How about spider x? "Brian kornfield was born a human, after finding his mother murdered he used darkhold's magic and became spider x to avenge his dead mother" Looks good for a Halloween theme character tbh!!
How about spider doppelganger?? "Doppelganger is an evil, near-mindless duplicate of Spider-Man that was created by Magus during the battle known as the Infinity War. The eight-limbed creature was one of many doppelgängers created by Magus during this conflict. The Doppelganger possesses Spider-Man's strength, speed, wall-climbing abilities, and spider-sense, and also has six arms, claws, fangs, and the ability to produce its own razor-edged webbing. It acts like an animal, and growls and hisses rather than speaks" Class:-Mystic Another gr8 choice for Halloween themed character, by the way we have not one single champion with multiple arms(except doc octopus, technically they are metal arms not real)
How about poison doctor octopus??? "On a parallel Earth, Venom and his brood are being hunted by a race of beings known as the "Poisons". They will not be satisfied until they've consumed and assimilated every Venom in the multiverse. And even though Venoms from across the multiverse are assembling into a resistance to combat this threat, the Poisons are winning. When Venom was transported to this "Venomverse", Poison Doc Ock was his first foe, giving him a taste of the brutal dangers to come." Class:-cosmic A great character for Halloween!!
I was thinking.... Christmas is in a few months... 🤔
How about adding in one of the most powerful omega level mutants that's has a Christmas specific theme? A character that wielded the Gauntlet himself... the one and only Santa Claus?
This is a serious suggestion. (Santa with the Gauntlet) Although I if you guys have enough time on your schedule to incorporate a new character within... 3 months(?) I offer this suggestion for December 2020. (Although it'd be cool if you could have him this year lol)
I don't know if they will ever do a event like they did with GwenPool goes to the movies again, but if they did an OG iron man villan would be neat to see!
Name: Iron Monger
Class: Tech
Tags: #Size: XL #Villain #Metal #Offensive: Raw Damage #Offensive: Damage over time
Stats based on a 5/65, Signature Level 200 champion
Prestige: 10475
Health: 31021
Attack: 2870
Crit Rate: 300
Crit Damage: 760
Armor: 240
Block Proficiency: 2950
Passive:
Targeting systems inside Obadiah’s suit grant him a True Accuracy passive while Monger Armor is active
Obadiah’s lust for domination grants a Fury buff increasing attack by 30% if the opponent is a hero
Basic Attacks:
Critical Hits inflict a Incinerate Debuff dealing 743 damage over 4 seconds If Obadiah has Monger Armor active, medium attacks have a 30% chance to Power Drain the opponent by 20%, This chance is doubled if the opponent is a hero Monger Armor Passive:
Monger Armor last for 25 seconds after activation When online Obadiah gains:
+100% Power drain, Incinerate and Armor break Potency
Damage dealing over 10% of Obadiah’s max health will activate a Protection Passive that caps all incoming damage at 5% of max health for 5 seconds, this goes into cool down for 10 seconds
Non-Damaging Debuffs on Obadiah have their duration reduced by 30%
Monger Armor grants immunities to Bleed, Poison & Power modification
Generates 20% less power in opponents, Doubles if fighting against heroes
If Obadiah is struck by a Third Special Attack, his Armor is deactivated
Modified Archreactor:
If Obadiah has a Damaging Debuff on him, he instantly Purifies it and gains 30% of a Bar of Power, this has a cool down of 9 seconds
For every Debuff purified, Obadiah gains a Prowess passive increasing special attack damage by 40%, Prowess are removed when using the next special attack
If Obadiah is hit with a Heavy or Special attack, Prowess are removed and a replaced with Fury buffs for each Prowess increasing attack by 845 for 8 seconds, +2 seconds for each Prowess removed
Special 1: Thrust kick Obadiah uses his new thrusters to advance on his opponent, dealing a three hit combo before getting hit by the thrusters sending them back The final hit of this attack inflicts an Incinerate Debuff dealing 829 damage over 4 seconds If Monger Armor is active this attack grants Obadiah a Precision buff lasting for 7 seconds
Special 2: Hold still you little **** Obadiah uses his newly equipped weaponry to fire a barrage of bullets and rockets at his opponent. Bleeds the opponent dealing 2350 damage over 11 seconds 50% chance to Armor break the opponent reducing Armor rating by 589 over 10 seconds
Special 3: Collateral Damage Obadiah tosses his opponent into the air hitting them a rocket, falling back down Obadiah grabs his opponent and throws them back to the wall
This attack activates Monger Armor 70% chance to stun the opponent for 3.50 seconds, if any Prowess are active the duration is increased by 1 second for each Prowess Inflicts an Armor Break Debuff reducing Armor rating by 657 for 12 seconds Inflicts an Incinerate Debuff dealing 1473 damage over 8 seconds
Signature Ability: Enhanced Tech
Obadiah gains 1 Persistent Charge when he begins a quest Persistent charges can be used activate Monger Armor at the beginning of a fight 20% chance to recover a charge, this is increased by 16% for every time it fails to regenerate Obadiah can only hold 1 charge at a time Synergies: Company Crimes: Iron Monger, Kingpin Iron Monger: While Monger Armor is active, Block Proficiency is increase by 60% Kingpin: While Black Iso-8 is active, Power Steal the opponent by 30% of a Bar of Power Icing problem: Iron Monger, Iceman Iron Monger: While Monger Armor is active, Obadiah gains immunities to Frostbite and Cold snap Iceman: When fighting tech champions, Iceman deals 30% more damage with Frostbite and Cold snap Beta Technology: Iron Monger, Sentinel Iron Monger: Obadiah gains 20% Precision when fighting heroes Sentinel: Shock damage deals 20% more damage and the duration is increased by 4 seconds Enemies: Iron Monger, Iron man All champions gain +115 Critical Rating
Due to the Symbiote adapting and advancing over time, Venom 2099 is immune to all forms of poison as a result
If the opponent causes Venom to bleed due to a hit, 40% chance to Poison the opponent, reducing healing by 40% dealing 1228 damage over 12 seconds. This chance increases to 100% if the hit that caused the bleed was a contact attack
If the opponent has an Armour Up buff when poisoned, that Armour Up buff becomes a Toxic Armour buff
Toxic Armour cannot be consumed by Armour Break or Shattered buffs
Symbiotic Buffs
The Venom symbiote adapts to situations, changing its method of attacking when it needs to, cycling through passive buffs in this order when using basic attacks.
Critical Rate, Fury, Power Rate, Prowess, Cruelty
Critical Rate: Increases Crit Rate by +400
Fury: Increases Attack by +1228
Power Rate: Increases Power Rate by +30%
Prowess: Increases Special Attack Damage by +40%
Cruelty: Increases Critical Damage by +200
Light Attacks cycle once, Medium Attacks cycle twice, Heavy Attacks lock the buff for five seconds.
When the fight starts, gain a 15-second timer, when the timer ends, gain an indefinite non-passive copy of the symbiotic buff you have in place. You can have up to 6 of these buffs, but you cannot have 3 of the same buff.
Acid Strength:
Max: 5
Venom starts the fight with no Passive Acid Strength buffs
Venom has a 50% chance to gain another Acid Strength buff when filling a bar of power
When Venom would get poisoned, he gains an Acid Strength buff
When the opponent is poisoned by one of Venom's attacks, consume all Passive Acid Strength buffs and add +50% potency to the Poison per Acid Strength consumed, the poison becomes passive if more than 4 were consumed.
Special Attacks:
Restarts the Symbiotic Timer if it has finished and Venom doesn't have 6 Symbiotic Buffs
Special 1: Bleeding Edge Symbiote Visual: Venom launches himself forward, does a brutal 4 hit combo before puncturing the opponent at full force with his tendrills
This Armour Breaks the opponent, reducing Armour by 70% for 16 seconds
Special 2: Caustic Reflux Visual: Venom strikes the opponents twice before upchucking a large blob of acid towards the opponent
Inflicts a Poison debuff on the opponent reducing Healing by 50% and dealing 2456 damage over 15 seconds
Special 3: Symbiotic Shredding Venom goes all out on the opponent, piercing them with his claws and tendrils before completly stabbing the opponent
Inflicts an Armour Shattered debuff on the opponent, preventing any Armour Up buffs from activating and reducing the opponent's armour by 200% for 25 seconds. Armour Breaks cannot trigger until this buff expires.
Signature Ability: Acidic Advancements
Poisons now completely Heal Block the opponent if 6 or more Acid Strength buffs were consumed
(Max Sig: 2)
When consuming more than 2 Acid Strength buffs, there is a 15% chance to regain 2 Acid Strength buffs
Ok so Ive wanted all the End Game characters for a while now, especially Thor but I only just made a forums account so Im doing this whole thing now. I know there are usually only around 2 characters added per month so this will probably take a while which is okay, best case for me is it makes next years year long event (which would definitely keep me playing). Im pretty much just gonna throw all the ideas I had for these characters so this definitely wont resemble a lego instruction guide for making these characters.
Iron Man [Endgame] Uses his endgame armor (obviously I guess) This is Tony Starks final set of armor in the mcu, designed after the original marvel comics armor. Super similar to the mk 50 but different enough I think to warrant a new character. SP 2: Unibeam (like the scene where he uses thors lightning to power a giant beam at thanos near the beginning of the final battle) SP 3: I am Iron Man, Iron Man uses the infinity gauntlet to decimate the opponent, gaining an infinity effect that greatly increases damage, but also costs Iron Mans hp
Synergies: Lightning- Thor uses his lightning to charge Iron Man's SP2, increasing is damage by XX% (I have no idea what would be balanced) (lightning into iron mans suit resembling the earlier mentioned scene is added to the SP 2 animation)
Quantum Armor: End Game heroes can switch to their quantum armor suits, maybe kinda like invisible womans force field
Captain America [End Game] Captain America is worthy of mjolnir, using both hammer and shield for powerful offense and defense. SP2: You know that awesome combo where he beats the heck out of Thanos and hits his shield with mjolnir, I want as much of that in the special attacks as possible SP3 : Avengers Assemble or End of the Line- When it seems like all hope is lost all of the avengers join to have caps back, and after the special attack is over cap is reinvigorated, gaining both regeneration and fury. Increases in strength when more Avengers are with him. Synergies: Avengers Assemble- Caps special 3 and buffs from sp3 gain strength the more Avengers (specifically End Game variants, but the more the merrier especially any heroes that were in end game like captain marvel) are on his team. Stormbreaker (with Thor [End Game]: Cap can switch between wielding Mjolnir and Stormbreaker to inflict Shock and Incinerate effects (or some other dynamic) Repulsor Tech (with Iron Man [End Game]: Cap uses Stark technology to fuse shock and incinerate effects into plasma (like iron man iw) note: I want to say he should still be science like iw cap, but thats debatable because of mjolnir. The type variety of an end game team with a science cap instead of cosmic like thor would probably be would be better though note2: should not rely on synergies, Thor and Iron man synergies should be big bonuses, but not essential for cap to be a powerful champion with only mjolnir. Thor [End Game] Thor wields his new weapon, Stormbreaker SP 1 & 2: The part of endgame where he hits Thanos 1000 times with both weapons, and a lightning slam like thors entrance in the battle of wakanda (just as he enters, not when he kills Thanos) SP 3- You Should've Gone for the Head: Yes, the part just before Thanos snaps in infinity war.
Professor Hulk (or Hulk [End Game]): idk what abilities he would have but he would be cool too
Black Widow [End Game]: would also be cool but idk how much different design wise she is from regular black widow, maybe just wait for the white suit in the black widow movie for now
Hawkeye [End Game] lol jk we have ronin
This is pretty much a collection of ideas that Ive had about the end game characters joining the contest, not the most thought out list for creating entire new characters out of but I think I gave a good idea of how they should work and look, and what parts of the movies I think should be referenced in the abilities of them. I would be extremely excited for The iron man, captain america, and especially thor end game variants to join the contest. The Iron Spider suit would also be awesome, for a spiderman endgame variant. I think I saw an iron spider suit is already planned but I really like the suit in the mcu. I think it is one of spideys best suits so far and just as worthy a contender as most of these other suggestions, should definitely have better synergies with end game/iw Iron Man too.
Technology designed to be Shock Resistant grants Whiplash an 80% resistance to it
When Attacking:
The first and second Medium attacks are whip attacks and don't make contact with the opponent
Whip Attacks bleed the opponent if they are critical, dealing 1280 damage over 10 seconds
Power Intensity
Max: 100
Whiplash starts the fight with 20 Power Intensity Charges
Whiplash gains 4 Charges a second if he is under a Shock Debuff
When Whiplash gains a bar of power he gains 20 Charges
When Whiplash strikes a Perfect Block he gains 10 Charges
If Whiplash is Power Drained he loses all of his Charges
Electrified:
If Whiplash has his charges, he can dash back and hold block for 2.5 seconds to consume all of those charges and Electrify his whips for 15 seconds
Whip Attacks become Energy Attacks and gain +300 Critical Damage and have a 60% chance to shock the opponent, dealing 640 energy damage over 4 seconds
Whip Attacks gain +25.6 per charge consumed and Shocks and Nerve Failures gain +2% damage potency per charge consumed
If over 40 were consumed, Whiplash gains +200 Critical Rating
If over 60 were consumed, Whip attacks now have True Accuracy and deal an extra burst of 50% of your attack if the opponent would have evaded
If over 80 were consumed, Whip attacks now have a 100% chance to trigger
If over 100 were consumed, Critical Hits drain the opponent's max power by 10%, 30% if the opponent would have evaded
Special 1: Get Back Into Form Visuals: Whiplash lashes hard with his whips at the opponent then striking it in a X fashion with his whips
The hits of these attacks reduce the opponent's defensive ability accuracy by 40%
Special 2: Sheer Backlash Visual: He kicks the opponent before advancing while spinning his whips before striking HARD at the opponent
Stuns the Opponent for 3 seconds
The final hit ignores all armour
This deals +100% more damage if the opponent is blocking
Special 3: From Russia With Love... Visual: Whiplash slashes his whips at the opponent's hands, binding them, then slamming the opponent down into the ground behind him, then electrifying his whips before spinning them into a wall
This inflicts a Nerve Failure passive on the opponent, reducing Ability Accuracy by 50% and dealing 1280 damage instantly for every buff that failed to activate and also Heal Block the opponent
Signature Ability: Bleeding Edge Accuracy
Nerve Failure passives can now be formed by Shocking the opponent when they're bleeding, consuming both upon making it
Nerve Failure passives triggered by this Reduce Ability Ability by 30% and deal 640 damage as instant damage if a buff failed to activate for 15 seconds
Shock debuffs have a 7% to refresh Nerve Failure passives
Prestige: 7687 unawakened, 11254 awakened & at signature level 200.
Health: 35789
Attack: 3200
Crit Rate: 300
Crit Damage: 800
Armour: 700
Block Proficiency: 3450
Passive: Cyborg body grants bleed and poison immunity.
When Struck with a critical hit: Gain armor up, increasing armor rating by 1500 for 8 seconds. When the enemy is under a power gain effect: Instantly gain 1 bar of power, become unblockable for 4 seconds.
Basic Attacks
Heavy: Gain +1800 attack rating, 80% chance to stun for 2 seconds. Light attacks: Apply exhaustion, reducing critical damage by 10% for 4 seconds. Medium 2: 10% chance to stun for 1.8 seconds. 90% chance to armor break, reducing armor rating by 635.9 for 8 seconds. +10% chance if stun is not activated.
Cyborg Body
Grants armor up every 16 seconds, increasing armor rating by 2101 for 8 seconds. While not under this effect, Silvermane gains +30% Special Attack resistance.
Special Attack 1: Silvermane projects energy blasts from both of his hands. All negative effects on the opponent are duplicated and refreshed. Inflict incinerate, dealing 500 energy damage over 2.5 seconds.
Special Attack 2: Silvermane gut punches the opponent, before uppercutting them and finishing with an energy-blast enhanced shove (similar to the way Iron Man uses his repulsors to punch harder). First hit applies enervate, reducing defensive power gain by 100% for 10 seconds. Second hit applies concussion, reducing ability accuracy by 20%. The third hit drains all remaining power from Silvermane, and nullifies any active armor up effects. Attack rating increased by up to 100% based on power drained, and deals a burst of 775 energy damage for every armor up nullified. Armor up effects refresh at max duration after 3.5 seconds.
Special Attack 3: Walks forward while beating down the opponent with an energy barrage, before crushing the back of their head with his elbow. Blows 1-15 are non-contact energy attacks. These have an inverse damage clamp, dealing a minimum of 1% of the opponent's max HP. This attack applies stun for 4.5 seconds, armor shattered, reducing armor rating by 100% for 25 seconds, incinerate, dealing 5,000 energy damage over 25 seconds, concussion, reducing ability accuracy by 80% for 30 seconds, and weakness, reducing attack rating by 50% for 40 seconds.
Signature Ability (Sig 200) Hydraulic Pressure Shift Dash back and hold block for 1.25 seconds to begin cycling through shift options. There are three options, Fury, Precision, and Armor Up. Only one can be active at a time. Each option lasts for 1.8 seconds before switching to the next. Release block after choosing this option. If Fury was selected, perform an attack to gain a Fury passive, which increases attack rating by 6400 until another effect is selected. This reduces armor rating by 15%. If Precision was selected, perform a non-critical attack to gain a Precision passive, which increases critical rate by by 1500 until another effect is selected. If Armor Up was selected, block or receive a hit to gain an armor up passive, increasing armor rating by 3500 until another effect is selected. If below 25% HP, this effect is triggered automatically, and Silvermane regenerates 30% of his max HP over 5 seconds. While this armor effect is active, reduce attack rating by 15%.
Prestige: 7687 unawakened, 11254 awakened & at signature level 200.
Health: 35789
Attack: 3200
Crit Rate: 300
Crit Damage: 800
Armour: 700
Block Proficiency: 3450
Passive: Cyborg body grants bleed and poison immunity.
When Struck with a critical hit: Gain armor up, increasing armor rating by 1500 for 8 seconds. When the enemy is under a power gain effect: Instantly gain 1 bar of power, become unblockable for 4 seconds.
Basic Attacks
Heavy: Gain +1800 attack rating, 80% chance to stun for 2 seconds. Light attacks: Apply exhaustion, reducing critical damage by 10% for 4 seconds. Medium 2: 10% chance to stun for 1.8 seconds. 90% chance to armor break, reducing armor rating by 635.9 for 8 seconds. +10% chance if stun is not activated.
Cyborg Body
Grants armor up every 16 seconds, increasing armor rating by 2101 for 8 seconds. While not under this effect, Silvermane gains +30% Special Attack resistance.
Special Attack 1: Silvermane projects energy blasts from both of his hands. All negative effects on the opponent are duplicated and refreshed. Inflict incinerate, dealing 500 energy damage over 2.5 seconds.
Special Attack 2: Silvermane gut punches the opponent, before uppercutting them and finishing with an energy-blast enhanced shove (similar to the way Iron Man uses his repulsors to punch harder). First hit applies enervate, reducing defensive power gain by 100% for 10 seconds. Second hit applies concussion, reducing ability accuracy by 20%. The third hit drains all remaining power from Silvermane, and nullifies any active armor up effects. Attack rating increased by up to 100% based on power drained, and deals a burst of 775 energy damage for every armor up nullified. Armor up effects refresh at max duration after 3.5 seconds.
Special Attack 3: Walks forward while beating down the opponent with an energy barrage, before crushing the back of their head with his elbow. Blows 1-15 are non-contact energy attacks. These have an inverse damage clamp, dealing a minimum of 1% of the opponent's max HP. This attack applies stun for 4.5 seconds, armor shattered, reducing armor rating by 100% for 25 seconds, incinerate, dealing 5,000 energy damage over 25 seconds, concussion, reducing ability accuracy by 80% for 30 seconds, and weakness, reducing attack rating by 50% for 40 seconds.
Signature Ability (Sig 200) Hydraulic Pressure Shift Dash back and hold block for 1.25 seconds to begin cycling through shift options. There are three options, Fury, Precision, and Armor Up. Only one can be active at a time. Each option lasts for 1.8 seconds before switching to the next. Release block after choosing this option. If Fury was selected, perform an attack to gain a Fury passive, which increases attack rating by 6400 until another effect is selected. This reduces armor rating by 15%. If Precision was selected, perform a non-critical attack to gain a Precision passive, which increases critical rate by by 1500 until another effect is selected. If Armor Up was selected, block or receive a hit to gain an armor up passive, increasing armor rating by 3500 until another effect is selected. If below 25% HP, this effect is triggered automatically, and Silvermane regenerates 30% of his max HP over 5 seconds. While this armor effect is active, reduce attack rating by 15%.
Synergies: Kingpin- Crime Bosses Kingpin gains +20% chance to convert debuffs into rage. Silvermane gains +20% armor up potency.
Joe Fixit & The Hood- Superhuman Mobsters Joe Fixit gains +25% special attack damage, and Hearts gains +100% healing rate. The Hood starts the fight invisible, and all invisible effects gain +20% miss chance and +2.5 seconds duration. Silvermane gains +25% hydraulic pressure effect potency.
Bombarded with a massive dose of radiation from an experimental reactor, low-level mob henchman William Baker discovered that he could transform himself into a sand-like form that he could manipulate and reshape at will. Eager to use his new powers to better his station in life, Baker embarked on a life of daring robberies as Sandman!
Base Stats & Abilities
*All stats based on 4 Star, Rank 5, Level 50, Signature Level 99
. Health: 16972 . Attack: 1373 . Max PI: . Without Signature: 3975 . With Signature (99): 4523
Character Class: Science
Passive - Organic Sand
. Sandman's Organic Sand form grants him full immunity to all Shock, Bleed, Poison, Coldsnap, Frostbite, Death Spore effects.
Passive - Sand Armor
. This Champion has additional Block Proficiency in its Base Attributes. . Sandman begins the fight with a layer of Sand Armor active, increasing his Armor Rating by 633.97. . If Sandman would lose more than 6% of his Max Health from a single source, his Sand Armor protects him from the blow, reducing the health loss to 6%, then it shatters; Once shattered, Sand Armor takes 13 seconds to reform.
Passive - Density Control
. When Attacked: Sandman subtly alters his Density during combat, with precise Density Control, granting a 40% chance for incoming attacks to glance; Glancing hits cannot be critical and deal 50% reduced damage.
Passive - Silicosis
. Deals 20% Attack as Energy Damage per second. . After filling each bar of power, Sandman has a 33.33% chance to inflict Silicosis on the opponent dealing Energy Damage over 7 seconds, preventing them from Evading attacks and Healing.
Developer Note: Silicosis is a Passive effect, and therefore do not count as a Debuff.
. 65% chance to inflict Weakness, decreasing the target's Attack by 10% for 3 seconds and the potency of their Power Gain effects by 20% for 5 seconds. . Opponents passively suffer 50% reduced Ability Accuracy for as long as they are under a Debuff effect.
Heavy Attacks
. 35% chance for Cruelty, increasing your Critical Damage by 50% for 10 seconds.
Special 1 : Size and Mass manipulation - Sandman enhances his size and mass and strike the ground.
.85% chance to Stun for 3 seconds. .This Attack is unblockable.
Special 2 : Mace and Sledgehammer - Sandman mold his arms and hands into mace and sledgehammer to strike the opponent.
.100% chance to Armor Break, removing enemy Armor and applying 65% Armor reduction for 15 seconds.
Special 3 : Sandstorm - Sandman turns himself into a sandstorm, and flies around his opponent to suffocate him.
.100% chance to Stun for 5 seconds. .100% chance to Armor Break, removing enemy Armor and applying 70% Armor reduction for 20 seconds. .This Attack instantly reforms Sand Armor
Signature Ability: Porosity - Incoming Attacks tend to pass harmlessly in the Porous sand of his body.
.Contact attacks has 35% Chance to miss. .Non Contact attacks has 70% chance to miss.
Developer Note: Sandman's Signature Ability combined with other Defensive Ability makes him tough defender to beat.
Bombarded with a massive dose of radiation from an experimental reactor, low-level mob henchman William Baker discovered that he could transform himself into a sand-like form that he could manipulate and reshape at will. Eager to use his new powers to better his station in life, Baker embarked on a life of daring robberies as Sandman!
Base Stats & Abilities
*All stats based on 4 Star, Rank 5, Level 50, Signature Level 99
. Health: 16972 . Attack: 1373 . Max PI: . Without Signature: 3975 . With Signature (99): 4523
Character Class: Science
Passive - Organic Sand
. Sandman's Organic Sand form grants him full immunity to all Shock, Bleed, Poison, Coldsnap, Frostbite, Death Spore effects.
Passive - Sand Armor
. This Champion has additional Block Proficiency in its Base Attributes. . Sandman begins the fight with a layer of Sand Armor active, increasing his Armor Rating by 633.97. . If Sandman would lose more than 6% of his Max Health from a single source, his Sand Armor protects him from the blow, reducing the health loss to 6%, then it shatters; Once shattered, Sand Armor takes 13 seconds to reform.
Passive - Density Control
. When Attacked: Sandman subtly alters his Density during combat, with precise Density Control, granting a 40% chance for incoming attacks to glance; Glancing hits cannot be critical and deal 50% reduced damage.
Passive - Silicosis
. Deals 20% Attack as Energy Damage per second. . After filling each bar of power, Sandman has a 33.33% chance to inflict Silicosis on the opponent dealing Energy Damage over 7 seconds, preventing them from Evading attacks and Healing.
Developer Note: Silicosis is a Passive effect, and therefore do not count as a Debuff.
. 65% chance to inflict Weakness, decreasing the target's Attack by 10% for 3 seconds and the potency of their Power Gain effects by 20% for 5 seconds. . Opponents passively suffer 50% reduced Ability Accuracy for as long as they are under a Debuff effect.
Heavy Attacks
. 35% chance for Cruelty, increasing your Critical Damage by 50% for 10 seconds.
Special 1 : Size and Mass manipulation - Sandman enhances his size and mass and strike the ground.
.85% chance to Stun for 3 seconds. .This Attack is unblockable.
Special 2 : Mace and Sledgehammer - Sandman mold his arms and hands into mace and sledgehammer to strike the opponent.
.100% chance to Armor Break, removing enemy Armor and applying 65% Armor reduction for 15 seconds.
Special 3 : Sandstorm - Sandman turns himself into a sandstorm, and flies around his opponent to suffocate him.
.100% chance to Stun for 5 seconds. .100% chance to Armor Break, removing enemy Armor and applying 70% Armor reduction for 20 seconds. .This Attack instantly reforms Sand Armor
Signature Ability: Porosity - Incoming Attacks tend to pass harmlessly in the Porous sand of his body.
.Contact attacks has 35% Chance to miss. .Non Contact attacks has 70% chance to miss.
Developer Note: Sandman's Signature Ability combined with other Defensive Ability makes him tough defender to beat.
He should be immune to all physical damage. It can't hurt him and never has. Takes no damage from incinerate, but the effect still applies himself. Sandman's main weakness is fire, so 3+ stacks of incinerate should take away his resistance and make him very vulnerable to all attack. Energy damage should inflict 2 second stuns, like how Shocker's blasts were revealed to keep Sandman from forming in Spectacular Spider-Man.
The community says Doom, Apocalypse, Galactus, Silver Surfer, and Sandman are the highest priorities. A few champs I'd like to see (among many) include Spider Woman, Dazzler, Mandarin, Squirrel Girl, and Morbius. Didn't I mention your favorite? There are more than 500 champs who need votes on this list. Your suggestion is probably already there, waiting for your vote. If it isn't, you can add it.
Question about Ranker and this system, If you've submitted a character, can you edit that character? I submitted on several months ago but did not think to add synergies or possible abilities. Is that something that can be added afterward?
Comments
Silk and Black Cat would be awesome additions!
"Brian kornfield was born a human, after finding his mother murdered he used darkhold's magic and became spider x to avenge his dead mother"
Looks good for a Halloween theme character tbh!!
"Doppelganger is an evil, near-mindless duplicate of Spider-Man that was created by Magus during the battle known as the Infinity War. The eight-limbed creature was one of many doppelgängers created by Magus during this conflict. The Doppelganger possesses Spider-Man's strength, speed, wall-climbing abilities, and spider-sense, and also has six arms, claws, fangs, and the ability to produce its own razor-edged webbing. It acts like an animal, and growls and hisses rather than speaks"
Class:-Mystic
Another gr8 choice for Halloween themed character, by the way we have not one single champion with multiple arms(except doc octopus, technically they are metal arms not real)
"On a parallel Earth, Venom and his brood are being hunted by a race of beings known as the "Poisons". They will not be satisfied until they've consumed and assimilated every Venom in the multiverse. And even though Venoms from across the multiverse are assembling into a resistance to combat this threat, the Poisons are winning. When Venom was transported to this "Venomverse", Poison Doc Ock was his first foe, giving him a taste of the brutal dangers to come."
Class:-cosmic
A great character for Halloween!!
How about adding in one of the most powerful omega level mutants that's has a Christmas specific theme? A character that wielded the Gauntlet himself... the one and only Santa Claus?
This is a serious suggestion. (Santa with the Gauntlet) Although I if you guys have enough time on your schedule to incorporate a new character within... 3 months(?) I offer this suggestion for December 2020. (Although it'd be cool if you could have him this year lol)
https://youtu.be/1nOTyyuHAQQ
Name: Iron Monger
Class: Tech
Tags: #Size: XL #Villain #Metal #Offensive: Raw Damage #Offensive: Damage over time
Stats based on a 5/65, Signature Level 200 champion
Prestige: 10475
Health: 31021
Attack: 2870
Crit Rate: 300
Crit Damage: 760
Armor: 240
Block Proficiency: 2950
Passive:
Targeting systems inside Obadiah’s suit grant him a True Accuracy passive while Monger Armor is active
Obadiah’s lust for domination grants a Fury buff increasing attack by 30% if the opponent is a hero
Basic Attacks:
Critical Hits inflict a Incinerate Debuff dealing 743 damage over 4 seconds
If Obadiah has Monger Armor active, medium attacks have a 30% chance to Power Drain the opponent by 20%, This chance is doubled if the opponent is a hero
Monger Armor Passive:
Monger Armor last for 25 seconds after activation
When online Obadiah gains:
+100% Power drain, Incinerate and Armor break Potency
Damage dealing over 10% of Obadiah’s max health will activate a Protection Passive that caps all incoming damage at 5% of max health for 5 seconds, this goes into cool down for 10 seconds
Non-Damaging Debuffs on Obadiah have their duration reduced by 30%
Monger Armor grants immunities to Bleed, Poison & Power modification
Generates 20% less power in opponents, Doubles if fighting against heroes
If Obadiah is struck by a Third Special Attack, his Armor is deactivated
Modified Archreactor:
If Obadiah has a Damaging Debuff on him, he instantly Purifies it and gains 30% of a Bar of Power, this has a cool down of 9 seconds
For every Debuff purified, Obadiah gains a Prowess passive increasing special attack damage by 40%, Prowess are removed when using the next special attack
If Obadiah is hit with a Heavy or Special attack, Prowess are removed and a replaced with Fury buffs for each Prowess increasing attack by 845 for 8 seconds, +2 seconds for each Prowess removed
Special 1: Thrust kick
Obadiah uses his new thrusters to advance on his opponent, dealing a three hit combo before getting hit by the thrusters sending them back
The final hit of this attack inflicts an Incinerate Debuff dealing 829 damage over 4 seconds
If Monger Armor is active this attack grants Obadiah a Precision buff lasting for 7 seconds
Special 2: Hold still you little ****
Obadiah uses his newly equipped weaponry to fire a barrage of bullets and rockets at his opponent.
Bleeds the opponent dealing 2350 damage over 11 seconds
50% chance to Armor break the opponent reducing Armor rating by 589 over 10 seconds
Special 3: Collateral Damage
Obadiah tosses his opponent into the air hitting them a rocket, falling back down Obadiah grabs his opponent and throws them back to the wall
This attack activates Monger Armor
70% chance to stun the opponent for 3.50 seconds, if any Prowess are active the duration is increased by 1 second for each Prowess
Inflicts an Armor Break Debuff reducing Armor rating by 657 for 12 seconds
Inflicts an Incinerate Debuff dealing 1473 damage over 8 seconds
Signature Ability: Enhanced Tech
Obadiah gains 1 Persistent Charge when he begins a quest
Persistent charges can be used activate Monger Armor at the beginning of a fight
20% chance to recover a charge, this is increased by 16% for every time it fails to regenerate
Obadiah can only hold 1 charge at a time
Synergies:
Company Crimes: Iron Monger, Kingpin
Iron Monger: While Monger Armor is active, Block Proficiency is increase by 60%
Kingpin: While Black Iso-8 is active, Power Steal the opponent by 30% of a Bar of Power
Icing problem: Iron Monger, Iceman
Iron Monger: While Monger Armor is active, Obadiah gains immunities to Frostbite and Cold snap
Iceman: When fighting tech champions, Iceman deals 30% more damage with Frostbite and Cold snap
Beta Technology: Iron Monger, Sentinel
Iron Monger: Obadiah gains 20% Precision when fighting heroes
Sentinel: Shock damage deals 20% more damage and the duration is increased by 4 seconds
Enemies: Iron Monger, Iron man
All champions gain +115 Critical Rating
Class: Cosmic
Tags: #Size: M #Off: DOT #Spiderverse #Symbiote #Villain
Stats based on a 5/65 Signature 200 Champiom
Prestige: 7356 (Unawakened) 10406 (Awakened Signature 200)
Health: 31256
Attack: 2456
Crit Rate: 420
Crit Damage: 690
Armour: 250
Block Proficiency: 3100
Passive:
Due to the Symbiote adapting and advancing over time, Venom 2099 is immune to all forms of poison as a result
If the opponent causes Venom to bleed due to a hit, 40% chance to Poison the opponent, reducing healing by 40% dealing 1228 damage over 12 seconds. This chance increases to 100% if the hit that caused the bleed was a contact attack
If the opponent has an Armour Up buff when poisoned, that Armour Up buff becomes a Toxic Armour buff
Toxic Armour cannot be consumed by Armour Break or Shattered buffs
Symbiotic Buffs
The Venom symbiote adapts to situations, changing its method of attacking when it needs to, cycling through passive buffs in this order when using basic attacks.
Critical Rate, Fury, Power Rate, Prowess, Cruelty
Critical Rate: Increases Crit Rate by +400
Fury: Increases Attack by +1228
Power Rate: Increases Power Rate by +30%
Prowess: Increases Special Attack Damage by +40%
Cruelty: Increases Critical Damage by +200
Light Attacks cycle once, Medium Attacks cycle twice, Heavy Attacks lock the buff for five seconds.
When the fight starts, gain a 15-second timer, when the timer ends, gain an indefinite non-passive copy of the symbiotic buff you have in place. You can have up to 6 of these buffs, but you cannot have 3 of the same buff.
Acid Strength:
Max: 5
Venom starts the fight with no Passive Acid Strength buffs
Venom has a 50% chance to gain another Acid Strength buff when filling a bar of power
When Venom would get poisoned, he gains an Acid Strength buff
When the opponent is poisoned by one of Venom's attacks, consume all Passive Acid Strength buffs and add +50% potency to the Poison per Acid Strength consumed, the poison becomes passive if more than 4 were consumed.
Special Attacks:
Restarts the Symbiotic Timer if it has finished and Venom doesn't have 6 Symbiotic Buffs
Special 1: Bleeding Edge Symbiote
Visual: Venom launches himself forward, does a brutal 4 hit combo before puncturing the opponent at full force with his tendrills
This Armour Breaks the opponent, reducing Armour by 70% for 16 seconds
Special 2: Caustic Reflux
Visual: Venom strikes the opponents twice before upchucking a large blob of acid towards the opponent
Inflicts a Poison debuff on the opponent reducing Healing by 50% and dealing 2456 damage over 15 seconds
Special 3: Symbiotic Shredding
Venom goes all out on the opponent, piercing them with his claws and tendrils before completly stabbing the opponent
Inflicts an Armour Shattered debuff on the opponent, preventing any Armour Up buffs from activating and reducing the opponent's armour by 200% for 25 seconds. Armour Breaks cannot trigger until this buff expires.
Signature Ability: Acidic Advancements
Poisons now completely Heal Block the opponent if 6 or more Acid Strength buffs were consumed
(Max Sig: 2)
When consuming more than 2 Acid Strength buffs, there is a 15% chance to regain 2 Acid Strength buffs
(Max Sig: 50%)
Iron Man [Endgame]
Uses his endgame armor (obviously I guess)
This is Tony Starks final set of armor in the mcu, designed after the original marvel comics armor. Super similar to the mk 50 but different enough I think to warrant a new character.
SP 2: Unibeam (like the scene where he uses thors lightning to power a giant beam at thanos near the beginning of the final battle)
SP 3: I am Iron Man, Iron Man uses the infinity gauntlet to decimate the opponent, gaining an infinity effect that greatly increases damage, but also costs Iron Mans hp
Synergies:
Lightning- Thor uses his lightning to charge Iron Man's SP2, increasing is damage by XX% (I have no idea what would be balanced) (lightning into iron mans suit resembling the earlier mentioned scene is added to the SP 2 animation)
Quantum Armor: End Game heroes can switch to their quantum armor suits, maybe kinda like invisible womans force field
Captain America [End Game]
Captain America is worthy of mjolnir, using both hammer and shield for powerful offense and defense.
SP2: You know that awesome combo where he beats the heck out of Thanos and hits his shield with mjolnir, I want as much of that in the special attacks as possible
SP3 : Avengers Assemble or End of the Line- When it seems like all hope is lost all of the avengers join to have caps back, and after the special attack is over cap is reinvigorated, gaining both regeneration and fury. Increases in strength when more Avengers are with him.
Synergies:
Avengers Assemble- Caps special 3 and buffs from sp3 gain strength the more Avengers (specifically End Game variants, but the more the merrier especially any heroes that were in end game like captain marvel) are on his team.
Stormbreaker (with Thor [End Game]: Cap can switch between wielding Mjolnir and Stormbreaker to inflict Shock and Incinerate effects (or some other dynamic)
Repulsor Tech (with Iron Man [End Game]: Cap uses Stark technology to fuse shock and incinerate effects into plasma (like iron man iw)
note: I want to say he should still be science like iw cap, but thats debatable because of mjolnir. The type variety of an end game team with a science cap instead of cosmic like thor would probably be would be better though
note2: should not rely on synergies, Thor and Iron man synergies should be big bonuses, but not essential for cap to be a powerful champion with only mjolnir.
Thor [End Game]
Thor wields his new weapon, Stormbreaker
SP 1 & 2: The part of endgame where he hits Thanos 1000 times with both weapons, and a lightning slam like thors entrance in the battle of wakanda (just as he enters, not when he kills Thanos)
SP 3- You Should've Gone for the Head: Yes, the part just before Thanos snaps in infinity war.
Professor Hulk (or Hulk [End Game]): idk what abilities he would have but he would be cool too
Black Widow [End Game]: would also be cool but idk how much different design wise she is from regular black widow, maybe just wait for the white suit in the black widow movie for now
Hawkeye [End Game] lol jk we have ronin
This is pretty much a collection of ideas that Ive had about the end game characters joining the contest, not the most thought out list for creating entire new characters out of but I think I gave a good idea of how they should work and look, and what parts of the movies I think should be referenced in the abilities of them. I would be extremely excited for The iron man, captain america, and especially thor end game variants to join the contest. The Iron Spider suit would also be awesome, for a spiderman endgame variant. I think I saw an iron spider suit is already planned but I really like the suit in the mcu. I think it is one of spideys best suits so far and just as worthy a contender as most of these other suggestions, should definitely have better synergies with end game/iw Iron Man too.
Class: Tech
Stats based on a 5/65 Signature 200 Champion
Prestige: 7333 (Unawakened) 10210 (Signature 200)
Health: 29819
Attack: 2560
Crit Rate: 500
Crit Damage: 900
Armour: 400
Block Proficiency: 3100
Passive:
Technology designed to be Shock Resistant grants Whiplash an 80% resistance to it
When Attacking:
The first and second Medium attacks are whip attacks and don't make contact with the opponent
Whip Attacks bleed the opponent if they are critical, dealing 1280 damage over 10 seconds
Power Intensity
Max: 100
Whiplash starts the fight with 20 Power Intensity Charges
Whiplash gains 4 Charges a second if he is under a Shock Debuff
When Whiplash gains a bar of power he gains 20 Charges
When Whiplash strikes a Perfect Block he gains 10 Charges
If Whiplash is Power Drained he loses all of his Charges
Electrified:
If Whiplash has his charges, he can dash back and hold block for 2.5 seconds to consume all of those charges and Electrify his whips for 15 seconds
Whip Attacks become Energy Attacks and gain +300 Critical Damage and have a 60% chance to shock the opponent, dealing 640 energy damage over 4 seconds
Whip Attacks gain +25.6 per charge consumed and Shocks and Nerve Failures gain +2% damage potency per charge consumed
If over 40 were consumed, Whiplash gains +200 Critical Rating
If over 60 were consumed, Whip attacks now have True Accuracy and deal an extra burst of 50% of your attack if the opponent would have evaded
If over 80 were consumed, Whip attacks now have a 100% chance to trigger
If over 100 were consumed, Critical Hits drain the opponent's max power by 10%, 30% if the opponent would have evaded
Special 1: Get Back Into Form
Visuals: Whiplash lashes hard with his whips at the opponent then striking it in a X fashion with his whips
The hits of these attacks reduce the opponent's defensive ability accuracy by 40%
Special 2: Sheer Backlash
Visual: He kicks the opponent before advancing while spinning his whips before striking HARD at the opponent
Stuns the Opponent for 3 seconds
The final hit ignores all armour
This deals +100% more damage if the opponent is blocking
Special 3: From Russia With Love...
Visual: Whiplash slashes his whips at the opponent's hands, binding them, then slamming the opponent down into the ground behind him, then electrifying his whips before spinning them into a wall
This inflicts a Nerve Failure passive on the opponent, reducing Ability Accuracy by 50% and dealing 1280 damage instantly for every buff that failed to activate and also Heal Block the opponent
Signature Ability: Bleeding Edge Accuracy
Nerve Failure passives can now be formed by Shocking the opponent when they're bleeding, consuming both upon making it
Nerve Failure passives triggered by this Reduce Ability Ability by 30% and deal 640 damage as instant damage if a buff failed to activate for 15 seconds
Shock debuffs have a 7% to refresh Nerve Failure passives
(Maximum Signature: 20%)
Silvermane (Tech) #Villain #Metal #Robot #Control: Counter
Stats based on a 5/65 signature 200 champion
Prestige: 7687 unawakened, 11254 awakened & at signature level 200.
Health: 35789
Attack: 3200
Crit Rate: 300
Crit Damage: 800
Armour: 700
Block Proficiency: 3450
Passive: Cyborg body grants bleed and poison immunity.
When Struck with a critical hit: Gain armor up, increasing armor rating by 1500 for 8 seconds.
When the enemy is under a power gain effect: Instantly gain 1 bar of power, become unblockable for 4 seconds.
Basic Attacks
Heavy: Gain +1800 attack rating, 80% chance to stun for 2 seconds.
Light attacks: Apply exhaustion, reducing critical damage by 10% for 4 seconds.
Medium 2: 10% chance to stun for 1.8 seconds. 90% chance to armor break, reducing armor rating by 635.9 for 8 seconds. +10% chance if stun is not activated.
Cyborg Body
Grants armor up every 16 seconds, increasing armor rating by 2101 for 8 seconds. While not under this effect, Silvermane gains +30% Special Attack resistance.
Special Attack 1: Silvermane projects energy blasts from both of his hands. All negative effects on the opponent are duplicated and refreshed. Inflict incinerate, dealing 500 energy damage over 2.5 seconds.
Special Attack 2: Silvermane gut punches the opponent, before uppercutting them and finishing with an energy-blast enhanced shove (similar to the way Iron Man uses his repulsors to punch harder). First hit applies enervate, reducing defensive power gain by 100% for 10 seconds. Second hit applies concussion, reducing ability accuracy by 20%. The third hit drains all remaining power from Silvermane, and nullifies any active armor up effects. Attack rating increased by up to 100% based on power drained, and deals a burst of 775 energy damage for every armor up nullified. Armor up effects refresh at max duration after 3.5 seconds.
Special Attack 3: Walks forward while beating down the opponent with an energy barrage, before crushing the back of their head with his elbow. Blows 1-15 are non-contact energy attacks. These have an inverse damage clamp, dealing a minimum of 1% of the opponent's max HP. This attack applies stun for 4.5 seconds, armor shattered, reducing armor rating by 100% for 25 seconds, incinerate, dealing 5,000 energy damage over 25 seconds, concussion, reducing ability accuracy by 80% for 30 seconds, and weakness, reducing attack rating by 50% for 40 seconds.
Signature Ability (Sig 200)
Hydraulic Pressure Shift
Dash back and hold block for 1.25 seconds to begin cycling through shift options. There are three options, Fury, Precision, and Armor Up. Only one can be active at a time. Each option lasts for 1.8 seconds before switching to the next. Release block after choosing this option. If Fury was selected, perform an attack to gain a Fury passive, which increases attack rating by 6400 until another effect is selected. This reduces armor rating by 15%. If Precision was selected, perform a non-critical attack to gain a Precision passive, which increases critical rate by by 1500 until another effect is selected. If Armor Up was selected, block or receive a hit to gain an armor up passive, increasing armor rating by 3500 until another effect is selected. If below 25% HP, this effect is triggered automatically, and Silvermane regenerates 30% of his max HP over 5 seconds. While this armor effect is active, reduce attack rating by 15%.
CHAMPION SPOTLIGHT - SANDMAN
About Sandman:
Bombarded with a massive dose of radiation from an experimental reactor, low-level mob henchman William Baker discovered that he could transform himself into a sand-like form that he could manipulate and reshape at will. Eager to use his new powers to better his station in life, Baker embarked on a life of daring robberies as Sandman!
Base Stats & Abilities
*All stats based on 4 Star, Rank 5, Level 50, Signature Level 99
. Health: 16972
. Attack: 1373
. Max PI:
. Without Signature: 3975
. With Signature (99): 4523
Character Class: Science
Passive - Organic Sand
. Sandman's Organic Sand form grants him full immunity to all Shock, Bleed, Poison, Coldsnap, Frostbite, Death Spore effects.
Passive - Sand Armor
. This Champion has additional Block Proficiency in its Base Attributes.
. Sandman begins the fight with a layer of Sand Armor active, increasing his Armor Rating by 633.97.
. If Sandman would lose more than 6% of his Max Health from a single source, his Sand Armor protects him from the blow, reducing the health loss to 6%, then it shatters; Once shattered, Sand Armor takes 13 seconds to reform.
Passive - Density Control
. When Attacked: Sandman subtly alters his Density during combat, with precise Density Control, granting a 40% chance for incoming attacks to glance; Glancing hits cannot be critical and deal 50% reduced damage.
Passive - Silicosis
. Deals 20% Attack as Energy Damage per second.
. After filling each bar of power, Sandman has a 33.33% chance to inflict Silicosis on the opponent dealing Energy Damage over 7 seconds, preventing them from Evading attacks and Healing.
Developer Note: Silicosis is a Passive effect, and therefore do not count as a Debuff.
Basic Abilities: Enfeeble, Cruelty, Stun, Armor Break.
All Attacks
. 65% chance to inflict Weakness, decreasing the target's Attack by 10% for 3 seconds and the potency of their Power Gain effects by 20% for 5 seconds.
. Opponents passively suffer 50% reduced Ability Accuracy for as long as they are under a Debuff effect.
Heavy Attacks
. 35% chance for Cruelty, increasing your Critical Damage by 50% for 10 seconds.
Special 1 : Size and Mass manipulation - Sandman enhances his size and mass and strike the ground.
.85% chance to Stun for 3 seconds.
.This Attack is unblockable.
Special 2 : Mace and Sledgehammer - Sandman mold his arms and hands into mace and sledgehammer to strike the opponent.
.100% chance to Armor Break, removing enemy Armor and applying 65% Armor reduction for 15 seconds.
Special 3 : Sandstorm - Sandman turns himself into a sandstorm, and flies around his opponent to suffocate him.
.100% chance to Stun for 5 seconds.
.100% chance to Armor Break, removing enemy Armor and applying 70% Armor reduction for 20 seconds.
.This Attack instantly reforms Sand Armor
Signature Ability: Porosity - Incoming Attacks tend to pass harmlessly in the Porous sand of his body.
.Contact attacks has 35% Chance to miss.
.Non Contact attacks has 70% chance to miss.
Developer Note: Sandman's Signature Ability combined with other Defensive Ability makes him tough defender to beat.
how many times do i have to ask
Apocalypse
Odin
Iron spider
Quick silver
Professor x
Wepon x
A thanos we have a chance of getting
Ego ..drops mike
Question about Ranker and this system,
If you've submitted a character, can you edit that character? I submitted on several months ago but did not think to add synergies or possible abilities. Is that something that can be added afterward?