Sadly no insight yet. But science is my closest to forming (2nd science and also 2nd t5cc) and I just pulled YJ a couple days back. I run suicides fulltime. So I hope he will be decently usable with them. Some form of machanic to shrug of debuffs, or a very usefull/powerful sp3. Also very excited about kingpin.
I hope it's cool like power burn / power sting. Imagine Vision but with a power sting on top of the drain / burn. Too is some heavy mechanic like an armor break. Then buff up the numbers so he's a damage equal. Maybe extra damage when a power break is up.
Here's a go - numbers could be higher, but it's just a few ideas thrown together:
Yellowjacket
The MCU version of Darren Cross is supposed to be a genius almost on par with Hank Pym and Tony Stark. His armour is supposedly intended as black-ops style military equipment; but it's abilities are (currently) very limited. He hardly uses his shrinking ability, and didn't even get a really useful synergies when Wasp came out; unlike, say, Ghost (who got Unblockable Specials. Hmmm....)
Let's make him a bit more of a threat, with counters to other champs defenses that might represent the realistic abilities of a black-ops stealth suit; then Kabam can start putting him on a few boss nodes.
Stats for 5* 5/65 Health 33,327 Attack 2437
Quantum armour: Yellowjacket's sophisticated armour is designed to counter against 21st-Century threats (particularly Pym-tech). It has several defenses against sophisticated attacks. It is less effective against simple physical assaults; lacking good physical resistance, plus these abilities are disabled if he is afflicted with an Armour Break effect.
Passive effects:
Energy resistance 1800
Energy-based attacks on Yellowjacket have -60% Offensive Ability Accuracy.
Advanced scanning technology enables Yellowjacket to detect microscopic or Invisible opponents: Yellowjacket does not Miss unless affected by Falter
Yellowjacket reduces the Ability Accuracy of Glancing by 50%, and prevents Quantum Evasion.
Yellowjacket has a permanent +350 Critical Rating.
The abilities above are disabled if he is afflicted with an Armour Break effect; but his Stinger/Power Sting abilities are not Recognising the Yellowjacket armour was intended for military black-ops, I've given Yellowjacket a little utility in countering both the offensive and defensive abilities of high-tech opponents, or those able to utilise Shrinking/Phasing technology to evade or misdirect attackers; such as Ghost or Wasp. I've removed his intermittent Precision ability for a constant (but less potent) Precision passive.
Stinger Attacks
Physical attacks with his back-mounted stingers (all medium attacks) are energetically charged, granting them +450 armour penetration.
Further, when the opponent is afflicted with a Power Sting, Physical Attacks with his Stingers benefit from +250 Critical Rating, and all hits that strike the opponent inflict a burst of 808 Direct Energy Damage per Sting effect.
This is where Yellowjacket starts to get access to a bit more damage; particularly effective against heavily armoured opponents
Special Attacks Yellowjacket's Energy blasts have enhanced targeting to reduce passive evade chances by 70%, and reduce the Ability Accuracy of Glancing by 100%. Additionally, any Energy blast that strikes the opponent has a 50% chance to refresh any Power Sting effects, and inflict a burst of 808 Direct Damage per Sting effect refreshed.
SP1 - Each beam hit inflicts a Passive Power Sting for eight seconds. Each Sting inflicts 2096 Direct Damage when the opponent activates a Special Attack, and reduces Special Attack damage by 10%.
SP2 - Each beam hit inflicts Power Sting for ten seconds. Each Sting inflicts 2096 Direct Damage when the opponent activates a Special Attack, and reduces Special Attack damage by 10%.
SP3 - Gain a Cruelty buff, granting +1200 Critical Damage Rating for thirty seconds. Inflicts Power Sting for fifteen seconds, and 100% chance to refresh all existing Stings. Each Sting inflicts 2096 Direct Damage when the opponent activates a Special Attack, and reduces Special Attack damage by 10%.
Whilst making the Stings slightly longer, I've actually reduced the Power Sting damage. Partly to balance (and prolong) the access to Stinger damage; and also because his Sig now boosts the Power Sting damage back up again as well as granting the usual Stun effect.
Signature - Boosting 2.0:
Power Sting damage, and Direct Stinger damage are increased by 50%.*
If Power Stings expire without being triggered, they trigger a Stun effect for up to 1.5 seconds*, plus 0.25s per Sting expiring
At max Sig, counting the reduction in basic Power Sting damage, this represents about a 30% improvement in his current Power Sting damage, as well as a slightly longer Stun if 2-3 Stings are expiring at the same time. With the ability to refresh Stings, Yellowjacket should now be able to keep his opponent Stung for the majority of the battle, severely limiting their ability to use Special Attacks, and increasing the number of Power Stings that expire simultaneously, for a longer Stun effect
New Synergies: Quantum Dexterity (Unique Synergy with Wasp)
Yellowjacket shrinks as he dashes, and cannot be struck by basic attacks; returning to full size after 0.4 seconds or when his Block is engaged.
Wasp' does not cause Quantum Evade to go on Cooldown if she passively Stuns the opponent whilst chaining a Heavy Attack
I thought about Unblockable Specials, but figured that would be a bit overpowered. At least Ghost just hits you really hard with her Specials – unblockable Power Stings just seems cruel! Anyway, there are nodes for that if necessary... So this is a version of the innate dexterity possessed by Nightcrawler and Vulture; it's the only of my suggestions for YJ that would require a bit of new animation coding. I just think it would be nice to use his shrinking ability somewhere other than his SP3, though.
Quantum Nemesis (Unique synergy with Ant-Man)
Yellowjacket: Any time a Power Sting expires, Steal 10% of the opponent's Current Power
Ant-Man: The final blow of Ant-Man's SP1 gains +800 Critical Rating and Critical Damage, and is Unblockable.
I've very deliberately made this a synergy, as it will facilitate very aggressive play with Yellowjacket, and personally, I wouldn't want him to have this ability on defense...
Strengths: Yellowjacket can deal with most Pym-tech, should romp through Variant 2; and will be useful against advanced Tech champions like Ultron and Darkhawk. That ability to punish Specials, and inflict Direct damage, whilst having Energy resistance and protection against Incinerate/Shock/Plasma effects should give him defensive utility against a lot of Tech and Mystic opponents As always, he'll remain useful against champions who Power Gain and like to throw specials; particularly mystics who will suffer additional power sting damage due to class disadvantage.
Weaknesses Whilst he can reduce the evasion of Spiderverse heroes, this doesn't apply to basic attacks; and it only takes one Armour Break to significantly impair Yellowjacket's offensive capabilities. This makes fighting champions like OG Spiderman a little risky. He has no particular defence against Skill champs, lacking enhanced Physical Resistance or protection against bleed effects.
Hot damn @Magrailothos ! That was a damn impressive write up brother! If all of that works out for him, I'll be glad that me and my t5cc waited a while.
To those wanting to r3, i have a science t5cc as well but i doubt he’ll be anywhere near as good as beardo so I’ll continue hoarding. Keep in mind the mags overhaul was a once in a bluemoon type of thing so don’t expect too much
Hot damn @Magrailothos ! That was a damn impressive write up brother! If all of that works out for him, I'll be glad that me and my t5cc waited a while.
Thanks, Man. Glad you and a few others seemed to like it.
I'm probably way off, but wth, it's just a bit of fun...
"We retuned his power stings and decided in trade off for boosted utility, his regen rate had to go down to 30%. We are happy with his place in the contest and will not be looking at his kit again."
Keks aside, I hope this one's a winner. Community can't handle DD 2.0 right now.
Comments
Hope he get more buff than that.
He is the og power sting champion.
Also very excited about kingpin.
Yellowjacket
The MCU version of Darren Cross is supposed to be a genius almost on par with Hank Pym and Tony Stark. His armour is supposedly intended as black-ops style military equipment; but it's abilities are (currently) very limited. He hardly uses his shrinking ability, and didn't even get a really useful synergies when Wasp came out; unlike, say, Ghost (who got Unblockable Specials. Hmmm....)
Let's make him a bit more of a threat, with counters to other champs defenses that might represent the realistic abilities of a black-ops stealth suit; then Kabam can start putting him on a few boss nodes.
Stats for 5* 5/65
Health 33,327
Attack 2437
Quantum armour:
Yellowjacket's sophisticated armour is designed to counter against 21st-Century threats (particularly Pym-tech). It has several defenses against sophisticated attacks. It is less effective against simple physical assaults; lacking good physical resistance, plus these abilities are disabled if he is afflicted with an Armour Break effect.
Passive effects:
- Energy resistance 1800
- Energy-based attacks on Yellowjacket have -60% Offensive Ability Accuracy.
- Advanced scanning technology enables Yellowjacket to detect microscopic or Invisible opponents: Yellowjacket does not Miss unless affected by Falter
- Yellowjacket reduces the Ability Accuracy of Glancing by 50%, and prevents Quantum Evasion.
- Yellowjacket has a permanent +350 Critical Rating.
The abilities above are disabled if he is afflicted with an Armour Break effect; but his Stinger/Power Sting abilities are notRecognising the Yellowjacket armour was intended for military black-ops, I've given Yellowjacket a little utility in countering both the offensive and defensive abilities of high-tech opponents, or those able to utilise Shrinking/Phasing technology to evade or misdirect attackers; such as Ghost or Wasp. I've removed his intermittent Precision ability for a constant (but less potent) Precision passive.
Stinger Attacks
- Physical attacks with his back-mounted stingers (all medium attacks) are energetically charged, granting them +450 armour penetration.
- Further, when the opponent is afflicted with a Power Sting, Physical Attacks with his Stingers benefit from +250 Critical Rating, and all hits that strike the opponent inflict a burst of 808 Direct Energy Damage per Sting effect.
This is where Yellowjacket starts to get access to a bit more damage; particularly effective against heavily armoured opponentsSpecial Attacks
Yellowjacket's Energy blasts have enhanced targeting to reduce passive evade chances by 70%, and reduce the Ability Accuracy of Glancing by 100%.
Additionally, any Energy blast that strikes the opponent has a 50% chance to refresh any Power Sting effects, and inflict a burst of 808 Direct Damage per Sting effect refreshed.
- SP1 - Each beam hit inflicts a Passive Power Sting for eight seconds.
- SP2 - Each beam hit inflicts Power Sting for ten seconds.
- SP3 - Gain a Cruelty buff, granting +1200 Critical Damage Rating for thirty seconds.
Whilst making the Stings slightly longer, I've actually reduced the Power Sting damage. Partly to balance (and prolong) the access to Stinger damage; and also because his Sig now boosts the Power Sting damage back up again as well as granting the usual Stun effect.Each Sting inflicts 2096 Direct Damage when the opponent activates a Special Attack, and reduces Special Attack damage by 10%.
Each Sting inflicts 2096 Direct Damage when the opponent activates a Special Attack, and reduces Special Attack damage by 10%.
Inflicts Power Sting for fifteen seconds, and 100% chance to refresh all existing Stings.
Each Sting inflicts 2096 Direct Damage when the opponent activates a Special Attack, and reduces Special Attack damage by 10%.
Signature - Boosting 2.0:
- Power Sting damage, and Direct Stinger damage are increased by 50%.*
- If Power Stings expire without being triggered, they trigger a Stun effect for up to 1.5 seconds*, plus 0.25s per Sting expiring
At max Sig, counting the reduction in basic Power Sting damage, this represents about a 30% improvement in his current Power Sting damage, as well as a slightly longer Stun if 2-3 Stings are expiring at the same time. With the ability to refresh Stings, Yellowjacket should now be able to keep his opponent Stung for the majority of the battle, severely limiting their ability to use Special Attacks, and increasing the number of Power Stings that expire simultaneously, for a longer Stun effectNew Synergies:
Quantum Dexterity (Unique Synergy with Wasp)
- Yellowjacket shrinks as he dashes, and cannot be struck by basic attacks; returning to full size after 0.4 seconds or when his Block is engaged.
- Wasp' does not cause Quantum Evade to go on Cooldown if she passively Stuns the opponent whilst chaining a Heavy Attack
I thought about Unblockable Specials, but figured that would be a bit overpowered. At least Ghost just hits you really hard with her Specials – unblockable Power Stings just seems cruel! Anyway, there are nodes for that if necessary... So this is a version of the innate dexterity possessed by Nightcrawler and Vulture; it's the only of my suggestions for YJ that would require a bit of new animation coding. I just think it would be nice to use his shrinking ability somewhere other than his SP3, though.Quantum Nemesis (Unique synergy with Ant-Man)
- Yellowjacket: Any time a Power Sting expires, Steal 10% of the opponent's Current Power
- Ant-Man: The final blow of Ant-Man's SP1 gains +800 Critical Rating and Critical Damage, and is Unblockable.
I've very deliberately made this a synergy, as it will facilitate very aggressive play with Yellowjacket, and personally, I wouldn't want him to have this ability on defense...Strengths:
Yellowjacket can deal with most Pym-tech, should romp through Variant 2; and will be useful against advanced Tech champions like Ultron and Darkhawk. That ability to punish Specials, and inflict Direct damage, whilst having Energy resistance and protection against Incinerate/Shock/Plasma effects should give him defensive utility against a lot of Tech and Mystic opponents
As always, he'll remain useful against champions who Power Gain and like to throw specials; particularly mystics who will suffer additional power sting damage due to class disadvantage.
Weaknesses
Whilst he can reduce the evasion of Spiderverse heroes, this doesn't apply to basic attacks; and it only takes one Armour Break to significantly impair Yellowjacket's offensive capabilities. This makes fighting champions like OG Spiderman a little risky. He has no particular defence against Skill champs, lacking enhanced Physical Resistance or protection against bleed effects.
Ominous
I just hate the idea of all of us having the same R3s. I want something slightly different.
I'm probably way off, but wth, it's just a bit of fun...
Keks aside, I hope this one's a winner. Community can't handle DD 2.0 right now.