I can explain what (almost) all awakened abilities do.
Apocalypse: It gives you a regen whenever you don't fight someone in a quest. So if you use him for Defender 1, then use someone else for Defender 2, then use him again for Defender 3, you get some extra health. It can be really noticeable if you really put some sigs into him. I like it if I use him in AQ, for example, but it's not terribly noticeable elsewhere.
CGR: Your power lock when you reach 5 Judgements is turned into a Damnation debuff instead. In addition to power-locking your opponent, it also deals some damage and heal blocks and fate seals them. It's a very powerful ability for controlling fights.
Claire: If you were to die when Death Touch is active (which you gain from your SP3), you don't die and instead regen some. I have literally never had this happen to me.
Red Mags: His heavy attacks deal a burst of damage and he can't take more than X amount of damage in a single strike. The extra heavy attack damage can add up since that's his entire playstyle, and the damage cap can make him fairly tanky.
Nimrod: It basically makes him a lot stronger in all kinds of ways. His effects last longer and deal more damage. Very good ability.
Human Torch: Normally, you would only be able to use his pre-fight ability once per quest. His awakened ability gives him a chance to gain another charge. However, it's not terribly useful in most types of content.
Doom: If you nullify a power gain buff, you gain a power gain buff. Additionally, whenever a buff is nullified on the opponent, you place a shock on them. The first part is neat, the second part doesn't matter for 99% of the game but allows Doom to cheese certain fights at that last 1% if he's sig 200.
Galan: When you are immune to something, you gain a buff. It allows him to ramp faster.
Omega Sentinel: I don't know enough about the champion to give any input on this ability.
Viv Vision: I don't know enough about the champion to give any input on this ability.
Comments
Apocalypse: It gives you a regen whenever you don't fight someone in a quest. So if you use him for Defender 1, then use someone else for Defender 2, then use him again for Defender 3, you get some extra health. It can be really noticeable if you really put some sigs into him. I like it if I use him in AQ, for example, but it's not terribly noticeable elsewhere.
CGR: Your power lock when you reach 5 Judgements is turned into a Damnation debuff instead. In addition to power-locking your opponent, it also deals some damage and heal blocks and fate seals them. It's a very powerful ability for controlling fights.
Claire: If you were to die when Death Touch is active (which you gain from your SP3), you don't die and instead regen some. I have literally never had this happen to me.
Red Mags: His heavy attacks deal a burst of damage and he can't take more than X amount of damage in a single strike. The extra heavy attack damage can add up since that's his entire playstyle, and the damage cap can make him fairly tanky.
Nimrod: It basically makes him a lot stronger in all kinds of ways. His effects last longer and deal more damage. Very good ability.
Human Torch: Normally, you would only be able to use his pre-fight ability once per quest. His awakened ability gives him a chance to gain another charge. However, it's not terribly useful in most types of content.
Doom: If you nullify a power gain buff, you gain a power gain buff. Additionally, whenever a buff is nullified on the opponent, you place a shock on them. The first part is neat, the second part doesn't matter for 99% of the game but allows Doom to cheese certain fights at that last 1% if he's sig 200.
Galan: When you are immune to something, you gain a buff. It allows him to ramp faster.
Omega Sentinel: I don't know enough about the champion to give any input on this ability.
Viv Vision: I don't know enough about the champion to give any input on this ability.