To Celebrate Cyclop's Victory In the Champion Rework Vote, Here's A Cyclops Rework Concept!

FrostGiantLordFrostGiantLord Member Posts: 2,057 ★★★★
Cyclops (Blue Team)
Class: Mutant

Signature Ability
Optic Overload lasts an extra 0.5 seconds for every buff Cyclops has
Every time a debuff triggers on the opponent, Cyclops gains 5 Optic Beam Energy
The potency of attacks that deal Energy damage increases by 15% for every Mutant champion on your team, and for every Mutant champion Cyclops has defeated
Incinerate effects deal +10% damage for every Prowess effect on Cyclops

Passives:
+30% Energy Resistance
Being quite agile, the potency of Slow effects is reduced by 35%, and he has a 25% chance to evade incoming attacks when his back is against the wall
When the opponent is under the effects of Armor Break, Stun or Disorient, each hit from his heavy attack has a 20% chance to grant him a True Strike or Prowess buff lasting until all the Armor Break and Disorient debuffs present on the opponent that were there when the heavy attack was performed have been removed
Abilities:
1. Optic Beam Energy: These charges build up for every hit on Cyclops's combo meter, gaining 1 Energy, while critical hits and attacks under the True Strike effect gain 2 Energy. Upon losing your combo, lose all Optic Beam Energy. Special attacks increase Optic Beam Energy by 25, while Special 3s brings the total to full. For every 10 charges gained, Cyclops deals an extra 10% of the damage dealt by every medium attack as energy damage. Max stacks: 50
2. Optic Overload: After hitting 50 Optic Beam Energy, Cyclops goes into Optic Overload for 10 seconds, gaining +20% attack rating and dealing an extra 15% of damage dealt as energy damage every hit. Medium attacks and critical hits have a 70% chance to inflict an Incinerate debuff, dealing damage equal to 40% of Cyclops's attack rating. Heavy attacks performed during Optic Overload have a 50% chance to give Cyclops a stackable Prowess buff increasing Special Attack damage by 12%, and Special Attacks gain a 30% chance to become Unblockable for every Prowess Cyclops has. Incinerates dealt by Unblockable specials deal 25% more damage. During Optic Overload Cyclops cannot gain any Optic Beam Energy
3. Counterattacks: When Cyclops has a Precision or True Strike buff, gain a 20% chance to perform a counterattack when Dexterity is used. This counterattack doesn't add to Cyclops's combo meter or the opponent's power bar

Special Attacks:
Sp1: Cyclops lands 3 hits on the opponent, leaving them dazed, before firing a concentrated optic blast at them, which constitutes 3 hits. The 3 physical hits each have a 10% chance to inflict a Disorient debuff, while the optic blast hits each have a 33% chance to inflict an Incinerate, dealing 35% of Cyclops's attack rating, as well as a 33% chance to inflict an Armor Break debuff, reducing the opponent's armor rating by 5% for each debuff they have, lasting 4 seconds each. The damage of Incinerate effects is increased by 15% for every Armor Break debuff the opponent has.
Sp2: Cyclops fires 2 consecutive long range blasts at the opponent, before leaping in the air and kicking them once with his right foot, and finishing off with a roundhouse kick from his left foot. Each blast deals energy damage equal to 30% of the damage from the attack itself, the first kick has a 70% chance to inflict an Armor Break debuff reducing the opponent's armor rating by the percentage that Cyclops's Optic Beam Energy is at lasting 5 seconds, while the second kick has a 70% chance to inflict a Stun debuff lasting 1.5 seconds.
Sp3: As the opponent lands a blow on Cyclops, his visor clatters to the ground, allowing him to fully open his eyes and let loose a huge concentrated beam of optic energy at the opponent. Cyclops activates Optic Overload, gains a Precision True Strike and Prowess buff lasting for the duration of the Optic Overload effect, while the opponent has a 100% chance to be inflicted with an Armor Break debuff, reducing the opponent's armor rating by the amount of buffs Cyclops has (each buff reduces armor rating by 10%) and Incinerate debuff, dealing 10% of Cyclops's attack rating for every debuff the opponent is suffering from.

Synergies:
To Me, My X-Men
Professor X: Performing a Parry grants 5 Cerebro charges
Storm: After performing a heavy attack, gain a Power Gain buff granting 10% of max power
Beast: Heavy attacks have a 30% chance to inflict a Rupture debuff, dealing damage equal to 30% of attack rating
Wolverine: Bleed debuffs decrease the opponent's armor rating by 3% per Bleed
Gambit: Heavy attacks have a 20% chance to inflict a Concussion debuff on the opponent, while successful Parries have a 10% chance to inflict a Disorient debuff
Rogue: Every heavy attack performed reduces the duration of any debuffs inflicted on Rogue by a further 8%

Wreaking Havok
Cyclops: 25% of the damage prevented by Cyclops's increased Energy Resistance will be dealt back to the opponent during the next Incinerate debuff they are inflicted with
Havok: Each successful Plasma Detonation grants Havok a Fury buff, increasing attack rating by 15%, for 5 seconds

What Have I Become...
Cyclops (New Xavier's School): For each Armor Break debuff on the opponent, medium attacks gain a 30% chance to inflict an Incinerate debuff, dealing a percentage of Cyclops's attack rating equal to the amount of armor reduced by his active Armor Breaks

Congratulations to Cyclops for winning the champion rework vote! And to the Cyclops haters out there who are now typing away in the comments about how Doctor Strange should have won, you can cry me a river. Feel free to write down any suggestions and improvements that could be made to this rework in the comments!

Comments

  • WednesdayLengthWednesdayLength Member Posts: 1,455 ★★★
    It's a solid idea for a kit but cyclops shouldn't inflict incinerate because his beams aren't lasers, they're concentrated beams of concussive energy. It's basically like getting punched really really hard
  • EdisonLawEdisonLaw Member Posts: 7,567 ★★★★★
    Solid kit but I think he should have some kind of prowess, plus his optic blasts are actually not heat based, they are concussive
  • FrostGiantLordFrostGiantLord Member Posts: 2,057 ★★★★
    I could replace the Incinerates with just burst damage. Keep everything the same, while also being lore accurate. And it would make sense as well, since Cyclops's energy beams pack quite a punch
  • MagrailothosMagrailothos Member Posts: 5,954 ★★★★★
    Nice rework, Frosty!

    I agree with removing the Incinerates; or they could be switched out for Burst damage/Ruptures.

    I've put my own version back in Edison's thread: https://forums.playcontestofchampions.com/en/discussion/comment/2610706/#Comment_2610706
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