gets sand blasted to throw them clear.
Apply Grit and Sanded if 2 Grit and Sanded are active on the opponent upon activation of this special attack.
100% to apply Armor Break reducing Armor Rating by 1270 lasting 12 seconds
Special 3 - Sand Storm of Rage
Sandman unleashes all his rage in the form of a storm throwing the opponent under and around the sand before smashing them into the wall and leaving them defeated and buried.
100% to apply Quicksand, lasting 12 seconds. When under the effect of Quicksand, 35% when the opponent Dashes forward to be passively stunned for 1.25 seconds +65% when the opponent holds block for 1.75 seconds.
Consume all Sanded and Grit Debuffs to create a Regeneration Buff with each Sanded and Grit debuff granting +X Health per debuff consumed over 10 seconds. If no Grit and Sanded Debuffs are upon the opponent, the Regeneration Buff will not trigger.
Sometimes marvel decides to remove this character and not casted in any trilogy
Then means search these champions
Crystal
Puck
Aurora
Northstar
Shaman
And describe these champions class include dracula
But I believe one side he is also marvel character
There is supposedly a Blade movie in the making. Morbius is coming out too, rather soon i think. Dracula could show up in either.
And also to be fair, the version of dracula in the picture has been a more popular version over the last couple of years but its not the original so that could be a little confusing
When the blade confirms in mcu
Search this character
Wiccan and speed
Ulysses Klaw
Bastion
Mr.Fear
Caliban
Thor (special Battle Armor mejingjord)
It's a mutant no one would have ever thought of (or cosmic, or science)
Jack of Hearts
https://marvel.fandom.com/wiki/Jonathan_Hart_(Earth-616)
Lasher (Cosmic)
Sleeper (Cosmic)
Deathlok (Tech)
Spinneret (Tech)
Wallow
Crossfire
Power-Skrull
Growing man
Raze
Enforcer
Colonial punisher
Molecule Man
Wonder man
Red Ronin
Slayback
T-Ray
Morrow
Maha Yogi
Red Guardian (Anton)
The man with no face
Biohazard
Monark Starstalker
Planetfall
Itsy Bitsy
Soul-Eater
Gertrude and Old Lace (Science)
U.S. Agent (Science)
Codex (Cosmic)
Queen Veranke (Cosmic)
Classic Vulture (Tech)
Devil Dinosaur (Mutant)
Spider-Girl (Science)
Doctor Druid (Mystic)
Dracula (Mystic)
Venom 2099 (Alea Bell) (Cosmic)
Mercurio the 4-D Man (Cosmic)
Looter (Tech)
Entropy
Cancerverse Quasar
Cancerverse Lord Mar-Vell
Firebrand (Broxtel)
Firebrand (Rick Dennison)
Spiral
Trenton craft
Captain Falcon (Sam Wilson)
Fixer
Sliver Scorpion (Betty Barstow)
Gabriel Jones
What would you all say about the classic version of Nick Fury?
There are so many classic versions like cyclops, captain marvel, captain america etc., but from my opinion nick fury should be there as well.
The 1993 capcom arcade game Nick Fury
Arishem the Judge
Eson the searcher
Ceyote
Virako
Eramis
Class: Tech
Signature ability:
Pinball Wizard
Once per fight, Arcade can either execute three heavy attacks consecutively or dash back and hold block for 1.5 seconds to gain an indestructible passive lasting (sig 1) 3-9(sig 200) seconds.
When below (sig 1) 20%-60% (sig 200) health, Arcade gains a permanent Vigilance passive, allowing his attacks to ignore miss, and a True Damage passive, allowing his attacks to ignore armor and resistances. These passives will return automatically if consumed for any reason.
All of Arcade’s #villain teammate bonuses gain +1 to their max stack limit for every 50 signature levels.
Abilities
Corrupt the masses:
Arcade cannot be on a team with any #Hero champions, and any champions on his team gain the #Villain tag.
Villainous empowerment:
Arcade passively gives all non-Arcade #Villain champions on his team the following bonuses:
Whenever landing a critical hit, gain a permanent Cruelty passive increasing critical damage rating by 300. Max stacks: 1.
Whenever receiving physical damage, gain a permanent Physical Resistance passive increasing physical resistance by 300. Max stacks: 1.
Whenever receiving energy damage, gain a permanent Energy Resistance passive increasing energy resistance by 300. Max stacks: 1.
The first time every fight that a #hero defender triggers a regeneration effect, place a 200% petrify on the opponent for the duration of the effect.
Whenever a #hero defender’s ability triggers or fails to trigger, place an indefinite passive 10% concussion on them.
Cooldown: 5 seconds.
Max stacks: 5.
Always active:
Arcade doubles the effect of his class advantage, but also doubles the effect of any class disadvantage.
Arcade’s heavy attack, first medium attack, and fourth light attack do not make contact with the opponent, and deal energy damage.
All of Arcade’s stuns are passive, but last .5 second less.
Arcade cannot gain buffs, whenever he would gain a buff he instead takes damage equal to 10% of his base attack value.
Cooldown: 2 seconds.
Heavy attacks:
Apply a Game passive to the opponent with no effect. Max stacks: 4
If Double or Nothing is active, this attack generates twice as much power.
Special attack 1:
Arcade knocks his opponent back with a telekinetic blast, then fires off a barrage of shots.
Inflicts a 2 second stun if used against #hero champs.
Depending on actions performed during the fight, grant passives to Arcade. All passives from this attack have a stack limit of 2.
If you have landed a heavy attack during the fight, gain a fury passive increasing attack by 30% of your base attack, and an armor break passive decreasing armor by 500.
If you have landed your fourth light attack during the fight, gain a cruelty passive increasing critical damage rating by 30%, and a vulnerability passive increasing opponents critical damage rating by 15%.
If you have landed your second medium attack during the fight, gain an overcharged passive making your attacks do additional energy damage equal to 10% of damage done, and an energy vulnerability passive reducing energy resistance by 500.
Special attack 2:
Arcade unleashes a variety of telekinetic pulses to blow his opponent into the air, then finishes the job with his revolver.
If the number of passives in between Arcade and the opponent is greater than 10, this attack is unblockable.
If used against #hero champions, Arcade gains an 11 second Double or Nothing passive, which doubles all damage dealt and received by Arcade. Additionally, if Arcade did not dash back during the duration of this passive, refresh it after its duration ends. Max stacks: 1
Depending on actions performed during the fight, grant passives to either Arcade or his opponent.
If you have landed a heavy attack during the fight, this attack inflicts a 3.5 second stun.
If you have landed your fourth light attack during the fight, this attack applies an 11 second heal block passive to both champions.
If you have landed your second medium attack during the fight, this attack applies an 11 second Suppress and 4 second Power Leech to the opponent. Suppress reduces defensive power gain rate by 85%, and power leech drains 20% of the opponents max power over its duration.
Special attack 3:
Arcade traps his opponent in his diabolical Murderworld and his traps take care of the rest.
If attacking, this attack cannot be used unless Arcade has done all of the following things during a fight:
Landed a 4th light attack
Landed a heavy attack
Landed a 2nd medium attack
Landed a special attack 1
Landed a special attack 2
This attack removes all passives from Arcade and his opponent and gains +2096 attack rating for each passive removed. If Arcade has Double or Nothing active, this value is doubled.
Franklin Richards (Mutant)
Kiden (Mutant)
Classic Wasp (Science)
Scarlet Spider (Kaine) (Science)
Ultimate Venom (Science)
Fenris Wolf (Cosmic)
Cancervers Hulk
Flaw
Hulk buster war machine
Patriot
Quarry
Blizzard (Jim)
Sunstreak
Dark Aegis
Abdul Al-Rahman (Earth 1610)
Justice
Fire lord
Beta ray bill
Toxin
Spider-Man 2099
Morg
Gladiator
Morbius
Kaine-scarlet spider
Cyber
Jack O’Lantern
Human Fly (Richard Deacon)
Morlun
Capo
Albion