AWESOME Mixtape#3: Buffing the Guardians of the Galaxy!

MagrailothosMagrailothos Posts: 4,113 ★★★★★
This is a thread full of suggestions for buffing the MCU's second-best, but first-funniest superhero team. Because, tragically, this group are great from fun to play, in MCOC.

Developed early in the game, to play with most of the Guardians of the Galaxy is currently to deliberately hamper yourself with unexciting champs lacking utility, damage, or even unique synergies. Which is a real shame, particularly when the Guardian Use Event rolls around (why oh why didn't Kabam give Angela a GOTG tag with her Tune-Up?)

At least Gamora is okay, for now. Not exciting, but playable; counters Buffed up, and can build up literally countless buffs as the match progresses. So she doesn't need to appear in this thread.

Drax? He used to counter Mordo; but that unintentional ability was removed. Now he hits people to inflict Bleed; and literally does nothing else. Supposed to have the heroic moniker "The Destroyer", this guy is anything but.

Rocket - well, he can do a bit of damage; but not great by 2021 standards. And he's got no utility at all, which is a shame for the team's Tech guy.

Yondu? Not technically one of the core team, but I think he should be. He's got an okay kit, but it needs a Tune-Up. You could argue the same for Nebula; but really all she needs is a decent Block Proficiency boost. So I've left her out of this, too.

And how are we to rescue Star Lord? Once literally the best champion in the game, he now sits unused, getting drunk in the corner of the MCOC bar and swearing about Aegon. He doesn't need damage; but a bit of predictability and utility would take him a long way.

Groot, of course, needs desperately to be nerfed. The champion so overpowered that no one dares take him to the Abyss in case he takes it over as it's permanent King.

I'll start with him, then...

I'm putting the individual buffs/tune-ups/whatevers in separate comments; should anyone wish to react to them. All numbers are purely hypothetical, just to give a flavour of what Kabam might do with them. I've had fun writing these; hopefully you'll enjoy reading through them!

Comments

  • MagrailothosMagrailothos Posts: 4,113 ★★★★★
    Groot

    Attack. 2234
    Damage 35,361

    Passive Abilities

    Groot has a permanent Physical Resistance buff granting +750 Physical Resistance. If lost, it re-spawns after six seconds.

    Lacking blood, Groot is immune to bleed effects; and being wooden, he has 90% resistance to Shock damage. He is, however, vulnerable to Incinerate damage; suffering +25% Incinerate damage from all sources.

    As a Floral Colossus, Groot's innate strength isn't easily removed. If one of his buffs is Nullified, it gives him a passive burst of 8% Power.
    Groot isn't immune to Nullify or Stagger. But watch out for removing too many of his buffs, as you may find him countering with an SP3!

    Holding Block - Rooting
    Groot roots himself into the ground to draw strength and sustenance. After holding block for 0.5 seconds, Groot gains +500 block proficiency, passively regenerates at a rate of 0.3% health/tick, and gains 1.2% Power per second. After holding block for 1.5s, his deep roots grant him a +35% chance to withstand a Block Break from a Heavy Attack; which supplements the Stand Your Ground mastery.
    However, if he had held block for 1.5s or longer, then after releasing block Groot suffers -20% Attack on Dash Attacks for 0.7 seconds as his persistent roots cause loss of momentum.
    This isn't going to be a massive source of Power or Regen; but it'll help sustain Groot at times when he needs to be a bit defensive; perhaps when building up Pacifism charges; or when his opponent is in some kind of phase like Frenzy, Unstoppable or Evading. It'll also make him tougher as a defender, as long as he's not fighting Warlock or Void.

    Pacifism
    Groot is a gentle soul, but he doesn't like being hurt. He really doesn't like seeing his friends hurt.
    Every third attack the opponent throws, Groot has a 30% chance to gain a Pacifism charge; or 50% if Groot is struck by the attack.
    The chance to gain a Pacifism charge rises by a flat 10% per KO'd teammate on Groot's team, and by 2% per hit in the opponent's combo meter.
    Groot also has a 100% chance to gain a Pacifism charge when the opponent throws a Special Attack.
    Groot's Pacifism gain mechanic is unaffected by ability accuracy.

    Pacifism charges each increase defensive Power gain by 10%.
    Changes here mean that Groot can gain Pacifism charges on blocked hits, or even if he dodges them using Dexterity; removing the need for him to take a beating to gain his abilities. He should start to rack up these charges quite fast against opponents with multi-hit special attacks, or those with unusual combo meter abilities like Aegon or DDHK.

    Enraged
    Each time a Pacifism charge is gained, Groot has a 12% chance to throw off his gentle nature and become enraged; plus 3% per charge. When he reaches 12 charges, he automatically becomes Enraged.
    When he becomes enraged, Groot gains one Floral Colossus buff; plus one per Pacifism counter.
    Each Floral Colossus buff lasts 6.5 seconds, but they expire one at a time. These buffs grants the following benefits:
    +220 Critical Damage Modifier
    +703 Attack
    +390 Physical Resistance
    Additionally, whilst Groot is below 50% Power, then Floral Colossus buffs each increase his offensive combat power by 10%.
    Groot cannot gain Pacifism charges whilst Enraged; and Enraged has a 10 second cool-down time.
    Groot remains pretty buff-heavy; but not to the crazy levels he was before. These buffs combine the properties of his previous ones; with slightly higher numbers, and a substantially longer duration due to sequential expiry. He gets extra Combat Power during his big damage phase; helping him to spam his SP1 which should be a solid source of damage (see below).

    Heavy Attack:
    This attack has a 20% chance to inflict Armour Break per buff active on Groot; and also gains +210 Critical Rating per buff. Armour Break for removes one stack of Armour Up, and reduces armour rating by 520 for eight seconds.

    Special Attacks
    Special-1: When calm, Groot makes a Heavy fist and strikes a Hammer blow with a 75% chance to Armour Break the opponent (-520 Armour for eight seconds).
    If Groot is enraged, his arm becomes a spear that impales the opponent. This attack gains +280 Critical Rating per buff active on him, has +800 Armour Penetration and has 100% chance to inflict Bleed (2882 damage over 7 seconds). If it intercepts a charging opponent, this attack gains +50% Attack rating.
    Special-2: Groot's earthquake stomp is Unblockable, and triggers a Regeneration buff that heals 6% of his health, plus a flat 1% per Pacifism charge (to a maximum of 15%). If enraged, it instead inflicts Slow when striking the opponent, lasting 8 seconds plus an additional second per buff active on Groot.
    Special-3: This attack has a 100% chance to inflict Bleed for 3631 damage over 7 seconds, plus Armour Break (-920 Armour for eight seconds).
    If he is not Enraged, this attack causes Groot to gain two Pacifism and then throw off his gentle nature.
    If Groot was already Enraged, then he activates a Power Gain buff granting him 4% of Max power over ten seconds. The potency rises by 100% per Floral Colossus buff.
    Groot's Bleed defects aren't too crazy here, but should be dealing pretty decent damage during his Enraged phase. His SP2 is more focused on utility than damage; and can do some solid regeneration, if it happens that RNG isn't triggering his Enraged state.

    Signature Ability
    Groot starts the fight with 4 Pacifism charges.
    Any time he stops being Enraged, he has a 35% chance to regain each of those charges.

    Synergies
    Soulmates (Rocket)
    - Groot starts the fight with two Pacifism charges. If Rocket is KO'd, instead start with five Pacifism charges.
    - Rocket starts the match with one Weaponry Charge. This counts towards his usual limits.

    Shared understanding (Thor Ragnarok)
    - Groot: On well-timed blocks, Groot generates a Precision buff granting +525 Critical Rating for six seconds.
    - Thor: On well-timed blocks, Thor generates a Bulwark buff lasting seven seconds and granting +525 Block Proficiency

    Teammates (Gamora, Drax)
    All champions gain +5% Perfect Block
  • MagrailothosMagrailothos Posts: 4,113 ★★★★★
    Rocket Raccoon
    Rocket is a pocket-sized force of destruction. This rework is focused on inflicting serious damage on your opponents with Heavy and Special attacks. There's a bit of utility; but it's mostly about the damage...

    Animation changes
    • Heavy Attack: Rocket uses a pistol, borrowing Bishop's Heavy Attack animation.
    • SP1: Rocket uses a blaster to fire energy similar to Cables SP1 animation.
    Health: 21339
    Attack: 2753

    Forcefield:

    At the beginning of the fight and every six seconds thereafter, Rocket's repurposed Ravager forcefield generates a Permanent Passive Armour Up, to a maximum of four. Each time Rocket is struck by an Attack, he has 40% chance to lose an Armour Up effect.
    Each Armour Up effect grants +380 Armour and 25% Shock Resistance.

    Weaponry:
    Rocket continually upgrades his own weaponry by gaining Technical Insight as the fight progresses; at a base rate of 2/second. He gains insight slightly faster against Tech opponents, and slightly slower against Cosmic opponents. He stops gaining Insight at all when Stunned or Concussed; and being Stunned sets him back 20 Insight.
    The opponent activating a Special grants Rocket 10 Technical Insight; 20 if he is not struck by it.
    Avoiding an Attack by using the Dexterity mastery grants Rocket 5 Insight; cool-down two seconds.
    When he reaches 100 Technical Insight, Rocket has acquired sufficient Insight to improve his weaponry. Dashing back and holding block for 2.2 seconds enables him to convert 100 Technical Insight into a permanent Weaponry charge.
    Rocket can have a maximum of two Weaponry charges, each granting the following benefits to his Heavy and Special attacks:
    • +550 Precision
    • +800 Cruelty
    • +1376 Attack
    Heavy Attacks
    The projectile attack inflicts Energy damage, and benefits from Rocket's Weaponry Charges.

    Special Attacks
    Specisl-1:
    As a bounty hunter, Rocket needed a few non-lethal options in his arsenal. This esoteric energy blast affects Phased targets normally. This attack has a 60% chance to inflict stun for 2 seconds, and a 70% chance to inflict Slow for ten seconds. Ability Accuracy is improved by a flat +10% per Weaponry Charge.
    Special-2 - 100% chance to inflict Armour Break of 2566 for ten seconds
    100% chance to inflict Bleed, dealing 5231 damage over 4 seconds
    After using this attack for the first time, if the opponent is bleed-immune, then with one or more Weaponry charges, Rocket switches to Incendiary grenades instead. These inflict a weaker Armour Break (1650 only, for eight seconds) and Incinerate the opponent for 4185 damage over six seconds, plus two seconds per Weaponry Charge.
    Special-3 - 100% chance to inflict Armour Break of 2566 for ten seconds
    100% chance to inflict Incinerate, dealing 4185 damage over 6 seconds, plus two seconds per Weaponry Charge.

    Signature Ability: Ever-increasing Firepower - When Awakened, Rocket is able to upgrade his weapons further, and can reach a higher maximum of Weaponry charges:
    Sig 1-79: Three Weaponry charges
    Sig 80+: Four Weaponry charges

    The benefits of Armour Up effects and Weaponry charges increase by 30%.

    Synergies

    Inseparable (Groot):

    - Groot - SP3 gains +10% Attack and Refreshes any buffs active on Groot
    - Rocket - SP3 gains +10% Attack, and costs 30% less Power

    Guardians of the Galaxy (Drax, Gamora, Groot, Star Lord)
    Each synergy member gains 4% Perfect Block, and +400 Block Proficiency

    We most go to Nidavellir (Thor Ragnarok):
    - Thor starts the match with 25 hits on his Combo meter. This synergy disables his synergy with Proxima Midnight.
    - Rocket starts the match with one Weaponry Charge. This counts towards his usual limits (you don't think he left Nidavellir empty-handed, did you?)

    Tech upgrades: Iron Man/IMIW
    - Iron Man: Rocket upgrades Tony's armour, granting him a permanent Weaponry Charge, benefiting any Energy-based attacks in their Heavy and Special Attacks.
    - Rocket: Rocket starts the fight with 25% Power Meter.
  • MagrailothosMagrailothos Posts: 4,113 ★★★★★
    Drax the Destroyer

    Drax is supposed to be "The Destroyer": an engine of destruction, primarily aimed at rampaging through his opponents till he gets to Thanos (or Ronan, in the MCU...). He's currently dull with essentially no interesting abilities, and with his one unintentional piece of unique utility (countering Evade champs with his double-hit medium) deliberately excised some years back. Once he's Awakened, this version becomes a ramp-up champion, cutting down any opponent foolish enough to bleed with his twin swords.

    Health: 33227
    Attack: 2324

    Passive:

    Drax has a permanent Physical Resistance buff granting +850 Physical Resistance. If Nullified, it returns after eight seconds.
    Drax is Immune to regeneration rate modification
    Drax reduces the duration of non-damaging debuffs by 30%

    All Attacks:
    12% chance to generate a Fury buff granting +813 Attack for 6.0 seconds.
    These stack to a maximum of ten.
    Generating a Fury buff pauses any existing Fury buffs for 2 seconds.
    Drax revels in battle - for each Fury buff he currently has, he gains +10% Offensive Combat Power.

    Critical Hits:
    65% chance to inflict Bleed for 1860 damage over five seconds

    Idling
    If Drax idles for 1.5 seconds, he has a 2% chance to generate an Invisibility Buff. This lasts for two seconds, starts paused (unpausing when he blocks an Attack or is Missed), and causes 100% of Attacks to Miss.
    Warning: don't rely on this ability too much. Despite his best efforts, Drax is not good at staying still enough to trigger it...

    Special Attacks
    100% chance to generate a Fury buff granting +813 Attack for 9.0 seconds
    Special-1: This attack benefits from +500 Critical Rating. Critical Hits Stun the opponent for 2 seconds.
    Special-2: Each hit has an 70% chance to inflict Bleed for 2324 damage. Critical hits inflict Critical bleeds, benefiting from Drax's Critical damage modifier.
    Special-3: Inflict Bleed for 5113 damage over five seconds.
    Generate a regeneration buff, recovering 6% of missing health over six seconds

    Signature: Rampage!
    As he battles, Drax reaches ever-higher peaks of Destruction by building up Rampage counters (max 99 counters):
    • Gain one counter every time he triggers a Fury buff (max 20 per fight)
    • +5 for defeating an enemy
    • Receive +3 for defeating a L or XL enemy
    • Receive -3 for defeating a S enemy
    • Receive +3 for finishing a fight with an SP3
    For each Rampage counter, gain the following benefits:
    • +10 Critical Rate
    • +1.0% Base Attack
    • +1.0% Duration to Fury buffs
    • +1.0% Increased potency of Physical Resistance and Regeneration buffs
    • +1.0% (flat) increase in reduction of non-damaging debuff duration
    Additionally, with 50 or more Rampage counters, activating an SP3 grants Drax an Indestructible buff lasting 3.0 seconds.

    Synergies

    Bring me Thanos! (Thor, Thor Ragnarok)

    - Drax starts the match with three Fury buffs active, and gains +50% Ability Accuracy to Fury buffs.
    - Thor: When he intercepts his opponent, Thor has a 60% chance to cause Armour Break (-550 Armour for six seconds). If Awakened, the potency of this is upgraded to equal the Armour Break from his Sig.
    - Thor Ragnarok: if Awakened, Thor starts the match with Thunder God's Wrath active for half it's usual duration. If not Awakened, start the match with a Fury buff granting +40% Attack for seven seconds.

    Pure Vengeance (Thanos, Ronan)
    - Drax: When he would be knocked out, Drax becomes Invulnerable and Unstoppable for two seconds.
    - Thanos: Thanos gains True Accuracy when fighting Tech or Science opponents.
    - Ronan: any time his opponent triggers Fury, Ronan gains a Bulwark buff, granting +800 Block Proficiency, lasting eight seconds.

    Galactic Warriors (Gamora, Angela)
    +4% Attack and +120 Critical Rating
  • MagrailothosMagrailothos Posts: 4,113 ★★★★★
    Star-Lord

    Star Lord already has an awesome damage potential even with his post-12.0 'limit' of 400 hits. People have suggested giving him a persistent combo meter. But a 5/65 Star Lord has an Attack rating of 57,225 at 400 hits. Carry that into the next match? That would literally break the game, unless his damage ramp-up was cut dramatically; which would make him far less appealing. So I haven't gone that route with this suggestion. In fact, this might need to be a strange 'buff' that actually reduces the Champions damage potential, to make him useable...

    Damage isn't the issue: it's utility. How many other threads have recommended him being able to select the setting of his Element Gun? Again, there are issues with this simple suggestion: he's got access to a solid 50% Power Drain on his SP2. He could control almost any fight by selecting that repeatedly. Or if you want further crazy damage to get around damage caps, then just repeatedly choose his Shock debuff, which will deal about 110,000 Shock damage per SP2 at max Sig/400 hits. That should make the Abyss a bit easier...

    So here's my attempt to give Star Lord a bit more utility whilst keeping a bit of the unreliability that currently balances him. I've tried to keep him fairly simple, and with a hint of unpredictable. I've actually cut his damage slightly, which may be controversial; and I've come up with an version of his Sig that will make ramping him up much less challenging for less-skilled players; make him a decent option for long fights with high chip damage, and give him some insurance against losing all his damage at once from a single mistake. I'm sure it's not perfect, but I think it could work - thoughts below, if you have any. Thanks!

    All Attacks:
    12% chance to trigger a Fury buff for 6.5 seconds, granting +1045 Attack.

    Ravager Technology:
    By dashing back and holding block for 1.8 seconds, Star Lord can activate his Ravager forcefield. This generates an Armour Up Buff granting +850 Armour for 14 seconds.
    Additionally, when it activates, this armour grants Star Lord Immunity to Power Lock and Power Sting effects. Cool-down six seconds.
    This represents the personal forcefield he and Yondu use in GOTG2. As well as giving him some basic resilience and utility, it should help him benefit from nodes in Cav EQ, and fighting opponents like Havok, Yellowjacket and Spiderham.

    Element Gun:
    Star Lord cycles through the settings on his Element Gun as he strikes with Light Attacks. The Element gun is unable to fire the same element twice in succession: it will initially cycle though four options, and after first being fired, it will cycle through the remaining three options.
    Regardless of Star Lord's best efforts, there is a 5% chance for the gun to misfire at random from the available options.
    • Water - Power Burn 33% of the opponent's Maximum Power. This attack also removes up to five stacks of Prowess.
    • Air - Shock the opponent for 5492 damage over six seconds. 60% chance to Stun opponents who are not immune to Shock for 2.5 seconds.
    • Fire - Incinerate the opponent for 5492 damage over ten seconds. This removes Perfect Block, and reduces the opponent's Block proficiency by 50%.
    • Earth - Armour Break the opponent (inflict three stacks of Armour Break, each removing a stack of Armour Up, and reducing Armour Rating by 670, lasting ten seconds). Earth setting inflicts Physical damage - other settings inflict Energy damage.
    Special Attacks
    If a Special Attack hits the opponent, Star Lord has a 70% chance to trigger a Precision buff granting +1200 Critical Rating for ten seconds.
    • SP1 - 40% chance to inflict Stun for 2 seconds. When this attack intercepts a charging opponent, gain +30% Attack and a flat +50% chance to inflict Stun.
    • SP2 - Discharge the Element Gun once.
    • SP3 - Star Lord discharges the Element Gun on Maximum Power - effects rise in Potency by 50%.
    Signature ability: Tactitian
    Star Lord benefits from a permanent Passive Combo shield.
    For every hit on his combo meter, to a maximum of 400, Star Lord gains +137 Attack and +13.7 block proficiency. This Attack bonus does not apply to the debuffs applied by his Element Gun.
    When struck, Star-Lord starts to lose focus: his combo counter begins to count down by 15* per second until he regains control of the fight by successfully hitting the opponent again.
    *This works a bit like Nick Fury's Sig, starting with a rapidly deteriorating combo count at Sig 1 (60/second), and a fairly slow deterioration (15/second) at Sig 200. I've limited the ability he has to inflict (frankly crazy) DoT effects, in an attempt to balance him; hopefully paid for by the rising Block Proficiency which asking with his new Armour Buff should really help Star Lord brawl his way through long fights. Hopefully the improved utility of his (somewhat) selectable Element Gun effects will make him more appealing as an option without making him too powerful. Reducing the DoT ramp-up might be a step too far towards 'nerf' for some people, but hey! This just a suggestions thread, right?

    Synergies

    We're the Guardians of the Galaxy, B****! (Rocket, Groot, Gamora, Drax)
    - For each synergy member present, each gains +2% Perfect Block, +65 Critical Rating and +5% Buff Duration
    - If four or more members are present, all synergy members gain a permanent +25% Prowess passive.

    Dance-off (Ronan the Accuser, Venompool)
    Ronan: Fury potency and duration increased by 50%
    Star Lord: Well-timed blocks inflict Taunt for six seconds. Taunted opponents suffer -25% Attack, and are 60% more likely to their a Special Attack
    Venompool: If Venompool's post-SP2 Dance is interrupted, he gains Unstoppable and Unblockable buffs for 2 seconds. If completed, his Precision passive duration is increased to 13 seconds.

    Daddy Issues (Yondu)
    Star Lord: Yondu upgrades Quill's Ravager Technology to additionally grant Regeneration of 3% of Star Lord's maximum health when triggered.
    Yondu: All attacks have a 10% chance to place a non-stacking Fatigue debuff, reducing the opponent's Critical Rate by 10% for six seconds.

    Murderous Intent (Thanos)
    Star Lord gains +20% Attack against Larger opponents.
    Thanos: When striking the opponent with a Special Attack, Thanos's personal Heal Block ability is altered to a ten-second Petrify debuff, reducing Regeneration and Power Gain by 150%.

    Galactic Adventurers (Nova)
    Nova: If Nova's Fury buff is consumed, stolen or Nullified, it has a 60% charge to immediately respawn. Cool-down three seconds.
    Star Lord: Star Lord starts the fight with his personal Fury and Precision buffs active for ten seconds.
  • MagrailothosMagrailothos Posts: 4,113 ★★★★★
    At the risk of double-posting, since the first version seems to have gone to adjudication heaven:

    Yondu

    This version of Yondu should have a bit more versatility. He's all about stacking debuffs on the opponent to keep them under control, and ramp up his Damage. Yondu's passive reduction of defensive Power Gain is improved; and he gets access to some Power Drain effects and a She-Hulk-like provocation ability to help keep the opponent's Power Meter well away from their SP3. He'll retain his ability to crit through block, and deal with both Bleed immune and Armour Break-immune opponents with his deadly Yaka arrow.

    Stats for 5/65 Champion

    Attack 2324
    Health 31551


    Passive - Tactical Provocation:
    Yondu's opponent is 12% more likely to activate a Special Attack for each debuff they suffer from.

    Passive - Poison resistance
    Yondu's alien physiology grants him 65% Poison Resistance.

    All Attacks:
    If the opponent has Armour Up or Power Gain* Buffs, Yondu has a 25% chance to steal them on each attack. Their duration and potency are unchanged, aside from Indefinite buffs which last 12 seconds when stolen.

    The opponent suffers a reduction of 15% Defensive combat Power for each Debuff they suffer from. Max: -60%.

    Yondu gains +80 Critical Rating for each debuff his opponent suffers. Max +540.

    Yaka Arrow Hits:
    The strength and precision of Yondu’s Yaka Arrow allow it to trigger Critical Hits and Abilities through an enemy Block.

    Yondu is not affected by incoming Stun effects when striking with his Yaka arrow.

    Yaka arrow hits benefit from +446 Armor and Block Penetration, and gain an additional +223 Armor and Block Penetration for each debuff on the opponent (max x6).

    Yaka arrow strikes have a 25% chance to inflict Bleed for 2824 Damage over 7 seconds. Chance increased to 45% on Critical hits. Each bleed active on the opponent increases the duration of subsequent bleeds by 1s (max +5s).

    If this bleed is prevented by an Immunity, the opponent suffers a Fragility debuff for 10 seconds instead. When attacking a Fragile opponent, each stack grants Yondu +400 Critical Damage Rating and reduces their Block Proficiency by 20%. Each Fragility debuff active on the opponent increases the duration of subsequent Fragility debuffs by 1s (max +5s)

    Heavy Attack:
    The Yaka arrow strike gains +50% Offensive Ability Accuracy and +900 Critical Rating.

    Special Attacks
    All Yaka arrow hits during Special Attacks gain +100% Offensive Ability Accuracy and +400 Critical Rating.

    Special 1:
    The first Yaka strike has a 100% chance to Heal Block for 12 seconds.
    The second Yaka strike has a 100% chance to inflict a Power Drain debuff, draining 20% of Maximum Power over eight seconds. Duration of power drain gains +100% against robots.

    Special 2:
    If the first hit of this attack strikes the opponent, then the strafing attacks cannot Miss or be Evaded.
    This attack gains +777 Attack and +120 Critical Rating for debuff active on the opponent. Max: x6

    Special 3:
    This attack removes all Armour effects from the opponent, and inflicts a Fragility debuff (+1200 Critical Damage when struck) for 20 seconds.
    100% chance to inflict a Power Drain debuff, removing 40% of the opponent's Maximum Power over 12 seconds. Duration of power drain gains +100% against robots.

    Signature Ability – Centaurian Archery:
    Yondu's enhanced control over his Yaka arrow grants his personal debuffs +40% Duration.

    Additionally, activating a Special Attack causes the opponent to suffer a 20% Weakness debuff for each other Debuff effect they were suffering from at the time of the activation. Weakness debuffs last 10 seconds.

    Synergies

    Cyber-Enhancements (Rocket)

    - Rocket: Whilst any of Rockets shield effects are active, Rocket additionally benefits from +800 Block Proficiency.
    - Yondu: With Rocket's upgrades, Yondu's SP2 inflicts an Incinerate debuff that causes 70% of the damage that the SP2 caused, over eight seconds

    It's nothing personal (Nebula)
    All mercenaries gain +250 Block Proficiency

    Equipment Exchange (Hawkeye)
    - Hawkeye upgrades his arrows: Special Attacks gain +446 Block and Armour penetration, and can inflict Critical Hits through Block.
    - Yondu borrows some smoke grenades: when he performs a Well-Timed Block, if Disorient is not active on the opponent then inflict Disorient (-40% Ability Accuracy for eight seconds). This can trigger three times per fight.
  • ShadowstrikeShadowstrike Posts: 2,255 ★★★★
    In Guardians of the Galaxy Vol 2, didn't Yondu's Arrow also have the ability to ignite? You could use it as a way to inflict incinerate give him a little extra damage on top.
  • MagrailothosMagrailothos Posts: 4,113 ★★★★★
    Wow, so this got read less than eighty times!

    Sure, it's quiet traffic in the Suggestions and Requests thread, but still!

    I think I need to work on my thread titles more...
  • BendyBendy Posts: 2,042 ★★★★
    Love all these designs of buffs with sl u could also give him celestial powers that grants him certain cosmic immunities and have him generate stacks of celestial each time he activates one of his immunities that then increase something like perfect block precision gives him a cruelty etc, but sl is harder one to buff but if want to be a combo champ he would need too keep combo like aegon like guilly if end sp3. But looks really good love all these buffs also laughed at the drax meme still gets me also when fighting ironman he should say his line in infinity war
  • FabwiziFabwizi Posts: 1,122 ★★★★

    Groot

    Attack. 2234
    Damage 35,361

    Passive Abilities

    Groot has a permanent Physical Resistance buff granting +750 Physical Resistance. If lost, it re-spawns after six seconds.

    Lacking blood, Groot is immune to bleed effects; and being wooden, he has 90% resistance to Shock damage. He is, however, vulnerable to Incinerate damage; suffering +25% Incinerate damage from all sources.

    As a Floral Colossus, Groot's innate strength isn't easily removed. If one of his buffs is Nullified, it gives him a passive burst of 8% Power.
    Groot isn't immune to Nullify or Stagger. But watch out for removing too many of his buffs, as you may find him countering with an SP3!

    Holding Block - Rooting
    Groot roots himself into the ground to draw strength and sustenance. After holding block for 0.5 seconds, Groot gains +500 block proficiency, passively regenerates at a rate of 0.3% health/tick, and gains 1.2% Power per second. After holding block for 1.5s, his deep roots grant him a +35% chance to withstand a Block Break from a Heavy Attack; which supplements the Stand Your Ground mastery.
    However, if he had held block for 1.5s or longer, then after releasing block Groot suffers -20% Attack on Dash Attacks for 0.7 seconds as his persistent roots cause loss of momentum.
    This isn't going to be a massive source of Power or Regen; but it'll help sustain Groot at times when he needs to be a bit defensive; perhaps when building up Pacifism charges; or when his opponent is in some kind of phase like Frenzy, Unstoppable or Evading. It'll also make him tougher as a defender, as long as he's not fighting Warlock or Void.

    Pacifism
    Groot is a gentle soul, but he doesn't like being hurt. He really doesn't like seeing his friends hurt.
    Every third attack the opponent throws, Groot has a 30% chance to gain a Pacifism charge; or 50% if Groot is struck by the attack.
    The chance to gain a Pacifism charge rises by a flat 10% per KO'd teammate on Groot's team, and by 2% per hit in the opponent's combo meter.
    Groot also has a 100% chance to gain a Pacifism charge when the opponent throws a Special Attack.
    Groot's Pacifism gain mechanic is unaffected by ability accuracy.

    Pacifism charges each increase defensive Power gain by 10%.
    Changes here mean that Groot can gain Pacifism charges on blocked hits, or even if he dodges them using Dexterity; removing the need for him to take a beating to gain his abilities. He should start to rack up these charges quite fast against opponents with multi-hit special attacks, or those with unusual combo meter abilities like Aegon or DDHK.

    Enraged
    Each time a Pacifism charge is gained, Groot has a 12% chance to throw off his gentle nature and become enraged; plus 3% per charge. When he reaches 12 charges, he automatically becomes Enraged.
    When he becomes enraged, Groot gains one Floral Colossus buff; plus one per Pacifism counter.
    Each Floral Colossus buff lasts 6.5 seconds, but they expire one at a time. These buffs grants the following benefits:
    +220 Critical Damage Modifier
    +703 Attack
    +390 Physical Resistance
    Additionally, whilst Groot is below 50% Power, then Floral Colossus buffs each increase his offensive combat power by 10%.
    Groot cannot gain Pacifism charges whilst Enraged; and Enraged has a 10 second cool-down time.
    Groot remains pretty buff-heavy; but not to the crazy levels he was before. These buffs combine the properties of his previous ones; with slightly higher numbers, and a substantially longer duration due to sequential expiry. He gets extra Combat Power during his big damage phase; helping him to spam his SP1 which should be a solid source of damage (see below).

    Heavy Attack:
    This attack has a 20% chance to inflict Armour Break per buff active on Groot; and also gains +210 Critical Rating per buff. Armour Break for removes one stack of Armour Up, and reduces armour rating by 520 for eight seconds.

    Special Attacks
    Special-1: When calm, Groot makes a Heavy fist and strikes a Hammer blow with a 75% chance to Armour Break the opponent (-520 Armour for eight seconds).
    If Groot is enraged, his arm becomes a spear that impales the opponent. This attack gains +280 Critical Rating per buff active on him, has +800 Armour Penetration and has 100% chance to inflict Bleed (2882 damage over 7 seconds). If it intercepts a charging opponent, this attack gains +50% Attack rating.
    Special-2: Groot's earthquake stomp is Unblockable, and triggers a Regeneration buff that heals 6% of his health, plus a flat 1% per Pacifism charge (to a maximum of 15%). If enraged, it instead inflicts Slow when striking the opponent, lasting 8 seconds plus an additional second per buff active on Groot.
    Special-3: This attack has a 100% chance to inflict Bleed for 3631 damage over 7 seconds, plus Armour Break (-920 Armour for eight seconds).
    If he is not Enraged, this attack causes Groot to gain two Pacifism and then throw off his gentle nature.
    If Groot was already Enraged, then he activates a Power Gain buff granting him 4% of Max power over ten seconds. The potency rises by 100% per Floral Colossus buff.
    Groot's Bleed defects aren't too crazy here, but should be dealing pretty decent damage during his Enraged phase. His SP2 is more focused on utility than damage; and can do some solid regeneration, if it happens that RNG isn't triggering his Enraged state.

    Signature Ability
    Groot starts the fight with 4 Pacifism charges.
    Any time he stops being Enraged, he has a 35% chance to regain each of those charges.

    Synergies
    Soulmates (Rocket)
    - Groot starts the fight with two Pacifism charges. If Rocket is KO'd, instead start with five Pacifism charges.
    - Rocket starts the match with one Weaponry Charge. This counts towards his usual limits.

    Shared understanding (Thor Ragnarok)
    - Groot: On well-timed blocks, Groot generates a Precision buff granting +525 Critical Rating for six seconds.
    - Thor: On well-timed blocks, Thor generates a Bulwark buff lasting seven seconds and granting +525 Block Proficiency

    Teammates (Gamora, Drax)
    All champions gain +5% Perfect Block

    Groot is immune to fire in comics.
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