My Concept Ideas for Older Champions That Can Make Them Better Champions...I guess.
BartekTymoczko
Member Posts: 307 ★★
I would like to point out that not all concepts are *full of changes* because, for example, some animations, or simply their names, are unchanged. Or they may have different attributes, from different synergies, but I felt it would be a suitable upgrade for them. Anyway. If you have a moment of time, or are just curious, I invite you to read it.
Scarlet Witch (Classic)
Light Attack:
- Light attacks have a 95% chance to Nullify one enemy buff.
Medium Attack:
- Medium attacks have a 65% chance to Stun the opponent for 2.40 seconds.
Heavy Attack:
Scarlet Witch attacks the opponent with her magic. - 2 Hits.
- This attack has a 100% chance to inflict one of 10 debuffs on the opponent; Poison (250 direct damage), Incinerate (250 energy damage), Shock (250 energy damage), Coldsnap (250 energy damage), Degeneration (250 direct damage), Power Drain (15% Power), Weakness (reducing the opponent's Attack Rating by 20%), Armor Break (reducing the opponent's Armor Rating by 20%), Heal Block (preventing the opponent from healing themselves), or Power Sting (dealing 3000 direct damage if the opponent activates a Special Attack) for 10 seconds.
Always Active - "Chaos Manipulation":
- Scarlet Witch attacks have a 75% chance of giving Scarlet Witch one of 6 buffs; Fury (increases her Attack Rating by 25%), Cruelty (increases her Critical Damage Rating by 25%), Armor Up (increases her Armor Rating by 25%), Power Gain (gives her 18% Power), Regeneration (heals her 100 HP over 0.45 seconds), or Unblockable for 7 seconds.
- If the opponent hits the Scarlet Witch, the opponent will be Power Locked for 5 seconds preventing the opponent from gaining Power. The cooldown between each Power Lock lasts 25 seconds.
- Each critical hit increases the chance that Scarlet Witch's next attack will be a critical attack by 10%.
Sig Ability - "Reality Warping":
- Scarlet Witch starts ignoring any immunizations of her opponent and imposes her debuffs on the opponent bypassing their immunizations.
- Every debuff she deals and buffs she gains have increased Potency and Duration by 5%-95%, making them more effective against her opponents.
- Scarlet Witch's attacks bypass the opponent's Block Proficiency by 8% for each hit on the opponent's block. Up to 20 hits (160%).
Passive - "Magic Barrier":
- The opponent cannot prevent or reduce Scarlet Witch's Chaos Manipulation debuffs.
- Scarlet Witch is immune to Nullify and Fate Seal effects.
- When facing Mystic-class Champions, Scarlet Witch has a 100% chance to inflict a 10 second Falter on them if they activate their Special Attack 1 or Special Attack 2. This is once for the entire fight.
- Attribute Steal: Scarlet Witch's attacks have a 25% chance of Power Steal (steal 10% Power from the opponent), or Life Steal (take 5% of the opponent's health for themselves).
Special Attack 1 - "Hex Sphere":
A concentrated sphere of Chaos Magic blasts Scarlet Witch's opponents. - 1 Hit.
- This attack has a 50% chance to apply one of three debuffs; Concussion (reduces Ability Accuracy by 45%), Disorient (reduces Defensive Ability Accuracy and Block Proficiency by 45%), or Exhaustion (reduces Critical Damage Rating by 45%) for 7.5 seconds.
- This attack gains +2500 to Critical Rating and Critical Damage Rating.
Special Attack 2 - "Hex Bolt":
Scarlet Witch sends her opponents flying with a bolt of Chaos Magic. - 2 Hits.
- This attack has a 75% chance to apply one of three debuffs; Petrify (reducing the Regeneration Rate and Ability Power Rate by 50%), Fatigue (reducing the opponent's Critical Rating by 50%), or Slow (reducing the Evade and Unstoppable Ability Accuracy by 100%) for 10 seconds.
- This attack gains +3855 to Critical Rating and Critical Damage Rating.
Special Attack 3 - "Chaotic Bombardment":
Scarlet Witch cuffs her foes into helplessness before crushing them with a bombardment of Hex Bolts. - 10 Hits.
- This attack has a 100% chance to impose one of 6 debuffs on the opponent; Concussion (reducing Ability Accuracy by 75%), Petrify (reducing Regeneration Rate and Ability Power Rate by 75%), Disorient (reducing Defensive Ability Accuracy and Block Proficiency by 75%), Fatigue (reducing the opponent's Critical Rating by 75%), Exhaustion (reducing Critical Damage Rating by 75%), or Slow (reducing Ability Accuracy of Evade and Unstoppable effects by 100%) for 15 seconds.
- This attack has a 100% chance to Nullify any positive buffs from the opponent.
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Drax
Light Attack:
- Light Drax's attacks have a 70% chance to inflict the Bleed debuff on the opponent for 250 direct damage for 6 seconds.
Medium Attack:
- Medium's attacks apply the Rupture debuff to the opponent, dealing 250 physical damage for 6 seconds.
Heavy Attack:
Drax headbutts the enemy. - 1 Hit.
- This attack inflicts the Armor Break debuff on the opponent, reducing the opponent's Armor Rating by 35% for 10 seconds. Max Drax can impose Armor Breaks 4.
Always Active - "Relentless Fury":
- Drax gets Fury buffs that increase his Attack Rating by 20% for one stack for 10 seconds whenever he performs a Well-Timed Block (Parry). Drax can have a maximum of 5 Furies.
- Drax is immune to Stun effects.
- If Drax is below 50% health, he gains Passive Unblockable for 10 seconds.
Sig Ability - "Destroyer":
- Drax gains a 2%-80% increase in the potential of his Furies, Cruelty and Precision (depending on Signature Ability Level. Every 5 Sig Lvl.)
- If Drax pins an opponent against a wall, Drax permanently becomes Passive Unstoppable while completely unfazed. At the same time, if Drax is Unstoppable, he will be temporarily invulnerable to the opponent's attacks as he gains 5 Indestructible stacks, which will disappear if Drax is hit by the opponent one by one. The only two ways to stop Drax's Unstoppable is to put the Slow debuff on him, or try to Stun Drax, which will remove the Unstoppable and give him a 5 second cooldown.
Passive Abilities:
- Unyielding Determination: Drax has a 100% chance to Purify every third debuff on him.
- Unrelenting Focus: Drax holding a block for 1.20 seconds will gain a 10 second Precision buff increasing his Critical Rating by 20% for 10 seconds. Drax can have up to 5 Precision buffs.
- Invincible Cruel: Whenever Drax Intercepts an opponent, he will gain a Cruelty buff that increases their Critical Damage Rating by 20% for 10 seconds. Drax can have a maximum of 5 Cruelty buffs.
- True Winner: Drax gains a permanent Passive True Strike for every fight start that bypasses Armor, Physical Resistance, Evade and Auto-Block effects. However, True Strike can disappear after 1.10 seconds if Drax is hit while Unstoppable. Drax will get a 7 second cooldown after which True Strike will return.
- Terror of the Galaxy: Drax reduces the duration of buffs such as Unstoppable and Unblockable by 85%. If the opponent is wearing Armor Break, Drax will bypass any effects that sustain the opponent's life, such as Indestructible or Immortality.
Special Attack 1 - "Blade of Vengeance":
Drax strikes with precise strikes from his blades, fueled by his unyielding determination. - 3 Hits.
- Each hit inflicts the Bleed debuff on the opponent.
Special Attack 2 - "Savage Assault":
Drax unleashes a relentless series of attacks, overwhelming opponents with brute force. - 5 Hits.
- Each hit inflicts the Rupture debuff on the opponent.
- This attack grants Drax a 10 second Physical Resistance buff that increases his Physical Resistance by 75%.
Special Attack 3 - "Destroyer's Fury":
Drax starts a frenzied fury that starts with a solid kick and ends with one solid header. - 10 Hits.
- Each hit inflicts Armor Break and Rupture debuffs on the opponent.
- This attack resets his Fury, Precision and Cruelty buffs and increases their duration by 50%.
Scarlet Witch (Classic)
Light Attack:
- Light attacks have a 95% chance to Nullify one enemy buff.
Medium Attack:
- Medium attacks have a 65% chance to Stun the opponent for 2.40 seconds.
Heavy Attack:
Scarlet Witch attacks the opponent with her magic. - 2 Hits.
- This attack has a 100% chance to inflict one of 10 debuffs on the opponent; Poison (250 direct damage), Incinerate (250 energy damage), Shock (250 energy damage), Coldsnap (250 energy damage), Degeneration (250 direct damage), Power Drain (15% Power), Weakness (reducing the opponent's Attack Rating by 20%), Armor Break (reducing the opponent's Armor Rating by 20%), Heal Block (preventing the opponent from healing themselves), or Power Sting (dealing 3000 direct damage if the opponent activates a Special Attack) for 10 seconds.
Always Active - "Chaos Manipulation":
- Scarlet Witch attacks have a 75% chance of giving Scarlet Witch one of 6 buffs; Fury (increases her Attack Rating by 25%), Cruelty (increases her Critical Damage Rating by 25%), Armor Up (increases her Armor Rating by 25%), Power Gain (gives her 18% Power), Regeneration (heals her 100 HP over 0.45 seconds), or Unblockable for 7 seconds.
- If the opponent hits the Scarlet Witch, the opponent will be Power Locked for 5 seconds preventing the opponent from gaining Power. The cooldown between each Power Lock lasts 25 seconds.
- Each critical hit increases the chance that Scarlet Witch's next attack will be a critical attack by 10%.
Sig Ability - "Reality Warping":
- Scarlet Witch starts ignoring any immunizations of her opponent and imposes her debuffs on the opponent bypassing their immunizations.
- Every debuff she deals and buffs she gains have increased Potency and Duration by 5%-95%, making them more effective against her opponents.
- Scarlet Witch's attacks bypass the opponent's Block Proficiency by 8% for each hit on the opponent's block. Up to 20 hits (160%).
Passive - "Magic Barrier":
- The opponent cannot prevent or reduce Scarlet Witch's Chaos Manipulation debuffs.
- Scarlet Witch is immune to Nullify and Fate Seal effects.
- When facing Mystic-class Champions, Scarlet Witch has a 100% chance to inflict a 10 second Falter on them if they activate their Special Attack 1 or Special Attack 2. This is once for the entire fight.
- Attribute Steal: Scarlet Witch's attacks have a 25% chance of Power Steal (steal 10% Power from the opponent), or Life Steal (take 5% of the opponent's health for themselves).
Special Attack 1 - "Hex Sphere":
A concentrated sphere of Chaos Magic blasts Scarlet Witch's opponents. - 1 Hit.
- This attack has a 50% chance to apply one of three debuffs; Concussion (reduces Ability Accuracy by 45%), Disorient (reduces Defensive Ability Accuracy and Block Proficiency by 45%), or Exhaustion (reduces Critical Damage Rating by 45%) for 7.5 seconds.
- This attack gains +2500 to Critical Rating and Critical Damage Rating.
Special Attack 2 - "Hex Bolt":
Scarlet Witch sends her opponents flying with a bolt of Chaos Magic. - 2 Hits.
- This attack has a 75% chance to apply one of three debuffs; Petrify (reducing the Regeneration Rate and Ability Power Rate by 50%), Fatigue (reducing the opponent's Critical Rating by 50%), or Slow (reducing the Evade and Unstoppable Ability Accuracy by 100%) for 10 seconds.
- This attack gains +3855 to Critical Rating and Critical Damage Rating.
Special Attack 3 - "Chaotic Bombardment":
Scarlet Witch cuffs her foes into helplessness before crushing them with a bombardment of Hex Bolts. - 10 Hits.
- This attack has a 100% chance to impose one of 6 debuffs on the opponent; Concussion (reducing Ability Accuracy by 75%), Petrify (reducing Regeneration Rate and Ability Power Rate by 75%), Disorient (reducing Defensive Ability Accuracy and Block Proficiency by 75%), Fatigue (reducing the opponent's Critical Rating by 75%), Exhaustion (reducing Critical Damage Rating by 75%), or Slow (reducing Ability Accuracy of Evade and Unstoppable effects by 100%) for 15 seconds.
- This attack has a 100% chance to Nullify any positive buffs from the opponent.
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Drax
Light Attack:
- Light Drax's attacks have a 70% chance to inflict the Bleed debuff on the opponent for 250 direct damage for 6 seconds.
Medium Attack:
- Medium's attacks apply the Rupture debuff to the opponent, dealing 250 physical damage for 6 seconds.
Heavy Attack:
Drax headbutts the enemy. - 1 Hit.
- This attack inflicts the Armor Break debuff on the opponent, reducing the opponent's Armor Rating by 35% for 10 seconds. Max Drax can impose Armor Breaks 4.
Always Active - "Relentless Fury":
- Drax gets Fury buffs that increase his Attack Rating by 20% for one stack for 10 seconds whenever he performs a Well-Timed Block (Parry). Drax can have a maximum of 5 Furies.
- Drax is immune to Stun effects.
- If Drax is below 50% health, he gains Passive Unblockable for 10 seconds.
Sig Ability - "Destroyer":
- Drax gains a 2%-80% increase in the potential of his Furies, Cruelty and Precision (depending on Signature Ability Level. Every 5 Sig Lvl.)
- If Drax pins an opponent against a wall, Drax permanently becomes Passive Unstoppable while completely unfazed. At the same time, if Drax is Unstoppable, he will be temporarily invulnerable to the opponent's attacks as he gains 5 Indestructible stacks, which will disappear if Drax is hit by the opponent one by one. The only two ways to stop Drax's Unstoppable is to put the Slow debuff on him, or try to Stun Drax, which will remove the Unstoppable and give him a 5 second cooldown.
Passive Abilities:
- Unyielding Determination: Drax has a 100% chance to Purify every third debuff on him.
- Unrelenting Focus: Drax holding a block for 1.20 seconds will gain a 10 second Precision buff increasing his Critical Rating by 20% for 10 seconds. Drax can have up to 5 Precision buffs.
- Invincible Cruel: Whenever Drax Intercepts an opponent, he will gain a Cruelty buff that increases their Critical Damage Rating by 20% for 10 seconds. Drax can have a maximum of 5 Cruelty buffs.
- True Winner: Drax gains a permanent Passive True Strike for every fight start that bypasses Armor, Physical Resistance, Evade and Auto-Block effects. However, True Strike can disappear after 1.10 seconds if Drax is hit while Unstoppable. Drax will get a 7 second cooldown after which True Strike will return.
- Terror of the Galaxy: Drax reduces the duration of buffs such as Unstoppable and Unblockable by 85%. If the opponent is wearing Armor Break, Drax will bypass any effects that sustain the opponent's life, such as Indestructible or Immortality.
Special Attack 1 - "Blade of Vengeance":
Drax strikes with precise strikes from his blades, fueled by his unyielding determination. - 3 Hits.
- Each hit inflicts the Bleed debuff on the opponent.
Special Attack 2 - "Savage Assault":
Drax unleashes a relentless series of attacks, overwhelming opponents with brute force. - 5 Hits.
- Each hit inflicts the Rupture debuff on the opponent.
- This attack grants Drax a 10 second Physical Resistance buff that increases his Physical Resistance by 75%.
Special Attack 3 - "Destroyer's Fury":
Drax starts a frenzied fury that starts with a solid kick and ends with one solid header. - 10 Hits.
- Each hit inflicts Armor Break and Rupture debuffs on the opponent.
- This attack resets his Fury, Precision and Cruelty buffs and increases their duration by 50%.
2
Comments
Light Attack:
- Light hits inflict Nullify on the opponent.
- Light blows deal physical damage.
Medium Attack:
- Medium hits inflict Nullify on the opponent.
- Medium hits have a 65% chance of inflicting Stagger on the opponent.
- The Medium's second hit has an 85% chance to inflict the Heal Block Passive debuff on the opponent for 12 seconds.
- Medium blows deal energy damage.
Heavy Attack:
Doctor Strange unleashes his power. - 2 Hits.
- Doctor Strange deals energy damage.
- Heavy's last hit, inflicts Degeneration on the opponent, dealing 450 direct energy damage, lasts 12 seconds.
Always Active - "Eye of Agamotto":
- Doctor Strange starts the fight with a permanent Passive buff of Precision that boosts his Critical Rating by 35%.
- Whenever an enemy hits the Doctor, he gets a 12 second Power Sting buff, dealing 150% of Strange's damage as direct damage after using Special Attacks.
- Strange passively gains 3% of his power bar per second.
- All of Strange's buffs and debuffs are Passive.
- If the opponent has more than 10 debuffs, Strange's Special Attacks are Unblockable.
- Any use of a Special Attack (whether by Strange or an opponent) pauses Strange's personal buffs and debuffs for the duration of the Special Attack.
Sig Ability – "Earth’s Supreme Sorcerer":
- Doctor Strange gains the ability to generate a buff called Shield of the Seraphim that boosts his Armor Rating by 30% for 8 seconds each time he dash back.
- Whenever Doctor Strange inflicts a debuff on an enemy, he has a 75% chance of clearing the debuff on himself.
- When Doctor Strange is below 50% health, his Medium, Light, Heavy, and Special Attacks impose a Life Steal on the opponent that takes 9% of the opponent's life for himself until the Doctor reaches 100% health.
Passive Abilities:
- Astral Form: Doctor Strange has a 100% chance to enter his Astral Form after any Special Attack is used, or Strange is Stunned/Parried and the opponent tries to hit him. While in his Astral Form, Doctor Strange becomes Untouchable to all attacks for 10 seconds. This ability has a 10 second cooldown.
- Bolts of Balthakk: Doctor Strange's physical attacks have a 100% chance to inflict Passive Shock, dealing 500 energy damage lasting 5 seconds.
- Chains of Krakken: Doctor Strange's Special 2 Attack inflicts Passive Stun for 5 seconds if Doctor Strange's combo has more than 25 hits.
- Crystals of Cyndriarr: Doctor Strange's Medium Attack has a 100% chance to inflict Passive Petrify with a potential of 25%, for 8 seconds.
- Demons of Denak: Doctor Strange gains a Passive Fury buff, increasing his attack rating by 40% for 6 seconds every time he performs a well-timed Block.
- Crimson Bands of Cyttorak: Doctor Strange gains a Passive Energy Resistance, and Passive Physical Resistance buff for 8 seconds every time he uses his Special Attack 1.
- Flames of the Faltine: Doctor Strange’s energy attacks have a 100% chance to inflict Passive Incinerate, dealing 600 energy damage for 5 seconds.
- Images of Iconn: Doctor Strange has a 100% chance to Evade an energy attack when his health drops below 30%.
- Icy Tendrils of Ikthalon: Doctor Strange gains an Immunity to Coldsnap and Frostbite for the duration of the fight.
Special Attack 1 - "Magic Missile":
Strange uses his magical abilities. - 2 Hits.
- This attack has a 100% chance to inflict Fate Steal on the opponent.
- This attack imposes a 10 second Passive Power Lock on the opponent.
- This attack imposes a 10 second Passive Weakness on the opponent.
Special Attack 2 - "The Vishanti's Blessing":
Doctor Strange channels the Vishanti's power, unleashing a powerful blast of energy. - 5 Hits.
- This attack grants Strange 7 seconds Passive Indestructible.
- This attack imposes a powerful Power Burn on the opponent, taking 75% of the enemy's entire Power Bar.
- Strange imposes 5 Passive Armor Breaks on the opponent.
Special Attack 3 - "Open Your Eye":
Strange sends the opponent on an interdimensional journey, where the opponent is literally struck with reality breaking all barriers. - 15 Hits.
- Strange Passive Stuns the opponent for 15 seconds
- Inflicts a 15 second Passive Power Drain on the opponent, draining 3% of the opponent's total Power per second.
- Strange imposes 15 Passive Armor Breaks on the opponent.
Deadpool
Light Attack:
- Light's katana attacks (2,3) have a 100% chance to inflict the Bleed debuff on the opponent, dealing 190 direct damage for 6 seconds and reducing the opponent's Regeneration Rating by 15%.
Medium Attack:
- His final blow Pistol Medium has a 100% chance to inflict the Incinerate debuff on the opponent, dealing 150 energy damage for 6 seconds, while reducing the opponent's Combat Power Rate by 5%.
- Medium attacks have an 85% chance to inflict the Armor Break debuff on the opponent, reducing the opponent's Armor Rating by 40% for 6 seconds.
Heavy Attack:
Deadpool spins with his katanas, slashing the opponent several times. - 5 Hits.
- Each hit has a 100% chance to inflict Bleed debuff on the opponent for 5 seconds.
Always Active - "The One and Only in Battlerealm":
- Deadpool starts the fight with one permanent Fury buff that increases Deadpool's Attack Rating by 40%.
- Deadpool will be able to heal from literally anything (both figuratively and literally), he always has a passive-permanent active Regeneration ability that works anytime, anywhere, without exception. He is able to regenerate 19,655 health in 3 seconds, which means that in a minute, he is able to regenerate up to 393,100 health.
- Deadpool while suffering from Bleed, Poison, Incinerate, etc. debuffs are also able to recover 1/3 of the health lost from these damaging debuffs.
- Deadpool is immune to Heal Blocks because he simply doesn't care.
- Deadpool's attacks have a 100% chance of ignoring the opponent's Evade, Miss, and Auto-Block effects because he is ABOVE that. It doesn't need any True Strike, True Accuracy, True Damage, or True Sense. He's just IGNORING it, period.
- Deadpool's attacks have a 50% chance of inflicting the Weakness debuff on the opponent, reducing the opponent's Attack Rating by 20%.
Sig Ability - "Merc with a Mouth":
- Regeneration Rating is boosted by 20%.
- Deadpool recovers 2/3 of the health lost due to these damage debuffs.
- Deadpool, as a foul-mouthed mercenary, annoys opponents by dashbacking them with the Taunt debuff, increasing the opponent's chance to use a Special Attack by 45% for 12 seconds.
- After using Heavy Attack, Deadpool applies the Intimidate debuff to the opponent, making them more aggressive while reducing the opponent's Block Proficiency by 45% for 12 seconds.
- Deadpool's Special Attacks are Unblockable if the opponent suffers from Taunt.
Passive Abilities:
- Deadpool's Tag Team: Each Champion in our team grants Deadpool one Fury buff, increasing Deadpool's Attack Rating by 40%.
- Unpredictable Strikes: Deadpool's fighting style is highly unpredictable, making it difficult for opponents to anticipate his attacks. This passive grants Deadpool a 75% Critical Hit Chance.
- Mercenary Tactics: Deadpool is a skilled mercenary and tactician, allowing him to exploit weaknesses in his opponents' defenses. This passive ability grants Deadpool increased Critical Damage against opponents who are under the effects of Bleed, Armor Break, or other debuffs.
Special Attack 1 - "Slice and Dice":
Deadpool unleashes an avalanche of precision strikes with his two katanas. - 7 Hits.
- This attack inflicts numerous Bleed debuffs on the opponent for 6 seconds.
- This attack inflicts numerous Armor Break debuffs on the opponent for 6 seconds.
- This attack grants Deadpool one permanent Fury buff.
Special Attack 2 - "Big Bang":
Deadpool combines his mercenary abilities and firearms, lustfully wounding his opponent. - 13 Hits.
- This attack inflicts numerous Incinerate and Bleed debuffs on the opponent for 6 seconds.
- This attack grants Deadpool two permanent Fury buffs.
Special Attack 3 - "You can count on me, Summoner":
Deadpool literally massacres an opponent by slashing with katanas, firing pistols, in a word. Deadpool. - 20 Hits.
- This attack inflicts numerous Bleed, Incinerate and Armor Break debuffs on the opponent for 6 seconds.
- This attack grants Deadpool three permanent Fury buffs.
Light Attack:
- Light's second hit, Captain America (WW2) gets the Fury buff for 5 seconds.
Medium Attack:
- Medium's first hit, Captain America (WW2), inflicts Armor Break on the opponent for 5 seconds.
- Every Medium hit, Captain America (WW2) inflicts Bleed on the opponent, dealing 200 direct physical damage for 5 seconds.
- Medium's second hit has a 50% chance to apply a 2.5 second Stun.
Heavy Attack:
Captain America (WW2) does a somersault and kick. - 2 Hits
- Captain America (WW2) inflicts Armor Break on the opponent for 7.5 seconds.
Always Active - "Super Soldier":
- Captain America (WW2) is immune to Armor Break and Armor Shatter thanks to his Vibranium shield.
- When Captain America (WW2) fights the Class Champions; Skill, Tech, or Science gets a special buff called "Veteran", which increases the Basic Attack, Block Proficiency, and Critical Damage Rating of Captain America (WW2), while reducing the same abilities on the opponent by 50%.
- Special Attacks are Unblokcable.
Sig Ability - "Nation Shield":
- Every time a fight starts, Captain America (WW2) gets a special permanent buff called "Vibranium Shield". This buff gives Captain America (WW2) a Perfect Block chance, and the Perfect Block chance depends on the Signature Ability.
- Sig 50: 25% chance of Perfect Block.
- Sig 100: 50% chance of Perfect Block.
- Sig 150: 75% chance of Perfect Block.
- Sig 200: 100% chance of Perfect Block.
- This buff also gives Captain America (WW2) a chance to deal Physical Burst Damage when using Special Attacks, and the chance of such Physical Burst Damage is dependent on Signature Ability.
- Sig 50: Physical Burst Damage deals 25% more base damage to Captain America (WW2).
- Sig 100: Physical Burst Damage deals 50% more Captain America (WW2) base damage.
- Sig 150: Physical Burst Damage deals 75% more Captain America (WW2) base damage.
- Sig 200: Physical Burst Damage deals 100% more base damage to Captain America (WW2).
- This buff can be reset when an opponent uses a Special Attack on Captain America (WW2) and he is hit by that Special. The cooldown lasts 10 seconds.
Passive - "I can do this all day":
- All buffs applied to the opponent are reset by using a heavy attack, and are also increased by half their duration.
- All of Captain America's (WW2) personal buffs are reset by using a heavy attack and are also increased by half their duration.
- All debuffs cannot last longer than 20 seconds.
Special Attack 1:
Captain America (WW2) throws his shield. - 2 Hits.
- Inflicts 2 Bleeds on the opponent for 5 seconds.
- Inflicts 5 Armor Breaks on the opponent for 5 seconds.
- Inflicts a Trauma buff on the opponent for 5 seconds.
- Inflicts a 3 Physical Vulnerability buffs on the opponent for 5 seconds.
Special Attack 2:
Captain America (WW2) starts charging with a shield. - 3 Hits.
- Inflicts 7 Armor Breaks on the opponent for 5 seconds.
- Inflicts a 2 Trauma buffs on the opponent for 5 seconds.
- Inflicts a 5 second Stun on the opponent.
- Inflicts a 5 Physical Vulnerability buffs on the opponent for 5 seconds.
Special Attack 3:
Captain America (WW2) performs a left hook with a shield, kicks in the face, throws the shield into the opponent's stomach, jumps out and hits the shield from above. - 4 Hits.
- Inflicts 2 Stuns on the opponent, lasting 5 seconds.
- Inflicts 10 Armor Breaks on the opponent for 5 seconds.
- Inflicts 3 Trauma buffs on the opponent for 5 seconds.
- Inflicts a 7 Physical Vulnerability buffs on the opponent for 5 seconds.
Light Attack:
- Light strikes have an 85% chance to give Cyclops a Fury buff that increases Cyclops' Attack Rating by 35%, lasting 10 seconds.
Medium Attack:
- Medium strikes have a 70% chance of granting Cyclops a 50% Critical Rating buff with Accuracy, lasting 10 seconds.
Heavy Attack:
Cyclops does a kick somersault. - 2 Hits.
- Cyclops imposes Armor Break on the opponent, lasting 10 seconds.
Always Active - "Optical Lasers":
- Cyclops's optical lasers have a 100% chance to inflict Incinerate on the opponent, dealing 500 direct energy damage for 5 seconds.
- Incinerates also reduce the opponent's Ability Accuracy by 25%.
- If the opponent has more than 9 unique debuffs on them, Cyclops' Special Attacks are Unblockable.
- Cyclops will get the number of his personal buffs and debuffs on the opponent for how many hits his Special Attack has.
Sig Ability - "Optical Laser Control":
- Controlling Cyclops' optical lasers allows him to deal extra damage and effects while using them.
- For each unique debuff on the opponent, Cyclops gains the Cruelty buff, increasing Cyclops' Critical Damage Rating by 20% for 8 seconds.
Passive - "Plasma Blasts":
- Cyclops' optical lasers also have a 50% chance to apply Plasma debuffs that deal 700 direct energy damage for 10 seconds.
- Plasma also reduces the opponent's Block Proficiency by 30%.
Special Attack 1 - "Optic Blast":
Cyclops fires an optical laser at the opponent. - 3 Hits.
- Cyclops imposes 3 Armor Breaks on the opponent. If the opponent is wearing Armor Up buffs, they are automatically removed.
- Cyclops gets 3 Fury buffs for 10 seconds.
- Cyclops has a 100% chance to inflict 3 Incinerate buffs on the opponent, lasting 5 seconds.
- Cyclops has a 50% chance to inflict 3 Plasma buffs on an opponent for 10 seconds.
Special Attack 2 - "Vigilance":
Cyclops fires a powerful beam of optical lasers from the bottom up. - 4 Hits.
- Cyclops imposes 4 Armor Breaks on the opponent. If the opponent is wearing Armor Up buffs, they are automatically removed.
- Cyclops gets 4 Fury and Cruelty buffs for 10 seconds.
- Cyclops has a 100% chance to inflict 4 Incinerate buffs on the opponent, lasting 5 seconds.
- Cyclops has a 50% chance to inflict 4 Plasma buffs on an opponent for 10 seconds.
Special Attack 3 - "Gigawatt Blast":
Cyclops temporarily loses his control and fires a beam of Gigawatt-powered optical lasers from his eyes, literally leveling everything around him to the ground. - 25 Hits.
- Cyclops imposes 25 Armor Breaks on the opponent. If the opponent is wearing Armor Up buffs, they are automatically removed.
- Cyclops gets 25 Fury, Cruelty, and Precision buffs for 10 seconds.
- Cyclops has a 100% chance to inflict 25 Incinerate buffs on an opponent for 5 seconds.
- Cyclops has a 50% chance to inflict 25 Plasma buffs on an opponent for 10 seconds.
Vision (AoU)
Light Attack:
- Light attacks have a 45% chance to inflict the Armor Break debuff on the opponent, reducing the opponent's Armor Rating by 20%, for 6 seconds.
Medium Attack:
- Medium attacks have a 55% chance to inflict the Concussion debuff on the opponent, reducing the opponent's Ability Accuracy by 20% for 6 seconds.
Heavy Attack:
Vision goes intangible and hits the opponent. - 2 Hits.
- Vision, while charging Heavy, enters Phase mode, where after Heavy ends, Phase disappears after 0.30 seconds.
- Vision imposes the Passive Heal Block debuff on the opponent for 10 seconds.
Always Active - "Density Shift":
- Vision is able to reduce the potential of incoming debuffs for which there is no immunity, such as Incinerate, Shock, Coldsnap, Rupture,...etc.
- Vision is able to enter Phase mode while dashing forward. Phase lasts 4 seconds. If Vision is hit while in Phase Mode, she will gain a 6 second Fury buff, increasing her Attack Rating by 20%.
- Vision is able to go into Indestructible Mode whenever an opponent activates any Special Attack. After completing a Special Attack, Indestructible disappears after 0.30 seconds. This won't work if the opponent is #Avengers.
- Vision gains a 10 second Passive buff called "Density Enhancement", which increases his Physical/Energy Resistance by 50% after Indestructible disappears if the opponent uses a Special Attack. This won't work if the opponent is #Avengers.
- After activating any Special Attack, Vision gets the Energize buff, increasing his Combat Power Rate by 50% for 6 seconds.
Sig Ability - "Synthetic Form":
- Light, Medium, and Heavy attacks grant Vision permanent special buffs called "Synthetic Surge". A maximum of 25 can be added to the Vision. These buffs can be converted to permanent Passive Furies buffs. One Fury buff increases his Attack Rating by 25%.
- Blocking attacks, or Parry, grants Vision permanent special buffs called "Synthetic Energy". The maximum Vision can have is 25. These buffs can be converted to permanent Passive Armor Up buffs. One Armor Up buff increases his Armor Rating by 25%.
- To convert these buffs, Vision must dashback and block for 1.5 seconds.
- Vision is able to keep his Passive Fury and Armor Up buffs as charges. He will be able to activate them with his Pre-Fight ability, where he can choose 25 Passive Furies, or 25 Passive Armor Ups, or simply choose nothing and enter the fight with both Furies and Armor Ups. Charges are permanent.
Passive Abilities:
- Mechanization: Vision is immune to all Bleed and Poison effects.
- No Soul: Vision is immune to Nullify, Stagger, and Fate Seal effects.
- Vibranium Armor: Vision is immune to Armor Break and Armor Shatter effects.
- Power Burn and Power Steal: Special Attacks Attacks deal Power Burn damage. Vision's Special Attacks drain the opponent's Power and transfer it to Vision.
- Self-Repair: Each Well-Timed Block, Vision activates the buff - Self-Repair for 10 seconds, recovering 5% of his total health per second.
- Power Gain: Vision has a 100% chance to gain a Power Gain buff, giving him 20% Power per second, whenever he Intercepts an opponent while in Phase mode. Power Gain lasts 6 seconds.
Special Attack 1 - "Mass Change":
Vision increases his mass and attacks the opponent with impetus. - 3 Hits.
- Vision's attacks have a 100% chance of inflicting Armor Break debuffs on the opponent for 6 seconds.
- This attack deals 20% damage from Power Burn, and Power Steal from all Attack Rating Vision.
Special Attack 2 - "Solar Beam":
Vision jumps to the ground creating a shockwave, then fires a powerful beam of energy from his Mind Stone placed in his forehead. - 4 Hits.
- The last hit of Special Attack, imposes the Special Lock debuff on the opponent for 10 seconds, preventing the opponent from using Special Attacks.
- The last three hits inflict Incinerate debuffs on the opponent, dealing 150 energy damage for 6 seconds.
- This attack deals 55% damage from Power Burn, and Power Steal from the entire Attack Rating Vision.
Special Attack 3 - "Mind Overload":
Vision releases a powerful beam of energy from the Mind Stone. - 9 Hits.
- This attack inflicts Critical Incinerate debuffs on the opponent, dealing 75% more damage than normal Incinerate for 6 seconds.
- This attack deals 100% damage from Power Burn, and Power Steal from all Vision’s Attack Rating.
Wolverine
Light Attack:
- Light attacks with Wolverine's claws have a 100% chance to inflict Bleed debuffs on the opponent for 200 direct damage for 10 seconds.
Medium Attack:
- Medium attacks with Wolverine's claws have a 100% chance of inflicting the Bleed debuff on the opponent for 10 seconds.
Heavy Attack:
Wolverine does a somersault kick. - 2 Hits.
- Heavy's attack has a 50% chance to inflict the Armor Break debuff on the opponent, reducing the opponent's Armor Rating by 50% for 10 seconds.
Always Active Abilities:
- Prowess: Wolverine gets Prowess buffs that increase his Special Attack damage by 50% each time he uses them. The number of Prowesses depends on the Special Attack, if Wolverine uses SP1 he gets 1 Prowess, if he uses SP2 he gets 2 Prowesses,...etc.
- Regeneration: Wolverine has unusual Regeneration abilities. He is able to recover from anything. Wolverine has a 60% chance to trigger the Regeneration buff for 10 seconds whenever he hits or is hit by an enemy. The Regeneration buff can heal Wolverine from 4400.67 to 20067.55 health, depending on his Power Level.
- True Sense: Wolverine has an extraordinary sense of smell. Therefore, he has a permanent True Sense buff in every fight, which allows him to bypass Auto-Block and Miss effects.
Sig Ability - "Berserker Frenzy":
- Wolverine for every 1% of health he loses, he gets 5% (for every 5 Sig Level after that, he gets an extra 10%) to his Attack Rating and Critical Damage Rating. However, for every 1% of health he regains, he will get 10% (for each additional 5 Sig Lvl, he will get an additional 15%) to his Attack Rating and Critical Damage Rating.
- Wolverine, if fighting Skill Champions, will get the Unblockable Passive buff for the duration of the Special Attack if he uses Special Attacks to block them. Wolverine will get the Passive Unstoppable buff for the duration of the Special Attack if the Champion Skill uses a Special Attack.
- In battle against Skill Champions, his Bleed potential and duration is increased by 25%.
Passive Abilities:
- Fury: For each Bleed debuff, Wolverine will gain a Fury buff for 10 seconds, increasing his Attack Rating by 20%.
- Critical Bleeds: His Bleeds have a chance to become a Critical Bleed based on his current Critical Rating, and deal damage based on his Critical Damage Rating.
- Deep Wounds: If the opponent has 9 Bleeds on them, 10 Bleeds will turn them all into one Deep Wounds debuff for 10 seconds, dealing 300 direct damage.
- Adamantium Claws: Wolverine's claw attacks ignore any effects that increase the opponent's Armor Rating and Physical Resistance, such as Armor Up.
Special Attack 1 - "X-Slash":
Wolverine delivers a signature slash with unbreakable Adamantium claws. - 1 Hit.
- This attack inflicts the Bleed and Armor Break debuff on the opponent for 10 seconds.
Special Attack 2 - "Adamantium Rage":
Wolverine uses his wild instincts, lunging at his opponent with unparalleled ferocity. - 5 Hits.
- Each hit inflicts the Bleed debuff on the opponent for 10 seconds.
Special Attack 3 - "Kill-Frenzy":
Wolverine flies into a savage rage, tearing his opponent apart with his deadly claws, leaving him bloody and defeated. - 7 Hits.
- Each hit inflicts the Bleed debuff on the opponent for 10 seconds.
Light Attack:
- Each Light hit has a 55% chance to take 10% Power from the opponent.
Medium Attack:
- Each Medium hit has a 65% chance to inflict a Weakness debuff on the opponent that reduces Attack Rating by 20% for 5 seconds.
Heavy Attack:
Kang punches an opponent in the face with a temporal energy-charged fist. - 1 Hit.
- This attack slows down time and stops the opponent in place and imposes a 5 second Slow on them. This attack pauses all of your personal buffs and debuffs on the opponent.
Always Active Abilities:
- Temporal Manipulation: When hit by an opponent, Kang has a 65% chance per hit, to reduce the opponent's buffs by 75%, and to extend their debuffs by the exact same 75%.
- Time Heist: Kang's presence distorts his opponent's sense of time so that the longer Kang is on the offensive, the faster his attack animations are, and if the opponent is on the offensive, the attack animations slow down, and to reverse this slow/speed up process, Kang /opponent must dashback and hold block for 2 seconds. Fast animations grant Kang's Stun attacks on the opponent, and each hit extends these abilities by 0.30 seconds, while slow animations nullify these abilities.
Sig Ability - "Time Paradox":
- Whenever Kang activates a Special Attack, he goes back in time and doesn't lose Power, so he can use a Special Attack again. The cooldown of this ability lasts 8 seconds.
- If Kang's buffs are running out, he has a 100% chance of regaining that buff and will be able to regain it again. Kang can do this with 5 buffs at once. The cooldown of this ability lasts 8 seconds.
- If Kang loses a buff through Nullify, that buff will be replaced with Power Gain, giving him 5% Power per second for the rest of the fight. This buff cannot be nullified or modified.
Passive Abilities:
- Temporal Shift: While activating Special Attack, Kang gains Fury, Cruelty, and Precision buffs that increase his Attack, Critical Damage, and Critical Rating by 65% for 8 seconds.
- Temporal Shield: Kang's advanced armor grants him extreme protection. For each Well-Timed Block, Kang gains the Armor Up buff that increases his Armor Rating by 20% for 8 seconds.
- Knowledge of the Future: Kang's advanced technology gives him the ability to see his opponent's future moves, giving him a passive, permanent True Sense buff at the start of the fight that bypasses the opponent's Miss and Auto-Block.
Special Attack 1 - "Chronic Blast":
Kang creates a chronic shield around himself that pushes the enemy away, then they fire at the opponent with projectiles from Kang's ship. - 6 Hits.
- The first hit inflicts Armor Break on the opponent, reducing the opponent's Armor Rating by 65% for 8 seconds.
- The final blow inflicts the Incinerate debuff on the opponent, dealing 1000 energy damage for 8 seconds.
Special Attack 2 - "Weapons of the Future":
Kang uses his pistol and fires powerful energy bolts at the opponent. - 3 Hits.
- Each hit applies a random effect (Shock, Plasma, or Incinerate) that deals energy damage based on its Armor Rating.
- Last Blow Stuns the opponent for 4.5 seconds.
Special Attack 3 - "Temporal Convergence":
Kang uses the full power of the time stream, causing reality around the opponent to collapse and eventually send them into another dimension. - 9 Hits.
- Each hit imposes completely different and unpredictable negative effects.
Winter Soldier
Light Attack:
- Light attacks with a left cybernetic hand have a 100% chance to inflict the Armor Break debuff on the opponent, reducing the opponent's Armor Rating by 20% for 8 seconds.
Medium Attack:
- Winter Soldier's medium's knife attacks have a 70% chance to inflict 200 direct damage Bleed debuffs on the opponent for 8 seconds.
Heavy Attack:
Winter Soldier hits the opponent with his metal arm. - 1 Hit.
- This attack imposes the Armor Break debuff on the opponent.
- Winter Soldier has a 100% chance of getting a permanent Fury buff, increasing his Attack Rating by 20%.
Always Active - "Hydra Mind Control":
- Winter Soldier reduces the duration of enemy debuffs by 50%.
- Winter Soldier starts combat with one permanent Armor Up buff increasing his Armor Rating by 50%, but can still be removed by Armor Break effects.
- Winter Soldier, when activating Special Attacks, activates the True Accuracy buff that ignores the opponent's Evade and Auto-Block effects. This buff ends 0.30 seconds after the end of the Special Attack.
- Winter Soldier's attacks have a 35% chance to inflict the Stun debuff on the opponent for 1.5 seconds.
- Winter Soldier's metal arm can Stun an opponent for 3 seconds without the need for a Parry mastery.
- Winter Soldier has a Pre-Fight ability which, when activated, increases the potential of Fury's buffs, and the potential and duration of the Bleed, Incinerate and Armor Break debuffs by 50%. This Pre-Fight also grants him immunity to Stun effects.
Sig Ability - "Enhanced Cybernetic Arm":
- Winter Soldier's Cyber Hand attacks are more effective, increasing the potential and duration of imposed debuffs by 25%.
- Winter Soldier, after using Heavy, gets an 8 second Vigilance buff that ignores Miss effects.
- Critical strikes that inflict damage debuffs turn those debuffs into critical ones that do 50% more damage, for example; Bleed, has been changed to Critical Bleed.
- Winter Soldier's attacks have a 25% greater chance of inflicting the Stun debuff on the opponent for 50% more time.
Passive Abilities:
- Critical Combo: Winter Soldier's Critical Rating and Critical Damage Rating is based on his Combo Meter, with each single hit increasing the chance and potential of these effects by +1000.
- Cold Mercenary: The Winter Soldier against #Villain Champions has his Attack, Armor Rate and Block Proficiency increased by 45% and his damage debuffs are increased by 50%.
- Unstoppable Soldier: Winter Soldier taking the first hit to block becomes Unstoppable for 3 seconds. Winter Soldier's attacks can impose their debuffs even through the opponent's block. Cooldown after Unstoppable buff, lasts 8 seconds.
Special Attack 1 - "Deuces Are Wild":
After a flurry of attacks, the Winter Soldier finishes off his opponent with a little help from his friends. - 4 Hits.
- The first two hits inflict 2 Armor Break debuffs on the opponent for 8 seconds.
- The last two hits inflict 2 Bleed debuffs on the opponent for 8 seconds.
Special Attack 2 - "1945":
The Winter Soldier demonstrates a few tricks he learned from his days as Captain America's partner. - 8 Hits.
- Winter Soldier inflicts 7 Incinerate debuffs on the opponent, dealing 300 energy damage for 8 seconds.
Special Attack 3 - "Fist of the Red Army":
Winter Soldier shows his strength by brutally beating his opponent, firing at them with a machine gun, pistols, ending with a knockout blow from his metal hand. - 15 Hits.
- Winter Soldier inflicts a huge number of Bleed, Incinerate and Armor Break debuffs on the opponent for 8 seconds.
Star-Lord
Light Attack:
- Each Light hit increases Star-Lord's Critical Damage Rating and Critical Rating by 20%.
Medium Attack:
- Each Medium hit increases Star-Lord's Critical Damage Rating and Critical Rating by 20%.
Heavy Attack:
Star-Lord performs a quick left hook and then fires his Elemental Gun. - 2 Hits.
- This attack inflicts the Power Detonation debuff on the opponent for 5 seconds, dealing massive burst energy damage after it expires. However, this effect can naturally be removed if the opponent uses a Special Attack.
- Each Heavy's hit increases Star-Lord's Critical Damage Rating and Critical Rating by 20%.
Always Active - "Cosmic Precision":
- Star-Lord, for every 5 hit combos, he will get a permanent Fury buff, increasing his Attack Rating by 20%.
- Star-Lord, after activating Special Attack 3, gets a 10 second True Accuracy buff, bypassing Evade and Auto-Block effects.
- Star-Lord gets a +3000 Attack Rating bonus if he hits an opponent with his Special Attack 1, or with his Special Attack 2 when they charge.
- Star-Lord gets the Armor Up buff at the start of combat, increasing his Armor Rating by 50% for 10 seconds.
- Star-Lord's Heavy Attack is able to reset all his personal buffs and opponent's debuffs.
- Star-Lord if he were to lose his combo over 50 hits, he would get Combo Shield buff for 10 seconds.
Sig Ability - "Tactician":
- Star-Lord gets a special "Tactician Charge" buff after Dexing an opponent's attacks. There can be a maximum of 20 of them. They work as follows:
- 1 Charge boosts Star-Lord's Block Proficiency by 20%
- 1 Charge boosts Star-Lord's Combat Power Rate by 20%.
- 1 Charge boosts damage from Star-Lord's Special Attacks by 20%.
- 1 Charge boosts Star-Lord's Accuracy Ability by 20%.
- 1 Charge increases the damage of damage over time debuffs by 20%.
- 1 Charge gives Star-Lord a 20% chance to Evade projectile attacks while not blocking.
- Tactician stacks can be consumed by using Special Attacks.
- In the fight against Champions of a given class, Star-Lord has completely different effects on the opponent:
- Science Class: Star-Lord's attacks have a 50% chance to inflict the Weakness debuff on the opponent, reducing the opponent's Attack Rating by 20% for 6 seconds. Star-Lord has an additional 10% to Critical Rating.
- Skill Class: Star-Lord's attacks have a 50% chance to inflict the Disorient debuff on the opponent, reducing the opponent's Ability Accuracy by 20% for 6 seconds. Star-Lord gets an additional 10% to Critical Damage Rating.
- Mutant Class: Star-Lord's attacks have a 50% chance to inflict Fatigue on the opponent, which lowers the opponent's Critical Rating. Star-Lord gets an additional 20% to Attack Rating.
- Tech class: Star-Lord's attacks have 50% Power Steal against 3% of the opponent's total Power. Star-Lord gets an additional 10% to Armor Rating.
- Cosmic Class: Star-Lord's attacks have a 50% chance to inflict the Armor Shatter debuff on the opponent, reducing Armor Up's Ability Accuracy by 50% for 6 seconds. Star-Lord has an additional 20% to Block Proficiency.
- Mystic Class: Star-Lord's attacks have a 50% chance of "Stealing" the opponent's buffs such as Armor Up, Cruelty, or Energize. Star-Lord has an additional 10% to Ability Accuracy.
Passive - "Element Mode":
- Star-Lord has the ability to change the debuff mode by holding the block for 1.5 seconds, going through four different modes:
- Incinerate: Star-Lord inflicts the Incinerate debuff on the enemy, dealing 300 energy damage for 8 seconds.
- Water (Plasma): Star-Lord inflicts Plasma debuffs on the enemy, dealing 300 energy damage and ignoring Armor and Physical Resistance effects, but still subject to Energy Resistance for 8 seconds.
- Air (Shock): Star-Lord inflicts Shock debuffs on an enemy, dealing 300 energy damage and reducing the opponent's Ability Accuracy by 20% for 8 seconds.
- Earth (Heal Block): Star-Lord inflicts Heal Block debuffs on the enemy, preventing the opponent from regenerating for 8 seconds.
- These effects can be imposed if Star-Lord uses Special Attack 2 or Heavy Attack.
Special Attack 1 - "Rocket Kick":
Star-Lord performs a rocket kick in the air. - 1 Hit.
- This attack imposes a 3.5 second Stun on the opponent.
- This attack inflicts the Armor Break debuff on the opponent, reducing the opponent's Armor Rating by 20% for 6 seconds.
- Each Special Attack 1 hit increases Star-Lord's Critical Damage Rating and Critical Rating by 20%.
Special Attack 2 - "Element Gun":
Star-Lord shoots the opponent with his pistol. - 2 Hits.
- This attack inflicts Energy Vulnerability on the opponent, reduces the opponent's Energy Resistance by 50% for 6 seconds.
- This attack imposes Power Drain on the opponent, draining 50% of the opponent's total power.
- Each hit of Special Attack 2 increases Star-Lord's Critical Damage Rating and Critical Rating by 20%.
Special Attack 3 - "The Legendary Star-Lord is Back":
Star-Lord shoots the opponent with his pistols, then knocks them up, where Quill transforms into Pacman (yes, Pacman) and swallows the opponent, spits them into the ground, and Star-Lord turns back into a human. - 6 Hits.
- This attack inflicts 2 Armor Breaks on the opponent for 6 seconds.
- This attack imposes 4 Energy Vulnerability debuffs on the opponent.
- Each hit of Special Attack 3 increases Star-Lord's Critical Damage Rating and Critical Rating by 20%.
Where are my Iron Fists ?
Where is my Thanos ?
I forgot Sentry
I would like a feature where starlord can use his guns better like the guardians of the galaxy videogame , with these iceguns etc
I really hope if they buff Elektra and Sentry someday that they dont change animations theyre so cool .
Only Iron Fists SuperPower Animations are a bit lame , the normal Light Middle and Heavy Animations are great , only the SP's Animations need a rework , i mean especially the SP3 from the Iron Fist's .
The SP1 and 2 are OK
Light Attack:
- Light attacks have a 55% chance to inflict a Rupture debuff on the opponent that deals 200 physical damage for 8 seconds.
Medium Attack:
- Medium's attacks from Elektra's sai apply the Bleed debuff to the opponent, dealing 200 direct damage for 8 seconds.
Heavy Attack:
Elektra performs a roundhouse kick. - 6 Hits.
- Each hit of this attack has a 100% chance to inflict the Armor Break debuff on the opponent, reducing the opponent's Armor Rating by 20% for every single stack for 8 seconds.
Always Active - "Lethal Precision":
- Elektra has a 35% chance to Evade the opponent's attacks.
- Whenever Elektra inflicts a debuff on an opponent, she will gain a Fury buff, increasing her Attack Rating by 20% for 8 seconds.
Sig Ability - "Deadly Assassin":
- Elektra starts ignoring the opponent's Armor and her critical strikes have a 20%-100% (depending on Sig Lvl) chance to convert all Bleed debuffs into one Deep Wounds debuff that deals 375 direct damage for 8 seconds.
- Elektra gains a 5%-100% chance to Evade Unblockable attacks (depending on Signature Level).
- Elektra is able to reduce the duration of the Stun effect by 5%-50% (depending on Sig).
Passive Abilities:
- Assassination Tactics: For each Interception, Elektra gains a Cruelty buff that increases her Critical Damage Rating by 20% for 8 seconds. Critical strikes have a 50% chance to refresh her Bleed and Rupture debuffs.
- Physical Vulnerability: Elektra's attacks that inflict Rupture also inflict a Physical Vulnerability debuff that reduces the opponent's Physical Resistance by 20% for the duration of Rupture.
- Bleed Vulnerability: Elektra attacks that inflict Bleed also inflict the Bleed Vulnerability debuff that reduces the opponent's Bleed Resistance by 20% for the duration of the Bleed.
Special Attack 1 - "Shuriken Jutsu":
Elektra, master of ninjitsu, lets two deadly shuriken, striking with blinding speed and precision. - 3 Hits.
- This attack gets +2500 to Critical Damage and Critical Rating.
- The last two blows impose Bleed debuffs on the opponent. If the opponent is immune to Bleed, Elektra applies Ruptures instead of Bleeds.
Special Attack 2 - "Sai Assault":
Elektra launches a flurry of blows, striking with her sai and katana in a graceful and powerful combo - 3 Hits.
- Each hit inflicts the Armor Break debuff on the opponent for 8 seconds.
Special Attack 3 - "Strikes of the Shinobi":
Calling upon her extremely honed skills in ninjitsu and assassination, Elektra delivers a string of powerful and precise strikes to bring down her target. - 7 Hits.
- This attack inflicts numerous Bleed and Armor Break debuffs on the opponent for 8 seconds. If the opponent is immune to Bleed, Elektra applies Ruptures instead of Bleeds.
Her special attack animations are the same.
Thats awesome 🔥👍
But there are still things i would change
I would like a feature where she can become an true strike buff
And you forgot something ,
Elektra has right now ingame with her sig ability that if the enemy is below 26% she has 100% crit chance
I would maybe change that with the buff to below 36%
And it seems that the animations for light medium and heavy attacks are different but i wouldnt change them either , theyre nice
Hope Kabam sees that nice Elektra Buff idea 👍
Iron Fist (Classic) – Class: Mystic.
Light Attack:
- Light attacks have an 80% chance to inflict the Rupture debuff on the opponent, dealing 100 physical damage for 6 seconds.
- Each Light hit grants Iron Fist a Precision buff that increases his Critical Rating by 20% for 7 seconds.
Medium Attack:
- Medium attacks have a 75% chance to inflict the Armor Break debuff on the opponent, which reduces the opponent's Armor Rating by 20% for 6 seconds.
- Each Medium hit grants Iron Fist a Cruelty buff that increases his Critical Damage Rating by 20% for 7 seconds.
- Medium attacks reset Physical Vulnerability debuffs.
Heavy Attack:
Iron Fist performs 2 quick strikes, then concentrates his strength in one solid strike that neutralizes the opponent. - 3 Hits.
- Each hit inflicts a Physical Vulnerability debuff on the opponent, reducing the opponent's Physical Resistance by 20% for 7 seconds. Up to 15 of these debuffs can be applied by Iron Fist.
- The final blow applies a 6 second Neutralize to the opponent, reducing the opponent's Ability Accuracy buffs.
Always Active - "Chi Focus":
- After using Heavy Attack, Iron Fist becomes Stun Immune for 6 seconds.
- Iron Fist, after dashbacking and holding block for 1.75 seconds, will get a True Strike buff that helps him ignore Evade and Auto-Block effects for 10 seconds.
- Each strike of Iron Fist while he has True Strike has a 60% chance to inflict the Taunt debuff on the opponent, making the opponent more likely to use a Special Attack by 15% per stack, and reducing the opponent's Attack Rating by 20% for 8 seconds .
- If Iron Fist charges Heavy while True Strike is still active, Iron Fist will be able to freeze time while fully focused on striking for 3 seconds. This mechanic will work on opponents who charge, dashback, or hold a block, but it will not work on an opponent who activates a Special Attack.
- If True Strike is active, a 5-Hit combo completed on Medium applies a permanent Slow debuff to the opponent, reducing the Accuracy Ability of Evade and Unstoppable effects by 100% for the duration of True Strike. On the other hand, a 5-Hit combo completed with Light imposes a Concussion debuff on the opponent, reducing the opponent's Accuracy Ability by 20% for the duration of True Strike.
Sig Ability - "Dragon's Fury":
- Combining Iron Fist with the mystical dragon Shou-Lao enhances his abilities. For each hit on an opponent's block, Iron Fist gains a Fury buff that increases his Attack Rating by 30% for 7 seconds. These Furies cannot be removed, Nullified, or stolen.
- If Iron Fist gains 10 Fury, his next hit on the opponent's block will activate a 10 second Unblockable buff.
- Iron Fist gains immunity to Weakness, Exhaustion, Fatigue, Taunt, Intimidate, and Infuriate.
Passive Abilities:
- Master K'un-Lun: Iron Fist starts the fight with a permanent Armor Up buff that reduces incoming damage and increases Iron Fist's Armor Rating by 35%.
- Mystic Resilience: If Iron Fist is hit by a Special Attack for the first time in the entire battle, Iron Fist will activate his Indestructible hidden health buff for the duration of the Special Attack, but after finishing the Special Attack, Indestructible disappears after 1.20 seconds.
- Chi Mastery: Each 15-Hit combo grants Iron Fist a 1.35 second Unstoppable buff.
- Ultimate Focus: When activating a Special Attack, Iron Fist consumes all Physical Vulnerability debuffs and converts them into a Fury buff that increases Special Attack damage by 20%-300% (depending on how much Physical Vulnerability was in the open).
Special Attack 1 - "Dragon's Fist":
Iron Fist performs a series of powerful strikes, culminating in a devastating punch. - 5 Hits.
- This attack stuns the opponent for 3.5 seconds. If True Strike is active, the Stun will be extended by 90%.
- The first four hits inflict Rupture debuffs on the opponent for 6 seconds.
- The last hit inflicts the Armor Break debuff on the opponent for 7 seconds.
Special Attack 2 - "Chi Strike":
Iron Fist performs several quick kicks, elbow strikes, an open palm strike (hira--ken), a roundhouse kick, then completes the combo with a chi-charged fist. - 7 Hits.
- Each hit applies Rupture and Armor Break debuffs to the opponent for 7 seconds.
Special Attack 3 - "The Might of the Living Weapon":
Iron Fist channels his chi into an overwhelming display of martial arts mastery, unleashing a barrage of powerful punches. - 15 Hits.
- The last hit of this attack applies/combines all Armor Break debuffs on the opponent and creates a Critical Armor Break that reduces the opponent's Armor Rating by 500% for 10 seconds.
Thanos (Infinity War) – Supposed Class: Cosmic
Light Attack:
- Light's attacks are non-contact.
- Light strikes have a 65% chance of inflicting Shock (50%) or Incinerate (50%) on the opponent, dealing 300 energy damage for 5 seconds.
Medium Attack:
- Medium hits are contact.
- Medium strikes have a 65% chance to apply Bleed to the opponent, dealing 300 direct damage for 5 seconds.
Heavy Attack:
Thanos unleashes a wave of energy from the Infinity Gauntlet. - 1 Hit.
- Heavy's attack has a 25% chance to inflict Shock, Incinerate, Degeneration, or Coldsnap on the opponent for 6 seconds, dealing 350 direct/energy damage.
Always Active - "Titan Power":
- Thanos is immune to Poison, Incinerate, Nullify, Fate Steal, and Stagger effects.
- Thanos starts the fight with a permanent Armor Up buff, increasing his Armor Rating by 50%.
- If Thanos is hit with a physical blow, he will get a permanent Physical Resistance buff, and if he is hit with an energy blow, he will get a permanent Energy Resistance buff, reducing such damage by 45%.
- If Thanos has Infinity Stones buffs active, his Special Attacks are Unblockable for the duration of the Attacks.
Sig Ability - "Mad Titan":
- Whenever Thanos activates the Infinity Stone, he gains a Cruelty buff that increases Critical Damage by 30% for 10 seconds.
Passive - "Infinity Stones":
- Thanos activates his Infinity Stones after using Heavy Attack or Special Attack 3:
Power Stone: When activated, Thanos gains Fury buffs for each Light hit, increasing Thanos' Attack Rating by 20% for 30 seconds. Thanos, after activating Special Attack 1, gains a 15 second Power Gain, granting Thanos 5% of his total Power Bar every 1 second.
Space Stone: Thanos has a 50% chance to Evade an opponent's attacks by going through portals for 10 seconds after using Special Attack 2.
Time Stone: Thanos for Special Attack 1 applies Slow to the opponent for 30 seconds. Thanos pauses all his personal buffs and enemy debuffs while using Special Attacks.
Mind Stone: Thanos has a 100% chance to Stun an opponent for 6 seconds on the first Medium hit. It also has a 100% chance to apply 6 seconds of Reverse Control to the opponent for each Medium hit.
Soul Stone: Every other Medium hit, Thanos deals Life Steal damage, taking 5% of his total health.
Reality Stone: Thanos inflicts a Disorient debuff on the enemy that reduces Defensive Ability Accuracy and Block Proficiency by 50% for 30 seconds after activating Special Attack 1.
Special Attack 1 - "Reality Warp":
Thanos uses the power of the Time and Reality Stone, where he pushes the enemy away, stopping time, then charging his Reality Stone and striking the enemy, where Thanos changes the arena. - 2 Hits.
- Thanos gets Power Gain.
- Thanos imposes Disorient and Slow on the opponent.
Special Attack 2 - "Space Burst":
Thanos uses the power of the Space and Power Stone, where he first goes through a portal from which he jumps out and punches the enemy in the face with the Power Stone. - 3 Hits.
- Thanos imposes 2 Armor Breaks on the opponent.
- Thanos has a 50% chance to Evade his opponent's attacks.
Special Attack 3 - "Snap":
Thanos uses the power of the Mind and Soul Stone, where when the opponent tries to hit Thanos but he stops him halfway through the blow, then Thanos manipulates the enemy's body like a doll and starts throwing it like a ball, where finally, when the enemy is barely alive, Thanos snaps his fingers using the power of all stones. - 5 Hits.
- Thanos Stuns the opponent for 15 seconds.
- Thanos inflicts Degeneration on the opponent, dealing 600 direct damage for 15 seconds.
And i would give the Immortal Iron Fist some special things the normal Iron Fist doesnt have
I really like the Nameless Thanos , maybe the infinity stone Thanos would be a bit more like him with all those different special attacks while in a different stone mode etc .
The Special 1 is Amazing where Thanos can change the fighting Arena
On the Special 3 i would give some more things cause its the Snap , feels like theres something missing
Nice Ideas 👍
Buff Ranking ;
1. Elektra
2. Thanos
3. Iron Fist