Help me create Hercules#1 Community Creation.
Texas_11
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So,
We all know the Hercules won the completion and we know he will have persistent abilities . Let’s pretend we are a designer for Kabam and think about what type of kit he should have : for the sake of this , let’s focus on his kit and whatever kit gets the most likes we will start part 2 of his actually abilities and how to use that SP2,SP2, SP3 and passives. Each as a series and I will post the winner of the previous abilities until we have a full champ! I have attached his abilities below. Let’s also keep it in Kabams ideal cosmic champ.
Here is Kabams idea on cosmic champs :
Overview
What kind of Champions are in the Cosmic Class? They are beings with access to the primordial forces of the universe including cosmic entities, powerful alien races, and sometimes even some gods.
Cosmic Champions often need to power up before they can unleash their full power. The attack strategy for Cosmic Champions revolves around the specific effects of their buffs and how best to use those to your advantage.
On Offense
Abilities
Armor Break is a very powerful counter to tank-like Champions that rely on Armor Up to boost their defenses.
True Strike and True Damage are designed to bypass high armor and resistances, with True Strike completely negating Evade and Auto-Block.
Fury, Cruelty and other attack buffs help to capitalize on their ability to shred the Opponent’s defenses.
Gameplay Mechanics
Cosmic Champions steadily power themselves up with unique and often permanent buffs.
They synchronize specific actions with the timing of their buffs.
Champion Examples: Captain Marvel, Hyperion, Corvus Glaive, Venom.
On Defense
Abilities
Break through the enemy’s attacks with Unstoppable and Unblockable Buffs.
Power Gain Buffs allow them to launch Special Attacks more often – delivering consistent, high, damage.
Auto-Block, Physical Resistance, and Regeneration Buffs contribute to overall tankiness of the Cosmic Class.
Gameplay Mechanics
Accumulate threatening defensive buffs.
Cosmic Champions are resistant to Power control abilities found in the Tech Class.
Champion Examples: Terrax, Annihilus, Vision (Aarkus), Medusa.
Common Abilities and Other Notes
Aptitude Buffs.
Energy Damage is common in this Class.
Here is a list of Hercules abilities( Wiki)
Hercules possesses the typical powers of an Olympian god, including superhuman strength, durability, speed, reflexes, stamina and endurance. He is the strongest of the Olympians, being capable of feats such as lifting and hurling a giant sequoia tree, smashing rocks to powder,[132] sealing an entire cliff around an opponent with his bare hands,[16] knocking out a yellow-crested Titan,[133] and dragging the island of Manhattan[25] (though this was later retconned to be merely a boast he had made, and not a genuine feat).
[134][135] His superstrong legs allow him to run at speeds of over 100 mph, and leap over a hundred feet into the air. He can withstand blows from Thor,[136] and possesses a complete resistance to high caliber bullets.[137]
Hercules is highly skilled in archery, boxing, Greco-Roman wrestling, and claims to have invented the martial art Pankration.[67] In combat he occasionally wields a golden-looking adamantine mace - stated and shown to be equal in durability to Thor's own mystical hammer Mjolnir[138] (though it is not enchanted with additional abilities as Mjolnir is) - forged by the Greek god Hephaestus. As an Olympian, he is resistant to all earthly diseases, possesses a healing factor, immortality, and also has some immunity to magic.
However, his strength can be taken by significant Olympian magic, such as that of Zeus.[133]
We all know the Hercules won the completion and we know he will have persistent abilities . Let’s pretend we are a designer for Kabam and think about what type of kit he should have : for the sake of this , let’s focus on his kit and whatever kit gets the most likes we will start part 2 of his actually abilities and how to use that SP2,SP2, SP3 and passives. Each as a series and I will post the winner of the previous abilities until we have a full champ! I have attached his abilities below. Let’s also keep it in Kabams ideal cosmic champ.
Here is Kabams idea on cosmic champs :
Overview
What kind of Champions are in the Cosmic Class? They are beings with access to the primordial forces of the universe including cosmic entities, powerful alien races, and sometimes even some gods.
Cosmic Champions often need to power up before they can unleash their full power. The attack strategy for Cosmic Champions revolves around the specific effects of their buffs and how best to use those to your advantage.
On Offense
Abilities
Armor Break is a very powerful counter to tank-like Champions that rely on Armor Up to boost their defenses.
True Strike and True Damage are designed to bypass high armor and resistances, with True Strike completely negating Evade and Auto-Block.
Fury, Cruelty and other attack buffs help to capitalize on their ability to shred the Opponent’s defenses.
Gameplay Mechanics
Cosmic Champions steadily power themselves up with unique and often permanent buffs.
They synchronize specific actions with the timing of their buffs.
Champion Examples: Captain Marvel, Hyperion, Corvus Glaive, Venom.
On Defense
Abilities
Break through the enemy’s attacks with Unstoppable and Unblockable Buffs.
Power Gain Buffs allow them to launch Special Attacks more often – delivering consistent, high, damage.
Auto-Block, Physical Resistance, and Regeneration Buffs contribute to overall tankiness of the Cosmic Class.
Gameplay Mechanics
Accumulate threatening defensive buffs.
Cosmic Champions are resistant to Power control abilities found in the Tech Class.
Champion Examples: Terrax, Annihilus, Vision (Aarkus), Medusa.
Common Abilities and Other Notes
Aptitude Buffs.
Energy Damage is common in this Class.
Here is a list of Hercules abilities( Wiki)
Hercules possesses the typical powers of an Olympian god, including superhuman strength, durability, speed, reflexes, stamina and endurance. He is the strongest of the Olympians, being capable of feats such as lifting and hurling a giant sequoia tree, smashing rocks to powder,[132] sealing an entire cliff around an opponent with his bare hands,[16] knocking out a yellow-crested Titan,[133] and dragging the island of Manhattan[25] (though this was later retconned to be merely a boast he had made, and not a genuine feat).
[134][135] His superstrong legs allow him to run at speeds of over 100 mph, and leap over a hundred feet into the air. He can withstand blows from Thor,[136] and possesses a complete resistance to high caliber bullets.[137]
Hercules is highly skilled in archery, boxing, Greco-Roman wrestling, and claims to have invented the martial art Pankration.[67] In combat he occasionally wields a golden-looking adamantine mace - stated and shown to be equal in durability to Thor's own mystical hammer Mjolnir[138] (though it is not enchanted with additional abilities as Mjolnir is) - forged by the Greek god Hephaestus. As an Olympian, he is resistant to all earthly diseases, possesses a healing factor, immortality, and also has some immunity to magic.
However, his strength can be taken by significant Olympian magic, such as that of Zeus.[133]
Post edited by Kabam Zibiit on
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Comments
I think his kit should consist of ;
Immunity to poison
Regeneration
Armor break
Trauma
Physical resistance
Unstoppable
Nullify resistance
Fury
Invulnerability
"Okay, so how about this,
HERCULES
(Insert base stats here)
ABILITIES
ON HEAVY
(Two hits, he uppercuts the opponent, then throws a net over them)
The first hit steals one of the opponents buffs, converting it into a 5 second version.
The second hit inflicts a 10 second Slow debuff on the opponent, preventing evade and unstoppable.
TWELVE LABORS - PERSISTENT CHARGE
Hercules has four types of labors, each grouped into sets of three.
Hercules can compete each labor 3 times.
Capture an Unstoppable beast
Capture an Evasive beast
Kill an undefeatable beast
Steal a legendary boon
KILL AN UNDEFEATABLE BEAST
Knock down a size XL or L character
For every labor of this category, Hercules gains one of the following buffs.
1. LENERIAN HYDRA ARROWS - Every arrow hit of Hercules's special 1 inflicts a 20 second poison debuff.
2. STYMPHALLION CROWS - Hercules learns from the evasiveness of the crows, giving him a 10% chance to evade attacks.
3. NEMEAN LION SKIN - Hercules gains an indestructible buff as long as his combo meter is above 10.
STEAL A LEGENDARY BOON
Steal a buff using your heavy attack
For every labor of this category, Hercules gains one of the following buffs.
1. CHALICE OF HELIOS - (Steal a power gain) - Gain a permanent power gain, gaining 10% of a bar of power every second.
2. APPLES OF THE HESPERIDIES - (Steal a regeneration buff) - (Dash back and hold block once per fight) - Hercules regenerates 15% of his max health over 1 second. (Stacks with the Hiemdall synergy)
3. GIRDLE OF HIPPOLLYTA - (Steal a precision buff) - Hercules gains a permanent precision passive, increasing critical chance by 100%.
CAPTURE AN EVASIVE BEAST
Prevent an opponent from evading an attack with slow.
For every labor of this category, Hercules gains one of the following buffs.
1. CERYNIAN HIND - Gain a permanent true strike buff, ignoring auto-block and evade.
2. HORSES OF DIOMEDES - Hercules' s basic attacks have a 30% chance to bleed the opponent.
3. CATTLE OF KING AUGEAS - Hercules befriends the water spirits, gaining a permanent passive prowess increasing special attack damage by 100%.
CAPTURE AN UNSTOPPABLE BEAST
Prevent an opponent from activating unstoppable with slow.
For every labor of this category, Hercules gains one of the following buffs.
1. CRETAN BULL - Hercules's medium attacks have a 50% chance to inflict incinerate.
2. ERYMANTHIAN BOAR - Hercules gains unstoppable when struck. This ability has a 10 second cooldown.
3. CERBERUS - When Hercules would be knocked out, he instead gains indestructible and unblockable for 5 seconds, after which he gains a permanent degeneration passive.
SIGNATURE ABILITY - Flaw of wrath (I liked this idea)
Hercules gains an infinite duration 10% fury and cruelty buff for every 10 hits on his combo meter. When he loses his combo, he gains a 5 second 10% weakness and exhaustion.
This is the Hercules I want to see in the game. If anyone from Kabam sees this, please please PLEASE do this with Hercules. If you need to tweak some numbers, that's cool, but please do something like what we're suggesting here. Both me and Riachu thought long and hard about these, so at least do something similar."
Hercules
All stats based on a 5 star rank 5 sig 200 champion
Class: Cosmic
Prestige: 10640
Health: 34447
Attack: 2572
Crit Rate: 559
Crit Damage: 635
Block Proficiency: 3734
Armor: 525
Energy Resistance: 525
Physical Resistance: 287
Crit Resistance: 0
Size: L
Abilities:
Awakened Ability - The Almighty Hercules
After it is used, each unique buff from Hercules’ Wrath Pre-Fight ability has a 30% chance to restore itself. This chance increases by a flat +25% every time the ability fails to activate.
Hercules is 50% resistant to nullify effects.
Armor break debuffs last for an additional 5 seconds.
Passive
Being part-god, Hercules is immune to all known poisons of the battlerealm.
Resistant to cold temperatures makes Hercules 90% resistant to all coldsnap and frostbite effects.
Pre-Fight Ability - Hercules’ Wrath
Before the fight begins, Hercules can choose a permanent unique buff that will last for the duration of the fight. If this fight would be removed for any reason, it will reapply itself after 8 seconds.
Hercules can only use 1 of each unique buff once per quest.
The set of buffs are the following:
A fury buff, increasing attack rating by +3100.
A precision buff, increasing critical rating by +1500.
A cruelty buff, increasing critical damage rating by +2200.
An armor up buff, increasing armor by +2100.
A combat power rate buff, increasing combat power rate by +20%.
A block proficiency buff, increasing block proficiency by +1500.
A prowess buff, increasing special attack damage by +150%.
Immortality
Once per fight, when Hercules would be knocked out, gain an immortality buff that is unaffected by ability accuracy, lasting for 6 seconds and preventing any damage taken or debuffs or passive effects activated on Hercules.
Heavy Attack
The first hit of Hercules’ heavy attack inflicts a stacking armor break debuff, decreasing the opponent’s armor rating by 600 and lasting for 15 seconds.
The last hit of Hercules’ heavy attack regenerates Hercules for 4% of his max health (Cooldown: 25 seconds).
Master Combatant
While intercepting, gain an unstoppable buff. (Cooldown: 5 seconds). This is prevented if Hercules is inflicted with an incinerate, stagger, or fate seal effect.
Attacking into the opponent’s block inflicts a stun debuff, lasting for 1.5 seconds. (Cooldown: 10 seconds). This is prevented if Hercules is inflicted with an incinerate, stagger, or fate seal effect.
When the opponent uses the same combo in succession when attacking Hercules, they are inflicted with a rage detonation charge, lasting for 5 seconds. When this expires, deal a burst of 150% of Hercules’ modified attack on the opponent. This is prevented if Hercules is inflicted with an incinerate, stagger, or fate seal effect.
When the opponent throws the same special attack in succession, gain +1500 block proficiency and energy resistance for the duration of the special attack animation.
Become stun immune while striking.
Special Attack 1
Pause all armor break debuffs on the opponent for 7 seconds.
Deal a burst of 1500 physical damage per hit of the special attack (5 hits) for each armor break debuff on the opponent.
Inflict a weakness debuff on the opponent, reducing attack rating by 30% and lasting for 12 seconds.
Special Attack 2
Pause all armor break debuffs on the opponent for 7 seconds.
Gain +25% special attack damage for each armor break debuff on the opponent.
Gain an aptitude buff on activation, increasing the potency of all active and future buffs by +50% and lasting for 45 seconds. (Max: 2)
Special Attack 3
If a unique buff is selected from Hercules’ Wrath pre-fight ability, gain a matching buff with 30% reduced potency. (Max: 1)
50% chance to gain a different random buff from Hercules’ Wrath pre-fight ability. This chance is increased by a flat +17.5% for each armor break debuff on the opponent on activation.
Synergies
Hercules (Solo): For each cosmic champion on the team, all champions gain +6% attack rating.
Hercules: Armor break debuffs last for an additional 2.5 seconds.
Hyperion: All special attacks are unblockable.
Nova: Fury buffs gain +35% potency and duration.
Terrax: Armor break debuffs are +75% more potent.
Air-Walker: Herald of Galactus buff lasts for an additional 6 seconds.
Hercules: Physical damage per hit from the special attack 1 is 50% more potent.
Angela: Special attack damage increased by +20% per buff at the time of activation.
Captain Marvel (Classic), Miss Marvel: Special attack damage increased by +20% for each time a fury buff had been activated in the fight (Max: 10).
Annihilus: Fury buffs and armor break debuffs gain +35% potency and duration.
Hercules: Immortality buff lasts for an additional 2 seconds.
Heimdall: All buffs have +200% increased potency and duration.
Hela: Gain an evade charge when charging a heavy attack (Cooldown: 8 seconds).
Immortal Hulk: Immortality Passive lasts for an additional 4 seconds and is now unaffected by ability accuracy.
Hercules: Aptitude buffs gain +15% potency.
Silver Surfer: Aptitude buffs gain +30% potency and can now stack to a maximum of 3.
Cosmic Ghost Rider: Aptitude buffs gain +10% potency.
Red Goblin: Aptitude buffs gain +50% potency.
Carnage: All buffs gain +25% potency.
Hercules: Potency reduction from Hercules’ special attack 3 matching buff is reduced from 30% to 20%.
Groot: All buffs gain +200% potency and duration.
King Groot: Fury buffs gain +50% potency and duration.
Hercules: Gain an unstoppable buff when activating a heavy attack (Cooldown: 15 seconds)
Doctor Doom: Stagger effects last for an additional 1.5 seconds.
Venom: Bleed debuffs gain +15% ability accuracy.
Rhino: While charging forward, gain an indestructible effect (Cooldown: 3 seconds).
You had buff stealing in there which I don’t think is a kit of a cosmic champ.
Exhaustion in there
Weakness in there
Slow debuff = true strike buff replacement
Regen: I like the dash back and regen.
Evade: not part of cosmic kits
They also said they he will have persistent abilities and this kit doesn’t go with that.
I love the names of all the abilities, and they are so creative!
B. Cosmic class is all about racking up buffs. That's why most of his abilities are buffs instead of passives.
C. Kabam said in a post about the different class types that champions abilities come before class type, and Herc's Heavy abilities flow with his labors. Without some, the others won't work.
D. While Weakness and Exhaustion are normally part of the science kit, this case is different because Herc is applying the debuffs to himself.
E. True strike would be more Cosmic than slow, but the idea is that he ensnares his opponents with his heavy, and true strike doesn't stop unstoppable.
Ea. Hah, stop unstoppable.
F. Evade is an all-around ability, not limited to one class.
G. His labors are persistent throughout the quest.
H. Thanks. I'm glad you like the names, but I technically didn't come up with them. Those are the names of the original Hercules's tasks.
Thanks for your feedback. My reply looks a little matter-of-fact and cold to me, so I'm breaking it up by saying I genuinely appreciate your comment.
Hercules:
Passive - take 90% reduced damage from bleed, poison, frostbite, and cold-snap; immune to fatigue and rupture (maybe armor break as well, depends on how I feel about it later); immune to degeneration.
Godlike reflexes - Hercules possesses a 7% chance to evade all attacks. This will not trigger while blocking.
Godlike healing factor - for every 20 hits in his combo meter, activate a 5-second regen buff, healing for x% of max health. This effect will not trigger while suffering from an incinerate or nova flame effect. Hercules's regen rate cannot be reversed or go below 0.
Shield of Perseus - Hercules gains additional energy resistance while blocking.
Heavy attacks and Pre-fight ability - Hercules's heavy attacks utilize his bowmanship, allowing him to inflict debuffs based on which rotation he is in.
Flames of Hephaestus ~ incinerates the opponent for x damage over 5 seconds decreasing block proficiency and perfect block chance. Additionally, while the opponent is under an incinerate effect, Hercules is able to strike critically against blocking opponents.
Blood of Hydra ~ inflicts acid burn debuff dealing x damage over 5 seconds.
Mark of Ares ~ bleeds the opponent for x damage over 5 seconds and inflicts slow debuff for 5 seconds.
Helm of Hades ~ allows Hercules to go invisible for 10 seconds. Every time the opponent misses, they instantly degenerate 1% of their max health.
(I like the idea of completing 12 missions to fully ramp up this character, inspiration creds to @Mars_Ultor)
Persistent Charges - up to 12; at the beginning of each quest, start with 0 charges. Complete labors to earn charges, each labor can only be completed once per quest and provides him with additional abilities corresponding to the labors he's completed.
Slay the Nemean Lion ~ knock out an opponent at full health with only light and medium attacks. Gain an indestructible passive as long as the combo meter is above 30.
Slay the Lernaean Hydra ~ knock out an opponent by only using heavy attacks while in the flames of Hephaestus rotation. Unlock Blood of hydra rotation.
Capture the Ceryneian hind ~ knock out a spider-verse hero. Gain true accuracy.
Capture the Erymanthian Boar ~ knock out an XL champion. Gain additional attack rating while fighting L and XL champions.
Clean the Augean Stables ~ knockout an opponent at full health without losing any health. Increase regen amount by x%.
Slay the Stymphallian Birds ~ knock out an opponent with the flying tag. Gain vigilance.
Capture the Cretan Bull ~ knock out an opponent that gains unstoppable. Gain the ability to nullify unstoppable upon intercepting the opponent's dash attack.
Steal the Mares of Diomedes ~ knock out a symbiote champion. Gain a chance to steal buffs on heavy attacks.
Steal the belt of Hippolyta ~ knock out a female champion. Gain additional physical resistance while fighting S and M champions.
Capture the Cattle of Geryon ~ knock out a mutant champion. Gain x% prowess for every 10 hits in the combo meter
Steal the golden apples of the Hesperides ~ steal 10 buffs in a fight. Gain aptitude that scales with how many hits are in the combo meter.
Capture Cerberus ~ knock out a control: guard champion. Gain the helm of hades.
Signature ability - Pride of Hera
Hercules gains x additional attack for each hit in his combo meter.
Attack: 2826
Passive:
an enhanced immune system grants him full immunity to all poisons of the battle realm.
Intense training grants Hercules immunity to fatigue, exhaustion, and slow debuffs.
Persistent Charges
At the beginning of a quest, Hercules gains 1 persistent charge. He gains 1 charge every time he defeats a champion or uses a Special attack 3, and gains 2 charges if he knocks out a #L or #XL champion. Each persistent charge will grant hercules a God of war buff. Max 10 persistent charges.
God of Power- Buff
At the start of a fight, for each persistent charge, hercules will gain a God of Power buff, granting him:
+ 1413 attack rating
+ 725 critical rating and critical damage rating
+ 1400 armour rating
additionally, while fighting #L or #XL champions, Hercules will gain:
+ 1000 block penetration
+ 33% combat power rate
all evade and auto block abilities have -120% reduced ability accuracy.
Basic attacks: for each persistent charge, hercules will inflict a non-stacking disorient debuff, reducing defensive ability accuracy by 33%, and block proficiency by 50% for 9 seconds. against all #L or #XL champions, this debuff can stack multiple times.
Heavy attacks: Inflict an armour break debuff, reducing armour rating by 944 for 9 seconds. against #L or #XL champions, this armour break is permanent.
Special Attacks
Hercules gains different effects during special attacks depending on the amount of buffs.
1-2 buffs: Gain an unblockable buff for 4 seconds
3-5 buffs: Gain a permanent True strike buff, preventing opponents from evading or auto-blocking.
6-8 buffs: Gain a precision and cruel buff for 12 seconds, increasing critical rating by 50% and critical damage rating by 150%
9-10 buffs: Each hit of your special attack will deal a burst of 1413 damage.
Special attack 1:
4 hits. Each hit has a 50% chance to inflict a bleed debuff, dealing 282.6 damage per buff per second, over 12 seconds. Against #L and #XL champions, the chance of this triggering is increased to 100%.
Special attack 2:
3 hits. this attack gains +706.5 attack rating for each buff active on hercules and each debuff on the opponent. Upon activation, the opponent is inflicted with a concussion debuff, decreasing ability accuracy by 100% for 12 seconds. Against #L and #XL champions, the concussion debuff is paused for 0.5 seconds every time Hercules lands an attack.
Special attack 3:
7 hits. If Hercules does not have the amount of God of Power buffs as the number of persistent charges, he will gain God of Power buffs until God of power buff and persistent charges are equal.
Hercules gains 1 Persistent charge.
This attack inflicts an armour break debuff for 32 seconds, reducing armour rating by 11742. against #L and #XL champions, Hercules will additionally gain a Passive Fury, increasing attack rating by +7065.
Signature ability: Olympian immortality
Whenever Hercules reaches a buff threshold of 5, he will gain an indestructible for (12) seconds.
this ability then goes on cool down for 45 seconds
When fighting #L or #XL champions, Hercules reduces Defensive Ability Accuracy by (7.5)% for each buff active on himself and each debuff active on the opponent
I also see you added the nullify resistance in there which is also good , cold snap immunity , and poison I believe would be good for his kit.
The regen buff is actually quite good, it allows you to parry heal . I think his heal strength should be associated with a persistent charge of some sort.
I really appreciate the detail you put into this and he has the damage ramp up potential, I can see why you capped the aptitude’s for two.
1. KITTY ARMOR, BEST ARMOR (Name based off of someone else's idea)
with BLACK PANTHER, KILLMONGER
HERCULES: Any damage Hercules would take while invincible is dealt back to the opponent as a burst of energy
damage.
KILLMONGER: Indestructible passives can't be triggered through block.
BLACK PANTHER: Gain 70% Bleed ability accuracy and a 30% chance for each bleed to be a critical bleed, but -40%
bleed duration. In addition, gain 10% cruelty for each bleed debuff on the opponent.
2. SPARTAN RAGE
with AEGON:
ALL CHAMPIONS: When a combo would be lost, gain Combo Shield for 5 seconds. In addition, gain a 25% Armor
up buff and a 50% fury buff for each Knocked out champion on your team.
3. FRIEND FROM WORK:
with THOR, THOR (Ragnarok)
HERCULES: Light attacks have a 30% chance to inflict shock on the opponent.
THOR: Fury buffs gain infinite duration.
THOR (Ragnarok): Reduce the combo necessary for Boon of the Gods to activate by 30 hits. Additionally, increase
the ability accuracy of Thunder God's Wrath by 40%.
4. FITNESS FREAKS:
with THE CHAMPION, HYPERION
HERCULES: 15% chance on activating Flaw of Wrath to gain an additional Fury and Cruelty.
THE CHAMPION: Size XL and size L champions count as Greatest Fighters.
HYPERION: Heavy Attacks have +100% ability accuracy
5. UNDEFEATABLE CHAMPIONS:
with LUKE CAGE, IRON FIST:
HERCULES: Gain 500 armor rating for each buff on him.
LUKE CAGE: Gain 500 attack rating for each debuff on the opponent.
IRON FIST: Gain 100% Critical rating. In addition, gain 500 cruelty rating per 10 hits on the Combo meter, up to 500
hits.
Fury
Unblockable
Concussion
Bleed Immune
Special lock
Crit resistance
And kind of like corvus and proxima should have to meet requirements to activate his 12 labors