I don't feel shut down. You listen to feedback better than almost anyone I know.
I think the best answer is a new and unique debuff personally (or Passive, if you prefer). This could do one (not all) of the following:
Reduces healing +/- defensive Power gain
Removes effectiveness of armour and/or critical resistance
Causes burst damage akin to Trauma (every hit)
Increase Susceptibility to Special damage (the same way Vulnerability increases the attackers Crit Damage Rating. This could be an indefinite/stacking effect...)
But if you want simplicity (and there's a strong case for that!) why not either: 1 - Have a simple generic effect for Special Attacks 'Beam Attacks that strike the opponent passively heal block them for 1 second' Or 2 - Optic Blasts cause an additional burst of Direct Physical damage equal to xx% of the damage caused.
Either of those would be very effective against Sinister; and possibly others who can heal back or 'cap' large amounts of damage from Specials. The second option would be significantly more powerful if xx was a decent number- it could possibly replace the Critical Rating boost, in his Sig?
Go with your favourite!
In thinking about how to deal with Mr. Sinister, the notion that his Special Attacks inflict a Heal Block Debuff that lasts for 1.0 seconds would come across as laughably lame... not expanding the Specials to give him more oomph is a valid criticism (that we've given each other before).
Agreed. A momentary Heal Block is a tiny buff that will accomplish little against other opponents. I much prefer a boost to the Specials that would work against everyone, but also be effective against Sinister. I rather like the Burst damage option, as that's a type of instantaneous DoT that increases with crits, penetrates block and bypasses Sinister's Regeneration. It just seems to do everything you want his blasts to do in one neat package whilst avoiding a new debuff. We also know it isn't crazily overpowered since opponents like Rulk do this on every single hit, as can Spider-Gwen post-SP3 and CMM in Binary node. You might need to tweak down his SP3 combo boost a little, mind...
Can you help me to better understand what you don't like about the instantaneous Block Proficiency reduction on his Specials? Once again, thank you for your help in refining this build!
Well actually that was mostly Dr Zola's feedback, not mine. I didn't have a real issue with it; I was just trying to give options for you. However, since you ask: 1 - it's of very little use to a skilled player who is rarely going to throw a Special into block. Block penetration doesn't help if you aren't blocked! (Armour penetration helps either way...) 2 - if your special does get blocked, you aren't going to crit, so there will still be a marked damage reduction 2 -- it becomes totally superceded for Awakened Cyke at combos of over 20 as he goes Unblockable 3 - like the Crit boost and Unblockable from his Sig, it does nothing whatsoever for his SP3. 4 - you'd get a much better damage boost (and ability to bypass things like Dr Doom's crit resistance) by giving Specials a simple +1500 Critical Rating like Scarlet Witch.
Feel free to keep it; I just think it's a minor enhancement that doesn't actually boost his damage very much (even in defense, where his Specials are fairly easy to dodge).
As such, in your build, aside from the Prowess boost he can get from other mutants, the only real enhancement to his damage when he actually hits his opponents comes on his SP3. Which is a shame, given the valid points you make about his in-canon Power levels and lack of 'bells and whistles'. I think, focus on improving his damage when he does hit the opponent!
While not the most powerful mutant in the Marvel Universe, Cyclops is supposed to be an Alpha-level Mutant (which means that he's combat-effective, but can pass for a human pretty much all the time). He's intended to be powerful enough to be able to overload Bishop's ability to absorb energy in seconds. He can tap into a virtually limitless well of power, but in Marvel Contest of Champions, he's pretty weak. So, I present to you a first draft rework of Cyclops (Blue Team)! (Based upon a Rank 5/65 5-Star Champion; Sig Level 200):
JUSTIFICATION: All of the original X-Men are capable warriors in their own right. As the leader of the original team, Cyclops should be both a powerful enough Champion to tackle most opponents, even if he doesn't have a lot of bells and whistles to make him the most useful Champion in any situation. Well, suffice it to say that Cyclops (both of them, in their current iterations) does not have any bells or whistles. He can shoot some optic blasts, which can Armor Break the opponent, and he can gain additional Critical Rating, but that's pretty much it. So, this rework is intended to give him a little bit more that he can do, which will make him more effective as an attacker, and more dangerous as a defender.
BASE STATISTICS: Hit Points: 31,398 Attack: 2301 Crit Rate: 628 Crit Damage: 738 Armor: 525 Block Proficiency: 3734 Energy Resistance: 0 Physical Resistance: 0 Crit Resistance: 0
Signature Ability - Expertise: As the team leader of the X-Men, Cyclops both teaches and learns from his teammates, increasing their effectiveness in battle.
Beams are calibrated for up to 1500 increased Critical Damage Rating. As long as a Combo of 10 or more hits is maintained, Cyclops' Armor Break effects have 20% increased Duration, and as long as a Combo of 20 or more hits is maintained, Beam Attacks are Unblockable.
For every Mutant on Cyclops' Team (including Cyclops), all non-Tech attackers gain an Indefinite Passive Prowess, increasing Special Damage by 10%. If Cyclops is the only Champion on his team that is not knocked out, or if he is defending a Node, the Power Gain from his Interdimensional Energies is doubled.
ABILITIES: Heavy Attacks: Cyclops targets the weak points in his opponent's defenses with a point-blank optic blast. Heavy Attacks have a 100% chance to inflict an Armor Break Debuff, reducing the opponent's Armor Rating by 759.33 for 9.5 seconds. Developer's Note: This would require an animation change where he fires a short-range optic "bolt" that cracks his opponent's armor. Interdimensional Energies (Passive): With precise control over inter-dimensional energies, Cyclops gains Power faster at low Power levels. Cyclops Passively generates 2.5% of a Bar of Power each second. When he is above 1 Bar of Power, this is reduced by 0.5%. When he is above 2 Bars of Power, this is reduced by an additional 0.5%. Furthermore, Cyclops takes no damage from Havok's Energy-based Attacks, Plasma, and Special Attacks, but his Heavy and Special Attacks cannot damage Havok, either. Well-Timed Blocks: When Cyclops executes a well-timed block, he has a 75% chance to gain a Precision Buff, boosting his Critical Rating by 1130.77 for 6.0 seconds. [Max Stacks: 3] X-Suit (Passive): Cyclops' suit is made of Kevlar armor, which is bulletproof, flame retardant, and resistant to electric shocks and force impacts. Cyclops reduces the damage from Physical Attacks by 10%, and reduces the damage from Incinerate Debuffs, and Shock Debuffs by 30%. While not under the effect of an Armor Break or Armor Shattered Debuff, Cyclops' X-Suit also reduces the damage from Bleed Debuffs by 90%.
SPECIAL ATTACKS: Special 1 - Optic Blast – Cyclops uses his Ruby-Quartz visor to focus a beam of energy.
This Special Attack deals Energy Damage, and the last hit of the Attack deals an additional 2876.25 as a burst of Physical Damage.
This Special Attack inflicts a Petrify Debuff, reducing the effectiveness of his opponent's Regeneration and Power Gain Debuffs by 65% for 8.0 seconds. The potency of this Petrify Debuff is doubled against Mister Sinister.
Special 2 - Vigilance – Two rage-fueled punches and a kick daze the opponent long enough for Cylops' Optic Blast to teach them a lesson.
The last hit of this Special Attack deals Energy Damage, and it deals an additional 4141.8 as a burst of Physical Damage.
This Special Attack inflicts a Petrify Debuff, reducing the effectiveness of his opponent's Regeneration and Power Gain Debuffs by 65% for 12.0 seconds. The potency of this Petrify Debuff is doubled against Mister Sinister.
Special 3 - Gigawatt Blast – Scott Summers briefly loses control, allowing his Optic Blast to reach gigawatt levels. He'll be the only witness.
This Special Attack deals Energy Damage, and bypasses all Energy Resistance.
If Cyclops has a Combo of 20 or greater when he activates this Special Attack, it deals an additional 5752.5 direct damage for each 20 hits on the Combo Meter.
SYNERGIES:
Blasting Brothers: with Havok: Cyclops and Havok: Critical Hits deal an additional +12% damage. Unique Synergy: Does not stack with duplicate synergies.
Future Family: with Cable: Cable: Cable's chance to Regenerate upon reaching a Power threshold is increased by +15%. Cyclops: Whenever Cyclops lands a Critical Hit against his opponent, he gains an Armor Up Passive that increases his Armor Rating by +18% for 10.0 seconds. Unique Synergy: Does not stack with duplicate synergies.
Mutant Agenda: with Colossus or Wolverine: Mutants landed strikes during Special Attacks gain +12% Attack rating.
Nemesis: with Magneto and Mister Sinister: All Champions gain +6% Attack rating.
Romance: with Phoenix: All Champions gain +5% Power Gain.
Teammates: with Storm: All Champions gain +5% Perfect Block Chance.
X-Men First Class: with Archangel, Beast, Iceman, or Phoenix: Archangel: Archangel's Critical Rating is increased by +10%. Beast: The duration and potency of Beast's Daze Debuffs are increased by +25%. Cyclops: Cyclops' Well-Timed Blocks gain a +25% chance to gain a Precision Buff. Iceman: Iceman gains Immunity to Incinerate Debuffs. Phoenix: Phoenix's Incinerate Debuffs gain +15% increased Duration and Potency. If all other Champions in this Synergy are present: All members of this Synergy reduce the Duration and Potency of Debuffs placed upon them by 10%. Unique Synergy: Does not stack with duplicate synergies.
This version of my Cyclops rework fine tunes things just a little. Some clarification on the Signature Ability (sorry Tech fans... No more bonus for you!), and it tones down his X-Suit just a bit. He's still got all the same bells & whistles as before, just a little bit less, with thanks to @Magrailothos for the feedback!
The benefit against Havok's attacks has been adjusted, as has his Heavy Attack (which also adjusts Havok's immunities). Furthermore, he's focusing more on burst damage than block penetration. A slight change to his synergy with Havok as well (I felt that there were too many stacking Special Damage increases), and this change will pair nicely with his Well-Timed Blocks, as will the change to the X-Men First Class Synergy, which was also conferring extra damage to Cyclops' Special Attacks.
Also, thanks to @DrZola for the feedback on the (above) Cyclops build!
You're welcome. It's a fun rework for the Kabam guys to (maybe) take inspiration from.
Honestly, I don't think they even look at this thread. I wish they did, but I worry that it's just another dumping ground for all of the "I wish you'd improve X Champion by making Y changes" threads.
Groot Signature Ability ▪I AM GROOT! •+5% Pacifism Charges Potency. •If the opponent or Groot strikes with a Critical Hit or uses a Special Attack, 85%(base on SA lvl) chance to double up Pacifism buffs. •If Groot loses his Pacifism Charges and buffs from being Knocked Down, 85% (base on SA lvl) chance to gain Unstoppable for 4 seconds.
Abilities ▪Passive •Unique physiology allows Debuff effects to be shrugged off 55% faster than normal. •A lack of blood provides full immunity to Bleeding. • If the opponent is immune to Armor Break, 85% chance to become Unblockable for 3 seconds.
▪Pacifism Charges •Anytime the opponent or Groot strikes with a Critical Hit or uses a Special Attack, 80% chance to gain a Pacifism charge. Stacks up to 10 charges. Every 2 charges provides a benefit. °2 charges, gains +15% Physical Resistance. °4 charges, gains passive Fury. °6 charges, gains passive Cruelty. °8 charges, gains passive Precision. °10 charges, gains passive Regeneration. •Once Pacifism charges reaches 10, start a countdown to 10 until it resets to 0. When the Pacifism charges resets to 0, all buffs are gone as well. If Groot is Knocked Down while on countdown, 65% chance to lose all Buffs and Charges.
▪Heavy Attacks •Heavy Attacks has +55 Attack Rating for each Pacifism Charge. If Groot has 5 or more Pacifism charges, inflicts Armor Break, reducing Armor rating by X for 10 seconds. This effect does not stack.
Special Attack 1 •This attack pierces armor rating by 55% and inflicts Armor Break, reducing armor by X for 10 seconds. If the attack is a Critical Hit, inflict a 30% Power Burn. If the opponent is Blocking, they take 50% of the damage and is inflicted with Armor Break for 5 seconds instead.
Special Attack 2 •This attack is Unblockable and resets the countdown of Pacifism Charge. If not yet on countdown, gain all Pacifism Charges and Buffs.
Special Attack 3 •This attack inflicts Bleed for 10 seconds and has plus 75 Attack Rating for each 10 combo meter Groot has.
Synergies: ▪We Are Groot • All GOTG members, when below 15% HP, gain +1000 Physical Resistance. If they would die from a single hit attack or a Special Attack, HP resets to 1% and gain Unblockable and Indestructible for 3 seconds. • Groot: When below 15% HP, Special Attacks cost half bar.
▪God friend • Thor: 70% chance to inflict Shock Debuff for 10 seconds if the opponent is cornered. •Thor Rag: Critical Attacks inflict Shock Debuff for 10 seconds. • Groot: Special Attacks inflict Shock Debuff for 10 seconds.
▪Others •Nebula: Starts the fight with 5 charges. •Yondu: Yaka Arrow Bleed Debuff has +10% Potency and pierces Armor and Block proficiency by 25% •Groot: When Knocked Down, 85% chance to gain a Pacifism Charge.
40% chance to inflict Armor break on basic attacks lasting 5 seconds.
Every 40 hits grants Sentry a passive reality warp charge increasing attack by 10% for each reality warp.
They stack up to 10 and carry fight to fight with no HEALTH PENALTY
Sp1: inflicts a permanent stacking incinerate dealing x amount of damage.
Sp2: Gain prowess for the duration of the special equal to the number of reality warps increasing sp2 damage by x amount.
Sp3: Regenerates 15% of health
Some utility: Being so fast makes his attacks unable to miss, incinerate and coldsnap immunity.
Sig ability: Chance at indestructible when hit and 2 passive combo shields at the start of the fight.
Waddya all think? Not too broken and gives some much needed basic utility to the character. He has 2 ways to deal damage and some solid regeneration on sp3.
Signature ability: Warriors Heart Black Panther strikes the opponent with enhanced precision
Black Panther Gains True Accuracy ignoring armor up, evade and AutoBlock while Reflective Armor is active. ___________________________________________ Attack Stance Reflective Armor: dashing Back and holding a Block for 0.5 seconds activates Reflective Amror. Reflective Armor is active for 10 seconds, then runs on a 10 second timer before reactivating.
Whenever Reflective armor is active, if the opponent strikes Black Panther, Black Panther gains a 20% Chance to absorb the attack and store the damage in a prowess charge. If Black Panther Blocks the attack this chance increases to 60%.
Stun Reflection: Whenever Reflective armor is active Black Panther gains a 100% Chance to reflect opponent Stun debunks
Fury: Whenever Black Panther does not have Reflective armor active, he gains 5 Permanent Fury passive each increasing Black Panthers base attack by 40%. Once Black Panther enters Reflective armor all Furys are Converted into Prowess
Special Attacks: Whenever Black Panther uses a Special Attack all active Prowess are consumed and the damage stored is inflicted on the opponent as Burst Damage.
Tenacity: Black Panther gains a 70% Chance to shrug off any damage over time debuffs and convert them to Prowess
Persistence Charges: any remaining Prowess from the end of the Fight are carried over to the next fight through persistence charges --------------------------------------------------------------- Defensive Stance:
At the start of the fight Black Panther activates Reflective armor, Reflective armor last 12 Seconds. Once Reflective mode expires Black Panther gains 10 Armor up Buffs, each decreasing opponent attack by 40 %. Whenever struck Black Panther has a 80% chance to lose an armor up buff, once all armor up buffs have been removed Reflective armor reactivates.
When struck: While Reflective armor is active, if Black Panther is Struck he reflects up to 30% of the opponent incoming damage, inflicting it on the opponent as Burst damage. ( Percentage increases up to 50% against Science Champions and decreases to 15 % against Mutant Champions)
Stun Reflect: While Reflective armor is active, Black Panther has a 100% Chance to reflect stuns back on the opponent
Tenacity: Black Panther gains a 60% Chance to Shrug off Damage over time debuffs and convert them to Fury Buffs each increasing attack by 40%
Special Attacks: All Special attacks are Unblockable. In addition after using a special attack Black Panther gains a 45% Chance to become unblockable for 1.6 Seconds ------------------------------------------------------------ Medium hits(Both stances) 90% Chance to Inflict A Bleed debuff dealing x amount of damage for 8 seconds
Critical Bleed( Both stances) If Black Panther stacks 5 or more Bleed debuffs, they are replaced with a More potent Critical Bleed debuff dealing x amount of Critical Damage over 8 seconds. Duration gains an additional second for each bleed debuff over 5
Special 1 Each hit gains a 80% chance to inflict a bleed debuff dealing x amount of Damage for 8 seconds
Special 2 100% Chance to inflict Armor Break reducing Opponent armor rating by ×% for 7 seconds. If any Prowess was consumed, Black Panther gains a 100% Chance to Stun the opponent. The Stun last 1 second for each Prowess Consumed
Special 3: 100% Chance to inflict Critical Bleed, dealing x amount of Critical damage for 10 seconds
If Reflective armorwas active Critical Bleed debuff gains an additional 6 seconds
If Reflective armor was not active Black Panther instantly activates Reflective armor __________________________________________ Unique Synergies Wakanda Warriors: Black Panther/ Black Panther Civil War/ Killmonger
Black Panther (Both): gain a permanent Cruelty Buff increasing critical damage by x%
Killmonger: Whenever true strike is active, medium hits gain a 50% chance to be Unblockable
The Hunt for Bucky: Black Panther (Civil War)/ Captain America (original)/ Winter Soldier
Black Panther (CW): Reflective armor last an additional 7 seconds
Captain America: Blocked attacks deal no damage
Winter Soldier: gains a true strike Buff ignoring Evade, Auto Block, and Armor.
Open the Barrier: Black Panther(Civil War)/ Captain America (Infinity War)
Black Panther (CW): Special Attacks cost 50% less power
Captain America(IW): Glancing charge cap increases to 10 ___________________________________________ -------------------------------------------------------------------- Black Panther (Original)
Signature Ability: Panther God Black Panther destroys his opponent with the full might of the Panther God Bask.
All attacks Gain a 80% Chance to be critical. If a critical attack fails the opponent becomes stunned for 1.2 seconds
__________________________________________
Bask's Blessings: Tchalla Receives blessings from Bask each giving different benefits. Black Panther begins the fight with the Blessing of Speed, Blessings can be changed by dashing back and holding a block for 0.5 seconds. The Blessings cycle in the order below
Blessing of Speed: Black Panther gains a 35% chance to evade incoming attacks, 90% chance to evade projectiles. Whenever Black Panther evades an attack the opponent is inflicted with a Stagger debut instantly nullifying the opponents next buff. When a buff is nullified the stagger is removed
Blessings of Strength: Black Panther gains an indestructible Buff. Once struck it runs on a 5 second timer before expiring. The buff then runs on a 20 second cooldown timer before reactivation
Blessing of the Warrior: Black Panther gains a warrior charge every 2 seconds each granting all atracks an additional x amount of burst damage. Max Cap is at 10. Once at max cap they run on a 10 second timer before resetting. In addition, Black Panther becomes unblockable for 1.8 seconds each time warrior charges reach max cap.
Critical Bleed: Stacking 5 or more Bleeds will inflict a critical Bleed debuff dealing x amount of critical damage for 10 seconds
Medium hits: 25% chance to inflict bleed dealing x amount of damage for 7 seconds
Heavy attack: 100% chance to inflict a petrify debuff, reducing all power gain (including combat power rate)and regeneration by 25 % (can stack up to 5)
Special 1 100% chance to stack 3 Bleed debuffs each dealing x amount of damage for 7 seconds
Special 2
If Blessing of Speed is active: the opponent receives a stun debuff for 3 seconds
If Blessing of Strength is active: this special attacks damage increases by 70%
If Blessing of the Warrior is active: Gain a True Strike buff ignoring evade, autoblock and Armor up for 12 seconds
Special 3
100% chance to stun the opponent for 3.5 seconds
If Blessing of Speed is active: Black Panther evades all incoming attacks for the next 5 seconds
If Blessing of Strength is active: Black Panther instantly regains his indestructible buff. If indestructible was already active gain an additional 5 seconds on the timer, even if the timer wasn't running
If Blessing of the Warrior is active: instantly regain 2 bars of Power __________________________________________ Unique Synergies
Kings Quarrel: Black Panther/Namor
Black Panther: Heavy attacks cannot be interrupted Namor: gain outrage 50% faster
Wakanda Warriors: (See Black Panther Civil War)
Hail to the King and Queen: Black Panther/Storm
Black Panther: dashing back and holding a block for 2.5 seconds activates all 3 Bask blessings for the duration of the fight
Storm: Special attacks gain a 100% chance to drain 1 bar of power.
Falcon Signature Ability: Exo-8 •Redwing begins each fight ready to go. Additionally, Redwing's duration lasts 2 seconds longer and provides an additional 30% Critical Damage Rating if the opponent's health is below 15%(30% max SA lvl) when Redwing is active. •When Redwing is active, if the last hit was a medium attack, 100%(max SA lvl) to inflict Stun debuff on the opponent for 2 seconds (Only triggers once per Redwing activation)
Abilities: Redwing •Dodge back and hold back for 2 seconds to release Redwing for 10 seconds. Redwing sees everything from the top and helps Falcon to fight his opponent. While Redwing is active, Falcon gains True Strike and attacks provides X Critical Rating.
Passive Eye In The Sky: If Falcon wins the fight while Redwing is active, it can reveal the nearest hidden enemy on the map.
Passive: Combat Awareness: •If Falcon misses an attack, he gains +50% Physical Resitance for 10 seconds. (Does not stack) •When Falcon's combo meter is above 15, he has a 65% chance to inflict Bleed on the opponent, lasting 8 seconds.(Up to 4 stacks) • If the opponent has 4 Bleed Debuffs or Incinerated, Falcon's Offensive Power Rate is increased by 7%
Passive: •Redwing lasts 20% longer to Science champions and lasts 20% shorter to Mutant champions.
Passive: •Falcon sends out Redwing to Scout for his teammates and provide intel. Each of Falcon's synergies provides an additional 10% Physical Resistance penetration and 70 Critical Damage Rating.
Special Attack 1 •75% chance to inflict Bleed, dealing X direct damage over 8 seconds. If the opponent is stunned or bleeding, this attack has an X% Critical Rating and Critical Damage Rating. Bleed lasts 55% longer if Redwing is active.
Special Attack 2 • This attack is a Critical Damage. Inflicts 30% Power Burn and ignores Physical Resistance if Falcon has 15 Combo Meter above. If Redwing is active, this attack costs half Power.
Special Attack 3 This attack Incinerates the enemy, dealing X Energy Damage over 12 seconds. 100% chance to inflict an Armor Break debuff, reducing Armor Rating by X for 12 seconds. If Redwing is active, removes Perfect Block Chance and reduces Block Proficiency by 50% for 12 seconds.
Synergies:
On Your Left ▪Captain America IW: Gains a passive 10% Physical Resistance. Additionally, Fury lasts 10% longer. ▪Captain America WWII: Increase Bleed Potency by 10% •Increase Critical Rating by X if the opponent suffers from bleed debuff. •Increased Perfect Block chance by 20% and opponent's special Attack's Damage are reduced by 30% when Blocking. ▪Captain America: Increase Stun Potency by 10% •Increased Critical Rating by if the opponent suffers from Stun debuff. •Increased Perfect Block chance by 20% and opponent's Special Attack's Damage are reduced by 30% when Blocking. ▪Falcon: Redwing's cooldown is reduced by 10% Unique Synergy:
Falcon and The Winter Soldier ▪Falcon: +10% Bleed Debuff Potency ▪Winter Soldier: Bullet Penetration: Weapons has increased Damage by 10% and ignores 10% Block Proficiency.
Machine Friends ▪Iron Man and Superior Iron Man: Heavy Attacks inflict X Armor Break and reduces Block Proficiency by X for 10 seconds. ▪War Machine: When below 1 Power Bar, increase Power Rate and Attack Rate by X%
Tic-Tac ▪Ant-Man: Plus 10% Physical Resistance and gains Precision for 8 seconds after triggering Glance. ▪Falcon: +10% Block Proficiency when fighting against Science Champions.
Other Friends ▪Skarlet Witch, Hawkeye, Black Panther CW +70 Critical Rating and 60 Armor Rating.
New champ idea Skill Champ Bullseye Signature Ability ▪Lethal Marksmanship • Marksman has +10% Damage(Minimum SA lvl. Up to 40%) • Heavy Attacks on Marksman mode: Bullseye loses 4 charges of Lethal Darts and throw 4 Darts simultaneously. If successfull, inflict Heal Block and Bleed for 10 seconds. The first three throws can be evaded and the last throw can't be evaded. If the opponent was successfully hit 3 or more hits by this attack, also inflicts Stun Debuff for 2 seconds. If the opponent Blocked 3 or more hits from this attack, inflicts Bleed and Heal Block but with half duration.
Abilities ▪Lethal Darts: • Dashing Backwards and holding for 1.5 seconds gains a charge of Lethal Darts. Stacks up to 10 charges.
▪Marksman • When Bullseye has Lethal Darts, he gains Marksman when away from his opponent. Bullseye's light attacks becomes range projectile. Opponents doesn't gain Power when Blocking attacks from Marksman. If the opponent is successfully hit, even blocking, they gain Debilitated. Stacks up to 6 (Dashing forward followed by Light Attack combos or doing light combos when close to opponent doesn't trigger Marksman. Only when away)
▪Debilitate • -13.5% Ability Accuracy for each Debilitated Debuffs on the opponent. • If the opponent has 6 Debilitated Debuffs, Bullseye gains Fury, Cruelty and Precision for 10 seconds. • If the opponent has 6 Debilitated Debuffs, lose all Debilitated and inflict Power Drain and Bleed for 10 seconds.
▪Target Locked • When Bullseye knocks down his opponent, he gains the following for 10 seconds: ~ True Strike ~ Prowess ~ Critical Hits has 14% chance to inflict Bleed, damaging X Health per second for 8 seconds. Stacks up to 4 times. • This effect cannot trigger again if it's still active.
Mercenary • You gain +50% Gold and XP when defeating Kingpin, Daredevil(both), Elektra, Luke Cage, Punisher, Black Widow, Spiderman (All), Mysterio and Iron Fist on unexplored quests. (Not including arenas and duels)
Special Attack 1 • Bullseye uses his combat skills in this attack. If the opponent just got up from being Knocked Down, this attack becomes Unblockable.
Special Attack 2 • If 'Target Locked' is Active and the opponent is Blocking, Bullseye can still trigger Critical Damage and the opponent has -10% Block Proficiency. This attack has + Damage based on your current Combo Meter. Your Combo meter x10(base on what star Bullseye is) + your damage.
Special Attack 3 • Bullseye uses all the materials around him to throw at his opponent including his Lethal Darts. This attack inflicts Bleed, damaging X Health per second for 12 seconds. If the opponent is immune to bleed, they lose all their Power instead. If the opponent has a Bleed debuff when activating this attack, inflicts Stun for 2 seconds.
Synergies: ▪Masterminds • Kingpin: When Overpower mode, Kingpin gains Power when striking a Blocking opponent. • Mysterio: Chemical Gas stacks up to 4 charges. • Bullseye: Lethal Darts stacks up to 15 charges and gains Combo Meter Shield for 7 seconds when Target Locked is Active.
▪Rivals • Daredevil(both): +25% chance to evade projectile attacks and 100% Chance to evade Unblockable attacks. If Daredevil is above 1 Power Bar, can evade True Strike. • Bullseye: +10% Attack Rating for 10 seconds whenever the opponent evades Bullseye's attacks. Does not stack. •Elektra: Increase Critical Damage Rating based on how low the opponent's health are.
▪Others • Luke Cage: Starts the fight with Indestructible for 4 seconds without activating Tough It Out. • Iron Fist: When Iron Fist is cornered or when his opponent is cornered, Heavy Attacks restore 7% HP. • Punisher: When Defy Pain is active, Special Attacks are Unblockable.
▪Bounties • Black Widow: Plus 85 Critical Rating for each 8 combos in your combo meter. • Bullseye: Starts the fight with 4 Lethal Darts. • Black Widow (Deadly Origin): When the opponent does a Special Attack for the first time, Black Widow automatically dodges it.
Vision AoU Signature Ability ▪Mobility • Phase attacks has plus 450 (Depends on SA lvl) Critical Rating and Critical Damage Rating. • Whenever the opponent gains a Power Bar, Vision gains Phase for 1.5 seconds. • During Phase, Vision can still do Critical Damage even when the opponent is Blocking. • Vision has an 94% (base on SA lvl) chance to add 0. 5 seconds to the duration of Phase whenever he inflicts Power Burn.
Abilities ▪Passive • Advanced robotics provides full immunity to Poison and Bleed effects.
▪Phase • Vision Phases during Dashing Attacks. • When Blocking, if Vision is hit 2 times, gains Phase for 3.5 seconds. • When the opponent uses the same Special Attack in a row, Vision Phases until the attack ends.
▪ While Phasing • Critical Hits inflict 10% Power Burn. • Vision evades all attacks including True Strike. • Vision can damage the opponents by basic attack while they are performing Special Attacks. • When Stunned during Phase, loses Phase buff. • When Vision has a Damaging Debuff, Phase duration has minus 1 second.
Special Attack 1 •When this attack hits succesfully, inflicts 80% Power Burn and steal half of the Power burned. Additionally, all tech abilities are disabled for 10 seconds.
Special Attack 2 •Inflicts 2 seconds Stun. Plus .5 seconds for each Power Bar from the opponent. This attack increases its damage by 10% each time Vision uses it. If the opponent is below 1 Power Bar, this attack is Unblockable.
Special Attack 3 •Inflicts 50% Power Burn. The opponent gains Power Lock and Armor Break, reducing Armor Rating by X for 10 seconds. Gains Phase for 5 seconds after this attack.
Juggernaut Signature Ability I'm The Juggernaut!! • When becomes Unstoppable, 100%(max SA lvl) chance to gain a Passive Fury Buff, increasing his Damage by 30%. Additionally, Dashing attacks and Medium attacks has 15% Power Burn. • 100% (Max SA lvl) chance to shrug off Debuffs when Unstoppable triggers. • If 'Pissed Off' triggers while Juggernaut is Unstoppable, 100% chance to become Unblockable until Unstoppable ends.
Passive Cyttorak grants Juggernaut X increased Armor Rating. Additionally, he starts the fight with Unstoppable Buff for 3.50 seconds.
Passive Juggernaut's Helm Juggernaut's helm has telepathic immunity, providing him Reversed Controls immunity.
Heavy Attacks •100% chance Stagger the opponent for 8 seconds.
Unstoppable •Juggernaut becomes Unstoppable for 3.50 seconds each time he uses a Special Attack.
While Unstoppable • Stun Immunity • If the opponent Stuns Juggernaut, the Stun is applied on the opponent instead. • Opponent's Special Attacks's are reduced by 55% • Heavy Attacks nullify 2 Buffs on the opponent.
Don't Piss Me Off! •Whenever the opponent evades an attack for the 4th time or whenever the opponent's combo meter reaches 12, 24, 36 and so on.. gains Pissed Off, gaining passive Unstoppable Buff for 3.50 seconds.
Special Attacks • Inflict Heal Block for 10 seconds.
Special Attack 2 • This attack inflicts Armor Shattered for 20 seconds. If the attack is successful while the opponent is on the corner, inflict Stun debuff for 2. 5 seconds. If the opponent Blocks this attack, apply Armor Shattered for 10 seconds.
Special Attack 3 • This attack has plus 15% Damage for each Power Bar the opponent has. • Burns all opponent's Power. If Juggernaut burned a bar of Power, inflicts Power Locked for 10 seconds. • Nullifies all opponent's Buffs and opponent cannot trigger Buffs for 10 seconds.
Synergies • Rivals ▪Colossus: Gains an additional permanent Armor Buff. ▪Juggernaut: When Juggernaut is cornered by the opponent for 3 seconds, gain an Unstoppable buff for 3. 50 seconds. ▪Unst. Colossus: Gains permanent 5 Armor buffs, increasing Armor Rating by X for each Armor buff. When below 15%HP, gains X% Power Rate and attacks are Unblockable.
• Enemies ▪ Hulk and Hulk Rag: When below 25% HP, Heavy Attacks cannot be interrupted. ▪ Juggernaut: Special Attacks are Unblockable when below 25% HP.
• Nemesis ▪ Dr. Strange: Basic attacks deal Energy damage instead of Physical. Additionally, Dr. Strange, steals a random buff from the opponent every 8 seconds for 12 seconds. ▪ Juggernaut: Starts the fight with Power Gain for 10 seconds.
Signature Ability ▪ Powerful Chi ☆Iron Fist learns to activate his Chi and learns more what it can do. Focused Chi and Healing Chi cannot trigger at the same time. ▪ Focused Chi • While Iron Fist has Fury Buffs, Dashing Backwards and holding for 2 seconds consumes all Fury Buffs and gain Focused Chi for 10 seconds. Duration is extended by 1.5 seconds for each Fury Buffs lost this way. This cannot trigger again when still active. • All attacks has 95% (max SA lvl) chance to become Critical • All attacks has 95% (max SA lvl)chance to inflict Heal Block for 10 seconds. Does not stack. • Has 50% (max SA lvl) chance to inflict Fatigue for 10 seconds. Does not stack. • Has 50% (max SA lvl) chance to inflict Exhaustion for 10 seconds. Does not stack. • Can interrupt Unstoppable opponent. • Special Attacks are Unblockable.
▪Healing Chi • Dashing Backwards and holding for 2 seconds consumes 1 Healing Chi charge and gain Healing Chi for 10 seconds. This cannot trigger again when active. • Shrugs off all Debuffs and incoming Debuffs for 10 seconds. • Gain Chi Regeneration for 10 seconds, recovering 30% (Max SA lvl) Health. • If the opponent Nullifies this Regeneration, gain a permanent Passive Cruelty Buff. This effect stacks.
• When Iron Fist has 0 charge on either Focused Chi or Healing Chi, gain Power Gain if Iron Fist is below 1 Power Bar.
Abilities ☆Healing Chi charges: ▪ Focused Chi • Iron Fist starts the fight with 3 Focused Chi charges. • When Attacking, gain an additional Focused Chi charge. • Gain a passive Precision for each Focused Chi. • If Iron Fist has any Damaging Debuff, he lose 1 Focused Chi for each Damaging Debuff. • If the opponent has the first hit, lose 1 focused Chi charge.
▪ Healing Chi • Iron Fist starts the fight with 2 Healing Chi charges. • When Defending, adds additional 2 Healing Chi charges. • Recovers 8 HP per second for each Healing Chi charge. • If Iron Fist has any Damaging Debuff, he lose 1 Healing Chi for each Damaging Debuff. • If the opponent has the first hit, lose 1 Healing Chi Charge.
▪Critical Hits • 44% chance to inflict Armor Break, reducing Armor Rating by X for 6 seconds. This effect stacks. • If the opponent is immune to Armor Break, inflict Power Burn instead.
▪ 2nd Medium Attacks • 2nd Medium Attacks has 100% chance to Nullify a Debuff from the opponent. • If the opponent has Armor Break, also inflict Power Burn.
▪Heavy Attacks • Heavy Charging for each second gain a charge of Fury, increasing Attack Rating by 10% for 15 seconds. Up to 3 charges. • Has 7% chance to inflict permanent Armor Break.
Special Attacks • 75% chance to Stun the opponent for 2 seconds if suffering from an Armor Break Debuff.
Special Attack 1 • 65% chance to recover all Focused Chi Charges or Healing Chi Charges.
Special Attack 2 • Inflicts a permanent Power Locked on the opponent until they use a Special Attack. If the opponent has less than 1 Power Bar, inflicts Power Locked for 10 seconds instead. • If Focused Chi is active, the opponent has -50% Block Proficiency for 15 seconds.
Special Attack 3 • For each Debuff on the opponent, increase Attack Rating by 10% • If Focused Chi is active, disables the opponent from using Special Attacks for 15 seconds.
Synergies: ▪ The Defenders • Daredevil (both): When Defending, if Daredevil is Stunned, evade the next attack after the Stun ends. When Attacking: Daredevil gains Precision for 6 seconds after Knocking Down the opponent. • Luke Cage: When Defending: Indestructible Buff lasts 2 seconds longer and Cooldown cost 2 seconds shorter. When Attacking: 3% to convert an existing Exhausted Debuff to a permanent one. • Iron Fist: When Defending, triggering either Focused Chi or Healing Chi cost less .5 seconds When Attacking: Permanent Armor Break has plus 10% Potency.
▪ Enemy • Kingpin: Starts the fight with 3 Fury Buffs for 10 seconds. • Iron Fist: Starts the fight with either Focused Chi or Healing Chi.
▪ Friends • Dr. Strange: Vishanti Blessings has a 35% chance to double up. • Wolverine: When Wolverine gets knocked down, he gains a passive Fury, increasing Attack Rating by 25% for 10 seconds. Does not stack. • Iron Fist: Focused Chi and Healing Chi has plus 2 seconds duration.
▪ Others • Black Panther(both): All champions 120 Armor Rating. • She Hulk: All champions gain 85 Block Proficiency and Physical Resistance.
Signature ability: Electro gains volt charges at a 40% (up to 50%) increased rate. Additionally, high voltage buffs last 4 (up to 6) additional seconds. +550 (up to 850) additional attack rating during high voltage.
Passive: Immunity to shock, incinerate, coldsnap and frostbite effects. If Electro would be inflicted to a debuff he is immune to, gain 10 volt charges.
Electrically charged : At the start of the fight, Electro gains an electrically charged buff, lasting indefinitely. If he is knocked down, this effect goes on cooldown for 20 seconds before reactivating. While it is active, he gains the following benefits. -The opponent suffers from 40% reduced offensive ability accuracy, -35% power rate reduction and -45% potency regeneration effects while close to electro. Additionally, they take 467 energy damage per second. -Gain two volt charges every second. -Stuns are replaced by a passive paralysis effect, lasting 0.5 additional seconds. - +500 attack rating and critical rating. This effect's potency is increased by up to 150% based on his power meter. - While on defence, reflect 30% of all damage dealt to Electro through basic attacks.
While charging heavy attacks: Gain volt charges at a 500% accelerated rate.
High voltage: High voltage can be activated by ending a combo with a light attack. High voltage buffs last for 14 seconds and grant Electro the following abilities: -Basic attacks have a 100% chance to inflict a shock debuff on the opponent, each lasting for 9 seconds and dealing 800 energy damage (up to 1200 based on power meter). -Each shock effect reduces the opponents power gain effects by 15%, up to 200%. -For each shock on the opponent, Electro deals an additional burst of energy damage equivalent to 5% of the original damage dealt, up to 50%. -When shocks end, remove one buff from the opponent. -Well-timed blocks have a 100% chance to be perfect.
Well-timed blocks: Power burn the opponent for 10% (up to 15%) of a bar of power and deal additional damage based on power burned.
Special one: 100% chance to stun the opponent for 2 seconds. While in high voltage, refresh the duration of all shock effects and consume 50% less power.
Special two: This attack is a guaranteed crit. +150 attack rating for each shock on the opponent. 100% chance to stun the opponent for 2.5 seconds. While in high voltage, refresh the duration of all shock effects and consume 40% less power.
Electro should definitely be reworked, at least to the extent of a 'Update', if not an 'Overhaul'. If you use him offensively, pretty much all his abilities get less useful as you get more skilled, which doesn't suggest that it's a great design. He's a glass cannon with minimal utility, whose current design actively punishes effective gameplay:
1 - Electro's most notable ability is to electrocute on contact, like a Thorns node. So if you're a more advanced player, good at not getting hit, it achieves nothing. If you aren't quite that skilled, but play by blocking your opponents attacks, this ability causes them less damage than they would take if they actually hit you, which doesn't really make sense. 2 - If you successfully bait out your opponent's Special Attacks (which is a fairly essential strategy for good gameplay), it reduces the critical rate bonus you get from Electro's Signature ability. So, you're punished for playing well! 3 - His Sig is weaker than when he was introduced, thanks to the effect of Diminishing Returns on critical rate. Also, since nothing special happens when he gets a critical hit (like, say, inflicting a Bleed, Shock or Armour Break), it just gives you a small damage increase at the cost of not using specials. Similar to OG Captain Marvel, except it suffers from Diminishing Returns, and provides no benefit whatsoever on his SP3...
So: Lets Supercharge Electro! Hopefully this version will be way better than the old one. As long as his opponent isn't immune to Shock, in which case he sucks!:
Details for 5/65 5* Electro
Health: 24548 Attack: 2182 Critical Rate: 822 Critical damage: 912 Block proficiency: 3324 Physical Resistance: -240 A modest improvement in Electro's health and block Proficiency here, 'paid' for by reducing his base attack, critical rate and critical damage. This update gives him new benefits for more defensive play, and takes the focus off critical hit damage; so I've balanced up his previously lopsided attributes
Metal Opponents Against #Metal opponents, Electro's Shock Damage and his Ability Accuracy all increase by 20%.
Signature: Whenever Electro would strike with a critical hit, he has a 60% chance to inflict a Shock debuff causing 2182 damage over four seconds. Additionally, his Static Shock damage is increased by 30%.
All Attacks: Heavy Attacks - Change the animation to copy Magneto's; Heavy Attack now inflicts Energy damage, doesn't make contact with the opponent, and has +350 Critical Rating. Critical Hits - Electro can't land Critical Hits naturally, however every time he would have landed a Critical Hit, he deals an equivalent burst of Shock Damage. This ability scales with Critical Damage Rating, as well as with any effect/ability that enhances his Shock damage. This is basically the same ability as Guardian has... It just feels very appropriate for Electro to do this the same way
Passive - Static shock:
When struck by a contact attack, Electro inflicts a burst of Shock damage equal to 25% of the damage that was inflicted
When he successfully blocks a contact attack, Electro inflicts a burst of Shock damage equal to 35% of the damage that was prevented by blocking
This rises to 55% of the damage prevented on a well-timed block.
The static damage you take from beating Electro up has actually reduced. However, Electro will now inflict more shock damage by blocking attacks than he will from being hit. If you think about it, this makes a lot more sense! This change should make static shock a much more useful ability for a skilled player on offense, who will be able to cause significant damage on effective parries. The damage will rise and fall if his block proficiency changes
Passive - Shock resistance: Electro absorbs the energy of Shock attacks for his own gain:
Any Shock damage he would suffer is halved and then inverted (i.e. if he would have suffered 1000 damage, he instead heals 500 health. This effect is applied after any other modifiers such as synergies, or an Enhanced Shock node, so the modified damage is halved and inverted).
Additionally, whilst affected by a Shock effect and for 0.2s after it expires, Electro is immune to Stun
Passive - Poison vulnerability: If he is under the effects of a Poison debuff, then all of Electro's shock abilities suffer from -40% Ability Accuracy, and any shock damage resulting from his abilities is reduced in intensity by 20%. This is a minor, but exploitable weakness for Electro, giving another route for players to reduce the static shock damage he causes on defense. It's intended as a payoff for the offensive upgrade he's had elsewhere in this kit.
Special Attacks Special Attacks (except SP3) gain +1200 Critical Rating and Critical Damage Rating if the opponent is Shocked or Electrified (see below).
SP1 - 70% chance to inflict a Shock debuff for 2182 Damage over four seconds. Opponents who are shocked have a further 70% chance to be stunned for 2.2 seconds.
SP2 - 80% chance to inflict an Electrified debuff for 8 seconds. This debuff inflicts 3274 Shock damage, and opponents who are electrified have a further 70% chance to be stunned for 2.6 seconds. Whilst the opponent is Electrified, their reflects are impaired, so they are unable to trigger Evade or Autoblock. Additionally, on contact, the opponent inflicts a burst of 218.2 Shock damage. Electrified does not stack but is paused for 0.25 seconds any time the opponent takes any other form of Shock damage.
SP3 - Inflict Electrified debuff for 12 seconds, inflicting 4364 Shock damage (other effects are as above). The damage and duration of Electrified are affected by any abilities/nodes that would affect Shock debuffs/damage. Immunity to Shock effects also provides immunity to Electrified.
Electrified is an upgraded variant of Shock debuff, with considerable benefits to Electro when fighting his opponents (especially those pesky Spiderverse heroes...). Maximising use of this ability to recover health should be valuable when questing, as Electro's health pool is better than it was, but still not impressive. Electrified can be extended significantly using Electro's other abilities; but it will almost inevitably expire unless reapplied by a second SP2/SP3. As an example, a Shock debuff inflicted by using critical hits or an SP1 inflicts eight 'ticks' of Shock Damage, so will extend the Electrified debuff by a helpful but not overpowering 2 seconds.
Synergies: "Electrical Enemy" with Spiderman (OG, Symbiote)
Electro's debuffs gain +25% duration
Original/Symbiote Spiderman: On well-timed blocks, Spidey evades and counter-attacks with half the usual force of a Light attack. Cooldown eight seconds.
"Sinister Minds" with Dr Octopus/Green Goblin
Electro's Shock and Electrified debuffs are passive effects instead
When a breakthrough expires, Dr Octopus keeps research categories at 50; also, his tentacle attacks reduce passive shock damage caused when striking the opponent by 100%
Green Goblin - Whenever his opponent triggers a passive Evade, Goblin has an 80% chance to trigger a passive Fury granting +45% Attack for eight seconds.
"Sinister Soldiers" with Rhino/Vulture
Electro: Electro gains +500 Block Proficiency, and 5% Perfect Block
Rhino: When stunned, Rhino has an 80% chance to shrug off the stun, become Unstoppable for 0.8 seconds, and trigger his Fury ability
Vulture starts the match with a Decoy buff active. Decoy buffs do not activate when blocking, and have a 25% chance to reapply when triggered
Signature ability: For each soul, gain the following bonuses: +300 (up to 400) attack rating. +250 (up to 350) critical rating.
Passive: Start the fight with 18% of max power. On basic attacks, Guillotine has a 60% chance to inflict bleed on the opponent, dealing 3000 direct damage over 10 seconds. Maximum 4 active at once. While bleed is active, 15% chance to life steal 40% of damage done on critical hits.
Heavy attacks: Gain 450 additional attack rating for each bleed on the opponent. The first hit grants guillotine a captured soul buff. This has no effect and lasts for 3 seconds.
Ending a combo with a light attack: Consume one soul to power burn 75% of the opponent's power metre. This can be activated once per fight without consuming a soul.
Special attacks: If a captured soul buff is active, convert it into a soul harvest buff, lasting 5 seconds. Once used, this ability goes on cooldown for 5 seconds. All special attacks deal a burst of 60% additional bleed damage.
Soul harvest: While this is active, gain the following benefits: -Regenerate 1.6% of max health per second. -Chance to bleed increased to 100%. -Basic attacks grant the opponent 60% less power. When soul harvest ends, gain one soul (max 5) and place a permanent degeneration passive on the opponent, dealing 200 damage per second.
Special one: Remove up to 2 debuffs from guillotine.
Special two: Place an ancestral curse debuff, reversing all power gain and regeneration effects. Flat 10% more reversal for each soul.
Special three: Gain a passive fury, granting 1000 additional attack for each soul. This fury lasts 14 seconds.
Why: Ronan is underrated as he cheeses champions that have copious amounts of buffs, but he needs an overhaul for the sake of that kit his is outdated and that he's only really good against champions with buff reliance. I made a rework of him in the past but I feel that it doesn't do him justice so why not rework another rework.
Passive:
Kree Physiology provides him with Poison immunity
Ronan passively gains +20% attack rating per buff on the opponent, this is raised to +30% when he has the Class Advantage.
Ronan cannot land critical hits naturally, but when one would occur the hit passively gets True Strike, dealing True Damage and ignoring the opponent's evade and auto-block. In addition, Ronan cannot miss on Warhammer hits.
Basic Attacks:
30% chance to gain a Fury increasing attack rating by +25% for 2.5 seconds.
Stand Trial:
Ronan tries the opponent for what he sees to be unfit to his liking, he gains a Judgement buff at the start of the fight lasting indefinitely, if this buff is removed in any way he will regain it after 7 seconds. This can only be removed by the opponent's abilities.
This Judgement buff grants Ronan immunity to Ability Accuracy Modification and prevents the opponent from purifying debuffs and will allow him to place Accused buffs on the opponent.
Accused buffs reduce the opponent's armour rating by -300 and reduce Evade and Auto-Block ability accuracy by 10%.
Witness to Crime:
If the either champion strikes a perfect block or the opponent blocks a Special Attack, place a Judgement buff on the opponent.
If the opponent would be intercepted or gain a bar of Power or a buff, 50% chance to place 2 Judgement buffs on the opponent.
If Ronan is Taunted or struck by an Unblockable or Unstoppable attack, 50% chance to place 4 Judgement buffs on the opponent.
Guilty:
When the opponent reaches 10 Accused, they are consumed to make a Guilty passive. Guilty counts as 10 Buffs for Ronan's abilities and reduce the opponent's Armour Rating by -3000 and reduce Tech Champion Ability Accuracy by 30%, this is double if the opponent is a robot.
Ronan gains an Executioner passive, replacing his Judgement buff but retaining the benefits when the opponent is Guilty. Up to 25 Fury buffs and all Aptitude buffs are paused and Ronan gains +40% Combat Power Rating. Executioner lasts for 20 seconds.
When his Executioner passive expires, the guilty passive is purified on the opponent and Ronan will gain his Judgement buff after 7 seconds.
Special Attack:
All Executioner passives are paused, then 5 seconds are added back to the duration when the attack ends unless Executioner's duration above 15 seconds.
Special 1: Animation Change: Ronan strikes the opponent with a charged hammer before spinning to gain momentum to thrust the hammer forwards.
Apply an Aptitude buff on Ronan increasing Fury and Armour Up buff potency by +25% if Executioner is active. This buff will be removed when Executioner expires.
Special 2: Animation Change: Ronan goes for a brutal and swift four hit combo with his hammer then following up by striking the ground hard enough for it to crack beneath the opponent.
Regain 6% Max Power per Fury Active capping at 60% if Executioner is active
Ronan gains up to 5 of his Fury buffs until he reaches 15 of them, at that point Ronan cannot gain furies from this Special Attack.
Special 3:
Stun the opponent for 3 seconds plus 0.25 seconds for the total amount of buffs on either champion.
Gain a Power Gain buff, passively giving Ronan 100% of a bar of power over 5 seconds.
Signature Ability: Justice To Be Served
If Ronan knocks out the opponent while they have the Guilty Passive, he starts the next fight with an Executioner Passive lasting 12-25 seconds. This cannot be repeated for three consecutive fights.
Gain back all Aptitude as Persistent Charges equal to the amount Ronan ended off on the last fight to carry on. Ronan can have
When fighting the final boss in a quest or any other mode, Ronan gets 100-1000 Block Penetration
Synergies:
Xandarian Scum: With Nova
Ronan: Cosmic Champions will have their Ability Accuracy reduced by 30% if they are Guilty Nova: If Unblockable Expires, Nova will go back to 20 Charges
No Bounds: With Punisher, Punisher 2099 and Ghost Rider
Ronan: Opponents that are Stunned have their Defensive Ability Accuracy reduced by 40% Punisher: Increase Attack by 30% per bleed on the opponent Punisher 2099: Gain 25% of consumed battery as 1.5% of a bar of power when his battery is consumed Ghost Rider: Judgements each reduce buff ability accuracy by 15%
Justice Across The Universe: With Cosmic Ghost Rider
All Champions: Buff Potency is increased by 10% if the opponent is a #Villain
Lockdown: With Thor, Tigra and Silver Surfer
Ronan: Opponent's Nullify Ability Accuracy is reduced by 30% Thor: Armour Breaks can stack up to 4 Tigra: Weakness, Slow and Exhaustion will only stop Tigra's Heavy Miss if the opponent has Class Advantage Silver Surfer: Consuming the Power Cosmic while at least 5 unique buffs are active gives him his SP3 Aptitude.
Annihilation: With Annihilus and Gamora
Ronan: Executioner lasts 3 seconds longer Annihilus: Stifle debuffs last 2 seconds longer Gamora: Cruelty and Fury buffs last 3 seconds longer
I have to say, this is the most reasonable improvement I’ve seen so far. It wouldn’t make him a god but it would make him usable. It also doesn’t stray far from the way he was designed to operate. Good post.
Why is she bad.. She can do some reasonable damage with some not so bad staggers and stuns. But, at least she's better than IF.
IF desperately needs a buff...
Character Update: Iron Fist
What I Dislike: Everything... Iron Fist is weak. Despite his armor break, his hits are fairly weak, and he needs something more to actually make him a usable character.
Suggested Improvements: Iron fist needs a whole lot of love when it comes time for an update. He should be one of the top armor break champs in the game, yet he is severely lacking in this area.
First, make his sig part of his regular abilities. Iron Fist should be able to stack armor breaks without needing the dupe.
Second, add the ability for IF to Armor Shatter. Perhaps after IF has stacked 5 armor breaks, preforming a heavy attack will armor shatter the opponent for 5-10 seconds.
sp1 (update): Make this special attack refresh all armor breaks and armor shatters.
New Sig ability: When an opponent is suffering from armor shatter, Iron Fist strikes will killer accuracy hitting guaranteed critical hits with a 1000 critical damage increase. (Much like Thor Jane).
None of these abilities give IF insane utility, but they would significantly help his damage output.
IF is a chi master, so may be they can give him abilities based on stored power. Defensive abilities, such as chance to shrug off debuffs , more block proficiency, autoblock attacks(If is the best of kunlun, one of the , if not the best hand to hand combatants, his training enables him to predict and block in coming attacks) for 2 seconds. These will have a low base stat, it should go up on basis of how high opponent's power bar is. Offensive: the more power IF has, the more his attack abilities triggers. Special attacks have a chance to enervate/ power lock the target . Every 6th attack is a crit.(100% at full power) Applies to specials as well. Armour breaks should be possible without duped. The one inch punch:(heavy) nullifies upto 2 buffs of opponent based on IF's stored power.
Duped: 1) Glowing fist ✊: After summoning the iron fist , Danny Rand's hands start to glow and all palm attacks receive additional crit chance and 100% chance to amour break. Additionally, while under the Effects of glowing fist, while doing a heavy attack, IF becomes unstoppable. During glowing fist IF receives true strike and cannot be stunned (to not get whoopped by autoblock)
The duration of the GF increases each time A 2) All of IF's abilities has an increased % chance to trigger.
I have to say, this is the most reasonable improvement I’ve seen so far. It wouldn’t make him a god but it would make him usable. It also doesn’t stray far from the way he was designed to operate. Good post.
Why is she bad.. She can do some reasonable damage with some not so bad staggers and stuns. But, at least she's better than IF.
IF desperately needs a buff...
Character Update: Iron Fist
What I Dislike: Everything... Iron Fist is weak. Despite his armor break, his hits are fairly weak, and he needs something more to actually make him a usable character.
Suggested Improvements: Iron fist needs a whole lot of love when it comes time for an update. He should be one of the top armor break champs in the game, yet he is severely lacking in this area.
First, make his sig part of his regular abilities. Iron Fist should be able to stack armor breaks without needing the dupe.
Second, add the ability for IF to Armor Shatter. Perhaps after IF has stacked 5 armor breaks, preforming a heavy attack will armor shatter the opponent for 5-10 seconds.
sp1 (update): Make this special attack refresh all armor breaks and armor shatters.
New Sig ability: When an opponent is suffering from armor shatter, Iron Fist strikes will killer accuracy hitting guaranteed critical hits with a 1000 critical damage increase. (Much like Thor Jane).
None of these abilities give IF insane utility, but they would significantly help his damage output.
IF is a chi master, so may be they can give him abilities based on stored power. Defensive abilities, such as chance to shrug off debuffs , more block proficiency, autoblock attacks(If is the best of kunlun, one of the , if not the best hand to hand combatants, his training enables him to predict and block in coming attacks) for 2 seconds. These will have a low base stat, it should go up on basis of how high opponent's power bar is. Offensive: the more power IF has, the more his attack abilities triggers. Special attacks have a chance to enervate/ power lock the target . Every 6th attack is a crit.(100% at full power) Applies to specials as well. Armour breaks should be possible without duped. The one inch punch:(heavy) nullifies upto 2 buffs of opponent based on IF's stored power.
Duped: 1) Glowing fist ✊: After summoning the iron fist via sp3, Danny Rand's hands start to glow and all palm attacks receive additional crit chance and 100% chance to amour break. Additionally, while under the Effects of glowing fist, while doing a heavy attack, IF becomes unstoppable. During glowing fist IF receives true strike and cannot be stunned (to not get whoopped by autoblock)
The duration of the GF increases each time A sp3 is acrivated by IF.
2) All of IF's abilities has an increased % chance to trigger.
Sp3 IronFist unleashed : Fist attacks and specials become unblockable for a duration.
Falcon Signature Ability: Exo-8 •Redwing begins each fight ready to go. Additionally, Redwing's duration lasts 2 seconds longer and provides an additional 30% Critical Damage Rating if the opponent's health is below 15%(30% max SA lvl) when Redwing is active. •When Redwing is active, if the last hit was a medium attack, 100%(max SA lvl) to inflict Stun debuff on the opponent for 2 seconds (Only triggers once per Redwing activation)
Abilities: Redwing •Dodge back and hold back for 2 seconds to release Redwing for 10 seconds. Redwing sees everything from the top and helps Falcon to fight his opponent. While Redwing is active, Falcon gains True Strike and attacks provides X Critical Rating.
Passive Eye In The Sky: If Falcon wins the fight while Redwing is active, it can reveal the nearest hidden enemy on the map.
Passive: Combat Awareness: •If Falcon misses an attack, he gains +50% Physical Resitance for 10 seconds. (Does not stack) •When Falcon's combo meter is above 15, he has a 65% chance to inflict Bleed on the opponent, lasting 8 seconds.(Up to 4 stacks) • If the opponent has 4 Bleed Debuffs or Incinerated, Falcon's Offensive Power Rate is increased by 7%
Passive: •Redwing lasts 20% longer to Science champions and lasts 20% shorter to Mutant champions.
Passive: •Falcon sends out Redwing to Scout for his teammates and provide intel. Each of Falcon's synergies provides an additional 10% Physical Resistance penetration and 70 Critical Damage Rating.
Special Attack 1 •75% chance to inflict Bleed, dealing X direct damage over 8 seconds. If the opponent is stunned or bleeding, this attack has an X% Critical Rating and Critical Damage Rating. Bleed lasts 55% longer if Redwing is active.
Special Attack 2 • This attack is a Critical Damage. Inflicts 30% Power Burn and ignores Physical Resistance if Falcon has 15 Combo Meter above. If Redwing is active, this attack costs half Power.
Special Attack 3 This attack Incinerates the enemy, dealing X Energy Damage over 12 seconds. 100% chance to inflict an Armor Break debuff, reducing Armor Rating by X for 12 seconds. If Redwing is active, removes Perfect Block Chance and reduces Block Proficiency by 50% for 12 seconds.
Synergies:
On Your Left ▪Captain America IW: Gains a passive 10% Physical Resistance. Additionally, Fury lasts 10% longer. ▪Captain America WWII: Increase Bleed Potency by 10% •Increase Critical Rating by X if the opponent suffers from bleed debuff. •Increased Perfect Block chance by 20% and opponent's special Attack's Damage are reduced by 30% when Blocking. ▪Captain America: Increase Stun Potency by 10% •Increased Critical Rating by if the opponent suffers from Stun debuff. •Increased Perfect Block chance by 20% and opponent's Special Attack's Damage are reduced by 30% when Blocking. ▪Falcon: Redwing's cooldown is reduced by 10% Unique Synergy:
Falcon and The Winter Soldier ▪Falcon: +10% Bleed Debuff Potency ▪Winter Soldier: Bullet Penetration: Weapons has increased Damage by 10% and ignores 10% Block Proficiency.
Machine Friends ▪Iron Man and Superior Iron Man: Heavy Attacks inflict X Armor Break and reduces Block Proficiency by X for 10 seconds. ▪War Machine: When below 1 Power Bar, increase Power Rate and Attack Rate by X%
Tic-Tac ▪Ant-Man: Plus 10% Physical Resistance and gains Precision for 8 seconds after triggering Glance. ▪Falcon: +10% Block Proficiency when fighting against Science Champions.
Other Friends ▪Skarlet Witch, Hawkeye, Black Panther CW +70 Critical Rating and 60 Armor Rating.
I dont see the need to be super stingy with synergies that give 10% physical resist and fury. These are obsolete and became so 4years ago. I would flat out triple that
Signature ability: Kingpin has a 30% (up to 60%) chance to purify any debuff applied to him. In it's place, he gains a fury, granting plus 650 (up to 1200) additional attack rating over 16 seconds. These can be made permanent by using a special 3, max 2 furies.
Passive: Kingpin gains up to 800 additional critical damage rating, 600 physical resistance and 40% additional combat power rate based on how small the opponent is. A blade-proof vest allows the first 6 bleed debuffs that would be applied to kingpin to fail.
Basic attacks: medium attacks have a 100% chance to crit and bypass 500 of the opponent's armour rating. 40% chance on each hit to apply a non-stacking armour break debuff, reducing the opponent's armour rating by 1200.
Rage: If kingpin is intercepted, stunned, the opponent gains a bar of power or gains a buff Kingpin has a 55% chance to gain a rage passive. These aren't affected by ability accuracy modification and each grant Kingpin +50 attack rating. Every time an interval of 5 rage are reached, a permanent enraged buff is activated. For each enraged buff, the attack bonus gained from rage is increased by 30.
Heavy attacks: Gain unstoppable for 1 second upon charging this attack. While this unstoppable buff is active, gain plus 2000 armour rating. Cooldown 10 seconds. If the unstoppable ability was activated, refresh all armour breaks on the opponent.
Special one: Place a permanent black iso debuff on the opponent. These deal 300 direct damage per tick, stack up to three times and have the following effects: -20% block proficiency. -15% base attack rating. -20% ability accuracy. -25% block penetration. -10% combat power rate.
Special two: Upon activation, gain an unblockable buff for 12 seconds. Gain 4 rage charges. +3000 crit rating if the opponent is smaller than Kingpin.
This is a fairly long rework I wrote in the Champion Redesign thread.
It moves Daredevil's kit away from needing him to be inflicted with debuffs; and instead rewards skillful game-play (mainly Dexterity) with increasing use of his Enhanced Senses to bypass almost all of an opponent's potential defenses.
Normally I don't advocate for animation changes (to cut down on the work required to make the buff happen), but I'd like a couple for Daredevil (both could be 'borrowed' from other champs): Heavy attack: change to a spinning circle-kick animation borrowed from Gamora/Storm/Magik. Special-1: change to a kick followed by him hurling two billy-clubs at the opponent (animation borrowed/adapted from Electra)
DAREDEVIL
Passive - Armour: Mr Potter's amazing armour can deflect knives and bullets, providing the following benefits:
Baseline Physical resistance of 600
Whenever a bleed or armour break effect would be triggered, the micromesh Kevlar armour has a 40% chance to prevent it. This does not count as a Purify effect or an Immunity, but will count as the bleed failing to apply 'by chance'
Passive - Perfect Focus: While dodging backwards, Daredevil is not struck by attacks.
Whenever Daredevil evades an attack in this way, or by triggering his projectile evasion, he places a passive Focus counter on his opponent.
If he evades an Attack using the Dexterity mastery, he gains an additional Focus counter instead of triggering a Precision buff.
Each focus counter reduces the effectiveness of the opponent's armour, physical resistance, and critical resistance by 40 (to a minimum of zero), reduces the ability accuracy of Parry and Autoblock by 10%, and increases Daredevil's Critical Damage rating and Block Proficiency by 40. Daredevil can maintain a maximum of 20 counters.
Focus counters start to expire if none are gained for six seconds, but this six-second timer is refreshed whenever a new counter would be placed. At full health, counters expire at a rate of one per tick, but their expiration slows by up to 50% with lost health.
All of Daredevil's Focus counters are immediately removed when he is stunned, concussed, or struck with an SP3.
Focus is Daredevils new core ability; enabling him to hit harder, bypass his opponents defenses, and defend himself. It's built on in his Sig, later. Focus counters work a lot like Sparky's Poise, but with more utility and less pure damage. They do expire; but should be fairly straightforward to maintain with skilled play, as long as the AI isn't too passive. On the other hand, if Daredevil players get overly aggressive, they'll start to lose Focus as well; which seems fairly appropriate. This ability will also help him on Buffet nodes and against Mystic opponents, as it prevents the Precision buff which Dexterity would grant.
Passive - Heightened Senses:
Perfect Block 20%
+500 Block Proficiency on well-timed blocks
+250 Critical Rating
If the opponent has Critical Resistance, Daredevil reduces it's effectiveness by 250. If the opponent is stunned, this improves to -500.
Daredevil has a base chance to Evade projectile attacks of 20%
When Daredevil 'charges' a Heavy attack for 0.5 seconds, he generates a Precision Passive granting +750 Critical Rate for the duration of the attack
Without eyesight, Daredevil is unaffected by Invisibility Effects and optical illusions, including Vulture's decoy buff and G2099's Digi-cloak.
Daredevils Heightened Senses are usually always active, but are temporarily disabled when he is stunned, or afflicted by a Concussion debuff; and take five seconds to re-establish. The second half of Daredevil's core abilities revolve around his Enhanced Senses, and how they help him in battle. They can be disabled if he's stunned; or (as an Easter Egg) potentially by any future champion using sonic attacks
Signature - World on Fire: Matt's determination only rises as he gets the measure of his opponents. The timer on his Focus counters lasts an additional 2 seconds before they begin to expire, and they additionally provide the following benefits:
Counters now each increase Daredevil's chance to evade projectiles by a flat 3%.
Counters additionally reduce the opponent's Evade ability accuracy by 10%.
When Awakened, Daredevil's focus starts to increase his Evade chances, up to a maximum of 80% at 20 counters. He'll also now have the equivalent of True Accuracy at ten or more counters, as long as the opponent isn't immune to ability accuracy reduction.
Special Attacks
SP1 - This attack has +500 Critical Rating, and Critical Hits stun opponents for 2.0 seconds. The thrown Billy clubs have True Accuracy if his Enhanced Senses are active
SP2 - This flurry of three kicks has +1500 Critical Rating if his Enhanced Senses are active, and Critical Hits inflict Concussion (-25% ability accuracy for ten seconds, max stacks three)
SP3 - Inflicts Stun for 3.0 seconds. Grants four Focus counters, and has 100% chance to grant a Sensory buff for ten seconds: This buff multiplies the potency of his Heightened Senses abilities by 150%.
Synergies Electra - Devils of Hell's Kitchen (Unique Synergy, does not stack):
Daredevil - Daredevil has a 35% chance to shrug off non-damaging debuffs after 0.5s, and gain one Focus counter when he does.
Electra - Bleed effects have a chance (equal to her Critical Rating) to benefit from her Critical Damage bonuses.
Classic Daredevil - The same, but different (Unique Synergy, does not stack):
Daredevil starts the fight with 5 Focus counters on his opponent, and the Focus counter timer lasts an additional 2 seconds.
Whenever Classic Daredevil evades a projectile attack, he gains +20% of a bar of Power.
Punisher - Never say die (Unique Synergy, does not stack):
Punisher: Fury effects last two seconds longer. Additionally, when he is at or below 5% health, Punisher passively gains +50% Attack.
Daredevil: When he is below 30% Health, Daredevil's Focus counters do not expire.
Hopefully these synergies should be effective for Daredevil, as well as granting a bit of extra damage or utility to several older champions. Punisher's synergy should make him even more dangerous when Awakened, whilst Electra's synergy should give her bleed effects a huge boost when her opponent is in Final Strike range.
So, as I'm sure is the case with a lot of the OGs having fun here with champion improvement suggestions, we sometimes find that things we think up but don't get around to posting make their way into the game in some form given enough time.
I found this to be the case with a Dormammu synergy and, for this build, a boss node ability given to the new Abomination (Immortal). A mechanic was instilled that gives him a bit of extra ability when his main source of damage over time, poison, is rendered ineffective by a Poison Immune opponent. Here's what I was thinking through using it for the original Abomination's kit.
The problem
Abomination has the limited capabilities of a simpler time, despite the fact he got a slight tweak around a year ago, IIRC. His abilities are all basically chances at poisoning and gaining fury, and the fact that he is poison immune himself. The poisons he dishes out are outclassed by other champs, and not guaranteed when used as an attacker or a defender though.
Suggestion
Give him a little something to make him actually a contender for the "Strongest There Is" competition Gamma Mutates tend to have (and yes, a further tweak for Hulk (classic) is also pending). Keep all of his former abilities but throw in a couple extras like these:
Abilities Passive Whenever Abomination Bleeds, his irradiated blood has a 95% chance to Poison the enemy for X Direct Damage over 10 seconds.
All Attacks 12% chance to gain a Fury Buff for 6 seconds, granting +X Attack. If stagger, fate seal or nullify abilities neutralize or prevent his Fury, +5% chance for following Fury effects to be Passive (max 150% chance).
An enhanced immune system provides full immunity to the Poisons of the Battlerealm.
Signature Ability Irradiate
Contact with the Abomination’s gamma-irradiated body has a [5 up to] 25% chance to Poison the target, reducing their Health recovery by 30% and dealing [appropriate value] Direct Damage over 12 seconds. When one of Abomination's poisons fail to apply due to an opponent's immunity, he re-metabolizes the ambient radiation. This enhances his musculature raising his base attack rating by +2% (max +120%) and the potency and chance of his Fury Buffs by +1٪ (max +40%). Additionally, poison potency increases by up to 30% based on health lost.
Intent
With a design like this many simpler and easily countered champions can have a shot at being more dangerous when an opponent makes their main ability ineffective. Abomination classic now hits harder the more poisons his opponents brush off.
A Thanos buff wil probably never happen, but a man can hope
Signature Ability - Immortality Thanos is nearly invincible granting him X physical and energy resistance Thanos takes 30% less damage overall while the opponent has less health and damaging debuffs on Thanos lose 15% potency while Thanos has more health The first time Thanos would be knocked out with a hit that takes over 5% health to kill him does no damage and Thanos regenerate 20% health over 2 seconds, is unstoppable for 2 seconds, and gets a 10 second fury buff which while active Thanos is stun immune. This can only be activated once per battle ( This means that when Thanos has 5% health and one hit is enough to kill him, it does nothing and he gains those bonuses.) The Mistress of Death casts favor on Thanos allowing him to take 50% less damage from Degen. Active degens inspire Thanos giving him X crit damage.
Immunities Thanos' enhanced immune system grants him immunity to all poisons and toxins of the Contest Thanos skin is tough granting him 90% resistance to Bleed and Coldsnap and X% for every hit to Glance Seeing himself bleed enrages Thanos granting him X attack rating for every bleed active on Thanos
Thanos' obliterates all who oppose him, giving him X attack rating against #Hero champions Thanos gains the following bonuses against these classes to show his superiority Against Tech - Heavy attacks apply 10 second armor breaks reducing armor by X and power drain and burn abilities lose 15% potency Against Science - Debuffs applied by Thanos recieve 20% duration and Heal block and stun become passive Against Skill - Thanos physical resistance is increased by X while special attacks hit and Thanos incinerate makes opponents lose 100% of block proficeny instead of 50% Against Cosmic - Thanos' buffs get 10% duration and during Thanos' stun, power gained by the opponent while being struck is decreased by 25% Thanos gains no bonuses againts Mutants and Mystics as Mutants are unknown to him and he has little understanding of the Mystical world
Buffs Thanos can gain a max of 8 buffs. When getting hit in any way, 25% to gain an Armor up increasing armor by X lasting 20 seconds. When heavy attacking, 100% to gain a power gain buff lasting 20 seconds increasing power gained from being struck and hitting by 20%. Every time Thanos hits the enemy in any way 20% to gain a fury buff lasting 20 seconds. 65% to gain a 20 second cruelty buff increasing crit rate by 10% and crit damage by X special attack activation. If one of each buff is active, Thano's special attacks are unblockable. If two of each buff are active, Thanos gains X attack rating for each buff on himself. You can have a max of 8 of every buff except the power gain buff which maxes out at 3. (Thanos can gain 8 total buffs - they can all be cruelty, fury, or armor up, or you can mix it up to get the bonuses.)
Special Attacks Special 1 - Obliterate Two rapid and devastating cosmic blasts from the Mad Titan to soften up his opponent. This attack deals true damage ignoring armor and resistance First hit applies 8 second heal block and second hit applies 12 second incinerate dealing X damage and reducing block proficency by 50%
Special 2 - Terminate Rage and power combine to launch Thanos' target in the air with mighty concussive blasts. This attack does true damage ignoring all armor and resistance Second hit applies a 4 second stun, a 10 second heal block, and a 12 second armor break reducing armor by X
Special 3 - Exterminate With a heavy heart, Thanos prepares to introduce his foe to his one true love. Applies a 15 second weakness debuff reducing attack by 60% Applies 12 second heal block and 5 second stun All buffs active on Thanos become indefinte for the rest of the fight. This can only happen twice in a fight.
(Heal blocks applied do not stack but are either refreshed by one of the same or less than duration or replaced with one that is longer)
Synergies
The Black Order Thanos - Every memeber present gives Thanos 10% attack Corvus, Cull, Ebony, Proxima
Skilled Fighters Thanos - Proxima gives 10% longer stuns. Corvus gives a True Strike buff off the Special 2 Proxima and Corvus
Brains or Brawn Thanos - Cull gives armor breaks 15% potency, while Ebony gives Thanos 25% resistance to nullification abilities Cull and Ebony
Opposition - 1 Thanos, Cap IW, Black Panther (Civil War), Black Widow, Hulkbuster, Vision, Scarlt Witch, War Machine, and Winter Soldier - 4% power gain
Opposition - 2 Thanos, Groot, Drax, Star Lord, Gamora, Spider-Man (SE), IM IW, Thor (Rag), Doctor Strange, and Rocket - 240 block proficency
Rivals Thanos, Doctor Doom, Annihilus, Mephisto, Dormammu, Kang - 6% attack
Why: This version of Thor is disappointing in that he doesn't have enough utility and damage without his synergies. His sig is the only redeeming bit of his entire kit in that it gives him reliable output of DOT and makes him decent. But that doesn't satisfy the rest of his kit because it's locked up behind a high sig requirement and that it's locked behind a damage capped SP3 of which has no reason to be hindered. So this guy should be updated as he has the potential for a good kit with what he has already.
Passive:
Being the God of Thunder, Thor has 100% resistance to Shock and he gains 2.5% of his Max Power every second while he is under a Shock debuff.
Note: I felt like a 40% reduced duration to Shock debuffs doesn't do much for Thor so I changed it up a bit so it fits better in his kit
Boon of the Gods:
Activates for every 25 hits on the Combo Meter or whenever struck 15 times. Boon of the Gods cannot be retriggered while it is active.
Fills to 50% Max Power over 3 seconds, this is not affected by Ability Accuracy and is removed when being struck by the opponent's special attacks, the following hits of the opponent's special attack do not count towards the hit counter.
Note: I've "nerfed" (more of I split it up a bit) this to be a bit more practical for Thor in general and what I'm adding to his kit
Asgardian Vigour
When Boon of the Gods expires, Thor gains one Asgardian Vigour buff lasting indefinetly. This increases his attack by +30%, Physical Resistance by +400 and Block Proficiency by +600. Max: 5.
Asgardian Vigour provides bonus effects based on how many are active.
1+ - If a buff would be nullified on Thor, he is enraged and instantly adds 10 hits to his Combo Meter. This goes on cooldown for 7 seconds after used.
3+ - Gladitorial Strength allows Thor's stuns to not be purified or have their ability accuracy modified by the opponent's abilities
5+ - Heimdall intervenes at critical hours giving Thor a True Strike passive after launching an SP3 lasting 10 seconds.
Note: Here's one of the centrepieces of Thor's updated kit, Asgardian Vigour will develop over time in longer fights and quests to give him damage and safeguards plus some utility.
When Opponents Intercept Thor's Dash:
Thor has a 30% to use his shield to Auto-Block any attacks made when he dashes towards the opponent, this can trigger the Parry Mastery.
Still the same here
Thunder God's Wrath:
If Thor would gain Asgardian Vigour above the limit, he triggers Thunder God's Wrath for 20 seconds. Ability Accuracy cannot be modified. While Thunder God's Wrath is active, Thor gains the following benefits.
Note: Here. we. go.
Contact with Thor has a 40% chance to inflict a Shock debuff dealing 50% of base attack over 4 seconds. Shock potency becomes 40% of modified attack if the Shock was inflicted when he hits the opponent.
This might seem like a nerf to offence, but this scale with modified attack and considering he gets more attack the longer he fights the shocks will get real funky.
If Thor would strike a Shocked opponent, he has a 30% chance to inflict an Armour Break reducing Armour by -750 for 12 seconds. In addition he has a 5% chance per Shock to Stun the opponent for 0.75 seconds per Shock active when striking the opponent capping at 6.
Thor gains 5% of his Max Power every second, this cannot be modified by abilities that affect power.
Once Thunder God's Wrath expires, consume 1 Asgardian Vigour.
Note: Okay, so I moved Thunder God's Wrath to his base kit but you can only access it after a minimum of 150 hits in one fight, but I changed things up by allowing him to stun the opponent and armour break them more easily plus giving him surefire power gain
Special Attacks:
If Thunder God's Wrath is active, Special Attacks are Unblockable.
Note: Simple change, does wonders
Special 1:
50% chance to Stun the opponent for 1.6 seconds, this is raised by 25% for each time Boon of the Gods was activated in the fight. Max: 200%
Note: This Special Attack remains mostly unchanged, the stun is still there but I gave it potential to have a chance over 100% as to be a safeguard for AA modifiers
Special 2:
Armour Breaks the opponent reducing their Armour Rating by -1433.33
Shock Ability Accuracy is increased by +100%
Note: The Armour Break is the same but I added an increased chance to apply shock so if Thunder God's Wrath is active he will have a 90% chance to inflict Shock on each hit and this Special Attack has a lot of them
Special 3:
If Thor has less than 5 Asgardian Vigour, Apply a Adrenaline buff onto Thor for 10 seconds, giving him 2 hits on his combo meter every second while it is active.
Note: This speeds up his rotation a bit by allowing him to generate hits on the Combo Meter regardless if he hits the opponent or not.
Shocks the opponent, dealing 150% of modified attack as energy damage over 12 seconds.
If Thunder God's Wrath is active, reapply it with +50% increased duration. Once this has occured, Thor cannot trigger this Special Attack until Thunder God's Wrath has expired. This cannot be modified by Ability Accuracy.
Note: I put the SP3 limit in place because 1: It would make him broken if he could have infinite Thunder God's Wrath and 2: His rotation revolves around him using his SP2 once TGW is active
Signature Ability: Thunder God's Wrath
Once the fight ends, Thor gains Persistent Charges equal to one less the amount of Asgardian Vigour buffs active capping at 5. Thor has a 10%-80% chance to regain the lost charge.
Note: Here we go, with this you can trigger Thunder God's Wrath each fight if he is fully ramped up.
Each time a Shock triggers, Thor deals a burst of 15-45% his base attack as a burst of energy damage regardless if the opponent is Shock immune or not.
Note: A large part of Thor's damage is linked to Shock debuffs, so if the opponent is immune then he's screwed. So I gave him burst damage, this may not be too much of a difference for opponents he can shock but those who he can't will be a fair bit more worthy (so to speak) to fight Thor
Ideal Rotation: Build up Thor's combo so he can gain Asgardian Vigour until you have 5. At that point, trigger Thunder God's Wrath. Once it is active, you trigger the SP3 to give it an increased duration ideally when the previous TGW charge would expire (if done right, you can get a maximum of 59 seconds of TGW uptime). Once that is done, you can spam SP2 to get more Shocks onto the opponent or stun lock the opponent on the SP1 if it is needed.
Comments
However, since you ask:
1 - it's of very little use to a skilled player who is rarely going to throw a Special into block. Block penetration doesn't help if you aren't blocked! (Armour penetration helps either way...)
2 - if your special does get blocked, you aren't going to crit, so there will still be a marked damage reduction
2 -- it becomes totally superceded for Awakened Cyke at combos of over 20 as he goes Unblockable
3 - like the Crit boost and Unblockable from his Sig, it does nothing whatsoever for his SP3.
4 - you'd get a much better damage boost (and ability to bypass things like Dr Doom's crit resistance) by giving Specials a simple +1500 Critical Rating like Scarlet Witch.
Feel free to keep it; I just think it's a minor enhancement that doesn't actually boost his damage very much (even in defense, where his Specials are fairly easy to dodge).
As such, in your build, aside from the Prowess boost he can get from other mutants, the only real enhancement to his damage when he actually hits his opponents comes on his SP3. Which is a shame, given the valid points you make about his in-canon Power levels and lack of 'bells and whistles'. I think, focus on improving his damage when he does hit the opponent!
Look forward to V2!
While not the most powerful mutant in the Marvel Universe, Cyclops is supposed to be an Alpha-level Mutant (which means that he's combat-effective, but can pass for a human pretty much all the time). He's intended to be powerful enough to be able to overload Bishop's ability to absorb energy in seconds. He can tap into a virtually limitless well of power, but in Marvel Contest of Champions, he's pretty weak. So, I present to you a first draft rework of Cyclops (Blue Team)! (Based upon a Rank 5/65 5-Star Champion; Sig Level 200):
JUSTIFICATION:
All of the original X-Men are capable warriors in their own right. As the leader of the original team, Cyclops should be both a powerful enough Champion to tackle most opponents, even if he doesn't have a lot of bells and whistles to make him the most useful Champion in any situation. Well, suffice it to say that Cyclops (both of them, in their current iterations) does not have any bells or whistles. He can shoot some optic blasts, which can Armor Break the opponent, and he can gain additional Critical Rating, but that's pretty much it. So, this rework is intended to give him a little bit more that he can do, which will make him more effective as an attacker, and more dangerous as a defender.
BASE STATISTICS:
Hit Points: 31,398
Attack: 2301
Crit Rate: 628
Crit Damage: 738
Armor: 525
Block Proficiency: 3734
Energy Resistance: 0
Physical Resistance: 0
Crit Resistance: 0
Signature Ability - Expertise:
As the team leader of the X-Men, Cyclops both teaches and learns from his teammates, increasing their effectiveness in battle.
ABILITIES:
Heavy Attacks: Cyclops targets the weak points in his opponent's defenses with a point-blank optic blast. Heavy Attacks have a 100% chance to inflict an Armor Break Debuff, reducing the opponent's Armor Rating by 759.33 for 9.5 seconds.
Developer's Note: This would require an animation change where he fires a short-range optic "bolt" that cracks his opponent's armor.
Interdimensional Energies (Passive): With precise control over inter-dimensional energies, Cyclops gains Power faster at low Power levels. Cyclops Passively generates 2.5% of a Bar of Power each second. When he is above 1 Bar of Power, this is reduced by 0.5%. When he is above 2 Bars of Power, this is reduced by an additional 0.5%. Furthermore, Cyclops takes no damage from Havok's Energy-based Attacks, Plasma, and Special Attacks, but his Heavy and Special Attacks cannot damage Havok, either.
Well-Timed Blocks: When Cyclops executes a well-timed block, he has a 75% chance to gain a Precision Buff, boosting his Critical Rating by 1130.77 for 6.0 seconds. [Max Stacks: 3]
X-Suit (Passive): Cyclops' suit is made of Kevlar armor, which is bulletproof, flame retardant, and resistant to electric shocks and force impacts. Cyclops reduces the damage from Physical Attacks by 10%, and reduces the damage from Incinerate Debuffs, and Shock Debuffs by 30%. While not under the effect of an Armor Break or Armor Shattered Debuff, Cyclops' X-Suit also reduces the damage from Bleed Debuffs by 90%.
SPECIAL ATTACKS:
Special 1 - Optic Blast – Cyclops uses his Ruby-Quartz visor to focus a beam of energy.
- This Special Attack deals Energy Damage, and the last hit of the Attack deals an additional 2876.25 as a burst of Physical Damage.
- This Special Attack inflicts a Petrify Debuff, reducing the effectiveness of his opponent's Regeneration and Power Gain Debuffs by 65% for 8.0 seconds. The potency of this Petrify Debuff is doubled against Mister Sinister.
Special 2 - Vigilance – Two rage-fueled punches and a kick daze the opponent long enough for Cylops' Optic Blast to teach them a lesson.- The last hit of this Special Attack deals Energy Damage, and it deals an additional 4141.8 as a burst of Physical Damage.
- This Special Attack inflicts a Petrify Debuff, reducing the effectiveness of his opponent's Regeneration and Power Gain Debuffs by 65% for 12.0 seconds. The potency of this Petrify Debuff is doubled against Mister Sinister.
Special 3 - Gigawatt Blast – Scott Summers briefly loses control, allowing his Optic Blast to reach gigawatt levels. He'll be the only witness.SYNERGIES:
This version of my Cyclops rework fine tunes things just a little. Some clarification on the Signature Ability (sorry Tech fans... No more bonus for you!), and it tones down his X-Suit just a bit. He's still got all the same bells & whistles as before, just a little bit less, with thanks to @Magrailothos for the feedback!
The benefit against Havok's attacks has been adjusted, as has his Heavy Attack (which also adjusts Havok's immunities). Furthermore, he's focusing more on burst damage than block penetration. A slight change to his synergy with Havok as well (I felt that there were too many stacking Special Damage increases), and this change will pair nicely with his Well-Timed Blocks, as will the change to the X-Men First Class Synergy, which was also conferring extra damage to Cyclops' Special Attacks.
Best wishes!
Signature Ability
▪I AM GROOT!
•+5% Pacifism Charges Potency.
•If the opponent or Groot strikes with a Critical Hit or uses a Special Attack, 85%(base on SA lvl) chance to double up Pacifism buffs.
•If Groot loses his Pacifism Charges and buffs from being Knocked Down, 85% (base on SA lvl) chance to gain Unstoppable for 4 seconds.
Abilities
▪Passive
•Unique physiology allows Debuff effects to be shrugged off 55% faster than normal.
•A lack of blood provides full immunity to Bleeding.
• If the opponent is immune to Armor Break, 85% chance to become Unblockable for 3 seconds.
▪Pacifism Charges
•Anytime the opponent or Groot strikes with a Critical Hit or uses a Special Attack, 80% chance to gain a Pacifism charge. Stacks up to 10 charges. Every 2 charges provides a benefit.
°2 charges, gains +15% Physical Resistance.
°4 charges, gains passive Fury.
°6 charges, gains passive Cruelty.
°8 charges, gains passive Precision.
°10 charges, gains passive Regeneration.
•Once Pacifism charges reaches 10, start a countdown to 10 until it resets to 0. When the Pacifism charges resets to 0, all buffs are gone as well. If Groot is Knocked Down while on countdown, 65% chance to lose all Buffs and Charges.
▪Heavy Attacks
•Heavy Attacks has +55 Attack Rating for each Pacifism Charge. If Groot has 5 or more Pacifism charges, inflicts Armor Break, reducing Armor rating by X for 10 seconds. This effect does not stack.
Special Attack 1
•This attack pierces armor rating by 55% and inflicts Armor Break, reducing armor by X for 10 seconds. If the attack is a Critical Hit, inflict a 30% Power Burn. If the opponent is Blocking, they take 50% of the damage and is inflicted with Armor Break for 5 seconds instead.
Special Attack 2
•This attack is Unblockable and resets the countdown of Pacifism Charge. If not yet on countdown, gain all Pacifism Charges and Buffs.
Special Attack 3
•This attack inflicts Bleed for 10 seconds and has plus 75 Attack Rating for each 10 combo meter Groot has.
Synergies:
▪We Are Groot
• All GOTG members, when below 15% HP, gain +1000 Physical Resistance. If they would die from a single hit attack or a Special Attack, HP resets to 1% and gain Unblockable and Indestructible for 3 seconds.
• Groot: When below 15% HP, Special Attacks cost half bar.
▪God friend
• Thor: 70% chance to inflict Shock Debuff for 10 seconds if the opponent is cornered.
•Thor Rag: Critical Attacks inflict Shock Debuff for 10 seconds.
• Groot: Special Attacks inflict Shock Debuff for 10 seconds.
▪Others
•Nebula: Starts the fight with 5 charges.
•Yondu: Yaka Arrow Bleed Debuff has +10% Potency and pierces Armor and Block proficiency by 25%
•Groot: When Knocked Down, 85% chance to gain a Pacifism Charge.
40% chance to inflict Armor break on basic attacks lasting 5 seconds.
Every 40 hits grants Sentry a passive reality warp charge increasing attack by 10% for each reality warp.
They stack up to 10 and carry fight to fight with no HEALTH PENALTY
Sp1: inflicts a permanent stacking incinerate dealing x amount of damage.
Sp2: Gain prowess for the duration of the special equal to the number of reality warps increasing sp2 damage by x amount.
Sp3: Regenerates 15% of health
Some utility: Being so fast makes his attacks unable to miss, incinerate and coldsnap immunity.
Sig ability: Chance at indestructible when hit and 2 passive combo shields at the start of the fight.
Waddya all think? Not too broken and gives some much needed basic utility to the character. He has 2 ways to deal damage and some solid regeneration on sp3.
Black Panther (Civil War)
Signature ability: Warriors Heart
Black Panther strikes the opponent with enhanced precision
Black Panther Gains True Accuracy ignoring armor up, evade and AutoBlock while Reflective Armor is active.
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Attack Stance
Reflective Armor: dashing Back and holding a Block for 0.5 seconds activates Reflective Amror. Reflective Armor is active for 10 seconds, then runs on a 10 second timer before reactivating.
Whenever Reflective armor is active, if the opponent strikes Black Panther, Black Panther gains a 20% Chance to absorb the attack and store the damage in a prowess charge. If Black Panther Blocks the attack this chance increases to 60%.
Stun Reflection: Whenever Reflective armor is active Black Panther gains a 100% Chance to reflect opponent Stun debunks
Fury: Whenever Black Panther does not have Reflective armor active, he gains 5 Permanent Fury passive each increasing Black Panthers base attack by 40%. Once Black Panther enters Reflective armor all Furys are Converted into Prowess
Special Attacks: Whenever Black Panther uses a Special Attack all active Prowess are consumed and the damage stored is inflicted on the opponent as Burst Damage.
Tenacity: Black Panther gains a 70% Chance to shrug off any damage over time debuffs and convert them to Prowess
Persistence Charges: any remaining Prowess from the end of the Fight are carried over to the next fight through persistence charges
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Defensive Stance:
At the start of the fight Black Panther activates Reflective armor, Reflective armor last 12 Seconds. Once Reflective mode expires Black Panther gains 10 Armor up Buffs, each decreasing opponent attack by 40 %. Whenever struck Black Panther has a 80% chance to lose an armor up buff, once all armor up buffs have been removed Reflective armor reactivates.
When struck: While Reflective armor is active, if Black Panther is Struck he reflects up to 30% of the opponent incoming damage, inflicting it on the opponent as Burst damage. ( Percentage increases up to 50% against Science Champions and decreases to 15 % against Mutant Champions)
Stun Reflect: While Reflective armor is active, Black Panther has a 100% Chance to reflect stuns back on the opponent
Tenacity: Black Panther gains a 60% Chance to Shrug off Damage over time debuffs and convert them to Fury Buffs each increasing attack by 40%
Special Attacks:
All Special attacks are Unblockable. In addition after using a special attack Black Panther gains a 45% Chance to become unblockable for 1.6 Seconds
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Medium hits(Both stances)
90% Chance to Inflict A Bleed debuff dealing x amount of damage for 8 seconds
Critical Bleed( Both stances)
If Black Panther stacks 5 or more Bleed debuffs, they are replaced with a More potent Critical Bleed debuff dealing x amount of Critical Damage over 8 seconds.
Duration gains an additional second for each bleed debuff over 5
Special 1
Each hit gains a 80% chance to inflict a bleed debuff dealing x amount of Damage for 8 seconds
Special 2
100% Chance to inflict Armor Break reducing Opponent armor rating by ×% for 7 seconds.
If any Prowess was consumed, Black Panther gains a 100% Chance to Stun the opponent. The Stun last 1 second for each Prowess Consumed
Special 3:
100% Chance to inflict Critical Bleed, dealing x amount of Critical damage for 10 seconds
If Reflective armorwas active Critical Bleed debuff gains an additional 6 seconds
If Reflective armor was not active Black Panther instantly activates Reflective armor
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Unique Synergies
Wakanda Warriors: Black Panther/ Black Panther Civil War/ Killmonger
Black Panther (Both): gain a permanent Cruelty Buff increasing critical damage by x%
Killmonger: Whenever true strike is active, medium hits gain a 50% chance to be Unblockable
The Hunt for Bucky: Black Panther (Civil War)/ Captain America (original)/ Winter Soldier
Black Panther (CW): Reflective armor last an additional 7 seconds
Captain America: Blocked attacks deal no damage
Winter Soldier: gains a true strike Buff ignoring Evade, Auto Block, and Armor.
Open the Barrier: Black Panther(Civil War)/ Captain America (Infinity War)
Black Panther (CW): Special Attacks cost 50% less power
Captain America(IW):
Glancing charge cap increases to 10
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Black Panther (Original)
Signature Ability: Panther God
Black Panther destroys his opponent with the full might of the Panther God Bask.
All attacks Gain a 80% Chance to be critical. If a critical attack fails the opponent becomes stunned for 1.2 seconds
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Bask's Blessings: Tchalla Receives blessings from Bask each giving different benefits. Black Panther begins the fight with the Blessing of Speed, Blessings can be changed by dashing back and holding a block for 0.5 seconds. The Blessings cycle in the order below
Blessing of Speed:
Black Panther gains a 35% chance to evade incoming attacks, 90% chance to evade projectiles. Whenever Black Panther evades an attack the opponent is inflicted with a Stagger debut instantly nullifying the opponents next buff. When a buff is nullified the stagger is removed
Blessings of Strength: Black Panther gains an indestructible Buff. Once struck it runs on a 5 second timer before expiring. The buff then runs on a 20 second cooldown timer before reactivation
Blessing of the Warrior:
Black Panther gains a warrior charge every 2 seconds each granting all atracks an additional x amount of burst damage. Max Cap is at 10. Once at max cap they run on a 10 second timer before resetting. In addition, Black Panther becomes unblockable for 1.8 seconds each time warrior charges reach max cap.
Critical Bleed: Stacking 5 or more Bleeds will inflict a critical Bleed debuff dealing x amount of critical damage for 10 seconds
Medium hits: 25% chance to inflict bleed dealing x amount of damage for 7 seconds
Heavy attack: 100% chance to inflict a petrify debuff, reducing all power gain (including combat power rate)and regeneration by 25 % (can stack up to 5)
Special 1
100% chance to stack 3 Bleed debuffs each dealing x amount of damage for 7 seconds
Special 2
If Blessing of Speed is active: the opponent receives a stun debuff for 3 seconds
If Blessing of Strength is active: this special attacks damage increases by 70%
If Blessing of the Warrior is active:
Gain a True Strike buff ignoring evade, autoblock and Armor up for 12 seconds
Special 3
100% chance to stun the opponent for 3.5 seconds
If Blessing of Speed is active: Black Panther evades all incoming attacks for the next 5 seconds
If Blessing of Strength is active:
Black Panther instantly regains his indestructible buff. If indestructible was already active gain an additional 5 seconds on the timer, even if the timer wasn't running
If Blessing of the Warrior is active: instantly regain 2 bars of Power
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Unique Synergies
Kings Quarrel: Black Panther/Namor
Black Panther: Heavy attacks cannot be interrupted
Namor: gain outrage 50% faster
Wakanda Warriors: (See Black Panther Civil War)
Hail to the King and Queen: Black Panther/Storm
Black Panther: dashing back and holding a block for 2.5 seconds activates all 3 Bask blessings for the duration of the fight
Storm: Special attacks gain a 100% chance to drain 1 bar of power.
Falcon
Signature Ability:
Exo-8
•Redwing begins each fight ready to go. Additionally, Redwing's duration lasts 2 seconds longer and provides an additional 30% Critical Damage Rating if the opponent's health is below 15%(30% max SA lvl) when Redwing is active.
•When Redwing is active, if the last hit was a medium attack, 100%(max SA lvl) to inflict Stun debuff on the opponent for 2 seconds (Only triggers once per Redwing activation)
Abilities:
Redwing
•Dodge back and hold back for 2 seconds to release Redwing for 10 seconds. Redwing sees everything from the top and helps Falcon to fight his opponent. While Redwing is active, Falcon gains True Strike and attacks provides X Critical Rating.
Passive
Eye In The Sky:
If Falcon wins the fight while Redwing is active, it can reveal the nearest hidden enemy on the map.
Passive:
Combat Awareness:
•If Falcon misses an attack, he gains +50% Physical Resitance for 10 seconds. (Does not stack)
•When Falcon's combo meter is above 15, he has a 65% chance to inflict Bleed on the opponent, lasting 8 seconds.(Up to 4 stacks)
• If the opponent has 4 Bleed Debuffs or Incinerated, Falcon's Offensive Power Rate is increased by 7%
Passive:
•Redwing lasts 20% longer to Science champions and lasts 20% shorter to Mutant champions.
Passive:
•Falcon sends out Redwing to Scout for his teammates and provide intel. Each of Falcon's synergies provides an additional 10% Physical Resistance penetration and 70 Critical Damage Rating.
Special Attack 1
•75% chance to inflict Bleed, dealing X direct damage over 8 seconds. If the opponent is stunned or bleeding, this attack has an X% Critical Rating and Critical Damage Rating. Bleed lasts 55% longer if Redwing is active.
Special Attack 2
• This attack is a Critical Damage. Inflicts 30% Power Burn and ignores Physical Resistance if Falcon has 15 Combo Meter above. If Redwing is active, this attack costs half Power.
Special Attack 3
This attack Incinerates the enemy, dealing X Energy Damage over 12 seconds. 100% chance to inflict an Armor Break debuff, reducing Armor Rating by X for 12 seconds. If Redwing is active, removes Perfect Block Chance and reduces Block Proficiency by 50% for 12 seconds.
Synergies:
On Your Left
▪Captain America IW: Gains a passive 10% Physical Resistance. Additionally, Fury lasts 10% longer.
▪Captain America WWII: Increase Bleed Potency by 10%
•Increase Critical Rating by X if the opponent suffers from bleed debuff. •Increased Perfect Block chance by 20% and opponent's special Attack's Damage are reduced by 30% when Blocking.
▪Captain America: Increase Stun Potency by 10%
•Increased Critical Rating by if the opponent suffers from Stun debuff. •Increased Perfect Block chance by 20% and opponent's Special Attack's Damage are reduced by 30% when Blocking.
▪Falcon: Redwing's cooldown is reduced by 10%
Unique Synergy:
Falcon and The Winter Soldier
▪Falcon: +10% Bleed Debuff Potency
▪Winter Soldier: Bullet Penetration: Weapons has increased Damage by 10% and ignores 10% Block Proficiency.
Machine Friends
▪Iron Man and Superior Iron Man: Heavy Attacks inflict X Armor Break and reduces Block Proficiency by X for 10 seconds.
▪War Machine: When below 1 Power Bar, increase Power Rate and Attack Rate by X%
Tic-Tac
▪Ant-Man: Plus 10% Physical Resistance and gains Precision for 8 seconds after triggering Glance.
▪Falcon: +10% Block Proficiency when fighting against Science Champions.
Other Friends
▪Skarlet Witch, Hawkeye, Black Panther CW
+70 Critical Rating and 60 Armor Rating.
New champ idea
Skill Champ
Bullseye
Signature Ability
▪Lethal Marksmanship
• Marksman has +10% Damage(Minimum SA lvl. Up to 40%)
• Heavy Attacks on Marksman mode: Bullseye loses 4 charges of Lethal Darts and throw 4 Darts simultaneously. If successfull, inflict Heal Block and Bleed for 10 seconds. The first three throws can be evaded and the last throw can't be evaded. If the opponent was successfully hit 3 or more hits by this attack, also inflicts Stun Debuff for 2 seconds. If the opponent Blocked 3 or more hits from this attack, inflicts Bleed and Heal Block but with half duration.
Abilities
▪Lethal Darts:
• Dashing Backwards and holding for 1.5 seconds gains a charge of Lethal Darts. Stacks up to 10 charges.
▪Marksman
• When Bullseye has Lethal Darts, he gains Marksman when away from his opponent. Bullseye's light attacks becomes range projectile. Opponents doesn't gain Power when Blocking attacks from Marksman. If the opponent is successfully hit, even blocking, they gain Debilitated. Stacks up to 6 (Dashing forward followed by Light Attack combos or doing light combos when close to opponent doesn't trigger Marksman. Only when away)
▪Debilitate
• -13.5% Ability Accuracy for each Debilitated Debuffs on the opponent.
• If the opponent has 6 Debilitated Debuffs, Bullseye gains Fury, Cruelty and Precision for 10 seconds.
• If the opponent has 6 Debilitated Debuffs, lose all Debilitated and inflict Power Drain and Bleed for 10 seconds.
▪Target Locked
• When Bullseye knocks down his opponent, he gains the following for 10 seconds:
~ True Strike
~ Prowess
~ Critical Hits has 14% chance to inflict Bleed, damaging X Health per second for 8 seconds. Stacks up to 4 times.
• This effect cannot trigger again if it's still active.
Mercenary
• You gain +50% Gold and XP when defeating Kingpin, Daredevil(both), Elektra, Luke Cage, Punisher, Black Widow, Spiderman (All), Mysterio and Iron Fist on unexplored quests. (Not including arenas and duels)
Special Attack 1
• Bullseye uses his combat skills in this attack. If the opponent just got up from being Knocked Down, this attack becomes Unblockable.
Special Attack 2
• If 'Target Locked' is Active and the opponent is Blocking, Bullseye can still trigger Critical Damage and the opponent has -10% Block Proficiency. This attack has + Damage based on your current Combo Meter. Your Combo meter x10(base on what star Bullseye is) + your damage.
Special Attack 3
• Bullseye uses all the materials around him to throw at his opponent including his Lethal Darts. This attack inflicts Bleed, damaging X Health per second for 12 seconds. If the opponent is immune to bleed, they lose all their Power instead. If the opponent has a Bleed debuff when activating this attack, inflicts Stun for 2 seconds.
Synergies:
▪Masterminds
• Kingpin: When Overpower mode, Kingpin gains Power when striking a Blocking opponent.
• Mysterio: Chemical Gas stacks up to 4 charges.
• Bullseye: Lethal Darts stacks up to 15 charges and gains Combo Meter Shield for 7 seconds when Target Locked is Active.
▪Rivals
• Daredevil(both): +25% chance to evade projectile attacks and 100% Chance to evade Unblockable attacks. If Daredevil is above 1 Power Bar, can evade True Strike.
• Bullseye: +10% Attack Rating for 10 seconds whenever the opponent evades Bullseye's attacks. Does not stack.
•Elektra: Increase Critical Damage Rating based on how low the opponent's health are.
▪Others
• Luke Cage: Starts the fight with Indestructible for 4 seconds without activating Tough It Out.
• Iron Fist: When Iron Fist is cornered or when his opponent is cornered, Heavy Attacks restore 7% HP.
• Punisher: When Defy Pain is active, Special Attacks are Unblockable.
▪Bounties
• Black Widow: Plus 85 Critical Rating for each 8 combos in your combo meter.
• Bullseye: Starts the fight with 4 Lethal Darts.
• Black Widow (Deadly Origin): When the opponent does a Special Attack for the first time, Black Widow automatically dodges it.
Vision AoU
Signature Ability
▪Mobility
• Phase attacks has plus 450 (Depends on SA lvl) Critical Rating and Critical Damage Rating.
• Whenever the opponent gains a Power Bar, Vision gains Phase for 1.5 seconds.
• During Phase, Vision can still do Critical Damage even when the opponent is Blocking.
• Vision has an 94% (base on SA lvl) chance to add 0. 5 seconds to the duration of Phase whenever he inflicts Power Burn.
Abilities
▪Passive
• Advanced robotics provides full immunity to Poison and Bleed effects.
▪Phase
• Vision Phases during Dashing Attacks.
• When Blocking, if Vision is hit 2 times, gains Phase for 3.5 seconds.
• When the opponent uses the same Special Attack in a row, Vision Phases until the attack ends.
▪ While Phasing
• Critical Hits inflict 10% Power Burn.
• Vision evades all attacks including True Strike.
• Vision can damage the opponents by basic attack while they are performing Special Attacks.
• When Stunned during Phase, loses Phase buff.
• When Vision has a Damaging Debuff, Phase duration has minus 1 second.
Special Attack 1
•When this attack hits succesfully, inflicts 80% Power Burn and steal half of the Power burned. Additionally, all tech abilities are disabled for 10 seconds.
Special Attack 2
•Inflicts 2 seconds Stun. Plus .5 seconds for each Power Bar from the opponent. This attack increases its damage by 10% each time Vision uses it. If the opponent is below 1 Power Bar, this attack is Unblockable.
Special Attack 3
•Inflicts 50% Power Burn. The opponent gains Power Lock and Armor Break, reducing Armor Rating by X for 10 seconds. Gains Phase for 5 seconds after this attack.
Synergies
▪Wanda Vision
•Scarlett Witch: +5% Ability Accuracy.
+450 Attack Rating if Vision is dead.
•Vision: Phase lasts .3 seconds longer.
▪Avengers
•All Avengers has +10% Attack Rating.
▪Others
•Corvus, Proxima, Vision: +70 Armor and 70 Critical Rating
Juggernaut
Signature Ability
I'm The Juggernaut!!
• When becomes Unstoppable, 100%(max SA lvl) chance to gain a Passive Fury Buff, increasing his Damage by 30%. Additionally, Dashing attacks and Medium attacks has 15% Power Burn.
• 100% (Max SA lvl) chance to shrug off Debuffs when Unstoppable triggers.
• If 'Pissed Off' triggers while Juggernaut is Unstoppable, 100% chance to become Unblockable until Unstoppable ends.
Passive
Cyttorak grants Juggernaut X increased Armor Rating. Additionally, he starts the fight with Unstoppable Buff for 3.50 seconds.
Passive
Juggernaut's Helm
Juggernaut's helm has telepathic immunity, providing him Reversed Controls immunity.
Heavy Attacks
•100% chance Stagger the opponent for 8 seconds.
Unstoppable
•Juggernaut becomes Unstoppable for 3.50 seconds each time he uses a Special Attack.
While Unstoppable
• Stun Immunity
• If the opponent Stuns Juggernaut, the Stun is applied on the opponent instead.
• Opponent's Special Attacks's are reduced by 55%
• Heavy Attacks nullify 2 Buffs on the opponent.
Don't Piss Me Off!
•Whenever the opponent evades an attack for the 4th time or whenever the opponent's combo meter reaches 12, 24, 36 and so on.. gains Pissed Off, gaining passive Unstoppable Buff for 3.50 seconds.
Special Attacks
• Inflict Heal Block for 10 seconds.
Special Attack 2
• This attack inflicts Armor Shattered for 20 seconds. If the attack is successful while the opponent is on the corner, inflict Stun debuff for 2. 5 seconds. If the opponent Blocks this attack, apply Armor Shattered for 10 seconds.
Special Attack 3
• This attack has plus 15% Damage for each Power Bar the opponent has.
• Burns all opponent's Power. If Juggernaut burned a bar of Power, inflicts Power Locked for 10 seconds.
• Nullifies all opponent's Buffs and opponent cannot trigger Buffs for 10 seconds.
Synergies
• Rivals
▪Colossus: Gains an additional permanent Armor Buff.
▪Juggernaut: When Juggernaut is cornered by the opponent for 3 seconds, gain an Unstoppable buff for 3. 50 seconds.
▪Unst. Colossus: Gains permanent 5 Armor buffs, increasing Armor Rating by X for each Armor buff. When below 15%HP, gains X% Power Rate and attacks are Unblockable.
• Enemies
▪ Hulk and Hulk Rag: When below 25% HP, Heavy Attacks cannot be interrupted.
▪ Juggernaut: Special Attacks are Unblockable when below 25% HP.
• Nemesis
▪ Dr. Strange: Basic attacks deal Energy damage instead of Physical. Additionally, Dr. Strange, steals a random buff from the opponent every 8 seconds for 12 seconds.
▪ Juggernaut: Starts the fight with Power Gain for 10 seconds.
Iron Fist
Signature Ability
▪ Powerful Chi
☆Iron Fist learns to activate his Chi and learns more what it can do. Focused Chi and Healing Chi cannot trigger at the same time.
▪ Focused Chi
• While Iron Fist has Fury Buffs, Dashing Backwards and holding for 2 seconds consumes all Fury Buffs and gain Focused Chi for 10 seconds. Duration is extended by 1.5 seconds for each Fury Buffs lost this way. This cannot trigger again when still active.
• All attacks has 95% (max SA lvl) chance to become Critical
• All attacks has 95% (max SA lvl)chance to inflict Heal Block for 10 seconds. Does not stack.
• Has 50% (max SA lvl) chance to inflict Fatigue for 10 seconds. Does not stack.
• Has 50% (max SA lvl) chance to inflict Exhaustion for 10 seconds. Does not stack.
• Can interrupt Unstoppable opponent.
• Special Attacks are Unblockable.
▪Healing Chi
• Dashing Backwards and holding for 2 seconds consumes 1 Healing Chi charge and gain Healing Chi for 10 seconds. This cannot trigger again when active.
• Shrugs off all Debuffs and incoming Debuffs for 10 seconds.
• Gain Chi Regeneration for 10 seconds, recovering 30% (Max SA lvl) Health.
• If the opponent Nullifies this Regeneration, gain a permanent Passive Cruelty Buff. This effect stacks.
• When Iron Fist has 0 charge on either Focused Chi or Healing Chi, gain Power Gain if Iron Fist is below 1 Power Bar.
Abilities
☆Healing Chi charges:
▪ Focused Chi
• Iron Fist starts the fight with 3 Focused Chi charges.
• When Attacking, gain an additional Focused Chi charge.
• Gain a passive Precision for each Focused Chi.
• If Iron Fist has any Damaging Debuff, he lose 1 Focused Chi for each Damaging Debuff.
• If the opponent has the first hit, lose 1 focused Chi charge.
▪ Healing Chi
• Iron Fist starts the fight with 2 Healing Chi charges.
• When Defending, adds additional 2 Healing Chi charges.
• Recovers 8 HP per second for each Healing Chi charge.
• If Iron Fist has any Damaging Debuff, he lose 1 Healing Chi for each Damaging Debuff.
• If the opponent has the first hit, lose 1 Healing Chi Charge.
▪Critical Hits
• 44% chance to inflict Armor Break, reducing Armor Rating by X for 6 seconds. This effect stacks.
• If the opponent is immune to Armor Break, inflict Power Burn instead.
▪ 2nd Medium Attacks
• 2nd Medium Attacks has 100% chance to Nullify a Debuff from the opponent.
• If the opponent has Armor Break, also inflict Power Burn.
▪Heavy Attacks
• Heavy Charging for each second gain a charge of Fury, increasing Attack Rating by 10% for 15 seconds. Up to 3 charges.
• Has 7% chance to inflict permanent Armor Break.
Special Attacks
• 75% chance to Stun the opponent for 2 seconds if suffering from an Armor Break Debuff.
Special Attack 1
• 65% chance to recover all Focused Chi Charges or Healing Chi Charges.
Special Attack 2
• Inflicts a permanent Power Locked on the opponent until they use a Special Attack. If the opponent has less than 1 Power Bar, inflicts Power Locked for 10 seconds instead.
• If Focused Chi is active, the opponent has -50% Block Proficiency for 15 seconds.
Special Attack 3
• For each Debuff on the opponent, increase Attack Rating by 10%
• If Focused Chi is active, disables the opponent from using Special Attacks for 15 seconds.
Synergies:
▪ The Defenders
• Daredevil (both): When Defending, if Daredevil is Stunned, evade the next attack after the Stun ends.
When Attacking: Daredevil gains Precision for 6 seconds after Knocking Down the opponent.
• Luke Cage: When Defending: Indestructible Buff lasts 2 seconds longer and Cooldown cost 2 seconds shorter.
When Attacking: 3% to convert an existing Exhausted Debuff to a permanent one.
• Iron Fist: When Defending, triggering either Focused Chi or Healing Chi cost less .5 seconds
When Attacking: Permanent Armor Break has plus 10% Potency.
▪ Enemy
• Kingpin: Starts the fight with 3 Fury Buffs for 10 seconds.
• Iron Fist: Starts the fight with either Focused Chi or Healing Chi.
▪ Friends
• Dr. Strange: Vishanti Blessings has a 35% chance to double up.
• Wolverine: When Wolverine gets knocked down, he gains a passive Fury, increasing Attack Rating by 25% for 10 seconds. Does not stack.
• Iron Fist: Focused Chi and Healing Chi has plus 2 seconds duration.
▪ Others
• Black Panther(both): All champions 120 Armor Rating.
• She Hulk: All champions gain 85 Block Proficiency and Physical Resistance.
Signature ability:
Electro gains volt charges at a 40% (up to 50%) increased rate. Additionally, high voltage buffs last 4 (up to 6) additional seconds.
+550 (up to 850) additional attack rating during high voltage.
Passive:
Immunity to shock, incinerate, coldsnap and frostbite effects.
If Electro would be inflicted to a debuff he is immune to, gain 10 volt charges.
Electrically charged :
At the start of the fight, Electro gains an electrically charged buff, lasting indefinitely. If he is knocked down, this effect goes on cooldown for 20 seconds before reactivating. While it is active, he gains the following benefits.
-The opponent suffers from 40% reduced offensive ability accuracy, -35% power rate reduction and -45% potency regeneration effects while close to electro. Additionally, they take 467 energy damage per second.
-Gain two volt charges every second.
-Stuns are replaced by a passive paralysis effect, lasting 0.5 additional seconds.
- +500 attack rating and critical rating. This effect's potency is increased by up to 150% based on his power meter.
- While on defence, reflect 30% of all damage dealt to Electro through basic attacks.
While charging heavy attacks:
Gain volt charges at a 500% accelerated rate.
High voltage:
High voltage can be activated by ending a combo with a light attack. High voltage buffs last for 14 seconds and grant Electro the following abilities:
-Basic attacks have a 100% chance to inflict a shock debuff on the opponent, each lasting for 9 seconds and dealing 800 energy damage (up to 1200 based on power meter).
-Each shock effect reduces the opponents power gain effects by 15%, up to 200%.
-For each shock on the opponent, Electro deals an additional burst of energy damage equivalent to 5% of the original damage dealt, up to 50%.
-When shocks end, remove one buff from the opponent.
-Well-timed blocks have a 100% chance to be perfect.
Well-timed blocks:
Power burn the opponent for 10% (up to 15%) of a bar of power and deal additional damage based on power burned.
Special one:
100% chance to stun the opponent for 2 seconds.
While in high voltage, refresh the duration of all shock effects and consume 50% less power.
Special two:
This attack is a guaranteed crit.
+150 attack rating for each shock on the opponent.
100% chance to stun the opponent for 2.5 seconds.
While in high voltage, refresh the duration of all shock effects and consume 40% less power.
Special three:
Instantly enter high voltage.
Beyond that, I've been working on my own version, so I'll put that below!
1 - Electro's most notable ability is to electrocute on contact, like a Thorns node. So if you're a more advanced player, good at not getting hit, it achieves nothing. If you aren't quite that skilled, but play by blocking your opponents attacks, this ability causes them less damage than they would take if they actually hit you, which doesn't really make sense.
2 - If you successfully bait out your opponent's Special Attacks (which is a fairly essential strategy for good gameplay), it reduces the critical rate bonus you get from Electro's Signature ability. So, you're punished for playing well!
3 - His Sig is weaker than when he was introduced, thanks to the effect of Diminishing Returns on critical rate. Also, since nothing special happens when he gets a critical hit (like, say, inflicting a Bleed, Shock or Armour Break), it just gives you a small damage increase at the cost of not using specials. Similar to OG Captain Marvel, except it suffers from Diminishing Returns, and provides no benefit whatsoever on his SP3...
So: Lets Supercharge Electro! Hopefully this version will be way better than the old one. As long as his opponent isn't immune to Shock, in which case he sucks!:
Details for 5/65 5* Electro
Health: 24548
Attack: 2182
Critical Rate: 822
Critical damage: 912
Block proficiency: 3324
Physical Resistance: -240
A modest improvement in Electro's health and block Proficiency here, 'paid' for by reducing his base attack, critical rate and critical damage. This update gives him new benefits for more defensive play, and takes the focus off critical hit damage; so I've balanced up his previously lopsided attributes
Metal Opponents
Against #Metal opponents, Electro's Shock Damage and his Ability Accuracy all increase by 20%.
Signature:
Whenever Electro would strike with a critical hit, he has a 60% chance to inflict a Shock debuff causing 2182 damage over four seconds.
Additionally, his Static Shock damage is increased by 30%.
All Attacks:
Heavy Attacks - Change the animation to copy Magneto's; Heavy Attack now inflicts Energy damage, doesn't make contact with the opponent, and has +350 Critical Rating.
Critical Hits - Electro can't land Critical Hits naturally, however every time he would have landed a Critical Hit, he deals an equivalent burst of Shock Damage. This ability scales with Critical Damage Rating, as well as with any effect/ability that enhances his Shock damage.
This is basically the same ability as Guardian has... It just feels very appropriate for Electro to do this the same way
Passive - Static shock:
- When struck by a contact attack, Electro inflicts a burst of Shock damage equal to 25% of the damage that was inflicted
- When he successfully blocks a contact attack, Electro inflicts a burst of Shock damage equal to 35% of the damage that was prevented by blocking
- This rises to 55% of the damage prevented on a well-timed block.
The static damage you take from beating Electro up has actually reduced. However, Electro will now inflict more shock damage by blocking attacks than he will from being hit. If you think about it, this makes a lot more sense! This change should make static shock a much more useful ability for a skilled player on offense, who will be able to cause significant damage on effective parries. The damage will rise and fall if his block proficiency changesPassive - Shock resistance:
Electro absorbs the energy of Shock attacks for his own gain:
- Any Shock damage he would suffer is halved and then inverted (i.e. if he would have suffered 1000 damage, he instead heals 500 health. This effect is applied after any other modifiers such as synergies, or an Enhanced Shock node, so the modified damage is halved and inverted).
- Additionally, whilst affected by a Shock effect and for 0.2s after it expires, Electro is immune to Stun
Passive - Poison vulnerability:If he is under the effects of a Poison debuff, then all of Electro's shock abilities suffer from -40% Ability Accuracy, and any shock damage resulting from his abilities is reduced in intensity by 20%.
This is a minor, but exploitable weakness for Electro, giving another route for players to reduce the static shock damage he causes on defense. It's intended as a payoff for the offensive upgrade he's had elsewhere in this kit.
Special Attacks
Special Attacks (except SP3) gain +1200 Critical Rating and Critical Damage Rating if the opponent is Shocked or Electrified (see below).
- SP1 - 70% chance to inflict a Shock debuff for 2182 Damage over four seconds. Opponents who are shocked have a further 70% chance to be stunned for 2.2 seconds.
- SP2 - 80% chance to inflict an Electrified debuff for 8 seconds. This debuff inflicts 3274 Shock damage, and opponents who are electrified have a further 70% chance to be stunned for 2.6 seconds.
- SP3 - Inflict Electrified debuff for 12 seconds, inflicting 4364 Shock damage (other effects are as above).
Electrified is an upgraded variant of Shock debuff, with considerable benefits to Electro when fighting his opponents (especially those pesky Spiderverse heroes...). Maximising use of this ability to recover health should be valuable when questing, as Electro's health pool is better than it was, but still not impressive.Whilst the opponent is Electrified, their reflects are impaired, so they are unable to trigger Evade or Autoblock. Additionally, on contact, the opponent inflicts a burst of 218.2 Shock damage. Electrified does not stack but is paused for 0.25 seconds any time the opponent takes any other form of Shock damage.
The damage and duration of Electrified are affected by any abilities/nodes that would affect Shock debuffs/damage. Immunity to Shock effects also provides immunity to Electrified.
Electrified can be extended significantly using Electro's other abilities; but it will almost inevitably expire unless reapplied by a second SP2/SP3. As an example, a Shock debuff inflicted by using critical hits or an SP1 inflicts eight 'ticks' of Shock Damage, so will extend the Electrified debuff by a helpful but not overpowering 2 seconds.
Synergies:
"Electrical Enemy" with Spiderman (OG, Symbiote)
- Electro's debuffs gain +25% duration
- Original/Symbiote Spiderman: On well-timed blocks, Spidey evades and counter-attacks with half the usual force of a Light attack. Cooldown eight seconds.
"Sinister Minds" with Dr Octopus/Green Goblin- Electro's Shock and Electrified debuffs are passive effects instead
- When a breakthrough expires, Dr Octopus keeps research categories at 50; also, his tentacle attacks reduce passive shock damage caused when striking the opponent by 100%
- Green Goblin - Whenever his opponent triggers a passive Evade, Goblin has an 80% chance to trigger a passive Fury granting +45% Attack for eight seconds.
"Sinister Soldiers" with Rhino/Vulture- Electro: Electro gains +500 Block Proficiency, and 5% Perfect Block
- Rhino: When stunned, Rhino has an 80% chance to shrug off the stun, become Unstoppable for 0.8 seconds, and trigger his Fury ability
- Vulture starts the match with a Decoy buff active. Decoy buffs do not activate when blocking, and have a 25% chance to reapply when triggered
Other reworks:Cyclops (Blue)
Cyclops (Red)
Daredevil
Deadpool X-Force
Dr Strange
Falcon
Gambit
Guillotine
Iron Fist
Joe Fixit
King Groot
Moon Knight
Punisher 2099
Scarlet Witch
Vulture
Yellowjacket
Signature ability:
For each soul, gain the following bonuses:
+300 (up to 400) attack rating.
+250 (up to 350) critical rating.
Passive:
Start the fight with 18% of max power.
On basic attacks, Guillotine has a 60% chance to inflict bleed on the opponent, dealing 3000 direct damage over 10 seconds. Maximum 4 active at once.
While bleed is active, 15% chance to life steal 40% of damage done on critical hits.
Heavy attacks:
Gain 450 additional attack rating for each bleed on the opponent.
The first hit grants guillotine a captured soul buff. This has no effect and lasts for 3 seconds.
Ending a combo with a light attack:
Consume one soul to power burn 75% of the opponent's power metre. This can be activated once per fight without consuming a soul.
Special attacks:
If a captured soul buff is active, convert it into a soul harvest buff, lasting 5 seconds. Once used, this ability goes on cooldown for 5 seconds.
All special attacks deal a burst of 60% additional bleed damage.
Soul harvest:
While this is active, gain the following benefits:
-Regenerate 1.6% of max health per second.
-Chance to bleed increased to 100%.
-Basic attacks grant the opponent 60% less power.
When soul harvest ends, gain one soul (max 5) and place a permanent degeneration passive on the opponent, dealing 200 damage per second.
Special one:
Remove up to 2 debuffs from guillotine.
Special two:
Place an ancestral curse debuff, reversing all power gain and regeneration effects. Flat 10% more reversal for each soul.
Special three:
Gain a passive fury, granting 1000 additional attack for each soul. This fury lasts 14 seconds.
Why: Ronan is underrated as he cheeses champions that have copious amounts of buffs, but he needs an overhaul for the sake of that kit his is outdated and that he's only really good against champions with buff reliance. I made a rework of him in the past but I feel that it doesn't do him justice so why not rework another rework.
Passive:
Kree Physiology provides him with Poison immunity
Ronan passively gains +20% attack rating per buff on the opponent, this is raised to +30% when he has the Class Advantage.
Ronan cannot land critical hits naturally, but when one would occur the hit passively gets True Strike, dealing True Damage and ignoring the opponent's evade and auto-block. In addition, Ronan cannot miss on Warhammer hits.
Basic Attacks:
30% chance to gain a Fury increasing attack rating by +25% for 2.5 seconds.
Stand Trial:
Ronan tries the opponent for what he sees to be unfit to his liking, he gains a Judgement buff at the start of the fight lasting indefinitely, if this buff is removed in any way he will regain it after 7 seconds. This can only be removed by the opponent's abilities.
This Judgement buff grants Ronan immunity to Ability Accuracy Modification and prevents the opponent from purifying debuffs and will allow him to place Accused buffs on the opponent.
Accused buffs reduce the opponent's armour rating by -300 and reduce Evade and Auto-Block ability accuracy by 10%.
Witness to Crime:
If the either champion strikes a perfect block or the opponent blocks a Special Attack, place a Judgement buff on the opponent.
If the opponent would be intercepted or gain a bar of Power or a buff, 50% chance to place 2 Judgement buffs on the opponent.
If Ronan is Taunted or struck by an Unblockable or Unstoppable attack, 50% chance to place 4 Judgement buffs on the opponent.
Guilty:
When the opponent reaches 10 Accused, they are consumed to make a Guilty passive. Guilty counts as 10 Buffs for Ronan's abilities and reduce the opponent's Armour Rating by -3000 and reduce Tech Champion Ability Accuracy by 30%, this is double if the opponent is a robot.
Ronan gains an Executioner passive, replacing his Judgement buff but retaining the benefits when the opponent is Guilty. Up to 25 Fury buffs and all Aptitude buffs are paused and Ronan gains +40% Combat Power Rating. Executioner lasts for 20 seconds.
When his Executioner passive expires, the guilty passive is purified on the opponent and Ronan will gain his Judgement buff after 7 seconds.
Special Attack:
All Executioner passives are paused, then 5 seconds are added back to the duration when the attack ends unless Executioner's duration above 15 seconds.
Special 1:
Animation Change: Ronan strikes the opponent with a charged hammer before spinning to gain momentum to thrust the hammer forwards.
Apply an Aptitude buff on Ronan increasing Fury and Armour Up buff potency by +25% if Executioner is active. This buff will be removed when Executioner expires.
Special 2:
Animation Change: Ronan goes for a brutal and swift four hit combo with his hammer then following up by striking the ground hard enough for it to crack beneath the opponent.
Regain 6% Max Power per Fury Active capping at 60% if Executioner is active
Ronan gains up to 5 of his Fury buffs until he reaches 15 of them, at that point Ronan cannot gain furies from this Special Attack.
Special 3:
Stun the opponent for 3 seconds plus 0.25 seconds for the total amount of buffs on either champion.
Gain a Power Gain buff, passively giving Ronan 100% of a bar of power over 5 seconds.
Signature Ability: Justice To Be Served
If Ronan knocks out the opponent while they have the Guilty Passive, he starts the next fight with an Executioner Passive lasting 12-25 seconds. This cannot be repeated for three consecutive fights.
Gain back all Aptitude as Persistent Charges equal to the amount Ronan ended off on the last fight to carry on. Ronan can have
When fighting the final boss in a quest or any other mode, Ronan gets 100-1000 Block Penetration
Synergies:
Xandarian Scum: With Nova
Ronan: Cosmic Champions will have their Ability Accuracy reduced by 30% if they are Guilty
Nova: If Unblockable Expires, Nova will go back to 20 Charges
No Bounds: With Punisher, Punisher 2099 and Ghost Rider
Ronan: Opponents that are Stunned have their Defensive Ability Accuracy reduced by 40%
Punisher: Increase Attack by 30% per bleed on the opponent
Punisher 2099: Gain 25% of consumed battery as 1.5% of a bar of power when his battery is consumed
Ghost Rider: Judgements each reduce buff ability accuracy by 15%
Justice Across The Universe: With Cosmic Ghost Rider
All Champions: Buff Potency is increased by 10% if the opponent is a #Villain
Lockdown: With Thor, Tigra and Silver Surfer
Ronan: Opponent's Nullify Ability Accuracy is reduced by 30%
Thor: Armour Breaks can stack up to 4
Tigra: Weakness, Slow and Exhaustion will only stop Tigra's Heavy Miss if the opponent has Class Advantage
Silver Surfer: Consuming the Power Cosmic while at least 5 unique buffs are active gives him his SP3 Aptitude.
Annihilation: With Annihilus and Gamora
Ronan: Executioner lasts 3 seconds longer
Annihilus: Stifle debuffs last 2 seconds longer
Gamora: Cruelty and Fury buffs last 3 seconds longer
Feedback is always welcome
IF desperately needs a buff...
Character Update: Iron Fist
What I Dislike: Everything... Iron Fist is weak. Despite his armor break, his hits are fairly weak, and he needs something more to actually make him a usable character.
Suggested Improvements: Iron fist needs a whole lot of love when it comes time for an update. He should be one of the top armor break champs in the game, yet he is severely lacking in this area.
First, make his sig part of his regular abilities. Iron Fist should be able to stack armor breaks without needing the dupe.
Second, add the ability for IF to Armor Shatter. Perhaps after IF has stacked 5 armor breaks, preforming a heavy attack will armor shatter the opponent for 5-10 seconds.
sp1 (update): Make this special attack refresh all armor breaks and armor shatters.
New Sig ability: When an opponent is suffering from armor shatter, Iron Fist strikes will killer accuracy hitting guaranteed critical hits with a 1000 critical damage increase. (Much like Thor Jane).
None of these abilities give IF insane utility, but they would significantly help his damage output.
IF is a chi master, so may be they can give him abilities based on stored power. Defensive abilities, such as chance to shrug off debuffs , more block proficiency, autoblock attacks(If is the best of kunlun, one of the , if not the best hand to hand combatants, his training enables him to predict and block in coming attacks) for 2 seconds. These will have a low base stat, it should go up on basis of how high opponent's power bar is.
Offensive: the more power IF has, the more his attack abilities triggers. Special attacks have a chance to enervate/ power lock the target . Every 6th attack is a crit.(100% at full power)
Applies to specials as well. Armour breaks should be possible without duped.
The one inch punch:(heavy) nullifies upto 2 buffs of opponent based on IF's stored power.
Duped: 1) Glowing fist ✊: After summoning the iron fist , Danny Rand's hands start to glow and all palm attacks receive additional crit chance and 100% chance to amour break. Additionally, while under the Effects of glowing fist, while doing a heavy attack, IF becomes unstoppable.
During glowing fist IF receives true strike and cannot be stunned (to not get whoopped by autoblock)
The duration of the GF increases each time A
2) All of IF's abilities has an increased % chance to trigger.
IF is a chi master, so may be they can give him abilities based on stored power. Defensive abilities, such as chance to shrug off debuffs , more block proficiency, autoblock attacks(If is the best of kunlun, one of the , if not the best hand to hand combatants, his training enables him to predict and block in coming attacks) for 2 seconds. These will have a low base stat, it should go up on basis of how high opponent's power bar is.
Offensive: the more power IF has, the more his attack abilities triggers. Special attacks have a chance to enervate/ power lock the target . Every 6th attack is a crit.(100% at full power)
Applies to specials as well. Armour breaks should be possible without duped.
The one inch punch:(heavy) nullifies upto 2 buffs of opponent based on IF's stored power.
Duped: 1) Glowing fist ✊: After summoning the iron fist via sp3, Danny Rand's hands start to glow and all palm attacks receive additional crit chance and 100% chance to amour break. Additionally, while under the Effects of glowing fist, while doing a heavy attack, IF becomes unstoppable.
During glowing fist IF receives true strike and cannot be stunned (to not get whoopped by autoblock)
The duration of the GF increases each time A sp3 is acrivated by IF.
2) All of IF's abilities has an increased % chance to trigger.
Sp3 IronFist unleashed : Fist attacks and specials become unblockable for a duration.
Signature ability:
Kingpin has a 30% (up to 60%) chance to purify any debuff applied to him. In it's place, he gains a fury, granting plus 650 (up to 1200) additional attack rating over 16 seconds. These can be made permanent by using a special 3, max 2 furies.
Passive:
Kingpin gains up to 800 additional critical damage rating, 600 physical resistance and 40% additional combat power rate based on how small the opponent is.
A blade-proof vest allows the first 6 bleed debuffs that would be applied to kingpin to fail.
Basic attacks:
medium attacks have a 100% chance to crit and bypass 500 of the opponent's armour rating.
40% chance on each hit to apply a non-stacking armour break debuff, reducing the opponent's armour rating by 1200.
Rage:
If kingpin is intercepted, stunned, the opponent gains a bar of power or gains a buff Kingpin has a 55% chance to gain a rage passive. These aren't affected by ability accuracy modification and each grant Kingpin +50 attack rating.
Every time an interval of 5 rage are reached, a permanent enraged buff is activated. For each enraged buff, the attack bonus gained from rage is increased by 30.
Heavy attacks:
Gain unstoppable for 1 second upon charging this attack. While this unstoppable buff is active, gain plus 2000 armour rating. Cooldown 10 seconds.
If the unstoppable ability was activated, refresh all armour breaks on the opponent.
Special one:
Place a permanent black iso debuff on the opponent. These deal 300 direct damage per tick, stack up to three times and have the following effects:
-20% block proficiency.
-15% base attack rating.
-20% ability accuracy.
-25% block penetration.
-10% combat power rate.
Special two:
Upon activation, gain an unblockable buff for 12 seconds.
Gain 4 rage charges.
+3000 crit rating if the opponent is smaller than Kingpin.
Special three:
gain 6 rage charges.
It moves Daredevil's kit away from needing him to be inflicted with debuffs; and instead rewards skillful game-play (mainly Dexterity) with increasing use of his Enhanced Senses to bypass almost all of an opponent's potential defenses.
Normally I don't advocate for animation changes (to cut down on the work required to make the buff happen), but I'd like a couple for Daredevil (both could be 'borrowed' from other champs):
Heavy attack: change to a spinning circle-kick animation borrowed from Gamora/Storm/Magik.
Special-1: change to a kick followed by him hurling two billy-clubs at the opponent (animation borrowed/adapted from Electra)
DAREDEVIL
Passive - Armour: Mr Potter's amazing armour can deflect knives and bullets, providing the following benefits:
- Baseline Physical resistance of 600
- Whenever a bleed or armour break effect would be triggered, the micromesh Kevlar armour has a 40% chance to prevent it. This does not count as a Purify effect or an Immunity, but will count as the bleed failing to apply 'by chance'
Passive - Perfect Focus:While dodging backwards, Daredevil is not struck by attacks.
Whenever Daredevil evades an attack in this way, or by triggering his projectile evasion, he places a passive Focus counter on his opponent.
If he evades an Attack using the Dexterity mastery, he gains an additional Focus counter instead of triggering a Precision buff.
Each focus counter reduces the effectiveness of the opponent's armour, physical resistance, and critical resistance by 40 (to a minimum of zero), reduces the ability accuracy of Parry and Autoblock by 10%, and increases Daredevil's Critical Damage rating and Block Proficiency by 40. Daredevil can maintain a maximum of 20 counters.
Focus counters start to expire if none are gained for six seconds, but this six-second timer is refreshed whenever a new counter would be placed. At full health, counters expire at a rate of one per tick, but their expiration slows by up to 50% with lost health.
All of Daredevil's Focus counters are immediately removed when he is stunned, concussed, or struck with an SP3.
Focus is Daredevils new core ability; enabling him to hit harder, bypass his opponents defenses, and defend himself. It's built on in his Sig, later. Focus counters work a lot like Sparky's Poise, but with more utility and less pure damage. They do expire; but should be fairly straightforward to maintain with skilled play, as long as the AI isn't too passive. On the other hand, if Daredevil players get overly aggressive, they'll start to lose Focus as well; which seems fairly appropriate. This ability will also help him on Buffet nodes and against Mystic opponents, as it prevents the Precision buff which Dexterity would grant.
Passive - Heightened Senses:
- Perfect Block 20%
- +500 Block Proficiency on well-timed blocks
- +250 Critical Rating
- If the opponent has Critical Resistance, Daredevil reduces it's effectiveness by 250. If the opponent is stunned, this improves to -500.
- Daredevil has a base chance to Evade projectile attacks of 20%
- When Daredevil 'charges' a Heavy attack for 0.5 seconds, he generates a Precision Passive granting +750 Critical Rate for the duration of the attack
- Without eyesight, Daredevil is unaffected by Invisibility Effects and optical illusions, including Vulture's decoy buff and G2099's Digi-cloak.
Daredevils Heightened Senses are usually always active, but are temporarily disabled when he is stunned, or afflicted by a Concussion debuff; and take five seconds to re-establish.The second half of Daredevil's core abilities revolve around his Enhanced Senses, and how they help him in battle. They can be disabled if he's stunned; or (as an Easter Egg) potentially by any future champion using sonic attacks
Signature - World on Fire:
Matt's determination only rises as he gets the measure of his opponents. The timer on his Focus counters lasts an additional 2 seconds before they begin to expire, and they additionally provide the following benefits:
- Counters now each increase Daredevil's chance to evade projectiles by a flat 3%.
- Counters additionally reduce the opponent's Evade ability accuracy by 10%.
When Awakened, Daredevil's focus starts to increase his Evade chances, up to a maximum of 80% at 20 counters. He'll also now have the equivalent of True Accuracy at ten or more counters, as long as the opponent isn't immune to ability accuracy reduction.Special Attacks
- SP1 - This attack has +500 Critical Rating, and Critical Hits stun opponents for 2.0 seconds. The thrown Billy clubs have True Accuracy if his Enhanced Senses are active
- SP2 - This flurry of three kicks has +1500 Critical Rating if his Enhanced Senses are active, and Critical Hits inflict Concussion (-25% ability accuracy for ten seconds, max stacks three)
- SP3 - Inflicts Stun for 3.0 seconds. Grants four Focus counters, and has 100% chance to grant a Sensory buff for ten seconds: This buff multiplies the potency of his Heightened Senses abilities by 150%.
SynergiesElectra - Devils of Hell's Kitchen (Unique Synergy, does not stack):
- Daredevil - Daredevil has a 35% chance to shrug off non-damaging debuffs after 0.5s, and gain one Focus counter when he does.
- Electra - Bleed effects have a chance (equal to her Critical Rating) to benefit from her Critical Damage bonuses.
Classic Daredevil - The same, but different (Unique Synergy, does not stack):- Daredevil starts the fight with 5 Focus counters on his opponent, and the Focus counter timer lasts an additional 2 seconds.
- Whenever Classic Daredevil evades a projectile attack, he gains +20% of a bar of Power.
Punisher - Never say die (Unique Synergy, does not stack):- Punisher: Fury effects last two seconds longer. Additionally, when he is at or below 5% health, Punisher passively gains +50% Attack.
- Daredevil: When he is below 30% Health, Daredevil's Focus counters do not expire.
Hopefully these synergies should be effective for Daredevil, as well as granting a bit of extra damage or utility to several older champions. Punisher's synergy should make him even more dangerous when Awakened, whilst Electra's synergy should give her bleed effects a huge boost when her opponent is in Final Strike range.Abomination (classic)
So, as I'm sure is the case with a lot of the OGs having fun here with champion improvement suggestions, we sometimes find that things we think up but don't get around to posting make their way into the game in some form given enough time.I found this to be the case with a Dormammu synergy and, for this build, a boss node ability given to the new Abomination (Immortal). A mechanic was instilled that gives him a bit of extra ability when his main source of damage over time, poison, is rendered ineffective by a Poison Immune opponent. Here's what I was thinking through using it for the original Abomination's kit.
The problem
Abomination has the limited capabilities of a simpler time, despite the fact he got a slight tweak around a year ago, IIRC. His abilities are all basically chances at poisoning and gaining fury, and the fact that he is poison immune himself. The poisons he dishes out are outclassed by other champs, and not guaranteed when used as an attacker or a defender though.Suggestion
Give him a little something to make him actually a contender for the "Strongest There Is" competition Gamma Mutates tend to have (and yes, a further tweak for Hulk (classic) is also pending). Keep all of his former abilities but throw in a couple extras like these:Abilities
Passive
Whenever Abomination Bleeds, his irradiated blood has a 95% chance to Poison the enemy for X Direct Damage over 10 seconds.
All Attacks
12% chance to gain a Fury Buff for 6 seconds, granting +X Attack. If stagger, fate seal or nullify abilities neutralize or prevent his Fury, +5% chance for following Fury effects to be Passive (max 150% chance).
An enhanced immune system provides full immunity to the Poisons of the Battlerealm.
Signature Ability
Irradiate
Contact with the Abomination’s gamma-irradiated body has a [5 up to] 25% chance to Poison the target, reducing their Health recovery by 30% and dealing [appropriate value] Direct Damage over 12 seconds. When one of Abomination's poisons fail to apply due to an opponent's immunity, he re-metabolizes the ambient radiation. This enhances his musculature raising his base attack rating by +2% (max +120%) and the potency and chance of his Fury Buffs by +1٪ (max +40%). Additionally, poison potency increases by up to 30% based on health lost.
Intent
With a design like this many simpler and easily countered champions can have a shot at being more dangerous when an opponent makes their main ability ineffective. Abomination classic now hits harder the more poisons his opponents brush off.Nice to see this thread back in use a little, too.
Signature Ability - Immortality
Thanos is nearly invincible granting him X physical and energy resistance
Thanos takes 30% less damage overall while the opponent has less health and damaging debuffs on Thanos lose 15% potency while Thanos has more health
The first time Thanos would be knocked out with a hit that takes over 5% health to kill him does no damage and Thanos regenerate 20% health over 2 seconds, is unstoppable for 2 seconds, and gets a 10 second fury buff which while active Thanos is stun immune. This can only be activated once per battle ( This means that when Thanos has 5% health and one hit is enough to kill him, it does nothing and he gains those bonuses.)
The Mistress of Death casts favor on Thanos allowing him to take 50% less damage from Degen. Active degens inspire Thanos giving him X crit damage.
Immunities
Thanos' enhanced immune system grants him immunity to all poisons and toxins of the Contest
Thanos skin is tough granting him 90% resistance to Bleed and Coldsnap and X% for every hit to Glance
Seeing himself bleed enrages Thanos granting him X attack rating for every bleed active on Thanos
Thanos' obliterates all who oppose him, giving him X attack rating against #Hero champions
Thanos gains the following bonuses against these classes to show his superiority
Against Tech - Heavy attacks apply 10 second armor breaks reducing armor by X and power drain and burn abilities lose 15% potency
Against Science - Debuffs applied by Thanos recieve 20% duration and Heal block and stun become passive
Against Skill - Thanos physical resistance is increased by X while special attacks hit and Thanos incinerate makes opponents lose 100% of block proficeny instead of 50%
Against Cosmic - Thanos' buffs get 10% duration and during Thanos' stun, power gained by the opponent while being struck is decreased by 25%
Thanos gains no bonuses againts Mutants and Mystics as Mutants are unknown to him and he has little understanding of the Mystical world
Buffs
Thanos can gain a max of 8 buffs. When getting hit in any way, 25% to gain an Armor up increasing armor by X lasting 20 seconds. When heavy attacking, 100% to gain a power gain buff lasting 20 seconds increasing power gained from being struck and hitting by 20%. Every time Thanos hits the enemy in any way 20% to gain a fury buff lasting 20 seconds. 65% to gain a 20 second cruelty buff increasing crit rate by 10% and crit damage by X special attack activation. If one of each buff is active, Thano's special attacks are unblockable. If two of each buff are active, Thanos gains X attack rating for each buff on himself. You can have a max of 8 of every buff except the power gain buff which maxes out at 3. (Thanos can gain 8 total buffs - they can all be cruelty, fury, or armor up, or you can mix it up to get the bonuses.)
Special Attacks
Special 1 - Obliterate
Two rapid and devastating cosmic blasts from the Mad Titan to soften up his opponent.
This attack deals true damage ignoring armor and resistance
First hit applies 8 second heal block and second hit applies 12 second incinerate dealing X damage and reducing block proficency by 50%
Special 2 - Terminate
Rage and power combine to launch Thanos' target in the air with mighty concussive blasts.
This attack does true damage ignoring all armor and resistance
Second hit applies a 4 second stun, a 10 second heal block, and a 12 second armor break reducing armor by X
Special 3 - Exterminate
With a heavy heart, Thanos prepares to introduce his foe to his one true love.
Applies a 15 second weakness debuff reducing attack by 60%
Applies 12 second heal block and 5 second stun
All buffs active on Thanos become indefinte for the rest of the fight. This can only happen twice in a fight.
(Heal blocks applied do not stack but are either refreshed by one of the same or less than duration or replaced with one that is longer)
Synergies
The Black Order
Thanos - Every memeber present gives Thanos 10% attack
Corvus, Cull, Ebony, Proxima
Skilled Fighters
Thanos - Proxima gives 10% longer stuns. Corvus gives a True Strike buff off the Special 2
Proxima and Corvus
Brains or Brawn
Thanos - Cull gives armor breaks 15% potency, while Ebony gives Thanos 25% resistance to nullification abilities
Cull and Ebony
Opposition - 1
Thanos, Cap IW, Black Panther (Civil War), Black Widow, Hulkbuster, Vision, Scarlt Witch, War Machine, and Winter Soldier - 4% power gain
Opposition - 2
Thanos, Groot, Drax, Star Lord, Gamora, Spider-Man (SE), IM IW, Thor (Rag), Doctor Strange, and Rocket - 240 block proficency
Rivals
Thanos, Doctor Doom, Annihilus, Mephisto, Dormammu, Kang - 6% attack
Who: Thor (Ragnarok)
Why: This version of Thor is disappointing in that he doesn't have enough utility and damage without his synergies. His sig is the only redeeming bit of his entire kit in that it gives him reliable output of DOT and makes him decent. But that doesn't satisfy the rest of his kit because it's locked up behind a high sig requirement and that it's locked behind a damage capped SP3 of which has no reason to be hindered. So this guy should be updated as he has the potential for a good kit with what he has already.
Passive:
Being the God of Thunder, Thor has 100% resistance to Shock and he gains 2.5% of his Max Power every second while he is under a Shock debuff.
Note: I felt like a 40% reduced duration to Shock debuffs doesn't do much for Thor so I changed it up a bit so it fits better in his kit
Boon of the Gods:
Activates for every 25 hits on the Combo Meter or whenever struck 15 times. Boon of the Gods cannot be retriggered while it is active.
Fills to 50% Max Power over 3 seconds, this is not affected by Ability Accuracy and is removed when being struck by the opponent's special attacks, the following hits of the opponent's special attack do not count towards the hit counter.
Note: I've "nerfed" (more of I split it up a bit) this to be a bit more practical for Thor in general and what I'm adding to his kit
Asgardian Vigour
When Boon of the Gods expires, Thor gains one Asgardian Vigour buff lasting indefinetly. This increases his attack by +30%, Physical Resistance by +400 and Block Proficiency by +600. Max: 5.
Asgardian Vigour provides bonus effects based on how many are active.
1+ - If a buff would be nullified on Thor, he is enraged and instantly adds 10 hits to his Combo Meter. This goes on cooldown for 7 seconds after used.
3+ - Gladitorial Strength allows Thor's stuns to not be purified or have their ability accuracy modified by the opponent's abilities
5+ - Heimdall intervenes at critical hours giving Thor a True Strike passive after launching an SP3 lasting 10 seconds.
Note: Here's one of the centrepieces of Thor's updated kit, Asgardian Vigour will develop over time in longer fights and quests to give him damage and safeguards plus some utility.
When Opponents Intercept Thor's Dash:
Thor has a 30% to use his shield to Auto-Block any attacks made when he dashes towards the opponent, this can trigger the Parry Mastery.
Still the same here
Thunder God's Wrath:
If Thor would gain Asgardian Vigour above the limit, he triggers Thunder God's Wrath for 20 seconds. Ability Accuracy cannot be modified. While Thunder God's Wrath is active, Thor gains the following benefits.
Note: Here. we. go.
Contact with Thor has a 40% chance to inflict a Shock debuff dealing 50% of base attack over 4 seconds. Shock potency becomes 40% of modified attack if the Shock was inflicted when he hits the opponent.
This might seem like a nerf to offence, but this scale with modified attack and considering he gets more attack the longer he fights the shocks will get real funky.
If Thor would strike a Shocked opponent, he has a 30% chance to inflict an Armour Break reducing Armour by -750 for 12 seconds. In addition he has a 5% chance per Shock to Stun the opponent for 0.75 seconds per Shock active when striking the opponent capping at 6.
Thor gains 5% of his Max Power every second, this cannot be modified by abilities that affect power.
Once Thunder God's Wrath expires, consume 1 Asgardian Vigour.
Note: Okay, so I moved Thunder God's Wrath to his base kit but you can only access it after a minimum of 150 hits in one fight, but I changed things up by allowing him to stun the opponent and armour break them more easily plus giving him surefire power gain
Special Attacks:
If Thunder God's Wrath is active, Special Attacks are Unblockable.
Note: Simple change, does wonders
Special 1:
50% chance to Stun the opponent for 1.6 seconds, this is raised by 25% for each time Boon of the Gods was activated in the fight. Max: 200%
Note: This Special Attack remains mostly unchanged, the stun is still there but I gave it potential to have a chance over 100% as to be a safeguard for AA modifiers
Special 2:
Armour Breaks the opponent reducing their Armour Rating by -1433.33
Shock Ability Accuracy is increased by +100%
Note: The Armour Break is the same but I added an increased chance to apply shock so if Thunder God's Wrath is active he will have a 90% chance to inflict Shock on each hit and this Special Attack has a lot of them
Special 3:
If Thor has less than 5 Asgardian Vigour, Apply a Adrenaline buff onto Thor for 10 seconds, giving him 2 hits on his combo meter every second while it is active.
Note: This speeds up his rotation a bit by allowing him to generate hits on the Combo Meter regardless if he hits the opponent or not.
Shocks the opponent, dealing 150% of modified attack as energy damage over 12 seconds.
If Thunder God's Wrath is active, reapply it with +50% increased duration. Once this has occured, Thor cannot trigger this Special Attack until Thunder God's Wrath has expired. This cannot be modified by Ability Accuracy.
Note: I put the SP3 limit in place because 1: It would make him broken if he could have infinite Thunder God's Wrath and 2: His rotation revolves around him using his SP2 once TGW is active
Signature Ability: Thunder God's Wrath
Once the fight ends, Thor gains Persistent Charges equal to one less the amount of Asgardian Vigour buffs active capping at 5. Thor has a 10%-80% chance to regain the lost charge.
Note: Here we go, with this you can trigger Thunder God's Wrath each fight if he is fully ramped up.
Each time a Shock triggers, Thor deals a burst of 15-45% his base attack as a burst of energy damage regardless if the opponent is Shock immune or not.
Note: A large part of Thor's damage is linked to Shock debuffs, so if the opponent is immune then he's screwed. So I gave him burst damage, this may not be too much of a difference for opponents he can shock but those who he can't will be a fair bit more worthy (so to speak) to fight Thor
Ideal Rotation: Build up Thor's combo so he can gain Asgardian Vigour until you have 5. At that point, trigger Thunder God's Wrath. Once it is active, you trigger the SP3 to give it an increased duration ideally when the previous TGW charge would expire (if done right, you can get a maximum of 59 seconds of TGW uptime). Once that is done, you can spam SP2 to get more Shocks onto the opponent or stun lock the opponent on the SP1 if it is needed.
Feedback is Appreciated