Iron Man Buff
Thomas_3T
Member Posts: 47 ★
Fooled you, made rework concepts for Iron Man, Superior Iron Man, and Civil Warrior.
Civil Warrior (Work in progress):
Keep old abilities, but add:
For each armor up charge/buff on CW, reduce opponent's special attack damage and combat power rate by 10%, increasing CW's by the same amount
● Sp2 drains power on each hit, power locks
● Sp3 deals additional +40% special damage per armor up active, both buff and passive
Awakened Ability:
● Permanent armor ups persist from fight to fight, max 5 persistent armor ups
●Passive Armor ups grant a 20% chance to resist block breaks and unblockable.
1: Heal block instead becomes a permanent passive once applied.
2: holding block consumes all Armor up buffs, healing CW for [3-15%] max health.
3: Passive charges each grant CW an additional, permanent, Armor up buff
4: Increase duration of armor up buffs by [20-60%]
5: Armor up Ability Accuracy reduction reduces both Offensive and Defensive AA.
Iron Man:
Increase his attack rating, first of all
Ready for Anything (Pre-Fight):
● Iron Man starts with either an armor up, physical resist, energy resist, or emergency
shield buff (in that order when cycling)
● Each buff can be cycled either with a combo-finishing light attack, or holding block for 0.7
seconds after an sp1.
● Specials cost 20% less power each time they’ve already been used, up to 60% less;
effect persists throughout modes
Armor Up:
● +40% Armor
● -60% bleed+poison potency, and opponents suffer -20% Offensive Ability Accuracy per
debuff on the opponent
● Special Attacks place stacking 15 second armor breaks, reducing opponent’s armor
rating by 1450
● Heavies and combo-ending medium attacks place heal block lasting 6 seconds per
armor break
Physical Resist:
● +3500 Physical Resistance
● +50% Combat Power rate, +10% attack, and +15% attack per shock
● Basic attacks have a 40% chance to place 10 second shocks on the opponent. Shocks
are paused for 5 seconds on heavy attacks and 10 seconds on specials. Armor breaks
increase the potency of shock by 75%.
Energy Resist:
● +3500 Energy Resistance
● +7.5% power per second
● Medium attacks place 7-second passive power drains (drain 5% of max power) on the
opponent, which can be detonated as power burns on heavy and special attacks. Power
burns drain 100% more power and deal damage proportionate to power lost.
● Special attacks detonate power burn and shock with +250% potency. Power burn can be
increased an additional +500% potency based on shocks on the opponent (max potency
at 5 shocks)
Emergency Shield:
● +40% Special resistance
● +150% regen rate/potency (not sure which one yet) and immune to stagger and nullify
● Arc Overload (if awakened) activates immediately; if switched out of this mode, Overload
goes on cooldown for up to 35 seconds (proportional to how long you stayed in
Emergency Shield mode while Overload was active)
● Instantly gain one bar of power
● Special attacks power drain a bar of power, and power lock the opponent for 10 seconds
Sp2:
Unblockable with 10 or more total shocks and power drains
37.5% chance to stun the opponent for 1.75 seconds. +50% chance for every armor break on
the opponent, and stun lasts 25% longer for each shock detonated.
Sp3:
Activates all buffs and effects for 15 seconds, paused for 3 seconds by charging heavy. After
this, buff activation goes on cooldown for 4 seconds, and sp3 ability goes on cooldown for 35
seconds
Awakened Ability: 1. Keep Arc Overload Regen
2. If Iron Man loses any of his buffs for any reason, they go on cooldown for [20-5] seconds, return as passives that grant the same effects as his buffs.
Superior Iron Man:
Attack Rating, obviously
Passive:
● Buffs on the opponent count as buffs on Superior Iron Man and vice versa (utility for buffed up)
● Each buff Superior Iron Man places on the opponent lasts 8 seconds and reduces the
duration and potency of the opponent’s other buffs by 15%
● +10% Offensive power rate per buff on Superior Iron Man
Permanent armor up buff granting:
● +50% armor rating
● +2000 Energy and Physical Resistance
● +20% attack
● Regained after 10 seconds if lost
Light attacks:
● 85% chance to place 2 armor up buffs on the opponent, each increasing armor rating by
400.
● 60% chance to place a power gain buff on the opponent, granting 2% of max power per
second.
● 45% chance to place a fury buff on the opponent, increasing attack by 1000.
Sp1:
● Steals all power gain and fury buffs on the opponent with +250% potency
● Power steals all power gained from power gain buffs
● Places a Toxic Armor buff on the opponent, increasing armor rating by twice current armor rating; SIM's attacks deal up to 75% additional direct damage based on how high the opponent’s armor is
Sp2:
● Grants Superior Iron Man a precision buff, increasing crit rating by +450 per buff on
himself or the opponent
● +150 Crit Damage per buff on the opponent
Sp3:
● Uhhhhhhhhhhh
● IDK lol
Awakened Ability: Superior Iron Man's Medium attacks have a [5-45%] chance to place either an unblockable, true strike, or Vigilance buff on the opponent, which are immediately transferred to Superior Iron Man.
Civil Warrior (Work in progress):
Keep old abilities, but add:
For each armor up charge/buff on CW, reduce opponent's special attack damage and combat power rate by 10%, increasing CW's by the same amount
● Sp2 drains power on each hit, power locks
● Sp3 deals additional +40% special damage per armor up active, both buff and passive
Awakened Ability:
● Permanent armor ups persist from fight to fight, max 5 persistent armor ups
●Passive Armor ups grant a 20% chance to resist block breaks and unblockable.
1: Heal block instead becomes a permanent passive once applied.
2: holding block consumes all Armor up buffs, healing CW for [3-15%] max health.
3: Passive charges each grant CW an additional, permanent, Armor up buff
4: Increase duration of armor up buffs by [20-60%]
5: Armor up Ability Accuracy reduction reduces both Offensive and Defensive AA.
Iron Man:
Increase his attack rating, first of all
Ready for Anything (Pre-Fight):
● Iron Man starts with either an armor up, physical resist, energy resist, or emergency
shield buff (in that order when cycling)
● Each buff can be cycled either with a combo-finishing light attack, or holding block for 0.7
seconds after an sp1.
● Specials cost 20% less power each time they’ve already been used, up to 60% less;
effect persists throughout modes
Armor Up:
● +40% Armor
● -60% bleed+poison potency, and opponents suffer -20% Offensive Ability Accuracy per
debuff on the opponent
● Special Attacks place stacking 15 second armor breaks, reducing opponent’s armor
rating by 1450
● Heavies and combo-ending medium attacks place heal block lasting 6 seconds per
armor break
Physical Resist:
● +3500 Physical Resistance
● +50% Combat Power rate, +10% attack, and +15% attack per shock
● Basic attacks have a 40% chance to place 10 second shocks on the opponent. Shocks
are paused for 5 seconds on heavy attacks and 10 seconds on specials. Armor breaks
increase the potency of shock by 75%.
Energy Resist:
● +3500 Energy Resistance
● +7.5% power per second
● Medium attacks place 7-second passive power drains (drain 5% of max power) on the
opponent, which can be detonated as power burns on heavy and special attacks. Power
burns drain 100% more power and deal damage proportionate to power lost.
● Special attacks detonate power burn and shock with +250% potency. Power burn can be
increased an additional +500% potency based on shocks on the opponent (max potency
at 5 shocks)
Emergency Shield:
● +40% Special resistance
● +150% regen rate/potency (not sure which one yet) and immune to stagger and nullify
● Arc Overload (if awakened) activates immediately; if switched out of this mode, Overload
goes on cooldown for up to 35 seconds (proportional to how long you stayed in
Emergency Shield mode while Overload was active)
● Instantly gain one bar of power
● Special attacks power drain a bar of power, and power lock the opponent for 10 seconds
Sp2:
Unblockable with 10 or more total shocks and power drains
37.5% chance to stun the opponent for 1.75 seconds. +50% chance for every armor break on
the opponent, and stun lasts 25% longer for each shock detonated.
Sp3:
Activates all buffs and effects for 15 seconds, paused for 3 seconds by charging heavy. After
this, buff activation goes on cooldown for 4 seconds, and sp3 ability goes on cooldown for 35
seconds
Awakened Ability: 1. Keep Arc Overload Regen
2. If Iron Man loses any of his buffs for any reason, they go on cooldown for [20-5] seconds, return as passives that grant the same effects as his buffs.
Superior Iron Man:
Attack Rating, obviously
Passive:
● Buffs on the opponent count as buffs on Superior Iron Man and vice versa (utility for buffed up)
● Each buff Superior Iron Man places on the opponent lasts 8 seconds and reduces the
duration and potency of the opponent’s other buffs by 15%
● +10% Offensive power rate per buff on Superior Iron Man
Permanent armor up buff granting:
● +50% armor rating
● +2000 Energy and Physical Resistance
● +20% attack
● Regained after 10 seconds if lost
Light attacks:
● 85% chance to place 2 armor up buffs on the opponent, each increasing armor rating by
400.
● 60% chance to place a power gain buff on the opponent, granting 2% of max power per
second.
● 45% chance to place a fury buff on the opponent, increasing attack by 1000.
Sp1:
● Steals all power gain and fury buffs on the opponent with +250% potency
● Power steals all power gained from power gain buffs
● Places a Toxic Armor buff on the opponent, increasing armor rating by twice current armor rating; SIM's attacks deal up to 75% additional direct damage based on how high the opponent’s armor is
Sp2:
● Grants Superior Iron Man a precision buff, increasing crit rating by +450 per buff on
himself or the opponent
● +150 Crit Damage per buff on the opponent
Sp3:
● Uhhhhhhhhhhh
● IDK lol
Awakened Ability: Superior Iron Man's Medium attacks have a [5-45%] chance to place either an unblockable, true strike, or Vigilance buff on the opponent, which are immediately transferred to Superior Iron Man.
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