Mystical Mayhem: when ever enchant inflicts a debuff she heals _____ Instantly. When enchantress triggers a buff she gains _____ power instantly.
Charm Enchantress charms he opponent. (Similar mechanic to Ebony Mal). Generates charges over time up to 100.
Any: reduce ability accuracy by 1% for ever charge
25: opponent can’t critical
50: opponents hesitate to attack; 25% for their attacks to miss
75: opponent doesnt generate power from attacking you.
100: 50% avoid opponent attacks. Reduces their armor by 500.00
Enchantments
Prefight ability Enchantress can cast (select) an enchantment before battle on her self, her allies or her enemies.
Inferno: Critical attacks and heavies inflict incinerate. Immune to incinerate.
Serpent: Critical attacks and heavies inflict poison. Immune to poison.
Thunder: Critical attacks and heavies inflict shock. Immune to shock.
Frost: Critical attacks and heavies inflict coldsnap. Immune to coldsnap.
Rust #metal opponents start with a permanent armor break debuff, reducing armor by 300 and armor buffs expire 50% quicker. #robot champions rust away, starting with a permanent degeneration debuff.
Amora Only Mirage Dodge back and for 3 seconds to activate. Amora shimmers multicolored like a mirage (effect similar to ghost) making her hard to hit. Amora gains a Mirage Buff (like invisibility) for 10 seconds. While active 30% for opponent attacks to miss. 10% increased critical chance.
Arcane Armor: Dodge back and hold dodge for 3 seconds to activate. Amora creates a green protective shield around her (Buff). The shield absorbs all damage received. It can absorb 10% of Amora’s health worth of damage before being destroyed.
Mystic Removal
Dodge back and hold block for 5 seconds to begin, last until you stop blocking. Every second Amora removes one debuff.
Enchantment: Combo
Applies a curse on fifth hit in combo.
Light: inflict weakness for 5 seconds Medium: inflict power drain for 5 seconds
Special Attack 1
Inflict power sting and power drain.
Special Attack 2
Amora transfers all debuffs on her or the opponent. If she has none she instead heals by the amount of damage dealt.
Special Attack 3
Captures opponent with magic chains then cast a enchantment on them turning them into a frog that she proceeds to feed to a snake.
There’s probably to much stuff here. Charm charges need way to be removed. But I think there’s some cool concepts.
Obviously we all know that the MYSTIC class is by far the class with the least champs. Here are a few of my suggestions that I’m sure many people would agree on of being good champs for MCOC. First is Blackheart. He has been a highly requested champ. He was created by Mephisto just as ghost rider had been and would make an awesome champ. 2nd would be Blackout. He is a human/demon hybrid also very well known as he is a villain of ghost rider as well. 3rd is Lilith. She is the mother of all demons. She sent the Lilin which are demons that have lives of their own but always obedient to their mother to attack ghost rider. 4th is Morbius. Since he’s getting a movie soon either way, he would be a fantastic option to add as well. He was part of the midnight sons with ghost rider. Also he is a Spider-Man villain. 5th would be Zarathos. He is a demon who had a partnership with Mephisto. Also being a villain of ghost rider. These 5 would make great MYSTIC champs in the game. Of course all 5 don’t have to be added. You can atleast pick 2 or 3. Maybe hold a vote with all summoners to see who they would like to see from all these ghost rider villains. My 2 personal favorites are Black heart and Morbius. I strongly encourage you think about this as I have solved ur MYSTIC champ shortage problem with some really honorable mentions. Also these champs can be added with a
He could be cool. His animation could be really cool, conjuring nightmares and such. Some concept ideas.
Class: Mystic
Ability probably charge based or special debuffs. If charge based he’d place “fear” charges/debuffs on the enemy that weaken them and strengthen him. If special debuffs I imagine it’d be like the void (debuffs over time) or ghost rider (inflict debuffs from certain combos and attack. He could get stronger the more debuffs on the enemy and the lower their health (fear).
Invulnerability Madcap can survive almost any blow! If Madcap has more power than his opponent, he cannot be knocked out by physical or energy attacks, or if he has more health than his opponent.
Abilities
Passive Immune to all Fatigue debuffs, and has a 10% chance to shrug off 1 non-damaging debuff per hit. All debuffs except for Stun suffer 60% reduced duration. Non-critical Basic Hits landed on Madcap regenerate 20% of the damage done. If any damage exceeds 34.7% of his maximum health, Madcap regenerates 100% of the damage done. Madcap's regeneration rate cannot be lowered to or past 0.
Basic Hits 5% chance to Regenerate 50% of the damage the hit dealt.
Heavy Attacks 100% chance to inflict a Disorient debuff, reducing their Block Proficiency by 50% and Defensive Ability Accuracy by 70% for 8 seconds.
Insanity If the opponent hasn't landed a hit in 10 seconds, inflict a Concussion debuff, reducing Ability Accuracy by 60% for 10 seconds. If the opponent is suffering from a Disorient debuff and they haven't landed an attack in 6 seconds, inflict a Concussion. Opponents suffering from a Concussion will have a -100% chance to attack and have a +100% chance to hold block for the duration of the Concussion. Cooldown, 20 seconds. If the opponent's Block is broken while they have a Concussion debuff active, deal 70% of the opponent's attack as direct damage.
Special Attack 1 100% chance to inflict a Disorient debuff, reducing Block Proficiency by 50% and Defensive Ability Accuracy by 70% for 8 seconds. If the opponent is suffering from a Concussion, Regenerate 40% of the damage dealt by this attack.
Special Attack 2 This attack gains +2058 attack if the opponent is suffering from a Concussion.
Special Attack 3 Refreshes all Concussion effects and Regenerates 20% of the damage done. Deals 270% of the opponent's attack as direct damage.
This isn’t a new champion I would like to add, but an update to the current AOU vision.
Vision (AOU) update
Passive Immune to bleed, poison and inverted controls. Vision’s vibranium body decreases damage from critical hits by 25%, and allows perfect block on well-timed blocks. Vision uses the mind stone to allow his special attacks to be unblockable.
Phasing 35% chance when struck to activate for the next 1 second 35% chance when the opponent activates a special attack to phase for 2 seconds. Upon phasing, remove all damaging debuffs. Whilst phasing, vision’s and the opponents attacks miss, even into a block. Performing a well-timed block deactivates phasing.
Special attack 1 Beam burns 100% of a bar of power. Power stings for 5 seconds.
Special attack 2 Beam burns 50% of max power, activates phase for 2 seconds.
Special attack 3 Beam burns 100% max power, activates phase for 2 seconds.
Signature ability Each time the opponents power is drained, gain 50% of what was drained. Additionally, gain [5%-50%] of a bar of power at the start of the fight
Passive Thor’s physiology allows him to be immune to shock damage. Whenever he would be affected with a shock, he gains 1 shock charge.
Stormbreaker hits (medium, heavy, special attack 1: hit 2; special attack 2: hit 1 and 2) This attack ignores all armour. Consume 1 shock charge to deal [50% of basic attack] instantly as shock damage
Heavy attack charging Gain 1-2 shock charges
Special attack 1 The first attack shocks the opponent for 3 seconds, dealing [30% of base attacks]. The second attack tears the opponents armour, applying an armour break for 10 seconds, reducing armour by 2000.
Special attack 2 The first hit has a 50% chance to stun the opponent for 2 seconds, and the last hit has a 50% to stun the opponent for 3 seconds.
Special attack 3 Gain 10 shock charges Places 5 shock on the opponent, each dealing [50% base attack] over 7 seconds
Signature ability Each time a shock is placed on the opponent, gain an instant crit buff for the next hit, increasing critical rating by 2000, and critical damage by 1000.
Each time a shock would trigger on thor, he gains a fury buff for the duration of the shock, increasing attack by [60% of base attack].
Passive Dashing backwards allows quicksilver to dodge all incoming attacks. All projectiles have a 25% chance to be evaded.
quicksilver charges Quicksilver gains charges throughout the fight to be able to activate super speed. Upon reaching 50 quicksilver charges, quicksilver can dash back and hold block for 1.2 seconds to activate super speed, granting a 50% chance to evade attacks, and the ability to counter attack after each evade. 5 charges are lost every second. Upon reaching 100 charges, quicksilver enters super speed (20 seconds)
Heavy attack charging Gains 10 quicksilver charges exponentially
Special attack 3 Gain 100 quicksilver charges
Signature ability - gain 1 persistent charge at the end of each fight. Quicksilver carries over [20%-100%] of his quicksilver charges to the next fight. If Quicksilver starts the fight with 100 quicksilver charges, he gains a cruelty buff, increasing critical damage rating by [x%] for the first 10 seconds of the fight.
Synergies 'Long lost father' Magneto Gain 5 charges on well-timed blocks
'Family' Magneto +5% health
'X-Men' Phoenix, Beast, Cyclops, Havok, Colossus, Wolverine, Magneto, Storm, Psylocke, Rogue, Nightcrawler, Bishop, Gambit All champions gain +0% attack, This synergy increases attack by 2.5% for each x-men on the team.
This isn’t a new champion I would like to add, but an update to the current AOU vision.
Vision (AOU) update
Passive Immune to bleed, poison and inverted controls. Vision’s vibranium body decreases damage from critical hits by 25%, and allows perfect block on well-timed blocks. Vision uses the mind stone to allow his special attacks to be unblockable.
Phasing 35% chance when struck to activate for the next 1 second 35% chance when the opponent activates a special attack to phase for 2 seconds. Upon phasing, remove all damaging debuffs. Whilst phasing, vision’s and the opponents attacks miss, even into a block. Performing a well-timed block deactivates phasing.
Special attack 1 Beam burns 100% of a bar of power. Power stings for 5 seconds.
Special attack 2 Beam burns 50% of max power, activates phase for 2 seconds.
Special attack 3 Beam burns 100% max power, activates phase for 2 seconds.
Signature ability Each time the opponents power is drained, gain 50% of what was drained. Additionally, gain [5%-50%] of a bar of power at the start of the fight
I was actually planning on requesting that they give Vision density shifting abilities just today! He really should have them, it’s his most unique power.
This isn’t a new champion I would like to add, but an update to the current AOU vision.
Vision (AOU) update
Passive Immune to bleed, poison and inverted controls. Vision’s vibranium body decreases damage from critical hits by 25%, and allows perfect block on well-timed blocks. Vision uses the mind stone to allow his special attacks to be unblockable.
Phasing 35% chance when struck to activate for the next 1 second 35% chance when the opponent activates a special attack to phase for 2 seconds. Upon phasing, remove all damaging debuffs. Whilst phasing, vision’s and the opponents attacks miss, even into a block. Performing a well-timed block deactivates phasing.
Special attack 1 Beam burns 100% of a bar of power. Power stings for 5 seconds.
Special attack 2 Beam burns 50% of max power, activates phase for 2 seconds.
Special attack 3 Beam burns 100% max power, activates phase for 2 seconds.
Signature ability Each time the opponents power is drained, gain 50% of what was drained. Additionally, gain [5%-50%] of a bar of power at the start of the fight
I was actually planning on requesting that they give Vision density shifting abilities just today! He really should have them, it’s his most unique power.
Yes, but I wanted to go further than phase. I wanted to touch up on a couple of other bits and pieces. Hopefully this vision is actually desirable haha
Awakened Ability Mastered Psammokinesis Every time a special attack is activated, sandman has a 50% chance to gain a 40% Armor up buff for 10 seconds.
Passive Sandman is composed of sand particles thus he doesn’t have any blood. Whenever sandman gets an incinerate or shock debuff, he consumes it turning it into a heat charge. Once sandman hits 6 heat charges, he enters glass mode.
Glass Mode
Sandman gains a permanent Armor break during glass mode. Sandman is now shock and poison immune. Sandman gains a fury charge for every 3 debuff he is immune to. Sandman starts with 5 furys Sandman has a 30% chance to inflict bleed on medium, heavy or special attacks. His ability Accuracy cannot be changed Glass mode lasts for 30 seconds.
Special 1
Sandman turn his fists into mallets and hits the enemy around. 100% Armor break for 10 seconds 33% concussion for 10 seconds
Special 2
Sandman turns into a sandstorm and attacks the enemy
100% concussion for 10 seconds 100% stun for 3 seconds 50% Armor break for 5 seconds
Special 3 Sandman turns giant and suffocates the enemy
100% stun for 6 seconds 100% fatigue for 12 seconds 60% slow for 8 seconds 50% weakness for 12 seconds
Synergies
Sinister Six Doc Ock, Electro,Mysterio, Vulture, Rhino,
Ability Accuracy increased by 20% (+5% for each member)
Partners in Crime Rhino
Sandman gains furys faster during glass mode
Rhino has a 60% chance to inflict bleed on medium or heavy attacks
Microwaved
Human Torch, Electro, Storm
Sandman starts the match with 2 burn charges.
Human torch, electro and storms debuffs are more potent and lasts 1 second longer.
Dance of Hypnosis If the opponent spends more than 5 seconds near Dansen Macabre, they are Stunned for 2 seconds. When Dansen Macabre stays idle, the opponent's controls are inverted until she breaks her idle state.
Abilities
Dance of Death Whenever Dansen Macabre stays idle she deals 1 damage, and for every 1 second after, she deals twice the amount of damage she did before as a result of staying idle.
Passive Opponents cannot Evade Dansen Macabre's attacks. Whenever inflicted with a Stun debuff, she has a 20% with each hit she receives to reflect the Stun onto the attacker for the duration of the debuff.
Heavy Attack This attack cannot Miss, and renders the opponent immune to all buffs for 5 seconds.
Special Attack 1 If the opponent triggers a buff during the duration of this attack, they are immediately Stunned for 2.4 seconds.
Special Attack 2 If the opponent has a buff on them during this attack, 30% of their max power is stolen. All buffs are Nullified and deal 694 energy damage per buff nullified.
Special Attack 3 Dansen Macabre Auto-Blocks any Medium or Light attacks for 10 seconds. Triggers Parry. If the opponent has a buff during this attack, place a Mesmerize debuff on the opponent, lasting 10 seconds. When the timer expires, or this debuff is removed, inflict a 2-second Stun. This doesn't interrupt Special Attacks.
Who would I like added? Hmm. How about a brown and gold Wolverine whose mechanics allow him to exist as a 5*/6* Champion? Other additions: Jean Grey (NOT Phoenix, just Jean), Scorpion, Jubilee, playable Jessica Jones, Colleen Wing (Netflix version from the end of the Iron Fist series), Mandarin, Titanium Man (old school green), Crimson Dynamo, Hobgoblin (Jason Macendale), Black Knight, Prowler, Dazzler, Black Cat, Enchantress, Callisto, Pyro, Kraven the Hunter.
CONAN THE BARBARIAN (maybe some savage Avengers to boot??) SOLOMON KANE DARK AGNES and I know it's not the right space but goes with the post: a buffed MOON KNIGHT!
Emplate, a vampire-like mutant who can take on the abilities of those he feeds upon as well as control their minds. Emplate was the main villain of Generation X.
Character Class: Mystic
Emplate can be a banger of a champ in mystic class if properly built.......
Comments
Enchantress
Some ideas for Enchantress aka Amora.Signature Ability
Mystical Mayhem: when ever enchant inflicts a debuff she heals _____ Instantly. When enchantress triggers a buff she gains _____ power instantly.Charm
Enchantress charms he opponent. (Similar mechanic to Ebony Mal). Generates charges over time up to 100.
Any: reduce ability accuracy by 1% for ever charge
25: opponent can’t critical
50: opponents hesitate to attack; 25% for their attacks to miss
75: opponent doesnt generate power from attacking you.
100: 50% avoid opponent attacks. Reduces their armor by 500.00
Enchantments
Prefight abilityEnchantress can cast (select) an enchantment before battle on her self, her allies or her enemies.
Inferno: Critical attacks and heavies inflict incinerate. Immune to incinerate.
Serpent: Critical attacks and heavies inflict poison. Immune to poison.
Thunder: Critical attacks and heavies inflict shock. Immune to shock.
Frost:
Critical attacks and heavies inflict coldsnap. Immune to coldsnap.
Rust #metal opponents start with a permanent armor break debuff, reducing armor by 300 and armor buffs expire 50% quicker. #robot champions rust away, starting with a permanent degeneration debuff.
Amora Only
Mirage Dodge back and for 3 seconds to activate. Amora shimmers multicolored like a mirage (effect similar to ghost) making her hard to hit. Amora gains a Mirage Buff (like invisibility) for 10 seconds. While active 30% for opponent attacks to miss. 10% increased critical chance.
Arcane Armor: Dodge back and hold dodge for 3 seconds to activate. Amora creates a green protective shield around her (Buff). The shield absorbs all damage received. It can absorb 10% of Amora’s health worth of damage before being destroyed.
Mystic Removal
Dodge back and hold block for 5 seconds to begin, last until you stop blocking. Every second Amora removes one debuff.Enchantment: Combo
Applies a curse on fifth hit in combo.Light: inflict weakness for 5 seconds
Medium: inflict power drain for 5 seconds
Special Attack 1
Inflict power sting and power drain.Special Attack 2
Amora transfers all debuffs on her or the opponent. If she has none she instead heals by the amount of damage dealt.Special Attack 3
Captures opponent with magic chains then cast a enchantment on them turning them into a frog that she proceeds to feed to a snake.There’s probably to much stuff here. Charm charges need way to be removed. But I think there’s some cool concepts.
Her powers could make for a visually awesome battle. Fireworks with every punch, explosions of color.
He could be cool. His animation could be really cool, conjuring nightmares and such. Some concept ideas.
Class: Mystic
Ability probably charge based or special debuffs. If charge based he’d place “fear” charges/debuffs on the enemy that weaken them and strengthen him. If special debuffs I imagine it’d be like the void (debuffs over time) or ghost rider (inflict debuffs from certain combos and attack.
He could get stronger the more debuffs on the enemy and the lower their health (fear).
Synergies
Enemies: Doctor Strange, Doctor Voodoo?
Dimensional Terrors: Dormamu, Mephisto, Annihilus?
Fear: Void (increase power of fear for both)
Dream come true: Symbiote Supreme
Madcap
Class: Mutant (Could be Science too but idk)Awakened Ability
InvulnerabilityMadcap can survive almost any blow! If Madcap has more power than his opponent, he cannot be knocked out by physical or energy attacks, or if he has more health than his opponent.
Abilities
PassiveImmune to all Fatigue debuffs, and has a 10% chance to shrug off 1 non-damaging debuff per hit. All debuffs except for Stun suffer 60% reduced duration.
Non-critical Basic Hits landed on Madcap regenerate 20% of the damage done. If any damage exceeds 34.7% of his maximum health, Madcap regenerates 100% of the damage done. Madcap's regeneration rate cannot be lowered to or past 0.
Basic Hits
5% chance to Regenerate 50% of the damage the hit dealt.
Heavy Attacks
100% chance to inflict a Disorient debuff, reducing their Block Proficiency by 50% and Defensive Ability Accuracy by 70% for 8 seconds.
Insanity
If the opponent hasn't landed a hit in 10 seconds, inflict a Concussion debuff, reducing Ability Accuracy by 60% for 10 seconds. If the opponent is suffering from a Disorient debuff and they haven't landed an attack in 6 seconds, inflict a Concussion.
Opponents suffering from a Concussion will have a -100% chance to attack and have a +100% chance to hold block for the duration of the Concussion. Cooldown, 20 seconds.
If the opponent's Block is broken while they have a Concussion debuff active, deal 70% of the opponent's attack as direct damage.
Special Attack 1
100% chance to inflict a Disorient debuff, reducing Block Proficiency by 50% and Defensive Ability Accuracy by 70% for 8 seconds. If the opponent is suffering from a Concussion, Regenerate 40% of the damage dealt by this attack.
Special Attack 2
This attack gains +2058 attack if the opponent is suffering from a Concussion.
Special Attack 3
Refreshes all Concussion effects and Regenerates 20% of the damage done. Deals 270% of the opponent's attack as direct damage.
1. Tombstone
2. Mangog
3. Iron monger
4. Super Skrull
5. Onslaught
6. Destroyer
7. Baron zemo
8. Evil Hyperion
9. Bullseye
10. Minotaur
Honorable mention:
1. Grim reaper
2. Sandman
3. Goblin Queen
4. Black Heart
5. Lady Deathstrike
6. Enchantress
7. Mandarin
8. Mole man
9. Lizard man
10. Klaw
Yes I'm bored ....!
Vision (AOU) update
Passive
Immune to bleed, poison and inverted controls.
Vision’s vibranium body decreases damage from critical hits by 25%, and allows perfect block on well-timed blocks.
Vision uses the mind stone to allow his special attacks to be unblockable.
Phasing
35% chance when struck to activate for the next 1 second
35% chance when the opponent activates a special attack to phase for 2 seconds.
Upon phasing, remove all damaging debuffs.
Whilst phasing, vision’s and the opponents attacks miss, even into a block.
Performing a well-timed block deactivates phasing.
Special attack 1
Beam burns 100% of a bar of power. Power stings for 5 seconds.
Special attack 2
Beam burns 50% of max power, activates phase for 2 seconds.
Special attack 3
Beam burns 100% max power, activates phase for 2 seconds.
Signature ability
Each time the opponents power is drained, gain 50% of what was drained. Additionally, gain [5%-50%] of a bar of power at the start of the fight
Thor (infinity war)
Passive
Thor’s physiology allows him to be immune to shock damage. Whenever he would be affected with a shock, he gains 1 shock charge.
Stormbreaker hits (medium, heavy, special attack 1: hit 2; special attack 2: hit 1 and 2)
This attack ignores all armour.
Consume 1 shock charge to deal [50% of basic attack] instantly as shock damage
Heavy attack charging
Gain 1-2 shock charges
Special attack 1
The first attack shocks the opponent for 3 seconds, dealing [30% of base attacks]. The second attack tears the opponents armour, applying an armour break for 10 seconds, reducing armour by 2000.
Special attack 2
The first hit has a 50% chance to stun the opponent for 2 seconds, and the last hit has a 50% to stun the opponent for 3 seconds.
Special attack 3
Gain 10 shock charges
Places 5 shock on the opponent, each dealing [50% base attack] over 7 seconds
Signature ability
Each time a shock is placed on the opponent, gain an instant crit buff for the next hit, increasing critical rating by 2000, and critical damage by 1000.
Each time a shock would trigger on thor, he gains a fury buff for the duration of the shock, increasing attack by [60% of base attack].
Quicksilver
Passive
Dashing backwards allows quicksilver to dodge all incoming attacks.
All projectiles have a 25% chance to be evaded.
quicksilver charges
Quicksilver gains charges throughout the fight to be able to activate super speed.
Upon reaching 50 quicksilver charges, quicksilver can dash back and hold block for 1.2 seconds to activate super speed, granting a 50% chance to evade attacks, and the ability to counter attack after each evade. 5 charges are lost every second.
Upon reaching 100 charges, quicksilver enters super speed (20 seconds)
Heavy attack charging
Gains 10 quicksilver charges exponentially
Special attack 3
Gain 100 quicksilver charges
Signature ability - gain 1 persistent charge at the end of each fight.
Quicksilver carries over [20%-100%] of his quicksilver charges to the next fight. If Quicksilver starts the fight with 100 quicksilver charges, he gains a cruelty buff, increasing critical damage rating by [x%] for the first 10 seconds of the fight.
Synergies
'Long lost father'
Magneto
Gain 5 charges on well-timed blocks
'Family'
Magneto
+5% health
'X-Men'
Phoenix, Beast, Cyclops, Havok, Colossus, Wolverine, Magneto, Storm, Psylocke, Rogue, Nightcrawler, Bishop, Gambit
All champions gain +0% attack, This synergy increases attack by 2.5% for each x-men on the team.
Awakened Ability
Mastered Psammokinesis
Every time a special attack is activated, sandman has a 50% chance to gain a 40% Armor up buff for 10 seconds.
Passive
Sandman is composed of sand particles thus he doesn’t have any blood.
Whenever sandman gets an incinerate or shock debuff, he consumes it turning it into a heat charge.
Once sandman hits 6 heat charges, he enters glass mode.
Glass Mode
Sandman gains a permanent Armor break during glass mode.
Sandman is now shock and poison immune.
Sandman gains a fury charge for every 3 debuff he is immune to.
Sandman starts with 5 furys
Sandman has a 30% chance to inflict bleed on medium, heavy or special attacks.
His ability Accuracy cannot be changed
Glass mode lasts for 30 seconds.
Special 1
Sandman turn his fists into mallets and hits the enemy around.
100% Armor break for 10 seconds
33% concussion for 10 seconds
Special 2
Sandman turns into a sandstorm and attacks the enemy
100% concussion for 10 seconds
100% stun for 3 seconds
50% Armor break for 5 seconds
Special 3
Sandman turns giant and suffocates the enemy
100% stun for 6 seconds
100% fatigue for 12 seconds
60% slow for 8 seconds
50% weakness for 12 seconds
Synergies
Sinister Six
Doc Ock, Electro,Mysterio, Vulture, Rhino,
Ability Accuracy increased by 20% (+5% for each member)
Partners in Crime
Rhino
Sandman gains furys faster during glass mode
Rhino has a 60% chance to inflict bleed on medium or heavy attacks
Microwaved
Human Torch, Electro, Storm
Sandman starts the match with 2 burn charges.
Human torch, electro and storms debuffs are more potent and lasts 1 second longer.
Nemesis
Spider-Man (Classic), Spider-Gwen, Spider-Man (Miles Morales), Spider-Man (Stark Enhanced), Symbiote Spider-Man and Spider-Man (Stealth Suit)
All Champions gain +6% attack
Science:
1) Black Ant
2) Gogo
3) Radioactive man
Mystic:
4) Kurse
5) Bloodaxe
6) Phantom Rider
Skill:
7) morlun
8) Mister Negative
9) Silver Samurai
Cosmic:
10) Pluto
Mutant:
11) Exodus
12) Fantomex
13) Wraith
14) Archer
15) wallflower
16) Xorn
17) Chamber
Dansen Macabre
Class: MysticAwakened Ability
Dance of HypnosisIf the opponent spends more than 5 seconds near Dansen Macabre, they are Stunned for 2 seconds.
When Dansen Macabre stays idle, the opponent's controls are inverted until she breaks her idle state.
Abilities
Dance of DeathWhenever Dansen Macabre stays idle she deals 1 damage, and for every 1 second after, she deals twice the amount of damage she did before as a result of staying idle.
Passive
Opponents cannot Evade Dansen Macabre's attacks.
Whenever inflicted with a Stun debuff, she has a 20% with each hit she receives to reflect the Stun onto the attacker for the duration of the debuff.
Heavy Attack
This attack cannot Miss, and renders the opponent immune to all buffs for 5 seconds.
Special Attack 1
If the opponent triggers a buff during the duration of this attack, they are immediately Stunned for 2.4 seconds.
Special Attack 2
If the opponent has a buff on them during this attack, 30% of their max power is stolen. All buffs are Nullified and deal 694 energy damage per buff nullified.
Special Attack 3
Dansen Macabre Auto-Blocks any Medium or Light attacks for 10 seconds. Triggers Parry.
If the opponent has a buff during this attack, place a Mesmerize debuff on the opponent, lasting 10 seconds. When the timer expires, or this debuff is removed, inflict a 2-second Stun. This doesn't interrupt Special Attacks.
Mutant
Heightened senses,..dexterity,..speed
Expert in hand to hand combat,..and knives of course
Mister Negitive and Silver samurai would be cool.
Love to see:
CONAN THE BARBARIAN
(maybe some savage Avengers to boot??)
SOLOMON KANE
DARK AGNES
and I know it's not the right space but goes with the post: a buffed MOON KNIGHT!
also;
Reskinned Mooney: Mr. Moon Knight is a classic!
Seeing Hercules would be super cool!
-Shatterstar!
-Forbush Man! 😂
Mawhaha!
About Emplate:
Emplate, a vampire-like mutant who can take on the abilities of those he feeds upon as well as control their minds. Emplate was the main villain of Generation X.
Character Class: Mystic
Emplate can be a banger of a champ in mystic class if properly built.......
Would be absolutely awesome
Weapon h ... mimic... america chavez ....mystique