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

    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.
WEAKNESSES:
  • 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.
Dev Notes: Champions who deal in Energy Damage, have Armor Breaks, and can be inflicted by Ruptures are some of the targets that Rintrah can counter. Plus, with a strong Neutralize, he will severely reduce Buff acquisition by Opponents.

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.
Dev Notes: All about those thresholds, at 10, at 15, at 20… these will unlock new mechanics for Rintrah to use to control the Opponent on the field. Remember the two ways you can lose these charges - getting knocked down, and when your Rupture timer expires. So when the timer is up, you have to take advantage of dropping as many Ruptures on the Opponent as you can. They don’t expire, just the timer at which applying them does, until you build back up to turning it on again.

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.
Dev Notes: His Self Root is his mechanic for controlling where he has his Opponent. Paired with being Unstoppable, Taunting the Opponent, and increased Energy/Crit Resistance helps defend when being counterpushed.

Heavy Attack:
  • If Rintrah performs a Heavy Attack, on hit, pause all personal Ruptures for 4 second(s).
Dev Notes: This helps stack up those Ruptures so you can keep them up until the Rupture Timer starts again at 10 Mystical Charges. This will allow for a greater damage output on Special 2.


SPECIAL ATTACKS
Special 1 - Blessing of the Horns:
  • Gain 1 Mystical Charge per Hit in this Special. If Rintrah has 10 or more charges on the last hit, gain a Fury Passive, increasing Attack Rating by +731.1 for 10 second(s).
Dev Notes: This is meant to be another way to ramp up Mystical Charges and if you can align them to have 10+ on the last hit of this Special 1, you can capitalize on the Fury for when you start dropping Ruptures or dealing bigger damage on basic attacks.

Special 2 - Circle of Swords:
  • On Special Activation, pause all Ruptures on the Opponent for 4 seconds.
  • The final hit of this attack gains +974.8 Attack Rating per Rupture on the Opponent, and removes all Ruptures, Rupture Timer, and Mystical Charges.
Dev Notes: This is that big moment where you take all your ramp work on Rupture maintenance on the Opponent and spike the damage output on the last hit of this Special 2.

Special 3 - Keeper’s Banishment:
  • Heal for 1% missing Health per Mystical Charge. After this Attack the Opponent will have their back to the wall.
Dev Notes: This Special 3 is meant to be one of two things, a way to heal up damage you have taken in the fight, and/or push the Opponent closer to their own wall.

Signature Ability - Never Back Down:
  • Every time a Neutralize prevents a buff, gain a Power Gain Buff giving 10% of Max Power over 2 second(s). Max Stack 3.
  • While Unstoppable, Passively Regenerate 3.01% of missing Health on getting struck or blocking an attack by Opponent.
Dev Notes: The Signature Ability helps with getting back power after you have used it on a Special Attack, not to mention now anytime he is Unstoppable he will have access to on contact Regeneration for damage dealt.


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

Comments

  • Killswitch01Killswitch01 Posts: 638 ★★★
    Isn't this post supposed to be in the spotlight section?
  • SpideyFunkoSpideyFunko Posts: 20,887 ★★★★★

    Isn't this post supposed to be in the spotlight section?

    they’ve started to move them here one by one

    They usually pin one then move it back and pin the other (like scorpion is right now)
  • IRQIRQ Posts: 274 ★★
    This is more or less what Juggernaut should be.
  • Killswitch01Killswitch01 Posts: 638 ★★★

    Isn't this post supposed to be in the spotlight section?

    they’ve started to move them here one by one

    They usually pin one then move it back and pin the other (like scorpion is right now)
    I noticed but it doesn't feel necessary tbh
  • TerraTerra Posts: 7,397 ★★★★★

    Isn't this post supposed to be in the spotlight section?

    they’ve started to move them here one by one

    They usually pin one then move it back and pin the other (like scorpion is right now)
    I noticed but it doesn't feel necessary tbh
    Considering the General Discussion page gets a lot more views and attention that the spotlight specific channel, it makes sense.
  • ThatGuyYouSaw235ThatGuyYouSaw235 Posts: 3,023 ★★★★★
    edited May 2022

    Isn't this post supposed to be in the spotlight section?

    they’ve started to move them here one by one

    They usually pin one then move it back and pin the other (like scorpion is right now)
    I noticed but it doesn't feel necessary tbh
    I think its meant to show what the next champion released would be, in this case I assume Rintrah will be released before Wong is.
  • DrZolaDrZola Posts: 7,379 ★★★★★
    Thoughts on Rintrah? Any plus or minus about his kit?

    Dr. Zola
  • DrZolaDrZola Posts: 7,379 ★★★★★
    DrZola said:

    Thoughts on Rintrah? Any plus or minus about his kit?

    Dr. Zola

    Going to assume the jury is either (a) still out on Rintrah or (b) already in and gone to dinner and headed home and I missed it.

    Dr. Zola
  • TerraTerra Posts: 7,397 ★★★★★
    DrZola said:

    DrZola said:

    Thoughts on Rintrah? Any plus or minus about his kit?

    Dr. Zola

    Going to assume the jury is either (a) still out on Rintrah or (b) already in and gone to dinner and headed home and I missed it.

    Dr. Zola
    Still out.
    Nothing conclusive from any major player part, so he's still being measured. Same with Wong
    who *oddly* seems like a Hercules counter
  • HongKongPh00eyHongKongPh00ey Posts: 35
    Just pulled him 5* today. I'm intrigued by the Self Root mechanic.

    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.
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