YJ Predictions
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Member Posts: 351 ★★★
Does anyone have any insight to what he's getting? Any predictions? I formed a science, and I am very intrigued to see what they could do for him.
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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.