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Buff Idea for Black Panther (Civil War

Pretty sure Kabam said that Black Panther CW is getting buffed since they said they were buffing the Classic one first. So I decided to have some fun making a buff idea for him while staying in due to the snow.
https://docs.google.com/document/d/1oSJEPZZbINXZTyBBrypN5PUMoKzRwO9-WqfLckJ1eP8/edit?usp=sharing

Comments

  • TheDaywalkerTheDaywalker Member Posts: 143
    Black Panther (Civil War) Update
    Name changed to just Black Panther while the Classic one will be called Black Panther (Classic)

    PI- 10590
    (May need to be tuned up or tuned down)

    Passive
    The Panther Habit Vibranium Suit grants additional critical rating, critical damage rating and block proficiency based on the damage prevented by armor for the whole fight up to a maximum of 1532.
    Gain Vibranium Armor at the start of the fight. Consumes 5 Vibranium Charges when reactivating Vibranium Armor.

    Vibranium Armor
    T’Challa’s Vibranium Suit grants a Vibranium Armor Passive at the start of the fight that cannot be removed by armor break debuffs when fighting a non-mutant champion, but will instead be disabled for 5 seconds when suffering from 3 Armor Break effects.
    Gain 30% resistance to bleed and incinerate effects when Black Panther has no class disadvantage. Increases by 20% for effects caused by projectiles.
    Gain +5921 armor rating when struck by an unstoppable opponent. Does not work if fighting a mutant champion.
    Grants the ability to gain Vibranium charges, starting at 1 to 30 charges that can reach up to a max of 100.
    Grants 1041 physical and critical damage resistance.

    Vibranium Charges
    Each charge increases block proficiency and armor rating by 200.
    Increases Attack rating by 527 for each charge when intercepting and when interrupting an opponent’s heavy attack.
    Each charge grants 592 armor rating when struck by an unblockable Special Attack.
    Black Panther gains extra bonuses based on the amount of Vibranium Charges he has:
    1 Charge- Ability Accuracy of Vibranium Charge effects increased by 300%.
    10 Charges- Incinerate effects no longer reduce block proficiency and perfect block chance.
    20 Charges- Performing a well timed block against a heavy attack knocks back the opponent causing Black Panther to resist and reflect 200% of the damage prevented as energy damage. 350% against Science Champions. 100% against Mutant Champions. This counts as an intercept. If the Stand Your Ground Mastery is active, inflict an additional 50% of damage prevented as energy damage.
    30 Charges- Gain 5 vibranium charges when blocking or taking a critical hit or an attack that does 1.5% of Black Panther’s max health. Gain 10 instead if it’s a well timed block.
    50 Charges- Cannot be knocked down by any projectiles including Special Attacks that use projectiles. 100% of damage is stored as energy burst damage for Black Panther’s next attack.
    70 Charges- Attack Rating increased by up to 8139 based on inverse of both champions power. Black Panther’s power contributes to 200% of the max Attack Rating increase while increasing the max by to 16278 if the opponent has a power gain effect.
    100 Charges- Heavy attacks cause Black Panther to go unstoppable for 3.5 seconds while granting a stacking precision, fury and armor up buff that granting 4187 Critical, Attack and Armor Rating that will be permanent until Black Panther uses heavy or special attack which will then last for 10 seconds afterwards. Light attacks taken grant 951 Attack and Armor Rating, Mediums grant 1533, and Heavies grant 2961. If the opponent uses a Special 2 or 3 Attack while Black Panther is holding a heavy attack, he prevents the damage from doing 15% of his current health and reflects back 100% of the damage prevented as energy damage.

    All Attacks
    The use of Vibranium claws allows Black Panther to ignore all critical and critical damage resistance. If there is any critical damage resistance, do 100% of the supposed to be prevented critical damage as instant direct damage. Effectiveness reduced by 50% when fighting Mutant champions.
    Medium attacks do not glance.
    Doing damage to opponents with no armor reduces the opponent’s physical resistance and energy resistance by a stacking 150 points for each hit.

    Critical Hits
    100% chance to inflict bleed, dealing 1243 direct damage over 4 seconds.
    Ignores 100% of armor rating and physical resistance. Does not work against Mutant champions.
    Triggers through blocks and has a chance to inflict bleed based on how low the opponent’s perfect block chance is. Vibranium Charges count towards this chance when fighting a Science Champion.

    Blocking
    Reduces the opponent’s offensive ability accuracy by 30% that further reduces it by 0.5% for each Vibranium charge. Reduces offensive ability accuracy by up to 20% based on how high block proficiency is when fighting a science champion.
    Inflicts 150% of block damage prevented as instant energy damage.
    Each blocked hit grants 2 Vibranium Charges. Well timed blocks grant 5 Vibranium Charges instead. Gain 2 more if fighting a Science Champion.
    Gain 100% perfect block chance when performing a well timed block against a projectile attack.

    Heavy Attack
    Does True Damage, ignoring all resistances.
    The duration of this attack is increased by 0.08 seconds for each Vibranium Charge being able to hold it at a max of 8 seconds.
    Grants up to +12516 armor based on lost health.
    Stores 65% of passive damage that is not a bleed effect as kinetic energy which will be reflected back as energy damage. Physical damage instead when fighting Mutant champions.
    Knock back opponents farther away based on each 0.5% of Black Panther’s max health lost while charging a heavy attack. Opponent’s that get knocked back to the corner take 2379 instant physical damage.
    Charging a heavy attack grants Safeguard preventing damage from exceeding 5% of Black Panther’s max health if the damage is not from a special attack.

    When Attacked
    Gain 1 Vibranium Charge. Gain 5 if hit while recovering from a heavy or special attack.

    When Stunned
    When above 30 Vibranium charges, reflect one incoming stun debuff. This disables Vibranium Armor for 10 seconds and removes 30 Vibranium Charges. This will not activate if Black Panther is suffering from a mutant inflicted bleed effect.

    Special Attack 1
    Each hit inflicts a bleed debuff that has a 1% chance per Vibranium Charge to become a critical bleed.
    If used in succession after a heavy attack, consume 10 Vibranium Charges to gain 3 precision granting +1204 critical rating for 12 seconds. Inflicts passive stun for 2 seconds if Black Panther lands any critical hits.

    Special Attack 2
    When above 50 Vibranium Charges, attack rating is increased up to 7295 based on how much damage Black Panther has taken during a fight.
    Up to 7295 critical damage rating based on the amount of damage prevented by armor in a fight.
    Consume 20 Vibranium Charges to go unblockable if charging a heavy attack. When unblockable, gain 7295 Attack Rating.

    Special Attack 3
    Once per fight, consume 50% of all Vibranium Charges and create Inactive Vibranium Charges equal to 50% of the total Vibranium Charges Black Panther had. Inactive Vibranium Charges will activate in Black Panther’s next fight.
    If Black Panther has 50 inactive Vibranium Charges, convert 10 of them into active ones and activate a 60 second True Strike.
    If this attack ends a fight, gain 10 additional Inactive Charges to be used in the next fight.
    Inflicts a concussion debuff reducing ability accuracy by 45% lasting 0.5 seconds for every Vibranium Charge Black Panther has.
    Inflicts passive stun for 2 seconds.


    Signature Ability-

    Panther Habit Upgrades
    Upgrades made by Shuri to the Panther Habit Suit allows for more flexible and sustainable use giving Black Panther access to a maximum of 200 Vibranium Charges instead of the normal 100:
    110 Charges- Gain unstoppable when the opponent is charging and executing a heavy attack.
    130 Charges- When knocked down, absorb 50% of the damage taken your next executed attack becomes unblockable (works similar to Gulk’s SMASH attacks, so if you execute the attack you lose the unblockability)
    150 Charges- Heavy Attacks ignore unstoppable effects.
    170 Charges- Gain the ability to completely nullify projectiles from Special Attacks if you whiff that projectile with a light attack.
    200 Charges- Become unstoppable when executing light attacks.


    Synergies-

    Threat To The Throne
    (Killmonger)
    Black Panther: Bleed debuffs last 2 seconds longer.
    Killmonger: Bleed Debuffs have a 50% chance to refresh. 100% chance if caused by counterpunch or an intercept.

    Not so Nice Neighbors
    (Namor)
    Black Panther: Inflict burst damage equal to 45% of Attack Rating when suffering from a bleed or incinerate effect.
    Namor: Ending a 5-hit combo while suffering from a bleed effect grants 1 Outrage. Pause bleed effects when landing hits.

    Something To Protect
    (Luke Cage, Daredevil H.K., Daredevil, Namor, Annihilus, Super-Skrull)
    Black Panther: 15% Attack Rating.
    Luke Cage: every exhaustion debuff raises Luke Cage’s critical rating by 819.
    Daredevil (H.K.): Shrugs off Damaging Debuffs when entering Stick’s Apprentice gaining permanent precision increasing critical rating by 729.
    Daredevil (Classic): Gain True Accuracy when fighting with Class Advantage. Additionally, striking invisible opponents grant Daredevil 500% Attack Rating.
    Namor: Combat Power Rate increases by 5% for each debuff on the opponent.
    Annihilus: Every 5 seconds, Annihilus generates 3 permanent furies increasing Attack Rating by 55% stacking up to a maximum of 30 while the Cosmic Control Rod is active. Additionally, attacking pauses all Stifle and Armor Break effects for 1 second.
    Super Skrull: Dashing back and blocking for 1.5 seconds converts 5 furies into armor up and vise versa.




  • Drew_D23Drew_D23 Member Posts: 102
    Great job!

    Really like the Vibranium Armor/ Charges and the Namor synergies
  • odishika123odishika123 Member Posts: 5,408 ★★★★★

    Black Panther (Civil War) Update
    Name changed to just Black Panther while the Classic one will be called Black Panther (Classic)

    PI- 10590
    (May need to be tuned up or tuned down)

    Passive
    The Panther Habit Vibranium Suit grants additional critical rating, critical damage rating and block proficiency based on the damage prevented by armor for the whole fight up to a maximum of 1532.
    Gain Vibranium Armor at the start of the fight. Consumes 5 Vibranium Charges when reactivating Vibranium Armor.

    Vibranium Armor
    T’Challa’s Vibranium Suit grants a Vibranium Armor Passive at the start of the fight that cannot be removed by armor break debuffs when fighting a non-mutant champion, but will instead be disabled for 5 seconds when suffering from 3 Armor Break effects.
    Gain 30% resistance to bleed and incinerate effects when Black Panther has no class disadvantage. Increases by 20% for effects caused by projectiles.
    Gain +5921 armor rating when struck by an unstoppable opponent. Does not work if fighting a mutant champion.
    Grants the ability to gain Vibranium charges, starting at 1 to 30 charges that can reach up to a max of 100.
    Grants 1041 physical and critical damage resistance.

    Vibranium Charges
    Each charge increases block proficiency and armor rating by 200.
    Increases Attack rating by 527 for each charge when intercepting and when interrupting an opponent’s heavy attack.
    Each charge grants 592 armor rating when struck by an unblockable Special Attack.
    Black Panther gains extra bonuses based on the amount of Vibranium Charges he has:
    1 Charge- Ability Accuracy of Vibranium Charge effects increased by 300%.
    10 Charges- Incinerate effects no longer reduce block proficiency and perfect block chance.
    20 Charges- Performing a well timed block against a heavy attack knocks back the opponent causing Black Panther to resist and reflect 200% of the damage prevented as energy damage. 350% against Science Champions. 100% against Mutant Champions. This counts as an intercept. If the Stand Your Ground Mastery is active, inflict an additional 50% of damage prevented as energy damage.
    30 Charges- Gain 5 vibranium charges when blocking or taking a critical hit or an attack that does 1.5% of Black Panther’s max health. Gain 10 instead if it’s a well timed block.
    50 Charges- Cannot be knocked down by any projectiles including Special Attacks that use projectiles. 100% of damage is stored as energy burst damage for Black Panther’s next attack.
    70 Charges- Attack Rating increased by up to 8139 based on inverse of both champions power. Black Panther’s power contributes to 200% of the max Attack Rating increase while increasing the max by to 16278 if the opponent has a power gain effect.
    100 Charges- Heavy attacks cause Black Panther to go unstoppable for 3.5 seconds while granting a stacking precision, fury and armor up buff that granting 4187 Critical, Attack and Armor Rating that will be permanent until Black Panther uses heavy or special attack which will then last for 10 seconds afterwards. Light attacks taken grant 951 Attack and Armor Rating, Mediums grant 1533, and Heavies grant 2961. If the opponent uses a Special 2 or 3 Attack while Black Panther is holding a heavy attack, he prevents the damage from doing 15% of his current health and reflects back 100% of the damage prevented as energy damage.

    All Attacks
    The use of Vibranium claws allows Black Panther to ignore all critical and critical damage resistance. If there is any critical damage resistance, do 100% of the supposed to be prevented critical damage as instant direct damage. Effectiveness reduced by 50% when fighting Mutant champions.
    Medium attacks do not glance.
    Doing damage to opponents with no armor reduces the opponent’s physical resistance and energy resistance by a stacking 150 points for each hit.

    Critical Hits
    100% chance to inflict bleed, dealing 1243 direct damage over 4 seconds.
    Ignores 100% of armor rating and physical resistance. Does not work against Mutant champions.
    Triggers through blocks and has a chance to inflict bleed based on how low the opponent’s perfect block chance is. Vibranium Charges count towards this chance when fighting a Science Champion.

    Blocking
    Reduces the opponent’s offensive ability accuracy by 30% that further reduces it by 0.5% for each Vibranium charge. Reduces offensive ability accuracy by up to 20% based on how high block proficiency is when fighting a science champion.
    Inflicts 150% of block damage prevented as instant energy damage.
    Each blocked hit grants 2 Vibranium Charges. Well timed blocks grant 5 Vibranium Charges instead. Gain 2 more if fighting a Science Champion.
    Gain 100% perfect block chance when performing a well timed block against a projectile attack.

    Heavy Attack
    Does True Damage, ignoring all resistances.
    The duration of this attack is increased by 0.08 seconds for each Vibranium Charge being able to hold it at a max of 8 seconds.
    Grants up to +12516 armor based on lost health.
    Stores 65% of passive damage that is not a bleed effect as kinetic energy which will be reflected back as energy damage. Physical damage instead when fighting Mutant champions.
    Knock back opponents farther away based on each 0.5% of Black Panther’s max health lost while charging a heavy attack. Opponent’s that get knocked back to the corner take 2379 instant physical damage.
    Charging a heavy attack grants Safeguard preventing damage from exceeding 5% of Black Panther’s max health if the damage is not from a special attack.

    When Attacked
    Gain 1 Vibranium Charge. Gain 5 if hit while recovering from a heavy or special attack.

    When Stunned
    When above 30 Vibranium charges, reflect one incoming stun debuff. This disables Vibranium Armor for 10 seconds and removes 30 Vibranium Charges. This will not activate if Black Panther is suffering from a mutant inflicted bleed effect.

    Special Attack 1
    Each hit inflicts a bleed debuff that has a 1% chance per Vibranium Charge to become a critical bleed.
    If used in succession after a heavy attack, consume 10 Vibranium Charges to gain 3 precision granting +1204 critical rating for 12 seconds. Inflicts passive stun for 2 seconds if Black Panther lands any critical hits.

    Special Attack 2
    When above 50 Vibranium Charges, attack rating is increased up to 7295 based on how much damage Black Panther has taken during a fight.
    Up to 7295 critical damage rating based on the amount of damage prevented by armor in a fight.
    Consume 20 Vibranium Charges to go unblockable if charging a heavy attack. When unblockable, gain 7295 Attack Rating.

    Special Attack 3
    Once per fight, consume 50% of all Vibranium Charges and create Inactive Vibranium Charges equal to 50% of the total Vibranium Charges Black Panther had. Inactive Vibranium Charges will activate in Black Panther’s next fight.
    If Black Panther has 50 inactive Vibranium Charges, convert 10 of them into active ones and activate a 60 second True Strike.
    If this attack ends a fight, gain 10 additional Inactive Charges to be used in the next fight.
    Inflicts a concussion debuff reducing ability accuracy by 45% lasting 0.5 seconds for every Vibranium Charge Black Panther has.
    Inflicts passive stun for 2 seconds.


    Signature Ability-

    Panther Habit Upgrades
    Upgrades made by Shuri to the Panther Habit Suit allows for more flexible and sustainable use giving Black Panther access to a maximum of 200 Vibranium Charges instead of the normal 100:
    110 Charges- Gain unstoppable when the opponent is charging and executing a heavy attack.
    130 Charges- When knocked down, absorb 50% of the damage taken your next executed attack becomes unblockable (works similar to Gulk’s SMASH attacks, so if you execute the attack you lose the unblockability)
    150 Charges- Heavy Attacks ignore unstoppable effects.
    170 Charges- Gain the ability to completely nullify projectiles from Special Attacks if you whiff that projectile with a light attack.
    200 Charges- Become unstoppable when executing light attacks.


    Synergies-

    Threat To The Throne
    (Killmonger)
    Black Panther: Bleed debuffs last 2 seconds longer.
    Killmonger: Bleed Debuffs have a 50% chance to refresh. 100% chance if caused by counterpunch or an intercept.

    Not so Nice Neighbors
    (Namor)
    Black Panther: Inflict burst damage equal to 45% of Attack Rating when suffering from a bleed or incinerate effect.
    Namor: Ending a 5-hit combo while suffering from a bleed effect grants 1 Outrage. Pause bleed effects when landing hits.

    Something To Protect
    (Luke Cage, Daredevil H.K., Daredevil, Namor, Annihilus, Super-Skrull)
    Black Panther: 15% Attack Rating.
    Luke Cage: every exhaustion debuff raises Luke Cage’s critical rating by 819.
    Daredevil (H.K.): Shrugs off Damaging Debuffs when entering Stick’s Apprentice gaining permanent precision increasing critical rating by 729.
    Daredevil (Classic): Gain True Accuracy when fighting with Class Advantage. Additionally, striking invisible opponents grant Daredevil 500% Attack Rating.
    Namor: Combat Power Rate increases by 5% for each debuff on the opponent.
    Annihilus: Every 5 seconds, Annihilus generates 3 permanent furies increasing Attack Rating by 55% stacking up to a maximum of 30 while the Cosmic Control Rod is active. Additionally, attacking pauses all Stifle and Armor Break effects for 1 second.
    Super Skrull: Dashing back and blocking for 1.5 seconds converts 5 furies into armor up and vise versa.




    This sounds awesome
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