Quicksilver i will not rest until this is a reality IDGAF also he could have that slow debuff that she hulk has be cause he faster the mostly everyone i will return with more ablities
Kraven the Hunter (Skill) Signature ablitity: The Hunt Whenever the opponent is bleeding they cannot evade and while under bleed effects kraven's attack is increased by 367.90 for every stack of bleed on the opponent. Ablitities Kraven uses vast potions to increase his power Strength elixir- 70% chance to grant a fury buff increasing attack by 1234.89 max stacks of 5 Power Elixir- Grants a power gain buff increasing power by 10% Regen Elixir- regens for 25% of his max health Special 1 activates strength elixir Special 2 activates power gain elixir Special 3 has a 100% chance stun and inflicts a concussion reducing defensive ability accuracy by 100% Heavy Attack has 100% chance to activate regen elixir If kraven gets stun he loses the current potion buff he has on him He can only Activate two potion buffs at a time. This is a rough draft go easy on me ik damn well this is all over the place just a couple ideas i thought would be cool this definitely isnt perfect but it was a good attempt tho Synergies im all ears for i will update in the future
Hold on. I'm gonna try to adapt this. Kraven the Hunter (Skill) (4-Star) Signature Ability: World's Greatest Hunter Kraven uses his vast skill to study his opponent and counter their abilities. Passively detect hidden enemies from 2 tiles away. 5 hits: Reduce buff duration by 15% 10 hits: Reduce buff potency by 25% 15 hits: True Strike, ignoring all resistances and armor for 8 seconds. 20 hits: Reduce ability accuracy by 50%. 25 hits: True Strike, ignoring all resistances and armor, as well as auto block, evade, and block proficiency for 12 seconds. 30+ hits: Increase attack rating by 2.5% for every hit. Abilities: Herbal Potion: Kraven uses a special potion of jungle herbs to increase his physical attributes. constant passive regeneration, healing 0.5% of his health every second. Passive 5% chance to evade attacks Guaranteed critical when intercepting dash attacks Power gain increased by 10%. Martial Prowess: Kraven created his own martial art based on his time in the jungles of Africa. After successfully landing a 5-hit combo immediately after a well timed block, 50% chance to stun the opponent for 5 seconds (+15% against Science, -10% against Mutant), and reduce their physical resistance and armor rating by 80% for the duration of the stun. At the start of the fight, gain fury, increasing attack rating by 50% for 10 seconds. This will increase by a flat 1% for every hit taken by either champion, until it reaches 100%, at which point it will become a passive effect that lasts for the remainder of the quest. After performing a well-timed block, gain Precision, increasing Critical Rating by 100% for 6 seconds. Gain True Strike, ignoring all armor, evade, and auto-block effects. Special 1: Kraven catches his opponent in a claw trap, dealing 227 direct damage with an 80% chance to bleed for twice the amount. He then dashes in to deliver a stunning combo. The first attack has +200% Critical Damage Rating, with +50% Critical Rating if the opponent is bleeding. Place 4 stacks of passive stagger on the opponent, lasting until a buff is triggered, at which point a stack is lost to instantly nullify the buff. Every buff nullified by this effect increases Kraven's attack rating and critical damage rating by a flat 5%, and grants Kraven a Hunting Mastery effect that becomes a persistent charge. This effect(s) passively decreases the opponent's ability accuracy by 15% for each stack, while increasing Kraven's ability accuracy by 5% and Buff Potency by 10% per stack. Special 2: Kraven distracts the enemy with two spears, before sweeping off their feet and backhanding them across the arena. If the opponent dodges a spear with evade or the dexterity mastery, increase attack rating by 50% for this attack. This stacks for both spears. If they block a spear, that attack deals 0 damage and stuns the opponent for 3 seconds. The final blow of this attack grants Kraven 2 Hunting Mastery effects. They increase his physical resistance by 50% each. Special 3: Kraven puts his hunting skills to the test, stopping the advancing enemy with a single fist, like the rhinos in the savanna, before leaping around them, wearing them down like the prey before them, finishing them off by lunging in like a pack animal, tearing them to pieces. The enemy gains concussion, reducing all ability accuracy by 100% for 15 seconds. The last 6 hits gain +50% attack rating for every 5% health the opponent is missing, to a maximum of 300%. This effect is halved and becomes a Hunting Mastery charge for the duration of the quest. (300% becomes 150% permanent passive)
Bio: During a showdown between the X-Men and Magneto's Acolytes, Xavier telepathically shut down Magneto's mind out of anger, putting him in a catatonic state. However, the darker parts of Magento's mind had bonded with Xavier's darker parts of his own, hereby creating a psionic entity forged from the negative aspects of Erik and Charles which resided in Xavier's mind before making a body of its own. Onslaught....
Being an entity of immense psychic energy, Onslaught is immune to Reverse Controls, Concussion and Taunt and shrugs of damaging debuffs 50% faster
If the opponent evades a basic attack, Onslaught briefly taps into the astral plane to deal 2788 damage as instant damage onto the opponent, and he steals one of their current buffs as well
If the opponent misses an attack, drain 25% of a bar of power on them
Altering Perception:
Every 25 seconds, Onslaught tries to tap into the opponent's mind to make a realistic illusion in their eyes
This inflicts Falter on the opponent for 5 seconds
Falter doesn't get inflicted on the opponent if they have a Combo Active or Psychic Shielding, but out of frustration, Onslaught gains 25% a bar of power
Magnetic Force-Field Passive:
Dash back and hold block for 3 seconds to activate Magnetic Force-Field for 15 seconds
This automatically activates if more than 5% of Onslaught's hit is taken out in a single hit
Bending psychic and magnetic energy to make a shield around him, Onslaught reduces incoming damage by 50% and he cannot lose more than 5% of his health in a single hit.
If the opponent is magnetic, inflict a Magnetised debuff on the opponent reducing their ability accuracy by 40% for 15 seconds
Onslaught passively gets 100% prowess while this is active
Magnetic Force Field can be reactivated after 30 seconds
Basic Attacks:
The third and fifth light attacks and both of Onslaught's medium attacks use point blanc psionic energy, therefore not making contact on the opponent and dealing energy damage instead of physical damage
Landing a critical hit takes off one second on each of the opponent's active buffs and adds it on to the debuffs on the opponent
Heavy Attacks:
Degenerates the opponent, dealing 1394 over 12 seconds
Steals 15% of a bar of power on the opponent
Special 1: Psionic Spikes Visuals: Onslaught punches then uppercuts the opponent before firing a psionic beam upwards before sending an onslaught of psionic spikes towards the opponent
Power Locks the opponent for 9 seconds
Inflicts Bleed on the opponent dealing 2788 damage on the opponent over 12 seconds
Special 2: Forceful Evolution Visuals: Onslaught bombards the opponent with psionic strikes before raising his hand as if to make a psionic uppercut
Onslaught absorbs some of the opponent's power, mimicking up to three non-passive buffs on the opponent
Power Stings the opponent for 15 seconds, dealing 1394 damage if the opponent triggers a special attack
Special 3: The Worst In Us Visuals: Onslaught taps into the opponent's mind, torturing them before encasing them in metal and throwing them to the wall but not before pulling the opponent's astral form out of their body and mutilating it before throwing back into the opponent's body and freeing the opponent from their metal coffin
Any buff that the opponent would get, Onslaught has 50% chance to gain it instead for 30 seconds
This burns 100% of the opponent's power dealing 5576 damage as instant damage
Signature Ability: Psionic Supremacy
Being made of psionic energy from the combined psyches of Magneto and Professor X, Onslaught adapts to situations where most would not make it
Gain +30% Special Damage for every buff active on the opponent
Signature ability: Quicksilver gains even faster reflexes increasing his base chance to evade attacks by up to 30%
Enhanced Metabolism: Due to his enhanced metabolism, Quicksilver shrugs off debuffs 20% faster.
Quick Reflexes: Due to Quicksilvers super speed he’s able to react quickly, and has a passive 15% chance to evade all attacks.
Speed Charges: For every 5 speed charges Quicksilver has +2% base damage, and as long as he has speed charges, every hit he lands will be critical. Quick Silver starts the fight with 20speed charges, and loses 1 every other time he lands a hit, or for every 2 hits on the opponents combo meter. Every time Quicksilver evades an attack, or the dexterity mastery is used successfully, he gains 1 speed charge. This ability can stack up to +15% base damage.
Dizzy: This debuff reduces the opponents ability accuracy by 50% and reduces their armor rating by 50%.
Special Attack 1: Quicksilver strikes his opponent with a series of punches and finishes with a lightning fast kick. If the attack is landed, it will grant Quicksilver 10 speed charges, as well as an additional 5% chance to evade attacks whether the attack lands or not.
Special Attack 2: Quicksilver knocks the opponent back with a super fast kick, and then slams into his opponent at maximum speed. This attack grants Quicksilver 20 speed charges, and armor breaks the opponent.
Special Attack 3: Quicksilver runs in circles around his opponent making them dizzy, and then a series of high speed punches and kicks. This attack converts all speed charges that Quicksilver has into a fury buff that increases Quicksilvers base attack by 15%, and places a Dizzy debuff onto the opponent.
This is my first character design, so let me know if it was a good one or not, and what I need to fix. Thanks
Signature ability: Quicksilver gains even faster reflexes increasing his base chance to evade attacks by up to 30%
Enhanced Metabolism: Due to his enhanced metabolism, Quicksilver shrugs off debuffs 20% faster.
Quick Reflexes: Due to Quicksilvers super speed he’s able to react quickly, and has a passive 15% chance to evade all attacks.
Speed Charges: For every 5 speed charges Quicksilver has +2% base damage, and as long as he has speed charges, every hit he lands will be critical. Quick Silver starts the fight with 20speed charges, and loses 1 every other time he lands a hit, or for every 2 hits on the opponents combo meter. Every time Quicksilver evades an attack, or the dexterity mastery is used successfully, he gains 1 speed charge. This ability can stack up to +15% base damage.
Dizzy: This debuff reduces the opponents ability accuracy by 50% and reduces their armor rating by 50%.
Special Attack 1: Quicksilver strikes his opponent with a series of punches and finishes with a lightning fast kick. If the attack is landed, it will grant Quicksilver 10 speed charges, as well as an additional 5% chance to evade attacks whether the attack lands or not.
Special Attack 2: Quicksilver knocks the opponent back with a super fast kick, and then slams into his opponent at maximum speed. This attack grants Quicksilver 20 speed charges, and armor breaks the opponent.
Special Attack 3: Quicksilver runs in circles around his opponent making them dizzy, and then a series of high speed punches and kicks. This attack converts all speed charges that Quicksilver has into a fury buff that increases Quicksilvers base attack by 15%, and places a Dizzy debuff onto the opponent.
This is my first character design, so let me know if it was a good one or not, and what I need to fix. Thanks
I think he should inflict the slow debuff it makes sense and i think his evade should be the best in the game
Bio - A test pilot for NASA, United States Air Force Major Christopher Summers, was flying himself, his wife, Katherine Anne, and his two sons Scott (Cyclops) and Alex (Havok) in their private plane, a rebuilt de Havilland Mosquito. While flying over the Alaskan wilderness, their plane was attacked by a starship from the alien Shi’ar Empire on an exploratory mission to Earth. The Shi'ar craft fired on Summers' plane, which was made of wood, causing it to burst into flame. Unable to find more than one usable parachute in time, Katherine Anne put it on her eldest son Scott, told him to hold onto Alex, and pushed them both out the plane door, hoping to save them both. Christopher and Katherine Anne were then teleported aboard the Shi’ar craft and taken prisoner before they could learn the fate of their sons. Taken to the Shi'ar Imperial Throneworld of Chandilar, Christopher was separated from his wife and imprisoned. He soon broke free, but he was too late, and he witnessed the mad Shi'ar Emperor D’Ken murder his wife. In a state of shock, Summers was again captured and sent to the Slave Pits of Alsibar. While in the Pits, Christopher met four alien prisoners who had been branded outlaws by the Shi’ar and together they planned another escape. After breaking free, they formed the Starjammers and dedicated themselves to raiding and disrupting the oppressive Shi’ar Empire whenever possible while also protecting the innocent. Christopher became their leader, putting his military combat and piloting skills to good use, and taking on the name Corsair. Eventually the Starjammers would come into contact with the X-men, and together, with the Summers’ family finally reunited, Corsair and his band of rebels would be able to exact justice on the tyrant D’Ken.
————————————————————— Signature Ability - “Nanite Infusion” - Corsair has not had the best of luck with fatherhood. His third son, Vulcan, who was stolen from Katherine Anne’s womb by D’Ken and raised a Shi’ar slave, brutally murdered his father while attempting to usurp the Shi’ar Throne. Following his death at the hands of his youngest son, Corsair is kept alive by his fellow Starjammers through regular blood transfusions utilizing an illegal Nanite Serum. Corsair starts each Quest with 1 Nanite Infusion Persistent Charge. As long as Corsair has Nanite Infusion Charges, whenever he would be knocked out, he injects himself with a nanite serum that Passively Regenerates 10-35% of his Maximum Health Meter (based on Signature Level) over 1.5 seconds. If Corsair has no Nanite Infusion Charges left, he has a 100% chance to acquire 1 when he knocks out any opponent of the Cosmic Class. If Corsair has 1 or more Nanite Infusion Charges, he has a 33% chance to acquire a Nanite Infusion Charge whenever he knocks out any opponent of the Cosmic Class.
Basic Attacks & Animations - Basic Attacks - A master swordsman, Corsair always arms himself with a saber. All his Light Attacks as well as his Medium Dash Attack utilize his sword. Every Basic Attack that utilizes the sword has a 20% chance to lacerate the opponent, dealing 10% of Corsair’s Attack as Bleed Damage to the opponent over 4 seconds. Basic Attacks that are Critical have an 80% chance to lacerate the opponent, dealing 10% of Corsair’s Attack as Bleed Damage to the opponent over 4 seconds. Bleed Debuffs can be stacked onto the opponent without limit. Ending a Combo with a Medium Attack causes Corsair to momentarily materialize one of his Shi’ar energy pistols from his gauntlets, and fire a short range energy burst at his opponent. This is a Non-Contact Attack that deals Energy Damage to the opponent. This Attack cannot be Parried, Passively Evaded, or Auto-Blocked. If this attack is landed successfully, it has a 100% chance to Cauterize all Active Bleed Debuffs, Nullifying all Bleed Debuffs on the opponent and raising Corsair’s Attack Rating for this attack by 25% for each Bleed Debuff that was removed.
Heavy Attacks - Copies the animation of Nightcrawler’s Heavy Attack. If Corsair is awakened, successfully landing a Heavy Attack after a Nanite Infusion grants Corsair a 100% chance to Purify one Active Debuff inflicted upon him. This Ability is Passive and is Immune to Ability Accuracy Modification.
Blocking - Copies the animation of Blade’s block.
Special 1 - “Renegade’s Blade” - Corsair rushes at and cuts through his opponent with 3 broad slashes from his sword. Each successful strike from this Attack has a 100% chance to refresh the durations of any Active Bleed Debuffs. Additionally, each successful strike from this Attack has a 35% chance to apply a Passive Open Wound Debuff for 10 seconds. A Passive Open Wound Debuff counts as a stack of Bleed but does no damage to the opponent until it is accompanied by an Active Bleed Debuff. Each Open Wound Passive currently on the opponent causes them to take 100% more Bleed Damage for the duration of the Passive Debuff. Open Wounds cannot be Cauterized.
Special 2 - “Enemy of the Empire” - Corsair kicks his opponent away to create some distance. He then sheathes his sword and two Shi’ar energy pistols materialize from his gauntlets. He then unloads their ammunition into his opponent. As Corsair’s opponent falls to the ground, his pistols de-materialize and he draws his sword again. This Attack has a 60% chance to inflict a Stun Debuff on the opponent for 5 seconds. Additionally, this Attack has a 100% chance to Passively Reduce his opponent’s Energy Resistance Rating by 15% for 15 seconds. This effect can stack with multiple activations.
Special 3 - “Starjammer” - Corsair calls upon his fellow Starjammers to attack his opponent with their spaceship - the Starjammer, and its advanced ordinance, designed by the Shi’ar Empire itself. This Attack has a 100% chance to inflict an Armor Break Debuff on the opponent for 10 seconds, reducing the opponent’s Armor Rating by 40% for its duration. This Attack also has a 100% chance to inflict a Power Burn Passive Effect on the opponent, instantly draining 30% of the opponent’s current Power Meter and dealing Direct Energy Damage proportionate to the Power Drained.
————————————————————— Synergies -
“Starjammers” - (Cyclops [Both] & Havok & Corsair) Cyclops [Both] - If Cyclops has a Combo Meter of 50 or more, Beam Attacks have a 100% chance to inflict a Concussion Debuff on his opponent for 5 seconds. Havok - Havok gains 25% more Power from all sources when facing an opponent of the Cosmic Class. Corsair - Whenever his opponent is Stunned, Corsair Passively applies an Enervate Debuff Effect to his opponent, reducing all Defensive Power Gain by 100% for the duration of the Stun Effect.
“Wanted for Crimes Against the Shi’ar Empire” - (Phoenix & Corsair) Phoenix - Incinerate Debuffs deal 40% more Damage to the Phoenix’s opponent. Corsair - If awakened, Corsair starts each Quest with 2 Nanite Infusion Charges. Additionally, Nanite Infusion Charges Regenerate an additional 15% of Corsair’s Maximum Health.
“Dark and Brooding” - (Beast & Corsair) Beast - Hank McCoy channels his dark counterpart from the Age of Apocalypse universe, studying his opponent intently. Every time a Debuff expires on his opponent, the effectiveness or potency of any future Debuff is increased by 5%. This effect is Passive and can stack to a maximum of 300% increased Debuff effectiveness or potency. Corsair - Infected with the egg of the alien Brood in the Age of Apocalypse universe, Corsair gains an uncontrollable feral bloodlust, increasing the Damage inflicted to his opponent from Bleed Debuffs by 50%.
“Space Pirates” - (Starlord & Yondu & Corsair) All Champions of this Synergy - Whenever Starlord, Yondu, or Corsair win a fight, whatever Gold they would have received for their victory is increased by 300%. (This only affects the Gold rewards for the individual fight, and does not count towards any Rank or Milestone Rewards or any Quest/Chapter/Act Completion or Exploration Rewards).
“Test Pilots” - (Captain Marvel [Classic] & Corsair) All Champions - No strangers to exploring the unknown, the presence of both Captain Marvel [Classic] and Corsair grants the Summoner’s entire team a Permanent Passive Fury Buff, a Permanent Passive Precision Buff, and a Permanent Passive Cruelty Buff, raising the entire team’s Attack, Critical Rate, and Critical Damage by 15% each whenever they are facing opponents whose identities have been concealed to the Summoner and whenever facing an opponent who has “Ambushed” the Summoner.
“Family” - (Cyclops [Both] & Havok & Cable & Corsair) All Champions - Increases the Maximum Health of all the Summoner’s champions by 5%.
“Friends” - (Rocket Raccoon & Hulk & Wolverine & Corsair) All Champions - Increases the Armor Rating of all the Summoner’s champions by 5%.
Signature ability: Quicksilver gains even faster reflexes increasing his base chance to evade attacks by up to 30%
Enhanced Metabolism: Due to his enhanced metabolism, Quicksilver shrugs off debuffs 20% faster.
Quick Reflexes: Due to Quicksilvers super speed he’s able to react quickly, and has a passive 15% chance to evade all attacks.
Speed Charges: For every 5 speed charges Quicksilver has +2% base damage, and as long as he has speed charges, every hit he lands will be critical. Quick Silver starts the fight with 20speed charges, and loses 1 every other time he lands a hit, or for every 2 hits on the opponents combo meter. Every time Quicksilver evades an attack, or the dexterity mastery is used successfully, he gains 1 speed charge. This ability can stack up to +15% base damage.
Dizzy: This debuff reduces the opponents ability accuracy by 50% and reduces their armor rating by 50%.
Special Attack 1: Quicksilver strikes his opponent with a series of punches and finishes with a lightning fast kick. If the attack is landed, it will grant Quicksilver 10 speed charges, as well as an additional 5% chance to evade attacks whether the attack lands or not.
Special Attack 2: Quicksilver knocks the opponent back with a super fast kick, and then slams into his opponent at maximum speed. This attack grants Quicksilver 20 speed charges, and armor breaks the opponent.
Special Attack 3: Quicksilver runs in circles around his opponent making them dizzy, and then a series of high speed punches and kicks. This attack converts all speed charges that Quicksilver has into a fury buff that increases Quicksilvers base attack by 15%, and places a Dizzy debuff onto the opponent.
This is my first character design, so let me know if it was a good one or not, and what I need to fix. Thanks
This is a solid character design. Not too complicated, and easy to follow. I dig it.
Comments
Kid omega Phoenix force (cosmic)
Kraven the Hunter (Skill) (4-Star)
Signature Ability: World's Greatest Hunter
Kraven uses his vast skill to study his opponent and counter their abilities.
Passively detect hidden enemies from 2 tiles away.
5 hits: Reduce buff duration by 15%
10 hits: Reduce buff potency by 25%
15 hits: True Strike, ignoring all resistances and armor for 8 seconds.
20 hits: Reduce ability accuracy by 50%.
25 hits: True Strike, ignoring all resistances and armor, as well as auto block, evade, and block proficiency for 12 seconds.
30+ hits: Increase attack rating by 2.5% for every hit.
Abilities:
Herbal Potion: Kraven uses a special potion of jungle herbs to increase his physical attributes.
constant passive regeneration, healing 0.5% of his health every second.
Passive 5% chance to evade attacks
Guaranteed critical when intercepting dash attacks
Power gain increased by 10%.
Martial Prowess: Kraven created his own martial art based on his time in the jungles of Africa.
After successfully landing a 5-hit combo immediately after a well timed block, 50% chance to stun the opponent for 5 seconds (+15% against Science, -10% against Mutant), and reduce their physical resistance and armor rating by 80% for the duration of the stun.
At the start of the fight, gain fury, increasing attack rating by 50% for 10 seconds. This will increase by a flat 1% for every hit taken by either champion, until it reaches 100%, at which point it will become a passive effect that lasts for the remainder of the quest.
After performing a well-timed block, gain Precision, increasing Critical Rating by 100% for 6 seconds. Gain True Strike, ignoring all armor, evade, and auto-block effects.
Special 1: Kraven catches his opponent in a claw trap, dealing 227 direct damage with an 80% chance to bleed for twice the amount. He then dashes in to deliver a stunning combo. The first attack has +200% Critical Damage Rating, with +50% Critical Rating if the opponent is bleeding. Place 4 stacks of passive stagger on the opponent, lasting until a buff is triggered, at which point a stack is lost to instantly nullify the buff. Every buff nullified by this effect increases Kraven's attack rating and critical damage rating by a flat 5%, and grants Kraven a Hunting Mastery effect that becomes a persistent charge. This effect(s) passively decreases the opponent's ability accuracy by 15% for each stack, while increasing Kraven's ability accuracy by 5% and Buff Potency by 10% per stack.
Special 2: Kraven distracts the enemy with two spears, before sweeping off their feet and backhanding them across the arena. If the opponent dodges a spear with evade or the dexterity mastery, increase attack rating by 50% for this attack. This stacks for both spears. If they block a spear, that attack deals 0 damage and stuns the opponent for 3 seconds. The final blow of this attack grants Kraven 2 Hunting Mastery effects. They increase his physical resistance by 50% each.
Special 3: Kraven puts his hunting skills to the test, stopping the advancing enemy with a single fist, like the rhinos in the savanna, before leaping around them, wearing them down like the prey before them, finishing them off by lunging in like a pack animal, tearing them to pieces. The enemy gains concussion, reducing all ability accuracy by 100% for 15 seconds. The last 6 hits gain +50% attack rating for every 5% health the opponent is missing, to a maximum of 300%. This effect is halved and becomes a Hunting Mastery charge for the duration of the quest. (300% becomes 150% permanent passive)
Class: Mutant
Bio: During a showdown between the X-Men and Magneto's Acolytes, Xavier telepathically shut down Magneto's mind out of anger, putting him in a catatonic state. However, the darker parts of Magento's mind had bonded with Xavier's darker parts of his own, hereby creating a psionic entity forged from the negative aspects of Erik and Charles which resided in Xavier's mind before making a body of its own. Onslaught....
#Size: XL #Villain #Psychic Shielding #Ctrl: Denial #Ctrl: Counter #Metallic
Stats based on a 5/65 Signature 200 champion
Prestige: (Unawakened) 7512 (Sig Level: 200) 10420
Health: 32191
Attack: 2788
Crit Rate: 540
Crit Damage: 800
Armour: 431
Block Proficiency: 3369
Passive:
Being an entity of immense psychic energy, Onslaught is immune to Reverse Controls, Concussion and Taunt and shrugs of damaging debuffs 50% faster
If the opponent evades a basic attack, Onslaught briefly taps into the astral plane to deal 2788 damage as instant damage onto the opponent, and he steals one of their current buffs as well
If the opponent misses an attack, drain 25% of a bar of power on them
Altering Perception:
Every 25 seconds, Onslaught tries to tap into the opponent's mind to make a realistic illusion in their eyes
This inflicts Falter on the opponent for 5 seconds
Falter doesn't get inflicted on the opponent if they have a Combo Active or Psychic Shielding, but out of frustration, Onslaught gains 25% a bar of power
Magnetic Force-Field Passive:
Dash back and hold block for 3 seconds to activate Magnetic Force-Field for 15 seconds
This automatically activates if more than 5% of Onslaught's hit is taken out in a single hit
Bending psychic and magnetic energy to make a shield around him, Onslaught reduces incoming damage by 50% and he cannot lose more than 5% of his health in a single hit.
If the opponent is magnetic, inflict a Magnetised debuff on the opponent reducing their ability accuracy by 40% for 15 seconds
Onslaught passively gets 100% prowess while this is active
Magnetic Force Field can be reactivated after 30 seconds
Basic Attacks:
The third and fifth light attacks and both of Onslaught's medium attacks use point blanc psionic energy, therefore not making contact on the opponent and dealing energy damage instead of physical damage
Landing a critical hit takes off one second on each of the opponent's active buffs and adds it on to the debuffs on the opponent
Heavy Attacks:
Degenerates the opponent, dealing 1394 over 12 seconds
Steals 15% of a bar of power on the opponent
Special 1: Psionic Spikes
Visuals: Onslaught punches then uppercuts the opponent before firing a psionic beam upwards before sending an onslaught of psionic spikes towards the opponent
Power Locks the opponent for 9 seconds
Inflicts Bleed on the opponent dealing 2788 damage on the opponent over 12 seconds
Special 2: Forceful Evolution
Visuals: Onslaught bombards the opponent with psionic strikes before raising his hand as if to make a psionic uppercut
Onslaught absorbs some of the opponent's power, mimicking up to three non-passive buffs on the opponent
Power Stings the opponent for 15 seconds, dealing 1394 damage if the opponent triggers a special attack
Special 3: The Worst In Us
Visuals: Onslaught taps into the opponent's mind, torturing them before encasing them in metal and throwing them to the wall but not before pulling the opponent's astral form out of their body and mutilating it before throwing back into the opponent's body and freeing the opponent from their metal coffin
Any buff that the opponent would get, Onslaught has 50% chance to gain it instead for 30 seconds
This burns 100% of the opponent's power dealing 5576 damage as instant damage
Signature Ability: Psionic Supremacy
Being made of psionic energy from the combined psyches of Magneto and Professor X, Onslaught adapts to situations where most would not make it
Gain +30% Special Damage for every buff active on the opponent
(Maximum Signature: +60%)
Feedback is always welcome
Daken... Wolverines son
Mutant
Signature ability: Quicksilver gains even faster reflexes increasing his base chance to evade attacks by up to 30%
Enhanced Metabolism: Due to his enhanced metabolism, Quicksilver shrugs off debuffs 20% faster.
Quick Reflexes: Due to Quicksilvers super speed he’s able to react quickly, and has a passive 15% chance to evade all attacks.
Speed Charges: For every 5 speed charges Quicksilver has +2% base damage, and as long as he has speed charges, every hit he lands will be critical. Quick Silver starts the fight with 20speed charges, and loses 1 every other time he lands a hit, or for every 2 hits on the opponents combo meter. Every time Quicksilver evades an attack, or the dexterity mastery is used successfully, he gains 1 speed charge. This ability can stack up to +15% base damage.
Dizzy: This debuff reduces the opponents ability accuracy by 50% and reduces their armor rating by 50%.
Special Attack 1: Quicksilver strikes his opponent with a series of punches and finishes with a lightning fast kick. If the attack is landed, it will grant Quicksilver 10 speed charges, as well as an additional 5% chance to evade attacks whether the attack lands or not.
Special Attack 2: Quicksilver knocks the opponent back with a super fast kick, and then slams into his opponent at maximum speed. This attack grants Quicksilver 20 speed charges, and armor breaks the opponent.
Special Attack 3: Quicksilver runs in circles around his opponent making them dizzy, and then a series of high speed punches and kicks. This attack converts all speed charges that Quicksilver has into a fury buff that increases Quicksilvers base attack by 15%, and places a Dizzy debuff onto the opponent.
This is my first character design, so let me know if it was a good one or not, and what I need to fix. Thanks
Bio -
A test pilot for NASA, United States Air Force Major Christopher Summers, was flying himself, his wife, Katherine Anne, and his two sons Scott (Cyclops) and Alex (Havok) in their private plane, a rebuilt de Havilland Mosquito. While flying over the Alaskan wilderness, their plane was attacked by a starship from the alien Shi’ar Empire on an exploratory mission to Earth. The Shi'ar craft fired on Summers' plane, which was made of wood, causing it to burst into flame. Unable to find more than one usable parachute in time, Katherine Anne put it on her eldest son Scott, told him to hold onto Alex, and pushed them both out the plane door, hoping to save them both. Christopher and Katherine Anne were then teleported aboard the Shi’ar craft and taken prisoner before they could learn the fate of their sons.
Taken to the Shi'ar Imperial Throneworld of Chandilar, Christopher was separated from his wife and imprisoned. He soon broke free, but he was too late, and he witnessed the mad Shi'ar Emperor D’Ken murder his wife. In a state of shock, Summers was again captured and sent to the Slave Pits of Alsibar. While in the Pits, Christopher met four alien prisoners who had been branded outlaws by the Shi’ar and together they planned another escape. After breaking free, they formed the Starjammers and dedicated themselves to raiding and disrupting the oppressive Shi’ar Empire whenever possible while also protecting the innocent. Christopher became their leader, putting his military combat and piloting skills to good use, and taking on the name Corsair.
Eventually the Starjammers would come into contact with the X-men, and together, with the Summers’ family finally reunited, Corsair and his band of rebels would be able to exact justice on the tyrant D’Ken.
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Tags -
#Hero, #Starjammers, #Metal, #Offensive:Burst, #Size:M
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Signature Ability - “Nanite Infusion” -
Corsair has not had the best of luck with fatherhood. His third son, Vulcan, who was stolen from Katherine Anne’s womb by D’Ken and raised a Shi’ar slave, brutally murdered his father while attempting to usurp the Shi’ar Throne. Following his death at the hands of his youngest son, Corsair is kept alive by his fellow Starjammers through regular blood transfusions utilizing an illegal Nanite Serum.
Corsair starts each Quest with 1 Nanite Infusion Persistent Charge.
As long as Corsair has Nanite Infusion Charges, whenever he would be knocked out, he injects himself with a nanite serum that Passively Regenerates 10-35% of his Maximum Health Meter (based on Signature Level) over 1.5 seconds.
If Corsair has no Nanite Infusion Charges left, he has a 100% chance to acquire 1 when he knocks out any opponent of the Cosmic Class.
If Corsair has 1 or more Nanite Infusion Charges, he has a 33% chance to acquire a Nanite Infusion Charge whenever he knocks out any opponent of the Cosmic Class.
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Abilities, Attacks & Animations -
Basic Attacks & Animations -
Basic Attacks -
A master swordsman, Corsair always arms himself with a saber. All his Light Attacks as well as his Medium Dash Attack utilize his sword. Every Basic Attack that utilizes the sword has a 20% chance to lacerate the opponent, dealing 10% of Corsair’s Attack as Bleed Damage to the opponent over 4 seconds. Basic Attacks that are Critical have an 80% chance to lacerate the opponent, dealing 10% of Corsair’s Attack as Bleed Damage to the opponent over 4 seconds. Bleed Debuffs can be stacked onto the opponent without limit.
Ending a Combo with a Medium Attack causes Corsair to momentarily materialize one of his Shi’ar energy pistols from his gauntlets, and fire a short range energy burst at his opponent. This is a Non-Contact Attack that deals Energy Damage to the opponent. This Attack cannot be Parried, Passively Evaded, or Auto-Blocked. If this attack is landed successfully, it has a 100% chance to Cauterize all Active Bleed Debuffs, Nullifying all Bleed Debuffs on the opponent and raising Corsair’s Attack Rating for this attack by 25% for each Bleed Debuff that was removed.
Heavy Attacks -
Copies the animation of Nightcrawler’s Heavy Attack.
If Corsair is awakened, successfully landing a Heavy Attack after a Nanite Infusion grants Corsair a 100% chance to Purify one Active Debuff inflicted upon him. This Ability is Passive and is Immune to Ability Accuracy Modification.
Blocking -
Copies the animation of Blade’s block.
Special 1 - “Renegade’s Blade” -
Corsair rushes at and cuts through his opponent with 3 broad slashes from his sword.
Each successful strike from this Attack has a 100% chance to refresh the durations of any Active Bleed Debuffs.
Additionally, each successful strike from this Attack has a 35% chance to apply a Passive Open Wound Debuff for 10 seconds. A Passive Open Wound Debuff counts as a stack of Bleed but does no damage to the opponent until it is accompanied by an Active Bleed Debuff. Each Open Wound Passive currently on the opponent causes them to take 100% more Bleed Damage for the duration of the Passive Debuff. Open Wounds cannot be Cauterized.
Special 2 - “Enemy of the Empire” -
Corsair kicks his opponent away to create some distance. He then sheathes his sword and two Shi’ar energy pistols materialize from his gauntlets. He then unloads their ammunition into his opponent. As Corsair’s opponent falls to the ground, his pistols de-materialize and he draws his sword again.
This Attack has a 60% chance to inflict a Stun Debuff on the opponent for 5 seconds.
Additionally, this Attack has a 100% chance to Passively Reduce his opponent’s Energy Resistance Rating by 15% for 15 seconds. This effect can stack with multiple activations.
Special 3 - “Starjammer” -
Corsair calls upon his fellow Starjammers to attack his opponent with their spaceship - the Starjammer, and its advanced ordinance, designed by the Shi’ar Empire itself.
This Attack has a 100% chance to inflict an Armor Break Debuff on the opponent for 10 seconds, reducing the opponent’s Armor Rating by 40% for its duration.
This Attack also has a 100% chance to inflict a Power Burn Passive Effect on the opponent, instantly draining 30% of the opponent’s current Power Meter and dealing Direct Energy Damage proportionate to the Power Drained.
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Synergies -
“Starjammers” - (Cyclops [Both] & Havok & Corsair)
Cyclops [Both] -
If Cyclops has a Combo Meter of 50 or more, Beam Attacks have a 100% chance to inflict a Concussion Debuff on his opponent for 5 seconds.
Havok -
Havok gains 25% more Power from all sources when facing an opponent of the Cosmic Class.
Corsair -
Whenever his opponent is Stunned, Corsair Passively applies an Enervate Debuff Effect to his opponent, reducing all Defensive Power Gain by 100% for the duration of the Stun Effect.
“Wanted for Crimes Against the Shi’ar Empire” - (Phoenix & Corsair)
Phoenix -
Incinerate Debuffs deal 40% more Damage to the Phoenix’s opponent.
Corsair -
If awakened, Corsair starts each Quest with 2 Nanite Infusion Charges.
Additionally, Nanite Infusion Charges Regenerate an additional 15% of Corsair’s Maximum Health.
“Dark and Brooding” - (Beast & Corsair)
Beast -
Hank McCoy channels his dark counterpart from the Age of Apocalypse universe, studying his opponent intently. Every time a Debuff expires on his opponent, the effectiveness or potency of any future Debuff is increased by 5%. This effect is Passive and can stack to a maximum of 300% increased Debuff effectiveness or potency.
Corsair -
Infected with the egg of the alien Brood in the Age of Apocalypse universe, Corsair gains an uncontrollable feral bloodlust, increasing the Damage inflicted to his opponent from Bleed Debuffs by 50%.
“Space Pirates” - (Starlord & Yondu & Corsair)
All Champions of this Synergy -
Whenever Starlord, Yondu, or Corsair win a fight, whatever Gold they would have received for their victory is increased by 300%.
(This only affects the Gold rewards for the individual fight, and does not count towards any Rank or Milestone Rewards or any Quest/Chapter/Act Completion or Exploration Rewards).
“Test Pilots” - (Captain Marvel [Classic] & Corsair)
All Champions -
No strangers to exploring the unknown, the presence of both Captain Marvel [Classic] and Corsair grants the Summoner’s entire team a Permanent Passive Fury Buff, a Permanent Passive Precision Buff, and a Permanent Passive Cruelty Buff, raising the entire team’s Attack, Critical Rate, and Critical Damage by 15% each whenever they are facing opponents whose identities have been concealed to the Summoner and whenever facing an opponent who has “Ambushed” the Summoner.
“Family” - (Cyclops [Both] & Havok & Cable & Corsair)
All Champions -
Increases the Maximum Health of all the Summoner’s champions by 5%.
“Friends” - (Rocket Raccoon & Hulk & Wolverine & Corsair)
All Champions -
Increases the Armor Rating of all the Summoner’s champions by 5%.
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