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M.O.D.O.K Buff Idea

I love so much about MODOK, but he just isn't viable to take into harder content. It's such a shame because his heavy attack is one of the most satisfying in the game and he has some great synergies with other characters I love to use (Mojo, Doom, Doc Ock, Magneto, OML).
The biggest changes are a new signature ability and a rework of his Flux mechanic. I only have an unawakened 6* MODOK so I'm not sure how his signature ability works in practice, so I made my own that I hope adds some fun power control. When it comes to his Flux mechanic, I frankly have no idea how it works at all. It does...something. Sometimes. My version of it is instead similar to Mojo's Audience Prompts mechanic, where you're given various objectives to complete in order to activate certain effects. In MODOK's case, these prompts grant him roughly the same bonuses he had in his previous Flux mechanic with the main difference being that he can chain all of these bonuses together as long as he keeps executing his plans.
I've also added an evade-counter because, honestly, there are a lot of annoying evade champions that need to sit in the corner with a dunce hat. MODOK provides one. And also incinerates.
The last thing worth mentioning is a change to his Force Field. I tried to rework it so that it becomes more useful for players who actually use MODOK and not just an annoyance to players who fight him. The recharge time has been significantly increased, from 7 seconds to 12, but I bumped up its block proficiency and energy resistance, and gave the Force Field the potential to redirect a portion of any energy damage MODOK takes. However, attackers can either disable it by performing a well-timed block or circumvent it entirely by using ranged attacks.
Yikes, this description got long. But yeah, despite a fun base kit to work from, he definitely needs an overhaul.
When MODOK activates a Special Attack, he begins a 15-second countdown. If the opponent activates the same Special Attack within that countdown, no hits in the attack can be Critical or Unblockable. If the predicted Special Attack is an SP3, its damage cannot exceed 18% of MODOK’s Max Health.
During the countdown, the opponent's Defensive Power Gain is reduced by 75% when they reach the amount of Bars of Power MODOK used for his Special Attack, and all Special Attacks cost 15% more Power.
If the opponent does not activate a Special Attack within that countdown, or activates a different Special Attack from the one predicted, disable the Probable Outcome Algorithm until either opponent has activated a Special Attack 3.
Luckily, MODOK is just that.
Every 10 seconds, MODOK calculates the best course of action and formulates an Ingenious Plan. He then has 7 seconds to execute it. Every Well-Executed Plan lasts for 15 seconds. If a Well-Executed Plan is activated while another is still active, chain them together and refresh the duration of the first. Additional Well-Executed Plans refreshes all previous Plans.
Individual Plans are non-stackable but additional Executions of the same Plan still refresh the duration of any active effects.
If MODOK fails to Execute a Plan, all effects are disabled until after he activates his next Special Attack.
* Block an attack: Any attack Blocked this way, including Special Attacks, are considered Perfect Blocks. If Well-Executed, MODOK gains an additional 2000 Block Proficiency.
* Land 3 Medium Attacks: The fourth Light attack of a 5-hit combo inflicts a passive 0,3-second Stun. If Well-Executed, MODOK gains an additional 120% Attack Rating.
* Inflict 2 Damaging Debuffs: If the first damaging Debuff off the Special Attack 2 or Heavy Attack fails to trigger, gain a 100% chance for the second one to trigger. If Well-Executed, damaging Debuffs are Guaranteed Critical Hits and gain 1300 increased Critical Damage as well as 200% duration.
* Punish a Special Attack: Taunt the opponent, making them 70% more likely to activate a Special Attack and reducing their Special Attack damage by 30%. If Well-Executed, MODOK gains 80% increased Combat Power Rate.
* Heavy Counter a Dash attack: The first Incinerate has a 100% chance to activate and immediately Purifies any Unstoppable Buffs on the opponent. If Well-Executed, MODOK gains 25% increased Ability Accuracy.
Slow Burn does no damage but reduces Defensive Ability Accuracy by 100% and increases other Incinerate Debuffs’ damage by 50%. Any additional Incinerate Debuff placed on the opponent while Slow Burn is active increases the duration of Slow Burn by 3 seconds.
Once depleted, Force Field charges replenish after 12 seconds, with a 0,5 seconds faster recharge rate for each 15% health MODOK has lost. If the opponent performs a Well-Time Block while MODOK's Force Field is active, disable the Force Field and disperse any Energy Damage that had been accumulated.
MODOK's Auto-Blocks do not count as Well-Timed Blocks and cannot trigger Parry. MODOK himself cannot be Stunned by an opponent's Auto-Blocks for as long as his Force Field is active, nor do they disable his Force Field.
As long as Force Field is active, opponents’ passive Power Gain is reduced by 25% per Well-Executed Plan active.
Enemy abilities that grant Power or Health are reversed for the duration of the attack plus 1 second for each Well-Executed Plan active. Up to 150% of what they would have gained is lost instead.
If the opponent is at Max Power, disable their SP3 for 5 seconds. Should they try to activate a Special Attack during that time, they activate their SP2 instead and consume 2,5 Bars of Power.
The biggest changes are a new signature ability and a rework of his Flux mechanic. I only have an unawakened 6* MODOK so I'm not sure how his signature ability works in practice, so I made my own that I hope adds some fun power control. When it comes to his Flux mechanic, I frankly have no idea how it works at all. It does...something. Sometimes. My version of it is instead similar to Mojo's Audience Prompts mechanic, where you're given various objectives to complete in order to activate certain effects. In MODOK's case, these prompts grant him roughly the same bonuses he had in his previous Flux mechanic with the main difference being that he can chain all of these bonuses together as long as he keeps executing his plans.
I've also added an evade-counter because, honestly, there are a lot of annoying evade champions that need to sit in the corner with a dunce hat. MODOK provides one. And also incinerates.
The last thing worth mentioning is a change to his Force Field. I tried to rework it so that it becomes more useful for players who actually use MODOK and not just an annoyance to players who fight him. The recharge time has been significantly increased, from 7 seconds to 12, but I bumped up its block proficiency and energy resistance, and gave the Force Field the potential to redirect a portion of any energy damage MODOK takes. However, attackers can either disable it by performing a well-timed block or circumvent it entirely by using ranged attacks.
Yikes, this description got long. But yeah, despite a fun base kit to work from, he definitely needs an overhaul.
Signature Ability - Probable Outcome Algorithm
MODOK can predict the probable outcome of every fight and matches enemy actions before they come to pass. Calculating that the opponent will activate a certain Special Attack next, MODOK beats them to it in order to prepare for their assault.When MODOK activates a Special Attack, he begins a 15-second countdown. If the opponent activates the same Special Attack within that countdown, no hits in the attack can be Critical or Unblockable. If the predicted Special Attack is an SP3, its damage cannot exceed 18% of MODOK’s Max Health.
During the countdown, the opponent's Defensive Power Gain is reduced by 75% when they reach the amount of Bars of Power MODOK used for his Special Attack, and all Special Attacks cost 15% more Power.
If the opponent does not activate a Special Attack within that countdown, or activates a different Special Attack from the one predicted, disable the Probable Outcome Algorithm until either opponent has activated a Special Attack 3.
Genius Intellect
MODOK’s attributes fluctuate throughout the fight in a complex and seemingly unpredictable manner. It would take a super-genius to calculate the pattern.Luckily, MODOK is just that.
Every 10 seconds, MODOK calculates the best course of action and formulates an Ingenious Plan. He then has 7 seconds to execute it. Every Well-Executed Plan lasts for 15 seconds. If a Well-Executed Plan is activated while another is still active, chain them together and refresh the duration of the first. Additional Well-Executed Plans refreshes all previous Plans.
Individual Plans are non-stackable but additional Executions of the same Plan still refresh the duration of any active effects.
If MODOK fails to Execute a Plan, all effects are disabled until after he activates his next Special Attack.
* Block an attack: Any attack Blocked this way, including Special Attacks, are considered Perfect Blocks. If Well-Executed, MODOK gains an additional 2000 Block Proficiency.
* Land 3 Medium Attacks: The fourth Light attack of a 5-hit combo inflicts a passive 0,3-second Stun. If Well-Executed, MODOK gains an additional 120% Attack Rating.
* Inflict 2 Damaging Debuffs: If the first damaging Debuff off the Special Attack 2 or Heavy Attack fails to trigger, gain a 100% chance for the second one to trigger. If Well-Executed, damaging Debuffs are Guaranteed Critical Hits and gain 1300 increased Critical Damage as well as 200% duration.
* Punish a Special Attack: Taunt the opponent, making them 70% more likely to activate a Special Attack and reducing their Special Attack damage by 30%. If Well-Executed, MODOK gains 80% increased Combat Power Rate.
* Heavy Counter a Dash attack: The first Incinerate has a 100% chance to activate and immediately Purifies any Unstoppable Buffs on the opponent. If Well-Executed, MODOK gains 25% increased Ability Accuracy.
On opponent Evade
MODOK hates cowards that try to Evade his attacks and automatically Roots Evading opponents before activating his Heavy Attack. If activated this way, it has a 100% chance to place a Slow Burn effect on the opponent for 10 seconds in addition to any normal effects.Slow Burn does no damage but reduces Defensive Ability Accuracy by 100% and increases other Incinerate Debuffs’ damage by 50%. Any additional Incinerate Debuff placed on the opponent while Slow Burn is active increases the duration of Slow Burn by 3 seconds.
Force Field Passive
Start the fight with 1 Force Field Passive, each Auto-Blocking one attack with 750 Block Proficiency and granting 2100 Energy Resistance. Any Energy Damage resisted while MODOK's Force Field is active is redirected back onto the opponent as a burst of Shock damage if they trigger his Auto-Block. Ranged Attacks are exempted from this Energy Resistance and cannot trigger either his Auto-Block or the Shock.Once depleted, Force Field charges replenish after 12 seconds, with a 0,5 seconds faster recharge rate for each 15% health MODOK has lost. If the opponent performs a Well-Time Block while MODOK's Force Field is active, disable the Force Field and disperse any Energy Damage that had been accumulated.
MODOK's Auto-Blocks do not count as Well-Timed Blocks and cannot trigger Parry. MODOK himself cannot be Stunned by an opponent's Auto-Blocks for as long as his Force Field is active, nor do they disable his Force Field.
As long as Force Field is active, opponents’ passive Power Gain is reduced by 25% per Well-Executed Plan active.
Every Attack
Every 7th attack is a Guaranteed Critical, but the Critical Rating is otherwise ignored.Heavy Attacks
50% chance to Incinerate the damage for 2300 damage over 8 seconds. Incinerate removes Perfect Block chance and lowers Block Proficiency by 50% while it’s active.Special Attack 1
This attack does not generate any Power for the opponent.Enemy abilities that grant Power or Health are reversed for the duration of the attack plus 1 second for each Well-Executed Plan active. Up to 150% of what they would have gained is lost instead.
If the opponent is at Max Power, disable their SP3 for 5 seconds. Should they try to activate a Special Attack during that time, they activate their SP2 instead and consume 2,5 Bars of Power.
Special Attack 2
60% chance to inflict Bleed for 3400 damage over 8 seconds. If the opponent is Incinerated, 100% chance to inflict an additional Critical Bleed for 8 seconds.Special Attack 3
Each rocket has a 70% to inflict a non-damaging Debuff, as well as an 80% chance to inflict a damaging Debuff. The duration of the non-damaging Debuffs and the potency of the damaging Debuffs are increased by 30% for each Well-Executed Plan currently active.3
Comments
While he can gain a block proficiency boost through his prompts, he could benefit greatly from a boost to his base stats as well (and probably in more base stats than just block proficiency as well, haha!).