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Champion Spotlight - M.O.D.O.K.

The terrifying result of an unspeakable experiment, M.O.D.O.K. is a grotesque mastermind bent on the destruction of the world. As the sometimes-leader of A.I.M., the Mechanized Organism Designed Only for Killing has tangled many times with his foes, Captain America and the Avengers.

Base Stats & Abilities

*All stats based on 4 Star, Rank 5, Level 50, Signature Level 99

Character Class: Science
Health: 18624
Attack: 1171
Max PI:
Without Signature: 3872
With Signature (99): 4650

Basic Abilities: Flux, Force Field, Bleed, Incinerate

Flux Passive
M.O.D.O.K.’s attributes fluctuate throughout the fight. It would take a super-genius to calculate the pattern! Periodically fluctuate up and down between +0 and +120% Attack Rating, plus all the following other attributes:
- Up to +777 Block Proficiency so Block and Auto-Block reduces more damage.
- Up to +1226 Critical Damage so Critical Hits deal more damage.
- Up to +80% Power Rate to generate more Power from Attacks.
- Up to +25% Ability Accuracy, increasing the chance for any ability to trigger.

Force Field Passive
- Start the fight with 1 Force Field charge, each Auto-Blocking an attack with +174 Block Proficiency. Force Fields cannot trigger Parry.
- Once depleted, Force Field charges replenish after 7 second(s). This cooldown is reduced by 0.8s for each “alive” Champion on the enemy team. The A.I.M. Synergy with Taskmaster reduces this even further.
- As long as a Force Field charge is active, opponents’ Power Gain Rate is reduced by up to 100% based on Flux. Power Gain Rate governs abilities that generate Power outside of Attacking, such as those of Doctor Strange, Vision, Hyperion, or the Mystic Dispersion Mastery.

All Attacks
Every 7th attack is guaranteed to be Critical, but Critical Rating is ignored. If a Special or Heavy Attack is the 7th hit, then all hit events for that attack are Critical. The Singularity Synergy with Ultron reduces this to every 5th hit.

Heavy Attacks
40% chance to Incinerate for 703 damage over 4 seconds. The chance to trigger and the overall damage is influenced by the state of Flux at the time this ability is activated. Land a Heavy Attack while Flux is high for maximum impact.

Special Attacks:


Special 1: SILENCE! – M.O.D.O.K. fires a Mental Bolt from the jewel on his forehead.
- Enemy abilities that grant Power or Health are reversed for the duration of this attack. Up to 150% of what they would have gained is lost instead. This amount stacks with the Power Gain Rate reduced by Flux, so performing a Special 1 at max Flux can easily drain Champions like Vision or Doctor Strange to zero. This effect lasts only about 3 seconds but does not require this attack to hit.
- This attack does not generate any Power for opponents, so even if they don’t have any Power Gain or Regeneration effects active, you can still sneak it in without worrying about filling their Power Meter.

Special 2: Doomsday Blades - A pinnacle of both Science and Technology, the Doomsday Chair uses a mechanized arm to fling two sawblades at opponents.
- Each blade has a 60% chance to inflict Bleed for 703 damage over 6 seconds.
- Bleed duration is increased by up to 100% based on Flux. This increases to +125% duration (and damage) with the Chair Larceny Synergy Bonus, making the total damage output at maximum Flux more than four times greater than when at minimum Flux...just watch out for enemies that can easily deal with Bleed damage.

Special 3: Thermodynamics - Opponents submit to M.O.D.O.K.’s superior mind as he experiments with rockets designed only for killing.
- Each of the five rockets has an 72% chance to inflict a random non-unique Debuff. Debuffs like Bleed or Exhaustion are more common, while Heal Block and Stun are much more rare. A total of ten different Debuffs are possible: Bleed, Incinerate, Fatigue, Exhaustion, Weakness, Poison, Armor Break, Heal Block, Concussion, and Stun.

Signature Ability: Master Plan - Blocking and Auto-Blocking are enhanced, especially if M.O.D.O.K. has already defeated an enemy of the same Class

Force Fields have +128 Block Proficiency for each Class defeated within the same Quest, plus a unique Block bonus for subsequent fights against that Class:
- Mutant Champions: Take 16% less Special Attack damage.
- Tech Champions: Gain 5% max Power when struck.
- Cosmic Champions: Take 5% less damage per unique enemy Buff.
- Mystic Champions: Steal 5% max Power when struck.
- Science Champions: Take 5% less damage per unique Debuff.
- Skill Champions: Why bother? They’re not even superhuman!
Check ahead on longer Quests for difficult fights. It would be wise to find and defeat an opponent of the same Class earlier in the Quest so that M.O.D.O.K. enters tougher fights with the Class-specific bonus active.
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Comments


  • Synergy Bonuses:

    M.O.D.O.K. has a total of seven Synergy Bonuses, making him the Champion with the most total bonuses to date! Not all seven are available at all Tiers.

    Taskmaster – Advanced Idea Mechanics
    - M.O.D.O.K.: Force Field recharges 1 second faster.
    - Taskmaster: Deal 15% more Bleed damage.
    - Unique Synergy: Does not stack with other Synergies of the same name.
    Gwenpool or Deadpool – Chair Larceny
    - M.O.D.O.K.: Maximum Flux increases by 25%.
    - Gwenpool and Deadpool: +10% Bleed duration.
    - Unique Synergy: Does not stack with other Synergies of the same name.
    Abomination – Cubicle Mates
    - M.O.D.O.K.: Take 50% less Poison Damage.
    - Abomination: Deal 50% more Poison Damage.
    - Unique Synergy: Does not stack with other Synergies of the same name.
    Ultron or Ultron Prime – Singularity
    - M.O.D.O.K.: Crit after 5 attacks instead of 7.
    - Ultron: +115 Critical Damage.
    - Unique Synergy: Does not stack with other Synergies of the same name.
    Doctor Octopus – Masterminds
    - All Champions gain +15% Attack once a Combo of 15 or more hits is reached.
    Captain America or Falcon – Nemesis
    +6% Attack Rating.
    Angela – Romance
    +5% Power Rate.

    Recommended Masteries:

    Block Proficiency, Perfect Block, and Stand Your Ground
    M.O.D.O.K. has more Block uptime than any other Champion in the game thanks to his Force Field counting as an automatic block. He also naturally reaches high Block Proficiency levels due to Flux, Force Field, and his Signature “Master Plan” Ability. Anything you can do to enhance blocking provides a lot of mileage as a result.

    Greater Vitality, Suture, and Coagulate
    Increasing his naturally high Health pool provides great returns, especially when considering his weak Class match-up against Skill Champions who often inflict Bleed with the Deep Wounds Mastery. Suture and Coagulate combine to help mitigate one of his greatest weaknesses, and further increasing his Health minimizes the effectiveness of enemies’ Deep Wounds Mastery in addition to a general increase in durability.

    Despair

    M.O.D.O.K. is able to inflict Debuffs reliably off of his Heavy and Special 2 and up to five different Debuffs from his Special 3. Despair helps these Debuffs work against Willpower and other Regeneration abilities. The Health Penalty from Despair also combines with the reversal effect of his Special 1, further damaging enemies based on the amount they would have healed.

    Limber
    Force Field cannot trigger while M.O.D.O.K. is Stunned, so get those Stuns off you as fast as you can!

    Deep Wounds
    The Bleed from his Special 2 can be devastating when used while Flux is high. Given his large base Health pool, it should also be fairly easy to meet the “more Health points than your opponent” clause of Deep Wounds. It’s especially important to activate his Special 2 Attack while Flux is high because it increases the Bleed damage and duration by up to 100% each (125% if the Chair Larceny Synergy is active) and increases the chance to trigger a Bleed. Each Bleed triggers the Deep Wounds bonus Health Loss effect. If you’re lucky enough to trigger both Bleeds, then a maximum Flux Special 2 Bleed is well over four times more powerful than a minimum Flux Special 2!

    Strong Match-ups:

    Enemies with Power Gain abilities.
    Vision, Hyperion, the Mystic Dispersion Mastery, and especially Doctor Strange are all passively mitigated by M.O.D.O.K.’s abilities, and then actively reversed by M.O.D.O.K.’s Special 1 Attack. Since Doctor Strange has constant Power Gain, it also helps communicate when M.O.D.O.K.’s Flux is at its highest. During maximum Flux, Doctor Strange won’t gain any Power at all.

    Enemies with short bursts of Regeneration.
    Mephisto, Iron Man, Ultron, and Deadpool all trigger a brief but powerful burst of Regeneration. A well-timed Special 1 Attack from M.O.D.O.K. reverses these effects, causing them to deal damage instead. This effect was previously exclusive to Guillotine. Although M.O.D.O.K.’s effect is much shorter than Guillotine’s, it’s also much more potent and doesn’t require the Special Attack to hit.

    Weak Match-ups:

    Black Widow
    Black Widow’s Signature Subtlety ability is able to bypass Force Field and set it to recharge without having triggered at all. She can comfortably attack into M.O.D.O.K. and regularly sneak past his Force Field.

    Quake
    Quake’s Concussion ability is able to prevent M.O.D.O.K.’s Force Field from re-charging; however Force Field will continue to attempt to recharge, so Quake will have to make sure the Concussions are well-timed.

    Taskmaster
    Heavy Attacks are naturally unblockable, which break M.O.D.O.K.’s Force Field, and Taskmaster’s Exploit Weakness ability can juice up his Heavy Attack to hit really hard and be really reliable in the process. Taskmaster can also achieve an above average Perfect Block chance which increases the duration of Parry’s Stun, therefore less Force Field uptime and easier Heavy Attacks. Once awakened, the Concussion from Taskmaster further inhibits M.O.D.O.K.’s Force Field, making Taskmaster one of the most ideal counters.

    Enemies that deal burst damage
    Anyone can make his Force Field drop, but Champions like Storm that can deal massive amounts of damage in short windows are able to take full advantage of his Force Field being offline.
  • How does his Flux works exactly? And how many time is "periodically"?
  • QwertyQwerty Posts: 635 ★★★
    How does his Flux works exactly? And how many time is "periodically"?

    seems like a random buff cycle
  • Maximus_SpankersonMaximus_Spankerson Posts: 447 ★★
    This is the best spotlight to date. Great in depth explanation. Thank you for this
  • ESFESF Posts: 881 ★★★
    Really like what I am seeing here. The heal reversal and power drain are amazing utility and are legit counters to some of what we are seeing in the game that can be annoying.

    I especially look forward to reversing Mephisto and power locking Mordo
  • Obligatory “where are the 5 star stats and prestige where 5*s are the bigger picture” post.

    See you in two weeks again.
  • At what point Kabam will you start adding 5* PI values in champion spotlights? Especially since Act V is here, there are a lot of players who couldn’t care less what a 4*’s PI is.

    Damn it. You beat me to it.
  • GbSarkarGbSarkar Posts: 1,075 ★★★
    Flux:
    Do all stats keep varying at once (e.g. at one instant stat A is at +60% of its normal value, stat B is at +11% of its normal value, stat C is at +1% of its normal value and so on) or do they vary one at a time (e.g. stat A reaches higher value while others are at normal value, then stat A comes back to normal while stat C is at a higher value).
    Also, how do I keep track of how my stats are at any instant in a fight? Don't think I noticed anything that indicates his flux boosts while fighting him. Or is it that I'm supposed to fight blindly and hope that I have the correct flux combinations/values and get lucky?
    Another question is that how rare is achieving the max value of each stat that varies through flux? What is the most common boost value for each flux-stat?

    Last but most importantly, FIX AUTO-BLOCK!
  • QwertyQwerty Posts: 635 ★★★
    GbSarkar wrote: »
    Flux:
    Do all stats keep varying at once (e.g. at one instant stat A is at +60% of its normal value, stat B is at +11% of its normal value, stat C is at +1% of its normal value and so on) or do they vary one at a time (e.g. stat A reaches higher value while others are at normal value, then stat A comes back to normal while stat C is at a higher value).
    Also, how do I keep track of how my stats are at any instant in a fight? Don't think I noticed anything that indicates his flux boosts while fighting him. Or is it that I'm supposed to fight blindly and hope that I have the correct flux combinations/values and get lucky?
    Another question is that how rare is achieving the max value of each stat that varies through flux? What is the most common boost value for each flux-stat?

    Last but most importantly, FIX AUTO-BLOCK!

    posted in the bugs section, they're pushing an update/fix for it today.
  • Batty_NumppoBatty_Numppo Posts: 232
    GbSarkar wrote: »
    Flux:
    Do all stats keep varying at once (e.g. at one instant stat A is at +60% of its normal value, stat B is at +11% of its normal value, stat C is at +1% of its normal value and so on) or do they vary one at a time (e.g. stat A reaches higher value while others are at normal value, then stat A comes back to normal while stat C is at a higher value).
    Also, how do I keep track of how my stats are at any instant in a fight? Don't think I noticed anything that indicates his flux boosts while fighting him. Or is it that I'm supposed to fight blindly and hope that I have the correct flux combinations/values and get lucky?
    Another question is that how rare is achieving the max value of each stat that varies through flux? What is the most common boost value for each flux-stat?

    Last but most importantly, FIX AUTO-BLOCK!

    Agreed, keeping track of flux seems to be too important with MODOK for it to only happen behind the scenes. Especially since this spotlight seems to be recommending that we strategize taking advantage of flux while using certain specials and heavies.
  • Mcord117Mcord117 Posts: 1,287 ★★★★
    Qwerty wrote: »
    GbSarkar wrote: »
    Flux:
    Do all stats keep varying at once (e.g. at one instant stat A is at +60% of its normal value, stat B is at +11% of its normal value, stat C is at +1% of its normal value and so on) or do they vary one at a time (e.g. stat A reaches higher value while others are at normal value, then stat A comes back to normal while stat C is at a higher value).
    Also, how do I keep track of how my stats are at any instant in a fight? Don't think I noticed anything that indicates his flux boosts while fighting him. Or is it that I'm supposed to fight blindly and hope that I have the correct flux combinations/values and get lucky?
    Another question is that how rare is achieving the max value of each stat that varies through flux? What is the most common boost value for each flux-stat?

    Last but most importantly, FIX AUTO-BLOCK!

    posted in the bugs section, they're pushing an update/fix for it today.

    It doesn’t read like a fix of autoblock, just prevents modok from block and strike when you try to intercept
  • NOOOOOOOOPEEEEENOOOOOOOOPEEEEE Posts: 2,077 ★★★★
    Is there a way to know which thing Flux is currently effecting Modok, or is just up to anyone to guess.
  • QwertyQwerty Posts: 635 ★★★
    Mcord117 wrote: »
    Qwerty wrote: »
    GbSarkar wrote: »
    Flux:
    Do all stats keep varying at once (e.g. at one instant stat A is at +60% of its normal value, stat B is at +11% of its normal value, stat C is at +1% of its normal value and so on) or do they vary one at a time (e.g. stat A reaches higher value while others are at normal value, then stat A comes back to normal while stat C is at a higher value).
    Also, how do I keep track of how my stats are at any instant in a fight? Don't think I noticed anything that indicates his flux boosts while fighting him. Or is it that I'm supposed to fight blindly and hope that I have the correct flux combinations/values and get lucky?
    Another question is that how rare is achieving the max value of each stat that varies through flux? What is the most common boost value for each flux-stat?

    Last but most importantly, FIX AUTO-BLOCK!

    posted in the bugs section, they're pushing an update/fix for it today.

    It doesn’t read like a fix of autoblock, just prevents modok from block and strike when you try to intercept

    isn't that the problem with his autoblock?
  • Is there a way to know which thing Flux is currently effecting Modok, or is just up to anyone to guess.

    Not guess, but track patterns. Are you hitting him for more or less damage? There are patterns, but it would take a genius to figure them out completely!
  • Batty_NumppoBatty_Numppo Posts: 232
    Is there a way to know which thing Flux is currently effecting Modok, or is just up to anyone to guess.

    Not guess, but track patterns. Are you hitting him for more or less damage? There are patterns, but it would take a genius to figure them out completely!

    Is there a steady rise and fall in flux? Is it completely random and changes at a moment’s notice? If I notice a strong attack and decide it’s a good time to use my SP2 immediately after, can I expect it to have a considerably longer bleed?

    If you want to play up the whole “Modok’s a mad genius with calculations we can’t comprehend” part of the character, that’s fine. I’m OK not having any sort of counter or flux indicator. But I’d like to know there’s actually a way to strategize his attacks.
  • Mcord117Mcord117 Posts: 1,287 ★★★★
    Qwerty wrote: »
    Mcord117 wrote: »
    Qwerty wrote: »
    GbSarkar wrote: »
    Flux:
    Do all stats keep varying at once (e.g. at one instant stat A is at +60% of its normal value, stat B is at +11% of its normal value, stat C is at +1% of its normal value and so on) or do they vary one at a time (e.g. stat A reaches higher value while others are at normal value, then stat A comes back to normal while stat C is at a higher value).
    Also, how do I keep track of how my stats are at any instant in a fight? Don't think I noticed anything that indicates his flux boosts while fighting him. Or is it that I'm supposed to fight blindly and hope that I have the correct flux combinations/values and get lucky?
    Another question is that how rare is achieving the max value of each stat that varies through flux? What is the most common boost value for each flux-stat?

    Last but most importantly, FIX AUTO-BLOCK!

    posted in the bugs section, they're pushing an update/fix for it today.

    It doesn’t read like a fix of autoblock, just prevents modok from block and strike when you try to intercept

    isn't that the problem with his autoblock?

    I thought the bigger issue was that it appears to ignore the timer and that he manages to evade back and strike while autoblocking as well as trigger sp while autoblocking
  • Spurgeo14Spurgeo14 Posts: 1,145 ★★★
    I think there are currently a lot of problems.
  • SarcasticTaurusSarcasticTaurus Posts: 366 ★★
    Soooooo...... When are you guys going to start releasing 5* stats of champions? In game stats are at 99 Sig. We need 200 sig stats for 5*!!!!!!!!!!

  • Batty_NumppoBatty_Numppo Posts: 232

    1tpzfy10yhfx.jpeg

    Because Carnage was such a popular champ, we now get to have Carnage 2.0! Horrifically low base stats, some of which improve with flux, which we have no control or even a firm understanding of.

    I’d love to hear what people who are pulling him today have to say about their experience using him.
  • becauseicantbecauseicant Posts: 322 ★★★
    Well done with the additional details beside many of his abilities, now I don't have to post my usual long list of questions about how this champ works. Please keep doing this in future spotlights.
  • ImranImran Posts: 212
    According to spotlight M.O.D.O.K. is clearly bugged. While I parry him, hit him during stun duration he auto block my attack!!! Also he launched special during blocking which is impossible.
  • Einsammler wrote: »



    Limber
    Force Field cannot trigger while M.O.D.O.K. is Stunned, so get those Stuns off you as fast as you can!

    Yeah it can.

    The dude's right with that. Either you did a typo mistake in the spotlight OR Modok was intentionally supposed to be unable to autoblock while stunned. Not like the latter truly matters. If you could parry MODOK, you can throw a heavy attack at him.
  • GbSarkarGbSarkar Posts: 1,075 ★★★
    1tpzfy10yhfx.jpeg

    Because Carnage was such a popular champ, we now get to have Carnage 2.0! Horrifically low base stats, some of which improve with flux, which we have no control or even a firm understanding of.

    I’d love to hear what people who are pulling him today have to say about their experience using him.

    If he has 0 crit rating, how is he supposed to crit? So the only time he can crit is every 7 hits?
    Also, what does ignoring crit rating mean?
    Every 7th attack is guaranteed to be Critical, but Critical Rating is ignored
  • Batty_NumppoBatty_Numppo Posts: 232
    GbSarkar wrote: »
    1tpzfy10yhfx.jpeg

    Because Carnage was such a popular champ, we now get to have Carnage 2.0! Horrifically low base stats, some of which improve with flux, which we have no control or even a firm understanding of.

    I’d love to hear what people who are pulling him today have to say about their experience using him.

    If he has 0 crit rating, how is he supposed to crit? So the only time he can crit is every 7 hits?
    Also, what does ignoring crit rating mean?
    Every 7th attack is guaranteed to be Critical, but Critical Rating is ignored

    That part isn’t too bad. Ignoring crit rating and having 0% crit rating is the same thing. Instead of having a chance to crit with every hit, he has guaranteed crits with every 7th hit (5 w/synergy). Though it does translate to only having only 14 crits out of 100, which is much lower than average. Even the synergy gives him just 20 crits out of 100.

  • MagrailothosMagrailothos Posts: 2,150 ★★★★
    edited December 2017
    Recommended Masteries:
    Block Proficiency, Perfect Block, and Stand Your Ground
    M.O.D.O.K. has more Block uptime than any other Champion in the game thanks to his Force Field counting as an automatic block. He also naturally reaches high Block Proficiency levels due to Flux, Force Field, and his Signature “Master Plan” Ability. Anything you can do to enhance blocking provides a lot of mileage as a result.


    I can see the value of additional PB and Stand Your Ground (surely though, these are two masteries that no-one needs encouraged to max out!). Not to be nitpicking, but surely Diminishing Returns ensures that there is less value to additional block proficiency for MODOK?

    Also, two questions about synergies:
    (1) is this the first and only character who's got Falcon as one of their synergies?
    (2) Romance? Really?
  • Been playing around with my R3 5* modok and I'm having a lot of fun. Couple of things I'd like to bring up, his block proficiency is 778. Female characters, which are notorious for having low block prof, have around 2950. So even if I'm at max flux (still no idea how this works) with one if each class defeated, I will have AT BEST 2323 block proficiency, still incredibly low. My modok is unawakened so I'm taking massive amounts of chip damage any time I have to block (complex multi hit specials etc) and I feel you may have put it in a tad low...

    Also, Miike I know you're trying to be super mysterious when it comes to Flux, but seen as its incredibly important for playing around with him can you please give us a clue
  • GbSarkarGbSarkar Posts: 1,075 ★★★
    Einsammler wrote: »



    Limber
    Force Field cannot trigger while M.O.D.O.K. is Stunned, so get those Stuns off you as fast as you can!

    Yeah it can.

    He can also parry with his force field but of course who's surprised by anything at this point
  • AxeCopFireAxeCopFire Posts: 1,109 ★★★
    edited December 2017
    Recommended Masteries:
    Block Proficiency, Perfect Block, and Stand Your Ground
    M.O.D.O.K. has more Block uptime than any other Champion in the game thanks to his Force Field counting as an automatic block. He also naturally reaches high Block Proficiency levels due to Flux, Force Field, and his Signature “Master Plan” Ability. Anything you can do to enhance blocking provides a lot of mileage as a result.

    Naturally reaches high Block Proficiency levels? What are you talking about? His block proficiency definitely isn't high, but there is no question that you are. Even at maximum flux (whatever that means) and with the force field bonus he has the LOWEST block proficiency in the game. Has the person that writes these comically incorrect suggestions ever even played this game?
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