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M.O.D.O.K tune up

M.O.D.O.K tune up

Changes from the original

Added  bonuses if you intercept a dash with your heavy.

Strong heal and power reversal from the sp1

Stronger bleeds from sp2

Less of a gamble from sp3

Stat improvement

Overhauled sig ability

Stats based on a 4 star rank 5

Health 18624-18624
Attack 1171-1171
Crit rate 0-0
Crit damage 273-0
Block proficiency 778-1778

Designer note
block proficiency was brought up a lot but is still average. The reason for this is because of one has ability's giving him 300 per fight won which can add up

Sig
Persistence charge
M.O.D.O.K gains bonuses for each fight won against a class. each of these class bonuses stack to 3

Mutant: gain 10-15% more damage over time damage

Tech: all power and healing effects have there potency reduced by 5-10%

Cosmic: gain 5-10% more damage per buff on the enemy

Mystic: 5-10% chance to nullify any buff

Science: debuffs last 10-15% longer

Skill: why bother? Their not even superhuman!

Designer note
The awakened ability would be a nice bonus's to what he already has for utility

Flux Passive
M.O.D.O.K's ability's change around during the fight and become unpredictable
Bonuses
Up to 120% more attack
Up to 40% perfect block chance
Up to 80% power rate
Up to 50% more ability accuracy
Designer note
I removed the block proficiency for perfect block instead I also flat out removed the crit damage rating

Force field passive
3 seconds after the fight starts gain one force field charge each auto blocking 1 attack with 100% perfect block chance. The enemy almost never sees the force field coming allowing it to count as a well timed block and thus stun.

Once the force field is drained it will replenish in 8 seconds. This is reduced to every 4 seconds while he is on defense.

While the force field is active M.O.D.O.K can't gain debuffs. Chance is reduced by 2% every second and is refreshed when a new charge is gained
Designer note
This gives him insane utility. While on offense it can save you of you mess up by parrying your enemy. And to top that off he can also be highly resistant to debuffs making him a even larger pain on defense

Last stand
When falling below 30% activate a flux overload. The bonuses include
Up to 30% max health gained instantly
50% of max power
Armor ups lasting 90 seconds and granting 1500 armor

Passive
Force field recharges 1 second faster for each alive champion on the team

Any and all buffs triggered on M.O.D.O.K are passive

Designer note
The passive buff thing helps him deal with annoying mystic's

Attacks
Every 5th attack gain a fury granting 1171 attack for 15 seconds

Heavy attacks
40% chance to inflict a incinerate dealing 704 damage over 4 second
Intercepted
If this attack intercepted a dash then gain a 100% chance on any hit to inflict a incinerate dealing 1171 damage over 3 seconds and the enemys power gained from this is reduced by 50%

Sp1
Reverse enemy healing and power gain by 100% for 10 seconds
The enemy gains no power from this and power drains the enemy power bar by how much you have left in the power meter.
This attack drains all of M.O.D.O.K'S power

Sp2 each hit inflicts a bleed dealing 2342 damage over 7 seconds
If the enemy is bleed immune instead inflict armour break reducing armor by 2500 for 20 seconds

Sp3
This attacks has a 100% chance on any rocket hit to inflict 1-2 non unique debuffs

Synergy changes
Ultron synergy is changed
M.O.D.O.K instead gains 20% fury potency

Taskmaster synergy changes
M.O.D.O.K instead gains 15% incinerate potency

Comments

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    Reecespieces101Reecespieces101 Posts: 221
    This just a tune up with 1 more ability
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    Raichu626Raichu626 Posts: 934 ★★★★

    Force field passive
    3 seconds after the fight starts gain one force field charge each auto blocking 1 attack with 100% perfect block chance. The enemy almost never sees the force field coming allowing it to count as a well timed block and thus stun.

    Nope Nope Nope Nope Nope Nope Nope Nope Nope Nope Nope Nope Nope Nope Nope Nope
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    Reecespieces101Reecespieces101 Posts: 221
    Yes
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