Adding in more diverse champs in the global spectrum is long overdue like the Canadian avengers/xmen equivalent Alpha Flight, the Russian avengers/xmen equivalent The Winter Guard, and just all in all champs from all over the globe like Chinese decent Radioactive Man, Australian decent Pyro, Romanian/transilvanian decent Dracula, Japanese decent Silver Samuri/Sunfire, Irish decent Banshee/Black Tom Cassidy, Native American decent Thunderbird/Warpath, and so many others.
Thank you are A man worthy of a crown...
Marvel should put u on the payroll. If they are listening. It's fans like you that will keep the future generations of fans following Marvel long into their adulthood.
Always astonished by your posts.
Thank you.
Taxman
Hey guys. I put up a poll mostly for the Kabam team. But its what we as fans want lol. I had some extra characters from former ideas of mine just passing them along. Which ever wins. Do what you wish with them lol. Original Debuts for you.
Probably most well known for being Dormammu's sister, one of her feats is being able to defeat Eternity himself alongside her brother.
idea: "Power Absorption"
Persistent charge: once Umar has defeated a mystic or cosmic champion, she gains attack and health bonuses proportional to the amount of power her enemy possessed when it was defeated. (Thus timing the kill while the enemy has as much power as possible will net her the most benefit)
synergy: Dormammu
Dormammu gains "Power Absorption" and both Dormammu and Umar add this ability to their SP2:
"Fizzle" (I know, a silly name for an ability but i can't think of anything else)
Cast a "fizzle" debuff on the opponent that lasts (?) seconds. While with this debuff, the opponent cannot execute special attacks. Fizzle can only occur once per fight.
Idea:
If Beyonder is the war boss, if all other allied defenders in his battlegroup are all Heroes or all Villains, Beyonder and all his allied defenders get a significant bonus to hp and attack rating. Similarly, if all the opposing attackers are the opposite alignment of Beyonder's team, these attackers gain a significant boost to their hp and attack as well. (the Beyonder himself is neutral character)
example 1:
All of Beyonder's allied defenders are Heroes: thus they get a bonus to stats.
If all attackers are Villains, they too get a bonus to stats.
example 2:
All of Beyonder's allied defenders are Villains: thus they get a bonus to stats.
However, there are 9 Hero attackers and 1 Mercenary attacker: therefore the attackers gain no bonus.
example 3:
All of Beyonder's allied defenders are Heroes: thus they get a bonus to stats.
All of the enemy attackers are Heroes as well. Thus they gain no bonus.
This idea is directly inspired by the events from the 1980's Secret Wars:
from Wikipedia:
"The Beyonder is the sum total of an entire multiverse,[3] called the Beyond-Realm or simply "Beyond", hence the name Beyonder. This dimension was originally believed to be accidentally accessed by lab technician Owen Reece. Part of the energy from the dimension escapes and imbues Reece with near-infinite powers, which he wields as the villainous Molecule Man—potentially one of the most powerful villains in the Marvel Universe. The remaining energy of the pocket dimension gains sentience and curiosity, and becomes the Beyonder. The Beyonder creates a planet called Battleworld out of pieces of various planets (one such piece being a suburb of Denver, Colorado) and abducts a number of superheroes and supervillains from Earth and forces them to fight each other so that he can observe the never-ending battle between good and evil. During this time, his powers were once stolen by Doctor Doom.[4]"
After all they did kinda pull a fast one on us with the whole Black Bolt n King pin move...
I thought old Lockjaw was gonna be available then...
Good one Epic
High critical rate
Medium critical damage.
Low block proficiency.
Low health.
High base attack.
Shrug off non damaging debuffs 65% faster.
Dashing towards the opponent:
All incoming attacks MISS
Dash attacks deal upto 180% incresed attack based on stored power.
If you intercept your opponent using a special attack, the entire special gets the attack bonus.
Opponent cannot evade these attacks.
Special attacks:Sonic Boom
60% to stun for 2.5 seconds on SP1
80% chance on SP2
100% chance on SP3
When attacked
Upto 15% chance to auto block based on stored power. Doesn't trigger parry.
When attacked by a special attack
Flat +66% chance to MISS based on stored power.
SIGNATURE ABILITY
Sonic Boom(Special Attacks) inflicts a 7 second concussion, reducing enemy ability accuracy by 75%.
Concussion can activate even if the opponent's blocking.
Flat+24% to evade special attacks as long as the opponent has a concussion.
Opponents under a concussion have upto 81% reduced power gain based on how long a concussion has been active, reaching the maximum bonus after 21 seconds.
Synergies
15% increased power gain while opponent has a concussion.
Special attacks have a 60% to ignore evade.
Gain +30% attack rating on dash attacks.
This is the first of several posts suggesting a new team to join the contest - The New Warriors.
Hey, I was reading comics in the 90s, and I still like the characters - don't judge me!
First off the bat: The Man Called Nova
Cosmic: Ricard Ryder gained superpowers as a member of the Nova corps.
Good base attack and damage. Moderate critical rate, damage and armour.
Signature: Durability - Nova gains up to +2200 Physical Resistance and +1100 Energy Resistance with increasing Power levels.
Passive: Nova has a base +600 Physical resistance and +300 Energy resistance.
On being struck: 10% charge for Fury lasting five seconds.
Special attacks:
S1 - Nova charge: Nova flies forward with a rocket-propelled punch. +400 critical rating and block penetration. 60% chance to inflict Armour Break.
S2 - Multiple blows from energy-charged fists. Each inflicts a burst of Energy for an additional 50% Energy damage.
S3 - Gravimetric burst: Nova unleashes a powerful blast of cosmic energy. This inflicts True damage, bypassing all armour and resistances.
Synergies:
Night Thrasher (Unique) - NT gains +8% Perfect Block, Nova gains +10% Special damage.
Ronan (Enemy)
Speedball (Friend)
Namorita (Romance)
Who's next? A new warrior and a new mutant, she's the polar opposite of Iceman - FIRESTAR!
Mutant: Firestar is a mutant with the power to emit microwave blasts (not, as her name implies, actual fire). Like many mutants, her base attack and health are moderate; but she has high basic Special damage (all energy-based).
Signature - Firestar's special attacks become ever more powerful. She causes up to +100% Special damage, falling proportionately with her health.
Passive - Firestar is immune to all cold-based damage (frostbite, coldsnap, cryokinesis). She has no intrinsic resistance to heat or energy attacks.
All Firestar's special attacks are Energy-based ranged attacks. The microwave bursts cause disruption in electrical systems; inflicting -50% ability accuracy in tech-using champions for eight seconds. This affects all Tech champions, as well as any Science or Skill champion classed as 'Metal'.
Limitations on specials - champions with Incinerate immunity take only half damage from Firestar's special attacks. Red Hulk and Vulture Vulture can both absorb this energy (at-50% ability accuracy for Vulture)
Synergies:
Iceman - Mutant supremacy - all mutants gain +12% Special Damage.
Cyclops - Friend
Justice - Romance
Next is the young Vance Astrovik, destined to one day carry Captain America's shield as Major Victory - Justice.
Mutant: Justice is a powerful telekinetic. He has moderately low physical abilities, but high special damage.
Signature - Telekinetic shield: Justice generates a Telekinetic shield providing up to +2500 Physical Resistance, depending on his Power levels. He cannot generate this shield when stunned or concussed. Chance to deflect physical projectiles increases by up to a flat 45%.
Passive - Telekinetic deflection: Justice uses his abilities to deflect physical projectiles with a 20% chance, rising to 50% when blocking.
Passive - Although he does suffer from the usual class advantage against tech opponents, Justice holds back less when fighting robots, inflicting an additional +40% special damage and armour break intensity against then with his special attacks.
Specials:
S1 - Telekinetic blast - This barely visible projectile attack reduces enemy evasion chance by 75%.
S2 - Telekinetic whirlwind - This inflicts multiple strikes, each with a 40% chance to inflict a low-level but long-lasting Armour Break.
S3 - Crushing Grip - Justice compresses his victim, with a100% chance to inflict a severe Armour Break.
The guy who put the team together, to avenge the parents killed by his evil guardian, it's millionaire crime-fighter Night Thrasher. Terrible name, but could make quite a good champion!
Skill champion: Lacking super-powers, Night Thrasher has a defensive and opportunistic fighting style with his escrima sticks, giving him an excellent blocking ability, and a tendency to target his attacks selectively. He therefore has a moderate base attack, good armour rating, excellent block rating, and a low critical rating but high critical damage.
Signature ability: Combat focus. For every five-hit combo completed or special attack connected, Night Thrasher gains a Focus charge for twenty seconds. Each focus charge increases his critical rate and block proficiency by up to +110, and his critical damage by up to +55.
Passive - 15% perfect block.
Passive - an opportunistic combatant, Night Thrasher gains +500 critical rating against stunned opponents.
Passive - Specifically designed to provide him a strong defense against fire, Night Thrasher's armour grants him 50% Incinerate resistance on top of his basic armour rating.
Special attacks:
SP1: Multiple strikes plus flashbombs - inflicts Blindness for 5 seconds causing all attacks to have 50% chance to miss, and dropping critical rate to zero. Blindness cannot be shrugged off or converted; but it has no effect on champions employing nonorganic methods of seeing (robots, dimensional beings, Daredevil, Iron Man variants, Falcon).
SP2: Tasers - inflicts Shock and 80% chance to Stun for three seconds.
SP3: Multiple hand-to-hand strikes, opening opponent up to a barrage from his micro-Uzi: 70% chance to inflict each of four stacks of bleed.
Synergies:
Captain America/Iron Man - Idol
Firestar - Unique (NT's Focus charges last 25 seconds, Firestar gains +7% critical rating)
Nova - Rivals
Punisher - Skill champs gain +10% Ability Accuracy
She's an Atlantean Princess who can bench-press a bus: Namorita.
Mutant: Namorita would have High base physical resistance and damage; a low to medium critical rate and damage, and little energy resistance.
Passive : Namorita's hybrid mutant/Atlantean physiology makes her immune to Coldsnap and Frostbite; and reduces the duration of all other debuffs except Incinerate by 25%.
Weakness: Fire-wielding characters (currently Dormammu, Phoenix, Ghost Rider, Red Hulk, Firestar) gain +10% attack when fighting Namorita. This does not apply to characters who can use weapons to inflict Incinerate, but Incinerate has the additional effect of reducing Namorita's attack by 30% for the duration.
Signature Ability: Atlantean heritage - Namorita begins to shrug off debuffs faster, reducing their duration by (up to) an additional 50%. The duration of her own buffs also increases by the same percentage.
All attacks: 15% chance for Fury, raising attack by 40% for five seconds (does not stack). Fury also triggers automatically when Namorita recovers from being incinerated.
Special attacks
Special 1 (Crushing Blow): 60% chance to Armour Break for 6 seconds. 80% chance to inflict Concussion for 6 seconds.
Special 2 (Strike from the air): 80 % chance to Armour Break for 9 seconds. 80% chance to inflict Stun for 2.5 seconds.
Special 3 (Waterspout): Namorita summons a waterspout, to rejuvenate her before battering her opponent: Immediately nullifies all debuffs and passive effects, heals Namorita 5% health, and grants +1000 physical resistance buff for 8 seconds.
Synergies
Nova: Romance
Night Thrasher: Unique (Namorita's Fury trigger rises to 25%; Thrasher starts combat with two Focus charges if Awakened)
Speedball/Justice: Friends
Finally, it's bouncing ball of energy Speedball (and, optionally, his super-cat, Nils). The next God-tier science champion?
Science champion. Speedball's powers revolve around kinetic energy. He lacks skill or finesse in attacking, but has very high base health.
Signature ability: Kinetic absorption - Speedball harmlessly absorbs up to 25% of damage from all physical attacks, which is stored for up to eight seconds. When blocking, he absorbs 25% of the damage that would have been inflicted, had the attack not been blocked. Stored energy is inflicted as additional Physical damage with the next effective attack.
Passive: Speedball gains 20% more Power when stuck by a physical attack, and opponents receive 20% less Power when they strike him. Unstoppable or Unblockable attacks grant an additional +40% Power gain.
Passive: Speedball gains 25% less Power when he strikes an opponent, or is stuck by an Energy attack.
Passive: Speedball suffers -20% physical damage when struck; and physical attacks have -40% Offensive ability Accuracy; but they do inflict +50% knockback; which can make it hard to sustain a combo against him.
Special attacks:
S1 - Bouncing bomb
S2 - Bubble attack - this ranged attack with hundreds of bubbles cannot be evaded.
S3 - Pinball Wizard - Speedball's multiple ricochets disorientate his opponents, causing Dizziness (-20% attack and critical rate and -75% evasion) for ten seconds.
Synergies:
Spiderman - Friend
Nova - Unique (Nova gains +10% Power Gain, Speedball gains +7% attack)
Firestarter - Camaraderie (all champs gain +90 Energy Resistance)
Since I'm here, just for @Wild_Lynx_320, I posted this one back in August:
The Blob
Mutant: Frederick Dukes is the mighty Blob.
Blob has very high basic health, attack and physical resistance, but due to his incredible laziness and poor attacking skills, he has a very low critical rate.
Signature: Defensive Focus
Blob learns to focus his abilities to a greater extent: When blocking, Blob has up to an 85% chance to be able to block Unblockable attacks, and his defensive ability accuracy rises by the same amount. Nothing can move The Blob!
Passive:
Blob has a basic 20% chance to resist the impact effect of a heavy attack (stacks with 'Stand your ground' Mastery). This rises by up to 18% depending how small his opponent is.
Passive: Blob's thickened, rubbery skin reduces the likelihood of a Bleed or Armour Break effect triggering by 40%, and reduces the duration and damage of these effects by 40%. When receiving Physical Critical Hits, he reduces the critical damage by 40%.
When attacked:
20% chance to Resist Physical 560 for 5 seconds.
When attacking:
Blob gains +10% Attack on all Dash attacks.
10% chance for Fury, granting +30% Attack for 5 seconds.
Special attacks:
S1: 20%* chance to be Unblockable
S2: 33%* chance to be Unblockable
S3: 70% chance to cause Concussion (-60% Ability Accuracy for eight seconds)
* plus 12% if Fury active.
Synergies:
Colossus - Nemesis (+10% Attack)
Juggernaut - Unique (Buffs for both champions last +20% longer)
Wolverine - Enemy (+5% Crit Rating)
Blob isn't complicated to play with, and as well as being a useful villain, would be a kind of fun antidote to the incredibly complicated champions being released recently. Nothing can move The Blob!
Comments
I Freaking love this Guy.
You got my Vote for them All!
Kabam
Marvel should put u on the payroll. If they are listening. It's fans like you that will keep the future generations of fans following Marvel long into their adulthood.
Always astonished by your posts.
Thank you.
Taxman
Synergies with the Avengers
She's cool
Squishy?
UMAR
Probably most well known for being Dormammu's sister, one of her feats is being able to defeat Eternity himself alongside her brother.
idea: "Power Absorption"
Persistent charge: once Umar has defeated a mystic or cosmic champion, she gains attack and health bonuses proportional to the amount of power her enemy possessed when it was defeated. (Thus timing the kill while the enemy has as much power as possible will net her the most benefit)
synergy: Dormammu
Dormammu gains "Power Absorption" and both Dormammu and Umar add this ability to their SP2:
"Fizzle" (I know, a silly name for an ability but i can't think of anything else)
Cast a "fizzle" debuff on the opponent that lasts (?) seconds. While with this debuff, the opponent cannot execute special attacks. Fizzle can only occur once per fight.
Ohh behave in my Austin Powers voice...
We got Action...
Kabam.
BEYONDER
Idea:
If Beyonder is the war boss, if all other allied defenders in his battlegroup are all Heroes or all Villains, Beyonder and all his allied defenders get a significant bonus to hp and attack rating. Similarly, if all the opposing attackers are the opposite alignment of Beyonder's team, these attackers gain a significant boost to their hp and attack as well. (the Beyonder himself is neutral character)
example 1:
All of Beyonder's allied defenders are Heroes: thus they get a bonus to stats.
If all attackers are Villains, they too get a bonus to stats.
example 2:
All of Beyonder's allied defenders are Villains: thus they get a bonus to stats.
However, there are 9 Hero attackers and 1 Mercenary attacker: therefore the attackers gain no bonus.
example 3:
All of Beyonder's allied defenders are Heroes: thus they get a bonus to stats.
All of the enemy attackers are Heroes as well. Thus they gain no bonus.
This idea is directly inspired by the events from the 1980's Secret Wars:
from Wikipedia:
"The Beyonder is the sum total of an entire multiverse,[3] called the Beyond-Realm or simply "Beyond", hence the name Beyonder. This dimension was originally believed to be accidentally accessed by lab technician Owen Reece. Part of the energy from the dimension escapes and imbues Reece with near-infinite powers, which he wields as the villainous Molecule Man—potentially one of the most powerful villains in the Marvel Universe. The remaining energy of the pocket dimension gains sentience and curiosity, and becomes the Beyonder. The Beyonder creates a planet called Battleworld out of pieces of various planets (one such piece being a suburb of Denver, Colorado) and abducts a number of superheroes and supervillains from Earth and forces them to fight each other so that he can observe the never-ending battle between good and evil. During this time, his powers were once stolen by Doctor Doom.[4]"
Bad guys always welcomed...
1. Blue MARVEL
2. Anti-venom
3. Spider-Man 2099
4. Toxin
5. Adam warlock
6. Onslaught
7. Beta-ray bill Thor
8. Nova
9. Mr.sinister
10. Super-skull
11. Apocalypse
12. Scream
13. Satana
14. Living tribunal
15. Beyonder
16. The stranger
17. Proteus
18. Prowler
19. Dr.strange(movie version)
20. Surtur
21. Master order
22. Man-thing
23. Magus
24. Multiple man
25. Baron zemo
26. Captain universe
27. Cosmic Spider-Man
28. Captain mar-vell
29. Amatsu-mikaboshi
30. X-Man
31. Xarus
32. Zarathos
33. Star brand
34. Penance
35. Madman
36. Maelstrom
37. In-betweener
38. Lord chaos
39. The watcher
40. Gorr the God butcher
41. Galactus
42. Eternity
43. Infinity
44. Starhawk
45. Rachel summers
46. Venom 2099
47. Doppelganger
48. Supreme intelligence
49. Wonder man
50. And finally zombie versions of the Avengers!!!
How do you like the unique list? Comment below!
Machine Gunn those off then.
That list is the Bizz Ness
Don't forget one above all!!!
I thought old Lockjaw was gonna be available then...
Good one Epic
Quicksilver
High critical rate
Medium critical damage.
Low block proficiency.
Low health.
High base attack.
Shrug off non damaging debuffs 65% faster.
Dashing towards the opponent:
All incoming attacks MISS
Dash attacks deal upto 180% incresed attack based on stored power.
If you intercept your opponent using a special attack, the entire special gets the attack bonus.
Opponent cannot evade these attacks.
Special attacks:Sonic Boom
60% to stun for 2.5 seconds on SP1
80% chance on SP2
100% chance on SP3
When attacked
Upto 15% chance to auto block based on stored power. Doesn't trigger parry.
When attacked by a special attack
Flat +66% chance to MISS based on stored power.
SIGNATURE ABILITY
Sonic Boom(Special Attacks) inflicts a 7 second concussion, reducing enemy ability accuracy by 75%.
Concussion can activate even if the opponent's blocking.
Flat+24% to evade special attacks as long as the opponent has a concussion.
Opponents under a concussion have upto 81% reduced power gain based on how long a concussion has been active, reaching the maximum bonus after 21 seconds.
Synergies
15% increased power gain while opponent has a concussion.
Special attacks have a 60% to ignore evade.
Gain +30% attack rating on dash attacks.
Hey, I was reading comics in the 90s, and I still like the characters - don't judge me!
First off the bat: The Man Called Nova
Cosmic: Ricard Ryder gained superpowers as a member of the Nova corps.
Good base attack and damage. Moderate critical rate, damage and armour.
Signature: Durability - Nova gains up to +2200 Physical Resistance and +1100 Energy Resistance with increasing Power levels.
Passive: Nova has a base +600 Physical resistance and +300 Energy resistance.
On being struck: 10% charge for Fury lasting five seconds.
Special attacks:
S1 - Nova charge: Nova flies forward with a rocket-propelled punch. +400 critical rating and block penetration. 60% chance to inflict Armour Break.
S2 - Multiple blows from energy-charged fists. Each inflicts a burst of Energy for an additional 50% Energy damage.
S3 - Gravimetric burst: Nova unleashes a powerful blast of cosmic energy. This inflicts True damage, bypassing all armour and resistances.
Synergies:
Night Thrasher (Unique) - NT gains +8% Perfect Block, Nova gains +10% Special damage.
Ronan (Enemy)
Speedball (Friend)
Namorita (Romance)
Thanks for the pic and the post.
Kabam
Mutant: Firestar is a mutant with the power to emit microwave blasts (not, as her name implies, actual fire). Like many mutants, her base attack and health are moderate; but she has high basic Special damage (all energy-based).
Signature - Firestar's special attacks become ever more powerful. She causes up to +100% Special damage, falling proportionately with her health.
Passive - Firestar is immune to all cold-based damage (frostbite, coldsnap, cryokinesis). She has no intrinsic resistance to heat or energy attacks.
Special attacks:
S1 - Heat blast
S2 - Microwave blast
S3 - Stellar blast
All Firestar's special attacks are Energy-based ranged attacks. The microwave bursts cause disruption in electrical systems; inflicting -50% ability accuracy in tech-using champions for eight seconds. This affects all Tech champions, as well as any Science or Skill champion classed as 'Metal'.
Limitations on specials - champions with Incinerate immunity take only half damage from Firestar's special attacks. Red Hulk and Vulture Vulture can both absorb this energy (at-50% ability accuracy for Vulture)
Synergies:
Iceman - Mutant supremacy - all mutants gain +12% Special Damage.
Cyclops - Friend
Justice - Romance
Ok ok ok...
Mutant: Justice is a powerful telekinetic. He has moderately low physical abilities, but high special damage.
Signature - Telekinetic shield: Justice generates a Telekinetic shield providing up to +2500 Physical Resistance, depending on his Power levels. He cannot generate this shield when stunned or concussed. Chance to deflect physical projectiles increases by up to a flat 45%.
Passive - Telekinetic deflection: Justice uses his abilities to deflect physical projectiles with a 20% chance, rising to 50% when blocking.
Passive - Although he does suffer from the usual class advantage against tech opponents, Justice holds back less when fighting robots, inflicting an additional +40% special damage and armour break intensity against then with his special attacks.
Specials:
S1 - Telekinetic blast - This barely visible projectile attack reduces enemy evasion chance by 75%.
S2 - Telekinetic whirlwind - This inflicts multiple strikes, each with a 40% chance to inflict a low-level but long-lasting Armour Break.
S3 - Crushing Grip - Justice compresses his victim, with a100% chance to inflict a severe Armour Break.
Synergies:
Firestar - Romance
Namorita - Friend
Captain America - Idol
Skill champion: Lacking super-powers, Night Thrasher has a defensive and opportunistic fighting style with his escrima sticks, giving him an excellent blocking ability, and a tendency to target his attacks selectively. He therefore has a moderate base attack, good armour rating, excellent block rating, and a low critical rating but high critical damage.
Signature ability: Combat focus. For every five-hit combo completed or special attack connected, Night Thrasher gains a Focus charge for twenty seconds. Each focus charge increases his critical rate and block proficiency by up to +110, and his critical damage by up to +55.
Passive - 15% perfect block.
Passive - an opportunistic combatant, Night Thrasher gains +500 critical rating against stunned opponents.
Passive - Specifically designed to provide him a strong defense against fire, Night Thrasher's armour grants him 50% Incinerate resistance on top of his basic armour rating.
Special attacks:
SP1: Multiple strikes plus flashbombs - inflicts Blindness for 5 seconds causing all attacks to have 50% chance to miss, and dropping critical rate to zero. Blindness cannot be shrugged off or converted; but it has no effect on champions employing nonorganic methods of seeing (robots, dimensional beings, Daredevil, Iron Man variants, Falcon).
SP2: Tasers - inflicts Shock and 80% chance to Stun for three seconds.
SP3: Multiple hand-to-hand strikes, opening opponent up to a barrage from his micro-Uzi: 70% chance to inflict each of four stacks of bleed.
Synergies:
Captain America/Iron Man - Idol
Firestar - Unique (NT's Focus charges last 25 seconds, Firestar gains +7% critical rating)
Nova - Rivals
Punisher - Skill champs gain +10% Ability Accuracy
Mutant: Namorita would have High base physical resistance and damage; a low to medium critical rate and damage, and little energy resistance.
Passive : Namorita's hybrid mutant/Atlantean physiology makes her immune to Coldsnap and Frostbite; and reduces the duration of all other debuffs except Incinerate by 25%.
Weakness: Fire-wielding characters (currently Dormammu, Phoenix, Ghost Rider, Red Hulk, Firestar) gain +10% attack when fighting Namorita. This does not apply to characters who can use weapons to inflict Incinerate, but Incinerate has the additional effect of reducing Namorita's attack by 30% for the duration.
Signature Ability: Atlantean heritage - Namorita begins to shrug off debuffs faster, reducing their duration by (up to) an additional 50%. The duration of her own buffs also increases by the same percentage.
All attacks: 15% chance for Fury, raising attack by 40% for five seconds (does not stack). Fury also triggers automatically when Namorita recovers from being incinerated.
Special attacks
Special 1 (Crushing Blow): 60% chance to Armour Break for 6 seconds. 80% chance to inflict Concussion for 6 seconds.
Special 2 (Strike from the air): 80 % chance to Armour Break for 9 seconds. 80% chance to inflict Stun for 2.5 seconds.
Special 3 (Waterspout): Namorita summons a waterspout, to rejuvenate her before battering her opponent: Immediately nullifies all debuffs and passive effects, heals Namorita 5% health, and grants +1000 physical resistance buff for 8 seconds.
Synergies
Nova: Romance
Night Thrasher: Unique (Namorita's Fury trigger rises to 25%; Thrasher starts combat with two Focus charges if Awakened)
Speedball/Justice: Friends
Science champion. Speedball's powers revolve around kinetic energy. He lacks skill or finesse in attacking, but has very high base health.
Signature ability: Kinetic absorption - Speedball harmlessly absorbs up to 25% of damage from all physical attacks, which is stored for up to eight seconds. When blocking, he absorbs 25% of the damage that would have been inflicted, had the attack not been blocked. Stored energy is inflicted as additional Physical damage with the next effective attack.
Passive: Speedball gains 20% more Power when stuck by a physical attack, and opponents receive 20% less Power when they strike him. Unstoppable or Unblockable attacks grant an additional +40% Power gain.
Passive: Speedball gains 25% less Power when he strikes an opponent, or is stuck by an Energy attack.
Passive: Speedball suffers -20% physical damage when struck; and physical attacks have -40% Offensive ability Accuracy; but they do inflict +50% knockback; which can make it hard to sustain a combo against him.
Special attacks:
S1 - Bouncing bomb
S2 - Bubble attack - this ranged attack with hundreds of bubbles cannot be evaded.
S3 - Pinball Wizard - Speedball's multiple ricochets disorientate his opponents, causing Dizziness (-20% attack and critical rate and -75% evasion) for ten seconds.
Synergies:
Spiderman - Friend
Nova - Unique (Nova gains +10% Power Gain, Speedball gains +7% attack)
Firestarter - Camaraderie (all champs gain +90 Energy Resistance)
And he is rising fast
Thanks Mag. U had me at hello lol
Kabam
Hah!
Decided writing these up might be more fun than grinding the arena. Glad they made someone else smile, too.
The Blob
Mutant: Frederick Dukes is the mighty Blob.
Blob has very high basic health, attack and physical resistance, but due to his incredible laziness and poor attacking skills, he has a very low critical rate.
Signature: Defensive Focus
Blob learns to focus his abilities to a greater extent: When blocking, Blob has up to an 85% chance to be able to block Unblockable attacks, and his defensive ability accuracy rises by the same amount. Nothing can move The Blob!
Passive:
Blob has a basic 20% chance to resist the impact effect of a heavy attack (stacks with 'Stand your ground' Mastery). This rises by up to 18% depending how small his opponent is.
Passive: Blob's thickened, rubbery skin reduces the likelihood of a Bleed or Armour Break effect triggering by 40%, and reduces the duration and damage of these effects by 40%. When receiving Physical Critical Hits, he reduces the critical damage by 40%.
When attacked:
20% chance to Resist Physical 560 for 5 seconds.
When attacking:
Blob gains +10% Attack on all Dash attacks.
10% chance for Fury, granting +30% Attack for 5 seconds.
Special attacks:
S1: 20%* chance to be Unblockable
S2: 33%* chance to be Unblockable
S3: 70% chance to cause Concussion (-60% Ability Accuracy for eight seconds)
* plus 12% if Fury active.
Synergies:
Colossus - Nemesis (+10% Attack)
Juggernaut - Unique (Buffs for both champions last +20% longer)
Wolverine - Enemy (+5% Crit Rating)
Blob isn't complicated to play with, and as well as being a useful villain, would be a kind of fun antidote to the incredibly complicated champions being released recently. Nothing can move The Blob!
I don't know what we would do without you.
There is just an empty space...in my Phil Collins voice.
U Killin em.
Kabam