The Hood Rebuff Idea
LemoNot
Member Posts: 186 ★
Basically just took the failed buff from February, and blended it a bit better into his current kit.
Stats based off an r5 5star
Hex Pistols- Loaded Bullets: 40, Max Loaded: 120
- The Hood’s Bullets persist from fight to fight.
- Nullify a Buff: +2 Bullets.
- Make the opponent Miss while Invisible: +6 Bullets.
- Knock an opponent out with at least 4 expiring Neutralize: +1 Bullet for every 2 Neutralize. Basically, you KO an opponent with the burst from a Heavy Attack, you get half your used bullets back.
Hex Pistols- Medium Attacks and Special 2
- 100% chance to fire a Bullet and inflict a stacking Neutralize, lasting 17 seconds. Each Neutralize reduces Buff Ability Accuracy by 2%. Pretty useless by itself, but it’s meant to support every other ability in Hood’s kit.
- Each Neutralize deals a burst of 1150.5 Energy Damage on expiry, and refresh when a new Neutralize is applied.
Each Neutralize is a Passive effect, like every other Buff control effect in Hood’s kit.
Dash Back and Hold Block for 1.2 seconds
- 100% chance to gain Invisibility for 8 seconds. Invisibility is paused for 1 second whenever Hood fires a Bullet.
- When Invisibility ends, it goes on cooldown for 6 seconds.
- While active: Hood’s attacks gain +643 Critical Rating, and ignore 75% Armor Rating and Resistances. Additionally, expiring Neutralizes deal 50% more damage.
- While active: incoming attacks have a 140% chance to Miss. Each time the opponent misses an attack, this Miss chance is decreased by a flat 20% until the Invisibility ends. Miss chance cannot go below 80% against non-contact attacks. To clarify, Hood will always have at least an 80% chance to Miss non-contact attacks.
Critical Hits
- 100% chance to inflict a Stagger Passive, lasting 8 seconds. When a Staggered opponent gains a Buff, that Buff and all Buffs triggered simultaneously are Nullified. Max Stacks: 1.
- Each Neutralize on the opponent increases the Stagger stack limit by 1, up to a limit of 10.
- When this Stagger ends, it inflicts 345.15 direct damage on the opponent, healing The Hood by the same amount. This damage and regeneration is increased by a flat +10% for each Neutralize on the opponent, max effect at 10 Neutralize.
Heavy Attacks
- If Hex is active, causes all Neutralizes to expire immediately, with +50% potency.
- Refreshes all Hex, Stagger, and Shock effects on the opponent, and pauses them for 4 seconds.
- Pause all Bleed effects for 5 seconds.
Special Attack 1
- 100% chance to inflict a non-stacking Shock Debuff, causing 3451.5 Energy Damage over 8.75 seconds.
- If this Shock expires after lasting its full duration, 100% chance to inflict a Stun Debuff, lasting 3 seconds.
- If the opponent had 5 or more Staggers when the Shock was applied, all but 1 Stagger will immediately expire.
Ties in with the higher Stagger stack limit and regen potency for bursts of regeneration, as needed.
Special Attack 2
- Hexes the opponent, Fate Sealing them for 12 seconds. Fate Seal immediately Nullifies all present Buffs, and prevents future Buffs from activating. While active, it deals a burst of 1955.85 Energy Damage for each Buff prevented or Nullified by Hex.
- The final shot spends 5 Bullets to apply a Hex Vulnerability Debuff, pausing all Neutralize on the opponent until Hex expires. For every Neutralize paused, Hex Vulnerability reduces Defensive Ability Accuracy by 5% as long as it remains active, up to a 65% reduction.
- At the end of the attack, activate Invisibility with +20% Miss Chance.
Special Attack 3
- +1725.75 Attack Rating for each full bar of power the opponent has.
- If the opponent is at 3 bars of power, Power Steal 1 bar of power. Hood gains 100% of Power stolen.
My justification? He eats the bar of power.
- 100% chance to inflict a Bleed Debuff, causing 3451.5 direct damage over 6 seconds. Lasts an additional +0.5 seconds for each Neutralize on the opponent, max effect at 12 stacks.
Sig Ability, Dark Dealings, Sig [1 - 200]
While Invisible
- Stun Debuffs suffer -[55 - 85]% duration while Hood is Invisible.
- Hood’s Invisibility lasts [25 - 75]% longer, and gains a flat +[10.11 - 40]% chance to Miss.
- Dashing back and holding block for 2 seconds immediately ends Invisibility, increasing Cooldown duration by [30 - 90]%.
On Cooldown
- The Hood is Stun Immune while Invisibility is on Cooldown.
- Basic attacks have a [22.25 - 45]% chance to Steal 10% of the opponent’s current Power, gaining 200% of the Power stolen. Increased to [35 - 80]% chance on Critical Hits.
- Firing Bullets has a 100% chance to apply a Suppression Debuff, reducing Defensive Combat Power Rate by [1.25 - 7.5]%. Up 10 Suppression Debuffs can be applied. Suppression Debuffs last 12 seconds, and are paused for 4 seconds when a new one is applied.
New/Re-added Synergies
Staying Strapped (Punisher, Joe Fixit, Punisher 2099)
Hood- Always start the fight with at least 25 Loaded Bullets. Bullets have a 40% chance to apply Bleed, dealing 40% of Base Attack over 5 seconds.
Punisher- Open Wounds have a 40% chance to be applied when knocking the opponent down with any Special Attack. Additionally, Open Wounds deal 20% of Punisher’s base Attack per second, and stack up to 5.
Joe Fixit- Each hit of Fixit’s Special 1 has a 45% chance to apply 3 additional Bleeds.
Punisher 2099- Punisher 2099’s Heal Block can activate on Regeneration Passives at the cost of an additional 5% of the Battery. Attacks while the opponent is Armor Broken have a 35% chance to Bleed the opponent, dealing 65% of Modified Attack as Direct Damage over 3 seconds.
Not the Hero… (M.O.D.O.K., Mole Man, Mysterio, Mojo)
#Villains gain +5% Perfect Block Chance for every time they’ve knocked the opponent down, up to +45% Perfect Block Chance.
...But the Best Villain (Abomination, King Groot, Ronan, Vulture)
The Hood- Making the opponent Miss while Invisible grants an additional +2 Bullets, and pauses Invisibility for 2 seconds.
#Villains- +8% Health and Attack Rating for each fight the team has won, up to +40% Health and Attack.
Crime Bosses (Joe Fixit, Kingpin)
#Villains- +300 Armor Rating, +300 Critical Rating, +5% Perfect Block Chance and +5% Health for each #Villain on the team.
Stats based off an r5 5star
Hex Pistols- Loaded Bullets: 40, Max Loaded: 120
- The Hood’s Bullets persist from fight to fight.
- Nullify a Buff: +2 Bullets.
- Make the opponent Miss while Invisible: +6 Bullets.
- Knock an opponent out with at least 4 expiring Neutralize: +1 Bullet for every 2 Neutralize. Basically, you KO an opponent with the burst from a Heavy Attack, you get half your used bullets back.
Hex Pistols- Medium Attacks and Special 2
- 100% chance to fire a Bullet and inflict a stacking Neutralize, lasting 17 seconds. Each Neutralize reduces Buff Ability Accuracy by 2%. Pretty useless by itself, but it’s meant to support every other ability in Hood’s kit.
- Each Neutralize deals a burst of 1150.5 Energy Damage on expiry, and refresh when a new Neutralize is applied.
Each Neutralize is a Passive effect, like every other Buff control effect in Hood’s kit.
Dash Back and Hold Block for 1.2 seconds
- 100% chance to gain Invisibility for 8 seconds. Invisibility is paused for 1 second whenever Hood fires a Bullet.
- When Invisibility ends, it goes on cooldown for 6 seconds.
- While active: Hood’s attacks gain +643 Critical Rating, and ignore 75% Armor Rating and Resistances. Additionally, expiring Neutralizes deal 50% more damage.
- While active: incoming attacks have a 140% chance to Miss. Each time the opponent misses an attack, this Miss chance is decreased by a flat 20% until the Invisibility ends. Miss chance cannot go below 80% against non-contact attacks. To clarify, Hood will always have at least an 80% chance to Miss non-contact attacks.
Critical Hits
- 100% chance to inflict a Stagger Passive, lasting 8 seconds. When a Staggered opponent gains a Buff, that Buff and all Buffs triggered simultaneously are Nullified. Max Stacks: 1.
- Each Neutralize on the opponent increases the Stagger stack limit by 1, up to a limit of 10.
- When this Stagger ends, it inflicts 345.15 direct damage on the opponent, healing The Hood by the same amount. This damage and regeneration is increased by a flat +10% for each Neutralize on the opponent, max effect at 10 Neutralize.
Heavy Attacks
- If Hex is active, causes all Neutralizes to expire immediately, with +50% potency.
- Refreshes all Hex, Stagger, and Shock effects on the opponent, and pauses them for 4 seconds.
- Pause all Bleed effects for 5 seconds.
Special Attack 1
- 100% chance to inflict a non-stacking Shock Debuff, causing 3451.5 Energy Damage over 8.75 seconds.
- If this Shock expires after lasting its full duration, 100% chance to inflict a Stun Debuff, lasting 3 seconds.
- If the opponent had 5 or more Staggers when the Shock was applied, all but 1 Stagger will immediately expire.
Ties in with the higher Stagger stack limit and regen potency for bursts of regeneration, as needed.
Special Attack 2
- Hexes the opponent, Fate Sealing them for 12 seconds. Fate Seal immediately Nullifies all present Buffs, and prevents future Buffs from activating. While active, it deals a burst of 1955.85 Energy Damage for each Buff prevented or Nullified by Hex.
- The final shot spends 5 Bullets to apply a Hex Vulnerability Debuff, pausing all Neutralize on the opponent until Hex expires. For every Neutralize paused, Hex Vulnerability reduces Defensive Ability Accuracy by 5% as long as it remains active, up to a 65% reduction.
- At the end of the attack, activate Invisibility with +20% Miss Chance.
Special Attack 3
- +1725.75 Attack Rating for each full bar of power the opponent has.
- If the opponent is at 3 bars of power, Power Steal 1 bar of power. Hood gains 100% of Power stolen.
My justification? He eats the bar of power.
- 100% chance to inflict a Bleed Debuff, causing 3451.5 direct damage over 6 seconds. Lasts an additional +0.5 seconds for each Neutralize on the opponent, max effect at 12 stacks.
Sig Ability, Dark Dealings, Sig [1 - 200]
While Invisible
- Stun Debuffs suffer -[55 - 85]% duration while Hood is Invisible.
- Hood’s Invisibility lasts [25 - 75]% longer, and gains a flat +[10.11 - 40]% chance to Miss.
- Dashing back and holding block for 2 seconds immediately ends Invisibility, increasing Cooldown duration by [30 - 90]%.
On Cooldown
- The Hood is Stun Immune while Invisibility is on Cooldown.
- Basic attacks have a [22.25 - 45]% chance to Steal 10% of the opponent’s current Power, gaining 200% of the Power stolen. Increased to [35 - 80]% chance on Critical Hits.
- Firing Bullets has a 100% chance to apply a Suppression Debuff, reducing Defensive Combat Power Rate by [1.25 - 7.5]%. Up 10 Suppression Debuffs can be applied. Suppression Debuffs last 12 seconds, and are paused for 4 seconds when a new one is applied.
New/Re-added Synergies
Staying Strapped (Punisher, Joe Fixit, Punisher 2099)
Hood- Always start the fight with at least 25 Loaded Bullets. Bullets have a 40% chance to apply Bleed, dealing 40% of Base Attack over 5 seconds.
Punisher- Open Wounds have a 40% chance to be applied when knocking the opponent down with any Special Attack. Additionally, Open Wounds deal 20% of Punisher’s base Attack per second, and stack up to 5.
Joe Fixit- Each hit of Fixit’s Special 1 has a 45% chance to apply 3 additional Bleeds.
Punisher 2099- Punisher 2099’s Heal Block can activate on Regeneration Passives at the cost of an additional 5% of the Battery. Attacks while the opponent is Armor Broken have a 35% chance to Bleed the opponent, dealing 65% of Modified Attack as Direct Damage over 3 seconds.
Not the Hero… (M.O.D.O.K., Mole Man, Mysterio, Mojo)
#Villains gain +5% Perfect Block Chance for every time they’ve knocked the opponent down, up to +45% Perfect Block Chance.
...But the Best Villain (Abomination, King Groot, Ronan, Vulture)
The Hood- Making the opponent Miss while Invisible grants an additional +2 Bullets, and pauses Invisibility for 2 seconds.
#Villains- +8% Health and Attack Rating for each fight the team has won, up to +40% Health and Attack.
Crime Bosses (Joe Fixit, Kingpin)
#Villains- +300 Armor Rating, +300 Critical Rating, +5% Perfect Block Chance and +5% Health for each #Villain on the team.
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