Champion Spotlight - Yellowjacket

About Yellowjacket
After learning the science behind Hank Pym’s astonishing shrinking suit, the ruthless tech mogul Darren Cross devoted his resources to creating a prototype suit with similar abilities. Cross envisioned this high-power cybernetic rig as a means to take modern warfare to a new level, personally overseeing its retrofitting and weaponization. Cross dons the imposing armor himself in hope of achieving final victory as Yellowjacket!
Yellowjacket's Mechanics
Check out Yellowjacket's new and improved kit. Manage your Nuclear Cores, do massive burst damage and reverse your opponents’ healing abilities with a well-placed Petrify. Watch out for Yellowjacket on Defense too, his new kit provides some new threats, especially to those pesky Mystic types.
BASE STATS & ABILITIES
Health | Attack | PI (Max Signature) | |
3-Star | 6609 | 498 | 1901 |
4-Star | 16572 | 1249 | 4770 |
5-Star | 33227 | 2504 | 10550 |
6-Star (Rank 3, Level 45) | 42815 | 3227 | 13569 |
Character Class: Science
Basic Abilities: Power Sting, Petrify
STRENGTHS:
- Healing Reversal
- Power Sting Damage
- Debuff Shrug
- DOT Damage
ABILITIES:
The following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion
Always Active
- +4900 Energy Resistance.
- +1130.77 Physical Resistance.
- Starting Charge: 40. Overheat Point: 100+
- For each Charge: Increase the Potency of personal Debuffs by 1% & reduce the opponent’s Regeneration Rate by 1%.
- Either Champion lands a hit: +1 Charge. 60% Chance.
- Opponent Launches a Special Attack: +10 Charge. 100% Chance.
Nuclear Core - Meltdown
- When Charge is gained above the Overheat Point, there’s a chance to enter Meltdown for 12 seconds. Chance increases with Charge.
- While Meltdown is active: Any contact with the opponent has a 75% chance to inflict a burst of 876.4 Physical Damage on them.
- When Meltdown ends: Reset Core back to Starting Charge.
Incoming Unblockable Special Attacks
- Each hit has a 100% chance to spend 10 Nuclear Core Charge to reduce the opponent’s Attack Rating by 75%.
- Personal Debuffs trigger when the attack is launched instead of on hit and they are Paused for the duration of the attack.
SPECIAL ATTACKS
Special 1 - Biosting Blast
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Special 2 - Power Sting
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Special 3 - Biosting Barrage
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Signature Ability - Hostile Takeover
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SYNERGY BONUSES
ALL-PURPOSE WEAPON OF WAR - Unique Synergy
- Yellowjacket: Heavy Attack: 100% chance to spend 10 Core Charge to inflict a Slow Debuff for 10 seconds, preventing Evade or Unstoppable effects from activating. Opponents with a natural class advantage cannot be Slowed.
POWER OF MONEY - Joe Fixit, Yondu, Kingpin, Taskmaster - Unique Synergy
- Villain Champions: +5% Attack Rating.
- Yellowjacket: Inflicting a Debuff grants +10 Core Charge. Cooldown: 10 seconds.
REVOLUTIONS NEED ARMS - Killmonger, Mole Man, Magneto, Storm (Pyramid X) - Unique Synergy
- Villain Champions:+5% Health Rating.
- Yellowjacket: Nuclear Core Starting Charge and Overheat Point are increased by +10.
NEMESIS - Ant-Man, Wasp
- All Champions Gain +6% Attack
Idol - Hulkbuster, Iron Man, Iron Man (Infinity War), Superior Iron Man
- All Champions gain +4% Health & Attack rating.
- All Champions gain +115 Critical Damage Rating
RECOMMENDED MASTERIES
Despair:
- Debuffs are the name of the game with Yellowjacket, adding some extra Regen Rate Reduction is killer in the new and improved kit!
Petrify:
- A well timed Stun paired with a big SP2 is going to erase any healing that your opponent might try and bring to a fight.
Post edited by Kabam Boo on
3
Comments
An issue with that node is that rather than causing damage "If they activate" a Special Attack, it actually causes the Power Sting damage to occur on Every hit of a Special Attack.
This is a real problem if you're using champions who have multi-hit special Attacks. Does this affect every hit of a multi-hit attack? And if so, is that intended?
Sig 121 5* is 14.01%
but kabam can do either of two thing:
1. power sting mechanic easily build up. (may be parry)
2. Increase his attack so play with him feels better
1. Meltdown shouldn't give him a 75% chance for additional damage, it should be 100%.
2. During Meltdown, using a special attack should grant more of the additional damage, otherwise it's not worth calling it a burst of damage.
3. Although he has a good utility kit, but the duration of the slow and petrify could be increased, or a way to refresh them could be available like the fourth light hit at the expanse of 5 charges.
Abilities that stay for less than 15sec are way to short specially for this mechanique who does not give him some crazy damage it's pretty much regular
Also the energy damage on meltdown with specials should be higher something like 15/20% damage instead of 800 !
Imo i was pretty disapointed in yj buff since there is way few good sciences in the game as of now was hoping he'd be my first r3 science but no way with this Kit
Hear This :
### All Buffs should give champions a way to deal some good amount of damages ou don't tell someone he is a utility champ bcz when you are facing a 200k+ opennents like everywhere in the game he is worthless without the damages
i'd rather bring a champ who cannot slow/petrify and deal lots of damages instead of staying 40min on a fight
Add the sp3 power sting to the mix, and he hits almost as good as Spider-Ham.
If you launch the S3 three times, then enjoy.