Options

Complete buff designs for classic champions

124»

Comments

  • Options
    MagrailothosMagrailothos Posts: 5,434 ★★★★★
    I've tweaked Moon Knight from versions posted previously, since apparently some people enjoy that he changes through the lunar month. So I've put some of those abilities back in - enjoy!

    Stats for 5/65 champion.
    Any numbers can be considered placeholders, if they're under- or over-tuned.


    Moon Knight

    Health: 34,447
    Attack: 2301

    Avatar of Vengeance

    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 opponents who are #Villain or #Dimensional Beings, Moon Knight gains +15% Combat Power and can't Miss.
    These opponents also suffer -25% Ability Accuracy.

    Mystically gifted at vanishing in the shadows, Moon Knight cannot be struck by attacks when dashing back. The Dexterity mastery is disabled.

    Critical Hits
    Moon Knight's Critical hits have an 80% chance to inflict bleed, 1495 damage over 3 seconds.

    Heavy Attacks
    Heavy Attacks gain +600 Critical Damage rating, and grant 60% less power to the opponent than usual.
    If other effects or abilities (such as Moon Knight's Signature Ability) are also reducing the opponent's Combat Power Rating, this ability cannot reduce it below 10%.

    Lunar variation: New Moon
    At the New Moon, Moon Knight gains an indefinite passive Precision granting +850 Critical Rating, and his Personal Bleed effects gain +25% ability Accuracy.
    Cloaked in the shadows of the night, all basic attacks have a 4% chance to Miss during the New Moon. Projectile basic attacks have a 10% chance to Miss. Miss does not trigger on a well-timed block.

    Lunar variation: Full Moon
    Bathed in the radiance of the full moon, Moon Knight gains an indefinite passive Fury granting +850 Attack, and +450 Armour and Block penetration. His Personal Bleed effects gain +25% Potency.

    The Fist of Khonshu:
    Moon Knight is rewarded with additional power from Khonshu when he counters his opponents attacks; gaining Eclipse and Solstice charges. He can have only one stack of each charge, and they must expire before being refreshed; but he can have both charges simultaneously.

    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 lasting six seconds.
    Whilst he has an Eclipse charge, Moon Knight gains +650 Critical Rating; striking a bleeding opponent inflicts an Instant bleed for 30% of the attack damage; and all attacks Miss him whilst he is charging his Heavy attack.

    Solstice charges - When he Intercepts his opponents Dash attack, Moon Knight gains a Solstice charge lasting six seconds.
    Whilst he has a Solstice charge, Moon Knight gains +650 Attack; Unstoppable opponents react as though they weren't Unstoppable when struck, and Moon Knight becomes passively Unstoppable whilst charging his Heavy attack.

    Signature ability - Synodic Tide:
    Moon Knight gains +80% duration to his Eclipse and Solstice charges.
    Additionally, 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.

    Moon Knight's Combat Power abilities are 33% more potent when fighting against opponents who are #Villain or #Dimensional Beings.

    Special Attacks
    When fighting #Villain or #Dimensional Being opponents, Special attacks reduce their Defensive ability Accuracy by an additional 50%.
    SP1 - Moon Knight's Crescent darts inflict guaranteed Critical Hits, and Bleeds gain +50% duration.
    SP2 - The final blow has a 75% chance to Armour Break the opponent (-700 armour for seven seconds), and 75% chance to inflict Stun for 2.5 seconds.
    If Moon Knight has an Eclipse or Solstice charge, the Armour Break gains +50% Ability Accuracy, and +150% Potency and Duration.
    SP3 - 100% chance to Inflict Bleed (5950 damage over three seconds).
    100% chance to gain an Eclipse or a Solstice charge, which starts paused for 6 seconds. Subsequent SP3s will generate the alternate charge.
  • Options
    MagrailothosMagrailothos Posts: 5,434 ★★★★★
    Black Panther Civil War

    Stats for a 5* 5/65 champion

    Attack 2301
    Health 36885
    Critical Rate 928
    Critical Damage 850
    Armour 225
    Physical resistance 525
    Critical Resistance 525

    Passive

    Black Panthers Vibranium Armour is non-magnetic, and provides T'challa with base critical resistance, Physical resistance and 30% resistance to Shock.

    Kinetic Armour
    Kinetic armour passives grant +550 Physical resistance, last 8 seconds, and stack up to five. Whilst he has Kinetic Armour, T'challa is immune to Armour Break and Sunder; although each time an immunity is triggered, one Kinetic Armour passive is removed.
    - Start the fight with one Kinetic Armour passive
    - When hit with a physical attack, 40% chance to generate a Kinetic Armour passive.
    - When hit with an Energy attack, or struck whilst blocking, 15% chance to generate a Kinetic Armour passive.
    - When attacking, 10% chance per hit to generate a Kinetic Armour passive.

    Stun Immunity
    Wherever T'challa has Kinetic Armour passives, or whilst Reflective state is active, he is immune to Physical Stun effects.
    Whenever a Physical Stun is prevented by his Immunity, a passive Stun lasting 2.2s is inflicted on the Opponent; and if present, a Kinetic Armour passive is removed. This Stun cannot interrupt Special Attacks.

    Reflective state
    When T'challa has two or more stacks of Kinetic Armour, he can activate a Reflective state by dashing back and holding block for 1.7s. Additionally, when defending, whenever T'challa gains Kinetic Armour he has a 10% chance to trigger his Reflective state, plus a flat 2.5% per Kinetic Armour passive present.

    Reflective state removes any Kinetic Armour passives; it lasts for 9 seconds, plus 2s per stack of Armour Up removed. On defense, it gains an additional 33% duration.

    T'challa's Reflective state grants an additional +1250 Critical Resistance, and +2550 Physical Resistance and Block Proficiency. Whilst active, T'challa cannot generate Kinetic Armour passives; after Reflective State ends, the armour enters cool-down, and he cannot generate Kinetic Armour for 9s.

    Reflective state provides immunity to Armour Break and Sunder; and when this immunity is triggered he gains five Reflect charges and Pauses his Reflective state for 2s.

    Additionally, whilst Reflective state is active, strikes on an opponent who is Unstoppable cannot be interrupted, and will immediately remove the Unstoppable effect and generate five Reflect charges.

    Reflection Charges

    For each 369 damage prevented by Blocking or by Physical resistance, T'challa gains a Reflect charge lasting nine seconds. This includes damage from Physical DoT abilities. T'challa's armour can store a maximum of twenty charges - gaining a charge beyond 20 will Pause Reflect charges for 2.5s.

    When T'challa hits the opponent with a Light attack, Special Attack, or the second blow of his Heavy attack, all Reflect charges are removed and their stored damage is inflicted as a burst of Physical damage.

    Reflected damage is increased by 30% on Heavy attacks, and 60% on Special Attacks. Aside from this, it is unaffected by nodes or effects that adjust T'challa's Attack rating such as Fury or Weakness.

    Medium attacks
    Medium attacks have an 85% chance to inflict Bleed, causing 725 damage over 1.5 seconds. On critical hits, bleeds gain +50% Potency.

    Heavy attacks
    If Reflective state is active, then Reflective state and Reflect charges are paused whilst charging a Heavy Attack. If charged for 0.9s, T'challa generates a non-stacking Fury Passive lasting 9s, and granting +207 Attack per Reflect charge.

    Special Attacks
    On critical hits, bleeds gain +50% Potency.
    Additionally, any bleed debuff inflicted is accompanied by instant bleed damage based on any Reflect charges active when the Attack was launched.
    SP1 - Generate a True Accuracy passive for 12s.
    Each strike has a 90% chance to inflict a stack of bleed for 2464 damage over 3s. Each bleed debuff is accompanied by an instant bleed for 193 damage per Reflect charge.
    SP2 - This attack benefits from +1600 Critical Rating, and +2200 Critical Damage Modifier. If Reflective state is active, then all strikes are guaranteed Critical hits.
    Each strike has a 90% chance to inflict a stack of bleed for 2464 damage over 3s.
    Each bleed debuff is accompanied by an instant bleed for 289 damage per Reflect charge.
    SP3 - 100% chance to stun the opponent for 3.5s. 100% chance to activate a Precision passive granting +1800 Critical Rating for 12s, plus up to five stacks of Armour if Reflective state is not active, and the armour is not on cool-down.

    Signature Ability
    Reflective state provides an additional 2250 Physical Resistance.
    Black Panther starts the fight in his Reflective state, with a duration as if triggered with 5.0 stacks of Armour Up.

  • Options
    EdisonLawEdisonLaw Posts: 2,305 ★★★★
    @Magrailothos here is my Invisible Woman buff concept (if she needs one), hope you enjoy it

    Moderate Update: Invisible Woman

    Always active:

    The Invisible Woman has 0 base armor or physical resistance
    When dodging backwards, Invisible Woman isn’t struck by attacks.
    For each Debuff on the Opponent, Invisible Woman’s Attacks deal an additional 4% of the damage dealt as a burst of Physical Damage.

    Force-field attacks:
    Invisible Woman’s first and second Medium attacks, and her second and 4th light attacks are Forcefield attacks, these do not make contact.

    Force-field
    Invisible Woman starts with her Force-field active.
    The Force Field’s max health is = to X health
    Whenever Invisible Woman would take damage other than from a Special 3 Attack, the Force Field takes up to 90% of the damage instead.
    Physical and Energy Resistance are increased by X.
    While the Force-field is active:
    Invisible Woman can activate the Parry Mastery against Non-contact attacks
    Invisible Woman can block Unblockable attacks from non-Skill champions.
    40% chance to inflict Exhaustion if the opponent hits the Forcefield.
    When the Force Field runs out, it goes into cool-down for 15 second(s), after which it will reform at 100% strength.
    This is reduced to 10 seconds against Mystic champions and increased to 25 seconds against Skill champions.
    Invisibility:
    Invisible Woman activates her invisibility whenever her Forcefield is depleted or if she dodges an attack.
    Invisibility lasts for 2 second(s), but starts Paused if Invisible Woman is not Bleeding.
    When Invisible, all attacks have a 100% chance to Miss as long as Invisible Woman isn’t blocking or dodging and Crit rating is increased by X.
    Invisibility is unpaused when an Opponent Misses, or an Opponent hits Invisible Woman.
    Note: Invisible Woman can now block when she is Invisible. This is useful for her as she can take advantage of her Forcefield when it is active.
    Fragility
    Whenever Invisible Woman would turn Invisible, she places a Fragility Debuff on the Opponent, max stacks 50.
    When attacking a Fragile Opponent, increase Critical Damage Rating by X and decrease their Block Proficiency by 10%.
    All Fragility Debuffs are Purified when Invisibility expires.
    Heavy attack: These are Forcefield attacks.
    Special attacks:
    If the opponent Blocks any of her special attacks, Invisible Woman has a 100% chance to turn Invisible.
    Special 1: Field Trip
    On the last hit, if the Force Field is active, add a flat 25% to its current strength.
    On the last hit, if the Force Field is on Cooldown, 50% chance for it to be restored at 50% strength.
    Special 2: Force Smash
    On activation, inflict a 20 second Sunder debuff, reducing Crit resistance to Zero
    The first hit of this attack grants Fury for 9 second(s), increasing Attack Rating by X, scaling with the current Force Field strength.
    Special 3: Now you see me, now you don’t.
    If the Force Field is active, add a flat 100% to the Force Field’s current strength. If the Force Field is on Cooldown, it is instead restored at 100% strength.
    Pause Invisibility. It cannot unpause for 6 second(s).
    Signature ability: Vanishing act (Unchanged)
  • Options
    MagrailothosMagrailothos Posts: 5,434 ★★★★★
    Nice touches in there @EdisonLaw

    It's a surprisingly light touch, but stuff like parrying non-contact attacks and blocking Unblockable are really useful. And Sunder is very appropriate for her.

    I think being able to block as much as you like (including Unblockable) might be a bit overpowered - I'd probably go with "won't un-pause on Well-timed block.
Sign In or Register to comment.