Pre-Fight Ability: Acquired after Awakening Moon Knight.
Stephen Grant: puts Moon Knight in Waning Moon at start of battle. Also ensures Waning Moon is active during defence.
Jake Lockley: puts Moon Knight in Waxing Moon at start of battle. Also grants Fury passive at start of fight.
New Abilities: Moon Knight already has access to Bleed, Stun, Fury, Evade & Precision. Some new abilities that Moon Knight could start sporting are the following:
- Immorality: percentage chance to activate when duped ranging from 15%-50% depending on Sig Level.
- Cleanse: percentage chance to activate & remove debuffs. Chances increase the more debuffs Moon Knight is afflicted by. Potential to remove all rebuffs possible when duped. Cleanse passive charge applied during SP2 under Waning Moon.
- Armour Break: achieved during SP2 during Waxing Moon. Percentage chance during Waning Moon.
- Cruelty: achieved during SP1 during Waxing Moon. Percentage chance of activating during Waning Moon.
- Physical Resist: achieved during SP1 during Waning Moon. Percentage chance of activating during Waxing Moon.
Phases of the Moon: give Moon Knight some unique attributes that sets him apart from other champs depending on the phases of the moon.
Like for Waxing Moon, Moon Knight could become an offensive power house with the percentage of crits, bleeds, armour breaks gaining a higher likelihood of activating. Example: during Waxing phase Moon Knights Crit, Bleed, Fury & Armour Break chance increase from the regular percentages to increased potency’s capable of some serious damage.
Waning Moon would be more defensive with Moon Knight gaining a higher percentage chance to activate Cleanse, Physical Resist, Stun, Evade & Immortality. Similar to how Waxing affects the more offensive abilities Waning does the same for more defensive/utility abilities.
Obviously Waxing & Waining can be interchangeable in whichever one is offensive & Defensive. Figure this still keeps Moon Knight’s gimmick while improving on it.
Moon Knight would still have access to all these abilities regardless of the “state of the moon” Moon Knight is fighting in. It would just alter the percentage of probability that these abilities would trigger.
SP 1: When Moon Knight activates this special during the Waxing Moon he gains cruelty & precision with a percentage chance to inflict bleed
During the Waning Moon he gains physical resist & has a percentage chance to inflict stun on the opponent.
SP 2: Activating special 2 during the Waxing Moon gives Moon Knight Fury while inflicting Bleed & Armour Break on the opponent.
During the Waining Moon, Moon Knight inflicts stun & gains a passive evade & cleanse charge. The evade charge does not activate until the next time Moon Knight is about to be struck & when activated lasts X amount of time (maybe 1.5 seconds?). The cleanse charge doesn’t activate until Moon Knight is inflicted with a debuff of any kind.
SP3: Activating SP3 has a guaranteed chance of granting Moon Knight 2 random buffs between Fury, Physical Resist, Cruelty, Precision, Evade, Cleanse regardless of the phase of the moon with a percentage chance of gaining any more with the potential to get all 6 being very low. Example: (2=100%, 3=50%, 4=25%, 5=12.5%, 6=6.25%) or something like that. Activating SP 3 also inflicts the opposing champ with 1 guaranteed debuff between Armour Break, Bleed, & Stun with the potential to inflict all 3. Example: (1=100%, 2=66.7%, 3=33.3%) or something like that.
Obviously the percentages of the buffs & debuffs could be lower or higher, I’ll leave that to Kabam.
Sig Ability: Add the Immortality buff. The rest is fine as is. I’d maybe increase it but it’s not a bad ability for his gimmick.
Synergies:
Age of Khonshu: Thor (classic), Black Panther (classic), Phoenix, Ghost Rider, Iron Fist, Doctor Strange - This synergy would enable Moon Knight to inflict Stun, Bleed & Armour Break to the opponent more often & gain Fury, Cruelty & Precision more frequently. Other Synergy Champs: gain 5% attack rating.
Multiple Personalities: Iron Patriot, Green Goblin, Red Goblin - Increases the potency of Moon Knights buffs & debuffs by 25% Other Synergy Champs: gain 5% on buff & debuff potency.
West Coast: Hawkeye, Scarlet Witch (classic), Tigra, War Machine - Increase Moon Knight’s buff & debuff duration by 50%. Other Synergy Champs: increase buff & debuff duration by 15%.
Lunar Envoy: Werewolf-by-Night - Increase Moon Knight & Werewolf-by-Night’s combat power rating by 5%.
Midnight Sons: Blade, Kushala, Magik, Man-Thing, Doctor Voodoo - Moon Knight’s cleanse’s occur more frequently. Other Synergy Champs: increase special attack power by 5%
In the Shadows: Punisher, Daredevil (both) - Moon Knight’s evade’s occur more frequently. Other Synergy Champs: increase special attack power by 5%.
This is my Moon Knight revamp. Might be too OP, not totally sure but I do know Moon Knight is in desperate need of an upgrade. Such a cool champ with a unique gimmick. Just need to make him better so he can compete in the contest. Would also love to see him get better animations for his regular combat.
Pre-Fight Ability: Acquired after Awakening Moon Knight.
Stephen Grant: puts Moon Knight in Waning Moon at start of battle. Also ensures Waning Moon is active during defence.
Jake Lockley: puts Moon Knight in Waxing Moon at start of battle. Also grants Fury passive at start of fight.
New Abilities: Moon Knight already has access to Bleed, Stun, Fury, Evade & Precision. Some new abilities that Moon Knight could start sporting are the following:
- Immorality: percentage chance to activate when duped ranging from 15%-50% depending on Sig Level.
- Cleanse: percentage chance to activate & remove debuffs. Chances increase the more debuffs Moon Knight is afflicted by. Potential to remove all rebuffs possible when duped. Cleanse passive charge applied during SP2 under Waning Moon.
- Armour Break: achieved during SP2 during Waxing Moon. Percentage chance during Waning Moon.
- Cruelty: achieved during SP1 during Waxing Moon. Percentage chance of activating during Waning Moon.
- Physical Resist: achieved during SP1 during Waning Moon. Percentage chance of activating during Waxing Moon.
Phases of the Moon: give Moon Knight some unique attributes that sets him apart from other champs depending on the phases of the moon.
Like for Waxing Moon, Moon Knight could become an offensive power house with the percentage of crits, bleeds, armour breaks gaining a higher likelihood of activating. Example: during Waxing phase Moon Knights Crit, Bleed, Fury & Armour Break chance increase from the regular percentages to increased potency’s capable of some serious damage.
Waning Moon would be more defensive with Moon Knight gaining a higher percentage chance to activate Cleanse, Physical Resist, Stun, Evade & Immortality. Similar to how Waxing affects the more offensive abilities Waning does the same for more defensive/utility abilities.
Obviously Waxing & Waining can be interchangeable in whichever one is offensive & Defensive. Figure this still keeps Moon Knight’s gimmick while improving on it.
Moon Knight would still have access to all these abilities regardless of the “state of the moon” Moon Knight is fighting in. It would just alter the percentage of probability that these abilities would trigger.
SP 1: When Moon Knight activates this special during the Waxing Moon he gains cruelty & precision with a percentage chance to inflict bleed
During the Waning Moon he gains physical resist & has a percentage chance to inflict stun on the opponent.
SP 2: Activating special 2 during the Waxing Moon gives Moon Knight Fury while inflicting Bleed & Armour Break on the opponent.
During the Waining Moon, Moon Knight inflicts stun & gains a passive evade & cleanse charge. The evade charge does not activate until the next time Moon Knight is about to be struck & when activated lasts X amount of time (maybe 1.5 seconds?). The cleanse charge doesn’t activate until Moon Knight is inflicted with a debuff of any kind.
SP3: Activating SP3 has a guaranteed chance of granting Moon Knight 2 random buffs between Fury, Physical Resist, Cruelty, Precision, Evade, Cleanse regardless of the phase of the moon with a percentage chance of gaining any more with the potential to get all 6 being very low. Example: (2=100%, 3=50%, 4=25%, 5=12.5%, 6=6.25%) or something like that. Activating SP 3 also inflicts the opposing champ with 1 guaranteed debuff between Armour Break, Bleed, & Stun with the potential to inflict all 3. Example: (1=100%, 2=66.7%, 3=33.3%) or something like that.
Obviously the percentages of the buffs & debuffs could be lower or higher, I’ll leave that to Kabam.
Sig Ability: Add the Immortality buff. The rest is fine as is. I’d maybe increase it but it’s not a bad ability for his gimmick.
Synergies:
Age of Khonshu: Thor (classic), Black Panther (classic), Phoenix, Ghost Rider, Iron Fist, Doctor Strange - This synergy would enable Moon Knight to inflict Stun, Bleed & Armour Break to the opponent more often & gain Fury, Cruelty & Precision more frequently. Other Synergy Champs: gain 5% attack rating.
Multiple Personalities: Iron Patriot, Green Goblin, Red Goblin - Increases the potency of Moon Knights buffs & debuffs by 25% Other Synergy Champs: gain 5% on buff & debuff potency.
West Coast: Hawkeye, Scarlet Witch (classic), Tigra, War Machine - Increase Moon Knight’s buff & debuff duration by 50%. Other Synergy Champs: increase buff & debuff duration by 15%.
Lunar Envoy: Werewolf-by-Night - Increase Moon Knight & Werewolf-by-Night’s combat power rating by 5%.
Midnight Sons: Blade, Kushala, Magik, Man-Thing, Doctor Voodoo - Moon Knight’s cleanse’s occur more frequently. Other Synergy Champs: increase special attack power by 5%
In the Shadows: Punisher, Daredevil (both) - Moon Knight’s evade’s occur more frequently. Other Synergy Champs: increase special attack power by 5%.
This is my Moon Knight revamp. Might be too OP, not totally sure but I do know Moon Knight is in desperate need of an upgrade. Such a cool champ with a unique gimmick. Just need to make him better so he can compete in the contest. Would also love to see him get better animations for his regular combat.
His major down side would be any bleed immune champ for sure. Also any champ that can stagger will be an issue for this reworked Moon Knight.
Pre-Fight Ability: Achieved after Awakening. Requires charges to activate each ability. Charges acquired after defeating an opponent in battle. Abilities: These abilities are on a rotating clock that activates every 10s & deactivates 5s.
- Reality Stone: inflicts a random damage overtime debuff on opponent (ie: bleed, shock, poison, incinerate, neuroshock, degeneration) - Power Stone: grants Thanos immense amounts of power (ie: plenty of fury & armour up buffs) - Time Stone: regenerates 1/3 of Thanos’ health that was lost while the ability was on cool down. - Mind Stone: inflicts opponent with inverse controls for 5s. - Soul Stone: inflicts opponent with power drain for 5s. - Space Stone: grants Thanos evade & stun immunity for 5s.
Thanos would keep his armour up, fury, heal block & true damage & would gain the following abilities for his base abilities without his pre-fight abilities: - Disintegration - Stun - Unblockable - Unstoppable - Immortality
Thanks keeps the percentage chances of gaining fury & armour up buffs from his current kit.
SP1: would still inflict heal block but would also have the chance to inflict stun lasting 1.5s & disintegration lasting 2s dealing X amount of damage overtime. (X is dependent on rarity)
SP2: would still inflict heal block but would also grant Thanos unstoppable & unblockable for 3s.
SP3: if Thanos isn’t awakened he activates 1 of the infinity stones granting one of the buffs mentioned in the pre-fight abilities that will persist until the end of the fight. If Thanos is awakened then he will activate 2 of the infinity stones that will also last until the end of the fight. Which stones are activated during the SP3 are random.
Signature Ability: when awakened Thanos also gains a percentage chance of gaining the immortality buff when being struck by a death blow. This buff would activate between 25%-100% depending on signature ability level. Thanos would gain the pre-fight abilities mentioned up top & would keep his current signature ability of passively reducing the base attack of opposing champs by 40%.
Synergy’s
Black Order: Kull Obsidian, Corvus Glaive, Proxima Midnight, Ebony Maw - Thanos & his army gain +5% attack rating for each “Thanos’s Army” champ on the team.
Daughters of the Mad Titan: Gamora, Nebula - Solo: Thanos’s special attacks consume 25% less power.
Wielders of the Stones: Vision (AOU), Ronan, Doctor Strange, Iron Man (IW), Hulk (Rag), Adam Warlock, Loki - Solo: Thanos gains increased armour rating by 5% for each synergy champ on the team.
Rulers of the Contest: Maestro, Kang - Solo: Thanos’s special attacks gain 10% potency for each synergy champ on the team.
King Thanos: Cosmic Ghost Rider, Silver Surfer, Hulk (classic) - Solo: Thanos gains increase to his fury buff potency by 10% for each synergy champ on the team.
Deaths Favour: Deadpool, Deadpool (X-Force), Goldpool, Platinumpool - Solo: Thanos gains increase to his fury buff frequency by 10% for each synergy champ on the team.
I tried to make Thanos OP considering he’s one of the strongest characters in all of Marvel he should be a serious threat in the contest. Didn’t want to make him too OP to the point he demolishes everything though.
Stan Lee was a revered comic-book creator who co-launched superheroes like the Fantastic Four, Spider-Man, Doctor Strange and the X-Men for Marvel Comics.
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active Stan Lee’s Excelsior Powers grant him specific abilities based on his modes.
Excelsior Modes - Pre-Fight Ability Stan Lee has three modes to choose from the Pre-Fight Screen. Select one mode before each fight: Iron Stan, Stanbuster, and Excelsior Hulk.
Excelsior Mode Effects Iron Stan: Start each fight with an indefinite Armor Up Passive, increasing Armor Rating by 9000. While the above Armor Up Passive is active, gain +100% Critical Damage Resistance, immunity to all Armor Break and Armor Shattered effects, and the opponent’s Ability Accuracy Reduction effects suffer -100% potency. Stanbuster: Gain an indefinite Armor Up Buff every 8 seconds, increasing Armor Rating by 2250. Max: 4. Additionally, gain full immunity to all Bleed, Shock, Incinerate, Coldsnap, Frostbite, Slow, and Ability Accuracy Reduction effects, and all Attacks have a 25% chance per Armor Up Buff to inflict a Shock Passive, dealing 17244 Energy Damage over 20 seconds. Excelsior Hulk: Gain full immunity to all Poison effects, and all attacks have a 50% chance to grant an indefinite Fury Passive, increasing Attack Rating by +8084. Max: 20.
Heavy Attacks While in Iron Stan Mode, inflict a non-stacking Armor Break Debuff, reducing Armor Rating by 2250 for 20 seconds. While in Stanbuster Mode, inflict a non-stacking Energy Vulnerability Passive, reducing Energy Resistance by 2250 for 20 seconds. While in Excelsior Hulk Mode, inflict a non-stacking Physical Vulnerability Debuff, reducing Physical Resistance by 2250 for 20 seconds.
Special Attacks On activation, gain a Precision Passive, increasing Critical Rating by 2250 per level of Special Attack used for 20 seconds.
Special Attack 1 On activation, gain a Grit Passive, causing Unstoppable opponents to react to hits as though they weren’t for 20 seconds. While in Iron Stan Mode, gain a non-stacking Energize Passive on activation, increasing Combat Power Rate by 100% for 20 seconds. While in Stanbuster Mode, inflict a non-stacking Shock Vulnerability Passive on activation, increasing the potency of all Shock effects by 100% for 20 seconds. While in Excelsior Hulk Mode, inflict a non-stacking Sunder Passive on activation, setting the opponent’s Critical Resistance to 0 for 20 seconds.
Special Attack 2 On activation, gain a non-stacking True Strike Passive, allowing attacks to ignore all Armor, Resistances, Evade, and Auto-Block effects for 20 seconds. While in Iron Stan Mode, gain a non-stacking Cruelty Passive, increasing Critical Damage Rating by +1321.43 for 20 seconds. While in Stanbuster Mode, inflict a non-stacking Overload Passive for 20 seconds. Overload causes hits and Shocks to deal an additional 70% of the damage recently dealt as a burst of Energy Damage. While in Excelsior Hulk Mode, inflict a non-stacking Trauma Debuff for 20 seconds. Trauma causes hits to deal an additional 70% of the damage recently dealt as a burst of Physical Damage.
Special Attack 3 At the end of this attack, gain a non-stacking Pierce Passive of 750 potency for 20 seconds. While in Iron Stan Mode, inflict a non-stacking Plasma Passive, dealing 24876.5 Energy Damage over 20 seconds. While in Stanbuster Mode, inflict three Shock Passives, each dealing 8854 Energy Damage over 20 seconds. While in Excelsior Hulk Mode, inflict a Stun Passive for 8 seconds.
Signature Ability - Excelsior! Passive Stan’s Excelsior Modes are enhanced, granting additional abilities. Iron Stan: Each hit of Special Attack 1 inflicts his Heavy Attack Armor Break Debuff with their stack limit removed. Stanbuster: Inflict an additional Shock Passive for each Armor Up Buff active. Excelsior Hulk: Attacks cannot Glance and reduce the opponent’s Ability Accuracy by 100%.
Recommended Masteries Double Edge/Liquid Courage
Synergy Bonuses
Excelsior Gamma Brawlers - Unique Synergy (5* or Higher) With Hulk, Red Hulk, Joe Fixit, Hulk (Immortal) Stan Lee: While in Excelsior Hulk Mode, attacks cannot Miss. Hulk Champions: Gain +100% Debuff potency for each Synergy Member present.
Excelsior Iron Men - Unique Synergy (5* or Higher) With Iron Man (Classic), Infamous Iron Man, Silver Centurion, Iron Man (Infinity War) Stan Lee: While in Iron Stan Mode, attacks bypass all Damage Caps. Iron Man Champions: Gain +100% Armor Break Debuff duration for each Synergy Member present.
Excelsior Iron Buster - Unique Synergy (5* or Higher) With Hulkbuster Stan Lee: While in Stanbuster Mode, personal Shock Passives gain +100% duration. Hulkbuster: Gain +250 Critical Rating for each Shock effect on the opponent. Additionally, Heavy Attacks inflict an additional Shock Debuff for each Armor Up Buff on Hulkbuster, and inflicting a Shock effect also inflicts a non-stacking Intimidate Debuff for 5 seconds.
So @HankSpector, would this be a good Champion Concept?
I think that’s awesome! It’d be a really nice homage to Stan Lee & Marvel as a whole IMO. Truthfully that’s a trophy champ any marvel fan could get behind. It’d be awesome if down the line when story mode has concluded that Stan Lee is the final boss & he’s the reward for completing the entire story 100%.
Truthfully though, I think “trophy” champs should pack way more of a punch than they do. I mean… they’re incredibly difficult to get so it only makes sense they’d be more powerful than regular champs rather than fall to the wayside as some of the weakest.
So @HankSpector, would this be a good Champion Concept?
I think that’s awesome! It’d be a really nice homage to Stan Lee & Marvel as a whole IMO. Truthfully that’s a trophy champ any marvel fan could get behind. It’d be awesome if down the line when story mode has concluded that Stan Lee is the final boss & he’s the reward for completing the entire story 100%.
Well he could definitely be a great Combined Champion if he entered the game.
Truthfully though, I think “trophy” champs should pack way more of a punch than they do. I mean… they’re incredibly difficult to get so it only makes sense they’d be more powerful than regular champs rather than fall to the wayside as some of the weakest.
The Blob (Frederick J. "Fred" Dukes) is a fictional character appearing in American comic books published by Marvel Comics. The character is usually depicted as an adversary of the X-Men. A mutant originally depicted as a morbidly obese circus freak, the Blob claims to be immovable when he so desires.
Strengths - Strong Special Attacks, High Health Pool
Weaknesses - Prowess Removal, Energy Damage
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active Blob’s possession of a high degree of resistance to injury provides him full immunity to all Bleed, Armor Break, and Armor Shattered effects, as well as +100% Poison Resistance and immunity to the recovery reduction from Poison. Blob’s less resistant skin to burning causes him to suffer -2250 Energy Resistance. Each time Skill Champions Purify a Stun Debuff, it is replaced with a matching Passive and lasts for 2 seconds.
Dash Backwards and idle for 1 Second Blob takes a sip of his drink to enhance his strength, granting him a non-stacking Fury Passive, increasing Attack Rating by +10297.5 for 8 seconds. This Fury Passive is paused during Blob’s Special Attacks, and while it is active, gain the following abilities: All attacks cannot Glance and ignore 100% of the opponent’s Critical Resistance. Gain an indefinite True Focus Passive, causing all attacks to bypass the effects of Miss and Evade. Gain +9000 Critical Rating and +1321.43 Critical Damage Rating.
Personal Prowess Passives - Max: 30. Unless otherwise stated, Blob’s personal Prowess Passives increase Special Attack Damage by 10% and last until the end of his Special Attacks. When attacking the opponent with a Basic Attack, 30% chance to gain a Prowess Passive. When the opponent Purifies a Debuff, 100% chance to gain two Prowess Passives.
Heavy Attacks On hit, pause the duration of Blob’s personal Fury Passives for 10 seconds.
Special Attack 1 On activation, inflict a non-stacking Physical Vulnerability Debuff, reducing Physical Resistance by 2250 for 15 seconds. If this Physical Vulnerability Debuff is Purified, it is replaced with a matching Passive with +300% potency and duration. At the end of this attack, Blob gains an Energy Protection Buff, providing full immunity to all Shock, Incinerate, Coldsnap, and Frostbite effects for 30 seconds.
Special Attack 2 If Blob has his active personal Fury Passive, this attack is Passively Unblockable. On activation, inflict a non-stacking Trauma Debuff, causing all attacks to deal an additional 50% of the damage recently dealt as a burst of Physical Damage for 15 seconds. If this Trauma Debuff is Purified, it is replaced with a matching Passive with +300% potency and duration.
Special Attack 3 Increase the chance to gain Prowess Passives on Basic Attacks by a flat 45% for the remainder of the fight. This can only occur once per fight. Gain a non-stacking Grit Passive, causing Unstoppable opponents to react to hits as though they weren’t for 70 seconds. While this effect is active, all personal Fury Passives fall off 400% slower.
Signature Ability - Put Up Your Dukes Passive Each time Blob prevents an effect due to an immunity, he gains one of his personal Prowess Passives. The potency of personal Fury Passives are increased by 33%. Unblockable hits pause all personal Trauma and Physical Vulnerability effects for 1.5 seconds.
Master Boxers - Unique Synergy (4* or Higher) With Absorbing Man, War Machine, Nick Fury Blob: Increase the potency of personal Prowess Passives by a flat 10%. Absorbing Man: While a Refined Form is active, gain +100% Combat Power Rate. War Machine: The final hit of Special Attack 2 inflicts an additional Armor Break Debuff for each Armor Up Buff on War Machine and Armor Break Debuff stack limit is increased by 4. Nick Fury: When fighting Bleed Immune Champions, inflict Rupture instead of Bleed and Internal Bleed is replaced with a Rupture Vulnerability Passive when reaching 8 Rupture Debuffs, increasing the potency of all Rupture effects by 100% for 30 seconds.
Brotherhood of Evil Mutants - Unique Synergy (4* or Higher) With Magneto, Juggernaut, Omega Red, Toad, Sauron Blob: Gain +2% Block and Armor Penetration for each personal Prowess Passive on Blob. Magneto: While his personal Magnetized Passive is active, the opponent’s Defensive Combat Power Rate is reduced by 75%. Juggernaut: The opponent suffers -10% Physical Resistance for each personal Unstoppable Buff on him. Max: -100%. Omega Red, Toad, Sauron: Damaging effects and all personal bursts of damage gain +200% potency.
Enemies With Cyclops (Blue Team), Rogue, Wolverine, Professor X All Champions gain +155 Critical Rating.
Teammates With Magneto, Juggernaut, Omega Red, Toad, Sauron All Champions gain +5% Perfect Block Chance.
Comments
Queen Shiklah (Mystic)
Xorn (Mutant)
Hulk Jr. (Science)
Beast (Blue Team) (Mystic)
Ghost Rider (Parker Robbins)
Maverick
Whiplash
Chamber
Nemesis/holocaust
Shadow King
Rabble
The Unmaker
Old Luke Cage
Harvestman(Stephen Strange)
Pre-Fight Ability: Acquired after Awakening Moon Knight.
Stephen Grant: puts Moon Knight in Waning Moon at start of battle. Also ensures Waning Moon is active during defence.
Jake Lockley: puts Moon Knight in Waxing Moon at start of battle. Also grants Fury passive at start of fight.
New Abilities: Moon Knight already has access to Bleed, Stun, Fury, Evade & Precision. Some new abilities that Moon Knight could start sporting are the following:
- Immorality: percentage chance to activate when duped ranging from 15%-50% depending on Sig Level.
- Cleanse: percentage chance to activate & remove debuffs. Chances increase the more debuffs Moon Knight is afflicted by. Potential to remove all rebuffs possible when duped. Cleanse passive charge applied during SP2 under Waning Moon.
- Armour Break: achieved during SP2 during Waxing Moon. Percentage chance during Waning Moon.
- Cruelty: achieved during SP1 during Waxing Moon. Percentage chance of activating during Waning Moon.
- Physical Resist: achieved during SP1 during Waning Moon. Percentage chance of activating during Waxing Moon.
Phases of the Moon: give Moon Knight some unique attributes that sets him apart from other champs depending on the phases of the moon.
Like for Waxing Moon, Moon Knight could become an offensive power house with the percentage of crits, bleeds, armour breaks gaining a higher likelihood of activating.
Example: during Waxing phase Moon Knights Crit, Bleed, Fury & Armour Break chance increase from the regular percentages to increased potency’s capable of some serious damage.
Waning Moon would be more defensive with Moon Knight gaining a higher percentage chance to activate Cleanse, Physical Resist, Stun, Evade & Immortality. Similar to how Waxing affects the more offensive abilities Waning does the same for more defensive/utility abilities.
Obviously Waxing & Waining can be interchangeable in whichever one is offensive & Defensive. Figure this still keeps Moon Knight’s gimmick while improving on it.
Moon Knight would still have access to all these abilities regardless of the “state of the moon” Moon Knight is fighting in. It would just alter the percentage of probability that these abilities would trigger.
SP 1:
When Moon Knight activates this special during the Waxing Moon he gains cruelty & precision with a percentage chance to inflict bleed
During the Waning Moon he gains physical resist & has a percentage chance to inflict stun on the opponent.
SP 2:
Activating special 2 during the Waxing Moon gives Moon Knight Fury while inflicting Bleed & Armour Break on the opponent.
During the Waining Moon, Moon Knight inflicts stun & gains a passive evade & cleanse charge. The evade charge does not activate until the next time Moon Knight is about to be struck & when activated lasts X amount of time (maybe 1.5 seconds?). The cleanse charge doesn’t activate until Moon Knight is inflicted with a debuff of any kind.
SP3:
Activating SP3 has a guaranteed chance of granting Moon Knight 2 random buffs between Fury, Physical Resist, Cruelty, Precision, Evade, Cleanse regardless of the phase of the moon with a percentage chance of gaining any more with the potential to get all 6 being very low.
Example: (2=100%, 3=50%, 4=25%, 5=12.5%, 6=6.25%) or something like that.
Activating SP 3 also inflicts the opposing champ with 1 guaranteed debuff between Armour Break, Bleed, & Stun with the potential to inflict all 3.
Example: (1=100%, 2=66.7%, 3=33.3%) or something like that.
Obviously the percentages of the buffs & debuffs could be lower or higher, I’ll leave that to Kabam.
Sig Ability: Add the Immortality buff. The rest is fine as is. I’d maybe increase it but it’s not a bad ability for his gimmick.
Synergies:
Age of Khonshu: Thor (classic), Black Panther (classic), Phoenix, Ghost Rider, Iron Fist, Doctor Strange
- This synergy would enable Moon Knight to inflict Stun, Bleed & Armour Break to the opponent more often & gain Fury, Cruelty & Precision more frequently.
Other Synergy Champs: gain 5% attack rating.
Multiple Personalities: Iron Patriot, Green Goblin, Red Goblin
- Increases the potency of Moon Knights buffs & debuffs by 25%
Other Synergy Champs: gain 5% on buff & debuff potency.
West Coast: Hawkeye, Scarlet Witch (classic), Tigra, War Machine
- Increase Moon Knight’s buff & debuff duration by 50%.
Other Synergy Champs: increase buff & debuff duration by 15%.
Lunar Envoy: Werewolf-by-Night
- Increase Moon Knight & Werewolf-by-Night’s combat power rating by 5%.
Midnight Sons: Blade, Kushala, Magik, Man-Thing, Doctor Voodoo
- Moon Knight’s cleanse’s occur more frequently.
Other Synergy Champs: increase special attack power by 5%
In the Shadows: Punisher, Daredevil (both)
- Moon Knight’s evade’s occur more frequently.
Other Synergy Champs: increase special attack power by 5%.
This is my Moon Knight revamp. Might be too OP, not totally sure but I do know Moon Knight is in desperate need of an upgrade. Such a cool champ with a unique gimmick. Just need to make him better so he can compete in the contest. Would also love to see him get better animations for his regular combat.
Pre-Fight Ability: Achieved after Awakening. Requires charges to activate each ability. Charges acquired after defeating an opponent in battle.
Abilities: These abilities are on a rotating clock that activates every 10s & deactivates 5s.
- Reality Stone: inflicts a random damage overtime debuff on opponent (ie: bleed, shock, poison, incinerate, neuroshock, degeneration)
- Power Stone: grants Thanos immense amounts of power (ie: plenty of fury & armour up buffs)
- Time Stone: regenerates 1/3 of Thanos’ health that was lost while the ability was on cool down.
- Mind Stone: inflicts opponent with inverse controls for 5s.
- Soul Stone: inflicts opponent with power drain for 5s.
- Space Stone: grants Thanos evade & stun immunity for 5s.
Thanos would keep his armour up, fury, heal block & true damage & would gain the following abilities for his base abilities without his pre-fight abilities:
- Disintegration
- Stun
- Unblockable
- Unstoppable
- Immortality
Thanks keeps the percentage chances of gaining fury & armour up buffs from his current kit.
SP1: would still inflict heal block but would also have the chance to inflict stun lasting 1.5s & disintegration lasting 2s dealing X amount of damage overtime. (X is dependent on rarity)
SP2: would still inflict heal block but would also grant Thanos unstoppable & unblockable for 3s.
SP3: if Thanos isn’t awakened he activates 1 of the infinity stones granting one of the buffs mentioned in the pre-fight abilities that will persist until the end of the fight. If Thanos is awakened then he will activate 2 of the infinity stones that will also last until the end of the fight. Which stones are activated during the SP3 are random.
Signature Ability: when awakened Thanos also gains a percentage chance of gaining the immortality buff when being struck by a death blow. This buff would activate between 25%-100% depending on signature ability level. Thanos would gain the pre-fight abilities mentioned up top & would keep his current signature ability of passively reducing the base attack of opposing champs by 40%.
Synergy’s
Black Order: Kull Obsidian, Corvus Glaive, Proxima Midnight, Ebony Maw
- Thanos & his army gain +5% attack rating for each “Thanos’s Army” champ on the team.
Daughters of the Mad Titan: Gamora, Nebula
- Solo: Thanos’s special attacks consume 25% less power.
Wielders of the Stones: Vision (AOU), Ronan, Doctor Strange, Iron Man (IW), Hulk (Rag), Adam Warlock, Loki
- Solo: Thanos gains increased armour rating by 5% for each synergy champ on the team.
Rulers of the Contest: Maestro, Kang
- Solo: Thanos’s special attacks gain 10% potency for each synergy champ on the team.
King Thanos: Cosmic Ghost Rider, Silver Surfer, Hulk (classic)
- Solo: Thanos gains increase to his fury buff potency by 10% for each synergy champ on the team.
Deaths Favour: Deadpool, Deadpool (X-Force), Goldpool, Platinumpool
- Solo: Thanos gains increase to his fury buff frequency by 10% for each synergy champ on the team.
I tried to make Thanos OP considering he’s one of the strongest characters in all of Marvel he should be a serious threat in the contest. Didn’t want to make him too OP to the point he demolishes everything though.
Orphan-Maker
Sin
Madeline Joyce
Avril Kincaid
Viper
Mr.Immortal
Ashley Barton
Citizen V
Scream
Wind Dancer
Prowler
Beetle
Angel (Warren Worthington)
Deathlok (Michael Collins)
Madame masque
Ahab
Dark Beast
Klaw
Okoye-(Classic) And Nakia-(Classic)
Zenzi
Tetu
Achebe
Hatch-22
American-Panther
Mind-Master
Stan Lee was a revered comic-book creator who co-launched superheroes like the Fantastic Four, Spider-Man, Doctor Strange and the X-Men for Marvel Comics.
Character Class: Combined
Abilities: Sunder, Physical Vulnerability, Shock, Energy Vulnerability, Trauma, Overload, Fury, Pierce, Cruelty, Precision, Armor Break
Strengths and Weaknesses
Strengths - Pre-Fight Modes, Strong Immunities
Weaknesses - Shock Immunity, True Damage
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active
Stan Lee’s Excelsior Powers grant him specific abilities based on his modes.
Excelsior Modes - Pre-Fight Ability
Stan Lee has three modes to choose from the Pre-Fight Screen. Select one mode before each fight: Iron Stan, Stanbuster, and Excelsior Hulk.
Excelsior Mode Effects
Iron Stan: Start each fight with an indefinite Armor Up Passive, increasing Armor Rating by 9000. While the above Armor Up Passive is active, gain +100% Critical Damage Resistance, immunity to all Armor Break and Armor Shattered effects, and the opponent’s Ability Accuracy Reduction effects suffer -100% potency.
Stanbuster: Gain an indefinite Armor Up Buff every 8 seconds, increasing Armor Rating by 2250. Max: 4. Additionally, gain full immunity to all Bleed, Shock, Incinerate, Coldsnap, Frostbite, Slow, and Ability Accuracy Reduction effects, and all Attacks have a 25% chance per Armor Up Buff to inflict a Shock Passive, dealing 17244 Energy Damage over 20 seconds.
Excelsior Hulk: Gain full immunity to all Poison effects, and all attacks have a 50% chance to grant an indefinite Fury Passive, increasing Attack Rating by +8084. Max: 20.
Heavy Attacks
While in Iron Stan Mode, inflict a non-stacking Armor Break Debuff, reducing Armor Rating by 2250 for 20 seconds.
While in Stanbuster Mode, inflict a non-stacking Energy Vulnerability Passive, reducing Energy Resistance by 2250 for 20 seconds.
While in Excelsior Hulk Mode, inflict a non-stacking Physical Vulnerability Debuff, reducing Physical Resistance by 2250 for 20 seconds.
Special Attacks
On activation, gain a Precision Passive, increasing Critical Rating by 2250 per level of Special Attack used for 20 seconds.
Special Attack 1
On activation, gain a Grit Passive, causing Unstoppable opponents to react to hits as though they weren’t for 20 seconds.
While in Iron Stan Mode, gain a non-stacking Energize Passive on activation, increasing Combat Power Rate by 100% for 20 seconds.
While in Stanbuster Mode, inflict a non-stacking Shock Vulnerability Passive on activation, increasing the potency of all Shock effects by 100% for 20 seconds.
While in Excelsior Hulk Mode, inflict a non-stacking Sunder Passive on activation, setting the opponent’s Critical Resistance to 0 for 20 seconds.
Special Attack 2
On activation, gain a non-stacking True Strike Passive, allowing attacks to ignore all Armor, Resistances, Evade, and Auto-Block effects for 20 seconds.
While in Iron Stan Mode, gain a non-stacking Cruelty Passive, increasing Critical Damage Rating by +1321.43 for 20 seconds.
While in Stanbuster Mode, inflict a non-stacking Overload Passive for 20 seconds. Overload causes hits and Shocks to deal an additional 70% of the damage recently dealt as a burst of Energy Damage.
While in Excelsior Hulk Mode, inflict a non-stacking Trauma Debuff for 20 seconds. Trauma causes hits to deal an additional 70% of the damage recently dealt as a burst of Physical Damage.
Special Attack 3
At the end of this attack, gain a non-stacking Pierce Passive of 750 potency for 20 seconds.
While in Iron Stan Mode, inflict a non-stacking Plasma Passive, dealing 24876.5 Energy Damage over 20 seconds.
While in Stanbuster Mode, inflict three Shock Passives, each dealing 8854 Energy Damage over 20 seconds.
While in Excelsior Hulk Mode, inflict a Stun Passive for 8 seconds.
Signature Ability - Excelsior!
Passive
Stan’s Excelsior Modes are enhanced, granting additional abilities.
Iron Stan: Each hit of Special Attack 1 inflicts his Heavy Attack Armor Break Debuff with their stack limit removed.
Stanbuster: Inflict an additional Shock Passive for each Armor Up Buff active.
Excelsior Hulk: Attacks cannot Glance and reduce the opponent’s Ability Accuracy by 100%.
Recommended Masteries
Double Edge/Liquid Courage
Synergy Bonuses
Excelsior Gamma Brawlers - Unique Synergy (5* or Higher)
With Hulk, Red Hulk, Joe Fixit, Hulk (Immortal)
Stan Lee: While in Excelsior Hulk Mode, attacks cannot Miss.
Hulk Champions: Gain +100% Debuff potency for each Synergy Member present.
Excelsior Iron Men - Unique Synergy (5* or Higher)
With Iron Man (Classic), Infamous Iron Man, Silver Centurion, Iron Man (Infinity War)
Stan Lee: While in Iron Stan Mode, attacks bypass all Damage Caps.
Iron Man Champions: Gain +100% Armor Break Debuff duration for each Synergy Member present.
Excelsior Iron Buster - Unique Synergy (5* or Higher)
With Hulkbuster
Stan Lee: While in Stanbuster Mode, personal Shock Passives gain +100% duration.
Hulkbuster: Gain +250 Critical Rating for each Shock effect on the opponent. Additionally, Heavy Attacks inflict an additional Shock Debuff for each Armor Up Buff on Hulkbuster, and inflicting a Shock effect also inflicts a non-stacking Intimidate Debuff for 5 seconds.
Atlas Bear (Shoon’Kwa)
Black Mamba
Random
Power man (Victor Alvarez)
Cosmic Spider-Man
Arsenic & Old Lace
Captain Universe
Iron Monger (Tech)
Iron Man (Mark I Armor) (Tech)
Please give if Jack of Hearts
Kahhori
Doctor Doom (Sorcerer Supreme)
The Blob (Frederick J. "Fred" Dukes) is a fictional character appearing in American comic books published by Marvel Comics. The character is usually depicted as an adversary of the X-Men. A mutant originally depicted as a morbidly obese circus freak, the Blob claims to be immovable when he so desires.
Character Class: Mutant
Abilities: Prowess, Fury, Physical Vulnerability, Trauma, Unblockable, True Focus
Strengths and Weaknesses
Strengths - Strong Special Attacks, High Health Pool
Weaknesses - Prowess Removal, Energy Damage
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active
Blob’s possession of a high degree of resistance to injury provides him full immunity to all Bleed, Armor Break, and Armor Shattered effects, as well as +100% Poison Resistance and immunity to the recovery reduction from Poison.
Blob’s less resistant skin to burning causes him to suffer -2250 Energy Resistance.
Each time Skill Champions Purify a Stun Debuff, it is replaced with a matching Passive and lasts for 2 seconds.
Dash Backwards and idle for 1 Second
Blob takes a sip of his drink to enhance his strength, granting him a non-stacking Fury Passive, increasing Attack Rating by +10297.5 for 8 seconds. This Fury Passive is paused during Blob’s Special Attacks, and while it is active, gain the following abilities:
All attacks cannot Glance and ignore 100% of the opponent’s Critical Resistance.
Gain an indefinite True Focus Passive, causing all attacks to bypass the effects of Miss and Evade.
Gain +9000 Critical Rating and +1321.43 Critical Damage Rating.
Personal Prowess Passives - Max: 30.
Unless otherwise stated, Blob’s personal Prowess Passives increase Special Attack Damage by 10% and last until the end of his Special Attacks.
When attacking the opponent with a Basic Attack, 30% chance to gain a Prowess Passive.
When the opponent Purifies a Debuff, 100% chance to gain two Prowess Passives.
Heavy Attacks
On hit, pause the duration of Blob’s personal Fury Passives for 10 seconds.
Special Attack 1
On activation, inflict a non-stacking Physical Vulnerability Debuff, reducing Physical Resistance by 2250 for 15 seconds. If this Physical Vulnerability Debuff is Purified, it is replaced with a matching Passive with +300% potency and duration.
At the end of this attack, Blob gains an Energy Protection Buff, providing full immunity to all Shock, Incinerate, Coldsnap, and Frostbite effects for 30 seconds.
Special Attack 2
If Blob has his active personal Fury Passive, this attack is Passively Unblockable.
On activation, inflict a non-stacking Trauma Debuff, causing all attacks to deal an additional 50% of the damage recently dealt as a burst of Physical Damage for 15 seconds. If this Trauma Debuff is Purified, it is replaced with a matching Passive with +300% potency and duration.
Special Attack 3
Increase the chance to gain Prowess Passives on Basic Attacks by a flat 45% for the remainder of the fight. This can only occur once per fight.
Gain a non-stacking Grit Passive, causing Unstoppable opponents to react to hits as though they weren’t for 70 seconds. While this effect is active, all personal Fury Passives fall off 400% slower.
Signature Ability - Put Up Your Dukes
Passive
Each time Blob prevents an effect due to an immunity, he gains one of his personal Prowess Passives.
The potency of personal Fury Passives are increased by 33%.
Unblockable hits pause all personal Trauma and Physical Vulnerability effects for 1.5 seconds.
Recommended Masteries/Relics
Double Edge/Liquid Courage
Storm
Synergy Bonuses
Master Boxers - Unique Synergy (4* or Higher)
With Absorbing Man, War Machine, Nick Fury
Blob: Increase the potency of personal Prowess Passives by a flat 10%.
Absorbing Man: While a Refined Form is active, gain +100% Combat Power Rate.
War Machine: The final hit of Special Attack 2 inflicts an additional Armor Break Debuff for each Armor Up Buff on War Machine and Armor Break Debuff stack limit is increased by 4.
Nick Fury: When fighting Bleed Immune Champions, inflict Rupture instead of Bleed and Internal Bleed is replaced with a Rupture Vulnerability Passive when reaching 8 Rupture Debuffs, increasing the potency of all Rupture effects by 100% for 30 seconds.
Brotherhood of Evil Mutants - Unique Synergy (4* or Higher)
With Magneto, Juggernaut, Omega Red, Toad, Sauron
Blob: Gain +2% Block and Armor Penetration for each personal Prowess Passive on Blob.
Magneto: While his personal Magnetized Passive is active, the opponent’s Defensive Combat Power Rate is reduced by 75%.
Juggernaut: The opponent suffers -10% Physical Resistance for each personal Unstoppable Buff on him. Max: -100%.
Omega Red, Toad, Sauron: Damaging effects and all personal bursts of damage gain +200% potency.
Enemies
With Cyclops (Blue Team), Rogue, Wolverine, Professor X
All Champions gain +155 Critical Rating.
Teammates
With Magneto, Juggernaut, Omega Red, Toad, Sauron
All Champions gain +5% Perfect Block Chance.