Red Hulk Buff Idea
Hey all! You don't know me but I've been playing this game for a few years now, and had a red hulk buff idea I would like to share. This comes after some time with the champion, and i feel that is the best way to buff a champ. Use them a lot then decide what their flaws are and fix them. So in this i aim to fix the lack of stuff that red hulk has, and go from almost no abilities to some cool ones.
Tl;DR
He gets a persistent charge after beating a hulk character, each heat charge increases his attack, he can remove a bleed at the cost of a heat charge, against mystics he deals direct burst damage instead of physical, and can counter hulks better with a newly found hatred for them, as well as some minor stat changes.
First off let's cover the hulk in the room, the persistent charge. This works that whenever he defeats a hulk, (those being abomination, Immortal abomination, Hulk, Hulk Immortal, Gladiator Hulk, Joe Fixit, The Overseer and She Hulk) He is granted one charge and each charge gives him a flat +5% attack rating for each heat charge, in addition to the +5% he gets already, and the burst damage is increased by a flat +2%. This makes him a hulk hunter, shall we say. This is combination with his way to counter hulks make him a very formidable foe for any and all hulks.
Something i mentioned a little bit was that he gains some attack rating for each heat charge. This is a flat +5% increase, and his heat charges only stack to 10 still, but i liked this synergy he had with she-hulk and thought he should just have that ability in his base kit.
The way his hulk counter works is against hulks he gains +30% attack, crit and crit damage rating, they are passively heal blocked and he lowers their ability accuracy by 50%. Then if they are defeated, he gains a persistent charge. That will be the only way to gain a charge, making them a rarity, but this should make him that much better on paths that have a hulk.
Next up lets talk about his bleed removal. "With his military training and immense resolve, General Ross can expend one heat charge to cauterize a wound, removing a bleed de-buff after 1 second has passed." Thats his lore reason, but in short it just makes him more suicide friendly and allows for him to be countered by bleeds, rendering him almost useless against someone like Morningstar.
Something else i threw in there was a damage type change against mystics, changing his burst from Physical to Direct, meaning in those fights he because that little bit easier to use.
Now for the downsides. He looses his regeneration off the SP2, however it is replaced with a 100% chance to spend 1 heat charge to incinerate the opponent for a decent amount of damage, and the chance to use a heat charge decreases by a flat 10% for each heat charge on him, meaning you don't just spam the SP1 when you have ten, you use the SP2! He also looses the 2 heat charges off the SP1, and instead he only gains 1, with a 100% chance to gain another one, this decreasing by a flat 10% for each heat charge he has. Meaning that he gains them faster when he has none, but slows down at the upper end. He also looses some base attack rating, gains some health, and gets a little love in the crit and crit damage departments.
But thats about it. I didn't change his awakened ability because i like the way it is now, nor did i think of any cool synergies to make, but im not good with that aspect of things. Anyway tell me what you thought of it, id love to see some feedback! Thanks for reading!