Champion Spotlight - Rintrah

About Rintrah
Rintrah is a being from another dimension, hailing from the planet R'Vaal. His mystical potential was first realized by Enitharmon the Weaver, who started Rintrah's training in the ways of magic. Traveling from his home world, Rintrah began apprenticing under the sorcerer supreme himself, Doctor Strange. Combining the power arcane might and the brute strength of hoof and horn, Rintrah is a force to be reckoned with by any who would dare threaten him or the Sanctum Sanctorum.
Rintrah's Mechanics
BASE STATS & ABILITIES
Character Class: Mystic
Basic Abilities: Root (Self), Neutralize, Unstoppable, Rupture, Regeneration
STRENGTHS:
ABILITIES:
The following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion
Always Active:
Mystical Charges:
Rooted:
Heavy Attack:
SPECIAL ATTACKS
SYNERGY BONUSES - Unique
Enemies of the Mystic Realm - Unique - With Dormammu, Vision (Aarkus)
Live and Die by the Horns - (3* +) - With Rhino, Purgatory, Mangog
No Sword Left Behind - Unique - With Taskmaster, Captain Britain
Unacceptabull - Unique - M.O.D.O.K.
RECOMMENDED MASTERIES
Recovery:
Willpower:
Despair:
Rintrah is a being from another dimension, hailing from the planet R'Vaal. His mystical potential was first realized by Enitharmon the Weaver, who started Rintrah's training in the ways of magic. Traveling from his home world, Rintrah began apprenticing under the sorcerer supreme himself, Doctor Strange. Combining the power arcane might and the brute strength of hoof and horn, Rintrah is a force to be reckoned with by any who would dare threaten him or the Sanctum Sanctorum.
Rintrah's Mechanics
Rintrah enjoys punishing Opponents in the corner, using imbued attacks and boosting his own defensive capabilities. Whether that is going Unstoppable, Regenerating on damage dealt either direction or Neutralizing the Opponents Buffs away. He is ready to dance, can you control the board or will he just push you to the wall? Oh and don’t forget about his Ruptures, they will dial up the damage of his Special 2. He will utilize his self Root to establish his ground and never back down. Whether it's trapping Opponents in the corner or edging his wall across the arena driving his opposition backward, he is ready to rock and roll.
BASE STATS & ABILITIES
Health | Attack | PI (Max Signature) | |
3-Star | 8549 | 485 | 1943 |
4-Star | 21437 | 1216 | 4892 |
5-Star | 42982 | 2437 | 10640 |
6-Star (Rank 3, Level 45) | 55384 | 3140 | 13670 |
Character Class: Mystic
Basic Abilities: Root (Self), Neutralize, Unstoppable, Rupture, Regeneration
STRENGTHS:
- Punishing Buff Reliant Champions
- Shutting down those pesky Buffs which many Champions rely on, indexing strongly in countering rapid Buff gain.
- Using Self Root as Ground Control
- Upon Self Rooting, he will establish ground control in the fight, slowly pushing the Opponent into their corner or trapping the Opponent if they back up too much. When he is Rooted he empowers himself to take the hits and dishing them out too.
- Heal Block/Rate Modification
- Rintrah relies heavily on Regeneration on contact when Rooted or off his Special 3 damage. Heal Block effects are a strong counter to Rintrah’s survivability.
- Slow
- Who doesn’t love being an Unstoppable train with horns? This guy unless you put the breaks on him using a Slow.
ABILITIES:
The following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion
Always Active:
- Rintrah has a base 30% Energy Resist, and 20% Crit Resist.
- Incoming Armor Break Debuffs have their potency reduced by 50% for each other Armor Break already on Rintrah, minimum potency is 0. Rintrah gains +365.55 Attack Rating per Armor Break on him.
- Whenever either Champion lands a hit, Rintrah has a 60% chance to inflict a non-stacking Passive Neutralize for 3 second(s), decreasing their Buff Ability Accuracy by -100%. If the Opponent is Cosmic or Superior Class, the Neutralize's chance, duration, and potency are doubled.
- All Rintrah’s Ruptures deal +365.55 Attack Rating as Physical Damage over 15 seconds.
Mystical Charges:
- Every time the Opponent is inflicted by a Neutralize effect, gain 1 Mystical Charge, or when they fail to gain a Buff because of Neutralize, gain 2 Mystical Charges.
- While Rintrah has 10 Mystical Charges, if either Champion Strikes with a Light Attack, he inflicts 1 Rupture. While Rintrah is Rooted, inflict 2 more.
- While Rintrah has 10 Mystical Charges or more, Special Attacks are Unblockable.
- While Rintrah has 10 Mystical Charges or more, getting struck or blocking an attack by Opponent while Rintrah’s back is to the wall grants him an Unstoppable Passive for 6 second(s).
- While Rintrah has 15 Mystical Charges or more, Gain Stun immunity.
- While Rintrah has 20 Mystical Charges, go Rooted when an Opponent activates a Special. End Root after Opponent Special ends, this Root has no cooldown.
- Rintrah loses 5 Mystical Charges every time he is knocked down.
- After 15 second(s) after inflicting a Rupture, lose 20 Mystical Charges.
Rooted:
- When Rintrah contacts with a Light Combo Ender with the Opponent while their back is to the wall, he is inflicted with Rooted Debuff for 6 seconds. Upon Rooted Debuff expiring, it goes on cooldown for 12 seconds.
- Rooted Champions cannot move, but can still attack, block, and dodge. Activating a Special Attack removes Root and prevents it from applying.
- While Rooted, Rintrah becomes Unstoppable, inflicts Taunt on Opponent, reducing their Attack Rating by 20% and has increased Energy Resistance and Crit Resistance by 1% per Mystical Charge.
- If Rintrah is Rooted, and he does a Heavy or any Special Attack, this will end his personal Root early and inflict 5 Rupture Debuffs.
Heavy Attack:
- If Rintrah performs a Heavy Attack, on hit, pause all personal Ruptures for 4 second(s).
SPECIAL ATTACKS
Special 1 - Blessing of the Horns:
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Special 2 - Circle of Swords:
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Special 3 - Keeper’s Banishment:
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Signature Ability - Never Back Down:
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SYNERGY BONUSES - Unique
Enemies of the Mystic Realm - Unique - With Dormammu, Vision (Aarkus)
- Rintrah: Start the Fight with 5 Mystical Charges.
- Dormammu: After Adding 1 Detonation Charge by Heavy Attack, Light attacks have a 30% chance to add 10 Detonation Charges.
- Vision (Aarkus): Increase Coldsnap Debuff damage by 50%.
Live and Die by the Horns - (3* +) - With Rhino, Purgatory, Mangog
- Rintrah: 30% chance to reapply any Ruptures removed on Special 2.
- Mangog: Gain a 10% Attack Rating per Stagger on Opponent.
- Rhino: Gain a 25% Crit Rating when Unstoppable.
- Purgatory: Class Souls last an extra 2 Fight(s).
No Sword Left Behind - Unique - With Taskmaster, Captain Britain
- Rintrah: Increase Neutralize duration by 1 second(s).
- Taskmaster: Increase the duration of Exploit Weakness Passive by 5 second(s).
- Captain Britain: Every time a Debuff is purified, deal a burst of 25% Attack Rating as Energy Damage to Opponent.
Unacceptabull - Unique - M.O.D.O.K.
- Rintrah: Inflict 4 Rupture Debuffs dealing 15% Attack Rating as Physical Damage over 15 second(s) on last hit of Special 1.
- M.O.D.O.K.: On landing a Critical Hit, if both a personal Incinerate and Bleed are on the Opponent, pause them for 6 second(s)
RECOMMENDED MASTERIES
Recovery:
- Regeneration is rather easily accessed when Self Rooted, so why not make it better.
Willpower:
- Due to Self Root being a Debuff, this helps you heal a little just from playing the Champion.
Despair:
- Due to the quantity of Ruptures you can keep on the Opponent, the heal reduction will be quite nice.
Post edited by Kabam Miike on
1
Comments
So yet again, we have another case like Vision Aarkus.
Are you still afraid of Blade in 2022 or what?
They usually pin one then move it back and pin the other (like scorpion is right now)
Dr. Zola
Dr. Zola
Nothing conclusive from any major player part, so he's still being measured. Same with Wong
If they were to ever add The Blob to the game he could have Self Root (Immovable Object) and Nullify opponent Unstoppable when he's Self Rooted.