Strategist Mystique's extensive training and elusiveness allow her to more effectively counter and escape from her opponents. Every special attack the opponent uses that fail to land a hit on Mystique reduces their ability accuracy by 5% and increases Mystique's chance to evade incoming attacks by 3%.
Abilities
Shapeshifting Every non-consecutive light attack, medium attack, heavy attack, block, and dodge changes Mystique's appearance, confusing the opponent and inflicts them with Disorient, reducing their Block Proficiency by 50% and Defensive Ability Accuracy by 70% for 4 seconds. Max stacks 1.
Mutant Physiology Mystique can change her body to fit almost any situation, and heal from almost any injury. Every 10 seconds, if the opponent has a Disorient or Confusion on them, Mystique either gains a Precision passive guaranteeing every hit to critical for 5 seconds, a Fury passive increasing attack by 200% for 5 seconds, or a Regeneration passive that heals 200% of the last hit that was landed on the opponent. Mystique is also immune to reversed controls and takes 50% less damage from damage-over-time debuffs.
Basic Attacks Mystique uses her pistol for her first and second medium attack. These hits do not make contact and have a 80% chance to inflict Bleed, dealing 1360 damage over 4 seconds.
Heavy Attacks If the opponent has a Disorient debuff active, the debuff is removed and the opponent is Stunned for 2 seconds.
Special Attack 1 Mystique launches into a martial-arts combo, Stunning the opponent for 3 seconds. If a Disorient debuff is active, convert the debuff into a Confusion passive lasting 10 seconds, reducing their Block Proficiency by 60%, their Defensive Ability Accuracy by 80%, and their Crit Resistance by 50%. Opponents suffering from Confusion cannot dodge attacks or move backward.
Special Attack 2 Mystique shoots the opponent, with a 100% chance to inflict Bleed, dealing 4560 damage over 10 seconds. If a Disorient debuff is active, convert the debuff into a Confusion passive lasting 10 seconds, reducing their Block Proficiency by 60%, their Defensive Ability Accuracy by 80%, and their Crit Resistance by 50%. Opponents suffering from Confusion cannot dodge attacks or move backward. Allowing Mystique to jump back and recover from this attack grants her an Evade buff, increasing her chance to evade attacks by 33%.
Special Attack 3 Inflicts a Paralyze debuff for 3 seconds, Stunning the opponent and reducing their Power and Regeneration rate by 100%.
Bad Luck Black Cat produces bad luck for her opponent, and for every second that passes in the fight, their critical resistance is reduced by 18.54. While opponents are near Black Cat, their luck is even worse, having their controls reversed indefinitely after spending 5 seconds near her.
Just to clarify, the reversed controls end after the opponent is far enough away.
Lethal Force Bullseye can throw projectiles with deadly aim and force, incapacitating his enemies. Whenever Bullseye lands a Critical Hit, he gains a Target passive. If he lands another consecutive Critical Hit, he gains another. If not, he loses all Target passives. Once Bullseye reaches 10 Target passives, they combine into a Fury passive, increasing his attack by +32.81 for every Critical Hit landed so far. This Fury passive can be replaced and refreshed.
Abilities
Perfect Aim Bullseye has incredible accuracy, Bullseye's Critical Rating stars at 794.96, and is increased by +63.7 for every Critical Hit landed. Bullseye can land Critical Hits through blocks. Bullseye is also immune to Critical Rating reduction/Fatigue debuffs.
Anticipation Bullseye studies the opponent and premeditates their next move. If the opponent starts two consecutive attacks identically, Bullseye evades the attack and is granted a Precision buff, which boosts critical rating by +403.29 for 8 seconds.
Basic Attacks All of Bullseye's light attacks are projectile-based and do not make contact.
Projectile-Based Attacks Any projectile-based attack has an increased Critical Rating of +158.36. Any Critical Hit that is projectile-based has a 100% chance to Bleed the opponent, dealing 3052 damage over 5 seconds.
Special Attack 1 Bullseye throws cards at his opponents, each one having an 80% chance to Bleed, dealing 2370 damage over 5 seconds. If this lands a Critical Hit, this attack also has a 100% to Stun the opponent for 3 seconds.
Special Attack 2 Bullseye Bleeds his opponent with a 100% chance, dealing 3024 damage over 5 seconds. If this lands a Critical Hit, this attack grants him a Cruelty buff, increasing his Critical Damage Rating by +32.63 for every Critical Hit landed in the fight.
Special Attack 3 Bullseye gains a Precision buff passive, which boosts critical rating by +60.68 for each critical hit landed in the fight.
We still dont have: sandman lizard prof X quicksilver cloak and dagger Iron spider Malekith Spider pig( he will be so fun) proffesor hulk( maybe??) leader Skar
Based upon upcoming Marvel properties, I'd like to see the following Champions enter the Battlerealm:
The New Mutants:
Cannonball
Mirage
Black Widow:
Black Widow (Yelena Belova)
Red Guardian
The Eternals:
Sersi
Llyra
Shang-Chi and the Legend of the Ten Rings:
Shang-Chi
Mandarin
Doctor Strange in the Multiverse of Madness:
Doctor Strange (Multiverse)
Scarlet Witch (Multiverse)
Wong
Thor: Love and Thunder:
Valkyrie
Thor (Goddess) (A more up-to-date version of Thor: Jane Foster)
Black Panther 2:
Shuri
Okoye
The Falcon and the Winter Soldier:
Captain America (Sam Wilson)
Captain America (Bucky Barnes)
Loki:
Loki (Space Stone)
Hawkeye:
Hawkeye (Kate Bishop)
Ms. Marvel:
Kamala Khan [a.k.a. Ms. Marvel (Kamala Khan that Doesn't Suck)]
Im thinking well get american agent and baron zemo from falcone and winter soldier and red guardian from black widow. And to top it off i think well see female loki from loki show. Shes rumored to be in an episode.
My runners up: Apocalypse Cosmic Ghost Rider Adam Warlock Kraven Professor x Silk The Lizard Shuri Jubilee Ironheart Beta Ray Bill Wiccan Shang Chi Onslaught morphius
Please consider to buff Thor Jane Foster for the new film
Jean Grey Protection Orb Jean Grey starts the fight with a Protection Orb, which gives her a Fury Buff granting her 201% more Attack and reduces her Opponents Ability Accuracy by 47% for 35 seconds. Telekinetic Unavoidability Any Attack involving the Objects around her, whether it be a Light or Special Attack, will become Unblockable while in “Telekinetic Focus”. Mind Charges These Charges are activated through Special and Heavy Attacks, and stack up to 14. When applied, Jean’s Attacks become more powerful by 1.9% as well as giving Jean a slight Power Gain for half a second. Mind Control When Jean is below 50% health, she will begin to mind control her Opponent with her Telepathy, and has a 98% chance to cancel any Buff her Opponent gains for 15 seconds. She is also able to Evade and ignore Evade as well. Telekinetic Focus Jean focuses rather on her Telekinetic abilities rather than her Telepathy. This “mode” will give her a 87% chance to activate Fury Debuffs every 14 seconds along with her Protection Orb Fury. This mode lasts until she is below 60%. Also, with every Heavy, there is a Guaranteed Critical along with a Degeneration Debuff, which deals 8.4 damage over 11 seconds. Telepathy Focus Jean is now focused with her Telepathy. This mode will somewhat allow her to take any Buff for a short time of 2 seconds, but she will double the amount of damage or regeneration it was meant to do. Specials Special One: Mastery of Telekinesis Jean Grey uses her telekinesis to Stun her Opponent with the environment. This Special will give her 3 Mind Charges. Special Two: Convincing Harm Jean mixes her Telepathy with her Telekinetic Abilities, mixing several rocks with her Telekinesis and convincing the Opponent to injure themselves with her Telepathy. This Special will give her 6 Mind Charges. Special Three: Judgment of the Mind Jean uses her Telekinesis to make the roof fall upon the Opponent, before destroying the Opponents mind and firing blasts of energy at them. 100% chance of Stun for 13 seconds. This Special will give her 9 Mind Charges. Synergies Mental Manipulation with Emma Frost Jean: Gives her a free Mind Charge along with increasing her Protection Orb by 3 seconds. Emma: Increases her Telepath Form Taunt by 4 seconds. Shared Abilities with Professor X Jean: Increases the Time of “Telepathy Focus” ability. Professor: Mutants under Protection with Wolverine, Cyclops(New Xavier School), Storm, and Gambit. All champions gain 137+ Armor Rating. Awakened Ability Telekinetic Conduit This Awakened Ability will add onto the Damage that Jean’s Mind Charges do by 1.7% each awakening. Note: *These stats were created for a R4 Level 40 3* Jean Grey. These creations can be altered by anyone. Tell me if this is bad or not, keep in mind this is made for a max 3 star.
Franklin Hall is a Canadian physicist involved in an experiment in a private research facility in the Canadian Rockies. A mistake in Hall's calculations causes graviton particles to merge with his own molecules, and Hall later discovers that he can mentally control gravity. Hall at first tries to hide his newfound ability, but becomes tempted by the potential power, and donning a costume adopts the alias "Graviton."
Base Stats & Abilities *All stats based on 4 Star, Rank 5, Level 50, Signature Level 99
.Graviton uses his mastery over gravity to strike his Opponent, this can make it quite challenging to parry him since only his Light 1 makes contact.
Base Abilities: Gravitational Potential, Stun, Armor Break, Concussion, Force Field, Gravitational Fluctuation Sense
Gravitational Potential – Passive
.After filling a bar of Power, Gains a 'Graviton' charge. .When Opponent fills a bar of Power, Gains a 'Antigraviton' charge. .Maximum 3 'Graviton' charges at a time. .Maximum 3 'Antigraviton' charges at a time. .Each 'Graviton' charge grants 587 Attack Rating. .Each 'Antigraviton' charge passively increases Critical Damage by 20% and Critical Rate by 10%.
When Attacked:
.Opponents can Shuts down one 'Graviton' charge for a Heavy Attack. .Opponents can Shuts down one 'Antigraviton' charge for every 5 hits on their Combo Meter.
.When Attacked:
Graviton's control over Gravity grants him a Passive 10% chance to Dodge/Miss an incoming attack.
Special 1: Gravitational Stress
.85% chance to Stun the opponent for 2.5 seconds.
.100% chance to Heal Block the opponent for 10 seconds.
.This attack is Unblockable.
Special 2: Gravitonic Field
.Inflicts Armor Break, reducing the opponent’s Armor Rating by 50% for 40 seconds.
Special 3: Concussive Force
.Graviton inflicts Concussion to his foes with his strike, reducing their Ability Accuracy by 65% for 35 seconds.
.This attack deals 60% increased damage for each full bar of power the opponent has at time of impact.
Gravitational Fluctuation Sense - Passive
.Every time Opponents become Unstoppable, Invisible, Evades or Phases Graviton gains a permanent 'Fluctuation Buff' as long as he doesn’t already have one active. This Buff is lost if Graviton is Struck.
Developer Note: 'Fluctuation Buff' is only unique to "Graviton" , which renders him to stop Evasion, Phasing, Unstoppable and Invisibility.
Signature Ability: Time and Training - With time and training, his powers further advanced, even to the extent of attuning himself to the incredibly stronger gravitational field of the Sun.
.Force Field – Passive
.At the start of the fight, Enemies suffer 35% reduced Ability Accuracy.
.When Attacked: Graviton bends a densefield around his body to create a personal force field, preventing him from losing more than 15% Health from a single source.
.Grants Incinerate, Nova Flame, Plasma and Bleed Immunity.
.Heavy Attacks: Graviton gains +20% Power from it.
Deflector Shocker's suit allows him to absorb blows and redirects them to his opponents. While Deflector is active, Shocker stores all damage caused by physical attacks. At the end of the timer, all the damage stored is dealt to Shocker. If before the timer ends Shocker makes contact with the opponent, all the damage stored is dealt to the opponent. At the start of the fight, Deflector is active for 5 seconds. After Shocker activates a special attack, Deflector is active for 4 seconds.
Abilities
Vibration Attacking an opponent consumes all Vibration charges, dealing 304.3 damage for each charge. Max 100 charges.
10 or more charges: Shocker Power Drains 20% max power from the opponent
20 or more charges: Shocker inflicts Concussion, reducing opponent Ability Accuracy by 60%
30 or more charges: Shocker inflicts Stun for 3.2 seconds
40 or more charges: Shocker's next successful hit gains +1403 attack rating
50 or more charges: Shocker's next successful hit Power Drains 1% max power for each Vibration charge active and deals 104.6 damage for each % of power drained
70 or more charges: Shocker's suit starts to fail, Draining one bar of power over 10 seconds.
90 or more charges: Shocker's next successful hit gains +70.5 attack rating for each Vibration charge active
When Attacked For every 248.6 damage received, Shocker gains 1 Vibration charge.
Basic Attacks Shocker's first and second medium does not make contact, deal energy damage, and Shocker gains 4 Vibration charges for each medium attack.
When Charging Heavy Attack Gain 1 Vibration Charge every .25 seconds.
Passive Shocker's Stuns last 100% longer and their durations cannot be decreased
Special Attack 1 100% chance to Stun the opponent for 3.2 seconds
Special Attack 2 Inflicts a Clapback debuff, dealing 100% of the first hit in this Special Attack's damage as energy damage over 10 seconds.
Special Attack 3 Inflicts Paralyze, Stunning the opponent for 4.7 seconds and reducing their Power Gain rate by 60%.
Also OG Hawkeye with sonic arrow(ability reduction), paste arrow (no evade plus a bonus strike set) bolo arrow with explosives. It would be sweet graphics to use rotating quiver from the movie
Limitless Power The Mandarin's rings and his intense physical training render him immune to Power Drain/Power Burn/Power Steal effects. Mandarin gains 4% max power each second while charging a Heavy Attack
Abilities
Ten Rings Each one of Mandarin's rings holds immense power. Left Hand
Zero: Inflicts Frostbite, dealing 408 damage per second
Liar: Reverses the opponent's control
Lightning: Inflicts Shock, dealing 408 damage per second
Incandescence: Inflicts Incinerate, dealing 408 damage per second
Daimonic: Life Steals 20% of last attack with each hit
To change rings, dash back and hold block for 2 seconds
Right Hand
Nightbringer: Inflicts Concussion, reducing Ability Accuracy by 40%
Spectral: Inflicts Degeneration, dealing 408 damage per second
Spin: Steals 10% of the opponent's power with each hit
Influence: Deals 100% of the last attack as energy damage
Remaker: Inflicts Slow, preventing Evade or Unstoppable, and Nullifies 1 buff for each hit
To change rings, end your combo with a medium attack.
Basic Attacks 40% chance to Armor Break, reducing the opponent's armor by 539.4 and removing one Armor Up buff.
Heavy Attacks Inflicts the effect of the rings that are active for 3 seconds.
Critical Hits Inflicts the effect of the rings that are active for 2 seconds.
Special Attack 1 Inflicts the effect of the rings that are active for 5 seconds.
Special Attack 2 Inflicts the effect of the rings that are active for 10 seconds.
Special Attack 3 All the rings' effects are active for 8 seconds.
Puppet Master When the opponent has 20 or more Pheromones, they cannot Evade attacks, activate buffs/debuffs.
Abilities
Pheromones While near the opponent, the Purple Man inflicts 1 Pheromone every .25 seconds. Once the opponent is out of range, they lose 1 Pheromone every .5 seconds. Each Pheromone decreases the opponent’s Ability Accuracy by 1%. Max stacks 40.
When Finishing an Attack with a Medium Attack All Pheromones active at the time cannot be removed until a heavy attack lands.
Heavy Attacks Removes all Pheromones and replaces them with a Controlled passive lasting for 20 seconds.
At 10 or more Pheromones: Reduces opponent's Ability Accuracy by 10% plus 1% for each Pheromone removed
At 20 or more Pheromones: Inflicts Weakness, reducing the opponent’s attack by 32.5 per Pheromone removed
At 30 or more Pheromones: Opponent switches from inverted controls to regular controls every 4 seconds
At 40 Pheromones: Opponent is Stunned for 6.3 seconds. If they are knocked out, they are now Controlled
Controlled-Cross Fight Ability If an opponent is Controlled, they fight for the Purple Man for the next fight. Rarity and Signature Level remain the same as Purple Man’s while Attack and Health are scaled off of Purple Man’s Attack and Health. If this champion is knocked out, Purple Man returns to the fight.
Special Attack 1 The Purple Man gains a Fury equal to 47.3 times the number of Pheromones active.
Special Attack 2 If the Purple Man is near the opponent, his Pheromones apply 2 times faster for 10 seconds.
Special Attack 3 If the opponent has 30 or more Pheromones active, they are now Controlled if this Special Attack knocks them out.
There have been so many characters but one character who is on my mind for a long who was never developed in comics and killed quickly.This character has a potential to pass the level of Franklin richards and doctor strange:
WICCAN: Those who do not know him he is a son of scarlet witch and vision.He possess the powers of reality warping.Long story short he is a mixture of all mystic characters including rune king thor,scarlet witch, doctor strange etc. Abilities: Rather than reality warping his abilities expand to tearing down force-fields, mass teleportation, concussive blasts, enchantments, astral projection, and telekinetic force beams.
If you introduce this character in game his ability of tearing down force fields is every effective making him unblockable against champions like modok ,aegon etc ,all those champions who use forcefield to block.Concussive blasts can be use to apply incinerate on his opponent.
He is also defensive as well WICCAN is an only magical character who can cast spell wihout enchanting.He has consistently been able to create force fields ,these invatrable force feilds can be use to autoblock the opponent.Being mystic character mystic dispersion will be best way to gain power for this character.Being telepath he is immune to reverse control effects plus he also have an ability like mordo astral evade.
Since he can effect the cosmos you can give him some fury and cruelty buffs for insane amount of damage.
Franklin Hall is a Canadian physicist involved in an experiment in a private research facility in the Canadian Rockies. A mistake in Hall's calculations causes graviton particles to merge with his own molecules, and Hall later discovers that he can mentally control gravity. Hall at first tries to hide his newfound ability, but becomes tempted by the potential power, and donning a costume adopts the alias "Graviton."
Base Stats & Abilities *All stats based on 4 Star, Rank 5, Level 50, Signature Level 99
.Graviton uses his mastery over gravity to strike his Opponent, this can make it quite challenging to parry him since only his Light 1 makes contact.
Base Abilities: Gravitational Potential, Stun, Armor Break, Concussion, Force Field, Gravitational Fluctuation Sense
Gravitational Potential – Passive
.After filling a bar of Power, Gains a 'Graviton' charge. .When Opponent fills a bar of Power, Gains a 'Antigraviton' charge. .Maximum 3 'Graviton' charges at a time. .Maximum 3 'Antigraviton' charges at a time. .Each 'Graviton' charge grants 587 Attack Rating. .Each 'Antigraviton' charge passively increases Critical Damage by 20% and Critical Rate by 10%.
When Attacked:
.Opponents can Shuts down one 'Graviton' charge for a Heavy Attack. .Opponents can Shuts down one 'Antigraviton' charge for every 5 hits on their Combo Meter.
.When Attacked:
Graviton's control over Gravity grants him a Passive 10% chance to Dodge/Miss an incoming attack.
Special 1: Gravitational Stress
.85% chance to Stun the opponent for 2.5 seconds.
.100% chance to Heal Block the opponent for 10 seconds.
.This attack is Unblockable.
Special 2: Gravitonic Field
.Inflicts Armor Break, reducing the opponent’s Armor Rating by 50% for 40 seconds.
Special 3: Concussive Force
.Graviton inflicts Concussion to his foes with his strike, reducing their Ability Accuracy by 65% for 35 seconds.
.This attack deals 60% increased damage for each full bar of power the opponent has at time of impact.
Gravitational Fluctuation Sense - Passive
.Every time Opponents become Unstoppable, Invisible, Evades or Phases Graviton gains a permanent 'Fluctuation Buff' as long as he doesn’t already have one active. This Buff is lost if Graviton is Struck.
Developer Note: 'Fluctuation Buff' is only unique to "Graviton" , which renders him to stop Evasion, Phasing, Unstoppable and Invisibility.
Signature Ability: Time and Training - With time and training, his powers further advanced, even to the extent of attuning himself to the incredibly stronger gravitational field of the Sun.
.Force Field – Passive
.At the start of the fight, Enemies suffer 35% reduced Ability Accuracy.
.When Attacked: Graviton bends a densefield around his body to create a personal force field, preventing him from losing more than 15% Health from a single source.
.Grants Incinerate, Nova Flame, Plasma and Bleed Immunity.
.Heavy Attacks: Graviton gains +20% Power from it.
Muramasa is an excellent skillful smith of a violent and somewhat insane mind. Muramasa forged the legendary BLACK BLADE imbuing the metal with a piece of his soul. It was the ultimate product of his brilliance, though it was rumored to have also became infected with his madness as well. He is served by armored samurai-like warriors.
Base Stats & Abilities
*All stats based on 4 Star, Rank 5, Level 50, Signature Level 99
. Health: 13927 . Attack: 1248 . Max PI: . Without Signature: 4812 . With Signature (99): 5210
Character Class: Skill
Passive:
.For every 5% of maximum health that Muramasa removes from her opponent during combat, he feeds his Black Blade and imprisons 1 Soul, (Max upto 5).
.Souls expire every 14 seconds.
Black Blade Hits:
.Heavy Attacks has 90% chance to steal 10% Power for every Souls Muramasa possesses.
.Critical Hits has 80% chance to poke holes in fleshy targets, making them Bleed for 352.94 Damage over 3.5 seconds.
.All attacks has 70% chance to Heal Block your opponent for 5.3 seconds.
.Light Attacks has 60% chance to Armor Break your opponent and applying 253.49 Armor Rating reduction for 6.7 seconds.
.Medium Attacks has 50% chance to Degenerate your opponent for 678.5 Direct Damage over 7.6 seconds.
.+583 Block Penetration.
.The power of Black Blade allow it to trigger Critical Hits and Abilities through an enemy Block.
MuramasaArmor:
.+583 Armor.
.Impenetrable armor provides full immunity to Armor Break and Bleeding.
.If this Buff is removed for any reason, it will refresh itself after 10 seconds.
.40% chance that a Block reduces all damage.
Special 1 : ''Cut 'n Slice''
.This Attack has 80% chance to Armor Break your opponent and applying 4888.90 Armor Rating reduction for 7 seconds.
.This Attack is Unblockable.
Special 2 : ''Kill 'em all''
.Muramasa gains 4 permanent Counterpunch Charges that last for 14 seconds. A charge is spent to shrug off the impact of enemy attacks for 1 second when Muramasa is blocking, allowing him to immediately counter-attack.
.This Attack has 90% chance to Bleed your opponent for 918.60 Direct Damage over 8 seconds.
Special 3 : ''Mighty Blade''
.This Attack has 100% chance to Degenerate your opponent for 2500 Direct Damage over 10 seconds.
Signature Ability: Sword's influence
After wielding the sword for a period of time, the wielder would slowly be overcome by the sword's influence.
.When Muramasa is below 50% health Black Blade's corrupt influence takes over Muramasa and grants him Powergain and Fury passives for rest of the fight.
.Muramasa gains 35% additional Power from Striking his Opponent.
.Muramasa gains Fury which increases Attack Rating by 250.
Synergy Bonuses
Old friends with Old Man Logan (Unique)
Muramasa: Muramasa gains Cruelty buff which increases Critical Damage by 60%.
Old man Logan: Critical Hits lacerate opponents with a 80% chance, inflicting Bleed damage for 70% of your Attack over 6 seconds.
The Pupil with Wolverine (Unique)
Muramasa: Muramasa’s Ability Accuracy cannot be decreased by his opponent’s abilities.
Wolverine: 50% chance to inflict Internal Bleed for 70% of your Attack, per Bleed active on target, lasting for 10 seconds.
Yin Yang Mister Negative can dash back and hold block for 3 seconds to switch to his alternate persona, Martin Li. While in this persona, Mister Negative has a 10% chance on each hit to Regenerate 3% of his max health. Also, while in this persona, Mister Negative reduces the duration of damaging debuffs by 50% and has a 30% on each basic attack to purify 1 debuff and has normal controls.
Abilities
Passive Due to being the reverse of Martin Li, Mister Negative suffers indefinitely from reversed controls. Any debuffs applied to Mister Negative will be replaced with the respective buff.
Corruption When Corrupted, opponents suffer from reversed controls and any buffs on them will be replaced with their respective debuff. After landing 20 uninterrupted hits on a villain opponent, they become Corrupted indefinitely. If the villain lands 30 uninterrupted hits on Mister Negative, the Corruption is removed. After landing 20 uninterrupted hits on a hero opponent, they become Corrupted indefinitely. If the hero lands 40 uninterrupted hits on Mister Negative, the Corruption is removed. If the opponent has been Corrupted before, Mister Negative is unable to Corrupt them again.
Basic Attacks Each attack deals an extra burst of 30% of the damage dealt as energy damage. If the opponent is Corrupted, they have a 40% to be inflicted with a Darkforce Shock Debuff, dealing 1392 damage and reducing defensive power gain rate by 30% over 4 seconds.
While Charging Heavy Attack Gain a Fury Passive increasing attack by +567.2 every .2 seconds. The next attack that makes contact with the opponent removes all Fury Passives gained this way.
Special Attack 1 Each hit has a 70% chance to Darkforce Shock the opponent, dealing 4056 damage and reducing defensive power gain rate by 50% over 10 seconds.
Special Attack 2 Reverses all buffs. If the opponent is corrupted, this attack gains +482.7 attack for each debuff on the opponent.
Special Attack 3 Darkforce is activated for 15 seconds. While Darkforce is active, Mister Negative Power Steals 10% of the opponent's power with each hit and he is stun immune.
If the opponent is Corrupted, Mister Negative also activates Lightforce for 15 seconds. While Lightforce is active, Mister Negative Regenerates 67.4 health for every debuff active on the opponent each hit.
It’s a shame barely anyone takes time to see what is suggested here ._. There are some pretty interesting suggestions to discuss. We should be allowed to post these in separate threads ._.
Pestilence (Caliban)! (Based upon a Rank 5/50 4-Star Champion; Sig Level 99)
Rationale:Caliban is one of the more interesting mutants in the X-Men universe. Although he's not anywhere near a s powerful as mutants such as Magneto or Phoenix, he's been both a force for good and for evil at various points in his life, working for X-Factor, X-Force, the X-Men, the Morlocks, and even Apocalypse. As Pestilence, one of Apocalypse's Horsemen, Caliban's fear-inducing abilities reached new heights!
BASE STATISTICS: Hit Points: 14760 Attack: 1225 Crit Rate: 381 Crit Damage: 500 Armor: 326 Block Proficiency: 4250
Signature Ability - Psychoactive Virus: Caliban's fear-inducing powers are enhanced to the point where it becomes a mental plague, inducing delirium and weakness in his foes!
Caliban's basic attacks have a 50% chance to place a Weakness debuff upon his opponent, reducing their Attack rating by 6% for 11.0 seconds. (Max Stacks: 10)
When Caliban's opponent has 10 or more Delirium counters, Caliban manifests a menacing shadow. While he has this shadow, Caliban's opponents have a 40% chance to activate a Special Attack.
When an opponent activates a Special Attack, they gain a permanent Passive Petrify debuff, reducing the Potency of their Power Gain and Regeneration effects by 10% for the remainder of the fight.
ABILITIES: X-Factor Detection (Passive): Caliban's ability to find other mutants is unparalleled. All hidden Mutant opponents on the map are revealed. Fear Factor (Passive): While near the opponent, Caliban inflicts 1 Delirium Counter every 0.5 second(s). Once the opponent is out of range, they lose 1 Delirium Counter every 0.25 second(s). Delirium Counters are not affected by Ability Accuracy reduction.
Caliban gains +3% Attack Rating per Delirium Counter.
Basic Attacks against Caliban have a 2% chance to Miss per Delirium Counter.
When Caliban's opponents have 5 or more Delirium Counters, Caliban gains a permanent Passive Cruelty buff, increasing his Critical Damage rating by 45 per Delirium Counter.
Caliban's opponents have their Offensive Ability Accuracy reduced by 4% per Delirium Counter.
Heavy Attacks: 50% chance to inflict up to 2 Delirium Counters. Well-Timed Blocks: Caliban's blocks feed of his opponent's fears. A well-timed block has a 50% chance to consume one of his opponent's Delirium Counters, giving Caliban a burst of Power equal to 7% of his Max Power.
SPECIAL ATTACKS: Special 1 - Savagery – Caliban lets out a terrifying roar, then rushes his opponent, pummeling them with his fists!
95% chance to inflict a Stun debuff lasting 0.25 seconds per Delirium Counter. Champions that are immune to Stun instead have their Block Proficiency reduced by 2000, lasting 0.25 seconds per Delirium Counter.
Special 2 - Shadow Force – Caliban's shadow lashes out, inflicting a rapid series of powerful blows!
All hits in this attack inflict Energy Damage.
Caliban's opponent gains 1 Delirium Counter per hit.
Opponent's Defensive Ability Accuracy is reduced by 100% for the duration of this attack.
Special 3 - All-Consuming Fear – From out of the shadows, Caliban unleashes his opponent's worst fears against them, feeding on them!
This attack consumes all Delirium Counters on the opponent. For each Delirium Counter consumed, Caliban gains a permanent Passive Fury buff, increasing his Attack Rating by +30.62 for the remainder of the fight.
SYNERGIES: Mutant Massacre
With Gambit or Sabretooth
Caliban begins each fight with a Fury buff, granting him an additional +12% Attack Rating.
Solo Synergy: Only affects Caliban and does not stack.
Horsemen of Apocalypse
With Hulk or Mister Sinister
Hulk: Hulk passively regenerates 0.2% of his maximum Health per tick while he has 2 or more Fury buffs.
Mister Sinister: Mister Sinister is Immune to Heal Block debuffs as long as he is under the effects of a damage-over-time debuff.
Pestilence (Caliban): +25% Power Rate against opponents with 10 or more Delirium Charges.
Unique Synergy: Does not stack with duplicate synergies.
Horsemen of Death
With Archangel, Gambit, Psylocke, Sentry, or Wolverine
Archangel: The potency and duration of Archangel's Neurotoxin debuffs is increased by 10%.
Gambit: Gambit starts the fight with 5 Kinetic Charges.
Pestilence (Caliban): Heavy attacks have a 25% chance to inflict a Poison debuff, dealing 110% of Caliban's Base Attack Rating over 8.0 seconds. (Max Stacks: 1)
Psylocke: Psylocke begins the fight with 1 Psi-Charge.
Sentry: Sentry gains Reality Warps after every 35 hits instead of 40.
Wolverine: +500 Physical Resistance at the start of the fight.
Unique Synergy: Does not stack with duplicate synergies.
Comments
Mystique
Class: MutantAwakened Ablity
StrategistMystique's extensive training and elusiveness allow her to more effectively counter and escape from her opponents. Every special attack the opponent uses that fail to land a hit on Mystique reduces their ability accuracy by 5% and increases Mystique's chance to evade incoming attacks by 3%.
Abilities
ShapeshiftingEvery non-consecutive light attack, medium attack, heavy attack, block, and dodge changes Mystique's appearance, confusing the opponent and inflicts them with Disorient, reducing their Block Proficiency by 50% and Defensive Ability Accuracy by 70% for 4 seconds. Max stacks 1.
Mutant Physiology
Mystique can change her body to fit almost any situation, and heal from almost any injury. Every 10 seconds, if the opponent has a Disorient or Confusion on them, Mystique either gains a Precision passive guaranteeing every hit to critical for 5 seconds, a Fury passive increasing attack by 200% for 5 seconds, or a Regeneration passive that heals 200% of the last hit that was landed on the opponent. Mystique is also immune to reversed controls and takes 50% less damage from damage-over-time debuffs.
Basic Attacks
Mystique uses her pistol for her first and second medium attack. These hits do not make contact and have a 80% chance to inflict Bleed, dealing 1360 damage over 4 seconds.
Heavy Attacks
If the opponent has a Disorient debuff active, the debuff is removed and the opponent is Stunned for 2 seconds.
Special Attack 1
Mystique launches into a martial-arts combo, Stunning the opponent for 3 seconds. If a Disorient debuff is active, convert the debuff into a Confusion passive lasting 10 seconds, reducing their Block Proficiency by 60%, their Defensive Ability Accuracy by 80%, and their Crit Resistance by 50%. Opponents suffering from Confusion cannot dodge attacks or move backward.
Special Attack 2
Mystique shoots the opponent, with a 100% chance to inflict Bleed, dealing 4560 damage over 10 seconds. If a Disorient debuff is active, convert the debuff into a Confusion passive lasting 10 seconds, reducing their Block Proficiency by 60%, their Defensive Ability Accuracy by 80%, and their Crit Resistance by 50%. Opponents suffering from Confusion cannot dodge attacks or move backward. Allowing Mystique to jump back and recover from this attack grants her an Evade buff, increasing her chance to evade attacks by 33%.
Special Attack 3
Inflicts a Paralyze debuff for 3 seconds, Stunning the opponent and reducing their Power and Regeneration rate by 100%.
Bullseye
Class: SkillAwakened Ability
Lethal ForceBullseye can throw projectiles with deadly aim and force, incapacitating his enemies. Whenever Bullseye lands a Critical Hit, he gains a Target passive. If he lands another consecutive Critical Hit, he gains another. If not, he loses all Target passives. Once Bullseye reaches 10 Target passives, they combine into a Fury passive, increasing his attack by +32.81 for every Critical Hit landed so far. This Fury passive can be replaced and refreshed.
Abilities
Perfect AimBullseye has incredible accuracy, Bullseye's Critical Rating stars at 794.96, and is increased by +63.7 for every Critical Hit landed. Bullseye can land Critical Hits through blocks. Bullseye is also immune to Critical Rating reduction/Fatigue debuffs.
Anticipation
Bullseye studies the opponent and premeditates their next move. If the opponent starts two consecutive attacks identically, Bullseye evades the attack and is granted a Precision buff, which boosts critical rating by +403.29 for 8 seconds.
Basic Attacks
All of Bullseye's light attacks are projectile-based and do not make contact.
Projectile-Based Attacks
Any projectile-based attack has an increased Critical Rating of +158.36. Any Critical Hit that is projectile-based has a 100% chance to Bleed the opponent, dealing 3052 damage over 5 seconds.
Special Attack 1
Bullseye throws cards at his opponents, each one having an 80% chance to Bleed, dealing 2370 damage over 5 seconds. If this lands a Critical Hit, this attack also has a 100% to Stun the opponent for 3 seconds.
Special Attack 2
Bullseye Bleeds his opponent with a 100% chance, dealing 3024 damage over 5 seconds. If this lands a Critical Hit, this attack grants him a Cruelty buff, increasing his Critical Damage Rating by +32.63 for every Critical Hit landed in the fight.
Special Attack 3
Bullseye gains a Precision buff passive, which boosts critical rating by +60.68 for each critical hit landed in the fight.
sandman
lizard
prof X
quicksilver
cloak and dagger
Iron spider
Malekith
Spider pig( he will be so fun)
proffesor hulk( maybe??)
leader
Skar
The New Mutants:
- Cannonball
- Mirage
Black Widow:- Black Widow (Yelena Belova)
- Red Guardian
The Eternals:Shang-Chi and the Legend of the Ten Rings:
- Shang-Chi
- Mandarin
Doctor Strange in the Multiverse of Madness:- Doctor Strange (Multiverse)
- Scarlet Witch (Multiverse)
- Wong
Thor: Love and Thunder:- Valkyrie
- Thor (Goddess) (A more up-to-date version of Thor: Jane Foster)
Black Panther 2:The Falcon and the Winter Soldier:
- Captain America (Sam Wilson)
- Captain America (Bucky Barnes)
Loki:- Loki (Space Stone)
Hawkeye:- Hawkeye (Kate Bishop)
Ms. Marvel:2. Thane
3. New Goblin (Harry Osborn)
4. Spider woman
5. Silk
6. Spider girl
7. Captain universe
8. Atuma
9. Wong
10. Punisher(herald of Galactus)
11. Molten man
12. Vindigo xD
13. Anti-venom
The end.....hope they all get added in 2020😊
Mystique
Endgame thor!
Sandman
My runners up:
Apocalypse
Cosmic Ghost Rider
Adam Warlock
Kraven
Professor x
Silk
The Lizard
Shuri
Jubilee
Ironheart
Beta Ray Bill
Wiccan
Shang Chi
Onslaught
morphius
Please consider to buff Thor Jane Foster for the new film
Protection Orb
Jean Grey starts the fight with a Protection Orb, which gives her a Fury Buff granting her 201% more Attack and reduces her Opponents Ability Accuracy by 47% for 35 seconds.
Telekinetic Unavoidability
Any Attack involving the Objects around her, whether it be a Light or Special Attack, will become Unblockable while in “Telekinetic Focus”.
Mind Charges
These Charges are activated through Special and Heavy Attacks, and stack up to 14. When applied, Jean’s Attacks become more powerful by 1.9% as well as giving Jean a slight Power Gain for half a second.
Mind Control
When Jean is below 50% health, she will begin to mind control her Opponent with her Telepathy, and has a 98% chance to cancel any Buff her Opponent gains for 15 seconds. She is also able to Evade and ignore Evade as well.
Telekinetic Focus
Jean focuses rather on her Telekinetic abilities rather than her Telepathy. This “mode” will give her a 87% chance to activate Fury Debuffs every 14 seconds along with her Protection Orb Fury. This mode lasts until she is below 60%. Also, with every Heavy, there is a Guaranteed Critical along with a Degeneration Debuff, which deals 8.4 damage over 11 seconds.
Telepathy Focus
Jean is now focused with her Telepathy. This mode will somewhat allow her to take any Buff for a short time of 2 seconds, but she will double the amount of damage or regeneration it was meant to do.
Specials
Special One: Mastery of Telekinesis
Jean Grey uses her telekinesis to Stun her Opponent with the environment.
This Special will give her 3 Mind Charges.
Special Two: Convincing Harm
Jean mixes her Telepathy with her Telekinetic Abilities, mixing several rocks with her Telekinesis and convincing the Opponent to injure themselves with her Telepathy.
This Special will give her 6 Mind Charges.
Special Three: Judgment of the Mind
Jean uses her Telekinesis to make the roof fall upon the Opponent, before destroying the Opponents mind and firing blasts of energy at them.
100% chance of Stun for 13 seconds.
This Special will give her 9 Mind Charges.
Synergies
Mental Manipulation with Emma Frost
Jean: Gives her a free Mind Charge along with increasing her Protection Orb by 3 seconds.
Emma: Increases her Telepath Form Taunt by 4 seconds.
Shared Abilities with Professor X
Jean: Increases the Time of “Telepathy Focus” ability.
Professor:
Mutants under Protection with Wolverine, Cyclops(New Xavier School), Storm, and Gambit.
All champions gain 137+ Armor Rating.
Awakened Ability
Telekinetic Conduit
This Awakened Ability will add onto the Damage that Jean’s Mind Charges do by 1.7% each awakening.
Note: *These stats were created for a R4 Level 40 3* Jean Grey. These creations can be altered by anyone.
Tell me if this is bad or not, keep in mind this is made for a max 3 star.
Damn didn't knew there was a black sliver surfer.
But we need professor X from "house of X-Men" that is a cool designed and written character.
Graviton enters The Contest MM/DDth at TT AM PDT!
About Graviton:
Franklin Hall is a Canadian physicist involved in an experiment in a private research facility in the Canadian Rockies. A mistake in Hall's calculations causes graviton particles to merge with his own molecules, and Hall later discovers that he can mentally control gravity. Hall at first tries to hide his newfound ability, but becomes tempted by the potential power, and donning a costume adopts the alias "Graviton."
Base Stats & Abilities
*All stats based on 4 Star, Rank 5, Level 50, Signature Level 99
.Health: 17630
.Attack: 1308
.Max PI
.Without Signature: 3900
.With Signature (99): 4790
Character Class: Science
Graviton's Mechanics:
.Graviton uses his mastery over gravity to strike his Opponent, this can make it quite challenging to parry him since only his Light 1 makes contact.
Base Abilities: Gravitational Potential, Stun, Armor Break, Concussion, Force Field, Gravitational Fluctuation Sense
Gravitational Potential – Passive
.After filling a bar of Power, Gains a 'Graviton' charge.
.When Opponent fills a bar of Power, Gains a 'Antigraviton' charge.
.Maximum 3 'Graviton' charges at a time.
.Maximum 3 'Antigraviton' charges at a time.
.Each 'Graviton' charge grants 587 Attack Rating.
.Each 'Antigraviton' charge passively increases Critical Damage by 20% and Critical Rate by 10%.
When Attacked:
.Opponents can Shuts down one 'Graviton' charge for a Heavy Attack.
.Opponents can Shuts down one 'Antigraviton' charge for every 5 hits on their Combo Meter.
.When Attacked:
Graviton's control over Gravity grants him a Passive 10% chance to Dodge/Miss an incoming attack.
Special 1: Gravitational Stress
.85% chance to Stun the opponent for 2.5 seconds.
.100% chance to Heal Block the opponent for 10 seconds.
.This attack is Unblockable.
Special 2: Gravitonic Field
.Inflicts Armor Break, reducing the opponent’s Armor Rating by 50% for 40 seconds.
Special 3: Concussive Force
.Graviton inflicts Concussion to his foes with his strike, reducing their Ability Accuracy by 65% for 35 seconds.
.This attack deals 60% increased damage for each full bar of power the opponent has at time of impact.
Gravitational Fluctuation Sense - Passive
.Every time Opponents become Unstoppable, Invisible, Evades or Phases Graviton gains a permanent 'Fluctuation Buff' as long as he doesn’t already have one active. This Buff is lost if Graviton is Struck.
Developer Note: 'Fluctuation Buff' is only unique to "Graviton" , which renders him to stop Evasion, Phasing, Unstoppable and Invisibility.
Signature Ability: Time and Training - With time and training, his powers further advanced, even to the extent of attuning himself to the incredibly stronger gravitational field of the Sun.
.Force Field – Passive
.At the start of the fight, Enemies suffer 35% reduced Ability Accuracy.
.When Attacked: Graviton bends a densefield around his body to create a personal force field, preventing him from losing more than 15% Health from a single source.
.Grants Incinerate, Nova Flame, Plasma and Bleed Immunity.
.Heavy Attacks: Graviton gains +20% Power from it.
Shocker
Class: TechAwakened Ability
DeflectorShocker's suit allows him to absorb blows and redirects them to his opponents. While Deflector is active, Shocker stores all damage caused by physical attacks. At the end of the timer, all the damage stored is dealt to Shocker. If before the timer ends Shocker makes contact with the opponent, all the damage stored is dealt to the opponent.
At the start of the fight, Deflector is active for 5 seconds. After Shocker activates a special attack, Deflector is active for 4 seconds.
Abilities
VibrationAttacking an opponent consumes all Vibration charges, dealing 304.3 damage for each charge. Max 100 charges.
- 10 or more charges: Shocker Power Drains 20% max power from the opponent
- 20 or more charges: Shocker inflicts Concussion, reducing opponent Ability Accuracy by 60%
- 30 or more charges: Shocker inflicts Stun for 3.2 seconds
- 40 or more charges: Shocker's next successful hit gains +1403 attack rating
- 50 or more charges: Shocker's next successful hit Power Drains 1% max power for each Vibration charge active and deals 104.6 damage for each % of power drained
- 70 or more charges: Shocker's suit starts to fail, Draining one bar of power over 10 seconds.
- 90 or more charges: Shocker's next successful hit gains +70.5 attack rating for each Vibration charge active
When AttackedFor every 248.6 damage received, Shocker gains 1 Vibration charge.
Basic Attacks
Shocker's first and second medium does not make contact, deal energy damage, and Shocker gains 4 Vibration charges for each medium attack.
When Charging Heavy Attack
Gain 1 Vibration Charge every .25 seconds.
Passive
Shocker's Stuns last 100% longer and their durations cannot be decreased
Special Attack 1
100% chance to Stun the opponent for 3.2 seconds
Special Attack 2
Inflicts a Clapback debuff, dealing 100% of the first hit in this Special Attack's damage as energy damage over 10 seconds.
Special Attack 3
Inflicts Paralyze, Stunning the opponent for 4.7 seconds and reducing their Power Gain rate by 60%.
Would love quicksilver
Also OG Hawkeye with sonic arrow(ability reduction), paste arrow (no evade plus a bonus strike set) bolo arrow with explosives. It would be sweet graphics to use rotating quiver from the movie
The Mandarin
Class: MysticAwakened Ability
Limitless PowerThe Mandarin's rings and his intense physical training render him immune to Power Drain/Power Burn/Power Steal effects.
Mandarin gains 4% max power each second while charging a Heavy Attack
Abilities
Ten RingsEach one of Mandarin's rings holds immense power.
Left Hand
- Zero: Inflicts Frostbite, dealing 408 damage per second
- Liar: Reverses the opponent's control
- Lightning: Inflicts Shock, dealing 408 damage per second
- Incandescence: Inflicts Incinerate, dealing 408 damage per second
- Daimonic: Life Steals 20% of last attack with each hit
To change rings, dash back and hold block for 2 secondsRight Hand
- Nightbringer: Inflicts Concussion, reducing Ability Accuracy by 40%
- Spectral: Inflicts Degeneration, dealing 408 damage per second
- Spin: Steals 10% of the opponent's power with each hit
- Influence: Deals 100% of the last attack as energy damage
- Remaker: Inflicts Slow, preventing Evade or Unstoppable, and Nullifies 1 buff for each hit
To change rings, end your combo with a medium attack.Basic Attacks
40% chance to Armor Break, reducing the opponent's armor by 539.4 and removing one Armor Up buff.
Heavy Attacks
Inflicts the effect of the rings that are active for 3 seconds.
Critical Hits
Inflicts the effect of the rings that are active for 2 seconds.
Special Attack 1
Inflicts the effect of the rings that are active for 5 seconds.
Special Attack 2
Inflicts the effect of the rings that are active for 10 seconds.
Special Attack 3
All the rings' effects are active for 8 seconds.
The Purple Man
Class: MutantAwakened Ability
Puppet MasterWhen the opponent has 20 or more Pheromones, they cannot Evade attacks, activate buffs/debuffs.
Abilities
PheromonesWhile near the opponent, the Purple Man inflicts 1 Pheromone every .25 seconds. Once the opponent is out of range, they lose 1 Pheromone every .5 seconds. Each Pheromone decreases the opponent’s Ability Accuracy by 1%. Max stacks 40.
When Finishing an Attack with a Medium Attack
All Pheromones active at the time cannot be removed until a heavy attack lands.
Heavy Attacks
Removes all Pheromones and replaces them with a Controlled passive lasting for 20 seconds.
- At 10 or more Pheromones: Reduces opponent's Ability Accuracy by 10% plus 1% for each Pheromone removed
- At 20 or more Pheromones: Inflicts Weakness, reducing the opponent’s attack by 32.5 per Pheromone removed
- At 30 or more Pheromones: Opponent switches from inverted controls to regular controls every 4 seconds
- At 40 Pheromones: Opponent is Stunned for 6.3 seconds. If they are knocked out, they are now Controlled
Controlled-Cross Fight AbilityIf an opponent is Controlled, they fight for the Purple Man for the next fight. Rarity and Signature Level remain the same as Purple Man’s while Attack and Health are scaled off of Purple Man’s Attack and Health. If this champion is knocked out, Purple Man returns to the fight.
Special Attack 1
The Purple Man gains a Fury equal to 47.3 times the number of Pheromones active.
Special Attack 2
If the Purple Man is near the opponent, his Pheromones apply 2 times faster for 10 seconds.
Special Attack 3
If the opponent has 30 or more Pheromones active, they are now Controlled if this Special Attack knocks them out.
WICCAN:
Those who do not know him he is a son of scarlet witch and vision.He possess the powers of reality warping.Long story short he is a mixture of all mystic characters including rune king thor,scarlet witch, doctor strange etc.
Abilities:
Rather than reality warping his abilities expand to tearing down force-fields, mass teleportation, concussive blasts, enchantments, astral projection, and telekinetic force beams.
If you introduce this character in game his ability of tearing down force fields is every effective making him unblockable against champions like modok ,aegon etc ,all those champions who use forcefield to block.Concussive blasts can be use to apply incinerate on his opponent.
He is also defensive as well WICCAN is an only magical character who can cast spell wihout enchanting.He has consistently been able to create force fields ,these invatrable force feilds can be use to autoblock the opponent.Being mystic character mystic dispersion will be best way to gain power for this character.Being telepath he is immune to reverse control effects plus he also have an ability like mordo astral evade.
Since he can effect the cosmos you can give him some fury and cruelty buffs for insane amount of damage.
Graviton enters The Contest MM/DDth at TT AM PDT!
About Graviton:
Franklin Hall is a Canadian physicist involved in an experiment in a private research facility in the Canadian Rockies. A mistake in Hall's calculations causes graviton particles to merge with his own molecules, and Hall later discovers that he can mentally control gravity. Hall at first tries to hide his newfound ability, but becomes tempted by the potential power, and donning a costume adopts the alias "Graviton."
Base Stats & Abilities
*All stats based on 4 Star, Rank 5, Level 50, Signature Level 99
.Health: 17630
.Attack: 1308
.Max PI
.Without Signature: 3900
.With Signature (99): 4790
Character Class: Science
Graviton's Mechanics:
.Graviton uses his mastery over gravity to strike his Opponent, this can make it quite challenging to parry him since only his Light 1 makes contact.
Base Abilities: Gravitational Potential, Stun, Armor Break, Concussion, Force Field, Gravitational Fluctuation Sense
Gravitational Potential – Passive
.After filling a bar of Power, Gains a 'Graviton' charge.
.When Opponent fills a bar of Power, Gains a 'Antigraviton' charge.
.Maximum 3 'Graviton' charges at a time.
.Maximum 3 'Antigraviton' charges at a time.
.Each 'Graviton' charge grants 587 Attack Rating.
.Each 'Antigraviton' charge passively increases Critical Damage by 20% and Critical Rate by 10%.
When Attacked:
.Opponents can Shuts down one 'Graviton' charge for a Heavy Attack.
.Opponents can Shuts down one 'Antigraviton' charge for every 5 hits on their Combo Meter.
.When Attacked:
Graviton's control over Gravity grants him a Passive 10% chance to Dodge/Miss an incoming attack.
Special 1: Gravitational Stress
.85% chance to Stun the opponent for 2.5 seconds.
.100% chance to Heal Block the opponent for 10 seconds.
.This attack is Unblockable.
Special 2: Gravitonic Field
.Inflicts Armor Break, reducing the opponent’s Armor Rating by 50% for 40 seconds.
Special 3: Concussive Force
.Graviton inflicts Concussion to his foes with his strike, reducing their Ability Accuracy by 65% for 35 seconds.
.This attack deals 60% increased damage for each full bar of power the opponent has at time of impact.
Gravitational Fluctuation Sense - Passive
.Every time Opponents become Unstoppable, Invisible, Evades or Phases Graviton gains a permanent 'Fluctuation Buff' as long as he doesn’t already have one active. This Buff is lost if Graviton is Struck.
Developer Note: 'Fluctuation Buff' is only unique to "Graviton" , which renders him to stop Evasion, Phasing, Unstoppable and Invisibility.
Signature Ability: Time and Training - With time and training, his powers further advanced, even to the extent of attuning himself to the incredibly stronger gravitational field of the Sun.
.Force Field – Passive
.At the start of the fight, Enemies suffer 35% reduced Ability Accuracy.
.When Attacked: Graviton bends a densefield around his body to create a personal force field, preventing him from losing more than 15% Health from a single source.
.Grants Incinerate, Nova Flame, Plasma and Bleed Immunity.
.Heavy Attacks: Graviton gains +20% Power from it.
About Muramasa:
Muramasa is an excellent skillful smith of a violent and somewhat insane mind. Muramasa forged the legendary BLACK BLADE imbuing the metal with a piece of his soul. It was the ultimate product of his brilliance, though it was rumored to have also became infected with his madness as well. He is served by armored samurai-like warriors.
Base Stats & Abilities
*All stats based on 4 Star, Rank 5, Level 50, Signature Level 99
. Health: 13927
. Attack: 1248
. Max PI:
. Without Signature: 4812
. With Signature (99): 5210
Character Class: Skill
Passive:
.For every 5% of maximum health that Muramasa removes from her opponent during combat, he feeds his Black Blade and imprisons 1 Soul, (Max upto 5).
.Souls expire every 14 seconds.
Black Blade Hits:
.Heavy Attacks has 90% chance to steal 10% Power for every Souls Muramasa possesses.
.Critical Hits has 80% chance to poke holes in fleshy targets, making them Bleed for 352.94 Damage over 3.5 seconds.
.All attacks has 70% chance to Heal Block your opponent for 5.3 seconds.
.Light Attacks has 60% chance to Armor Break your opponent and applying 253.49 Armor Rating reduction for 6.7 seconds.
.Medium Attacks has 50% chance to Degenerate your opponent for 678.5 Direct Damage over 7.6 seconds.
.+583 Block Penetration.
.The power of Black Blade allow it to trigger Critical Hits and Abilities through an enemy Block.
MuramasaArmor:
.+583 Armor.
.Impenetrable armor provides full immunity to Armor Break and Bleeding.
.If this Buff is removed for any reason, it will refresh itself after 10 seconds.
.40% chance that a Block reduces all damage.
Special 1 : ''Cut 'n Slice''
.This Attack has 80% chance to Armor Break your opponent and applying 4888.90 Armor Rating reduction for 7 seconds.
.This Attack is Unblockable.
Special 2 : ''Kill 'em all''
.Muramasa gains 4 permanent Counterpunch Charges that last for 14 seconds. A charge is spent to shrug off the impact of enemy attacks for 1 second when Muramasa is blocking, allowing him to immediately counter-attack.
.This Attack has 90% chance to Bleed your opponent for 918.60 Direct Damage over 8 seconds.
Special 3 : ''Mighty Blade''
.This Attack has 100% chance to Degenerate your opponent for 2500 Direct Damage over 10 seconds.
Signature Ability: Sword's influence
After wielding the sword for a period of time, the wielder would slowly be overcome by the sword's influence.
.When Muramasa is below 50% health Black Blade's corrupt influence takes over Muramasa and grants him Powergain and Fury passives for rest of the fight.
.Muramasa gains 35% additional Power from Striking his Opponent.
.Muramasa gains Fury which increases Attack Rating by 250.
Synergy Bonuses
Old friends with Old Man Logan (Unique)
Muramasa: Muramasa gains Cruelty buff which increases Critical Damage by 60%.
Old man Logan: Critical Hits lacerate opponents with a 80% chance, inflicting Bleed damage for 70% of your Attack over 6 seconds.
The Pupil with Wolverine (Unique)
Muramasa: Muramasa’s Ability Accuracy cannot be decreased by his opponent’s abilities.
Wolverine: 50% chance to inflict Internal Bleed for 70% of your Attack, per Bleed active on target, lasting for 10 seconds.
Recommended Masteries
Deep Wounds, Precision, Despair,
Assassin, Double Edge, Block Proficiency, Perfect Block.
Strengths
Magik, Hyperion, Colossus, Wolverine, High Damage Potential.
Weaknesses
Electro, Iceman, Korg, Agent Venom ; Poison, Shock and Incinerate champs.
Mister Negative
Class: ScienceAwakened Ability
Yin YangMister Negative can dash back and hold block for 3 seconds to switch to his alternate persona, Martin Li. While in this persona, Mister Negative has a 10% chance on each hit to Regenerate 3% of his max health. Also, while in this persona, Mister Negative reduces the duration of damaging debuffs by 50% and has a 30% on each basic attack to purify 1 debuff and has normal controls.
Abilities
PassiveDue to being the reverse of Martin Li, Mister Negative suffers indefinitely from reversed controls. Any debuffs applied to Mister Negative will be replaced with the respective buff.
Corruption
When Corrupted, opponents suffer from reversed controls and any buffs on them will be replaced with their respective debuff.
After landing 20 uninterrupted hits on a villain opponent, they become Corrupted indefinitely. If the villain lands 30 uninterrupted hits on Mister Negative, the Corruption is removed.
After landing 20 uninterrupted hits on a hero opponent, they become Corrupted indefinitely. If the hero lands 40 uninterrupted hits on Mister Negative, the Corruption is removed.
If the opponent has been Corrupted before, Mister Negative is unable to Corrupt them again.
Basic Attacks
Each attack deals an extra burst of 30% of the damage dealt as energy damage.
If the opponent is Corrupted, they have a 40% to be inflicted with a Darkforce Shock Debuff, dealing 1392 damage and reducing defensive power gain rate by 30% over 4 seconds.
While Charging Heavy Attack
Gain a Fury Passive increasing attack by +567.2 every .2 seconds. The next attack that makes contact with the opponent removes all Fury Passives gained this way.
Special Attack 1
Each hit has a 70% chance to Darkforce Shock the opponent, dealing 4056 damage and reducing defensive power gain rate by 50% over 10 seconds.
Special Attack 2
Reverses all buffs. If the opponent is corrupted, this attack gains +482.7 attack for each debuff on the opponent.
Special Attack 3
Darkforce is activated for 15 seconds. While Darkforce is active, Mister Negative Power Steals 10% of the opponent's power with each hit and he is stun immune.
If the opponent is Corrupted, Mister Negative also activates Lightforce for 15 seconds. While Lightforce is active, Mister Negative Regenerates 67.4 health for every debuff active on the opponent each hit.
There are some pretty interesting suggestions to discuss.
We should be allowed to post these in separate threads ._.
Rationale: Caliban is one of the more interesting mutants in the X-Men universe. Although he's not anywhere near a s powerful as mutants such as Magneto or Phoenix, he's been both a force for good and for evil at various points in his life, working for X-Factor, X-Force, the X-Men, the Morlocks, and even Apocalypse. As Pestilence, one of Apocalypse's Horsemen, Caliban's fear-inducing abilities reached new heights!
BASE STATISTICS:
Hit Points: 14760
Attack: 1225
Crit Rate: 381
Crit Damage: 500
Armor: 326
Block Proficiency: 4250
Signature Ability - Psychoactive Virus:
Caliban's fear-inducing powers are enhanced to the point where it becomes a mental plague, inducing delirium and weakness in his foes!
ABILITIES:
X-Factor Detection (Passive): Caliban's ability to find other mutants is unparalleled. All hidden Mutant opponents on the map are revealed.
Fear Factor (Passive): While near the opponent, Caliban inflicts 1 Delirium Counter every 0.5 second(s). Once the opponent is out of range, they lose 1 Delirium Counter every 0.25 second(s). Delirium Counters are not affected by Ability Accuracy reduction.
- Caliban gains +3% Attack Rating per Delirium Counter.
- Basic Attacks against Caliban have a 2% chance to Miss per Delirium Counter.
- When Caliban's opponents have 5 or more Delirium Counters, Caliban gains a permanent Passive Cruelty buff, increasing his Critical Damage rating by 45 per Delirium Counter.
- Caliban's opponents have their Offensive Ability Accuracy reduced by 4% per Delirium Counter.
Heavy Attacks: 50% chance to inflict up to 2 Delirium Counters.Well-Timed Blocks: Caliban's blocks feed of his opponent's fears. A well-timed block has a 50% chance to consume one of his opponent's Delirium Counters, giving Caliban a burst of Power equal to 7% of his Max Power.
SPECIAL ATTACKS:
Special 1 - Savagery – Caliban lets out a terrifying roar, then rushes his opponent, pummeling them with his fists!
- 95% chance to inflict a Stun debuff lasting 0.25 seconds per Delirium Counter. Champions that are immune to Stun instead have their Block Proficiency reduced by 2000, lasting 0.25 seconds per Delirium Counter.
Special 2 - Shadow Force – Caliban's shadow lashes out, inflicting a rapid series of powerful blows!- All hits in this attack inflict Energy Damage.
- Caliban's opponent gains 1 Delirium Counter per hit.
- Opponent's Defensive Ability Accuracy is reduced by 100% for the duration of this attack.
Special 3 - All-Consuming Fear – From out of the shadows, Caliban unleashes his opponent's worst fears against them, feeding on them!SYNERGIES:
Mutant Massacre
- With Gambit or Sabretooth
- Caliban begins each fight with a Fury buff, granting him an additional +12% Attack Rating.
- Solo Synergy: Only affects Caliban and does not stack.
Horsemen of Apocalypse- With Hulk or Mister Sinister
- Hulk: Hulk passively regenerates 0.2% of his maximum Health per tick while he has 2 or more Fury buffs.
- Mister Sinister: Mister Sinister is Immune to Heal Block debuffs as long as he is under the effects of a damage-over-time debuff.
- Pestilence (Caliban): +25% Power Rate against opponents with 10 or more Delirium Charges.
- Unique Synergy: Does not stack with duplicate synergies.
Horsemen of Death- With Archangel, Gambit, Psylocke, Sentry, or Wolverine
- Archangel: The potency and duration of Archangel's Neurotoxin debuffs is increased by 10%.
- Gambit: Gambit starts the fight with 5 Kinetic Charges.
- Pestilence (Caliban): Heavy attacks have a 25% chance to inflict a Poison debuff, dealing 110% of Caliban's Base Attack Rating over 8.0 seconds. (Max Stacks: 1)
- Psylocke: Psylocke begins the fight with 1 Psi-Charge.
- Sentry: Sentry gains Reality Warps after every 35 hits instead of 40.
- Wolverine: +500 Physical Resistance at the start of the fight.
- Unique Synergy: Does not stack with duplicate synergies.
Teammates