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Star-Lord Buff Idea

Star-Lord, the OG OP god-tier who've since fallen down the ranking after better ramp-up champs have entered the game. How do you buff him without making him too OP for today's game?
I didn't think that he needed a buff to his ramp-up numbers as such, so I instead took another route. Whereas you currently just build and build and build, and then lose it all if you lose the combo, I tried to design him so that you can use your combo meter on various things instead. Whether it's getting rid of bleed debuffs or getting passive fury and precision buffs, his combo meter now affords him a bit more utility. However, there's nothing stopping him from ramping up more or less as before.
In addition to that, I tried to design a persistent charge mechanic that boosts both Star-Lord himself and every other Guardian of the Galaxy-tagged champ. Every Guardian can also help build those charges up by ending their fights with an SP3, making that particular ramp-up more of a team effort.
Each Charge counts as 20 passive hits in both champions’ Combo Meters but cannot be consumed. Every Charge increases the threshold after which Star-Lord gains passive Stuns and the ability to Heal with his Heavy Attack by 3%.
If Star-Lord ends a fight with more than 100 hits in the Combo Meter, he starts the next fight with a Bar of Power and 20 hits in the Combo Meter. Passive hits gained from Guardian Charges do not count toward these 100 hits.
Note: This last paragraph will become important later.
As blows are exchanged, Star-Lord familiarizes with his opponent’s techniques, increasing Attack by 150 for each hit in the Combo Meter to a maximum of 400 hits.
Star-Lord gains 100 Block Proficiency for every hit of his opponent’s Combo Meter.
Note: More or less what it was before, I just rolled in his previous sig ability into his base kit. I also made a change so that you gain an aptitude buff after you've thrown an SP3 to gain a fury passive.
Charging a Heavy Attack while below 15% Health consumes 5 hits in the Combo Meter every 0,3 seconds, with each hit consumed healing Star-Lord for 1% Health. This can push his Health above 15%, but the ability cannot be initiated again if he is above that threshold. Up to 30% Health can be regained this way each fight.
Note: The way I see it, if you're at low health at the end of the fight, you can afford to sacrifice some of the hits in the combo meter to heal up a bit.
Note: This is my attempt to make him more suicide friendly. In addition to the regen ability above, this ability allows you to cancel the recoil damage by using hits from your combo meter. Combine that with the next ability and I think you have a good trio of suicide-friendly utility.
Gain a Bulwark Buff for each Bleed Sutured. These Bulwark Buffs grant 700 additional Block Proficiency when Blocking Special Attacks, and one Bulwark Buff is removed for each Special Attack hit that is Blocked.
No hits in the Combo Meter are consumed if Star-Lord is not Bleeding.
Note: Remember how I said that the ability to start the fight with a bar of power and 20 hits in the combo will become valuable later? This is later. It allows Star-Lord to immediately get rid of the initial Double Edge bleed.
Star-Lord’s Element Gun selects one element at random each time it fires. Each element has a different effect when it strikes the opponent.
Star-Lord’s Element Gun selects one element at random each time it fires. Each element has a different effect when it strikes the opponent.
Note: This fury passive is more or less equal to the damage lost by consuming the hits in the combo. I wanted a way to both ensure that you don't lose all of your progress if you're ever hit, while simultaneously design a way in which you have to use an SP3 to gain guardian charges without having to end on an SP3 to do so. That's a mechanic I really dislike about Gully2099's kit so I didn't feel like copying it, but I also wanted the SP3 to have a definitive use.
Air: Shocks the opponent, dealing 4400 Energy Damage over 6 seconds.
Water: Drains up to 50% of the opponent’s Max Power.
Earth: Places a Heal Block on the opponent, stopping all healing effects for 11 seconds.
Note: These are all the same as before.
Gain one additional Godslayer Strike for each Guardian Charge Star-Lord has. Each Godslayer Strike’s cooldown begins when it is first used. Knocking out an opponent with an SP3 grants Star-Lord a Guardian Charge.
Each of Star-Lord’s Guardian Charges count toward Rocket's Combo Meter just as they would Star-Lord’s. Each Guardian Charge also grants an additional charge to Rocket’s shields. The extra charges to his Kinetic and Blast Shield do not fall off with time during the fight, while all Emergency Shield charges are removed if he is hit by a Special Attack. Knocking out an opponent with an SP3 grants Star-Lord a Guardian Charge.
Groot has a 25% chance to gain one Pacifism charge whenever he Blocks hits, and a 100% chance to gain 4 on Well-Timed Blocks. For each of Star-Lord’s Guardian Charges, Groot’s Buffs gain 3 second increased duration and 50% increased potency. Knocking out an opponent with an SP3 grants Star-Lord a Guardian Charge.
Drax’s chance to gain Fury Buffs with basic attacks is increased to 25% if Drax is suffering from a damaging Debuff. The first 10 Fury Buffs he gains this way does not fall off until the damaging Debuff expires.
When a damaging Debuff expires on Drax, he has a 20% chance per Guardian Charge on Star-Lord to gain Lifesteal that steals 20% of all Fury damage he deals for 10 seconds. Knocking out an opponent with an SP3 grants Star-Lord a Guardian Charge.
Agent Venom’s passive Debuffs cannot be shrugged off. If an opponent shrugs off a Bleed, inflict them with a Degeneration passive dealing 70% of the Bleed Debuff’s damage over 2 seconds.
Additionally, every time one of Agent Venom’s damaging Debuff expires on an opponent, the potency and duration of his Bleed and Degeneration Debuffs is increased by 25% for the rest of the quest. This can stack 2 times per Guardian Charge on Star-Lord, up to 250% increased potency and duration. Knocking out an opponent with an SP3 grants Star-Lord a Guardian Charge.
Completing the Dance while below 25% health places a Bleed on the opponent. Completing the Dance while the opponent is below 25% health places a Degeneration on the opponent.
Note: Vive la Dance, Dance Révolution!
I didn't think that he needed a buff to his ramp-up numbers as such, so I instead took another route. Whereas you currently just build and build and build, and then lose it all if you lose the combo, I tried to design him so that you can use your combo meter on various things instead. Whether it's getting rid of bleed debuffs or getting passive fury and precision buffs, his combo meter now affords him a bit more utility. However, there's nothing stopping him from ramping up more or less as before.
In addition to that, I tried to design a persistent charge mechanic that boosts both Star-Lord himself and every other Guardian of the Galaxy-tagged champ. Every Guardian can also help build those charges up by ending their fights with an SP3, making that particular ramp-up more of a team effort.
Signature Ability - All-Star Tactician
When finishing a fight with a Fury passive active, gain a Guardian Charge that is carried over to the next fight. Max Charges: 5.Each Charge counts as 20 passive hits in both champions’ Combo Meters but cannot be consumed. Every Charge increases the threshold after which Star-Lord gains passive Stuns and the ability to Heal with his Heavy Attack by 3%.
If Star-Lord ends a fight with more than 100 hits in the Combo Meter, he starts the next fight with a Bar of Power and 20 hits in the Combo Meter. Passive hits gained from Guardian Charges do not count toward these 100 hits.
Note: This last paragraph will become important later.
All attacks
11% chance to gain a Fury Buff for 6,5 seconds, granting 1050 Attack. If Star-Lord has a passive Fury, he gains Aptitude instead of further Fury Buffs. Aptitude increases the potency of his passive Buffs by 30% for 12 seconds.As blows are exchanged, Star-Lord familiarizes with his opponent’s techniques, increasing Attack by 150 for each hit in the Combo Meter to a maximum of 400 hits.
Star-Lord gains 100 Block Proficiency for every hit of his opponent’s Combo Meter.
Note: More or less what it was before, I just rolled in his previous sig ability into his base kit. I also made a change so that you gain an aptitude buff after you've thrown an SP3 to gain a fury passive.
While below 15% Health
Stun Debuffs become passive effects instead and have 125% duration.Charging a Heavy Attack while below 15% Health consumes 5 hits in the Combo Meter every 0,3 seconds, with each hit consumed healing Star-Lord for 1% Health. This can push his Health above 15%, but the ability cannot be initiated again if he is above that threshold. Up to 30% Health can be regained this way each fight.
Note: The way I see it, if you're at low health at the end of the fight, you can afford to sacrifice some of the hits in the combo meter to heal up a bit.
Special Attacks
If Star-Lord is below 100 hits in his Combo Meter, negate damage from the Recoil Mastery by consuming 10 hits in the Combo Meter per point in the Mastery. Passive hits gained from Guardian Charges do not count toward these 100 hits.Note: This is my attempt to make him more suicide friendly. In addition to the regen ability above, this ability allows you to cancel the recoil damage by using hits from your combo meter. Combine that with the next ability and I think you have a good trio of suicide-friendly utility.
Special Attack 1
If Bleeding, consume 10 hits in the Combo Meter the Suture one Bleed. If Intercepting a charging opponent, deal 20% more damage and Suture all Bleeds.Gain a Bulwark Buff for each Bleed Sutured. These Bulwark Buffs grant 700 additional Block Proficiency when Blocking Special Attacks, and one Bulwark Buff is removed for each Special Attack hit that is Blocked.
No hits in the Combo Meter are consumed if Star-Lord is not Bleeding.
Note: Remember how I said that the ability to start the fight with a bar of power and 20 hits in the combo will become valuable later? This is later. It allows Star-Lord to immediately get rid of the initial Double Edge bleed.
Special Attack 2
Consume 15 hits in the Combo Meter to gain an indefinite Precision passive increasing Critical Rating by 350. This can stack up to 3 times, after which no more hits are consumed.Star-Lord’s Element Gun selects one element at random each time it fires. Each element has a different effect when it strikes the opponent.
Special Attack 3
Consume 20 hits in the Combo Meter to gain a non-stacking indefinite Fury passive increasing Attack Rating by 2800.Star-Lord’s Element Gun selects one element at random each time it fires. Each element has a different effect when it strikes the opponent.
Note: This fury passive is more or less equal to the damage lost by consuming the hits in the combo. I wanted a way to both ensure that you don't lose all of your progress if you're ever hit, while simultaneously design a way in which you have to use an SP3 to gain guardian charges without having to end on an SP3 to do so. That's a mechanic I really dislike about Gully2099's kit so I didn't feel like copying it, but I also wanted the SP3 to have a definitive use.
Element Gun Effects
Fire: Breaks the opponent’s Armor, reducing Armor Rating by 1350 for 8 seconds.Air: Shocks the opponent, dealing 4400 Energy Damage over 6 seconds.
Water: Drains up to 50% of the opponent’s Max Power.
Earth: Places a Heal Block on the opponent, stopping all healing effects for 11 seconds.
Note: These are all the same as before.
Synergies
Hooked On A Feeling
GamoraGain one additional Godslayer Strike for each Guardian Charge Star-Lord has. Each Godslayer Strike’s cooldown begins when it is first used. Knocking out an opponent with an SP3 grants Star-Lord a Guardian Charge.
Fox On the Run
Rocket RaccoonEach of Star-Lord’s Guardian Charges count toward Rocket's Combo Meter just as they would Star-Lord’s. Each Guardian Charge also grants an additional charge to Rocket’s shields. The extra charges to his Kinetic and Blast Shield do not fall off with time during the fight, while all Emergency Shield charges are removed if he is hit by a Special Attack. Knocking out an opponent with an SP3 grants Star-Lord a Guardian Charge.
Spirit In The Sky
GrootGroot has a 25% chance to gain one Pacifism charge whenever he Blocks hits, and a 100% chance to gain 4 on Well-Timed Blocks. For each of Star-Lord’s Guardian Charges, Groot’s Buffs gain 3 second increased duration and 50% increased potency. Knocking out an opponent with an SP3 grants Star-Lord a Guardian Charge.
Cherry Bomb
DraxDrax’s chance to gain Fury Buffs with basic attacks is increased to 25% if Drax is suffering from a damaging Debuff. The first 10 Fury Buffs he gains this way does not fall off until the damaging Debuff expires.
When a damaging Debuff expires on Drax, he has a 20% chance per Guardian Charge on Star-Lord to gain Lifesteal that steals 20% of all Fury damage he deals for 10 seconds. Knocking out an opponent with an SP3 grants Star-Lord a Guardian Charge.
Flash Light
Agent VenomAgent Venom’s passive Debuffs cannot be shrugged off. If an opponent shrugs off a Bleed, inflict them with a Degeneration passive dealing 70% of the Bleed Debuff’s damage over 2 seconds.
Additionally, every time one of Agent Venom’s damaging Debuff expires on an opponent, the potency and duration of his Bleed and Degeneration Debuffs is increased by 25% for the rest of the quest. This can stack 2 times per Guardian Charge on Star-Lord, up to 250% increased potency and duration. Knocking out an opponent with an SP3 grants Star-Lord a Guardian Charge.
Intergalactic Dance-Off Extravaganza
Venompool, Goldpool, PlatinumpoolCompleting the Dance while below 25% health places a Bleed on the opponent. Completing the Dance while the opponent is below 25% health places a Degeneration on the opponent.
Note: Vive la Dance, Dance Révolution!
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Comments
There are some nice ideas in the buff as a whole, but the standout? I love this idea: That's ****ing Genius!
I did a whole thread of GOTG buffs including SL, (here) and I wish I'd had that idea - awesome!
And Mags, I remember reading that thread. It was a lot of buffs to read so I didn't read through it all, but I remember you having a really solid Star-Lord suggestion as well. Your discussion about him just needing more utility rather than damage did, at least in part, inform how I approached this buff.
Did we just form a buff-writer synergy team?