Complete buff designs for classic champions
Magrailothos
Member Posts: 5,953 ★★★★★
This is a thread of updates for some of the oldest, classic champions in the game.
We all know why they need it, so I won't dwell on that.
I've aimed to keep it simple with all of these designs, as it seems Kabam are intending for the classic champions to be targeted at early players. It should be possible for skilled players to get more damage or utility out of most of these redesigns; however, they aren't really intended to compete with modern champions. So if you want a new Iron Man who will dominate the current meta, don't expect to find him here!
Also, to reduce the coding workload on the buff team: (1) their new abilities should largely utilise mechanisms that already exist within the game, and (2) we need to avoid animation updates unless they are essential and can ideally be repurposed from another champion (e.g. giving Black Widow the Heavy attack from BWDO)
So with those provisos, I'm planning to post some simple redesigns for some of the oldest champions, making them useful for early gamers; and hopefully even a bit of fun for later players with resources to spare on 'luxury' rank-ups.
We all know why they need it, so I won't dwell on that.
I've aimed to keep it simple with all of these designs, as it seems Kabam are intending for the classic champions to be targeted at early players. It should be possible for skilled players to get more damage or utility out of most of these redesigns; however, they aren't really intended to compete with modern champions. So if you want a new Iron Man who will dominate the current meta, don't expect to find him here!
Also, to reduce the coding workload on the buff team: (1) their new abilities should largely utilise mechanisms that already exist within the game, and (2) we need to avoid animation updates unless they are essential and can ideally be repurposed from another champion (e.g. giving Black Widow the Heavy attack from BWDO)
So with those provisos, I'm planning to post some simple redesigns for some of the oldest champions, making them useful for early gamers; and hopefully even a bit of fun for later players with resources to spare on 'luxury' rank-ups.
1
Comments
Captain America (Classic)
Stats for 5/65 champion
Attack 2414
Health 32922
Always active:
Cap's enhancement with the Super Soldier Serum grants him 15% Poison resistance
Mastery of the shield:
- Cap has a base 15% Perfect Block.
- If the opponent is within striking distance, Cap can Parry Non-contact basic attacks.
- Cap always gains the benefits of the Parry mastery. If the Summoner already has points in Parry, then Parries inflict Passive stuns instead of debuffs.
When blockingAs his Power bar rises, Cap gains additional abilities when blocking his opponent's attacks:
- Increasing perfect block (up to +30% dependent on stored Power)
- >1 bar of Power: Reduce opponent ability Accuracy on block by 50% per full bar of Power
- >2 bars of Power: Whilst he has Serum charges, Cap can block Unblockable attacks at the cost of one charge
Serum chargesWell-Timed blocks generate Serum charges, to a maximum of five. On defense, Cap also gains a Serum charge any time he stands back up after being knocked down..
Serum charges last for eight seconds, expire one at a time, and stack to a maximum of five.
- Whenever a Serum charge would be gained, gain 10% of a bar of Power.
- Each Serum charge increases the duration of Cap's personal non-stun debuffs by +20%, and increases his Attack by 121.
World's First Super-Soldier:
- Captain America's Block proficiency cannot be passively reduced, only by debuffs
- Cap has trained long and hard to do what he does: when fighting against Skill champions, he removes his Attack penalty and the opponent loses their Attack bonus
- Attacks with his Shield gain +550 Armour and Block penetration
- When fighting #Villains, Cap gains two serum charges at the start of the match, plus one every time he gets back to his feet after being knocked down
Special attacksIf triggered when Cap has five or more Serum charges Special Attacks benefit from passive True Sense.
- SP1 Each hit inflicts a Suppression debuff for 6 seconds, each reducing the opponent's Combat Power Gain by 15%. Max stacks five.
- SP2 The shield-bash inflicts 60% Petrify for eight seconds, and Stuns the opponent for 3.5s. The Shield-throw removes half of Cap's Serum charges (rounded up), and gains +950 Critical rating and +650 Critical damage Modifier for each Serum charge removed.
- SP3 inflicts Stun for 3.0 seconds and a Fragility debuff (-50% Block proficiency, +550 Critical damage Modifier when struck) for 12 seconds. Gain two Serum charges.
Signature:Inflicting a Suppression debuff removes up to two Prowess effects from the opponent.
Cap starts the match with two Serum charges, and can now stack up to a total of 10 Serum charges instead of five.
Additionally, when Cap has five or more charges, when another would be gained, also inflict a stack of Suppression on the Opponent (equal to SP1).
Synergies
Avengers Assemble!
(Thor, Iron Man, Ant Man, Wasp)
- Captain America: Gaining a serum charge pauses their expiry for 3 seconds.
- Iron Man: Start the fight with an additional Armour Up buff, and Armour Up can be triggered when attacking (11% chance).
- Ant Man: Start the match with 2 Pym particles, and max Pym particles rises to 12.
- Wasp: When the opponent is successfully struck by a Heavy attack, reduce Counter-Attack cool-down by three seconds
Serum soldiers (Captain America WW2, Red Skull):Captain America (both versions) starts the match with two additional Serum charges
Red Skull: if there is not a Fury buff on Red Skull when he intercepts the opponent, generate one (+25% Attack for 8s). Cool down 12s
Who the hell is Bucky?
Captain America - Once per fight, when he would be struck by a lethal blow other than a Special-3, Cap has a 100% chance to Autoblock the attack. This block can trigger Parry.
Winter Soldier - Once per fight, when he would be struck by a lethal blow other than a Special-3, Winter Soldier has a 100% chance to use his assassin training to avoid defeat (All attacks Miss for 1 second).
Stats for 5/65 champion
Attack 2414
Health 32922
Always active:
Cap's enhancement with the Super Soldier Serum grants him 15% Poison resistance
Mastery of the shield:
- Cap has a base 15% Perfect Block.
- If the opponent is within striking distance, Cap can Parry Non-contact basic attacks.
- Cap always gains the benefits of the Parry mastery. If the Summoner already has points in the Parry mastery, then Parries inflict Passive stuns instead of debuffs.
When blockingAs his Power bar rises, Cap gains additional abilities when blocking his opponent's attacks:
- Increasing perfect block (up to +25% dependent on stored Power)
- >1 bar of Power: Reduce Opponent's ability Accuracy on block by 50% per full bar of Power
- >2 bars of Power: Opponent's abilities cannot penetrate Cap's block.
Serum chargesWell-Timed blocks generate Serum charges, to a maximum of five. On defense, Cap also gains a Serum charge any time he stands back up after being knocked down.
Serum charges last for eight seconds, expire one at a time, and stack to a maximum of five.
- Whenever a Serum charge would be gained, gain 10% of a bar of Power.
- Serum charges enhance Cap's Special Attacks, and each also increases his Critical rating and Critical Damage Modifier by 112.
World's First Super-Soldier:
- Captain America's Block proficiency cannot be passively reduced, only by debuffs.
- Cap has trained long and hard to do what he does: when fighting against Skill champions, he removes his Attack penalty and the opponent loses their Attack bonus
- Attacks with his Shield gain +550 Armour and Block penetration
- When fighting #Villains, Cap gains two serum charges at the start of the match, plus a bonus one every time he gets back to his feet after being knocked down
Special attacksIf triggered when Cap has five or more Serum charges, Special Attacks gain passive True Accuracy.
- SP1 (animations from Punisher: Shield-bash + pistol shots x2). This attack triggers a passive Fury effect granting +241 Attack per serum charge and lasting for 7 seconds plus 1s per Serum charge. The pistol shots each have 80% chance to Inflict Bleed (3178 damage over 4s)
- SP2 This attack removes half of Cap's Serum charges (rounded up), and inflicts bleed for 7968 damage over four seconds. The bleed gains +15% Duration and Potency for each Serum charge removed.
- SP3 inflicts Stun for 3.0 seconds and an Armour break debuff (-850 Armour) for 12 seconds, plus 1s per Serum charge. Gain two Serum charges.
Signature:Cap starts the match with two Serum charges, and can now stack up to a total of 10 Serum charges instead of five.
Additionally, when Cap has five or more charges, when another would be gained, he inflicts a burst of 1810 Physical damage.
Synergies
Invaders (Winter Soldier, Namor, Vision Aarkus): All synergy members start the match with three indefinite Cleanse charges
Serum soldiers (Captain America Classic, Red Skull):
Captain America starts the match with two additional Serum charges (both versions)
Red Skull: if there is not a Fury buff on Red Skull when he intercepts the opponent, generate one (+25% Attack for 8s). Cool down 12s
Attack 2301
Health 31398
All Attacks
11% chance to trigger a Fury buff granting +1150 attack for 9 seconds.
Ammunition
Winter Soldier moves to the next admission type at the end of each Special attack; or he can switch to the next ammunition type by dashing back and holding block:
- Armour Piercing - Gunshots ignore all positive armour and physical resistance. They also gain +350 Critical Damage Modifier.
- Hollow point - Increase bleed Potency and duration by 50%. On defense, Winter Soldier will avoid using this ammunition if Bleed has been prevented by an immunity.
- Incendiary - Reduce bleed Potency by 50%, but inflict Incinerate for 2886 damage over 6.5 seconds. On defense, Winter Soldier will avoid using this ammunition if Incinerate has been prevented by an immunity.
Bionic armBucky uses his bionic arm for his first and third Light attacks, and the first hit of his SP1.
Bionic arm attacks gain +35% Attack, and have a 90% chance to Inflict a Power drain, removing 6% of the opponents Max Power, or 12% on a Critical Hit.
Special Attacks
An expert marksman, all of Bucky's gunshot attacks gain +750 Critical Rating
- SP1: Gunshots have 80% chance to Inflict Bleed for 2186 damage over 4 seconds.
- SP2: 100% chance to Inflict a bleed debuff (3646 damage over six seconds). This attack also inflicts a burst of instant bleed damage with each bullet that hits the opponent. This causes 795 damage, or 265 through block. Burst bleed damage is increased by 25% when using Hollowpoint ammunition
- SP3: Power Drain for 30% Max Power. Bleed for 6792 damage over six seconds. Generate Bionic overcharge buff for 12 seconds. This buff doubles the Potency and Ability accuracy of his Bionic arm abilities.
Signature:Purify one debuff, and gain a Cleanse charge lasting 12 seconds. When Winter Soldier is afflicted with a debuff, remove it and a Cleanse charge. Max three stacks.
Assassin's Creed - Winter Soldier always has the benefits of the Assassin Mastery. If he already has points in this Mastery, he gains the benefits when the Opponent is below 40% health, and acts as if he has one more point (max 5) in the mastery.
Bloodletting: Winter Soldier's bleed debuffs gain +100% duration.
Attack: 2637
Health: 29264
Passive: Subtlety
Black Widow is expert at bypassing the opponent's defenses; reducing the opponent's Defensive Ability Accuracy by 30%. This is reduced by a flat 15% against mutants.
Additionally, the abilities of opponents that punish 'Ability failure' have a 30% chance not to be triggered when Black Widow's abilities fail.
When the opponents defensive abilities fail by chance, Black Widow gains a Precision passive granting +120 Critical rating for 7 seconds.
When attacked
Black Widow has a 3% chance to Evade all attacks.
Heavy attacks
Heavy attacks utilise Black Widow's Shock bracelets, do not make contact with the opponent, and inflict Shock damage. Critical hits also inflict a Shock debuff for 1977 damage over four seconds.
(Animations borrowed from BWDO)
Well-Timed blocks
Expert at turning the opponent's strength and momentum against them, Black Widow gains a Fury passive on well-timed block lasting 1 second and granting +50% Attack. This Fury passive is Paused during Black Widow's Special Attacks.
Well-timed blocks against non-contact attacks are even more effective, allowing an immediate Evade and counter-attack. This attack cannot be Autoblocked, counts as an Intercept, causes damage equivalent to a Medium attack, and pauses her Fury passive for 2s.
Special Attacks
Throwing a Special Attack generates a non-stacking Evade passive lasting 6 seconds, and granting a flat +30% chance to Evade any attack.
- SP1: Inflict a non-stacking Disorient debuff for 8 seconds, reducing Defensive Ability accuracy and Block Proficiency by 30%. The DAAR Potency is reduced by a flat 15% against mutants.
- SP2: Pause Precision and Evade Passives for five seconds. For each Precision passive, gain a Cruelty passive granting +150 Critical damage rating lasting eight seconds and paused during Black Widow's special attacks.
- SP3: Inflict a burst of 6592 Shock damage. This damage is increased by 10% per Precision passive.
SignatureAdditionally, inflict an Instant Power Drain of 30% Max Power.
Improved Subtlety - The Potency of Black Widow's Subtlety abilities rise to 80%. This ability is now only reduced by a flat 10% against mutants.
Iron Man's update is intended to make him reminiscent of how he was in the first few MCU Movies - tough, useful, but obviously not as advanced as IMIW.
Armour
Iron Man has a permanent Armour Up buff granting +2400 Armour. If removed for any reason it respawns after ten seconds.
Having resolved the 'Ice problem', Iron Man is immune to Coldsnap and Frostbite effects whilst he has an Armour buff
Iron Man has additional Critical resistance (+450) in his base stats, and gains +125 more for each Armour Up buff he has.
JARVIS
JARVIS is Just A Really Very Intelligent System which enhances Iron Man's Special Attacks, defenses, and assists with his offense. Iron Man gains +280 Critical Rating, and +160 Critical Damage Modifier whilst JARVIS is active.
Each time the opponent triggers Evade, JARVIS's auto-targetting algorithms passively give Iron Man a flat 10% chance to bypass their Evade abilities in future, to a maximum of 100%.
When Iron Man is struck, JARVIS has a 25% chance to trigger an additional Armour Up buff granting +550 Armour for 7 seconds. This chance rises to 90% when he is struck with a Critical Hit from non-cosmic opponents.
JARVIS is disabled when Iron Man is under the effects of Armour Break. Additionally, Critical hits from Cosmic opponents disable JARVIS for 8 seconds.
Special Attacks
Iron Man's powerful repulsor beam attacks gain +950 Block penetration, and +550 Armour penetration.
If JARVIS is active, Beam attacks also gain +1550 Critical Rating, and can strike with Critical hits through block.
- SP1: 70% chance to Armour Break (2250 for 8 seconds). If striking the opponents block, 50% chance to trigger an Armour break debuff of 50% Potency (1125 for 8 seconds).
- SP2: 80% chance to Armour Break.
- SP3: Inflict Power Lock for nine seconds, and Armour Break (4480 for 18 seconds). If JARVIS is active, also activate a Fury buff granting +45% Attack for 12 seconds.
Signature(3150 for 12 seconds). If striking the opponents block, 60% chance to trigger an Armour break debuff of 50% Potency (1575 for 12 seconds).
Critical Hits inflict burst Energy damage equal to 70% of the damage inflicted.
Arc Overload - once per fight, when dropping below 15% health, activate a Regeneration buff recovering 16298 health. If JARVIS is active, also remove any damaging debuffs, and activate 4.0 additional Armour Up buffs (rounded down).
Attack 2301
Health 31398
Robotics
Vision is immune to bleed and poison effects. Additionally, being constructed from the original Human Torch, his cellular matrix reduces the duration and Potency of Incinerate effects by 55%.
Phasing
When the opponent launches a Special attack other than SP3, Vision activates his Phase abilities for the duration of their Special attack. Phasing removes Root effects and all Armour break debuffs, and grants Vision a 100% chance for Physical attacks to Miss, with 35% chance for Energy attacks to Miss. Psychic attacks do not Miss.
Striking the opponent from Phase during their Special recovery window grants Vision +1350 Critical Rating.
If he becomes Rooted for some other reason, Vision will briefly activate Phase after 0.5s.
Signature
Power synthesis (unchanged from current version)
Special attacks
Vision's Special Attacks cannot Miss.
If an opponent is reduced to zero power, they lose all Prowess and are inflicted with a Heal Block debuff for 10 seconds.
Note: The SP1 and SP2 now inflict ordinary damage in addition to their Power Burn damage.
- SP1 - This attack deals Energy damage and also Power Burns the opponent for 39% of their maximum power.
- SP2 - Vision becomes Hyperdense for a moment, leading this attack to deal Physical damage, ignore all positive Physical resistance, and be Unblockable. It also Power Burns the opponent for 100% of their maximum power.
- SP3 - This attack Power Burns the opponent for 45% of their maximum power. It also Incinerates the opponent for 8468 damage over five seconds.
Synergies70% chance to Incinerate the opponent for 3283 damage over four seconds.
Are you familiar with the Ship of Theseus? (Vision Classic/Vision AoU)
Vision develops his Technopathy, leading robots other than Vision to suffer -66% Ability Accuracy.
Attack 2301
Health 31398
Robotics
Vision is immune to bleed and poison effects. Being constructed from resilient Vibranium, Vision benefits from +1250 Physical resistance and +650 Critical resistance
Mind Stone
Possessing the Mind Stone renders Vision immune to reverse controls, and his Ability accuracy cannot be passively reduced.
Phasing
When the opponent launches a Special attack other than SP3, Vision activates his Phase abilities for the duration of their Special attack. Phasing removes Root effects and all Armour break debuffs, and grants Vision a 100% chance for Physical attacks to Miss, with 35% chance for Energy attacks to Miss. Psychic attacks do not Miss.
Striking the opponent from Phase during their Special recovery window grants Vision +1350 Critical Rating.
If he becomes Rooted for some other reason, Vision will briefly activate Phase after 0.5s.
Signature
Power theft (Unchanged from current version)
Special attacks
Vision's Special Attacks cannot Miss.
If an opponent is reduced to zero power, they lose all Prowess and are inflicted with a Heal Block debuff for 10 seconds.
Note: The SP1 and SP2 now inflict ordinary damage in addition to their Power Burn damage.
- SP1 - This attack deals True Energy damage, bypassing all armour and resistances. It also Power Burns the opponent for 39% of their maximum power.
- SP2 - Vision becomes Hyperdense for a moment, leading this attack to deal Physical damage, ignore all positive Physical resistance and be Unblockable. It Power burns the opponent for 100% of their maximum power.
- SP3 - This attack Power Burns the opponent for 45% of their maximum power. It also Inflicts a burst of Energy for 6351 damage. This is True damage, bypassing all armour and resistances.
SynergiesAre you familiar with the Ship of Theseus? (Vision Classic/Vision AoU)
Vision develops his Technopathy, leading robots other than Vision to suffer -66% Ability Accuracy.
Attack 2482
Health 34,751
Passive: God of Thunder
Asgardian resilience grants Thor a permanent +600 Physical Resistance buff.
As the God of Thunder, Thor has a passive 85% Shock Resistance. Additionally, whilst Shocked, Thor passively gains +858 Attack.
All Attacks
12% chance to trigger Fury (+1228 Attack for 6.5 seconds).
Armour break inflicted whilst Thor has a Fury buff have their durations increased by 30%.
Heavy attacks: Mjolnir
Heavy Attacks have a 70% chance to Armour break (450 break for eight seconds) rising to 100% chance if the Attack is charged for 0.8 seconds.
Armour Burst
'That which Smashes' is more than a mortal weapon. When Thor would inflict Armour break, his opponent also suffers a burst of Direct Physical damage equal to 0.1% of his Attack rating per point of Armour Break.
If the opponent resists the Armour Break due to an Immunity, this burst damage is increased by 50%.
Special Attacks
- SP1 - This Lighting Bolt causes a burst of Shock Damage equal to 90% of the Damage inflicted. If the opponent takes shock damage, they have a 70% chance to be Stunned for 2.5 seconds. Against #Metal opponents, this attack gains +850 Critical Rating and Critical Damage Modifier, and has +30% Stun chance and duration
- SP2 - The second hit of this attack has 100% chance to inflict Armour Break (950 break for twelve seconds) and a 70% chance to inflict a Trauma debuff for five seconds (all hits on a Traumatized opponent inflict an additional 30% burst Physical damage).
- SP3 - This attack removes all Armour Up effects from the opponent, and has 100% chance to inflict Armour Break (1800 break for fifteen seconds)
Signature Ability:90% chance to Stun the opponent for 3 seconds.
- When he becomes stunned, Thor triggers his personal Fury ability when the stun expires.
- Potency of Fury effects rises by up to 75%.
- Potency of Armour Break effects rises by up to 150%.
Synergies:Loki: Brothers in arms
- Thor: Thor has little patience with magicians. When facing a Mystic opponent, Fury buffs gain +50% Ability Accuracy and Duration, and can't be Staggered or Nullified.
- Loki: duration of Curse is increased by 30%.
Hela/Angela/Thor (Ragnarok) - Sibling Rivalry- Thor: The burst Shock damage on Thor's SP1 is increased by 40%.
- Angela: Angela's regeneration buffs recover the same health, but their duration is reduced by 50%
- Hela: When afflicted with a Degeneration buff or passive effect, Hela has an 90% chance to activate a Stasis buff for five seconds, preventing damage over time effects from causing any damage, but also preventing Hela from gaining health through any means. Each time it activates, the chance to activate Stasis again falls by a flat 10%. Once it fails to activate by chance, it will not activate again during a given fight.
- Thor (Ragnarok): Heavy Attacks have a 60% chance to inflict Shock, dealing 60% of Attack over seven seconds. Chance rises to 90% during Boon of the Gods and Thunder God's Wrath
Heimdall - Warriors of Asgard- Thor: Once per fight, Thor can call on Heimdall's guidance by dashing back and holding block for 2.0s. Heimdall will intervene, and grant him a Vigilance buff lasting ten seconds.
- Heimdall: Heimdall triggers a Precision buff at the start of the fight, granting +600 Critical Rating for ten seconds.
Odin: Father and Son- Thor: Start the fight with a Regeneration buff which recovers 10% health over five seconds at the start of the fight
- Odin: Start the fight with two Odinforce charges
Punisher 2099 (synergy carried by P2099): BelieverThe leader of the X-men, Cyclops's tactical skills are legendary. Cyclops inflicts ever-increasing stacks of Armour break on the opponent, eventually reducing even the strongest-armoured opponent to dust.
Attack 2301
Health 31398
Tactical takedown
Cyclops uses his optic blasts to decisive effect, enhancing his basic attacks and eventually permanently disabling his opponents Armour abilities.
- When Armour Break debuffs expire, they have 75% chance to be replaced with a permanent Armour Break passive, which reduces Armour rating by 115. Inflicting an Armour break passive does not remove an additional stack of Armour. Max stacks 20.
- For each Armour break effect or Fragility debuff on the opponent, gain +85 critical rating, armour penetration and block penetration.
- Armour breaks on the opponent reduce the ability Accuracy and Potency of new Armour Up effects by 5% (max -100% Potency).
- If Armour break is prevented by an Immunity, Cyclops has a 60% chance to inflict stacking Fragility debuffs of equal duration. When attacking a Fragile opponent, increase Critical Damage Rating by 350 and decrease their block proficiency by 30%.
ProwessCyclops builds Prowess Passives over time, one every eight seconds, to a maximum of ten. Each grants +12% Attack to his Special attacks, and extends the duration of his Armour break debuffs by 10%. All Prowess are consumed at the end of each Special Attack.
Special attacks
70% chance to trigger a Cruelty buff granting +1230 Critical Damage Modifier for 9 seconds.
Beam attacks gain +450 Block penetration, and can inflict Critical hits through block.
- SP1: Each beam has 70% chance to Armour Break (-950 armour for 7 seconds)
- SP2: Each beam has 85% chance to Armour Break (-1550 armour for 9 seconds)
- SP3: Inflict five stacks of Armour Break (each removing a stack of Armour, and reducing Armour Rating by -1450 for 12 seconds). Cyclops doesn't hold back against robots, granting his SP3 +4602 Attack against them.
Signature:Prowess gains +100% Potency, and each Prowess increases Armour break ability Accuracy by a flat 2.5%. With a combo of 15 or more, damage from Beam attacks is not reduced by blocking.
Synergies
Phoenix Rising (Unique, with Phoenix)
Cyclops - Beam attacks gain +10% Attack, and True Accuracy
Phoenix - When she reaches ten Fury buffs, Phoenix pauses her generation of new Fury buffs for ten seconds.
Blue Cyclops
Cyclops (Blue team) has been changed by his long time in the Collectors crystal vaults, exposed to the strange energies of the Battlerealm. His optic blasts may not hit quite as hard as Cyclops (Red), but they come fast and furious, with his increased power gain and power efficiency.
Attack 2301
Health 31398
Battlerealm affinity
Cyclops benefits from +25% Combat Power whilst below one bar of Power
Power Efficiency: For each Special attack he throws in a battle, Cyclops reduces the Power cost of subsequent Special attacks by 1.25% (max reduction 25%).
Prowess
Cyclops builds Prowess Passives over time, one every eight seconds, to a maximum of ten. Each grants +8% Attack during his Special attacks, and all Prowess are consumed at the end of each Special Attack.
Special Attacks
75% chance to trigger a Precision buff granting +1630 Critical Rating for 9 seconds.
Beam attacks gain +450 Block penetration and for each Prowess effect he has when activating them, inflict 10% of the damage done as Physical Burst damage.
- SP1: Each beam has 60% chance to Armour Break (-750 armour for 9 seconds)
- SP2: Each beam has 70% chance to Armour Break (-1150 armour for 11 seconds)
- SP3: 85% chance to inflict each of five stacks of Armour Break (each removing a stack of Armour, and reducing Armour Rating by -1250 for 15 seconds). Cyclops doesn't hold back against robots, granting his SP3 +4602 Attack against them.
If Armour break is prevented by an Immunity, Cyclops has a 50% chance to inflict Fragility debuffs of equal duration. When attacking a Fragile opponent, increase Critical Damage Rating by 300 and decrease their block proficiency by 25%.Signature
With increasing affinity for the strange energies of the Battlerealm, the time taken for Cyclops to gain Prowess is reduced by 40%.
When he has a combo of 15 or more, Beam attacks are Unblockable and Burst damage is increased by 40%
Synergies
The Originals (Beast, Archangel, Iceman, Phoenix)
Attack 2437
Health 29264
All Attacks
Elektra gains +15 Critical Rating for each percentage of their health the opponent has lost.
When the opponent has a debuff or is bleeding, Elektra reduces their Defensive ability Accuracy by 65%
Final Strike
Elektra strikes with Guaranteed critical Hits when the opponent is below 15% health.
When the opponent is in Final strike range, they passively suffer an additional -25% Defensive Ability accuracy
Assassin's Training
During the opponents recovery window following a Heavy or Special attack, Elektra reduces their Defensive Ability accuracy by 25%.
Elektra gains a Cruelty passive whenever she interrupts the opponent's Heavy attacks, or strikes them during their Recovery window from a Heavy/Special attack.
Cruelty passives grant +98 Critical Damage Rating. They last 8 seconds (+100% when defending) and expire one at a time, but are refreshed whenever a new passive would be gained.
Black Sky
At nine stacks of Cruelty, Elektra triggers a Black Sky passive for 16 seconds. When this expires, all her Cruelty passives are also removed.
Whilst Black Sky is active, Elektra can't Miss, is immune to Reversed controls, and cannot be stunned when attacking. Additionally, she places any bleeds as Passive effects and they gain +100% to their base duration.
Heavy Attacks
Pause any bleed effects for 3 seconds.
If interrupting the opponents Heavy, or during the recovery window for a Special attack, inflict a non-stacking Disorient debuff for seven seconds (-25% Defensive Ability accuracy and Block Proficiency)
Signature
No Loose Ends - Final Strike now triggers at 25% health.
In Final Strike range, the Black Sky passive is Paused, and Elektra's Cruelty passives gain +80% Potency
Special attacks
When defending, gain 1 Cruelty passive on activation, plus a second if the attack hits the opponent.
Against bleed-immune opponents, Critical Hits inflict a non-stacking Fragility debuff for 10 seconds. When attacking a Fragile opponent, gain +750 Critical damage Modifier, and reduce Block Proficiency by 50%.
All Cruelty passives are removed at the end of this attack if it struck the opponent.
- 100% chance to Inflict a Fragility debuff for 14 seconds.
- Gain two Cruelty passives. When defending, gain nine. This triggers Black Sky.
This version of Moon Knight is somewhat inspired by the MCU version, who has some mystical abilities such as being able to see invisible monsters. For simplicity, I've removed most of his varying-through-the-month abilities.
Stats for 5/65 champion
Health: 34,447
Attack: 2301
Passive
Withheld from death by the Egyptian Moon-God Khonshu, Moon Knight has 60% resistance to Power Drain/Burn/Steal effects, and is immune to Power Lock and Special Lock.
When fighting #Villain or #Dimensional Being opponents, Moon Knight gains +15% Combat Power and cannot Miss. These opponents suffer -25% Offensive Ability Accuracy.
When fighting #Hero opponents, Moon Knight suffers -15% Combat Power.
When attacked
Cloaked in the shadows of the night, all basic attacks have a 4% chance to Miss. Projectile basic attacks have a 10% chance to Miss. This does not trigger on a well-timed block.
Heavy Attacks
Heavy Attacks gain +600 Critical Damage rating, and grant 80% less power to the opponent.
If other effects or abilities are impacting the opponent's Combat Power, this ability cannot reduce it below 10%.
Critical Hits
Moon Knight's Critical hits have an 80% chance to inflict bleed, 1495 damage over 3 seconds.
Fist of Khonshu
Eclipse charges - When he interrupts the opponent's Heavy attack or strikes them whilst recovering from a Special attack, Moon Knight gains an Eclipse charge which expires after five seconds. Whilst he has an Eclipse charge, Moon Knight gains +350 Critical rating, the chances for attacks to Miss is increased by 100%; and all attacks Miss whilst he is charging his Heavy attack.
Solstice charges - When he Intercepts his opponents Dash attack, Moon Knight gains a Solstice charge which expires after five seconds. Whilst he has a Solstice charge, Moon Knight gains +767 Attack, Unstoppable opponents react as though they weren't Unstoppable when struck, and Moon Knight becomes passively Unstoppable whilst charging his Heavy attack.
Gaining Eclipse or Solstice charges has a seven-second cooldown after the charge expires.
Signature ability - Synodic Tide:
Varying with the phases of the Moon, Moon Knight gains up to +40% Combat Power Rate during the Waxing and Full Moons, whilst his opponent suffers up to -40% Combat Power Rate during the Waning and New moons. This ability is 33% more potent when fighting against #Villain or #Dimensional Being opponents.
If other effects or abilities are impacting the opponent's Combat Power, this ability cannot reduce it below 10%.
Additionally Moon Knight gains +80% duration to his Eclipse and Solstice charges.
Special Attacks
When fighting #Villain or #Dimensional Being opponents, Special attacks reduce their Defensive ability Accuracy by 75%.
If Moon Knight has an Eclipse or Solstice charge, the Armour Break gains +150% Potency and Duration, and +50% Ability Accuracy.
100% chance to gain either an Eclipse or a Solstice charge, which starts paused for 6 seconds. Subsequent SP3s will generate the alternate charge.
- One thing, if I can add some input, is to create a little more differences between the Caps, Visions, and Cyclops. Only reason is with the abilities listed, their playstyles will be extremely similar if not the same (Cap to Cap would be the same, Vision to Vision would be the same, and Cyclops to Cyclops would be the same).
- Also, what was the reason for making Thor's armor breaks so much weaker than they are now? Do you feel the physical burst damage he will inflict on heavies will compensate for that? If you keep it lowered, I might say change it to 10 second duration and pause during heavy charge/ specials.
Similar, but different aspects of their kit was what I was going for. And simplicity.
Thor's breaks are somewhat weaker because (1) I wanted to make them longer, and (2), I wanted to make him not so dependent on them; and have other avenues of damage: right now, there are increasing champions with Armour break immunity that he's basically powerless against.
But they aren't that much weaker - notice that he gets +150% Potency at max Signature. So that a standard heavy attack at max Sig would have a Potency of 1125, and would already last 10.4 seconds of inflicted with with a Fury up. And the SP3 armour break becomes 4500 - pretty much identical to what it is now. And it would last a lot longer - fifteen seconds or 19.5 with a Fury up. Compared to his current 7.5 seconds armour break.
The burst damage: it isn't just on Heavy attacks - it's on every armour break. And can get fairly respectable: The Heavy would be a modest burst of 2792 or 4188 with a Fury buff up. The SP3 armour break would have burst damage of 11,169 or 16,700 with a Fury up.
If the opponent is armoured but immune to Armour break (like Colossus, or anyone with debuff immunity), then (1) his burst Damage actually increases by 50%, and (2) he's got the ability to 'Remove' all armour on his SP3. It's what Captain Marvel Movie does on her Heavy counter and would be coded as a Nullify.
Also (for my last trick) his Sig will counter defenders like Nimrod and Rintrah (not that I would recommend taking on Rintrah with him!). Nimrod reduces the Potency of Armour breaks by 100%, which effectively makes them harmless for most Cosmic champions. Awakened Thor gets around that by increasing the Potency back up again. So he'll be about to handle Nimrod in a way most Cosmic champions can't*.
Hopefully that would all represent some useful utility, whilst still keeping him a very simple champion to play with - pretty much my stated aim for these designs.
*If you read through Cyclops Red's abilities, he can also start to counter Nimrod in pretty much the opposite way, by reducing the Potency of Nimrod's Armour Ups...
Thanks for commenting - really appreciated!
Dr Strange
Probably the least 'simple' buff (because he's got different abilities to describe in his three Blessing phases), Dr Strange will have a lot more utility here: Buff control in Blessing 1, Damage in Blessing 2, and Power control in Blessing 3. He's also one of buffs here that should be most friendly to Summoners running Recoil Masteries; with Life Steal, Bleed resistance and a reduced Recoil penalty. He still might want to avoid getting hit too much, though.
Health 24826
Attack 2189
Passive
Dr Strange is immune to Nullify, Stagger, Neutralise and Fate Seal.
Dr Strange benefits from +1400 Energy Resistance, but has zero base armour.
Dr Strange inflicts Energy damage on all his Attacks.
Dr Strange does not gain power from being stuck, or striking his opponent. He passively gains power at a rate of one bar over nine seconds.
Dr Strange's exceptional Mystic training reduces the damage penalty of Recoil by 25%.
On a fourth light attack, if Dr Strange had a Special 2 or 3 available, the highest Special is disabled for 0.5s.
Like Ant-Man (Future) this will allow Dr Strange considerable control over which Special he throws, and during which Blessing. This should prove particularly helpful for a champ with Passive Power Gain.
Nullify abilities
When interrupting the opponents Heavy attack with his own, Dr Strange has an 80% chance to Nullify one buff, or to Stagger the opponent for 8s if no buff is currently active.
When Dr Strange Nullifies any buff, he gains an indefinite Mystical Energy passive granting +10% Special Attack damage (max ten).
Unless otherwise specified, Mystical Energy passives are consumed at the end of his Special Attacks.
Mystic Blessings:
Dr Strange invokes a series of Vishanti blessings to counter his opponents; starting with Oshtur's Refuge. Each lasts nine seconds and then cycles to the next blessing.
By dashing back and holding block for 1.8s, Dr Strange can reset the timer on his current blessing. The timer can only be reset once per Blessing.
Each Mystical Energy passive increases the potency of the buffs/benefits of Dr Strange's Mystical Blessings by 10%, to a maximum of +100%
Oshtur's Refuge (OR)
- Gain an Armour Up buff granting +800 Armour and Critical Resistance
- Gain a Block proficiency buff granting +800 Block proficiency
- Reduce damage from all bleed effects to zero
Hoggoth's Wisdom (HW)- Gain a Fury buff granting +1095 Attack
- Gain a Precision buff granting +550 Critical Rate
- Attacks inflict a burst of Energy damage equal to 25% of the damage dealt
Agamotto's Insight (AI)- Life Steal 504 Health on every hit
- Opponent's defensive combat Power rate is reduced by 40%
- MLLM combo: Power Steal 5% of Opponents Maximum Power
Signature - Counterspell:Whenever his opponent triggers a buff, Dr Strange automatically tries to Nullify it, with 80% chance of success.
Additionally, each time Dr Strange rotates to the next Mystic blessing he has 60% chance to generate a Mystical Energy Passive
Special Attacks
Special attacks gain different effects depending on Strange's current Blessing. Effects Marked *xxx* gain +10% Potency per Mystical Energy when they are cast.
SP1 (Magic Missile): This missile cannot be Evaded, and reduces the opponents Dexterity ability Accuracy by 50%. Additional Blessing effects:
- OR: Uniquely, during this Blessing, the SP1 does not benefit from or consume Mystical Energy.
- HW: SP1 benefits from +550 Critical Damage rating, and gains Power Efficiency, reducing the Power cost by *35%*.
- AI: 90% chance to inflict Power Burn on hit (burning *15%* of the opponent's Current Power)
SP2 (Faltinian Triplicate): Dr Strange conjures ethereal flashes of magical energy as if from nowhere; reducing the opponent's Evade Ability accuracy by 75%. Additional Blessing effects:The missile has a 90% chance to Nullify a buff on a hit. If a buff is Nullified by this attack, Dr Strange gains a burst of 33% of a bar of Power
- OR: Each hit has a 90% chance to Nullify a buff. If the opponent has no buffs to Nullify, each hit inflicts a burst of *1295* Direct Energy damage.
- HW: Each hit has an 80% chance to inflict Armour Break (-850 Armour for seven seconds). Each Mystical Energy passive Pauses the Armour Break debuffs for one second.
- AI: The Special Attack grants no Power to the opponent. Each hit has a 75% chance to inflict a *15%* Power Burn.
SP3 (The Prestige): This attack inflicts a Passive Fate Seal; nullifying all buffs and preventing any buffs from activating for ten seconds, plus one second per Mystical Energy passive.Additional Blessing effects:
- OR: During Oshtur's Refuge, the benefits of Mystical Energy are reduced by half. Instead of a Passive Fate Seal, a passive 100% Neutralise of equal duration is inflicted
- HW: Inflict Concussion (-80% ability accuracy) for the duration of Fate Seal
- AI: The opponent is Enervated for the duration of Fate Seal.
Synergies (new)Black Panther (Classic): Illuminati (Unique synergy, does not stack)
Guillotine - Blood and Magic (Unique synergy, does not stack):
- Guillotine starts the fight with a True Strike buff for 12 seconds. She has a ten-second cooldown after this buff expires, and then she can re-trigger it by dashing back and holding block for 2 seconds, consuming six souls.
- Dr Strange gains +50% Potency on all Life Steal and Power Steal effects
(Shout out to @WingsOfChaos_1 to get their attention for this one...)As a trophy champion, it's important not to make Punisher too overpowered or desirable, since he's not easily acquirable at higher rarities.
(It would be great for that to change - there's been arenas once or twice over the years...)
This is a fairly simple expansion of his current kit; building on his Open wounds ability, adding classic Skill abilities, and with no complicated rotation. Essentially: if it bleeds, he can kill it...
Attack 2301
Health 31398
Passive
Punisher starts the fight with four stacks of passive Physical resistance, each granting +283 Physical resistance. Being stuck eight times causes one stack to fall off.
Punisher has a 15% chance to Purify any debuff after 0.5s
Punisher gains the benefits of Willpower mastery, at rank 1.
If the Summoner has points in Willpower, add a flat 10% chance to Punisher's shrug-off Ability Accuracy for each point in Willpower.
All Attacks
10% chance to trigger Fury for +1150 attack for five seconds.
If a bleed fails due to an immunity, 33% chance to trigger Fury.
Each time Fury triggers, increase the duration by 5%, to a maximum of 100%.
When the opponent bleeds
Each stack of bleed currently on the opponent adds +10% to the duration of any new bleeds (max +100%)
Each stack of bleed on the opponent reduces their Ability accuracy by 7.5%, and grants Punisher +95 Critical damage Modifier when he hits them.
When any bleed expires, there is a 25% chance it will convert to an Open Wounds, plus a flat 2.5% per bleed on the opponent.
Open Wounds are permanent passives that count as a stack of bleed for Punisher's other abilities, but deal no damage. Max stacks ten.
Heavy Attacks
Heavy attacks gain +65 Critical rating per bleed on the opponent, and have a 60% chance to convert any bleed debuffs into Open Wounds.
If the opponent is already at max stacks of Open Wounds, instead refresh one bleed debuff.
Special attacks
- SP1 - 80% chance for bullets to inflict bleed for 2646 damage over five seconds
- SP2 - This attack gains +460 Attack for each stack of bleed on the Opponent when it is launched.
- SP3 - This attack gains up to +2301 Attack based on lost health, and +460 Attack for each stack of bleed on the Opponent.
Signature:Each hit has a 50% chance to Inflict Bleed for 2646 damage over five seconds
Inflict two stacks of bleed for 3727 damage over 5s.
Inflict Incinerate for 3727 damage over 12 seconds
Endure Pain
When Punisher's health is below 20%, increase the Ability accuracy of his debuff shrug-off by a flat +20-50%
Additionally, once per fight: When receiving a lethal blow, 40-99.6% chance to survive, and trigger an Indestructible passive for 8s.
This version of Rhino is what Kabam would call a momentum-based champion; like Dragon Man and Annihilus. He's intended to be extremely simple to play, although with the potential to be more rewarding in the hands of a skilled player, and there is a little utility tucked away. The best playstyle is going to largely involve charging your opponent into the corner and keeping them there; and if you line up the debuffs right, he should have an pretty effective ability to spam Heavy attacks when he does. He'll also have access to a fairly hard-hitting SP2 if he works for it a little.
Attack 2346
Health 38837
Passive
Rhino Armour grants +1100 Physical Resistance and +450 Critical Resistance. When struck with a Critical Hit, Rhino reduces the opponent's critical damage rating by 60%.
Whilst he is Unstoppable, Rhino is immune to Stun.
All Attacks
When struck or when striking the opponent, Rhino has a 10% chance to trigger a non-stacking Fury (+1360 attack for seven seconds).
When Rhino strikes the opponent with a second Medium whilst they are pinned against the wall, 100% chance to trigger Fury.
- When Fury is triggered by striking the opponent, inflict a Physical Vulnerability debuff (-320 Physical Resistance for 10s). Max 3 stacks.
- Inflicting a Physical Vulnerability debuff pauses existing Physical Vulnerability debuffs for three seconds.
When Evaded, or on Missing the opponent65% chance to trigger Fury and gain a Passive Unstoppable for 1 second. Each point the Summoner has in the Unfazed Mastery adds a flat 10% to this chance.
Dash Attacks
Dash attacks are Unstoppable and have an 8% chance to be Unblockable. Gains +4% flat chance Vs Size M, and +8% Vs Size S opponents.
Heavy Attacks
Heavy attacks generate 15% less Power in the opponent per unique debuff on them, to a maximum of three.
Heavy attacks Pause any Physical Vulnerability or Trauma debuffs for three seconds. Cooldown of six seconds.
Rhino Rampage
- Generate one indefinite Rampage charge when striking the opponent with an Unstoppable or Heavy attack.
- Generate one charge when triggering a Fury buff
- Generate one per bar of Power spent when striking the opponent with a Special Attack.
- Lose 1 charge every four seconds if Rhino doesn't hit the opponent
- Lose 10 charges if struck by the opponent's SP3
Unawakened, Rhino can stack up to ten Rampage charge.Rhino's Rampage charges each grant the following benefits:
- +155 Attack
- +85 Block penetration
- +10% chance to break the opponents block with a Heavy Attack*
- Increase the chance that an opponent will throw a Special Attack by 3%
*What's the point of this ability? Well, certain champs (those running 'Stand Your Ground', Mole Man, or Peni Parker, for example) have the ability to resist being knocked down by Heavy attacks. Rhino can Rampage right through them...Signature Ability:
Rhino's maximum Rampage charges rise to 20. Additionally, Rampage charges increase his Offensive Ability Accuracy by 2% per stack.
Special Attacks
- SP1: 70% chance to inflict Disorient (reducing Defensive Ability Accuracy and Block Proficiency by 50%) for nine seconds
- SP2: Trigger Rhino's Fury effect twice. Also, this attack gains the following additional benefits per Rampage counter:
- SP3: Inflict a Crush debuff (opponent is unable to block) for 7.5 seconds
Synergies70% chance to inflict Suppression, reducing defensive combat Power by 50% for eight seconds.
+310 Attack
+72 Critical Rating
+85 Armour Penetration
With 12 or more Rampage counters, this attack is Unblockable
All Rampage counters are consumed at the end of this attack.
Inflict a Trauma debuff for five seconds (all attacks inflict a burst of Physical damage equal to 50% of the damage dealt)
Full Speed Ahead (Nova)
Nova - When Nova is above 50 Nova charges, Dash attacks have a 20% chance to activate an Unblockable buff for 1 second.
Rhino - Dash attacks gain +10% Attack, and +50% Ability Accuracy
Science Experiments (Luke Cage)
Luke Cage - Light combo-enders have a 100% chance to inflict an Exhaustion debuff for 10 seconds.
Rhino - When Rhino Dashes, he has a 70% chance to shrug off one non-damaging debuff.
Here's my attempt to give Star Lord a bit more utility whilst keeping just a hint of the unreliability that gives him a bit of balance. I've tried to keep him fairly simple, borrowing a mechanic from Ronin to select his Element gun effects. As this Star Lord can control his Element gun, has a combo shield and a forcefield for a bit of utility, I've actually reduced the damage his Element gun debuffs can inflict or he'd be a bit crazily OP...
Attack 2301
Health 31398
All Attacks:
12% chance to trigger a Fury buff for 6.5 seconds, granting +1045 Attack.
Ravager Tech:
By dashing back and holding block for 1.8 seconds, Star Lord can activate his personal Ravager forcefield. This generates an Armour Up Buff granting +2250 Armour for 14 seconds.
Whilst active, this force field grants Immunity to Armour Break, Armour Shattered, and Reversed Controls.
When the Ravager Armour buff is lost, it can't be reactivated for six seconds.
Element Gun:
Star Lord cycles through the settings on his Element Gun as he strikes with Light Attacks. The Element gun can't discharge the same element twice in succession: it will initially cycle though four options, then after being fired, it will cycle through the remaining three options. There is a 7.5% chance for the gun to misfire at random from the other available elements with +25% Potency. Misfire is unaffected by any Ability Accuracy effects.
Damage Type: Earth setting inflicts Physical damage, whilst other settings inflict Energy damage.
Damage limits: The damage inflicted by Shock and Incinerate debuffs scales with Star Lord's Attack at the start of the fight. They are therefore increased by boosts, synergies and nodes, but not by his Signature ability.
- Water - Power Burn 40% of the opponent's Maximum Power. This attack also removes up to ten stacks of Prowess.
- Air - Shock the opponent for 6492 damage over four seconds. If the opponent is not immune to Shock, 75% chance to Stun them for 2.5 seconds.
- Fire - Incinerate the opponent for 6492 damage over ten seconds. This removes Perfect Block, and reduces the opponent's Block proficiency by 50%.
- Earth - Inflict one stack of Armour Break (-550 Armour for nine seconds) and Petrify the opponent for 12 seconds, 80% Potency.
Special AttacksIf he hits the opponent with a Special Attack, Star Lord has a 70% chance to trigger a Precision buff granting +1200 Critical Rating for ten seconds.
- SP1 - 40% chance to inflict Stun for 2 seconds. When this attack intercepts a charging opponent, gain +30% Attack and a flat +50% chance to inflict Stun.
- SP2 - Discharge the Element Gun once.
- SP3 - Star Lord discharges the Element Gun on Maximum Power - effects rise in Potency by 50%.
Signature ability: TactitianFor every hit on his combo meter, to a maximum of 400, Star Lord gains +117 Attack and +33.7 block proficiency.
Star Lord gains a Combo shield passive every ten hits, to a maximum of 6. Each time he is struck, one combo shield is removed and his combo reduces by 5.
Synergies
We're the Guardians of the Galaxy, B****! (Rocket, Groot, Gamora, Drax)
- For each synergy member present, each gains +2% Perfect Block, +65 Critical Rating and +5% Buff Duration
- If four or more members are present, all synergy members gain a permanent +25% Prowess passive.
Dance-off, Bro (Ronan the Accuser, Venompool)
Ronan: Against #Heroes, Fury duration and ability Accuracy are increased by 50%. Against #Villains, Fury is replaced by a Precision buff granting +1200 Critical Rating.
Star Lord: Dodging the opponents attacks Inflicts Taunt for 4.5 seconds, cooldown 15 seconds. Taunted opponents suffer -25% Attack, and are 60% more likely to use a Special Attack.
Venompool: If Venompool's post-SP2 Dance is interrupted, he gains Unstoppable and Unblockable buffs for 2 seconds. If completed, his Precision passive duration is increased to 13 seconds.
Daddy Issues (Yondu)
Star Lord: Yondu upgrades Quill's Ravager Technology to additionally grant Regeneration of 3% of Star Lord's maximum health when triggered.
Yondu: All attacks have a 10% chance to place a non-stacking Suppression debuff, reducing the opponent's Combat Power by 15% for six seconds.
Murderous Intent (Thanos)
Star Lord gains +20% Attack against Larger opponents.
Thanos: When striking the opponent with a Special Attack, Thanos's personal Heal Block ability is altered to a ten-second Petrify debuff, reducing Regeneration and Power Gain by 150%.
Galactic Adventurers (Nova)
Nova: If Nova's Fury buff is consumed, stolen or Nullified, it has a 60% charge to immediately respawn. Cool-down three seconds.
Star Lord: Star Lord starts the fight with his personal Fury and Precision buffs active for ten seconds.
Goblin should be just as frustrating on defense as always; but I've adjusted a few numbers and abilities to give him some slightly varied utility, and to beef up his damage potential. Whilst he's got general utility for all types of opponents, his chemical weapons (Poison and Disorient gas bombs) are designed to be particularly effective against #Spiderverse opponents.
Attack 2369
Health 32008
Goblin formula
Green Goblin's altered mental state reduces the duration of Stun effects by 70%
Green Goblin's Regeneration rate cannot be reduced below zero.
Madness
Green Goblin has a 10% chance to gain Madness when attacked, +90% chance on a well-timed block. He also gains a Madness charge any time he is Taunted or Infuriated. Madness charges last 12s. Max stacks four.
While Goblin has equal or more Madness than Cunning, he passively regenerates up to 60% of damage taken from basic attacks; and reduces the damage caused by bleed and poison effects by 30%
Additionally, when gaining a Madness charge, 70% chance to trigger a passive Fury granting +782 Attack for 6s.
Cunning
When Green Goblin intercepts the opponent's Dash or Heavy attack, he gains Cunning (cooldown 5s). Cunning charges last 12s. Max stacks four.
On defense Goblin also gains Cunning each time he gains a bar of Power, and Cunning lasts 18s.
While Goblin has equal or more Cunning than Madness, the opponent generates 40% less Power, and Goblin gains +33% Attack during Special Attacks.
Spiderverse Heroes
Against #Spiderverse heroes, the Green Goblin's Cunning and Madness charges last 50% longer. Additionally:
- Each stack of Cunning reduces the opponent's Evade Ability accuracy by 33%
- Each stack of Madness reduces the opponent's Miss Ability accuracy by 33%
Bag of tricksThe 'Bag of tricks' represents the potential effects of Green Goblin's various attacks.
Each stack of Madness increases the Potency of Goblin's bag of tricks by 15%.
Each stack of Cunning increases the duration of Goblin's bag of tricks debuffs by 15%.
- Power Drain: Drain 10% Max Power
- Poison: Inflict 4740 Poison damage over 12s. Duration and Potency increases by 50% against #Spiderverse champions.
- Incinerate: Inflict 4210 Incinerate damage over 6s
- Armour Break: Inflict Armour Break of -850 Armour for 10s
- Disorient: Reduce the opponents Block proficiency by 40% and Defensive Ability Accuracy by 60% for 10s. Duration and Potency increases by 50% against #Spiderverse champions.
Heavy attacks60% chance to Inflict Incinerate at 50% Potency
Special attacks
SP1: The first microbomb inflicts Disorient. Energy blasts each have 55% chance to inflict Power Drain. Pumpkin bomb inflicts Armour Break.
SP2: Afterburner inflicts Incinerate. Pumpkin bomb inflicts Poison
SP3: This pumpkin bomb barrage has a 65% chance to Inflict Poison, Incinerate, Disorient and Armour Break
Signature ability
Standard pumpkin bombs on Special attacks have a 40% chance per bar of Power spent to be replaced with a Superbomb with a 100% chance to Inflict Poison, Incinerate, Disorient and Armour Break, with +25% Duration.
Additionally, each Cunning or Madness charge increases Pumpkin bomb damage by 20%.
If the opponent is using a basic attack, they’re within striking distance. Thought that was a funny specification.
Essentially, the word 'basic' should be removed from the sentence.
The phrasing about 'within striking distance' was because I wanted Cap to be able to parry champions like Shuri and Nemo, without being able to parry attacks like Cyclops's optic blasts.
It was to avoid slightly ridiculous interactions we have at the moment, like Blade being able to defy physics with a well-timed block on Cyclops, which inflicts bleed from across the screen.