Gather Round Folks...
Rockypantherx
Member Posts: 3,917 ★★★★★
Because instead of my typical essay-like reviews or guides, I have something slightly different. At least for me anyway. For those of you who read my Proxima Midnight Review, you saw that I posted a buff concept in that thread, Well it kind of inspired me to do a few more. I've always enjoyed reading them on the forums, and I've done a couple in the past. So I present to you, my buff megathread. Don't worry, everything will be spoiler tagged sp I don't each your screen.
Agent Venom
Black Panther (Civil War)
Deadpool (X-Force)
Guillotine
Hawkeye
Juggernaut
Agent Venom
Base Stats:
HP: 30179
Attack: 2369
Crit Rate: 23%
Crit Damage: 180%
Block Proficiency: 64%
Passive:
Agent Venom cannot be evaded by #Hero Champions
Symbiosis:
At the start of the fight gain a permanent Symbiosis Buff. This Buff always starts with 50 Symbiosis Charges, and cannot go above this limit
Each time Agent Venom lands a hit, one Symbiosis Charge is removed
Each time Agent Venom intercepts the opponent, an extra 5 Symbiosis Charges are removed
While the Symbiosis Buff is active, Agent Venom has a 100% chance to purify any incoming Debuffs. Each time this occurs, 10 Symbiosis Charges are gained. If Agent Venom cannot gain 10 charges, the Debuff is not removed
Upon Reaching 0 Symbiosis Charges:
The Symbiosis Buff is consumed and Agent Venom gains a permanent random Buff.
Fury: Grants 710.7 Attack Rating
Precision: Grants 600 Critical Rating
Cruelty: Grants 450 Critical Damage Rating
Additionally, Agent Venom gains a Klyntar Rage Buff for 10 seconds.
Klyntar Rage:
Gain +3553.5 Attack Rating and +7000 Critical Rating
Gain Debuff Immunity
When this Buff ends, Agent Venom gains another Symbiosis Buff.
Heavy Attack:
Each hit inflicts an Armour Break for 10 seconds, reducing Armour Rating by 500
Special Attack 1:
The last 6 hits of this attack have a 90% chance to inflict a Bleed Debuff, dealing 1895.2 Direct Damage over 6 seconds
If activated during Klyntar Rage, these Bleeds have a chance to become Critical Bleeds, allowing them to have a chance to benefit from Agent Venom’s Critical Damage bonuses equal to his Critical Chance
Special Attack 2:
100% to inflict Incinerate, dealing 3052 Energy Damage over 8 seconds. This effect also removes Perfect Block Chance and reduces Block Proficiency by 50% while it’s active
If activated during Klyntar Rage, the last hit has a 100% to remove all Armour Up Effects from the opponent, and inflict an Armour Break for each Effect removed. These Armour Breaks last the remainder of Klyntar Rage and reduce Armour Rating by 2000 each
Special Attack 3:
Ensnare the opponent for 30 seconds, reducing Enemy Evade Ability Accuracy by 100% and Defensive Ability Accuracy by 30%
Inflict the Opponent with 8 Bleed Debuffs, each dealing 2369 Direct Damage over 5 seconds
If Klyntar Rage is active, its duration is refreshed, and this attack inflicts an Open Wound for 80 seconds, giving all hits a 40% chance to inflict a Bleed Debuff, dealing 1658.3 Direct Damage over 9 seconds
Signature Ability:
Agent Venom removes one extra Symbiosis Charge each time he lands a hit
Klyntar Rage duration is increased by (50-100)%
HP: 30179
Attack: 2369
Crit Rate: 23%
Crit Damage: 180%
Block Proficiency: 64%
Passive:
Agent Venom cannot be evaded by #Hero Champions
Symbiosis:
At the start of the fight gain a permanent Symbiosis Buff. This Buff always starts with 50 Symbiosis Charges, and cannot go above this limit
Each time Agent Venom lands a hit, one Symbiosis Charge is removed
Each time Agent Venom intercepts the opponent, an extra 5 Symbiosis Charges are removed
While the Symbiosis Buff is active, Agent Venom has a 100% chance to purify any incoming Debuffs. Each time this occurs, 10 Symbiosis Charges are gained. If Agent Venom cannot gain 10 charges, the Debuff is not removed
Upon Reaching 0 Symbiosis Charges:
The Symbiosis Buff is consumed and Agent Venom gains a permanent random Buff.
Fury: Grants 710.7 Attack Rating
Precision: Grants 600 Critical Rating
Cruelty: Grants 450 Critical Damage Rating
Additionally, Agent Venom gains a Klyntar Rage Buff for 10 seconds.
Klyntar Rage:
Gain +3553.5 Attack Rating and +7000 Critical Rating
Gain Debuff Immunity
When this Buff ends, Agent Venom gains another Symbiosis Buff.
Heavy Attack:
Each hit inflicts an Armour Break for 10 seconds, reducing Armour Rating by 500
Special Attack 1:
The last 6 hits of this attack have a 90% chance to inflict a Bleed Debuff, dealing 1895.2 Direct Damage over 6 seconds
If activated during Klyntar Rage, these Bleeds have a chance to become Critical Bleeds, allowing them to have a chance to benefit from Agent Venom’s Critical Damage bonuses equal to his Critical Chance
Special Attack 2:
100% to inflict Incinerate, dealing 3052 Energy Damage over 8 seconds. This effect also removes Perfect Block Chance and reduces Block Proficiency by 50% while it’s active
If activated during Klyntar Rage, the last hit has a 100% to remove all Armour Up Effects from the opponent, and inflict an Armour Break for each Effect removed. These Armour Breaks last the remainder of Klyntar Rage and reduce Armour Rating by 2000 each
Special Attack 3:
Ensnare the opponent for 30 seconds, reducing Enemy Evade Ability Accuracy by 100% and Defensive Ability Accuracy by 30%
Inflict the Opponent with 8 Bleed Debuffs, each dealing 2369 Direct Damage over 5 seconds
If Klyntar Rage is active, its duration is refreshed, and this attack inflicts an Open Wound for 80 seconds, giving all hits a 40% chance to inflict a Bleed Debuff, dealing 1658.3 Direct Damage over 9 seconds
Signature Ability:
Agent Venom removes one extra Symbiosis Charge each time he lands a hit
Klyntar Rage duration is increased by (50-100)%
Black Panther (Civil War)
Base Stats (Based on Rank 5 Level 65):
HP: 36,885
Attack: 2301
Critical Rating: 628 (23%)
Critical Damage Rating: 922 (200.1%)
Armour: 472 (18%)
Block Proficiency: 3823 (64%)
Energy Resistance: 0
Physical Resistance: 0
Critical Resistance: 0
Kinetic Charge:
Black Panther begins the fight with one permanent passive Kinetic Charge
While this charge is active, Black Panther will reflect all contact stuns onto the opponent, lasting for the same duration as the stun that would’ve been applied. Cannot interrupt special attacks
While this charge is active, Black Panther will take no damage from the recoil mastery and instead reflect the damage onto his opponent
Reflects 40% of the damage inflicted into his block back to the opponent
If knocked down, this kinetic charge is removed for 10 seconds
Passive:
The Heart-Shaped Herb allows the Black Panther to shrug off debuffs, excluding stun, 40% faster and they are 40% less potent
Black Panther is immune to mental manipulation, such as inverted controls.
Basic Attacks:
Black Panther’s claw attacks (Light 1,2 and Medium 2) inflict bleed with an 80% chance, dealing 460.2 damage over 12 seconds. Maximum: 10
If the opponent is immune to bleed, these attacks instead inflict an armour break with an 80% chance, reducing armour by 300 for 12 seconds. Maximum: 10
Panther Strike:
Intercepting the opponent with a basic attack grants Black Panther True Accuracy, allowing Black Panther to bypass evade, auto-block and miss for 8 seconds
Performing this attack places a vulnerability debuff on the opponent increasing critical damage rating by 1864 for the duration of the attack
Heavy Attacks:
Black Panther’s heavy attacks cannot be evaded
Special Attack 1:
Refreshes all active bleeds/armour breaks on the opponent and pauses their duration for 4 seconds
Special Attack 2:
The first hit of this attack pauses the duration of all bleed and armour breaks on the opponent for the duration of the special attack
If the opponent is bleeding, the final hit of this attack converts all active bleed effects into a passive internal bleed, dealing 2301 damage for each bleed converted in this way. The duration of this internal bleed is increased by 2.5 seconds per bleed converted. While this internal bleed is active, Black Panther gains a passive Fury, increasing attack by 3,451. Max stack of Fury: 1
If the opponent is armour broken, the final hit of this attack converts all active armour breaks into a passive armour shattered, reducing armour by 400 for each armour break converted in this way. The duration of this armour shattered is increased by 2 seconds per armour break converted.
Armour Shattered reduces the ability accuracy of robots by 100% and reduces power rate by 50%
Special Attack 3:
100% chance to paralyze for 3 seconds, reducing regeneration and power rate by 100%
Places a vulnerability debuff on the opponent for 15 seconds, increasing critical damage rating by 932
Signature Ability: King Of The Dead
Once per fight, when Black Panther would be knocked out in a fight, he gains a passive indestructible for (2) to (5) seconds. While this indestructible is active, Black Panther’s suit stores the damage that would be inflicted to him and reflects it onto the opponent. The damage reflected in this way cannot exceed 10,000.
HP: 36,885
Attack: 2301
Critical Rating: 628 (23%)
Critical Damage Rating: 922 (200.1%)
Armour: 472 (18%)
Block Proficiency: 3823 (64%)
Energy Resistance: 0
Physical Resistance: 0
Critical Resistance: 0
Kinetic Charge:
Black Panther begins the fight with one permanent passive Kinetic Charge
While this charge is active, Black Panther will reflect all contact stuns onto the opponent, lasting for the same duration as the stun that would’ve been applied. Cannot interrupt special attacks
While this charge is active, Black Panther will take no damage from the recoil mastery and instead reflect the damage onto his opponent
Reflects 40% of the damage inflicted into his block back to the opponent
If knocked down, this kinetic charge is removed for 10 seconds
Passive:
The Heart-Shaped Herb allows the Black Panther to shrug off debuffs, excluding stun, 40% faster and they are 40% less potent
Black Panther is immune to mental manipulation, such as inverted controls.
Basic Attacks:
Black Panther’s claw attacks (Light 1,2 and Medium 2) inflict bleed with an 80% chance, dealing 460.2 damage over 12 seconds. Maximum: 10
If the opponent is immune to bleed, these attacks instead inflict an armour break with an 80% chance, reducing armour by 300 for 12 seconds. Maximum: 10
Panther Strike:
Intercepting the opponent with a basic attack grants Black Panther True Accuracy, allowing Black Panther to bypass evade, auto-block and miss for 8 seconds
Performing this attack places a vulnerability debuff on the opponent increasing critical damage rating by 1864 for the duration of the attack
Heavy Attacks:
Black Panther’s heavy attacks cannot be evaded
Special Attack 1:
Refreshes all active bleeds/armour breaks on the opponent and pauses their duration for 4 seconds
Special Attack 2:
The first hit of this attack pauses the duration of all bleed and armour breaks on the opponent for the duration of the special attack
If the opponent is bleeding, the final hit of this attack converts all active bleed effects into a passive internal bleed, dealing 2301 damage for each bleed converted in this way. The duration of this internal bleed is increased by 2.5 seconds per bleed converted. While this internal bleed is active, Black Panther gains a passive Fury, increasing attack by 3,451. Max stack of Fury: 1
If the opponent is armour broken, the final hit of this attack converts all active armour breaks into a passive armour shattered, reducing armour by 400 for each armour break converted in this way. The duration of this armour shattered is increased by 2 seconds per armour break converted.
Armour Shattered reduces the ability accuracy of robots by 100% and reduces power rate by 50%
Special Attack 3:
100% chance to paralyze for 3 seconds, reducing regeneration and power rate by 100%
Places a vulnerability debuff on the opponent for 15 seconds, increasing critical damage rating by 932
Signature Ability: King Of The Dead
Once per fight, when Black Panther would be knocked out in a fight, he gains a passive indestructible for (2) to (5) seconds. While this indestructible is active, Black Panther’s suit stores the damage that would be inflicted to him and reflects it onto the opponent. The damage reflected in this way cannot exceed 10,000.
Deadpool (X-Force)
Base Stats:
HP: 31398
Attack: 2459
Crit Rate: 23%
Crit Damage: 180%
Block Proficiency: 64%
Passive:
Being insane, Deadpool is immune to Psychic Attacks and Inverted Controls
Regenerate 0.75% of Max Health every second. Deadpool’s regeneration rate cannot be modified
When Deadpool would be inflicted with a non-damaging debuff, excluding stun, he immediately purifies it, granting 5% of Max Power instead. 0.5 second cooldown.
Once per fight, when Deadpool or his opponent reach 30% health, Deadpool gains a Regeneration buff, granting 6279.6 health over 10 seconds
Taunt:
By Dashing back and idling for 1 second, Deadpool places a Taunt debuff on the opponent for 7 seconds, increasing Special Activation Chance by 70%, and decreasing the opponents attack rating by 40%
Critical Hits:
80% chance on critical hits to inflict Bleed, dealing 2459 Direct Damage over 2.5 seconds
Heavy Attacks:
Refresh all Prowess and Fury Effects on Deadpool
Special Attack 1:
100% chance to inflict 15 second Slow, Weakness and Disorient debuffs on the opponent if they are a non-robot, male champion. This attack also gains 9,836 attack against non-robot, male champions
Slow Reduces opponent’s evade and unstoppable ability accuracy by 100%
Weakness reduces the opponent’s attack by 75%
Disorient reduces Enemy Defensive Ability Accuracy by 50% and lowers the opponent’s Block Proficiency by 50%
Special Attack 2:
100% chance to place a Critical Bleed on the opponent, dealing 2459 Direct Damage over 5 seconds and scaling with Critical Damage Rating.
When this Bleed expires, it leaves a permanent Open Wound on the opponent, increasing Deadpool’s Bleed ability accuracy by 25%
If Deadpool completes his dance after this attack, he gains a Prowess buff for 20 seconds, granting +50% Special Attack Damage and even better dance moves. Max Stack: 4
Special Attack 3::
100% chance to place a Critical Bleed on the opponent, dealing 2459 Direct Damage over 5 seconds and scaling with Critical Damage Rating.
Deadpool gains a Fury buff for 20 seconds, granting 2459 attack. Max Stack: 1
Signature Ability:
Through working with X-Force, Deadpool has kind of discovered the power of teamwork. Deadpool gains (10-20)% attack for each mutant on the team
Additionally, once per fight, when Deadpool or his opponent reaches 15%, he triggers a regeneration passive, granting (3139.8-9419.4) health over 10 seconds
HP: 31398
Attack: 2459
Crit Rate: 23%
Crit Damage: 180%
Block Proficiency: 64%
Passive:
Being insane, Deadpool is immune to Psychic Attacks and Inverted Controls
Regenerate 0.75% of Max Health every second. Deadpool’s regeneration rate cannot be modified
When Deadpool would be inflicted with a non-damaging debuff, excluding stun, he immediately purifies it, granting 5% of Max Power instead. 0.5 second cooldown.
Once per fight, when Deadpool or his opponent reach 30% health, Deadpool gains a Regeneration buff, granting 6279.6 health over 10 seconds
Taunt:
By Dashing back and idling for 1 second, Deadpool places a Taunt debuff on the opponent for 7 seconds, increasing Special Activation Chance by 70%, and decreasing the opponents attack rating by 40%
Critical Hits:
80% chance on critical hits to inflict Bleed, dealing 2459 Direct Damage over 2.5 seconds
Heavy Attacks:
Refresh all Prowess and Fury Effects on Deadpool
Special Attack 1:
100% chance to inflict 15 second Slow, Weakness and Disorient debuffs on the opponent if they are a non-robot, male champion. This attack also gains 9,836 attack against non-robot, male champions
Slow Reduces opponent’s evade and unstoppable ability accuracy by 100%
Weakness reduces the opponent’s attack by 75%
Disorient reduces Enemy Defensive Ability Accuracy by 50% and lowers the opponent’s Block Proficiency by 50%
Special Attack 2:
100% chance to place a Critical Bleed on the opponent, dealing 2459 Direct Damage over 5 seconds and scaling with Critical Damage Rating.
When this Bleed expires, it leaves a permanent Open Wound on the opponent, increasing Deadpool’s Bleed ability accuracy by 25%
If Deadpool completes his dance after this attack, he gains a Prowess buff for 20 seconds, granting +50% Special Attack Damage and even better dance moves. Max Stack: 4
Special Attack 3::
100% chance to place a Critical Bleed on the opponent, dealing 2459 Direct Damage over 5 seconds and scaling with Critical Damage Rating.
Deadpool gains a Fury buff for 20 seconds, granting 2459 attack. Max Stack: 1
Signature Ability:
Through working with X-Force, Deadpool has kind of discovered the power of teamwork. Deadpool gains (10-20)% attack for each mutant on the team
Additionally, once per fight, when Deadpool or his opponent reaches 15%, he triggers a regeneration passive, granting (3139.8-9419.4) health over 10 seconds
Guillotine
Base Stats:
HP: 28960
Attack: 2437
Crit Rate: 20%
Crit Damage: 200%
Block Proficiency: 64%
Passive:
Gain a permanent armour up buff at the start of the fight, granting 500 armour rating
The opponent suffer -100% ability accuracy on passive damage effects during Guillotine’s Sword attacks
Souls:
Each time Guillotine strikes an opponent suffering from a bleed or degeneration effect, she has a 100% chance to gain a soul charge. Max Stack: 100
For each soul charge, Guillotine gains 24.37 attack and 3.2 crit rating
Once per fight, when Guillotine reaches 100 soul charges, she gains a persistent soul, granting 609.25 attack and 160 crit rating.
Spectral Bleeds:
Spectral Bleeds are passive
The opponent cannot again buffs while under a Spectral bleed effect. Each time a buff is prevented this way, one Bleed debuff is removed. No effect against Regeneration buffs.
Guillotine cannot miss while the opponent is under a Spectral bleed effect
Critical Hits:
Critical hits lacerate the opponent, with a 100% chance to inflict a Spectral Bleed dealing 3,655.5 damage over 7 seconds
If the opponent cannot be bled, they are instead inflict with a degeneration debuff, but this debuff suffers -33% potency. No effect against Robots.
Special Attack 1:
The final hit of this attack has a 100% chance to place a 12 second Spectral bleed on the opponent, dealing 2437 damage
Special Attack 2:
Place a Spectre Passive on the opponent for 15 seconds, reducing healing 150%. Flat +25% potency for each persistent soul
Special Attack 3:
If Guillotine has not already gained a Persistent Soul this fight, she gains one
Nullify all buffs on the opponent
Place 3 25 second Spectral Bleeds on the opponent, dealing 2437 Bleed damage
Signature Ability:
Guillotine gains a 5% chance per Spectral Bleed on the opponent to steal (20-30)% of damage done as health for every Persistent Soul. Minimum (20-30)% health steal regardless of current Persistent Soul count
While the opponent is under the effects of a Spectral Bleed, Guillotine steals (10-30)% of power gained by the opponent through abilities
HP: 28960
Attack: 2437
Crit Rate: 20%
Crit Damage: 200%
Block Proficiency: 64%
Passive:
Gain a permanent armour up buff at the start of the fight, granting 500 armour rating
The opponent suffer -100% ability accuracy on passive damage effects during Guillotine’s Sword attacks
Souls:
Each time Guillotine strikes an opponent suffering from a bleed or degeneration effect, she has a 100% chance to gain a soul charge. Max Stack: 100
For each soul charge, Guillotine gains 24.37 attack and 3.2 crit rating
Once per fight, when Guillotine reaches 100 soul charges, she gains a persistent soul, granting 609.25 attack and 160 crit rating.
Spectral Bleeds:
Spectral Bleeds are passive
The opponent cannot again buffs while under a Spectral bleed effect. Each time a buff is prevented this way, one Bleed debuff is removed. No effect against Regeneration buffs.
Guillotine cannot miss while the opponent is under a Spectral bleed effect
Critical Hits:
Critical hits lacerate the opponent, with a 100% chance to inflict a Spectral Bleed dealing 3,655.5 damage over 7 seconds
If the opponent cannot be bled, they are instead inflict with a degeneration debuff, but this debuff suffers -33% potency. No effect against Robots.
Special Attack 1:
The final hit of this attack has a 100% chance to place a 12 second Spectral bleed on the opponent, dealing 2437 damage
Special Attack 2:
Place a Spectre Passive on the opponent for 15 seconds, reducing healing 150%. Flat +25% potency for each persistent soul
Special Attack 3:
If Guillotine has not already gained a Persistent Soul this fight, she gains one
Nullify all buffs on the opponent
Place 3 25 second Spectral Bleeds on the opponent, dealing 2437 Bleed damage
Signature Ability:
Guillotine gains a 5% chance per Spectral Bleed on the opponent to steal (20-30)% of damage done as health for every Persistent Soul. Minimum (20-30)% health steal regardless of current Persistent Soul count
While the opponent is under the effects of a Spectral Bleed, Guillotine steals (10-30)% of power gained by the opponent through abilities
Hawkeye
Base Stats:
Health: 30484
Attack: 2369
Crit Rate: 900
Crit Damage: 738
Block Proficiency: 3700
Passive:
Hawkeye cannot miss. If struck by a special attack, Hawkeye loses his focus and can miss for 12 seconds
Hawkeye gains +236.9 attack for each debuff on the opponent
On Intercept:
Refresh all non-damaging debuffs
On Successful Hit:
Hawkeye loads different arrows based on the last attack in his combo:
Medium 1: Concussive Arrow
Light 1: Piercing Arrow
Light 2: Poison Arrow
Light 3: Shock Arrow
Medium 2: Smoke Arrow
When Punishing Opponent Heavy or Special Attack:
Inflict a non-stacking Vulnerability debuff for 5 seconds. While this debuff is active, Critical Damage Rating is increased by 738 and opponent’s Block Proficiency is decreased by 50%
Special Attacks:
Inflict a bleed dealing 4738 direct damage over 7 seconds
Special Attack 1:
Concussive arrow: inflict concussion, reducing ability accuracy by 75% for 10 seconds
Shock arrow: Drain 40% of opponents Max power
Poison arrow: Inflict poison, dealing 4738 of attack over 7 seconds
Piercing arrow: Inflict armour break, reducing armour by 500 for 10 seconds
Smoke Arrow: Inflict slow, reducing the ability accuracy of the opponents evade and unstoppable effects by 100% for 10 seconds
Each Bebuff has a Max Stack of 1
Special Attack 2:
Concussive arrow: Inflict a trauma debuff for 8 seconds. Trauma causes each hit to deal 60% of the damage dealt on that hit as a burst of Physical Damage.
Shock arrow: Inflict stun for 4 seconds
Poison arrow: Inflict a passive neurotoxin, dealing 9476 damage over 10 seconds. While this neurotoxin is active, the opponent suffers -25% ability accuracy and is passively heal blocked. When this neurotoxin expires, stun the opponent for 0.5 seconds
Piercing arrow: Inflict armour shattered on the opponent for 10 seconds, reducing armour rating by 1000. While this armour shattered is active, #robot opponents cannot gain power. This debuff can not be refreshed by intercepting
Smoke Arrow: Inflict a falter debuff on the opponent, causing all incoming attacks to miss hawkeye for 5 seconds
Each effect has a max stack of 1
Special Attack 3:
Inflict the opponent with each of Hawkeye’s personal debuffs they have suffered at any time during the fight.
Debuffs inflicted by this attack have +100% duration
Signature Ability:
Each of Hawkeye’s personal debuffs, excluding stun, gain (1-5) second extra duration
Health: 30484
Attack: 2369
Crit Rate: 900
Crit Damage: 738
Block Proficiency: 3700
Passive:
Hawkeye cannot miss. If struck by a special attack, Hawkeye loses his focus and can miss for 12 seconds
Hawkeye gains +236.9 attack for each debuff on the opponent
On Intercept:
Refresh all non-damaging debuffs
On Successful Hit:
Hawkeye loads different arrows based on the last attack in his combo:
Medium 1: Concussive Arrow
Light 1: Piercing Arrow
Light 2: Poison Arrow
Light 3: Shock Arrow
Medium 2: Smoke Arrow
When Punishing Opponent Heavy or Special Attack:
Inflict a non-stacking Vulnerability debuff for 5 seconds. While this debuff is active, Critical Damage Rating is increased by 738 and opponent’s Block Proficiency is decreased by 50%
Special Attacks:
Inflict a bleed dealing 4738 direct damage over 7 seconds
Special Attack 1:
Concussive arrow: inflict concussion, reducing ability accuracy by 75% for 10 seconds
Shock arrow: Drain 40% of opponents Max power
Poison arrow: Inflict poison, dealing 4738 of attack over 7 seconds
Piercing arrow: Inflict armour break, reducing armour by 500 for 10 seconds
Smoke Arrow: Inflict slow, reducing the ability accuracy of the opponents evade and unstoppable effects by 100% for 10 seconds
Each Bebuff has a Max Stack of 1
Special Attack 2:
Concussive arrow: Inflict a trauma debuff for 8 seconds. Trauma causes each hit to deal 60% of the damage dealt on that hit as a burst of Physical Damage.
Shock arrow: Inflict stun for 4 seconds
Poison arrow: Inflict a passive neurotoxin, dealing 9476 damage over 10 seconds. While this neurotoxin is active, the opponent suffers -25% ability accuracy and is passively heal blocked. When this neurotoxin expires, stun the opponent for 0.5 seconds
Piercing arrow: Inflict armour shattered on the opponent for 10 seconds, reducing armour rating by 1000. While this armour shattered is active, #robot opponents cannot gain power. This debuff can not be refreshed by intercepting
Smoke Arrow: Inflict a falter debuff on the opponent, causing all incoming attacks to miss hawkeye for 5 seconds
Each effect has a max stack of 1
Special Attack 3:
Inflict the opponent with each of Hawkeye’s personal debuffs they have suffered at any time during the fight.
Debuffs inflicted by this attack have +100% duration
Signature Ability:
Each of Hawkeye’s personal debuffs, excluding stun, gain (1-5) second extra duration
Juggernaut
Base Stats:
HP: 33837
Attack; 2346
Crit Rate: 14%
Crit Damage: 150%
Block Proficiency: 56%
Passive:
Immune to Fatigue and Poison effects
Gain a permanent armour buff at at the start of the fight granting 1000 armour rating. This buff cannot be removed by armour break effects
Dash Attacks:
Gain unstoppable, stun immunity and indestructible buffs for 1 second
Gain a fury buff for 10 seconds, granting up to +2346 attack, scaling with distance travelled across the arena
Nullify all of the opponents unstoppable effects
While the opponent is under the effects of 50 armour breaks, activate a 1 second unblockable buff
These effects do not activate under the effects of a concussion debuff or passive
On Contact:
Pause all Unstoppable and Fury effects on Juggernaut for 1 second
Places an indefinite armour break passive on the opponent, reducing armour by 70. Max Stack: 50
Heavy Attacks:
Inflict a Stagger passive for 8 seconds
Special Attack 1:
Place 3 Stagger debuffs on the opponent, 15 seconds and falling off one at a time
Special Attack 2:
If triggered while under the effects of an unstoppable buff, this attack gains 2346 attack
If Juggernaut has an active unblockable buff, it is paused for the duration of this attack
Special Attack 3:
Gain an Unstoppable and Unblockable buff for 20 seconds
Inflict a Trauma debuff for 20 seconds, causing each hit to deal an additional 40% of the hit damage as physical damage.
While this Trauma debuff is active, the opponent cannot gain buffs
Signature Ability:
Juggernaut places an additional personal armour break every time he makes contact with the opponent.
While the opponent is against their wall, Juggernaut’s attacks deal an additional (10-50)% energy damage
HP: 33837
Attack; 2346
Crit Rate: 14%
Crit Damage: 150%
Block Proficiency: 56%
Passive:
Immune to Fatigue and Poison effects
Gain a permanent armour buff at at the start of the fight granting 1000 armour rating. This buff cannot be removed by armour break effects
Dash Attacks:
Gain unstoppable, stun immunity and indestructible buffs for 1 second
Gain a fury buff for 10 seconds, granting up to +2346 attack, scaling with distance travelled across the arena
Nullify all of the opponents unstoppable effects
While the opponent is under the effects of 50 armour breaks, activate a 1 second unblockable buff
These effects do not activate under the effects of a concussion debuff or passive
On Contact:
Pause all Unstoppable and Fury effects on Juggernaut for 1 second
Places an indefinite armour break passive on the opponent, reducing armour by 70. Max Stack: 50
Heavy Attacks:
Inflict a Stagger passive for 8 seconds
Special Attack 1:
Place 3 Stagger debuffs on the opponent, 15 seconds and falling off one at a time
Special Attack 2:
If triggered while under the effects of an unstoppable buff, this attack gains 2346 attack
If Juggernaut has an active unblockable buff, it is paused for the duration of this attack
Special Attack 3:
Gain an Unstoppable and Unblockable buff for 20 seconds
Inflict a Trauma debuff for 20 seconds, causing each hit to deal an additional 40% of the hit damage as physical damage.
While this Trauma debuff is active, the opponent cannot gain buffs
Signature Ability:
Juggernaut places an additional personal armour break every time he makes contact with the opponent.
While the opponent is against their wall, Juggernaut’s attacks deal an additional (10-50)% energy damage
Post edited by Kabam Porthos on
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Base Stats:
Health: 31,398
Attack: 2414
Crit Rate: 19%
Crit Damage: 174.1%
Block Proficiency: 65%
Energy Resist: 32%
Physical Resist: 32%
Passive:
Being of Frost Giant descent, Loki takes no damage from Coldsnap or Frostbite
Basic Attacks:
While the opponent is Cursed, Loki has a 25% chance to passively stun the opponent for 1.5 seconds
Special Attacks:
After every special attack, Loki gains an Illusion passive for 3 seconds. If the opponent attempts to hit Loki while Illusion is active, they are inflicted with a 3 second Falter passive
Heavy Attacks:
100% chance to refresh all Curse debuffs on the opponent.
If the opponent is cursed, this attack is a guaranteed critical hit
While the opponent is under the effects of a falter passive, this attack gains + 2414 attack and deals a burst of 12,070 energy damage
Special Attack 1:
100% chance to refresh Curse’s Duration
100% chance to steal all the opponents Fury, Regeneration, Precision, Cruelty, Armour Up, Prowess, Vigilance, True Strike, Indestructible, Unstoppable, Unblockable, Aptitude, Power Gain, Physical Resistance, Energy Resistance, Critical Resistance and Energize buffs for 10 seconds
100% chance to gain a Fury buff granting +1207 attack for 10 seconds for each buff on the opponent after this attack
Special Attack 2:
On activation, gain a 2 second unblockable buff. This buff is paused for the duration of the special attack
The second hit of this attack applies a coldsnap debuff, dealing 2414 energy damage over 15 seconds. While under the effects of Coldsnap, the opponent cannot evade
If Loki has more Health Points than his opponent, he has a 100% chance of dealing Energy Damage equal to 7% of their max health. This damage cannot exceed 100,000 damage.
Special Attack 3:
Inflict a Curse debuff, dealing 4955.82 damage over 12 seconds. While this Curse is active, Loki steals all of the opponents Fury, Regeneration, Precision, Cruelty, Armour Up, Prowess, Vigilance, True Strike, Indestructible, Unstoppable, Unblockable, Aptitude, Power Gain, Physical Resistance, Energy Resistance, Critical Resistance and Energize buffs for 8 seconds
Signature Ability:
Loki passively generates up to 2 bars of power over (20-10) seconds
Phoenix
HP: 26216
Attack: 2098
Crit Rate: 26%
Crit Damage: 200%
Block Proficiency: 65%
Passive:
Phoenix is immune to Reversed Controls
While suffering from a shock, incinerate or coldsnap debuff, Phoenix gains +1049 attack
Phoenix’s attacks deal energy damage
Phoenix Force: Max Stack 10
Phoenix starts the fight with 1 Phoenix Force charge
Phoenix generates 1 Phoenix Force charge every 20 seconds
Whenever Phoenix gains a Phoenix Force charge, she also gains an indefinite Fury buff
Fury Buffs increase attack by +419.6
Each time one of Phoenix’s personal fury buffs is removed, she loses a Phoenix Force charge
Phoenix Force charges persist throughout the quest
Empowered:
Phoenix gains bonuses based on the number of Phoenix Force charges she has
1+ Phoenix Force charges: +12,000 Energy Resistance
3+ Phoenix Force charges: Gain a Power Gain buff granting 5% of a bar of power every second
5+ Phoenix Force charges: All attacks have a 100% chance to place a Cosmic Flame Passive on the opponent, dealing 270.4 Energy Damage over 6 seconds. Each Cosmic Flame passive reduces the opponent’s combat power rate and ability power rate by 10%
7+ Phoenix Force charges: Heavy attacks have a 100% chance to place a non-stacking armour break on the opponent, reducing armour by 1000 and lasting 20 seconds
10 Phoenix Force charges: Phoenix becomes Stun immune. Additionally, Phoenix goes unblockable for 1 second on her second hit into an opponents block, or when she would be auto-blocked
.
Special Attack 1:
Gain 1 Phoenix Force charge
Special Attack 2:
Gain a prowess buff, granting +8% special attack damage for each Phoenix Force charge, lasting the duration of the special attack
Places Mind Control on the opponent upon activation, lasting 0.5 seconds for each Phoenix Force charge. While mind control is active, the opponent cannot gain power or use special attacks. Additionally, If the opponent was at 100% power, Phoenix drains 10% of max power upon activation of mind control
Special Attack 3:
Phoenix consumes all Fury buffs.
Phoenix gains a Cosmic Overload passive, lasting 2 seconds for each fury buff consumed.
While Cosmic overload is active, Phoenix gains the following effects:
Activates Unstoppable and Unblockable
A Fury buff, grating +1049 attack
Reduces the opponent’s regeneration rate and combat power rate by 50%
Has a 15% to passively stun the opponent on all basic attacks
Regenerates 131.1 Health every second
Signature Ability:
Once per fight, when Phoenix would be knocked out, she immediately becomes invulnerable for 2 seconds and consumes all of her Fury buffs, regaining (131.1- 1,310.8) health per Fury buff consumed.
Rocket Raccoon (For Masterpuff and his sig 60 Rocket)
HP: 21339
Attack: 2753
Crit Rate: 31%
Crit Damage: 220%
Block Proficiency: 60%
Passive:
Rocket’s enhanced sense of smell allows him to bypass all Miss effects, unless the opponent is masking their odour with an Armour Up buff
Gadgets:
Rocket can switch between various gadgets by dashing back and holding block for 1 second.
Laser- Special attacks drain 50% of the opponents Max power
Taser- Special attacks inflict Heal Block for 20 seconds
Armour Piercing- Special Attacks Armour Break the opponent for 20 seconds
These Gadgets are utilised in Rocket’s Special 2 and 3 attack
Heavy Attacks:
Refresh all active Cruelty buffs
Special Attack 1:
100% chance to gain a Cruelty buff, increasing Critical Damage Rating by 1718.18 for 15 seconds
Special Attack 2:
100% chance to inflict the opponent with the active Gadget effect
100% to inflict Bleed, dealing 5230.7 Direct Damage over 4 seconds
100% chance to Armour Break the opponent, removing one Armour Up Buff and Reducing Armour Rating by 2566.67 for 6 seconds
Special Attack 3:
Activate each Gadget effect with 33% extra duration
100% chance to inflict Bleed, dealing 5230.7 Direct Damage over 4 seconds
100% chance to Armour Break the opponent, removing one Armour Up Buff and Reducing Armour Rating by 2566.67 for 6 seconds
Signature Ability:
Rocket gains up to (42.86-1205.03) increased critical rating for every hit in the combo meter
Gadget debuffs last (0.1-1) second longer for each hit in the combo meter. Max: 50% extra duration
Superior Iron Man
HP: 29569
Attack: 2234
Crit Rate: 23%
Crit Damage: 180%
Block Proficiency: 64%
Passive:
Immune to all Armour Break and Armour Shattered effects
100% resistance to shock effects
Superior Iron Man bypasses all Energy Resistance
Endo-Sym Armour:
Gain a permanent Armour Up Buff at the start of the fight, granting 525 armour rating. If this is removed in any way, it will reactivate after an 8 second cooldown.
Reduce damage from projectiles by 60% while this Armour Up Buff is Active
Thruster Attacks:
Superior Iron Man’s first medium places an Armour Break on the opponent for 12 seconds, reducing armour by 300. Max Stack: 10
Each time Superior Iron Man lands a thruster attack, he refreshes all Armour Breaks on the opponents
Plasma:
Plasma debuffs deal 1117 energy damage over 10 seconds and are paused during either Champions Special Attacks.
Plasma debuffs gain a flat +50% potency for each Buff on Superior Iron Man
Plasma debuffs are refreshed on Superior Iron Man’s fourth Light Attack
Each Plasma on the opponent reduces the opponent’s Ability Power Gain Rate and Regeneration Rate by 10%.
Special Attack 1:
Inflict 2 Plasma Debuffs
If Endo-Sym Armour is active, inflict an additional Plasma Debuff on activation
Special Attack 2:
Inflict 3 Plasma Debuffs
If Endo-Sym Armour is Active, gain 5 Fury Buffs for 20 seconds, granting +100 attack each
Special Attack 3:
For every stack of Plasma on the opponent, place an additional Plasma Debuff. This can only trigger once per fight
Consume all Armour Break Debuffs on the opponent, and gain a Fury Buff, granting +150 attack for each Armour Break consumed
Signature Ability:
When Tony reaches 15% health, he gains an Armour Up Buff, granting +2000 armour and a Regeneration Buff, granting (2956.9-14784.6) Health over 15 seconds.
When this ability activates, all Plasma debuffs on the opponent are retriggered and paused for the duration of the Regeneration Buff
Each effect can only trigger once per fight
Base Stats:
Health: 33227
Attack: 2324
Crit Rate: 20%
Crit Damage Rating: 180%
Armour: 20%
Block Proficiency: 66%
Passive:
Ultron’s advanced Robotics and adamantium armour grant full immunity to Bleed, Poison and armour break effects
Once per fight, when dropping below 50% Health, Ultron activates a self-repair, recovering 8306.75 health over 10 seconds. If stunned during his self-repair, Ultron loses connection and the repair stops
Once per fight, when dropping below 25% Health, Ultron activates a self-repair, recovering 8306.75 health over 10 seconds. If stunned during his self-repair, Ultron loses connection and the repair stops
Ultron starts the fight with a permanent armour up buff, granting 700 armour rating. If this buff is removed, it will return after 6 seconds.
Every 7 seconds, Ultron will evade any unblocked attacks for 0.6 seconds.
Basic Attacks:
Basic attacks have a 20% chance to inflict a bleed dealing 2324 damage over 10 seconds. This chance is increased to 100% on critical hits.
Every 5th basic hit is guaranteed to be critical. If this attack is a special attack 1 or 2, all hits of the special attack are guaranteed to be critical
Ultron Virus:
The opponent gains a Virus passive each time contact is made with Ultron. Max: 100
The opponent loses 10 Virus passives each time they stun Ultron.
Ultron gains + 23.24 attack for each Virus passive on the opponent.
Each Virus passive on the opponent reduces their regeneration rate by 1% and ability power gain rate by 0.5%
When Virus passives reach 100, they are converted into an indefinite Ultron Virus passive.
Once an opponent is inflicted with the Ultron Virus, they cannot be inflicted with any more Virus passives or Ultron Viruses.
The Ultron Virus infects the opponent for 3 fights, then wears off.
While under the effects of the Ultron Virus opponents suffer :
-100% regeneration rate
-50% ability power gain rate
-25% attack during special attacks
-50% ability accuracy during special attacks
These effects are doubled against Mutant champions and halved against Cosmic champions.
While the opponent is under the effects of the Ultron Virus, Ultron gains:
+4648 attack
+25% combat power rate
+50% Offensive ability accuracy
Special Attacks:
Remove all bleed debuffs on the opponent and gain 1162 attack for each Bleed consumed for the duration
Special Attack 1:
80% chance to stun for 2 seconds
Place 10 Virus passives on the opponent
Special Attack 2:
This attack gains an extra 1162 attack for each bleed debuff removed
The first 2 hits have a 100% chance to shock the opponent, each dealing 5000 energy damage over 20 seconds, scaling with base attack only
The final 2 hits have a 100% chance to armour break the opponent, each reducing armour rating by 400 for 20 seconds
Special Attack 3:
Places 50 Virus passives on the opponent
100% chance to burn 100% of the opponent’s current power
Regenerate 10% of missing health. This amount is doubled is the opponent is inflicted with the Ultron Virus
Program Transmitter:
Once per quest, Ultron can place a cross-fight on the next fight in exchange for 100% of his current health. The next Tech teammate excluding Ultron to enter this fight becomes Infected for the rest of the quest.
Infected Champions gain the following abilities:
Regenerate 100% of missing health
Extend the duration of personal debuffs and debuff passives by 25%
+20% power rate on basic attacks
The first time the opponent reaches 3 bars of power in a fight, instantly drain 20% of max power
The first time an Infected champion would be hit by an attack in the fight, 100% chance to evade that attack and all incoming attacks for 1 second
Signature Ability:
Ultron only becomes stronger when attacked with energy.
Ultron takes (50-100)% less energy damage from energy-based debuff, and regenerates (0.3-0.7)% Health per second per unique energy-based debuff
Convert (10-50%) of energy damage taken, apart from debuffs, into equivalent health and up to 10% of a bar of power
While under the effects of energy damage, deal a burst of (200-500) energy damage on every hit.>
Winter Soldier
Health: 31398
Attack: 2400
Crit Rate: 628
Crit Damage: 738
Block Proficiency: 3800
Passive:
Winter Soldier reduces the ability accuracy of passive damage by 100% on medium and special attacks
Winter soldier cannot be inflicted with bleed, poison or coldsnap when striking with a medium or special attack
EMP:
After Bucky punishes a special attack, heavy attack, or intercepts the opponents, he begins charging his EMP. Each attack in the subsequent combo grants Bucky another EMP charge (Max stack:5)
If Bucky ends a 5 hit combo with a medium attack, he activates his EMP. This expends all EMP charges to inflict the opponent with a shock debuff for 3 seconds per EMP charge, dealing 500 damage per EMP charge. This damage is doubled against Robots. While this shock is active, #Metal opponent suffer -100% ability accuracy
Ammo:
Dashing back and holding block cycles through bullet types, one for every second the block is held.
Armour piercing: each bullet places an armour break on the opponent, reducing armour by 200 each. While this armour break is active, tech champions cannot gain power
Incendiary: each bullet places an incinerate on the opponent, dealing 2000 damage and reducing block proficiency by 50%, and removing perfect block chance. While this incinerate is active, opponents suffer -100% auto block accuracy
Hollow Point: each bullet places a bleed on the opponent, dealing 3000 damage. While this bleed is active, Bucky gains +2301 attack
Special attack 1:
The last 2 hits inflict the loaded bullet type debuff for 6 seconds
Special attack 2:
Each bullet hit Inflicts the loaded bullet type for 20 seconds
Special Attack 3:
Inflicts one of each bullet type debuff for 30 seconds, with 100% potency
Signature ability:
15%-30% chance to drain 15-30% of the opponents Max power. The power drained scales based on critical hit damage
I've read the ones I'm emotionally invested in (ie, the ones I have as a 5*/6*). The Guillotine buff is a thing of beauty. I definitely look forward to reading the rest.
You've done an amazing job on these! I love the way your mind works
*6 star
HP: 33,227
Attack: 2324
Crit Rate: 16%
Crit Damage: 150%
Block Proficiency: 60%
Beast has some pretty abysmal base stats, with no way to compensate in his abilities. I’ve bumped his Block Proficiency by 8%, because 52% was just stupidly low. The rest we’ll fix in his abilities
Passive:
Beast’s thick hide makes him resistant to Bleed effects, decreasing their potency by 80%
Beast’s enhanced senses allow him to bypass all Miss effects against non-Tech champions
Previously Beast also reduced the duration of bleeds, and both were set at 65%. Neither were ever really high enough to deal with frequent bleeds, so I’ve switched it up a bit to help him benefit from healing a bit more. Plus some anti-miss utility.
Combat Style:
Before each fight in a quest, Beast can choose which Combat Style to employ.
Beast can employ either Freestyle or Acrobatic Style
By default, this is set to Acrobatic. Selecting a Style sets it as the new default for the rest of the quest.
Freestyle:
Critical Hits have a 60% chance to apply a Bleed, dealing 1162 damage over 4 seconds. Beast’s bleeds have a 0% chance to be Critical Bleeds, allowing them to benefit from Bleed’s Critical Damage Rating Multiplier
The opponent suffers -0% Purify Ability Accuracy
Watch this space. 0% will seem strange until you see what comes later.
Acrobat:
Beast cannot gain buffs in this Combat Style. Whenever a buff would be gained, Beast instead gains a Prowess Passive, granting 10% Special Attack damage, lasting until the end of his next Special Attack. Max Stack: 15
Beast has an 85% chance when receiving Physical Critical Hits to reduce their Critical Damage by 85%.
Additionally, the opponent gains 55% less power when struck by Beast.
Nothing much changing here except the Prowess and Buff Immunity. Beast may be a Mutant but he’s also a Scientist. As such, he should be able to employ Brain and Brawn in a fight. Therefore, don’t be surprised to see more Sciencey stuff in here. Speaking of which...
Study:
Beast analyses his opponent throughout the fight, gaining one Study Passive each time the opponent initiates a Unique Attack. Unique Attacks are Medium attacks, Light Attacks, Heavy Attacks, Special Attack 1, Special Attack 2 and Special Attack 3. Max Stack: 5
For Each Study Passive, Beast gains 697.2 Attack
Acrobatic: Each Prowess grants an extra 2% Special Attack Damage per Study Passive
Freestyle: Beasts abilities gain a flat +20% chance to trigger per Study Passive
This is the biggest addition to Beast’s kit, and is what is really amping up his damage, and some of his utility. He is designed to be a skill counter in Freestyle and a mystic counter in Acrobatic. Like Mr Fantastic before him, Beast gets stronger the more he knows his opponent
Special Attack 1:
100% Chance to Stun the opponent for 2 seconds
Place a Special Lock Debuff on the opponent for 9 seconds. When this debuff ends it is replaced with a Taunt debuff for 9 seconds, increasing the chance of opponents launching Special Attacks by 70% and reducing their Attack Rating by 40%. While this Taunt is active Beast cannot apply another Special Lock
I won’t lie, I really like this Special Attack. It’s designed to allow you to push champions to certain specials. Whether that’s to get another Study Passive or to simply avoid dealing with a tricky special. The use of debuffs also reflects the Science aspect of his kit. The cooldown is simply to avoid breaking the game.
Special Attack 2:
100% Chance to Stun for 2.5 seconds
This Attack is Guaranteed to be Critical Hits
Beast’s bread and butter Special Attack. Both of his forms benefit from this attack being guaranteed crits. 3 Crit Bleeds in Freestyle, and fully utilizing your Prowess in Acrobatic
Special Attack 3:
100% Chance to Stun the Opponent for 3 seconds
Beast Switches Combat Style. This does not change the default Combat Style
If Study is at 5, this attack gains 1,394.4 Attack rating per Study. This Attack Bonus lingers for 5 seconds after this Special Attack ends
If Study is not at 5, it is immediately set to 5.
Now that Beast’s kit is more specialised, I felt switching style was much less relevant in his new kit. But I wanted to still make it possible. Plus it’s a way to get your Study to 5 in any matchup you’re struggling in. Might be especially useful when in Acrobatic mode where the opponent is gaining less power
Signature Ability:
Successfully completing a freestyle combo increases Beast’s Critical Rating by 227.92 for 5 seconds
Successfully completing an Acrobatic combo causes opponents to get 50% less power when getting hit and attacking for 5 seconds
When unsuccessfully performing a combo there will be a 5-second delay before you can start a new combo
While in Freestyle Combat Form, performing a Medium hit followed by a Light, Light, Light and Medium combo inflicts 181.47 to 991.76 Direct Damage per blow
While in Acrobatic Combat Form, Blocking an attack followed by a Medium, Light, Light, Medium combo Regenerates 140.22 to 779.23 Health per move
Almost 0 change here except the crit rating bonus in Freestyle form has been doubled, since he now relies on crit bleeds much more for damage. The regen was always solid. Still going to need some sig investment to get a fair bit out of it.
Good work
Petition for an Iron Fist buff idea. For no particular reason 😊
Saw now
Every buff idea is just amazing!
It’s quickly become one of my favourite things to analyse about the game
I love the current buff on aou Ultron so would be great if this buff is given to labyrinth Ultron and make him accessibile character
I might not even post it anywhere, but I think it might be a bit of fun