Electro Rework Concept (By Mysterio)

MysterioMysterio Member Posts: 1,124 ★★★★

Passive: Electro takes no damage from shock effects on him, instead he gains increased damage for each shock on him equal to 25% of his max attack.

Shocks: For each shock on the opponent decrease their evade & auto-block chance by 25%. Max of 10 shocks on the opponent. Shocks are paused during either champions special attack.

Heavy attack: Refresh all active shocks on the opponent

Sp1: Place 2 active shocks on the opponent, each dealing 10% of Electro his damage over 20 seconds.
Sp2: Double the amount of active shocks on the opponent. If this attack is launched when there are 8 or more shocks on the opponent, it is unblockable.
Sp3: Convert all active shocks to passive shocks. Electro goes into overload mode for 2 seconds per shock converted. During this mode each contact with the opponent will have a 10% chance per shock on the opponent to place a shock on Electro.

Awakened Ability: For each shock on the opponent Electro his special attacks will cost 5% less power.

Synergies: When paired up with Mysterio, Electro his shocks will deal double damage over time. Mysterio will K.O. any opponent when he makes contact with them.

Comments

  • MagrailothosMagrailothos Member Posts: 6,133 ★★★★★
    Nice - always good to see more rework suggestions, @Mysterio . You didn't fancy keeping his static shock ability, in some way?

    Hope you don't mind, I've added another version of my own, below. In your honour I've given him a (hopefully) useful Synergy with Mysterio, although not quite as useful as the one yours has!
  • MagrailothosMagrailothos Member Posts: 6,133 ★★★★★
    Details for 5/65 5* Electro

    Health: 24548
    Attack: 2182
    Critical Rate: 822
    Critical damage: 912
    Block proficiency: 3324
    Physical Resistance: -240

    Metal Opponents
    Against #Metal opponents, Electro's Shock Damage and his Ability Accuracy all increase by 20%.

    Passive - Static shock:
    • When struck by a contact attack, Electro inflicts a burst of Shock damage equal to 25% of the damage that was inflicted
    • When he successfully blocks a contact attack, Electro inflicts a burst of Shock damage equal to 35% of the damage that was prevented by blocking
    • This rises to 55% of the damage prevented on a well-timed block.
    Passive - Shock Inversion:
    Electro absorbs the energy of Shock attacks for his own gain:
    • Any Shock damage Electro would suffer is halved and then inverted (i.e. if he would have suffered 1000 damage/tick, he instead heals 500 health/tick. This effect is applied after any other modifiers
    • Additionally, whilst affected by a Shock effect and for 0.2s after it expires, Electro gains +545 Attack, and is immune to Stun
    Passive - Poison vulnerability:
    If he is under the effects of a Poison debuff, then all of Electro's shock abilities suffer from -40% Ability Accuracy, and any shock damage resulting from his abilities is reduced in intensity by 20%.

    Heavy Attacks:
    Change the animation to copy Magneto's Heavy Attack now inflicts Energy damage, doesn't make contact with the opponent, and has +550 Critical Rating.

    Critical Hits:
    Electro can't land Critical Hits naturally, however every time he would have landed a Critical Hit, he deals an equivalent burst of Shock Damage (=Guardian's ability). This ability scales with Critical Damage Rating, as well as with any effect/ability that enhances his Shock damage.

    Signature:
    Whenever Electro would strike with a critical hit, he has a 75% chance to inflict a Shock debuff causing 2182 damage over four seconds.
    Additionally, his Static Shock damage is increased by 30%.

    Special Attacks
    Special Attacks (except SP3) gain +1200 Critical Rating and Critical Damage Rating if the opponent is Shocked or Electrified (see below).
    • SP1 - 70% chance to inflict a Shock debuff for 3274 Damage over four seconds. Opponents who are shocked have a further 70% chance to be stunned for 2.2 seconds.
    • SP2 - 80% chance to inflict an Electrified* debuff for 8 seconds. This debuff inflicts 5364 Shock damage, and opponents who are Electrified have a further 70% chance to be stunned for 2.6 seconds.
      Whilst the opponent is Electrified, their reflects are impaired, so they are unable to trigger Evade or Autoblock. Additionally, on contact, the victim inflicts a burst of 218.2 Shock damage on their attacker Electrified does not stack but is paused for 0.25 seconds any time the victim receives any other form of Shock damage.
    • SP3 - Inflict Electrified* debuff for 12 seconds, inflicting 8046 Shock damage (other effects are as above).

      *Electrified is a modified Shock effect; and so the damage and duration of Electrified are affected by any abilities/nodes that would affect Shock debuffs/damage. Immunity to Shock effects also provides immunity to Electrified.
    Synergies:
    "Electrical Enemy" with Spiderman (OG, Symbiote)
    • Electro's debuffs gain +25% duration
    • Original/Symbiote Spiderman: On well-timed blocks, Spidey evades and counter-attacks with half the usual force of a Light attack. Cooldown eight seconds.

    "Sinister Soldiers" with Rhino/Vulture
    • Electro: Electro gains +500 Block Proficiency, and 5% Perfect Block
    • Rhino: When stunned, Rhino has an 80% chance to shrug off the stun, become Unstoppable for 0.8 seconds, and trigger his Fury ability
    • Vulture starts the match with a Decoy buff active. Decoy buffs do not activate when blocking, and have a 25% chance to reapply when triggered

    "Sinister Minds" with Dr Octopus/Green Goblin/Mysterio
    • Electro's Shock and Electrified debuffs are passive effects instead
    • When a breakthrough expires, Dr Octopus keeps research categories at 50; also, his tentacle attacks reduce passive shock damage caused when striking the opponent by 100%
    • Green Goblin - Whenever his opponent triggers a passive Evade, Goblin has an 80% chance to trigger a passive Fury granting +45% Attack for eight seconds.
    • Mysterio - If a poison fails to apply for to an immunity, subsequent Heavy attacks inflict Degeneration debuffs instead, causing 60% of the damage Poison would have caused
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