Red Hulk Buff and Ascension when? Seems like a prime candidate? - here's what I got for it so far 🤓
Sig ability: Heat charges no longer cap at 10 and the cap incrementally increases to 20 at s200 (same value of 18% direct damage per charge)
Physical resistance per heat charge remains (though if the value needs to be reworked because of the new cap, that's understandable).. however you can now toggle between physical and energy resistance in a prefight menu (many Mystics are energy based.. this is in line with the class wheel, but he still needs to keep his identity as having access to physical resistance as well)
Poison and Incinerate purify ability remains as it is now, but it is modernized to "effects" vs only debuffs - this is just basically updating for the modern game and improving his match spread more in line with where it should be (Hello, Nico...)
It is also still the way he gains charges, as well as the way he gains the charges from blocking or being struck by a Mystic or Energy attack (this design is still a great design and part of his identity and defines his match spread well, but let's reward skill by awarding a 100% chance to gain a charge on a well timed block, but a 50% chance for a regular block
He no longer begins with heat charges from his sig, he starts at zero.. but in Battlegrounds he begins with 3-6 scaling with sig ability
His sp1 still provides 2 heat charges as a way to be able to ramp him outside of his target matches, but Mystics, Energy champs and defenders or nodes that attempt to Poison or Incinerate him will still be his target matches and he will perform way better in those - ramping naturally without sp1 - but let's give the guy a little utility.. it also now inflicts a Wither passive on activation (he must maintain his unique identity as a science champ who does not rely on debuffs) that scales in potency and duration with current heat charges
Sp2 no longer heals, but it now grants Red Hulk a Precision Passive and an anti miss mechanic on activation and a 3s stun passive applies on the last hit
- This does make the sp2 fairly powerful, which is needed because his current one essentially doesn't do anything but remove heat charges.. And this is his short form damage dealing special.. while the anti miss mechanic does provide some utility, the sp2 is really more about allowing him to chain on a brutal attack after the special as well to potentially end a short form fight if set up properly - He is a Hulk, after all, and damage remains his main utility in target matches - the Precision opens up his damage during and immediately after this special and the stun and anti miss mechanic just serve to ensure he can take advantage of this brief massive damage window (the anti miss and precision can be relatively short)
Sp3 grants 5 charges on activation and he gains a health/power steal effect based on landed hits for a time after the special
Please do not change his animations or spacing.. his animations are part of why I like to play him.. He has a deep evade as most XL champs do, but his heavy reach is better than average for an XL champ (he has a good heavy counter game currently) and honestly, there's just something about his medium/dash attacks that seem to allow for successful walk up medium intercepts.. please do not mess with his basic attack, dex or heavy spacing or animations