Can we please get a link to the old thread? I had a list of my most wanted champs there that I would update regularly and now it's just gone. I'd like to have access to it.
I would also (for obvious reasons) like to see the older threads.
Things absolutely blew up on Twitter today with the big announcement. It was really fun. If you weren't there, we missed you.
I am also part of a group of people on Twitter who regularly produce very highly polished full champ Spotlight ideas for future champs. So if you like doing that, you should come compare notes with us. (I am currently in the process of going back and cataloging all the champ ideas that have been left here by you. They will be gradually added to the blog as I have time.)
After Apocalypse and Professor X graduate from the poll (when their Spotlights drop) the new #1 champ will likely be Sandman and the new #2 will likely be Quicksilver. Only your votes can decide.
Enemies: All champions gain (x) Critical Rating. (Doctor Octopus) Warning System: Ezekiel and Spider-Man: While fighting Skill champions, the Class Relationships are reversed.
Signature Ability: Ezekiel focuses on his enemy's mind, allowing him to make his created Buffs last for (0.1-3) additional seconds.
Abilities: Passive: Eternal physiology grants immunity to all known poisons within the Battlerealm.
Extrasensory Perception: Ezekiel's excellent senses give him a 100% chance to convert the following Debuffs into Buffs. The created Buffs last for 5 seconds. Other Debuffs on Ezekiel trigger normally.
Armor Break -> Armor Up Weakness -> Fury Fatigue -> Precision Exhaustion -> Cruelty Bleed -> Physical Resistance Incinerate -> Energy Resistance Power Lock -> Power Gain
Medium Attacks: 10% chance to gain a Fury Buff for 5 seconds, granting (x) Attack. Heavy Attacks: 50% chance to inflict an Armor Break Debuff, removing 1 Armor Up Buff and reducing Armor Rating by (x) for 5 seconds.
Special Attack 1: If Ezekiel has at least 3 Buffs, 100% chance to Stun the enemy for 3 seconds.
Special Attack 2: 50% chance to turn 1 Active Buff into a Passive Buff. The chance is doubled if the enemy is under the effect of an Armor Break Debuff.
Special Attack 3: 50% chance for each Active Buff to turn into a Passive Buff. If at least 3 Buffs are converted, 100% chance to gain True Strike for 10 seconds, allowing this Champion to ignore Armor, Resistances, Auto-Block and all Evade effects.
A movie version of Scarlet Witch wouldn't be too bad.
Scarlet Witch (Movie)
Class: Mystic
Signature Ability: A Witch's Fury Wendy is fiercely protective of her loved ones and will destroy anything willing to hurt them.
A % chance of converting a mind warp charge on the enemy into Witch's Fury when landing a critical hit.
Witch's Fury: Raises the Attack Rating by 15~25% per charge Lasts up to 10 to 15 seconds Can store up to three charges When launching a special attack, consume all Witch's Fury to deal a certain amount of energy damage. Energy damage is enhanced further by each buff on the enemy by 15% for each different type of buff. Buffs will be consumed as well. Applies an Armor Break and Stagger when consumed.
Mind Warp: A 25~35% reduction in the potency of buffs. Enemy buffs are made passive. Up to three charges. dash back and block to build a charge. Blocking an attack break her concentration and the timer is reset As a defender, these are earned in 10-second intervals. Increase Critical Damage by 15~20% per charge. 1 Mind Warp charge Is lost after every 10 hits.
Passive: All attacks are energy-based.
When knocked down, all Mind Warp charges are lost.
Special Attack 1: Scarlet blasts the opponent back and consumes one Mind Warp charge to inflict Slow.
Special Attack 2: Scarlet holds her opponents with her telekinesis before slamming them into the ground. Consumes a Mind Warp to inflict a Heal Block and Nullify. If none is available, gain one instead.
Special Attack 3: Scarlet releases all her anger in a devastating blast that converts all Mind Warp charges into Witch's Fury. The attack inflicts a Stun.
Riot (Cosmic) Signature Ability ▪ Grey Symbiote Talents • Every start of each fight, for 5 seconds, all incoming attacks are Auto-Blocked except Heavy Attacks and Unblockable Attacks. • When Blocking, Riot releases spikes from his body for protection. If the opponent Knocks him down while Blocking, 14% chance to Stun the opponent for 1.5 seconds if they are near Riot. This effect triggers on Heavy Attacks, Unblockable Attacks and Special Attacks. • If the opponent attacks Riot when Blocking, return 6% of the Damage taken. • Riot's Bleed and Armor Break abilities have 100% (Max SA lvl) to Double Up as well as the Duration.
Abilities ☆ Klyntar Knowledge ▪ Riot knows how to deal with his enemies. Begins the fight with different abilities depending on what class he's facing. When facing against Mystic, Riot has no Klyntar Knowledge. • Cosmic: Critical Attacks copy a Buff from the opponent for 10 seconds. Up to 3 different Buffs. • Mutant: All Riot's attacks has 14% chance to inflict Heal Block for 4 seconds. • Science: Riot gains 1000 Physical Resistance for 2.5 seconds if the opponent evades his attacks or when the opponent gains a bar of Power. • Skill: Riot's Special Attacks burns 50% Power and inflict Power Lock for 8 seconds. • Tech: Riot's attacks ignore Armor Rating and Physical Resistance by 10% and Shrugs off Debuffs 55% faster.
▪ First Hit Props • Inflicts Bleed Debuff for 4 seconds. • Gains a bar of Power. • The first Special Attack that Riot will use becomes Unblockable. • Gains Regeneration, healing 20% HP for 12 seconds. • All attacks, when below 5 Combo Meter are guaranteed Critical Hits.
Symbiote Weakness ▪Riot takes 20% more damage to Fire damage (incinerate) ▪ When Riot is Incinerated: • Gains Armor Break Debuff. • -20% offensive and defensive Power Rate. • - 20% Attack Rating and Block Proficiency. ▪ When Riot is Stunned, he has -15% Physical Resistance and Energy Resistance. ▪ Riot has -15% Attack Rating if he didn't get the First Hit Props.
▪ Riot's Offensive Weapon - Gigantic Axes Riot transforms his arms into axes when he uses Dashing Attacks, 1st Medium Attacks and 2nd Medium Attacks. • Riot's Dashing attacks and 1st Medium Attacks inflict Armor Break, reducing Armor Rating by X for 4 seconds and Bleed for 4 seconds. These effects have 7% chance to trigger if the opponent is Blocking. If the opponent is Immune to both Armor Break and Bleed, these attacks ignore 45% Physical Resistance, 45% Armor Rating and 45% Block Proficiency. • Riot's 2nd Medium attack is Unblockable and inflicts Bleed for 4 seconds.
▪ Riot's Defensive Weapon - Defensive Spikes When Riot feels danger, he releases sharp spikes from his body that deals damage and Stun the opponent when they are near Riot. • When the opponent lands 3 Critical Hits during a combo, gain a 1.5 second countdown and Riot releases Spikes from his body, Stunning the opponent for 1.5 seconds if they are near. • When Riot is cornered by the opponent for 3 seconds, Riot releases spikes from his body, Stunning the opponent for 1.5 seconds if they are near. • Spikes last 1 second and deals damage based on Riot's Attack Rating. • Spikes won't come out if Riot is Stunned. • The opponent is not affected by Defensive Spikes if performing a Special Attack.
▪ Heavy Attacks Riot transforms his arms into flails and gives a devastating impact upon hit. • When landed successfully, opponent gains Immobile for 1.5 seconds, preventing the opponent from Dashing Backwards. This ability goes on 2-second cooldown after Immobile expires.
Special Attack 1 • This attack inflicts permanent Bleed Debuff, damaging 2 HP per second and reduce opponent's Healing ability by 5% These effects stacks until Healing Ability is reduced by 100%
Special Attack 2 • The last hit from this attack is Unblockable. Inflicts Sunder for 10 seconds. While the opponent has Sunder, all of Riot's successful attacks inflict Armor Break until Sunder expires. Armor Breaks inflicted this way also expire when Sunder expires. If the opponent has Immobile during this attack, 25% chance to Stun the opponent for 1.5 seconds.
Special Attack 3 • For every 20% missing health on the opponent, this attack ignores 13% Physical Resistance and Armor Rating.
Synergies ▪ Relatives • Venom: Gain 5% Power everytime he gains a new Buff • Carnage: Every 5% missing HP on the opponent gives Carnage 55 Critical Rating. • Riot: If Riot didn't get the First Hit Props and when his HP reaches 15%, he activate Defensive Spikes after 3 seconds.
▪ All Symbiotes • All Debuffs they inflict last 2 seconds longer.
Moonstone Manipulation On Contact with an Energy Attack The next hit has a 0% chance to be Critical, and deals energy damage instead of physical.
For every 10% Ability Accuracy gained by Zemo, decrease the opponent's Defensive Ability Accuracy by 5%
When Zemo's Intercept is Interrupted The attacker Misses the next attack.
Abilities
Passive Starts out with 0% Offensive Ability Accuracy. Against Science Champions gain the following benefits: 20% Increased Ability Accuracy
Strategist Each non-consecutive, unique basic attack performed grants +10% Offensive Ability Accuracy. Performing the same basic attack consecutively resets Zemo's Offensive Ability Accuracy to 0%. Whenever Zemo's Offensive Ability Accuracy is greater than 100%, he gains a Strategist Passive. While Zemo is under the effects of Strategist, he cannot Miss attacks, ignores critical hit resistance, his Ability Accuracy cannot be lowered, and gains the effects of Level 1 Deep Wounds. If the Mastery is already active, his bleeds gain +250% potency.
When Dashing Forwards Increase attack rating by 938.4 for that attack. Gain +243 critical rating.
Critical Hits 0% chance to refresh all Bleed debuffs active on the opponent.
Heavy Attacks Zemo uses his handgun for this attack, ignoring all Armor. 0% chance to inflict Bleed, dealing 1035.45 direct damage over 10 seconds. This attack will never be a critical hit.
Special Attack 1 This attack cannot be Evaded and ignores all Armor. 0% chance on each hit to inflict Bleed, dealing 738.32 direct damage over 12 seconds.
Special Attack 2 If Zemo is close to the opponent, this attack has a 0% chance to inflict an Instant Bleed for each Bleed debuff active on the opponent, dealing 835.8 damage. Landing a critical hit during this attack doubles the number of Bleed debuffs on the opponent.
Special Attack 3 Zemo's Ability Accuracy is increased by +101% for 20 seconds.
Quantum Tunneling Kitty can extend her powers to the rest of her team. Kitty starts out each quest with 1 Persistent Charge. Using this charge allows any teammate (including herself) to start the fight Phasing. For the duration of this initial Phasing effect, Critical Damage Rating is increased by +347 and Special Attack damage is increased by 150%. Phasing ends when any damage is taken. Kitty has a 100% chance to gain a Persistent Charge by knocking out an opponent while Phasing.
Increase Critical Rating by up to 259 based on how full the opponent's power meter is.
Abilities
Phasing By staying idle for 1 second, Kitty phases and all unblocked physical attacks will Miss. Energy and Psychic attacks have a 50% to Miss unless the opponent is a Skill champion, which will have a 100% chance to Miss. Phasing immediately ends when Kitty is inflicted with Stun, Concussion, or Disorient. Phasing ends when Kitty takes any damage. If a Robot Misses an attack, Kitty has a 20% chance to inflict Shock, dealing 395.4 energy damage over 4 seconds. If a Non-Robot champion Misses an attack, Kitty has a 10% chance to inflict Disorient, reducing Block Proficiency by 50% and Defensive Ability Accuracy by 70% for 6 seconds.
Against Dimensional Beings Any Damage Over Time effect that would be applied on a Missed attack is applied.
Heavy Attacks Lockheed Incinerates the opponent, dealing 1023.65 energy damage over 5 seconds and reduces Block Proficiency by 50%.
Critical Hits Grant 5% of a bar of power. If Phasing, grant a Prowess buff lasting 10 seconds, increasing the damage dealt by a Special Attack by 100%.
Special 1 If Kitty is Phasing, this attack is Unblockable.
Special 2 If Kitty is not already Phasing, she will Phase. If Kitty is Phasing, this attack deals 150% more damage. Inflicts Incinerate, dealing 1023.65 energy damage over 5 seconds and reduce Block Proficiency by 50%.
Special 3 Kitty leaves her opponent Phased into a wall, Stunning them for 2.5 seconds. She cannot be Stunned for 6 seconds after this attack. All attempts to Stun her during this period makes Kitty Unblockable until a bar of power is filled by either champion.
I hate this thread, and I hate that kabam and others on the board keeps redirecting people to post here. This might as well be a grave yard for good ideas.
I hate this thread, and I hate that kabam and others on the board keeps redirecting people to post here. This might as well be a grave yard for good ideas.
It keeps the forums tidier, so I see why they want players to put their ideas here.
Moonstone Manipulation On Contact with an Energy Attack The next hit has a 0% chance to be Critical, and deals energy damage instead of physical.
For every 10% Ability Accuracy gained by Zemo, decrease the opponent's Defensive Ability Accuracy by 5%
When Zemo's Intercept is Interrupted The attacker Misses the next attack.
Abilities
Passive Starts out with 0% Offensive Ability Accuracy. Against Science Champions gain the following benefits: 20% Increased Ability Accuracy
Strategist Each non-consecutive, unique basic attack performed grants +10% Offensive Ability Accuracy. Performing the same basic attack consecutively resets Zemo's Offensive Ability Accuracy to 0%. Whenever Zemo's Offensive Ability Accuracy is greater than 100%, he gains a Strategist Passive. While Zemo is under the effects of Strategist, he cannot Miss attacks, ignores critical hit resistance, his Ability Accuracy cannot be lowered, and gains the effects of Level 1 Deep Wounds. If the Mastery is already active, his bleeds gain +250% potency.
When Dashing Forwards Increase attack rating by 938.4 for that attack. Gain +243 critical rating.
Critical Hits 0% chance to refresh all Bleed debuffs active on the opponent.
Heavy Attacks Zemo uses his handgun for this attack, ignoring all Armor. 0% chance to inflict Bleed, dealing 1035.45 direct damage over 10 seconds. This attack will never be a critical hit.
Special Attack 1 This attack cannot be Evaded and ignores all Armor. 0% chance on each hit to inflict Bleed, dealing 738.32 direct damage over 12 seconds.
Special Attack 2 If Zemo is close to the opponent, this attack has a 0% chance to inflict an Instant Bleed for each Bleed debuff active on the opponent, dealing 835.8 damage. Landing a critical hit during this attack doubles the number of Bleed debuffs on the opponent.
Special Attack 3 Zemo's Ability Accuracy is increased by +101% for 20 seconds.
Moonstone Manipulation On Contact with an Energy Attack The next hit has a 0% chance to be Critical, and deals energy damage instead of physical.
For every 10% Ability Accuracy gained by Zemo, decrease the opponent's Defensive Ability Accuracy by 5%
When Zemo's Intercept is Interrupted The attacker Misses the next attack.
Abilities
Passive Starts out with 0% Offensive Ability Accuracy. Against Science Champions gain the following benefits: 20% Increased Ability Accuracy
Strategist Each non-consecutive, unique basic attack performed grants +10% Offensive Ability Accuracy. Performing the same basic attack consecutively resets Zemo's Offensive Ability Accuracy to 0%. Whenever Zemo's Offensive Ability Accuracy is greater than 100%, he gains a Strategist Passive. While Zemo is under the effects of Strategist, he cannot Miss attacks, ignores critical hit resistance, his Ability Accuracy cannot be lowered, and gains the effects of Level 1 Deep Wounds. If the Mastery is already active, his bleeds gain +250% potency.
When Dashing Forwards Increase attack rating by 938.4 for that attack. Gain +243 critical rating.
Critical Hits 0% chance to refresh all Bleed debuffs active on the opponent.
Heavy Attacks Zemo uses his handgun for this attack, ignoring all Armor. 0% chance to inflict Bleed, dealing 1035.45 direct damage over 10 seconds. This attack will never be a critical hit.
Special Attack 1 This attack cannot be Evaded and ignores all Armor. 0% chance on each hit to inflict Bleed, dealing 738.32 direct damage over 12 seconds.
Special Attack 2 If Zemo is close to the opponent, this attack has a 0% chance to inflict an Instant Bleed for each Bleed debuff active on the opponent, dealing 835.8 damage. Landing a critical hit during this attack doubles the number of Bleed debuffs on the opponent.
Special Attack 3 Zemo's Ability Accuracy is increased by +101% for 20 seconds.
So he never causes bleed?
Well, he starts with 0% Offensive AA. Each non-consecutive unique basic attack (so like heavies, lights, and mediums) increases his OAA by 10%. So kind of like a reverse Sentinel. The more unique attacks you do, the more OAA you have.
For example, if you do a M-L-M followed by a L-M-L-M, that's 7 non-consecutive unique basic attacks, meaning that his OAA is now 70%, which means his bleeds proc with a 70% chance.
To play him optimally, you want to make sure you don't use the same attack twice in a row. By getting your OAA higher and higher, you maintain the Strategist Passive, giving Zemo a boost in utility and damage.
So yes, at the base, Zemo never procs his bleeds. However, if played correctly, he can get guaranteed bleeds.
Moonstone Manipulation On Contact with an Energy Attack The next hit has a 0% chance to be Critical, and deals energy damage instead of physical.
For every 10% Ability Accuracy gained by Zemo, decrease the opponent's Defensive Ability Accuracy by 5%
When Zemo's Intercept is Interrupted The attacker Misses the next attack.
Abilities
Passive Starts out with 0% Offensive Ability Accuracy. Against Science Champions gain the following benefits: 20% Increased Ability Accuracy
Strategist Each non-consecutive, unique basic attack performed grants +10% Offensive Ability Accuracy. Performing the same basic attack consecutively resets Zemo's Offensive Ability Accuracy to 0%. Whenever Zemo's Offensive Ability Accuracy is greater than 100%, he gains a Strategist Passive. While Zemo is under the effects of Strategist, he cannot Miss attacks, ignores critical hit resistance, his Ability Accuracy cannot be lowered, and gains the effects of Level 1 Deep Wounds. If the Mastery is already active, his bleeds gain +250% potency.
When Dashing Forwards Increase attack rating by 938.4 for that attack. Gain +243 critical rating.
Critical Hits 0% chance to refresh all Bleed debuffs active on the opponent.
Heavy Attacks Zemo uses his handgun for this attack, ignoring all Armor. 0% chance to inflict Bleed, dealing 1035.45 direct damage over 10 seconds. This attack will never be a critical hit.
Special Attack 1 This attack cannot be Evaded and ignores all Armor. 0% chance on each hit to inflict Bleed, dealing 738.32 direct damage over 12 seconds.
Special Attack 2 If Zemo is close to the opponent, this attack has a 0% chance to inflict an Instant Bleed for each Bleed debuff active on the opponent, dealing 835.8 damage. Landing a critical hit during this attack doubles the number of Bleed debuffs on the opponent.
Special Attack 3 Zemo's Ability Accuracy is increased by +101% for 20 seconds.
So he never causes bleed?
Well, he starts with 0% Offensive AA. Each non-consecutive unique basic attack (so like heavies, lights, and mediums) increases his OAA by 10%. So kind of like a reverse Sentinel. The more unique attacks you do, the more OAA you have.
For example, if you do a M-L-M followed by a L-M-L-M, that's 7 non-consecutive unique basic attacks, meaning that his OAA is now 70%, which means his bleeds proc with a 70% chance.
To play him optimally, you want to make sure you don't use the same attack twice in a row. By getting your OAA higher and higher, you maintain the Strategist Passive, giving Zemo a boost in utility and damage.
So yes, at the base, Zemo never procs his bleeds. However, if played correctly, he can get guaranteed bleeds.
Criminal Connections Each Villain present on Viper's team (including herself) adds a Persistent Charge. Each Persistent Charge activates a Henchman passive effect, increasing attack rating by 1141.8 and critical rating by 126.4 per stack. Max stacks: 5. Only applies to #Villain characters
Upon receiving a hit that would Knock Out a #Villain champion Instantly Regenerate 5% of maximum health and remove a Henchman effect, and decrease Persistent Charge count by 1.
Abilities
Passive Immune to Poison
Toxins When the opponent is suffering from a Bleed debuff and is inflicted with a Poison debuff, they combine into a passive Neurotoxin, dealing 4115 damage, and reducing Ability Accuracy by 30% over 10 seconds. When the opponent is suffering from a Fatigue debuff and is inflicted with a Poison debuff, they combine into a passive Myotoxin, dealing 3843 damage, reducing the opponent's attack rating by 257.3, and defensive power gain rate by 60% over 10 seconds. When the opponent is suffering from a Poison debuff and is inflicted with another Poison debuff, they combine into a passive Cytotoxin, dealing 6238 damage, and reducing regeneration rate by 50%. If the opponent is a Robot, a Shock debuff is applied instead of a Poison.
Basic Attacks Viper's first Medium Attack is a projectile and does not make contact. This has a 40% chance to inflict a Bleed debuff, dealing 1934 direct damage over 20 seconds. All Medium and Light Attacks have a 10% chance to inflict a Fatigue debuff, reducing the opponent's critical rating by 235.23 for 12 seconds.
Heavy Attack 60% chance to inflict Poison, dealing 2131.25 direct damage over 5 seconds, reducing the opponent's regeneration rate by 30%.
Special Attack 1 This attack cannot be Evaded or caused to Miss. 40% chance to inflict a Bleed debuff on each hit, dealing 1934 direct damage over 20 seconds. The chance is increased by 1% for every hit on Viper's combo meter.
Special Attack 2 Instantly converts any debuffs on herself into either a Neurotoxin, Myotoxin, or Cytotoxin depending on the last basic attack used. Medium-Neurotoxin Light-Myotoxin Heavy-Cytotoxin
Special Attack 3 Gain a 20% increase in Offensive Ability Accuracy for 20 seconds.
While I’m sure I can’t give an in depth character description, I’d love to hear other people’s thoughts on the possibility and logistics of making a new black panther character in honor of Chadwick Boseman’s passing. Boseman have such life to the character, and the black panther was a hero that fans couldn’t wait to see evolve and grow in the MCU. That being said, I think having another black panther skin that is more accurate to his appearances in the black panther movie, infinity war, and endgame. The skin could either be a tech class given the nano tech suit, or to honor the spirituality of the Wakanda, he could be a mystic class character. I’d love to see people collaborate on this, especially given how much Chadwick boseman touched the world. Definitely rattle off some ideas on this thread about the logistics of what this characters abilities would be and what not. I’m sure having more support around this would help increase the likeliness of this happening. Stay healthy people! Wakanda forever
Changes to Base Abilities: Almost complete rework to Unworthy Form to better display Bill’s hand-to-hand combat while providing some utility. Added resistance to incinerate debuffs Toned down Signature ability of Worthy Form from 40% to 20%
Synergy Changes: Oathbrothers synergy: swapped with Hammer Time Synergy to benefit Thor (Jane Foster) as well. Galactus Will Starve! Synergy: updated Air-Walker’s synergy and included unknown synergy member. Additional utility added to synergy Guardians Of The Galaxy synergy: Gamora synergy reworked for more utility.
Other Changes: Changed Special 3 animation Added victory animation General tune-ups
I won't include numerical stats because I don't know what normal stats look like. Damage listed is of a 5* 5/65 version.
Beta Ray Bill has: Above average Health Above Attack Rating Slightly below average Block Proficiency (he's no MODOK, but he's also no Red Skull. Think just a reasonable chunk below average block proficiency) High Physical Resistance Low Critical Rating Low Critical Damage Rating Average Armour Average Energy Resistance Average Critical Resistance
Class: Mystic (while Beta Ray Bill has cause to be cosmic, his powers are based on mystical abilities) Size: L
Abilities
Beta Ray Bill's cybernetic enhancements provide him with an 80% resistance to bleed and incinerate debuffs. Bill's physiology provides him with full immunities to the poisons of the Battlerealm. When in his Worthy Form, Bill is completely immune to shock effects. When under the effects of incinerate, Beta Ray Bill gains an indefinite fury buff increasing attack rating by 50% for the length of the debuff.
Stage interactions: (this is just for fun, I doubt Kabam is able to do anything with stages and champion interactions)
When fighting in Muspelheim, Beta Ray Bill gains an indefinite fury buff, increasing attack rating by 50%. (Bill cannot gain an additional fury buff from incinerates when fighting on this stage)
When fighting in the Asgard Power Station, Throne Room or Vault stages, Bill's AI plays more aggressive, favouring special attacks (less baiting) and dashing in. When playing Beta Ray Bill on this stage, he has a 10% chance to gain an unstoppable buff for his first medium attack.
Awakened Ability
Godhunter While in his Worthy Form, Bill has a base 10% chance to inflict a shock debuff on every attack (on a sig 200 5*, 20% chance). In his Unworthy Form, Bill gains an indefinite passive fury increasing attack by a base 20% (sig 200 5*, 100%)
Forms:
Beta Ray Bill starts with 5 persistent charges, can be in one of two forms when fighting, his Worthy Form and Unworthy Form, and begins the first fight in his Worthy Form. A persistent charge is consumed for every fight that Bill is in Worthy Form. persistent charges are not consumed when in Unworthy Form. For every #villain and #herald Bill defeats, he gains a persistent charge. If a form is not chosen, Bill will default to Worthy Form. The second medium attack is a guaranteed critical attack.
Worthy Form: With the power of Stormbreaker, Beta Ray Bill attacks with powerful blows that have the power to inflict a shock debuff on every 5th hit of his combo. Each shock debuff deals 400 damage over 3 seconds (max stacks: 10 at one time). once the debuff ends, is shrugged off or purified in any way, the opponent gains a dormant shock , which can stack up to 75 charges (minimum 20). By activating a Special Attack 3, all dormant shocks are converted into The Might of Stormbreaker, a passive shock dealing a base 50,000 damage over 20 seconds, with each additional shock charge increasing damage by 7%. While The Might of Stormbreaker is active, Bill has a 15% chance to stun the opponent for 2 seconds on his basic attacks (This chance is halved when fighting champions of the Science class).
Unworthy Form: Bill is unable to lift Stormbreaker, so he takes matters into his own hands. Every basic hit has a 70% chance to inflict stagger (max stacks: 3), lasting 5 seconds. Staggers fall off the opponent one at a time. 100% chance on heavy attacks to gain a Combo Shield Buff lasting indefinitely (max stacks: 10).
Hand to Hand Combat (Unworthy Form): For every 49 hits on Bill’s combo meter, Bill gains a new bonus while fighting his opponent. When struck, Bill loses 49 hits and the previous bonus. His combo is then locked for 10 seconds. Bill carries over 50% of his combo meter to the next fight. This is displayed using a second persistent charge.
0 hits: Gain an indefinite fury passive increasing attack rating by 100%. 1-50 hits: Each hit increases critical rating by 1% (maximum: 50%). This is then converted into an indefinite Precision passive. Additionally, Bill gains a 20% chance crit on the opponents block. 51-100 hits: Each hit increases critical damage by 50 (maximum: 2450). This is then converted into an indefinite Cruelty passive 101-150 hits: Each hit reduces the opponents defensive ability accuracy by 1%. This is then converted into an indefinite Concussion passive. 151-200 hits: Bill gains an indefinite passive regeneration healing 1% each second. Bill heals for 80% of damage taken. This potency is halved when taking damage on block. 201+ hits: 100% chance to go unblockable on the next attack after a critical hit. 100% chance to gain an unstoppable passive when dashing towards the opponent.
Special 1:
Beta Ray bill hurls Stormbreaker, before headbutting the opponent, followed by a final swing with Stormbreaker’s axe
Worthy Form: Stuns the opponent for 4 seconds. Inflicts a shock debuff on opponent, dealing 2000 damage over 4 seconds, and places 5 dormant shock charges on the opponent. Attacking the opponent when stunned power burns the opponent of 2% of their power.
Unworthy Form: Stuns the opponent for 4 seconds. Inflicts concussion, reducing the enemy’s defensive ability accuracy by 70% for 10 seconds. Attacking the opponent with medium attacks while both debuffs are active places a heal block on the opponent, lasting 10 seconds.
Special 2:
Beta Ray Bill strikes the opponent, sending them into the air, before striking them down with lightning
Worthy Form: Stuns the opponent for 6 seconds. Attacking the opponent while stunned grants Bill +15% offensive power rate, and 50% chance on all attacks to place 1 dormant shock on the opponent.
Unworthy Form: Stuns the opponent for 6 seconds. Bill gains a Cruelty buff, increasing critical damage by 2434 for 15 seconds. Attacking the opponent when stunned grants Bill 100% chance to deal critical hits.
Special 3:
Bill flies to safety as Skuttlebutt is called in for an air-strike
Worthy Form: When the opponent has 20 or more dormant shocks, The Might of Stormbreaker activates. Beta Ray Bill power drains the opponent, draining a bar of power each for every 25 dormant shocks.
Unworthy Form: Inflicts a concussion debuff, reducing ability accuracy by 90% for 20 seconds. Attacking the opponent while under the effects of the concussion debuff deals 5% energy damage for each hit. This is increased to 10% on critical hits.
Victory Animation:
Bill is victorious, a cause for celebration! Bill and Oath Brother Thor share a drink
Synergies:
Oath Brothers: With Thor and Thor (Ragnarok) Thor: Armour breaks stack to a maximum of 5, with 50% increased potency and duration Thor (Ragnarok): All shock debuffs are passive effects with 50% increased potency and duration.
Hammer Time: With Thor, Thor (Jane Foster) Thor, Thor (Jane Foster): inflicts 20 passive shocks on the opponent when using special 3 above 100 hits. Passive shocks deal 30,000 damage over 20 seconds.
Annihilators: With Nova, Ronan, Silver Surfer, Quasar*, Gladiator* All members except Beta Ray Bill: personal fury effects gain 60% potency per fury buff. Additionally, all synergy members are able to stack up to 3 Fury buffs, if previously unable to exceed 1 Fury buff.
Galactus Will Starve!: With Air-Walker, Silver Surfer, Terrax, Thor and Unknown^* Air-Walker: +20% attack rating for each Dark Tide Debuff on the opponent. Beta Ray Bill: +50% attack rating when fighting champions of the Superior class and champions tagged as #Heralds. Silver Surfer: able to stack up to 5 buffs each of Fury, Power Gain, and Armour Up, and up to 3 buffs of Aptitude. Terrax: Armour break effects gain 600% potency while Rock Field is active. Thor: 30% chance on all attacks to inflict a shock debuff lasting 3 seconds based on modified attack. All Champions except Beta Ray Bill: Galactus’ power allows Heralds to have a 50% resistance to all bleed, poison, incinerate and shock debuffs
Guardians of The Galaxy: With Agent Venom, Drax, Gamora, Groot, Rocket Raccoon, Star-Lord Agent Venom: Klyntar Rage occurs every 10 seconds, and potency is increased by +80%. Drax: When performing a heavy attack, 30% chance to gain cruelty buff, increasing critical damage rating by 2500. Gamora: When Performing a heavy attack, 20% chance on all successful hits to convert one Fury or Cruelty buff into a passive effect. Groot: When performing a heavy attack, All pacifism charges are consumed. +10% percent potency for each buff active. Rocket Raccoon: +600 Block Proficiency, all shield system charges are doubled. Star-Lord: When performing a heavy attack, Star-Lord is able to switch between the four effects of his element gun.
Legend:
*: Character unavailable in Contest. ^: Not enough information known about champion.
Feedback Definitely Required!
Hi everyone, this is draft 2 of (probably) 5 for Beta Ray Bill. This was mainly meant to update the Galactus Will Starve! Synergy to include Air-Walker, but I wasn’t particularly happy with the Unworthy Form. The Worthy Form was mainly meant to be used as a power-control/DOT, while the Unworthy Form seemed to just have damage without any clear or meaningful utility. I decided on a complete rework, since it was the first concept I had developed for Bill, and seemed a little lacklustre. Although I might tone it down in the next draft, because the unblockable might be a bit too much for little effort
Other things of note: A tune-down of the signature ability for Worthy Form, because it seemed a little too easy to gain shock debuffs. Gamora’s synergy was changed, because it didn’t really offer too much to her. Some shifting around of synergies to give Thor (Jane Foster) a little bit more damage, and changed Thor (Ragnarok)’s synergy so he isn’t left out.
Things to look out for in the next draft: Possible minor changes to base abilities of Worthy Form Slight tune-ups to Unworthy Form Hopefully some stats. Maybe a Character Bio? Small tune-ups or changes for synergies (suggestions appreciated!)
Feel free to tag me and suggest changes or numerical stats for Beta Ray Bill. I hope you liked this draft!
Sandman (Science) ☆ Signature Ability ☆ Concrete Sand When Sandman has Power Locked for 6 seconds, he gains Retaliate for 4 seconds. ▪Retaliate • Return 100%(Max SA lvl) damage taken from opponent's attacks.
☆ Solid State Sandman starts the fight with Solid State ▪ Solid State • +500 Physical Resistance, +10% Attack Rating and Unblockable for 3 seconds. • After activating Special Attacks, Sandman gains Solid State.
☆ Rock Particles Sandman starts the fight with 5 Rock Particles Charges. When Sandman loses a Grains of Sand Charge, he also lose 1 Rock Particles Charge. When Sandman collects all Grains of Sand Charges, he also collects all Rock Particles Charges. ▪ Rock Particles Chsrges • +200 Physical Resistance for each Rock Particles Charge. • Opponent's Critical Hits has -5% less damage for each Rock Particles Charge. • +10% Block Proficiency for each Rock Particles Charge. • +4% Attack Rating for each Rock Particles Charge. • For each Rock Particles Charge, Sandman has 7% to become Unstoppable on Heavy Attacks.
-Abilities-
Passive: • A sand man has full Immunity to Bleeding. • Sandman gains Power Locked Debuff when Incinerated. He can only be inflicted with Power Lock this way. • When Sandman is attacked by Missiles, Guns, Rifles, and Energy Attacks, these attacks are guaranteed Critical Hits even if Sandman is Blocking. Additionally, Sandman doesn't gain Power from these attacks. • When fighting against a Skill Champion, Sandman has -500 Physical Resistance.
▪ Grains of Sand Charges • Sandman starts the fight with 5 Grains of Sand Charges. For every 1 Grains of Sand Charge, Sandman has +100 Physical Resistance. • Everytime Sandman is struck 5 times, he lose 1 Grains of Sand charge and Regenerates 30% HP of the damage taken from the 5 hits for 4 seconds. HP Regenerated this way is not affected by Heal Block and Healing Buff Nodes. • Every time Sandman loses a Grains of Sand Charge, he splatters the Grains of Sand Charge on the ground. • If Sandman loses all charges, he has -10% Block Proficiency, -10% Physical Resistance, -10% Critical Resistance, -10% Attack Rating and -50% Power Rate.
▪ Special Attacks • Collects all the Grains of Sand Charges on the ground and Regenerates 35% HP of the damage taken from each charge on the ground for 4 seconds. HP Regenerated this way is not affected by Heal Block and Healing Buff Nodes. • If there are no Grains of Sand Charges on the ground, Sandman Regenerates 5% HP.
▪ Heavy Attacks • Inflict Dizzy for 3 seconds. • Dizzy opponents cannot Evade and has -25% Defensive and Offensive Ability Accuracy. • If Sandman has 5 or more Rock Particles Charges, 50% chance to Stun the opponent for 1 second if they hit the wall. 100% chance to Stun for 1.5 seconds if the opponent is on the corner.
▪ Special Attack 1 • Sandman collects all sand resources on the ground and attack the opponent. If successful, 100% chance to inflict Dizzy on the opponent for 6 seconds. This attack is Unblockable if the opponent is on the corner.
▪ Special Attack 2 • Sandman collects all sand resources on the ground and spray sands at the opponent. If successful, 100% chance to inflict Blinded on the opponent for 6 seconds. Blinded opponents has -20% Block Proficiency and all of their attacks has 20% chance to miss. This attack is Unblockable if Sandman is cornered by the opponent.
▪ Special Attack 3 • Sandman collects all sand resources on the ground and becomes giant Sandman. This attack drains all opponent's Power and inflict Dizzy and Blinded for 10 seconds.
Synergy: ▪ Spiderman (Classic): +15, 000 Damage if Uncle Ben dies. (JUST KIDDING. LOL)
Comments
Hulkpool
Galactus the butcher of worlds
Kalumai
War machine earth 70213
Oya
Sprite
Trance
Everyone gangsta til the slug comes in too whoop you
Jack pierce (iceberg)
Corporal Scott summers
Absorbing man
Deathlok
Born char
Lash
For those of you who don't know, hi. I'm Other MCOC Gabe. I've been endorsed by Rich the Man, Katy Candy, Frontline: MCOC, the UMCOC Podcast, Otriux, and other content creators. I've collaborated with most of them as well as (on a celebrity guest basis) Kabam Creative Director Gabriel Frizzera and Kabam Miike. I drive most of the future-champs discussion on Twitter, and I run the MCOC Wishlist Poll and the corresponding blog, as well as the poll where you can vote which of your champs they buff next. Come hang out with us on Twitter.
Things absolutely blew up on Twitter today with the big announcement. It was really fun. If you weren't there, we missed you.
I am also part of a group of people on Twitter who regularly produce very highly polished full champ Spotlight ideas for future champs. So if you like doing that, you should come compare notes with us. (I am currently in the process of going back and cataloging all the champ ideas that have been left here by you. They will be gradually added to the blog as I have time.)
After Apocalypse and Professor X graduate from the poll (when their Spotlights drop) the new #1 champ will likely be Sandman and the new #2 will likely be Quicksilver. Only your votes can decide.
Class: Science
Synergies:
Enemies: All champions gain (x) Critical Rating. (Doctor Octopus)
Warning System: Ezekiel and Spider-Man: While fighting Skill champions, the Class Relationships are reversed.
Signature Ability: Ezekiel focuses on his enemy's mind, allowing him to make his created Buffs last for (0.1-3) additional seconds.
Abilities:
Passive: Eternal physiology grants immunity to all known poisons within the Battlerealm.
Extrasensory Perception: Ezekiel's excellent senses give him a 100% chance to convert the following Debuffs into Buffs. The created Buffs last for 5 seconds. Other Debuffs on Ezekiel trigger normally.
Armor Break -> Armor Up
Weakness -> Fury
Fatigue -> Precision
Exhaustion -> Cruelty
Bleed -> Physical Resistance
Incinerate -> Energy Resistance
Power Lock -> Power Gain
Medium Attacks: 10% chance to gain a Fury Buff for 5 seconds, granting (x) Attack.
Heavy Attacks: 50% chance to inflict an Armor Break Debuff, removing 1 Armor Up Buff and reducing Armor Rating by (x) for 5 seconds.
Special Attack 1: If Ezekiel has at least 3 Buffs, 100% chance to Stun the enemy for 3 seconds.
Special Attack 2: 50% chance to turn 1 Active Buff into a Passive Buff. The chance is doubled if the enemy is under the effect of an Armor Break Debuff.
Special Attack 3: 50% chance for each Active Buff to turn into a Passive Buff. If at least 3 Buffs are converted, 100% chance to gain True Strike for 10 seconds, allowing this Champion to ignore Armor, Resistances, Auto-Block and all Evade effects.
Scarlet Witch (Movie)
Class: Mystic
Signature Ability: A Witch's Fury
Wendy is fiercely protective of her loved ones and will destroy anything willing to hurt them.
A % chance of converting a mind warp charge on the enemy into Witch's Fury when landing a critical hit.
Witch's Fury:
Raises the Attack Rating by 15~25% per charge
Lasts up to 10 to 15 seconds
Can store up to three charges
When launching a special attack, consume all Witch's Fury to deal a certain amount of energy damage. Energy damage is enhanced further by each buff on the enemy by 15% for each different type of buff. Buffs will be consumed as well.
Applies an Armor Break and Stagger when consumed.
Mind Warp:
A 25~35% reduction in the potency of buffs.
Enemy buffs are made passive.
Up to three charges.
dash back and block to build a charge.
Blocking an attack break her concentration and the timer is reset
As a defender, these are earned in 10-second intervals.
Increase Critical Damage by 15~20% per charge.
1 Mind Warp charge Is lost after every 10 hits.
Passive: All attacks are energy-based.
When knocked down, all Mind Warp charges are lost.
Special Attack 1: Scarlet blasts the opponent back and consumes one Mind Warp charge to inflict Slow.
Special Attack 2: Scarlet holds her opponents with her telekinesis before slamming them into the ground. Consumes a Mind Warp to inflict a Heal Block and Nullify. If none is available, gain one instead.
Special Attack 3: Scarlet releases all her anger in a devastating blast that converts all Mind Warp charges into Witch's Fury. The attack inflicts a Stun.
Riot (Cosmic)
Signature Ability
▪ Grey Symbiote Talents
• Every start of each fight, for 5 seconds, all incoming attacks are Auto-Blocked except Heavy Attacks and Unblockable Attacks.
• When Blocking, Riot releases spikes from his body for protection. If the opponent Knocks him down while Blocking, 14% chance to Stun the opponent for 1.5 seconds if they are near Riot. This effect triggers on Heavy Attacks, Unblockable Attacks and Special Attacks.
• If the opponent attacks Riot when Blocking, return 6% of the Damage taken.
• Riot's Bleed and Armor Break abilities have 100% (Max SA lvl) to Double Up as well as the Duration.
Abilities
☆ Klyntar Knowledge
▪ Riot knows how to deal with his enemies. Begins the fight with different abilities depending on what class he's facing. When facing against Mystic, Riot has no Klyntar Knowledge.
• Cosmic: Critical Attacks copy a Buff from the opponent for 10 seconds. Up to 3 different Buffs.
• Mutant: All Riot's attacks has 14% chance to inflict Heal Block for 4 seconds.
• Science: Riot gains 1000 Physical Resistance for 2.5 seconds if the opponent evades his attacks or when the opponent gains a bar of Power.
• Skill: Riot's Special Attacks burns 50% Power and inflict Power Lock for 8 seconds.
• Tech: Riot's attacks ignore Armor Rating and Physical Resistance by 10% and Shrugs off Debuffs 55% faster.
▪ First Hit Props
• Inflicts Bleed Debuff for 4 seconds.
• Gains a bar of Power.
• The first Special Attack that Riot will use becomes Unblockable.
• Gains Regeneration, healing 20% HP for 12 seconds.
• All attacks, when below 5 Combo Meter are guaranteed Critical Hits.
Symbiote Weakness
▪Riot takes 20% more damage to Fire damage (incinerate)
▪ When Riot is Incinerated:
• Gains Armor Break Debuff.
• -20% offensive and defensive Power Rate.
• - 20% Attack Rating and Block Proficiency.
▪ When Riot is Stunned, he has -15% Physical Resistance and Energy Resistance.
▪ Riot has -15% Attack Rating if he didn't get the First Hit Props.
▪ Riot's Offensive Weapon - Gigantic Axes
Riot transforms his arms into axes when he uses Dashing Attacks, 1st Medium Attacks and 2nd Medium Attacks.
• Riot's Dashing attacks and 1st Medium Attacks inflict Armor Break, reducing Armor Rating by X for 4 seconds and Bleed for 4 seconds. These effects have 7% chance to trigger if the opponent is Blocking. If the opponent is Immune to both Armor Break and Bleed, these attacks ignore 45% Physical Resistance, 45% Armor Rating and 45% Block Proficiency.
• Riot's 2nd Medium attack is Unblockable and inflicts Bleed for 4 seconds.
▪ Riot's Defensive Weapon - Defensive Spikes
When Riot feels danger, he releases sharp spikes from his body that deals damage and Stun the opponent when they are near Riot.
• When the opponent lands 3 Critical Hits during a combo, gain a 1.5 second countdown and Riot releases Spikes from his body, Stunning the opponent for 1.5 seconds if they are near.
• When Riot is cornered by the opponent for 3 seconds, Riot releases spikes from his body, Stunning the opponent for 1.5 seconds if they are near.
• Spikes last 1 second and deals damage based on Riot's Attack Rating.
• Spikes won't come out if Riot is Stunned.
• The opponent is not affected by Defensive Spikes if performing a Special Attack.
▪ Heavy Attacks
Riot transforms his arms into flails and gives a devastating impact upon hit.
• When landed successfully, opponent gains Immobile for 1.5 seconds, preventing the opponent from Dashing Backwards. This ability goes on 2-second cooldown after Immobile expires.
Special Attack 1
• This attack inflicts permanent Bleed Debuff, damaging 2 HP per second and reduce opponent's Healing ability by 5% These effects stacks until Healing Ability is reduced by 100%
Special Attack 2
• The last hit from this attack is Unblockable. Inflicts Sunder for 10 seconds. While the opponent has Sunder, all of Riot's successful attacks inflict Armor Break until Sunder expires. Armor Breaks inflicted this way also expire when Sunder expires. If the opponent has Immobile during this attack, 25% chance to Stun the opponent for 1.5 seconds.
Special Attack 3
• For every 20% missing health on the opponent, this attack ignores 13% Physical Resistance and Armor Rating.
Synergies
▪ Relatives
• Venom: Gain 5% Power everytime he gains a new Buff
• Carnage: Every 5% missing HP on the opponent gives Carnage 55 Critical Rating.
• Riot: If Riot didn't get the First Hit Props and when his HP reaches 15%, he activate Defensive Spikes after 3 seconds.
▪ All Symbiotes
• All Debuffs they inflict last 2 seconds longer.
Baron Zemo
Class: SkillAwakened Ability
Moonstone ManipulationOn Contact with an Energy Attack
The next hit has a 0% chance to be Critical, and deals energy damage instead of physical.
For every 10% Ability Accuracy gained by Zemo, decrease the opponent's Defensive Ability Accuracy by 5%
When Zemo's Intercept is Interrupted
The attacker Misses the next attack.
Abilities
PassiveStarts out with 0% Offensive Ability Accuracy.
Against Science Champions gain the following benefits:
20% Increased Ability Accuracy
Strategist
Each non-consecutive, unique basic attack performed grants +10% Offensive Ability Accuracy. Performing the same basic attack consecutively resets Zemo's Offensive Ability Accuracy to 0%.
Whenever Zemo's Offensive Ability Accuracy is greater than 100%, he gains a Strategist Passive. While Zemo is under the effects of Strategist, he cannot Miss attacks, ignores critical hit resistance, his Ability Accuracy cannot be lowered, and gains the effects of Level 1 Deep Wounds. If the Mastery is already active, his bleeds gain +250% potency.
When Dashing Forwards
Increase attack rating by 938.4 for that attack. Gain +243 critical rating.
Critical Hits
0% chance to refresh all Bleed debuffs active on the opponent.
Heavy Attacks
Zemo uses his handgun for this attack, ignoring all Armor. 0% chance to inflict Bleed, dealing 1035.45 direct damage over 10 seconds. This attack will never be a critical hit.
Special Attack 1
This attack cannot be Evaded and ignores all Armor. 0% chance on each hit to inflict Bleed, dealing 738.32 direct damage over 12 seconds.
Special Attack 2
If Zemo is close to the opponent, this attack has a 0% chance to inflict an Instant Bleed for each Bleed debuff active on the opponent, dealing 835.8 damage. Landing a critical hit during this attack doubles the number of Bleed debuffs on the opponent.
Special Attack 3
Zemo's Ability Accuracy is increased by +101% for 20 seconds.
Kitty Pryde
Class: MutantSignature Ability
Quantum TunnelingKitty can extend her powers to the rest of her team.
Kitty starts out each quest with 1 Persistent Charge. Using this charge allows any teammate (including herself) to start the fight Phasing. For the duration of this initial Phasing effect, Critical Damage Rating is increased by +347 and Special Attack damage is increased by 150%.
Phasing ends when any damage is taken.
Kitty has a 100% chance to gain a Persistent Charge by knocking out an opponent while Phasing.
Increase Critical Rating by up to 259 based on how full the opponent's power meter is.
Abilities
PhasingBy staying idle for 1 second, Kitty phases and all unblocked physical attacks will Miss. Energy and Psychic attacks have a 50% to Miss unless the opponent is a Skill champion, which will have a 100% chance to Miss.
Phasing immediately ends when Kitty is inflicted with Stun, Concussion, or Disorient.
Phasing ends when Kitty takes any damage.
If a Robot Misses an attack, Kitty has a 20% chance to inflict Shock, dealing 395.4 energy damage over 4 seconds.
If a Non-Robot champion Misses an attack, Kitty has a 10% chance to inflict Disorient, reducing Block Proficiency by 50% and Defensive Ability Accuracy by 70% for 6 seconds.
Against Dimensional Beings
Any Damage Over Time effect that would be applied on a Missed attack is applied.
Heavy Attacks
Lockheed Incinerates the opponent, dealing 1023.65 energy damage over 5 seconds and reduces Block Proficiency by 50%.
Critical Hits
Grant 5% of a bar of power. If Phasing, grant a Prowess buff lasting 10 seconds, increasing the damage dealt by a Special Attack by 100%.
Special 1
If Kitty is Phasing, this attack is Unblockable.
Special 2
If Kitty is not already Phasing, she will Phase. If Kitty is Phasing, this attack deals 150% more damage.
Inflicts Incinerate, dealing 1023.65 energy damage over 5 seconds and reduce Block Proficiency by 50%.
Special 3
Kitty leaves her opponent Phased into a wall, Stunning them for 2.5 seconds. She cannot be Stunned for 6 seconds after this attack. All attempts to Stun her during this period makes Kitty Unblockable until a bar of power is filled by either champion.
The more unique attacks you do, the more OAA you have.
For example, if you do a M-L-M followed by a L-M-L-M, that's 7 non-consecutive unique basic attacks, meaning that his OAA is now 70%, which means his bleeds proc with a 70% chance.
To play him optimally, you want to make sure you don't use the same attack twice in a row. By getting your OAA higher and higher, you maintain the Strategist Passive, giving Zemo a boost in utility and damage.
So yes, at the base, Zemo never procs his bleeds. However, if played correctly, he can get guaranteed bleeds.
Tier
Daken
Fixx
Darwin
Northstar
Rictor
Annihilation Conquest Ultron
The Hive
Ghost rider (Robbie Reyes)
Mikhail Rasputin
Mikhail Rasputin (earth-295)
Onslaught
Shiklah
Quasar (Kincaid)
Tempus
Acroyear
Viper
Class: SkillSignature Ability
Criminal ConnectionsEach Villain present on Viper's team (including herself) adds a Persistent Charge.
Each Persistent Charge activates a Henchman passive effect, increasing attack rating by 1141.8 and critical rating by 126.4 per stack. Max stacks: 5. Only applies to #Villain characters
Upon receiving a hit that would Knock Out a #Villain champion
Instantly Regenerate 5% of maximum health and remove a Henchman effect, and decrease Persistent Charge count by 1.
Abilities
PassiveImmune to Poison
Toxins
When the opponent is suffering from a Bleed debuff and is inflicted with a Poison debuff, they combine into a passive Neurotoxin, dealing 4115 damage, and reducing Ability Accuracy by 30% over 10 seconds.
When the opponent is suffering from a Fatigue debuff and is inflicted with a Poison debuff, they combine into a passive Myotoxin, dealing 3843 damage, reducing the opponent's attack rating by 257.3, and defensive power gain rate by 60% over 10 seconds.
When the opponent is suffering from a Poison debuff and is inflicted with another Poison debuff, they combine into a passive Cytotoxin, dealing 6238 damage, and reducing regeneration rate by 50%.
If the opponent is a Robot, a Shock debuff is applied instead of a Poison.
Basic Attacks
Viper's first Medium Attack is a projectile and does not make contact. This has a 40% chance to inflict a Bleed debuff, dealing 1934 direct damage over 20 seconds.
All Medium and Light Attacks have a 10% chance to inflict a Fatigue debuff, reducing the opponent's critical rating by 235.23 for 12 seconds.
Heavy Attack
60% chance to inflict Poison, dealing 2131.25 direct damage over 5 seconds, reducing the opponent's regeneration rate by 30%.
Special Attack 1
This attack cannot be Evaded or caused to Miss.
40% chance to inflict a Bleed debuff on each hit, dealing 1934 direct damage over 20 seconds. The chance is increased by 1% for every hit on Viper's combo meter.
Special Attack 2
Instantly converts any debuffs on herself into either a Neurotoxin, Myotoxin, or Cytotoxin depending on the last basic attack used.
Medium-Neurotoxin
Light-Myotoxin
Heavy-Cytotoxin
Special Attack 3
Gain a 20% increase in Offensive Ability Accuracy for 20 seconds.
Beta Ray Bill - V 2.0
Changes made to Beta Ray Bill:
Changes to Base Abilities:Almost complete rework to Unworthy Form to better display Bill’s hand-to-hand combat while providing some utility.
Added resistance to incinerate debuffs
Toned down Signature ability of Worthy Form from 40% to 20%
Synergy Changes:
Oathbrothers synergy: swapped with Hammer Time Synergy to benefit Thor (Jane Foster) as well.
Galactus Will Starve! Synergy: updated Air-Walker’s synergy and included unknown synergy member. Additional utility added to synergy
Guardians Of The Galaxy synergy: Gamora synergy reworked for more utility.
Other Changes:
Changed Special 3 animation
Added victory animation
General tune-ups
I won't include numerical stats because I don't know what normal stats look like. Damage listed is of a 5* 5/65 version.
Beta Ray Bill has:
Above average Health
Above Attack Rating
Slightly below average Block Proficiency (he's no MODOK, but he's also no Red Skull. Think just a reasonable chunk below average block proficiency)
High Physical Resistance
Low Critical Rating
Low Critical Damage Rating
Average Armour
Average Energy Resistance
Average Critical Resistance
Class: Mystic (while Beta Ray Bill has cause to be cosmic, his powers are based on mystical abilities)
Size: L
Abilities
Beta Ray Bill's cybernetic enhancements provide him with an 80% resistance to bleed and incinerate debuffs. Bill's physiology provides him with full immunities to the poisons of the Battlerealm. When in his Worthy Form, Bill is completely immune to shock effects.When under the effects of incinerate, Beta Ray Bill gains an indefinite fury buff increasing attack rating by 50% for the length of the debuff.
Stage interactions: (this is just for fun, I doubt Kabam is able to do anything with stages and champion interactions)
When fighting in Muspelheim, Beta Ray Bill gains an indefinite fury buff, increasing attack rating by 50%. (Bill cannot gain an additional fury buff from incinerates when fighting on this stage)
When fighting in the Asgard Power Station, Throne Room or Vault stages, Bill's AI plays more aggressive, favouring special attacks (less baiting) and dashing in. When playing Beta Ray Bill on this stage, he has a 10% chance to gain an unstoppable buff for his first medium attack.
Awakened Ability
GodhunterWhile in his Worthy Form, Bill has a base 10% chance to inflict a shock debuff on every attack (on a sig 200 5*, 20% chance).
In his Unworthy Form, Bill gains an indefinite passive fury increasing attack by a base 20% (sig 200 5*, 100%)
Forms:
Beta Ray Bill starts with 5 persistent charges, can be in one of two forms when fighting, his Worthy Form and Unworthy Form, and begins the first fight in his Worthy Form. A persistent charge is consumed for every fight that Bill is in Worthy Form. persistent charges are not consumed when in Unworthy Form. For every #villain and #herald Bill defeats, he gains a persistent charge. If a form is not chosen, Bill will default to Worthy Form. The second medium attack is a guaranteed critical attack.Worthy Form: With the power of Stormbreaker, Beta Ray Bill attacks with powerful blows that have the power to inflict a shock debuff on every 5th hit of his combo. Each shock debuff deals 400 damage over 3 seconds (max stacks: 10 at one time). once the debuff ends, is shrugged off or purified in any way, the opponent gains a dormant shock , which can stack up to 75 charges (minimum 20). By activating a Special Attack 3, all dormant shocks are converted into The Might of Stormbreaker, a passive shock dealing a base 50,000 damage over 20 seconds, with each additional shock charge increasing damage by 7%. While The Might of Stormbreaker is active, Bill has a 15% chance to stun the opponent for 2 seconds on his basic attacks (This chance is halved when fighting champions of the Science class).
Unworthy Form: Bill is unable to lift Stormbreaker, so he takes matters into his own hands. Every basic hit has a 70% chance to inflict stagger (max stacks: 3), lasting 5 seconds. Staggers fall off the opponent one at a time. 100% chance on heavy attacks to gain a Combo Shield Buff lasting indefinitely (max stacks: 10).
Hand to Hand Combat (Unworthy Form):
For every 49 hits on Bill’s combo meter, Bill gains a new bonus while fighting his opponent. When struck, Bill loses 49 hits and the previous bonus. His combo is then locked for 10 seconds. Bill carries over 50% of his combo meter to the next fight. This is displayed using a second persistent charge.
0 hits: Gain an indefinite fury passive increasing attack rating by 100%.
1-50 hits: Each hit increases critical rating by 1% (maximum: 50%). This is then converted into an indefinite Precision passive. Additionally, Bill gains a 20% chance crit on the opponents block.
51-100 hits: Each hit increases critical damage by 50 (maximum: 2450). This is then converted into an indefinite Cruelty passive
101-150 hits: Each hit reduces the opponents defensive ability accuracy by 1%. This is then converted into an indefinite Concussion passive.
151-200 hits: Bill gains an indefinite passive regeneration healing 1% each second. Bill heals for 80% of damage taken. This potency is halved when taking damage on block.
201+ hits: 100% chance to go unblockable on the next attack after a critical hit. 100% chance to gain an unstoppable passive when dashing towards the opponent.
Special 1:
Beta Ray bill hurls Stormbreaker, before headbutting the opponent, followed by a final swing with Stormbreaker’s axeWorthy Form: Stuns the opponent for 4 seconds. Inflicts a shock debuff on opponent, dealing 2000 damage over 4 seconds, and places 5 dormant shock charges on the opponent. Attacking the opponent when stunned power burns the opponent of 2% of their power.
Unworthy Form: Stuns the opponent for 4 seconds. Inflicts concussion, reducing the enemy’s defensive ability accuracy by 70% for 10 seconds. Attacking the opponent with medium attacks while both debuffs are active places a heal block on the opponent, lasting 10 seconds.
Special 2:
Beta Ray Bill strikes the opponent, sending them into the air, before striking them down with lightningWorthy Form: Stuns the opponent for 6 seconds. Attacking the opponent while stunned grants Bill +15% offensive power rate, and 50% chance on all attacks to place 1 dormant shock on the opponent.
Unworthy Form: Stuns the opponent for 6 seconds. Bill gains a Cruelty buff, increasing critical damage by 2434 for 15 seconds. Attacking the opponent when stunned grants Bill 100% chance to deal critical hits.
Special 3:
Bill flies to safety as Skuttlebutt is called in for an air-strikeWorthy Form: When the opponent has 20 or more dormant shocks, The Might of Stormbreaker activates. Beta Ray Bill power drains the opponent, draining a bar of power each for every 25 dormant shocks.
Unworthy Form: Inflicts a concussion debuff, reducing ability accuracy by 90% for 20 seconds. Attacking the opponent while under the effects of the concussion debuff deals 5% energy damage for each hit. This is increased to 10% on critical hits.
Victory Animation:
Bill is victorious, a cause for celebration! Bill and Oath Brother Thor share a drinkSynergies:
Oath Brothers: With Thor and Thor (Ragnarok)Thor: Armour breaks stack to a maximum of 5, with 50% increased potency and duration
Thor (Ragnarok): All shock debuffs are passive effects with 50% increased potency and duration.
Hammer Time: With Thor, Thor (Jane Foster)
Thor, Thor (Jane Foster): inflicts 20 passive shocks on the opponent when using special 3 above 100 hits. Passive shocks deal 30,000 damage over 20 seconds.
Annihilators: With Nova, Ronan, Silver Surfer, Quasar*, Gladiator*
All members except Beta Ray Bill: personal fury effects gain 60% potency per fury buff.
Additionally, all synergy members are able to stack up to 3 Fury buffs, if previously unable to exceed 1 Fury buff.
Galactus Will Starve!: With Air-Walker, Silver Surfer, Terrax, Thor and Unknown^*
Air-Walker: +20% attack rating for each Dark Tide Debuff on the opponent.
Beta Ray Bill: +50% attack rating when fighting champions of the Superior class and champions tagged as #Heralds.
Silver Surfer: able to stack up to 5 buffs each of Fury, Power Gain, and Armour Up, and up to 3 buffs of Aptitude.
Terrax: Armour break effects gain 600% potency while Rock Field is active.
Thor: 30% chance on all attacks to inflict a shock debuff lasting 3 seconds based on modified attack.
All Champions except Beta Ray Bill: Galactus’ power allows Heralds to have a 50% resistance to all bleed, poison, incinerate and shock debuffs
Guardians of The Galaxy: With Agent Venom, Drax, Gamora, Groot, Rocket Raccoon, Star-Lord
Agent Venom: Klyntar Rage occurs every 10 seconds, and potency is increased by +80%.
Drax: When performing a heavy attack, 30% chance to gain cruelty buff, increasing critical damage rating by 2500.
Gamora: When Performing a heavy attack, 20% chance on all successful hits to convert one Fury or Cruelty buff into a passive effect.
Groot: When performing a heavy attack, All pacifism charges are consumed. +10% percent potency for each buff active.
Rocket Raccoon: +600 Block Proficiency, all shield system charges are doubled.
Star-Lord: When performing a heavy attack, Star-Lord is able to switch between the four effects of his element gun.
Legend:
*: Character unavailable in Contest.^: Not enough information known about champion.
Feedback Definitely Required!
Hi everyone, this is draft 2 of (probably) 5 for Beta Ray Bill. This was mainly meant to update the Galactus Will Starve! Synergy to include Air-Walker, but I wasn’t particularly happy with the Unworthy Form. The Worthy Form was mainly meant to be used as a power-control/DOT, while the Unworthy Form seemed to just have damage without any clear or meaningful utility. I decided on a complete rework, since it was the first concept I had developed for Bill, and seemed a little lacklustre. Although I might tone it down in the next draft, because the unblockable might be a bit too much for little effortOther things of note: A tune-down of the signature ability for Worthy Form, because it seemed a little too easy to gain shock debuffs. Gamora’s synergy was changed, because it didn’t really offer too much to her. Some shifting around of synergies to give Thor (Jane Foster) a little bit more damage, and changed Thor (Ragnarok)’s synergy so he isn’t left out.
Things to look out for in the next draft:
Possible minor changes to base abilities of Worthy Form
Slight tune-ups to Unworthy Form
Hopefully some stats. Maybe a Character Bio?
Small tune-ups or changes for synergies (suggestions appreciated!)
Feel free to tag me and suggest changes or numerical stats for Beta Ray Bill. I hope you liked this draft!
Ghost rider (Danny ketch)
Morbius
Servicer
Werewolf by night
Dracula
Eson
Exitar
Azazel
Ajax
Agamotto
Ghost Rider (1,000,000 bc)
Thane
Starfox
Sandman (Science)
☆ Signature Ability
☆ Concrete Sand
When Sandman has Power Locked for 6 seconds, he gains Retaliate for 4 seconds.
▪Retaliate
• Return 100%(Max SA lvl) damage taken from opponent's attacks.
☆ Solid State
Sandman starts the fight with Solid State
▪ Solid State
• +500 Physical Resistance, +10% Attack Rating and Unblockable for 3 seconds.
• After activating Special Attacks, Sandman gains Solid State.
☆ Rock Particles
Sandman starts the fight with 5 Rock Particles Charges. When Sandman loses a Grains of Sand Charge, he also lose 1 Rock Particles Charge. When Sandman collects all Grains of Sand Charges, he also collects all Rock Particles Charges.
▪ Rock Particles Chsrges
• +200 Physical Resistance for each Rock Particles Charge.
• Opponent's Critical Hits has -5% less damage for each Rock Particles Charge.
• +10% Block Proficiency for each Rock Particles Charge.
• +4% Attack Rating for each Rock Particles Charge.
• For each Rock Particles Charge, Sandman has 7% to become Unstoppable on Heavy Attacks.
-Abilities-
Passive:
• A sand man has full Immunity to Bleeding.
• Sandman gains Power Locked Debuff when Incinerated. He can only be inflicted with Power Lock this way.
• When Sandman is attacked by Missiles, Guns, Rifles, and Energy Attacks, these attacks are guaranteed Critical Hits even if Sandman is Blocking. Additionally, Sandman doesn't gain Power from these attacks.
• When fighting against a Skill Champion, Sandman has -500 Physical Resistance.
▪ Grains of Sand Charges
• Sandman starts the fight with 5 Grains of Sand Charges. For every 1 Grains of Sand Charge, Sandman has +100 Physical Resistance.
• Everytime Sandman is struck 5 times, he lose 1 Grains of Sand charge and Regenerates 30% HP of the damage taken from the 5 hits for 4 seconds. HP Regenerated this way is not affected by Heal Block and Healing Buff Nodes.
• Every time Sandman loses a Grains of Sand Charge, he splatters the Grains of Sand Charge on the ground.
• If Sandman loses all charges, he has -10% Block Proficiency, -10% Physical Resistance, -10% Critical Resistance, -10% Attack Rating and -50% Power Rate.
▪ Special Attacks
• Collects all the Grains of Sand Charges on the ground and Regenerates 35% HP of the damage taken from each charge on the ground for 4 seconds. HP Regenerated this way is not affected by Heal Block and Healing Buff Nodes.
• If there are no Grains of Sand Charges on the ground, Sandman Regenerates 5% HP.
▪ Heavy Attacks
• Inflict Dizzy for 3 seconds.
• Dizzy opponents cannot Evade and has -25% Defensive and Offensive Ability Accuracy.
• If Sandman has 5 or more Rock Particles Charges, 50% chance to Stun the opponent for 1 second if they hit the wall. 100% chance to Stun for 1.5 seconds if the opponent is on the corner.
▪ Special Attack 1
• Sandman collects all sand resources on the ground and attack the opponent. If successful, 100% chance to inflict Dizzy on the opponent for 6 seconds. This attack is Unblockable if the opponent is on the corner.
▪ Special Attack 2
• Sandman collects all sand resources on the ground and spray sands at the opponent. If successful, 100% chance to inflict Blinded on the opponent for 6 seconds. Blinded opponents has -20% Block Proficiency and all of their attacks has 20% chance to miss. This attack is Unblockable if Sandman is cornered by the opponent.
▪ Special Attack 3
• Sandman collects all sand resources on the ground and becomes giant Sandman. This attack drains all opponent's Power and inflict Dizzy and Blinded for 10 seconds.
Synergy:
▪ Spiderman (Classic): +15, 000 Damage if Uncle Ben dies.
(JUST KIDDING. LOL)
Baron blood
Nightmare
Decon Frost
Black cat
Jigsaw