Vultures design doesn't make sense at all.
As a big fan of the Spidey villains it hurts me to know that more than half of them are just bad/underpowered champions. But the one that insults me the most is Vulture.
Rhino, Electro and Green Goblin are bad because of a lock of abilities and rng on those abilities. But Vulture's abilities don't make sense to begin with.
1)
When you dashback and go back in there are 3 possible options:
-You land the attack and drain 50% of the opponents current power (drain 50 energy)
-You hit their block and gain a decoy buff, causing the next hit to miss (drain 50 energy)
-They hit into you and you apply no buff or debuff (lose 50% of your hp)
No matter how you look at it you will either lose hp or energy. This would be fine if it didn't mean you will also lose this energy when intercepting the enemy while they are at low power or right after their special attacks when they have near 0.
The miss buff on Vulture is pretty neat, however it does not protect against an sp3 and can screw over your next parry attack if that is needed.
2)
His sig ability allows Vulture to gain 0.26-1.26% power every 0.5 seconds. This would be really good if his Incinerates would stack, last longer or his Sp3 could be refreshed. Right now you will consume 10 energy when avoiding an attack to place an incinerate for 5 seconds. However if you dodge another hit it will not stack the incinerates and instead refresh them.
Using a sp3 will place an incinerate on the opponent for 20 seconds. However THIS is a unique incinerate (for some reason) because this one cannot be refreshed, but will stack with others. Now if we do some math we can see that a max sig Vulture will get 40*1.26%=50.4% of his power back when he uses a Sp3.
3)
Vulture has below average damage. Lucky enough for him he can use his Sp2 to increase his damage to a above decent level for 10 seconds. However doing this means you will not use the Sp1 that will gain you back your energy. Or using the Sp3 to gain more power. And as point 1 makes clear this means you sacrifice utility for damage.
4)
Vulture can also gain energy from his crit attacks. His crit rating is also INSANELY HIGH. However you only get 5 energy per crit and you have a 9% crit chance. This will result in you draining 10 energy for a 5sec incinerate when evading the enemy and then needing to get 4/5 full combo's in before you gain back that energy.
5)
So Vulture has 3 different playstyles:
-Have no utility and slightly above average for 10 seconds every 20 seconds.
-Have inefficient and below average powerdrain and low damage.
-Have insultingly low power gain and low damage.
There is no situation in which Vulture will be better option for any kind of opponent or will even be a top champion for those fights.
6)
Lucky enough this can easiliy be fixed! You wouldn't even have to add anything to his kit, just change the way it works:
-When dashing back and dashing forward you will spend 50 energy if you instantly go to charge an heavy attack. Doing so will also give Vulture a decoy buff. Hitting an opponent while you have a decoy buff will drain 50% of their current power.
-When avoiding an attack while the enemy has ANY incinerate debuff on them, refresh that buff.
Now for buffs that will change his kit a bit:
-Increased crit rate against incinerated opponents.
-Increase debuff duration by 50% while the opponent is incinerated.
BOOM! With these 4 minor changes Vulture has atleast 4 times the value he had before.