Red Goblin Synergy Revision

Hello All,

My favorite champion in the game is red goblin, playing him for a while has left me with the sense that he has otherwise sub-par synergies for questing as they don't really do anything to set themselves apart nor change the champion in any meaningful way. This is especially true in normal questing content where his synergies don't really offer any diversity to his kit and make the character feel choppy to play.

Presently, the "best team" to run with Red Goblin is the full damage team which involves using Odin, Heimdall, Angela/Hela, and Guillotine/Magik in conjoining with red goblin for maximum buffs which unlocks what feels like his true damage potential. If you haven't tried this combination, I recommend you do because it's a lot of damage and is otherwise tons of fun to play. But as you may notice, not one of the champions Red Goblin has synergies with is on that team, which is where I stake my claim to his synergies being obsolete, synergies should help unlock a champions full potential. While there should be alternate or even better ways to play the champion, synergies should always be a relevant decision factor when building a team.

What I intend to do here, is propose some of the synergy tweaks that will help prop him up while providing some diversity to his team fit. I will first label the existing synergies, and explain why they could either be improved upon or should outright go. The order shall go in paragraphs, labelled as existing and reworked. This list will focus on his personal synergies, not the list of the other "member champions". This will also be the 6* synergy list with appropriate values.

Synergy List - Existing

Self Centered - Member(s): Carnage, Green Goblin
Gain +1 Bloodlust for the first time Red Goblin wins a fight in a quest.

This Synergy does little for Red Goblin considering that it doesn't really help in normal questing with how long he takes to ramp up to begin with. It DOES help in long form content (specifically labyrinth) if you can kill the opponent. This synergy could use a tweak to bolster his existing utility, while adding to his ability to take on normal questing

Family Feud - Member(s): Venom
Lose one less bloodlust when defeated

This synergy acts as an insurance policy for when you die, it's not healthy if we aren't expected to revive champs anyway. It doesn't help in long form content anyway, and having venom as a synergy member takes away from any need to use Red Goblins spider-sense counter, so this synergy needs a twist to make the choice a little interesting.

Hatred - Member(s): Symbiote Spiderman
When Frenzy is active, increase buff duration by 30%

This synergy I feel like COULD be good in the hands of someone new to the champ or someone who's running boosters. But those are really the only scenarios where I've gotten or even seen this synergy to do anything for Red Goblin.

Osborne to be Wild - Member(s): Iron Patriot
While Frenzy is active, fury and energize buffs have 15% increased potency.

This one is actually good, I just wish it was an aptitude.

Symbiote Consciousness - Member(s): Carnage, Symbiote Supreme, Venom the Duck
Each Symbiote on the team grants 15% increased critical damage rating
This one is also good and should be left alone. It's good for the other symbiotes, it may not add anything to Red Goblin, but it's not needed.

Nemesis: Member(s): Stealth Spiderman, Stark Spiderman, Spiderman Classic
All champions gain 6% attack

It's standard, and all of these champions can fall into the "Hatred" branch. It's not bad, but it's not a compelling synergy.



Synergy List - Revised

Self Centered - Member(s): Green Goblin, Carnage
Red Goblin gains +1 bloodlust charges for the first fight won, and an additional +1 for every fight after, and the cap of 5 charges is increased to 6.

This will allow red goblin to access his damage phase consistently throughout long form content, while giving him better access to the utility that his true sense provides for ordinary questing. This also takes away from how painful it is to ramp him up in ordinary content period.

Undetectable: Member(s): Venom, Agent Venom
Dashing back and holding block for 2 seconds grants an indefinite precision buff granting 5% critical rating.

This provides another buff for Red Goblin to access, increasing his damage threshold with the special 2 and goes along with the theme that these champions not only can't be sensed by spider sense, but essentially have it for themselves.

Hatred: Member(s): Stealth Spiderman, Stark Spiderman, Spiderman Classic, Symbiote Spiderman
Dashing back for 2 seconds grants an indefinite Fury buff, granting 5% base attack rating.

Fury buffs grant armor break, this increases red goblins raw damage without breaking his base attack. Red goblin's sole purpose is to ruin Peter Parker, so it makes sense that it makes him furious to see him.

Shattered Mind (NEW): Member(s): Carnage
The split mind of Norman Osborne and insanity of the Carnage symbiote makes it impossible to read their mind. Provides immunity to mind control and reversed controls.


Osborne to be Wild: Member(s): Iron Patriot
While Frenzy is active, fury and energize buffs have 15% increased potency.

As much as I think this should be an aptitude active, it effectively does the same thing already.


Symbiotic Consciousness - Member(s): Carnage, Symbiote Supreme, Venom the Duck
Each Symbiote on the team grants 15% increased critical damage rating

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