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Green Goblin Rework Concept

Paupershango_2006Paupershango_2006 Posts: 535
edited March 2023 in Suggestions and Requests


About Green Goblin
Cunning businessman Norman Osborn was rarely satisfied with the success lawful ventures provided. Intending to gain the strength to beat Spider-Man, Norman subjected himself to an experimental serum, which proved terrifyingly successful, granting Norman vastly greater faculties but at the cost of his sanity. Unhinged and armed with Oscorp’s most advanced weaponry, the Green Goblin now rains fear down upon Spider-Man, and his perceived enemies.

Character Class: Tech

Abilities: Poison, Incinerate, Cunning, Madness, Bag of Tricks, Plasma, Mastered Senses, Shock, Fury

Strengths and Weaknesses

Strengths - Bag of Tricks, Alliance Wars/Battlegrounds Defense, Power Control

Weaknesses - Poison Immunity, Purify, Heal Block

The Following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion.

Always Active
All Ability Accuracy Reduction effects on Green Goblin suffer -60% potency.

The Goblin Formula - Passive
The Goblin Formula provides Green Goblin immunity to all Poison effects, as well as a Bonus effect based on his opponent.
Mutant Champions: +15% Attack Rating and Ability Accuracy.
#Hero Champions: +15% Attack Rating and Critical Damage Rating per stack of Cunning.
#Spider-Verse Heroes: +15% Attack Rating and all attacks ignore Evade, Auto-Block, and Armor Rating.

Madness - Passive
When Green Goblin receives a hit or Blocks an attack, 30% chance to gain a stack of Madness for 20 seconds. This chance is increased by a flat +70% on Well-Timed Blocks.
For each stack of Madness, Green Goblin Regenerates 30% of Damage taken from all Attacks, even while Blocking, and inflicts the opponent with an indefinite stacking Cowardice Passive, reducing Special Attack Damage by 30%.

Cunning - Passive
When Green Goblin dodges an Attack with the Dexterity Mastery, or either Champion fills a bar of Power, he gains a stack of Cunning for 20 seconds.
For each stack of Cunning, Green Goblin gains +15% Special Attack Damage, and inflicts the opponent with an indefinite stacking Suppression Passive, reducing Combat Power Rate by 15%.

Persistent Charge - Max: 20.
When winning a fight, Green Goblin gains 1 Persistent Charge for the remainder of the Quest.
Gain an additional Persistent Charge for each #Sinister Six or #Villain Champion on his team, including himself.
Each Persistent Charge increases Green Goblin’s Critical Rating, Combat Power Rate, and Debuff Potency by 2%.

Bag of Tricks - Pre-Fight Ability
Green Goblin has an arsenal full of Debuffs to apply with his Pumpkin Bombs. Select up to 3 to bring into the fight.
Cowardice: Reduce the opponent’s Special Attack Damage by 10% for 15 seconds.
Tracking: Bypass the effects of Miss for 15 seconds.
Trauma: Cause all hits to deal 30% of damage recently dealt as Burst Physical Damage for 15 seconds.
Fragility: Increase Green Goblin’s Critical Damage Rating by +700, and decrease the opponent’s Block Proficiency by 50% for 15 seconds.
Energy Vulnerability: Reduce the opponent’s Energy Resistance by 900 for 15 seconds.
Weakness: Decrease the opponent’s Attack Rating by 30% for 15 seconds.
If less than 3 Bag of Tricks Debuffs were selected, apply a Poison Debuff for each remaining selection, dealing 1378.65 Direct Damage over 6 seconds.
Bag of Tricks Debuffs gain +50% duration per level of Special Attack used.

Pumpkin Bombs - Second Medium Attacks and Special Attacks
100% chance to inflict one of each Debuff selected from the Pre-Fight screen.
These hits do not make contact with the opponent.

Afterburner - Heavy and Special 2 Attacks
100% chance to inflict an Incinerate Debuff, dealing 2070.9 Energy Damage over 4 seconds.
When fighting Mutants, inflict an identical Plasma Debuff instead.
The duration of these Incinerate and Plasma Debuffs are increased by 10% for each stack of Madness.

Laser Blasts - Special Attack 1
100% chance to Drain 25% of the opponent’s max Power.
If these hits Power Drain across a Power Bar threshold, inflict a Shock Debuff, dealing 4195.8 Energy Damage over 12 seconds.
When fighting Mutants, these Shocks become Passive with their duration increased by 8 seconds.
These hits do not make contact with the opponent.

Special Attack 1
On activation, gain a Mastered Senses Passive, preventing Green Goblin’s opponent from failing his Evades or Dexterity Dodges for 10 seconds.
The duration of this effect is increased by 10% per stack of Madness.

Special Attack 2
On activation, gain a Fury Passive, increasing Attack Rating by 1265.55 for 40 seconds.
The potency of this Fury is increased by 10% per stack of Cunning.
The first hit inflicts a Special Lock Passive, preventing the opponent from activating Special Attacks for 30 seconds.

Special Attack 3
After this Attack, gain 3 Indefinite Madness and Cunning stacks.
Any Pumpkin Bomb Debuff inflicted during this Attack has their duration increased by 50%.
Inflict a Heal Block Passive for 60 seconds.
While this Heal Block is active, Green Goblin becomes immune to Stun and Reversed Controls, and the opponent’s Ability Power Rate is reduced by 100%.

Signature Ability - Enhanced Oscorp Weaponry
Passive
Green Goblin makes upgrades to his Weaponry, granting the following:
Green Goblin can select 3 additional Bag of Tricks Debuffs from the Pre-Fight Screen.
Special Attacks 1 and 2 are Passively Unblockable as long as Green Goblin has 3 or more stacks of Madness or Cunning.
Personal Poison Debuffs now trigger if less than 6 Bag of Tricks Debuffs were selected from the Pre-Fight Screen.

Recommended Masteries
Inequity
Despair
Glass Cannon
Recovery

Synergy Bonuses

Sinister Six - Unique Synergy
With Mysterio, Doctor Octopus, Vulture, Rhino, Coming Soon
Green Goblin: On a second Medium Attack, refresh all Madness and Cunning Charges.
Other Synergy Members: Gain 1400 Critical Rating and 700 Critical Damage Rating when fighting #Hero or Spider-Verse Champions.

Electric Supercharge - Unique Synergy
With Electro
Whenever Green Goblin inflicts a Shock effect, there is a 65% chance to inflict another.
Electro: On Special Attack activation, Electro inflicts himself with a Shock Passive, dealing 0 damage over 35 seconds. Additionally, while Electro is Shocked, he gains +70% Ability Accuracy, and hitting the opponent reduces the Potency of all Passive Damage sources by 100%.

Seething Hatred - Unique Synergy
With Spider-Man (Classic), Spider-Man (Miles Morales), Spider-Man (Stark Enhanced), Spider-Man (Symbiote)
Green Goblin: +15% Pumpkin Bomb Debuff Potency per stack of Madness and Cunning.
#Spider-Verse Heroes: Gain 800 Critical Damage Rating and Critical Hits gain +30% Combat Power Rate.

Split Personality - Unique Synergy
With Iron Patriot
Green Goblin: Pumpkin Bomb Debuffs gain +15% duration per stack of Madness and Cunning.
Iron Patriot: Arc Overload is 60% more effective.

Incoming Synergy Changes

Madcap Experimentalists
With Diablo
Green Goblin (Old Effect): +1.5% Attack Rating per Cunning/Madness Charge.
Green Goblin (New Effect): Madness and Cunning stacks last 30% longer.

Self Centered
With Red Goblin
Green Goblin (Old Effect): Launching Special Attacks sets Madness and Cunning stacks to be even. While both stacks are even, increase Ability Accuracy by 25%.
Green Goblin (New Effect): When gaining a stack of Madness or Cunning, 50% chance to gain another.

The High Ground
With Air-Walker
Green Goblin (Old Effect): Special Attack 1 Laser Blasts have +40% flat chance to Power Drain.
Green Goblin (New Effect): Power Drain potency is doubled.

Comments

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    Paupershango_2006Paupershango_2006 Posts: 535
    Thoughts on this concept?
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    Paupershango_2006Paupershango_2006 Posts: 535
    What do you think, ISO8Potato? Does it look good enough?
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    Paupershango_2006Paupershango_2006 Posts: 535
    For his Signature Ability in his reworked state, he can select 3 additional Bag of Tricks Debuffs from the Pre-Fight Screen, gain an Unblockable Passive during Special Attacks 1 and 2 with 3 or more stacks of Madness or Cunning, and his Poisons can now trigger if he selected less than 6 Bag of Tricks Debuffs from the Pre-Fight Screen.
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    Paupershango_2006Paupershango_2006 Posts: 535
    And he could even have a new ability called The Goblin Formula.
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    EdisonLawEdisonLaw Posts: 1,916 ★★★★
    Nice. Green Goblin is the OG Spiderman arch enemy, it’s sad to see him mediocre in the game
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    Darkraw346Darkraw346 Posts: 2,018 ★★★★
    It's such a good concept but it seems to much for me
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    Real_Madrid_76_2Real_Madrid_76_2 Posts: 3,315 ★★★★★
    edited June 2023
    Simple concept. As per r5 5 star
    Heavy attack has 20% chance of granting cunning charge. Increased to 50% if already having madness charge
    Parry gives one madness charge.
    Gain +780 attack rating for each madness charge. Dot debuffs gain 35% duration for each cunning charge.
    For each Dot debuff on defender, gain additional +500 attack.
    Each hit of special attack inflicts one random pumpkin bomb debuff, last hit drains 20% of a bar of power off the opponent.
    Dot debuffs can be paused for 5 seconds when opponent is knocked down.
    Launch sp3 or sp2 for massive damage
    Sig ability: osborns cunning battle strategies provide him with removing prowess buffs or passives using heavy or specials and inflicting one pumpkin bomb debuff for each prowess removed this way
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