Green Goblin Overhaul Idea

I thought it would be a good idea to waste a good portion of my life making a buff idea for one of the most doodoo characters in the whole game.

Green Goblin (5 Star, 5/65, Sig. 200)


Signature Ability - OZ 2.0
Green Goblin gains the effects of an enhanced Goblin Formula granting:
115% chance for the opponent's Nullify and Stagger effects to fail. (35% - Sig. 1)
+918 Attack Rating for every Madness charge. (+306 Attack Rating - Sig. 1)
+2391 Physical Resistance when Stunned by a Stun Debuff. (+398.50 Physical Resist - Sig. 1)

Additionally, Green Goblin can change his class to Science as a Pre-Fight Ability before the fight starts, up to a maximum of 5 times in a quest. Every 40 Signature Levels grants Green Goblin a Persistent Charge to change his class. (1 - Sig. 40)


Goblin Formula - Always Active
+1024 Physical Resistance.
Gain +25% increased power when attacking.
Gain +25% increased power when being attacked, but suffers -10% potency for each buff on the opponent until this reaches zero.

Passive-
When both Cunning and Madness are even, Norman Osborn and the Green Goblin Persona collide into each other even more while in the Battlerealm, granting a Double Personality Passive for 10 seconds as long as at least one of his Personal Debuffs except for Incinerate Debuffs. Double Personality keeps effects that were gained from having an equal amount of Cunning and Madness as long as it's active.

Madness-
Green Goblin has a 10% chance to gain Madness whenever opponents attack him. +90% chance if Green Goblin performs a well-timed Block. Madness charges last 12 seconds.
All Madness charges are paused when at 3 or below when not fighting a Cosmic champion. The duration of Madness is reduced by 2 seconds for each Buff the opponent has.

When Green Goblin has more Madness than Cunning-
Regenerate 30% of damage taken from all Attacks plus an additional 10% for each Madness and Buff on Green Goblin and Taking or Blocking Special Attack Hits place a paused Weakness Debuff on the opponent that last for 10 seconds, reducing Attack Rating by 5%.
Additionally, if Green Goblin gets hit by or Blocks a Critical hit, place an Exhaustion Debuff lasting 20 seconds, reducing Critical Damage Rating by 325.

When Green Goblin has an equal amount of Cunning and Madness (Madness)-
Regenerate 89 Health every 0.5 seconds for every Madness charge. Instantly Regenerate 1009 Health when a Cunning charge is removed. All Weakness Debuffs are no longer paused, but gain +65% potency.
All Madness charges are converted into Energize buffs, granting +5% Combat Power Rate lasting 3 seconds for every Madness converted when all personal Debuffs are no longer on the opponent.


Cunning-
When Green Goblin gains a full bar of Power, he gains Cunning. Consume a Madness charge to gain another one if Green Goblin has less power than the opponent.
Cunning charges last 25 seconds, but has their duration reduced by 5 seconds for each buff on the opponent.

When Green Goblin has more Cunning than Madness-
Medium Attacks have a 55% plus 10% chance for every Cunning Charge and Buff on Green Goblin to place a paused Power Burn Debuff for 10 seconds, each burning 3% of max Power over 10 seconds while dealing up to 929 Direct Damage proportionate to the power burned.
Light Attacks have a 80% chance to inflict a paused Suppression Debuff for 10 seconds, each reducing Defensive Combat Power Rate by 1%.
Each time Green Goblin is struck, the opponent has a 55% chance per Debuff to gain a paused 5 second Stifle Debuff, each reducing the opponent's Offensive Combat Power Rate by 15%.
Special Attack damage is increased by 30%.

When Green Goblin has an equal amount of Cunning and Madness (Cunning)-
Gain +1298 Attack Rating for every Cunning charge.
Inflict a Static Blast Debuff lasting 10 seconds when a Madness Charge expires. A Static Blast debuff detonates expiring Debuffs on the opponent, causing 1029 Energy Damage for every expiring debuff. All Power Burn and Suppression Debuffs are no longer paused, but gain +25% potency.
When all personal Debuffs are no longer on the opponent, all Cunning charges are converted into a Supercharge buff lasting 3 seconds for each Cunning converted, causing each hit to inflict Shock dealing 1087 Energy damage over 8 seconds and granting Green Goblin +15% Combat Power Rate when all Personal Debuffs are no longer on the opponent.


Heavy Attacks-
Afterburner: The last hit Converts all Debuffs into Incinerate, causing 1599 Energy Damage over 3 Seconds.
After the first hit, all the opponent's basic attacks have a 100% chance to miss for 1 second.
Incinerate Debuffs do not count as a Personal Debuff.

Pumpkin Bombs: If the opponent has no Weakness Debuff, inflict one lasting for 15 seconds that reduces Attack Rating by 30%.
For every Weakness Debuff, inflict an equal amount of Poison Debuffs, causing 615 Direct Damage over 12 seconds and reducing Healing and Regeneration effects by 30% each.


Special Attack 1-
Laser Blasts: Each hit Burns 8% of the opponent's max power and inflicts Direct Damage proportionate to the amount lost for every damaging and Suppression debuff on the opponent and Cunning on Green Goblin. Each Cunning charge counts as two debuffs for this attack.


Special Attack 2-
Afterburner: The first 3 hits converts all debuffs into Incinerate, causing 1099 Energy Damage over 3 Seconds. All Incinerate debuffs are paused for the duration of this attack.
Incinerate Debuffs do not count as a Personal Debuff.


Special Attack 3-
Bag of Tricks: 80% chance to place a Poison debuff for each debuff on the opponent, causing 917 Direct Damage over 8 seconds and reducing Healing and Regeneration effects by 30% each.
If a Poison effect fails to apply due to an immunity, a Petrify debuff will be applied for every debuff instead, reducing the potency of Healing and Ability Power Rate by 45% each.
When all Poison debuffs from this attack expires, all other debuffs are immediately refreshed with +15% potency.
When Madness and Cunning are even: 80% chance to inflict Power Drain, Suppression, Shock, Poison, Weakness, Exhaustion, or Stifle for 15 seconds.


Synergies-

Electric Supercharge (Electro)
Electro: While under a Shock Debuff, gain +30% Attack and a Supercharge buff. If Electro is ever without a Shock Debuff, he gains one for 25 seconds. This goes on cooldown for 50 seconds.
Green Goblin: When Green Goblin has a Supercharge buff, take no damage from Shock Debuffs and Shock duration is increased by 15%.


Seething Hatred (Spider-Man Champions)
Spider-Verse Heroes: Critical Hits receive 15% more power and have a 15% chance to inflict a Stun debuff for 2 seconds.
Green Goblin: +15% Poison and Pumpkin Bomb damage for each Madness and Cunning charge.


Split Personality (Iron Patriot)
Iron Patriot: Gain 1 indefinite Armor Up Buff and +20% Arc Overload Potency.
Green Goblin: Gain 1 indefinite Armor Up Buff and +20% Shock Potency.


Cosmic Transition (Red Goblin, Ghost Rider, Cosmic Ghost Rider)
Green Goblin: Gain a non-stacking Fury Buff, increasing Attack Rating by 50% for 5 seconds when using Special Attacks after landing a Medium Attack. This only Works if Red Goblin is on the team.

Red Goblin: Gain a Madness Buff, regenerating 25% of block damage over 10 seconds when performing a Well-Timed Block. Gain Class Advantage when fighting a Mutant Champion.

Ghost Rider: Judgement of Malice and Corruption gain +50% Duration. 35% chance for a Judgement to apply itself twice, granting Ghost Rider an indefinite Precision Buff that grants +350 Critical Rating. This only works when Cosmic Ghost Rider is on the team

Cosmic Ghost Rider: When Damnation expires, drain 10% of the opponent's Max Power over 2 seconds. Gain Class Advantage when fighting Cosmic Champions. This only works when Ghost Rider is on the team.


Two Sides of a Monster (Void, Mr. Negative)
Green Goblin: Start the fight with 3 Cunning Charges.
Void: Gain a +50% Fury for 15 seconds when inflicting Fear of the Void.
Mr. Negative: Gain 2% of Max Power when gaining Light Energy and starts the fight with 10 Light Energy.

Comments

  • This content has been removed.
  • ShadowstrikeShadowstrike Member Posts: 3,110 ★★★★★
    Admittedly I got confused reading through this, I feel like there's so much on paper that I'm going to get a better feel if this were live. However the abilities to swap classes and Gain advantage feels like that's a glitch waiting to happen.
  • TheDaywalkerTheDaywalker Member Posts: 143

    Admittedly I got confused reading through this, I feel like there's so much on paper that I'm going to get a better feel if this were live. However the abilities to swap classes and Gain advantage feels like that's a glitch waiting to happen.

    I think I might've gave him too much tbh.
Sign In or Register to comment.