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Best designed champion in MCOC history (Kit wise)

Inspired by this video
https://youtu.be/eaj-z7U3ZB0?si=vhnMh1yJoVa48_cZ
Who is, in your opinion the champion who had the best kit design in the history of the game and why?

Who is, in your opinion the champion who had the best kit design in the history of the game and why?
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Skill based ramp up.
Low HP forces you to intercept for openings
Multiple counters if you manage to find him on defense
Doesn't rely on buffs or debuffs to do damage
It's a shame the only way to get him is through some horribly designed challenges if you don't want to spend money.
Super versatile. For giant damage you need to be a bit agressive and quick reflexed.
Could be a pain on defense.
champs this year are absolute bs lol either 5/5 defenders or forged to counter specific defenders, okoye can be a exception and maybe jean too.
Stun Immunity During Specials
Once-per-fight Death Immunity: If KO‑about to occur and Serpent has ≥ 1 Dread: 125% chance to consume all Dread to gain a Death Immunity buff for 8 seconds (buff cannot be staggered or nullified); per Dread consumed restores 1.25% max Health and grants 10% of a Power Bar per second.
True Focus: Gains an indefinite True Focus Buff on activating a special — makes his Specials undexable (cannot be dodged via Dexterity). This Buff ends when struck (as a Defender, only if struck by Special). His true attacks cannot be avoided with Dexterity mastery
Unblockable First Hit: On Special activation, the first hit is Unblockable for ~0.65 seconds. If this first hit breaks opponent’s block, unblockable gets paused and hit potency increases by ~70% for the rest of the special
Cold Snap Immunity
90% reduced Bleed duration
Resistance Up (resist debuff effects)
Pierce (ignore part of opponent’s defense)
High base Health pool
Critical Resistance
✨ Undexable Specials ✨
Counters to Evade and Miss
Stun immune during Specials
Passive Attack Rating per Culforce Charge
125% Death Immunity
Power Gain buffs (from specials and signature)
Significant Heal from Dread consumption
Fate Seal immunity
Fear infliction (disrupts certain combos)
60% reduced potency of Power Drain/Burn
Gains 2 Power Bars on SP3 if no damage landed
Heal Block immunity
Special and Power Lock immunity
Power rate floor: cannot be reduced below 50% by non-mystic champs
60% reduced potency of any instant damaging effects
60% reduced Crit Penetration (ignores less armor/resistances)
Death immunity buff is nullify‑ and stagger‑immune
Last time extremely op champions released that can compete with them was onslaught and serpent.
Not really an answer to the original question, but the Dust and Ironheart month was a month where both champion designs were on point. Neither seem designed to be "meta defender" or "meta defender counter", but still have their role. Dust doesn't have to have a weird kit just because "Bullseye pursuit ability" needs to eat into her design budget; she has a fully fleshed out design that still lets her face Bullseye if necessary.
Obviously one tends more towards defense, and the other towards offense, but neither are outrageously OP nor one dimensional. Dust is not just a defensive menace, she has done wonders for me as an attacker as well (questing, incursions, even BGs). Once Ironheart got her bug fix, her offense ability matched her utility.
Insane dps and one of the best utility in the game.
If he was a 7* he'd be the next big thing
but gotta go with the goat HULKLING
easy to play
massive damage
good defender
useful in each and every game mode
takes variety of matchups
useful immunities
has great regen ( when correctly utilised )
indestructible ( useful but not broken )
Peirce & unblockable
fury & bullwork buffs
just what you expect out of a cosmic champ
weak against some mystics ( respects class wheel unlike certain someone )
For kit, meaning utility, damage, immunities, amount of scenarios where they shine or can get it done... Rintrah, Medusa, Jean are my favorites lately. They're the champs I bring when I'm not sure what exactly I'm going against but know I need someone to take multiple fights (like an AW path + mini bosses).
Okoye, Jean Grey, Spiderwoman, Lumatrix, and Cyclops were all not built with any specific defenders in mind.
I'd go further to argue that Nico and Karolina are also versatile enough to not be on that list. They have target matchups but they can take a LOT of defenders that aren't immune to their damage.
Joaquin is also not an Enchantress counter just because he has debilitate, so he's also not on that list, though he's weak.
So really that just leaves Bastion, Gentle, and the Maker. And Bastion is such a good war attacker that he can take basically anything with hazard shift or evade on it, on top of the mutants he was designed for.
The attackers this year have been fantastic.
Besides, Onslaught is on your list despite him also being built to counter specific skill defenders, so clearly that isn't an issue for you beyond bias.
You literally can't die.
7* Herc soon 🎉
I think well designed means a champ is versatile and fulfilling their role, that is, the champ's kit comes together really well without any flaws.
Archangel has one big flaw, that is the stun when his neuros end. when you use archangel you want to maintain 100% uptime on neurotoxin, and while the stun allows you to stack bleeds, you actually need more poisions since stacking bleeds are easy but poisons are tough, you need to block, so the stun hinders his loop. Same with his sp3 long stun, often leads to expiry of most neurotoxins.
He is a op champ, but not a perfectly designed champ
While I understand the need to create problems with defenders and solve them with attackers.. I think this year it's just too much
To answer the question in the video: I do think it's too much (too fast).. we need to split the difference a little imo
Because freedom of choice, at least to some degree or another, has always been part of the fun of the game.. in other words, you can choose to address none, some or all of the dangers in a fight via RPG counter traditionally:
- not a counter at all (use skill and gameplay to win the fight.. some situations much harder to do than others, but it's your choice)
- partial counter (your attacker has the ability to remove part of the dangers in a fight from the node/character kit combination in a fight.. meaning you can remove some, giving you the ability to focus more on the ones you aren't removing)
- Hard counter (remove nearly all the dangers of a fight.. essentially making it pretty straightforward button pressing.. all you're doing is making sure you complete the predetermined rotation you are meant to use successfully and you win)
I have always found using hard counters kind of boring tbh.. it's like following a script.. and every player in the game is also following the same script
And while we can say that some meta defenders "have more than one counter" that's without any nodes applied.. often when you actually apply nodes to the fight (BGs or AW) it's literally a one solution problem - use this attacker or lose in this particular fight design.. I'm just not a fan of that design personally
The old saying that "damage is utility" is also being countered by the latest champ design.. as many new champs are not only 5/5 defenders (even the ones actually used for attack very often), but they are given damage mitigation.. essentially to even further enforce that you must use champ A to beat champ B
MCOC has always been a fighting game with some RPG aspects.. but it's becoming an RPG game with some fighting game aspects now
Yes, I believe there needs to be roles, but I think the scales are tipping too far in that direction currently