Cloak & Dagger, Crystal (Inhumans), Klaw, Wolverine & POSITION STATUS EFFECTS: Unique Game Mechanics

Ok, so I held this stuff for way too long. If ever Kabam could consider these types of character additions they probably would need a good deal more time in development and testing considering Cloak & Dagger opens soon, but what may as well still share with the community. Either way, I got to thinking that few characters have POSITION related abilities, and that there is a unique opportunity to treat Cloak like an add on item to Dagger and have them work as a fighting duo. It is also way past any Inhumans, but Crystal would make a great addition regardless of their series not being renewed. She is a very storied character in Marvel Comics history.

Imagine Dagger working like Vulture and Cloak acting like Vulture's wings (detaching periodically, only thing, via teleportation behind the opponent, but maintaining the directionality of the combat mechanic by being a proximity life draining object instead of hitting anyone). See the images to see how the position mechanic would be enacted. I paired them versus Dagger because they would both divide the battle stage into 4 equal quadrants to determine their status effects.


Likewise, or as a bonus, Klaw would use position mechanics to plant Echo Mines on the battle stage in front or behind the opponent depending on the special. These would repeat a percentage of damage of recent hits and can be used to restrict opponent movement (although Vibranium related champs would have some resistance or outright immunity to its push back and/or damage). In the image I paired Klaw against the original Wolverine, suggesting another position related status effect. When in a back corner, Wolverine should activate a Berserker effect (fury and cruelty) that can cancel out a stun.


More miscellaneous info on finer abilities around these champs, and some ideal synergistic effects will follow as well. An example of finer ability details are such as Wolverine cannot stack Berserk without clearing a certain distance out of the corner he backed into. Another would be that Cloak and Dagger's upgrade requirements would involve 1 Mystic catalyst although they would be Science Champs similar to how Karnak is a Skill Champ that requires a Cosmic catalyst.

Klaw (#Villain, #Metal, bleed & poison immune, Tech class)
Crystal (#Hero, #Inhuman, poison immune, Cosmic class)
Cloak & Dagger (#Mercenary, #Dark X-Men, effect removal, Science class)


  • Bajan_SamuraiBajan_Samurai Posts: 48
    edited June 2018
    Alternatively, take the design suggestion of Cloak & Dagger as a duo to two separate champs, having them only appear in special attack 2 and 3 situations as follows:

    Cloak - a hovering champ similar to Dr. Strange, Dr. Voodoo, etc. who's abilities will be stronger related to the dark protrusions on the battle stage (the hot spots on the forward third of quadrants). His Sp1 would cause Health Steal (like Rogue) but be more intense on the Shadow Zones where it would cause heavy degeneration on the opponent. During a Special 2, part of Dagger would emerge from Cloak's cloak of darkness and throw light knives. Otherwise she is not visible in melee combat. During Special 3 she would have a sequence similar to what I envision for the Duo version prior (the opponent is enveloped in the cloak of pitch black darkness, then blasted out by Dagger, temporarily shutting down health, power and buffs like Ghost Rider's damnation)

    Dagger - would be a ground based champ with ballerina fighting mechanics more defined than Black Widow. Her key specialty would still be the ability to remove Negative Status Effects (Debuffs) from herself, activate her 'Radiance' which prevents additional negative debuffs from lasting on her before expiring. Her light daggers would be featured in Sp1 but in addition to those in Sp2 Cloak would be teleported in to hover behind the opponent for some number of seconds draining their health. Her Sp3 would be identical to Cloak's. Carrying on the theme of their partnership.

    The preference and uniqueness would be to have them as a pair though, setting up the light and dark abilities to have an all around cumulative beneficial effect instead of any one ability being heavy damage or high healing. In this Duo version Cloak moves on a slight delay tracking with Dagger, which allows for quirky effects, like a dexterity-like effect if Dagger dashed back and a projectile passes through Cloak first, rendering it ineffective (simulating Cloak shunting it into another dimension). To extend this, if Dagger goes into a Block Stance, Cloak also follows suit, slowing down his drift behind her. If in line with her, their block (him partially shielding her results in higher Block Proficiency, if caught too far ahead of Cloak but needing to block, the same applies, with Cloak drifting up slower hence she has lower Block Proficiency.

    As a duo, they gain boosts/benefits in situations that apply to female characters. Despite having a male and female in the slot, the norm is Male & Hero, so situational buffs are not described for them. The presence of a Female, Villain, Mercenary, Team Affiliation or Dimensional Being is considered a notable subgroup to base extra positive or negative consequences around.

    Synergies would revolve around:
    1. Dark Justice - w/Punisher, Wolverine and Iron Patriot, giving additional cruelty buffs to #Merc champs on the team
    2. Dark X-Men - w/Namor and Emma Frost (if ever added) just adding block proficiency and extra attack against villains
    3. Friends - w/Spider-Man and Dr. Strange adding armor rating
    4. Dark Dimension - w/Hood & Dormammu giving Cloak's shadow zones the ability to cause Degen without Dagger being in the block stance or Sp2 being active, while extending the duration of Hood and Dormammu's buffs and debuffs

    Additional details about Crystal would include her natural synergies with her Royal Family, although this would be called Royal Dynasty - w/Ronan, BB or Medusa
    During Royal Dynasty the quartet cause the following
    1. Crystal extends her elemental effect from one quadrant she was in to 2 seconds after entering another, making it easier for her to maintain multiple effects across quadrants
    2. Ronan's presence benefits any #Kree champs on the team giving a 10s window to lock in a fury after the champ performs Block+MLLM. Only one can be locked in every 30 seconds, but this would benefit Rogue, Ms. Marvel (Danvers) and Captain Marvel since they also carry the #Kree
    3. Black Bolt or Medusa do something similar with a similar 30 second lock out cooldown, i.e. #Inhuman champs can convert any cruelty, precision or critical buff into one permanent fury and potentially stack a new one after 30 seconds. This benefit extends to Karnak, Quake or Ms. Marvel (Khan) if on the team (as well as Crystal herself)

    Additionally, Crystal would have another unique synergy with Storm or Quake called Elementals which would additionally benefit Iceman, Ronan, Star-Lord, and all versions of Thor who can be considered #Elemental (If Human Torch is ever added, it would also apply to him). With every 4th debuff they apply, they also apply the last different buff they were capable of (e.g. Storm can Shock, but a stun she applied earlier would auto-trigger, or vice versa). These secondary reapplied effects would have 25% reduced potency though, either in duration or intensity, depending on the type of debuff. In Crystal's case, this also helps with the possibility of chaining elemental effects outside their usual quadrants.

    Lastly, Crystal would round out with standard Friends (She-Hulk, Beast and Ms. Marvel (Khan) adding Armor Rating) and Enemies synergies (Loki, Magneto and Emma Frost, adding Critical Rating).
  • Revisiting this for a sec to round out some usage ideas:
    Right conditions cornering an opponent can trap one behind a series of repeating echoes as he regains power from echoes making contact as if it was a basic hit. In proper balancing it should make Sp2, Sp1, Sp1 possible, but returns would be diminished since echoes of echoes would hit softer; however, landing a few hits between these, power rate increasing and unique synergies, and special node granted abilities could make increased damage (Resonate with Killmonger, for example) and an exra Sp1 fit in ith a Romance pair.

    Restoring defensive ability in the Earth quadrant can translate to faster recovery from armor breaks, fatigue and block erosion.

    Her Radiance would function like a Tenacity, except deliberately time activated, allowing her to play bleed, degen and/or poison nodes after taking initial damage while holding block long enough to activate it. While Radiance is active, her special attacks would cause opponents to glow. That glow would feed her healing even without Cloak leeching them directly as long as they pass over a dark spot.

    Position related abilities would be such unique added mechanics to consider adding.
  • Wow. Awesome and Wow. That is a ton of work that you did!
  • Thanks, CallmelaFleur. I don't have as much time as I once did, but the ideas around how champs could work swim around in my head all the time. I just finally typed it out and applied some images (found and made) over time to some of them. I'll try to bring more out periodically (but the job and the playing demands my time! Lol). I actually popped on today because I couldn't recall spelling out Klaw's synergies.
  • Klaw synergies:

    INTELLIGENCIA 2.0: w/ M.O.D.O.K., The Leader or Mr. Sinister (more on recommendations on the latter two later)
    • Klaw extends the length of his sonic emitters by 1 second
    • The Leader optimizes energy flow bypassing opponents' energy resistance by 10% per #Villain on the team
    • Mr. Sinister's class specific gene spliced effects are increased +20%
    • These would be unique synergies that do not stack with duplicate synergies

    ARM'S RACE: w/ Winter Soldier, Cable & Misty Knight (More on Misty later)
    • Klaw's echo attacks deal +10% additional damage for every #Vibranium or #Metal champ on the roster
    • Winter Soldier triggers 10% power drain of current power meter whenever doing a MLM combo after a block
    • Cable deals 9% more special damage and takes 9% less special damage
    • Misty Knight's attacks (all) inflict 25% more damage against metal opponents
    • These would be unique synergies that do not stack with duplicate synergies

    PRECISION STRIKE: w/ Black Panther, Black Panther CW and Killmonger
    • Klaw's basic attacks have a 20% chance to be critical hits; sonic emitters do +20% True Damage
    • Black Panther's special attacks 100% chance to reapply the last bleed & the highest bleed as one precise ever growing slice (max 2000% bleed rating)
    • BPCW's special attacks apply +1% energy accumulated from past blocked hits as additional energy damage
    • Killmonger's attacks gain 30% increased critical damage against metal opponents
  • I stumbled across my old saved draft/unfinished post for Mr. Sinister. Lol. They've since added him and he's listed as mutant but a bit of what I envisioned made it in (although I had him as Sci instead of Mutant since his powers were artificial, but I guess since a mutant's genetics were included it's all good). I would have liked to have his synergies work in the clones in the game for sure though (colored teal). Missed opportunity IMO. Hopefully they can work on bringing Apocalypse and infusing the Co-conspirator synergies (also in teal) that affects various champs with AOA storyline tweaks (e.g. now that Havok is included, both he and Cyclops would have the word Prelate appear in their HUD and tweaks to their abilities)

    Mr. Sinister (Science class):
    His suggested characteristics employ [so far] unique game mechanics: +15% per teammate of the ability associated with his teammate's class as a Gene Spliced passive ability. This ability can be exhausted, but it can be reset with a heavy attack after a 20 sec cool down period. For example,
    • Science champs are known for physical resistance, adding up to 4 science champs to the roster with him gives him +60% damage resistance to all attacks, but it erodes [by 3% per hit] an opponent's combo of 20 (5%x12 combo hit from Skill champs; 1.5%x40 combo hit from Mystics)
    • Skill champs are known for critical attacks, adding up to 4 skill champs gives 60% chance for a hit to be critical for 28 secs
    • Mutant champs are known for special damage boosts and healing abilities; up to 4 specials after a heavy do 10% more damage and trigger 5% base health regeneration
    • Tech champs are known for heal blocking and power control; adding 4 tech champs gives 4 of Sinister's special attacks the ability to deny opponents' healing abilities and power gain for 7 seconds
    • Cosmic champs are known for true damage and poison immunity; Sinister purges 1 infliction of poison per cosmic teammate and all attacks are True attacks for up to 28 secs (7sx4cc)
    • Mystic champs are known for nullification of effects and power gain; Sinister's specials inflict up to 4 instances of Fate Seal. Each lasts 7 secs, then on a seal's expiry Sinister gains 15% of his max power.

    Awakened abilities allow Sinister to benefit from synergies around him. If any of his teammates have a 'general' synergy with an opponent, or opponents have synergies with their own roster, it is expressed up to 200% in Sinister (depending on signature level). E.g. In the presence of a Romance Synergy (such as Sinister vs Daredevil while Elektra is one of Sinister's roster mates) Sinister gains power faster; if fighting Yellow Jacket with Ant-Man on Sinister's team, Sinister has the potential to have +12% Attack rating due to YJ and AM's +6% attack synergy. In other cases with 'Unique Synergies', in a War or Arena situation against Ghost Rider while Blade is on a roster with him or his opponent's roster, Sinister would have an active Danger Sense. Such a unique synergy would not benefit 200% normally, but it can also be the enhanced version if Spidey (Stark Enhanced) is on either his or the opponent's roster. Likewise, it would also be active against any #Villain (e.g. the opponent is Green Goblin or Sentinel, and Blade and Ghost Rider are present), #Mystic (Dr. Strange or Dr. Voodoo while Blade and Mephisto or Dormammu are present) or #Dimensional Being (Magik or Dormammu while Blade and Gr, Meph or Dorm are present). This is not active if Blade is present on the roster while Sinister is facing a villain or mystic without Gr or Meph/Dorm present somehow; however, Blade's Danger Sense activates around Dimensional Beings without aid, so having Blade on Sinister's roster makes it active if Sinister faces a Dimensional Being.

    When awakened, Sinister would also have a Persistent Charge that benefits Science or Mutant teammates. Every win gives Sinister +1 Clone Template (Max 4), allowing himself, science or mutant teammates to 'resurrect' similarly to how Phoenix does after a K.O.. This is considered imperfect clonage, granting the revived champ +15% health and +15% power per charge consumed.

    Actual Synergies for Sinister would include:
    PEDIGREE LINEAGE: w/ Cyclops (BT) or (NXS), Cable, Colossus, Phoenix, Magik or Unstoppable Colossus
    • Sinister begins with 1 Clone template and can store 5 max. Mutants revive with 20% per template instead of 15%
    • Cyke (BT) and (NXS), Cable and Phoenix would add a Medium Hit Counter that adds an extra beam to their specials' hit count every 10 mediums. Sp2 and 3 for Cyke and Phoenix, Sp1 and 3 for Cable
    • Once per Sp3 cycle, on reaching Sp1 Colossus, UC and Magik are guaranteed a Limbo effect; at Sp2 they become unstoppable for 3 seconds; at Sp3 they gain 1 indefinite duration armor buff; all reset after using Sp3

    CLONE CONTEST: w/ Spider-Man (Symbiote), X-23, Dr. Octopus
    • Sinister has 100% chance to revive with 20% health after a knockout blow once per fight that is not dependent on clone template charges (35% if Cable is present)
    • Spider-Man (Symbiote) gains a Science buff if his health falls below 55% flipping Class bonus with Mystic opponents
    • X-23 gains a permanent fury if her health falls below 55% +[0]attack even if she regenerates full health
    • Dr. Octopus gains 1 evasion buff every time he reaches a Breakthrough and health steal for 10 seconds if he has 3 Breakthroughs
    • If Cable is present with any of these clone fodder, Cable, SMS, X-23 and Oc gain [Stryfe], [Kaine], [Triggered] and [Superior] buffs respectively that give Cruelty chances

    CO-CONSPIRATOR: w/ Beast or Apocalypse
    • Sinister's past collaborations and conflicts with Dark Beast and Apocalypse add Buff Tags to various champions providing a villainous streak and a cruelty buff
    • Apocalypse: [Dark Beast] Beast, [Death] Wolverine, [Death] Archangel, [Death] Gambit, [Pestilence] Polaris, [Death] Sentry, [Famine] Rogue, [War] Hulk and [Stryfe] Cable gain cruelty buffs
    • Beast: [Goblyn Queen] Phoenix, [Inverted] Sabertooth, [Prelate Summers] Cyclops,

  • Bajan_SamuraiBajan_Samurai Posts: 48
    edited April 3
    Further thoughts about Crystal's synergies:
    Now I would instead limit the proposed "Royal Dynasty" synergy to Black Bolt and Ronan with Crystal.
    Medusa would benefit from a tweak like Blade does with GR (extending effects to Villains) or Dormammu and Mephisto (extending effects to Mystics).

    Medusa's ability to stop #Robots' abilities and power gain would be extended to other Tech champs with Armor Up ability when paired with Crystal on the team. When armor shattered, these Tech champs would lose ability accuracy that power locks and prevents effects. If Karnak is also present, Medusa's ability would be extended to non-tech champs who can also Armor Up (fitting because he's an Inhuman that isn't in the typical Cosmic class with advantage over Techs).

    And now that Human Torch is confirmed, an Elementals synergy would extend to him as well. Since he's going to be such a powerhouse already, it really exists to spruce up the likes of Storm, Quake and the Thors though (Iceman & Namor too, I guess).
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