Champion Tags - Corrections & New Tag (#Control: Contact)

It isn't the most important thing in the world, champion tags, but in many ways they do affect the gameplay. I would like to suggest some minor changes to some champions and a whole new tag.
First of all, the quick fixes:
Now the more controversial part: a whole new tag. First a small introduction.
Besides the tags that details team affiliation or certain properties, there are game-mechanic specific champion tags. There are three types: #Offensive, #Defensive and #Control. Then you've eight sub-types:
This is a reflection of a gameplay reality, as much as the classes. It is not something most players talk about or even notice, but these tags give some hints how the champion performs in this game and how the champion is even best used. This video gives an overview of the tags and some comments on them:
https://www.youtube.com/watch?v=3ywldGZauls
Okay, so you’ve three sub-types per type, except for #Control. Okay, that’s unfortunate. Maybe Kabam couldn’t come up with a third type? Or maybe, they didn’t realise there is a third one. This became clear for a recent addition to the contest: Omega Red.
Omega Red is a champion who gives you death spores if you come near him. These death spores degrade if you dash backwards. Omega Red has all kind of mechanics that takes advantage of these spores. So as a player, the best way to defeat him is in bursts: charge forward, accumulate death spores, dash back, cooldown the death spores, charge forward, rinse and repeat. A purely offensive gameplay would be very unwise.
Omega Red mechanics seem to… control your gameplay. Thus, I suggest a new tage – #Control: Contact.
Currently, Omega Red is considered to be #Offensive: Damage Over Time. Fair enough, I understand why Kabam chose that tag. But unlike other DoT champions, his DoT effect depends on his death spores and thus on the proximity of the target. On top of that: his Degeneration debuffs primary function is to lock the death spore count, so he can reach maximum potential of his abilities.
Are there more #Control: Contact champions? Yes, I can think of a few.
Hulk (Ragnarok) is a good example. Hulk (Ragnarok)’s mechanics is build around this Crowd Excitement, which goes up with every contact. Like with Omega Red, it is best to have a more defensive gameplay in order to cooldown the excitement. But even better: the Stun ability of his Sp’s ensures contact. As Crowd Excitement increases, so does his damage and his chance to SMASH!
Mephisto is another. His mechanic is focused on his Aura of Incineration mechanic. Yes, you can use the Sp1 to Soul Entrap, but it is better to save souls for healing. As you get a free Soul Entrapment at the beginning, that should be enough for the rest of the fight. No, you rather want to save your power for the Sp2 and Sp3 to inflict proximity damage and increase power gain. With a bit of luck (and an awakened signature ability), you can have one on all times. He doesn’t really have a mechanic to force the opponent near, but still he is a good enough #Control: Contact champion.
Korg is I think the last one. He has the defensive analogue of Hulk (Ragnarok)’s Crowd Excitement mechanic. He also has Rock Shield charges, which can be removed by attacking him. As such, he forces you to attack him, while at the same time avoiding to dash back and triggering Dexterity. His signature ability aggravates this, by giving inflicting damage with every contact while Rock Shield is active.
In sum: the dynamic of these champions – the forcing or repelling contact, controlling the fight – warrants a separate champion tag. The #Control: Contact can replace the current tags, but like Killmonger they could have double tags.
First of all, the quick fixes:
- In the comics stands Colossus in his metal form 2.30 meters tall (height in non-metal form is 2 meters). Kingpin is only 2 meters. This makes him certainly an #Size: XL champion, not? Nope, Colossus is only #Size: L while Kingpin is #Size: XL. I guess Colossus requires a total graphic rework to match the comic book reality, but in the meanwhile the champion tag can change so game-mechanic wise, he at least acts as #XL.
- In the MCU, both Vision and Ultron have their robotics made out of vibranium. Vibranium exhibits no magnetic properties. But in the game, they are listed as #Metal, which makes them susceptible to Magneto's powers. I suggest removing that tag, just like Killmonger and Black Panther aren't tagged as #Metal either.
- Speaking of wrong #Metal tags: the biggest mistake is Iron Man. Despite his name, he wears no iron. His armor is made of a titanium-gold alloy (as stated in the first Iron Man movie). This is also true for War Machine, Hulkbuster and Iron Patriot. As such, that #Metal is also inappropriate.
- For some reason, Venom has no #Sinister Six tag, while artwork of MCOC themselves consider him to be part of the Sinister Six!
- Despite his long quarrel with, and even short membership of, the X-Men, Juggernaut has no #X-Men tag!
Now the more controversial part: a whole new tag. First a small introduction.
Besides the tags that details team affiliation or certain properties, there are game-mechanic specific champion tags. There are three types: #Offensive, #Defensive and #Control. Then you've eight sub-types:
- #Offensive: Burst
- #Offensive: Damage Over Time
- #Offensive: Raw Damage
- #Defensive: Guard
- #Defensive: Tank
- #Defensive: Utility
- #Control: Counter
- #Control: Denial
This is a reflection of a gameplay reality, as much as the classes. It is not something most players talk about or even notice, but these tags give some hints how the champion performs in this game and how the champion is even best used. This video gives an overview of the tags and some comments on them:

Okay, so you’ve three sub-types per type, except for #Control. Okay, that’s unfortunate. Maybe Kabam couldn’t come up with a third type? Or maybe, they didn’t realise there is a third one. This became clear for a recent addition to the contest: Omega Red.
Omega Red is a champion who gives you death spores if you come near him. These death spores degrade if you dash backwards. Omega Red has all kind of mechanics that takes advantage of these spores. So as a player, the best way to defeat him is in bursts: charge forward, accumulate death spores, dash back, cooldown the death spores, charge forward, rinse and repeat. A purely offensive gameplay would be very unwise.
Omega Red mechanics seem to… control your gameplay. Thus, I suggest a new tage – #Control: Contact.
Currently, Omega Red is considered to be #Offensive: Damage Over Time. Fair enough, I understand why Kabam chose that tag. But unlike other DoT champions, his DoT effect depends on his death spores and thus on the proximity of the target. On top of that: his Degeneration debuffs primary function is to lock the death spore count, so he can reach maximum potential of his abilities.
Are there more #Control: Contact champions? Yes, I can think of a few.
Hulk (Ragnarok) is a good example. Hulk (Ragnarok)’s mechanics is build around this Crowd Excitement, which goes up with every contact. Like with Omega Red, it is best to have a more defensive gameplay in order to cooldown the excitement. But even better: the Stun ability of his Sp’s ensures contact. As Crowd Excitement increases, so does his damage and his chance to SMASH!
Mephisto is another. His mechanic is focused on his Aura of Incineration mechanic. Yes, you can use the Sp1 to Soul Entrap, but it is better to save souls for healing. As you get a free Soul Entrapment at the beginning, that should be enough for the rest of the fight. No, you rather want to save your power for the Sp2 and Sp3 to inflict proximity damage and increase power gain. With a bit of luck (and an awakened signature ability), you can have one on all times. He doesn’t really have a mechanic to force the opponent near, but still he is a good enough #Control: Contact champion.
Korg is I think the last one. He has the defensive analogue of Hulk (Ragnarok)’s Crowd Excitement mechanic. He also has Rock Shield charges, which can be removed by attacking him. As such, he forces you to attack him, while at the same time avoiding to dash back and triggering Dexterity. His signature ability aggravates this, by giving inflicting damage with every contact while Rock Shield is active.
In sum: the dynamic of these champions – the forcing or repelling contact, controlling the fight – warrants a separate champion tag. The #Control: Contact can replace the current tags, but like Killmonger they could have double tags.
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