Signature Ability Polymorphic: Super Skrull harnesses his powers with far more strength, any time that Super skrull wins a fight he gains a persistent charge, and losses one when he falls in a battle.
For every charge that Super Skrull has his current stance increases in duration by 2 seconds. (max charges 4)
Shifting Stance Super Skrull has a shifting stance that starts with Human Torch, and continues as shown below.
Super Skrull will stay in a stance for 16 seconds before changing to the next, this is his current stance.
When a stance changes all effects other than debuffs are removed.(example furry, Shield charges, ect.)
Human Torch Super Skrull mimics the power of Johnny Storm giving him these effects:
Super Skrull becomes Incinerate and coldsnap immune.
Medium attacks have a 100% chance to place an incinerate that deals X damage and lasts 5 seconds.
If the opponent has 6 Incinerates on them they are all transformed into one passive Ember that lasts 10 seconds and deals X damage per second.
Embers deal an explosion of X energy damage when the opponent activates a special attack. The Embers are not removed when a special is activated, if there are more than 3 Embers when a special is activated Embers will be removed so that there are only 3.
Embers are refreshed When Super Skrull activates a special attack.
Invisible Woman Super Skrull mimics the power of Susan Storm giving him these effects:
Super Skrull gains a shielding buff that starts with 50 charges, when hit Super Skrull loses 1-10 shielding charges depending on damage taken and takes 50% of the damage that would have been dealt.
When Super Skrull activates the dexterity mastery he gains 2 Shielding charges.(max Charges 50)
If all charges are removed cool down for 6 seconds
Super Skrull will place 1 permanent weakness buff on the opponent that reduces attack damage by 10%, anytime that an attack misses, all weaknesses are removed if shield charges are put into cool down.(max stack 5)
Well timed blocks Will grant Super Skrull 1 Invisible charge after 3 charges he will go invisible for 3 seconds and be unable to gain Invisibility charges. While invisible all incoming attacks will miss.
The Thing Super Skrull mimics the power of Ben Grimm giving him these effects:
Super Skrull becomes immune to bleed and shock.
Super Skrull Gains a passive Hardened Flesh buff that increases physical resistance by X, add 1 Rock Stack.
As long as Hardened Flesh is active Super Skrull is able to gain Rock Stacks, gain 1 Rock Stack on a well timed block. If placed on Defence gain 1 Rock Stack when struck by any attack other than heavy.
When Super Skrull has 10 Rock Stacks Super Skrull becomes unstoppable and unblockable for 4 seconds and loses 5 Rock Stacks. When Rock Stacks are removed this way gain a permanent passive furry buff that increases attack rating by X for each rock stack removed.(max stack 25)
If hit by a heavy attack loss 1 Rock Stack for every hit in the heavy attack. If a Rock Stack Is removed in this way Super Skrull will only be able to lose up to 3% health from this attack.
If Super Skrull has no Rock Stacks put Hardened Flesh into cool down for 7 seconds and removes all passive furry buffs.
Mister Fantastic Super Skrull mimics the power of Reed Richards and uses some of Richards technology giving him these effects:
When attacked Super Skrull has a 35% chance to evade, when this happens the opponent will be heal blocked for 5 seconds, if another would be added it will be a power lock debuff instead that will last 5 seconds.
When the opponent activates a special attack if Super Skrull is not stunned and is not under the effect of a bleed, shock, or poison debuff the chance to evade will be increased to 100% for the duration of the special.
If the opponent's special attack does not make contact 3 permanent power stings will be applied to the opponent that deal X damage each when a special is activated, when a special is activated the power stings are removed.
If the opponent uses the same special twice, they will be stunned for 1 second at the end of their special attack.
Special 1 Super Skrull throws 2 fireballs and then rushes into the opponent using his stone skin to bashe into the opponent.
Places 2 incinerate debuffs that last 6 seconds and deal X damage if the opponent is blocking place 1 extra, Super Skrull becomes unstoppable for 3 seconds at the end of this attack.
Special 2 Super Skrull makes his first grow and punches the opponent then using both of his fists he spins into the opponent then when he is close to the opponent he creates a large shield that pushes the opponent away.
Super Skrull gains a 100% chance to evade the next unblocked attack, The opponent receives 3 vulnerability debuffs that last 6 seconds and decrease block proficiency by 75%.
Special 3 Super Skrull shields the opponent then lifts them in the air removing the shield when they are high enough after that he flies around and then into the opponent. He becomes invisible, the opponent looks around to see where he went then he reappears behind them, his arm becomes stone and starts to grow then sets on fire, the opponent starts to turn around when Super Skrulls mighty fist comes crashing down.
Activate all stances for 16 seconds, pause current stance until all other stances are removed (the current stance is the stance closest to the left side of the screen, if on defence the current stance would be on the far right.)
A rough concept for Shocker (yes, another Tech class Spider-Man villain. It's this or a guy in leopard print tights.) Assuming Shocker is Rank 5, level 65 and signature level 200: Champion Class: Tech #Villain #Metal #Size: M #Sinister Six #Defensive: Utility Passive- Shocker Suit. Shocker's unique suit absorbs vibrations, reducing physical damage taken by 25%. This reduction extends to energy damage against Mutant champions, but the sheer strength of Cosmic champions overrides this ability. Passive- Shocker Gauntlets. Shocker's iconic gauntlets account for his first medium, and all light attacks. These deal bursts of energy damage, but note they count as contact attacks. Attacks made with Shocker gauntlets ignore 85% of block proficiency, extending to 100% and ignoring perfect block against Mutant champions but falling to 70% against Cosmic champions. When stunned, taunted, or hit with a 5-hit combo: Gain a rage passive, increasing attack rating by X until landing 5 hits or any Special attack. This stacks up to 6 times. Upon reaching 6 stacks, convert into a Hatred debuff, which renders all attacks unblockable and increases critical rating by X for 1.5 seconds per stack of rage used to create the Hatred debuff. After expiry, this ability goes on cooldown for 15 seconds, reducing to 11 seconds against Mutant and Spider-verse champions, but extending to 18 seconds against Cosmic champions. Special 1: Shocker falls on the time-honored classic of blasting the opponent with dual concussive blasts. -This attack hits 5 more times if triggered while Shocker suffers from hatred, and counts as direct damage regardless. (Note: This attack is near-identical to the SP1's of OG Iron Man, OG Vision, etc. and can be avoided with a simple Dexterity dash back. But the extra 5 hits make it like Winter Soldier's SP2, where the opponent is forced to block.) -This attack deals 1.25% of Shocker's max HP if it hits while he suffers from Hatred. Special 2: Shocker shakes the ground beneath his opponent to set them off balance, before leaping onto them with a crushing slam. -This attack places a Concussion passive on the opponent for the duration, reducing Defensive ability accuracy by 100%. If this attack lands, the passive remains for 15 more seconds. If this attack lands because it broke the opponent's block via Hatred, Hatred goes on cooldown for an additional 6 seconds. -Due to the unstable ground, only #Flying, #Size: XL, #Spider-verse, or Cosmic champions can dodge this attack with the Dexterity mastery. Special 3: Shocker discharges two blasts at the opponent, stunning them, before closing in with a jack-hammer fast barrage of Shock-punches to the jaw. -This attack removes all active Rage or Hatred effects, gaining +X attack and critical rating for each effect removed in this way (Hatred counts as 6 rage effects for this purpose.) -The first two hits of this attack ignore armor rating, and also reduce the opponent's attack rating by X% for 10 seconds. All hits after count as Shocker gauntlet attacks, and gain +1 attack rating for all damage done by the first two hits of this attack. Signature Ability: Vibrational Shield. Shocker gets a much-needed suit upgrade, boosting his confidence in the process. -All damage against Shocker is reduced by up to 100% based on current power levels. When this effect would prevent Shocker from dying or reduce damage to below 0.3% of his max health, the opponent takes damage equal to 80% of his base attack rating, and the Vibrational Shield passive goes on cooldown for 8 seconds. -When Shocker stuns the opponent, lands a Special attack or 5-hit combo, gain a Confidence passive, increasing critical rating by X and increasing offensive power rate by 2%. Confidence passives Purify Hatred debuffs, and remove all Rage passives. For every Hatred or Rage (once again, Hatred=6 Rages) removed in this way, another Confidence passive is gained. Max stacks: 100. Synergies: I REALLY, REALLY HATE THAT GUY Lvl.3- Spider-Man (Classic), Spider-Man (Stark Enhanced), Spider-Man (Stealth Suit) Shocker: Can now hold 2 additional rage passives before converting to Hatred. Spider-Men: Evade abilities cannot trigger while blocking and have +500% ability accuracy while stunned. Hey That's My Shtick- Electro Shocker: Gauntlet attacks now deal direct damage instead of energy damage. Electro: SP2 Power Steals 300% of Power gained from the attack. Thug Life: Hood, Kingpin, Joe Fixit Shocker: Confidence passives also increase attack rating by 12%. The Hood: Gains +15% attack rating while Invisible. Kingpin: Rage debuffs have a 25% chance to duplicate. Duplicates cannot make duplicates. Joe Fixit: Double Down can be refreshed by a heavy attack. Sinister What?: Vulture, Venom, Doctor Octopus Shocker: Vibrational Shield Cooldown reduced by 1.5 seconds. Vulture: Raptor Strike uses 17 less Chitauri Energy. Venom: Genetic Memory Buffs can duplicate once each without counting towards max count.
Playstyle Notes: Shocker has never been a character that screamed "creativity". He's a tough guy in a cool suit that uses shockwaves to rob banks and fight Spider-Man. Therefore, I designed this concept of him to be simple, reminiscent of older times in MCOC, without being outdated like older champions. You hit him too much and get too parry-crazy? He's gonna hit hard and go unblockable. Fingers crossed he doesn't go for a Special Attack while he's at it. Bring power control, and preferably energy-resistant (Havok or Ultron, for example, would tear the poor guy to B-lister shreds.) champions, and play passively enough that you don't trigger Hatred. If he's awakened, he has power-based damage gimping, so power control is a must. Alternatively, you could mindless tear through his shield, but where's the sense of adventure? And as far as playing the man himself? Unawakened, he's a bore, with bad to meh utility and would be a bigger threat on autofight building up Rage. Awakened, however, is a different story. He can build up some serious power gain as well as crit his brains out, and with all that extra power can choose to either go for the Weakness and Concussion of SP2 and SP3, good options if you're looking to neuter a boss or hard-hitter, or keep fighting with reckless abandon, hiding behind a cheese shield of damage reduction. I'd put him down as a pretty good champ with no amazing abilities but a blast to play and a killer of an Alliance War Defender. (For completion's sake, here are his Special Abilities.) Physical Resistance Rage Hatred Weakness Concussion Direct Damage
* Double/triple hit basics e.g. M-L-L-L-M would be 3-2-2-2-3 * Cannot be evaded * Guaranteed evades * Cannot be parried or perfectly blocked, and has block penetration that decreases based on how long his opponent has held block * Vulnerable to projectiles
Fox version
* Multiple hit basics e.g. M-L-L-L-M would be 7-5-5-5-7 * Starts fight with 3 full bars of power (greyed out like Terrax) that decreases by 1% every time opponent’s HP decreases by 1% * Whilst he has power every attempt to hit him will miss, and he has an unblockable passive * Against telepaths his power drains from 100% to 0% over 10 seconds, at which point he becomes tethered and cannot attack/block/dex.
About Prowler: Aaron Davis started out as a tech thief. After getting caught by Spider-Man, he became grateful that Spider-Man didn't turn him into the police, and started becoming a hero. Getting the new name “Prowler”
Prowlers Mechanics: Prowler wields some of the best tech in the world. This allows him to have many different utilities. Such as true strike, immunities, and many other different powers. As he obtains more of his power meter, the higher damage he does. Prowler gains more and more block proficiency for every attack done on block. He gains extra energy damage on the special 2, based on the amount of “Claw buffs on him”.
Base stats & abilities: Note: Based on 5 star rank 5 Health 32,562 Attack 3,986 Max P.I With Signature Ability 17,657 Max P.I Without Signature Ability 16,963 Block Proficiency 3542 Character Class: Skill Basic Abilities: Vigilance, Prowler Claws, True Strike, Direct damage, Fury, Precision, Cruelty, Prowler Stealth mode, Prowler Damage, Power gain, Prowlers Search, Prowler Reveal, armor break, power lock, bleed, incinerate, coldsnap, shock, poison, weakness, and persistent charge
Strengths: -Buffed up Prowlers starts the fight immediately with his power gain, fury, and precision. -Breakthrough Prowler gets more block proficiency for each armor break debuff. You can choose between what you want more of, damage, block proficiency, or critical chance from the Prowler buffs. You can also choose which Prowler buff you want to start with from the persistent charge. -Mix Master When the opponent evades 5 times, Prowler gets a permanent true strike. For every time the opponent evades, Prowler also gains 10 percent extra attack -Hit Me, I Dare You Every 10 hits, prowler gives the opponent armor break. -Explosive Personality When the defender gets hit on block, they have a 50 percent chance to armor break
Weaknesses: -Nullify Prowlers' damage relies on his buffs. Nullify gets rid of buffs. -Power Burn Prowlers special attacks activate his different modes which allow him major damage -Weakness When Prowler gains weakness, the weakness potency is doubled. This does not apply if he’s in a Prowler mode.
Abilities:
-Prowler stealth mode-60 sec Every single attack that the opponent would have landed, misses instead. This does not apply when the opponent hits the prowler's block. You can de-activate this by using a heavy attack.
-Prowler Damage Mode-60 sec Every single attack done by Prowler consumes a hit for 10 extra damage. This scales based on the amount of hits you have landed. Prowlers critical damage is also increased based on your hit count. This can be removed by finishing a combo with a light attack
-Prowler Claws-Permanent Each Prowler claw gives a 10 percent chance to activate bleed. And increases damage by 10 percent. When the special 2 is activated all prowler charges are dropped for energy damage.
Prowler Search-30 sec The opponent is unavailable to evade, miss, or auto block when Prowler is searching. Upon expiry activate “Prowler Reveal”.
Prowler Reveal-25 sec Each medium applies a passive armor break lasting 5 sec. The opponent is always passively petrified during this phase. When Prowler Reveal expires, do physical damage for 15 percent of the opponents health. This only occurs when the opponents rating is under prowlers Pre-Fight Ability: Prowlers choice, and his choice only Prowler gets to choose between his 2 different modes. You can choose to start with either “Prowlers Stealth mode” or “Prowler damage mode”. You may also choose to start with both of the modes. Each mode has a 2 fight cooldown on the pre-fight.
Heavy-Attacks: Apply permanent passive armor breaks on the opponent. If the opponent reaches 5+ armor breaks, armor breaks become debuffs, and last 6 sec. Heavy attack also gives prowler 3 of his claws. Convert all Prowler debuffs into energy damage for 0.5 percent.
Special 1: Prowling Blast Feel the blast of prowlers rain. Refresh Prowler stealth mode. Apply 2 weaknesses. Activate power lock for 4 sec. Apply 50 passive incinerates doing no damage.
Special 2: Prowling Cycle Prowlers motorbike is summoned to destroy the opponent. Gives the opponent 3 stacks of incinerate. Refresh all prowler modes. Convert all Prowler Claws to Energy damage. Prowlers passive cruelty, fury, precision all change to a timer of 50 sec.
Special 3: Gadgets Made To Fight Prowlers gadgets each do their own debuff. Apply weakness, amorbreak, bleed, poison, incinerate, Shock, Coldsap, and power lock. Generate 100 prowler claws. If any debuffs fail, all debuffs fail. Give the prowler an extra passive fury, passive cruelty, and passive precision. Each is permanent until you use the special 2.
Signature Ability: Destructive Tech (Based on a Sig 100) Prowler gains extra attack by 10 percent for each passive debuff the opponent has. Prowlers attack is reduced based on if he has a class disadvantage. This also makes all prowler modes last longer.
Synergy Bonuses: (Based on 6 star)
Family (Miles Morales): All champions: Gain 6 percent health
Caught by the hero (Spider-Man Classic, Spider man Stark-enhanced): Prowler: When Prowler would gain claw charges, he gets double Spider man classic: When the opponent has an armor break, spider man gets a fury every hit Spider man (stark enhanced): Emp web does 30% more power drain
Old Friends...(Coming soon, Rhino, Coming soon) Rhino: 30 percent extra attack based on his every 10 hits. Stops count at 200 hits Coming soon: ? Coming soon: ? Prowler: 30 percent attack based on signature ability
Tech heroes: (Iron man, and darkhawk): Iron man: 50% chance to apply a weakness and armor break for every hit Darkhawk: Null mode can be triggered by getting hit 10 times Prowler: All prowler debuffs last 2 secs longer.
I think it would be nice if they added Knull the Symbiote God in a future update. As one of his abilities would have regeneration, among his immunities would be to incineration, bleeding and poisoning. His a A singular ability could be symbiote god, which if a character with the simbonte category causes him a stun debuff at x time of battle and activates pain, to the characters in general he can apply bleeding debuffs and some exclusive debuff of the ( I just can't think of anything)
A list of characters that could be put, I leave at your disposal the improvements, disadvantages and immunities that they have. * Superior Spider-Man * Anti-Venom * Absolute Carnage * Spider-Man 2099 * Quicksilver * Odin * Beyonder *Lizard *Sand Man * Hydro man * Doppelganger *Scorpion * Kaine * Mystique * Onslaught * Korvac * Baron Zemo * Thor Herald of Galactus * Captain America Worthy (end game version) * Thor infinity war * Black Panter Infinity War And characters that can improve, Ultron and Dark Phoenix. And a new version of the character, Thanos Infinity war
Signature Ability - Immortal Ruler of the Dark Dracula will gain one additional Regeneration Buff while Below 10% granting +X Health over 8 seconds. Bleeds inflicted will last up to X% longer based on Power. Miss will trigger up to X% more often based on Health. X% Chance to Apply Bleed after a Buff has been Nullified or a Stagger Debuff has ended.
Passive +543.74 Physical Resistance -700 Energy Resistance Vampirism Being a Vampire grants Dracula 65% Resistance to Degeneration, Bleed, and Rupture Affects but Incinerates gain +45% Potency. Dracula's enhanced undying immune system grants him immunity to the Poisons of the Contest. Every 20% Health interval, Dracula will gain a Regeneration Buff granting X% Health over 8 seconds
30% on all Basic Hits to apply Bleed dealing X Damage over 12 seconds. 20% for all Basic Hits against Dracula to Miss. If Dark Manipulation is active, this extends to all Hits. If the Opponent is Bleeding, Dracula can block Unblockable Attacks.
Dark Manipulation Against Skill, Cosmic, and #Dimensional Beings, an Indefinite Dark Manipulation is applied, reducing Ability Accuracy and Block Proficency by 55%. The Ability Accuracy reduction bypasses immunities to Ability Accuracy reduction.
Additionally, Dracula gains the following bonuses while Dark Manipulation is active: +158.5 - 2698.6 Attack Rating + 25% Critical Rating and Bleed Potency +15% Ability Accuracy On all Critical Hits, 20% to apply Critical Bleed dealing X Damage over 7 seconds. Opponents suffer -40% Defensive Power Gain Dark Manipulation will not trigger against #Psychic Shielding and #Robot Tagged Champions.
Bleed If the Opponent is Bleeding, Dracula can block Unblockable Attacks. While near a Bleeding Opponent, Dracula generates 8.35% a Bar of Power every second for each Bleed Debuff active. Additionally, if the Opponent is Bleeding, Dracula will Life Steal 70% of the Damage done to the Opponent on his Mediums and the Last hit of his Special 2. Bleeds are paused during Special Attacks as each Bleed Active provides +X Critical Damage Rating.
Miss If the Opponent Misses, Refresh all active Leech and Stagger Debuffs
Heavy Attacks 100% to Apply Stagger, Nullifying the next Buff active on the opponent. If the Opponent is Bleeding, apply Leech as well, stealing 25% a Bar of Power over 5 seconds. This debuff cannot stack and cannot be refreshed on Heavy Attacks.
Special Attacks 100% to Apply Bleed dealing X Damage over 8 seconds.
Special 1 - Vamperic Suprise Dracula teleports directly in front of his opponent before slashing them. Guranteed to Apply one Critical Bleed if the opponent is already Bleeding.
Special 2 - A Sword from the Void Dracula beats into his opponent before pulling his sword from the dark to send them surrying back. Gain a Power Gain Buff granting 40% of Max Power over 8 seconds
Special 3 - "Welcome to my Kingdom" In the darkness, I hunt my opponent. And I, am hungry... Refresh all Active Bleeds with +30% Potency This attack gains +X Attack Rating of each Bleed that was active while the Special Attack was used.
Dracula who is that, there is no like marvel character
1. Morgue 2. Kurse 3. The Blob 4. What If universe ( Thor Venum ) 5. Goliath ( Masters Of Evil ) 6. Doc Samson ( Old rendition) 7. Madcap 8. Zeus 9. Thing ( Spiked version ) 10. Hammerhead
Signature Ability - Immortal Ruler of the Dark Dracula will gain one additional Regeneration Buff while Below 10% granting +X Health over 8 seconds. Bleeds inflicted will last up to X% longer based on Power. Miss will trigger up to X% more often based on Health. X% Chance to Apply Bleed after a Buff has been Nullified or a Stagger Debuff has ended.
Passive +543.74 Physical Resistance -700 Energy Resistance Vampirism Being a Vampire grants Dracula 65% Resistance to Degeneration, Bleed, and Rupture Affects but Incinerates gain +45% Potency. Dracula's enhanced undying immune system grants him immunity to the Poisons of the Contest. Every 20% Health interval, Dracula will gain a Regeneration Buff granting X% Health over 8 seconds
30% on all Basic Hits to apply Bleed dealing X Damage over 12 seconds. 20% for all Basic Hits against Dracula to Miss. If Dark Manipulation is active, this extends to all Hits. If the Opponent is Bleeding, Dracula can block Unblockable Attacks.
Dark Manipulation Against Skill, Cosmic, and #Dimensional Beings, an Indefinite Dark Manipulation is applied, reducing Ability Accuracy and Block Proficency by 55%. The Ability Accuracy reduction bypasses immunities to Ability Accuracy reduction.
Additionally, Dracula gains the following bonuses while Dark Manipulation is active: +158.5 - 2698.6 Attack Rating + 25% Critical Rating and Bleed Potency +15% Ability Accuracy On all Critical Hits, 20% to apply Critical Bleed dealing X Damage over 7 seconds. Opponents suffer -40% Defensive Power Gain Dark Manipulation will not trigger against #Psychic Shielding and #Robot Tagged Champions.
Bleed If the Opponent is Bleeding, Dracula can block Unblockable Attacks. While near a Bleeding Opponent, Dracula generates 8.35% a Bar of Power every second for each Bleed Debuff active. Additionally, if the Opponent is Bleeding, Dracula will Life Steal 70% of the Damage done to the Opponent on his Mediums and the Last hit of his Special 2. Bleeds are paused during Special Attacks as each Bleed Active provides +X Critical Damage Rating.
Miss If the Opponent Misses, Refresh all active Leech and Stagger Debuffs
Heavy Attacks 100% to Apply Stagger, Nullifying the next Buff active on the opponent. If the Opponent is Bleeding, apply Leech as well, stealing 25% a Bar of Power over 5 seconds. This debuff cannot stack and cannot be refreshed on Heavy Attacks.
Special Attacks 100% to Apply Bleed dealing X Damage over 8 seconds.
Special 1 - Vamperic Suprise Dracula teleports directly in front of his opponent before slashing them. Guranteed to Apply one Critical Bleed if the opponent is already Bleeding.
Special 2 - A Sword from the Void Dracula beats into his opponent before pulling his sword from the dark to send them surrying back. Gain a Power Gain Buff granting 40% of Max Power over 8 seconds
Special 3 - "Welcome to my Kingdom" In the darkness, I hunt my opponent. And I, am hungry... Refresh all Active Bleeds with +30% Potency This attack gains +X Attack Rating of each Bleed that was active while the Special Attack was used.
Dracula who is that, there is no like marvel character
Signature Ability - Living Sand Flint's bitterness and anger towards society leads him and his sand to strike back in the most violent way. Sandman's personal Debuffs last X% longer. +15% Duration Against Mystic and #Spider-Verse Heros Champions When a Sanded or Grit Debuff is applied to the opponent, X% to apply a corresponding Sanded or Grit Debuff Personal Debuffs are paused for 3.5 seconds when Sandman or the Opponent activates a Special Attack.
Passive +748 Physical Resistance Sandman's body both lacks both blood, flesh, and conductivity, giving him full immunity to Bleed, Poison, and Shock. Flint's sand form makes him vulnerable to Incinerates and Energy Damage. Incinerates gain +30% Potency and Duration. -743 Energy Resistance
Sanded Sand exhausts the enemy weighing them down. Sanded reduces Defensive Power Gain by 10% lasting 10 seconds.
Grit Grit in the eye is never fun. Grit reduces Ability Accuracy by 10% lasting 10 seconds.
All hits by Sandman and the opponent that are not non-contact and projectile based have 20% to Apply either Sanded or Grit 90% to Apply Grit when ending a combo with a medium attack 90% to Apply Sanded when ending a combo with a light attack Physical Resistance and Critical Resistance Buffs on the opponent reduce the Potency of Grit and Sanded Debuffs by 14%. This cannot reduce the Potency below 0%.
Heavy Attacks 100% to Apply Sanded and Grit
Special Attacks In either form, Special Attacks against Sandman suffer -20% Critical Rating due to his shifting sand body.
Sifting Sand Form Sandman will start in Sifting Sand when entering a fight +X Physcial Resistance 20% for all hits that make contact with Sandman to Glance Non-Damaging Debuffs suffer -35% Duration and the opponent recieves -45% Defensive Power Gain. Additionally, the opponent suffers -55% Healing Potency from all sources. However, Sandman has not focused his sand yet, giving him -15% Ability Accuracy. This does not affect the Parry Mastery nor Heavy Ability Accuracy. Sanded Debuffs recieve +25% Potency and Duration
Solid Sand Form To gather his sand into a more solid from, Dash back and hold block for 1.5 seconds. +X Critical Resistance and +X Block Proficency +15% Ability Accuracy and Perfect Block Chance +2695 Attack Rating and +1245 Critical Damage Rating Sandman has focused his form but cannot probe for weaknesses as well, giving him -15% Critical Rating. Grit Debuffs recieve +25% Potency and Duration.
When a Debuff is Purified If one of Sandman's personal Debuff is purified, apply Grit and Sanded. This has a cooldown of 15 seconds and cannot happen while in Solid Sand Form.
When a Special Attack is Activated When the Opponent activates a Special Attack, apply Weakness, reducing Attack by 30% for 6 seconds. This can stack up to 3 times.
Against Mystic Champions Effects applied by Special Attacks will apply through the block.
Special Attacks Each hit of Sandman's Special Attacks does X Direct Damage for each Sanded and Grit Debuff. At the end of Special Attack, consume 50% of Grit and Sanded Debuffs. While in Sifting Sand, Special Attacks have +X Critical Rating and do True Damage ignoring all Armor and Physical Resistance. While in Solid Sand, Special Attacks have 75% to Stun for 2.5 seconds and the first hit of each Special Attack is Unblockable. If #Spider-Verse Heros have both Grit and Sanded on them, regardless of the form, they suffer -105% Evade Ability Accuracy during Sandman's Special Attacks. These effects will not trigger if the Opponent does not have at least one Sanded or Grit Debuff on them.
Special 1 - Fists of Sand Sandman creates massive fists out of sand to pound the opponent. Apply 2 Sanded and 2 Grit Refresh all active Grit and Sanded debuffs. At the end of this Special Attack, enter Sifting Sand. 6 second cooldown before being able to enter Stiff Sand.
Special 2 - Sand Wall of Weapons Sandman forms a wall, letting out a sand fist, a sand club, and a... sand mace!? Then the opponent gets sand blasted to throw them clear. Apply Grit and Sanded if 2 Grit and Sanded are active on the opponent upon activation of this special attack. 100% to apply Armor Break reducing Armor Rating by 1270 lasting 12 seconds
Special 3 - Sand Storm of Rage Sandman unleashes all his rage in the form of a storm throwing the opponent under and around the sand before smashing them into the wall and leaving them defeated and buried.
100% to apply Quicksand, lasting 12 seconds. When under the effect of Quicksand, 35% when the opponent Dashes forward to be passively stunned for 1.25 seconds +65% when the opponent holds block for 1.75 seconds.
Consume all Sanded and Grit Debuffs to create a Regeneration Buff with each Sanded and Grit debuff granting +X Health per debuff consumed over 10 seconds. If no Grit and Sanded Debuffs are upon the opponent, the Regeneration Buff will not trigger.
Signature Ability - Immortal Ruler of the Dark Dracula will gain one additional Regeneration Buff while Below 10% granting +X Health over 8 seconds. Bleeds inflicted will last up to X% longer based on Power. Miss will trigger up to X% more often based on Health. X% Chance to Apply Bleed after a Buff has been Nullified or a Stagger Debuff has ended.
Passive +543.74 Physical Resistance -700 Energy Resistance Vampirism Being a Vampire grants Dracula 65% Resistance to Degeneration, Bleed, and Rupture Affects but Incinerates gain +45% Potency. Dracula's enhanced undying immune system grants him immunity to the Poisons of the Contest. Every 20% Health interval, Dracula will gain a Regeneration Buff granting X% Health over 8 seconds
30% on all Basic Hits to apply Bleed dealing X Damage over 12 seconds. 20% for all Basic Hits against Dracula to Miss. If Dark Manipulation is active, this extends to all Hits. If the Opponent is Bleeding, Dracula can block Unblockable Attacks.
Dark Manipulation Against Skill, Cosmic, and #Dimensional Beings, an Indefinite Dark Manipulation is applied, reducing Ability Accuracy and Block Proficency by 55%. The Ability Accuracy reduction bypasses immunities to Ability Accuracy reduction.
Additionally, Dracula gains the following bonuses while Dark Manipulation is active: +158.5 - 2698.6 Attack Rating + 25% Critical Rating and Bleed Potency +15% Ability Accuracy On all Critical Hits, 20% to apply Critical Bleed dealing X Damage over 7 seconds. Opponents suffer -40% Defensive Power Gain Dark Manipulation will not trigger against #Psychic Shielding and #Robot Tagged Champions.
Bleed If the Opponent is Bleeding, Dracula can block Unblockable Attacks. While near a Bleeding Opponent, Dracula generates 8.35% a Bar of Power every second for each Bleed Debuff active. Additionally, if the Opponent is Bleeding, Dracula will Life Steal 70% of the Damage done to the Opponent on his Mediums and the Last hit of his Special 2. Bleeds are paused during Special Attacks as each Bleed Active provides +X Critical Damage Rating.
Miss If the Opponent Misses, Refresh all active Leech and Stagger Debuffs
Heavy Attacks 100% to Apply Stagger, Nullifying the next Buff active on the opponent. If the Opponent is Bleeding, apply Leech as well, stealing 25% a Bar of Power over 5 seconds. This debuff cannot stack and cannot be refreshed on Heavy Attacks.
Special Attacks 100% to Apply Bleed dealing X Damage over 8 seconds.
Special 1 - Vamperic Suprise Dracula teleports directly in front of his opponent before slashing them. Guranteed to Apply one Critical Bleed if the opponent is already Bleeding.
Special 2 - A Sword from the Void Dracula beats into his opponent before pulling his sword from the dark to send them surrying back. Gain a Power Gain Buff granting 40% of Max Power over 8 seconds
Special 3 - "Welcome to my Kingdom" In the darkness, I hunt my opponent. And I, am hungry... Refresh all Active Bleeds with +30% Potency This attack gains +X Attack Rating of each Bleed that was active while the Special Attack was used.
Dracula who is that, there is no like marvel character
Signature Ability - Immortal Ruler of the Dark Dracula will gain one additional Regeneration Buff while Below 10% granting +X Health over 8 seconds. Bleeds inflicted will last up to X% longer based on Power. Miss will trigger up to X% more often based on Health. X% Chance to Apply Bleed after a Buff has been Nullified or a Stagger Debuff has ended.
Passive +543.74 Physical Resistance -700 Energy Resistance Vampirism Being a Vampire grants Dracula 65% Resistance to Degeneration, Bleed, and Rupture Affects but Incinerates gain +45% Potency. Dracula's enhanced undying immune system grants him immunity to the Poisons of the Contest. Every 20% Health interval, Dracula will gain a Regeneration Buff granting X% Health over 8 seconds
30% on all Basic Hits to apply Bleed dealing X Damage over 12 seconds. 20% for all Basic Hits against Dracula to Miss. If Dark Manipulation is active, this extends to all Hits. If the Opponent is Bleeding, Dracula can block Unblockable Attacks.
Dark Manipulation Against Skill, Cosmic, and #Dimensional Beings, an Indefinite Dark Manipulation is applied, reducing Ability Accuracy and Block Proficency by 55%. The Ability Accuracy reduction bypasses immunities to Ability Accuracy reduction.
Additionally, Dracula gains the following bonuses while Dark Manipulation is active: +158.5 - 2698.6 Attack Rating + 25% Critical Rating and Bleed Potency +15% Ability Accuracy On all Critical Hits, 20% to apply Critical Bleed dealing X Damage over 7 seconds. Opponents suffer -40% Defensive Power Gain Dark Manipulation will not trigger against #Psychic Shielding and #Robot Tagged Champions.
Bleed If the Opponent is Bleeding, Dracula can block Unblockable Attacks. While near a Bleeding Opponent, Dracula generates 8.35% a Bar of Power every second for each Bleed Debuff active. Additionally, if the Opponent is Bleeding, Dracula will Life Steal 70% of the Damage done to the Opponent on his Mediums and the Last hit of his Special 2. Bleeds are paused during Special Attacks as each Bleed Active provides +X Critical Damage Rating.
Miss If the Opponent Misses, Refresh all active Leech and Stagger Debuffs
Heavy Attacks 100% to Apply Stagger, Nullifying the next Buff active on the opponent. If the Opponent is Bleeding, apply Leech as well, stealing 25% a Bar of Power over 5 seconds. This debuff cannot stack and cannot be refreshed on Heavy Attacks.
Special Attacks 100% to Apply Bleed dealing X Damage over 8 seconds.
Special 1 - Vamperic Suprise Dracula teleports directly in front of his opponent before slashing them. Guranteed to Apply one Critical Bleed if the opponent is already Bleeding.
Special 2 - A Sword from the Void Dracula beats into his opponent before pulling his sword from the dark to send them surrying back. Gain a Power Gain Buff granting 40% of Max Power over 8 seconds
Special 3 - "Welcome to my Kingdom" In the darkness, I hunt my opponent. And I, am hungry... Refresh all Active Bleeds with +30% Potency This attack gains +X Attack Rating of each Bleed that was active while the Special Attack was used.
Dracula who is that, there is no like marvel character
No it is fake I can't believe, if he is also marvel character then means why didn't cast at marvel movies or comics, check it
Sometimes marvel decides to remove this character and not casted in any trilogy
Then means search these champions
Crystal Puck Aurora Northstar Shaman
And describe these champions class include dracula
But I believe one side he is also marvel character
Its not fake, @sudeep9680 and they can't cast every marvel charcter and there is less of a chance the weirder and more obscure the charcter is that they will in fact be in a movie. Blade hunts vampires and Dracula is his enemy. There is supposedly a Blade movie in the making. Morbius is coming out too, rather soon i think. Dracula could show up in either. And also to be fair, the version of dracula in the picture has been a more popular version over the last couple of years but its not the original so that could be a little confusing
Signature Ability - Immortal Ruler of the Dark Dracula will gain one additional Regeneration Buff while Below 10% granting +X Health over 8 seconds. Bleeds inflicted will last up to X% longer based on Power. Miss will trigger up to X% more often based on Health. X% Chance to Apply Bleed after a Buff has been Nullified or a Stagger Debuff has ended.
Passive +543.74 Physical Resistance -700 Energy Resistance Vampirism Being a Vampire grants Dracula 65% Resistance to Degeneration, Bleed, and Rupture Affects but Incinerates gain +45% Potency. Dracula's enhanced undying immune system grants him immunity to the Poisons of the Contest. Every 20% Health interval, Dracula will gain a Regeneration Buff granting X% Health over 8 seconds
30% on all Basic Hits to apply Bleed dealing X Damage over 12 seconds. 20% for all Basic Hits against Dracula to Miss. If Dark Manipulation is active, this extends to all Hits. If the Opponent is Bleeding, Dracula can block Unblockable Attacks.
Dark Manipulation Against Skill, Cosmic, and #Dimensional Beings, an Indefinite Dark Manipulation is applied, reducing Ability Accuracy and Block Proficency by 55%. The Ability Accuracy reduction bypasses immunities to Ability Accuracy reduction.
Additionally, Dracula gains the following bonuses while Dark Manipulation is active: +158.5 - 2698.6 Attack Rating + 25% Critical Rating and Bleed Potency +15% Ability Accuracy On all Critical Hits, 20% to apply Critical Bleed dealing X Damage over 7 seconds. Opponents suffer -40% Defensive Power Gain Dark Manipulation will not trigger against #Psychic Shielding and #Robot Tagged Champions.
Bleed If the Opponent is Bleeding, Dracula can block Unblockable Attacks. While near a Bleeding Opponent, Dracula generates 8.35% a Bar of Power every second for each Bleed Debuff active. Additionally, if the Opponent is Bleeding, Dracula will Life Steal 70% of the Damage done to the Opponent on his Mediums and the Last hit of his Special 2. Bleeds are paused during Special Attacks as each Bleed Active provides +X Critical Damage Rating.
Miss If the Opponent Misses, Refresh all active Leech and Stagger Debuffs
Heavy Attacks 100% to Apply Stagger, Nullifying the next Buff active on the opponent. If the Opponent is Bleeding, apply Leech as well, stealing 25% a Bar of Power over 5 seconds. This debuff cannot stack and cannot be refreshed on Heavy Attacks.
Special Attacks 100% to Apply Bleed dealing X Damage over 8 seconds.
Special 1 - Vamperic Suprise Dracula teleports directly in front of his opponent before slashing them. Guranteed to Apply one Critical Bleed if the opponent is already Bleeding.
Special 2 - A Sword from the Void Dracula beats into his opponent before pulling his sword from the dark to send them surrying back. Gain a Power Gain Buff granting 40% of Max Power over 8 seconds
Special 3 - "Welcome to my Kingdom" In the darkness, I hunt my opponent. And I, am hungry... Refresh all Active Bleeds with +30% Potency This attack gains +X Attack Rating of each Bleed that was active while the Special Attack was used.
Dracula who is that, there is no like marvel character
No it is fake I can't believe, if he is also marvel character then means why didn't cast at marvel movies or comics, check it
Sometimes marvel decides to remove this character and not casted in any trilogy
Then means search these champions
Crystal Puck Aurora Northstar Shaman
And describe these champions class include dracula
But I believe one side he is also marvel character
Its not fake, @sudeep9680 and they can't cast every marvel charcter and there is less of a chance the weirder and more obscure the charcter is that they will in fact be in a movie. Blade hunts vampires and Dracula is his enemy. There is supposedly a Blade movie in the making. Morbius is coming out too, rather soon i think. Dracula could show up in either. And also to be fair, the version of dracula in the picture has been a more popular version over the last couple of years but its not the original so that could be a little confusing
Ok, I accept it and as your wishthe dracula will appear in blade as villain When the blade confirms in mcu
Ladies and Gentlemen, Boys and Girls, Summoners and Thronebreakers, surely there is one character we should all receive, if not in 2022, then definitely in 2023
It's a mutant no one would have ever thought of (or cosmic, or science)
Comments
Inferno
Skrull black bolt
Jack of hearts
Vox
Arides
Assuming Shocker is Rank 5, level 65 and signature level 200:
Champion Class: Tech #Villain #Metal #Size: M #Sinister Six #Defensive: Utility
Passive- Shocker Suit. Shocker's unique suit absorbs vibrations, reducing physical damage taken by 25%. This reduction extends to energy damage against Mutant champions, but the sheer strength of Cosmic champions overrides this ability.
Passive- Shocker Gauntlets. Shocker's iconic gauntlets account for his first medium, and all light attacks. These deal bursts of energy damage, but note they count as contact attacks. Attacks made with Shocker gauntlets ignore 85% of block proficiency, extending to 100% and ignoring perfect block against Mutant champions but falling to 70% against Cosmic champions.
When stunned, taunted, or hit with a 5-hit combo: Gain a rage passive, increasing attack rating by X until landing 5 hits or any Special attack. This stacks up to 6 times. Upon reaching 6 stacks, convert into a Hatred debuff, which renders all attacks unblockable and increases critical rating by X for 1.5 seconds per stack of rage used to create the Hatred debuff. After expiry, this ability goes on cooldown for 15 seconds, reducing to 11 seconds against Mutant and Spider-verse champions, but extending to 18 seconds against Cosmic champions.
Special 1: Shocker falls on the time-honored classic of blasting the opponent with dual concussive blasts.
-This attack hits 5 more times if triggered while Shocker suffers from hatred, and counts as direct damage regardless. (Note: This attack is near-identical to the SP1's of OG Iron Man, OG Vision, etc. and can be avoided with a simple Dexterity dash back. But the extra 5 hits make it like Winter Soldier's SP2, where the opponent is forced to block.)
-This attack deals 1.25% of Shocker's max HP if it hits while he suffers from Hatred.
Special 2: Shocker shakes the ground beneath his opponent to set them off balance, before leaping onto them with a crushing slam.
-This attack places a Concussion passive on the opponent for the duration, reducing Defensive ability accuracy by 100%. If this attack lands, the passive remains for 15 more seconds. If this attack lands because it broke the opponent's block via Hatred, Hatred goes on cooldown for an additional 6 seconds.
-Due to the unstable ground, only #Flying, #Size: XL, #Spider-verse, or Cosmic champions can dodge this attack with the Dexterity mastery.
Special 3: Shocker discharges two blasts at the opponent, stunning them, before closing in with a jack-hammer fast barrage of Shock-punches to the jaw.
-This attack removes all active Rage or Hatred effects, gaining +X attack and critical rating for each effect removed in this way (Hatred counts as 6 rage effects for this purpose.)
-The first two hits of this attack ignore armor rating, and also reduce the opponent's attack rating by X% for 10 seconds. All hits after count as Shocker gauntlet attacks, and gain +1 attack rating for all damage done by the first two hits of this attack.
Signature Ability: Vibrational Shield. Shocker gets a much-needed suit upgrade, boosting his confidence in the process.
-All damage against Shocker is reduced by up to 100% based on current power levels. When this effect would prevent Shocker from dying or reduce damage to below 0.3% of his max health, the opponent takes damage equal to 80% of his base attack rating, and the Vibrational Shield passive goes on cooldown for 8 seconds.
-When Shocker stuns the opponent, lands a Special attack or 5-hit combo, gain a Confidence passive, increasing critical rating by X and increasing offensive power rate by 2%. Confidence passives Purify Hatred debuffs, and remove all Rage passives. For every Hatred or Rage (once again, Hatred=6 Rages) removed in this way, another Confidence passive is gained. Max stacks: 100.
Synergies:
I REALLY, REALLY HATE THAT GUY Lvl.3- Spider-Man (Classic), Spider-Man (Stark Enhanced), Spider-Man (Stealth Suit)
Shocker: Can now hold 2 additional rage passives before converting to Hatred.
Spider-Men: Evade abilities cannot trigger while blocking and have +500% ability accuracy while stunned.
Hey That's My Shtick- Electro
Shocker: Gauntlet attacks now deal direct damage instead of energy damage.
Electro: SP2 Power Steals 300% of Power gained from the attack.
Thug Life: Hood, Kingpin, Joe Fixit
Shocker: Confidence passives also increase attack rating by 12%.
The Hood: Gains +15% attack rating while Invisible.
Kingpin: Rage debuffs have a 25% chance to duplicate. Duplicates cannot make duplicates.
Joe Fixit: Double Down can be refreshed by a heavy attack.
Sinister What?: Vulture, Venom, Doctor Octopus
Shocker: Vibrational Shield Cooldown reduced by 1.5 seconds.
Vulture: Raptor Strike uses 17 less Chitauri Energy.
Venom: Genetic Memory Buffs can duplicate once each without counting towards max count.
Playstyle Notes: Shocker has never been a character that screamed "creativity". He's a tough guy in a cool suit that uses shockwaves to rob banks and fight Spider-Man. Therefore, I designed this concept of him to be simple, reminiscent of older times in MCOC, without being outdated like older champions. You hit him too much and get too parry-crazy? He's gonna hit hard and go unblockable. Fingers crossed he doesn't go for a Special Attack while he's at it. Bring power control, and preferably energy-resistant (Havok or Ultron, for example, would tear the poor guy to B-lister shreds.) champions, and play passively enough that you don't trigger Hatred. If he's awakened, he has power-based damage gimping, so power control is a must. Alternatively, you could mindless tear through his shield, but where's the sense of adventure? And as far as playing the man himself? Unawakened, he's a bore, with bad to meh utility and would be a bigger threat on autofight building up Rage.
Awakened, however, is a different story. He can build up some serious power gain as well as crit his brains out, and with all that extra power can choose to either go for the Weakness and Concussion of SP2 and SP3, good options if you're looking to neuter a boss or hard-hitter, or keep fighting with reckless abandon, hiding behind a cheese shield of damage reduction. I'd put him down as a pretty good champ with no amazing abilities but a blast to play and a killer of an Alliance War Defender.
(For completion's sake, here are his Special Abilities.)
Physical Resistance
Rage
Hatred
Weakness
Concussion
Direct Damage
Tol-Nok
Evilhawk
Ajax
Diableri of chaos
Mystic
Darkstar (sasha roerich)
MCU version
* Double/triple hit basics e.g. M-L-L-L-M would be 3-2-2-2-3
* Cannot be evaded
* Guaranteed evades
* Cannot be parried or perfectly blocked, and has block penetration that decreases based on how long his opponent has held block
* Vulnerable to projectiles
Fox version
* Multiple hit basics e.g. M-L-L-L-M would be 7-5-5-5-7
* Starts fight with 3 full bars of power (greyed out like Terrax) that decreases by 1% every time opponent’s HP decreases by 1%
* Whilst he has power every attempt to hit him will miss, and he has an unblockable passive
* Against telepaths his power drains from 100% to 0% over 10 seconds, at which point he becomes tethered and cannot attack/block/dex.
About Prowler:
Aaron Davis started out as a tech thief. After getting caught by Spider-Man, he became grateful that Spider-Man didn't turn him into the police, and started becoming a hero. Getting the new name “Prowler”
Prowlers Mechanics:
Prowler wields some of the best tech in the world. This allows him to have many different utilities. Such as true strike, immunities, and many other different powers. As he obtains more of his power meter, the higher damage he does. Prowler gains more and more block proficiency for every attack done on block. He gains extra energy damage on the special 2, based on the amount of “Claw buffs on him”.
Base stats & abilities:
Note: Based on 5 star rank 5
Health
32,562
Attack
3,986
Max P.I With Signature Ability
17,657
Max P.I Without Signature Ability
16,963
Block Proficiency
3542
Character Class: Skill
Basic Abilities: Vigilance, Prowler Claws, True Strike, Direct damage, Fury, Precision, Cruelty, Prowler Stealth mode, Prowler Damage, Power gain, Prowlers Search, Prowler Reveal, armor break, power lock, bleed, incinerate, coldsnap, shock, poison, weakness, and persistent charge
Strengths:
-Buffed up
Prowlers starts the fight immediately with his power gain, fury, and precision.
-Breakthrough
Prowler gets more block proficiency for each armor break debuff. You can choose between what you want more of, damage, block proficiency, or critical chance from the Prowler buffs. You can also choose which Prowler buff you want to start with from the persistent charge.
-Mix Master
When the opponent evades 5 times, Prowler gets a permanent true strike. For every time the opponent evades, Prowler also gains 10 percent extra attack
-Hit Me, I Dare You
Every 10 hits, prowler gives the opponent armor break.
-Explosive Personality
When the defender gets hit on block, they have a 50 percent chance to armor break
Weaknesses:
-Nullify
Prowlers' damage relies on his buffs. Nullify gets rid of buffs.
-Power Burn
Prowlers special attacks activate his different modes which allow him major damage
-Weakness
When Prowler gains weakness, the weakness potency is doubled. This does not apply if he’s in a Prowler mode.
Abilities:
-Prowler stealth mode-60 sec
Every single attack that the opponent would have landed, misses instead. This does not apply when the opponent hits the prowler's block. You can de-activate this by using a heavy attack.
-Prowler Damage Mode-60 sec
Every single attack done by Prowler consumes a hit for 10 extra damage. This scales based on the amount of hits you have landed. Prowlers critical damage is also increased based on your hit count. This can be removed by finishing a combo with a light attack
-Prowler Claws-Permanent
Each Prowler claw gives a 10 percent chance to activate bleed. And increases damage by 10 percent. When the special 2 is activated all prowler charges are dropped for energy damage.
Prowler Search-30 sec
The opponent is unavailable to evade, miss, or auto block when Prowler is searching. Upon expiry activate “Prowler Reveal”.
Prowler Reveal-25 sec
Each medium applies a passive armor break lasting 5 sec. The opponent is always passively petrified during this phase. When Prowler Reveal expires, do physical damage for 15 percent of the opponents health. This only occurs when the opponents rating is under prowlers
Pre-Fight Ability: Prowlers choice, and his choice only
Prowler gets to choose between his 2 different modes. You can choose to start with either “Prowlers Stealth mode” or “Prowler damage mode”. You may also choose to start with both of the modes. Each mode has a 2 fight cooldown on the pre-fight.
Heavy-Attacks:
Apply permanent passive armor breaks on the opponent. If the opponent reaches 5+ armor breaks, armor breaks become debuffs, and last 6 sec. Heavy attack also gives prowler 3 of his claws. Convert all Prowler debuffs into energy damage for 0.5 percent.
Special 1: Prowling Blast
Feel the blast of prowlers rain. Refresh Prowler stealth mode. Apply 2 weaknesses. Activate power lock for 4 sec. Apply 50 passive incinerates doing no damage.
Special 2: Prowling Cycle
Prowlers motorbike is summoned to destroy the opponent. Gives the opponent 3 stacks of incinerate. Refresh all prowler modes. Convert all Prowler Claws to Energy damage. Prowlers passive cruelty, fury, precision all change to a timer of 50 sec.
Special 3: Gadgets Made To Fight
Prowlers gadgets each do their own debuff. Apply weakness, amorbreak, bleed, poison, incinerate, Shock, Coldsap, and power lock. Generate 100 prowler claws. If any debuffs fail, all debuffs fail. Give the prowler an extra passive fury, passive cruelty, and passive precision. Each is permanent until you use the special 2.
Signature Ability: Destructive Tech (Based on a Sig 100)
Prowler gains extra attack by 10 percent for each passive debuff the opponent has. Prowlers attack is reduced based on if he has a class disadvantage. This also makes all prowler modes last longer.
Synergy Bonuses: (Based on 6 star)
Family (Miles Morales):
All champions: Gain 6 percent health
Caught by the hero (Spider-Man Classic, Spider man Stark-enhanced):
Prowler:
When Prowler would gain claw charges, he gets double
Spider man classic:
When the opponent has an armor break, spider man gets a fury every hit
Spider man (stark enhanced):
Emp web does 30% more power drain
Old Friends...(Coming soon, Rhino, Coming soon)
Rhino:
30 percent extra attack based on his every 10 hits. Stops count at 200 hits
Coming soon:
?
Coming soon:
?
Prowler:
30 percent attack based on signature ability
Tech heroes: (Iron man, and darkhawk):
Iron man:
50% chance to apply a weakness and armor break for every hit
Darkhawk:
Null mode can be triggered by getting hit 10 times
Prowler:
All prowler debuffs last 2 secs longer.
I think it would be nice if they added Knull the Symbiote God in a future update.
As one of his abilities would have regeneration, among his immunities would be to incineration, bleeding and poisoning.
His a
A singular ability could be symbiote god, which if a character with the simbonte category causes him a stun debuff at x time of battle and activates pain, to the characters in general he can apply bleeding debuffs and some exclusive debuff of the ( I just can't think of anything)
* Superior Spider-Man
* Anti-Venom
* Absolute Carnage
* Spider-Man 2099
* Quicksilver
* Odin
* Beyonder
*Lizard
*Sand Man
* Hydro man
* Doppelganger
*Scorpion
* Kaine
* Mystique
* Onslaught
* Korvac
* Baron Zemo
* Thor Herald of Galactus
* Captain America Worthy (end game version)
* Thor infinity war
* Black Panter Infinity War
And characters that can improve, Ultron and Dark Phoenix.
And a new version of the character, Thanos Infinity war
Lumen (Earth-616)
Smash (Earth-616)
Human Torch (Jim Hammond)
Reed Richards (Earth-4280)
Doom 2099 upgrade
Eternals team
Another spiderman miles morales
Another black panther
Spiderman 2099
Yelena belova
Kate bishop
Bullseye
Daken
Moonstone
Imagine nice holographic fire, chainsaw and infraspace weapons.
Singularity COSMIC
Great opportunity for some cool graphics for her skin and attacks.
MCU Spectrum / Monica Rambeau COSMIC
Valkyrie / Scrapper 142 SKILL
All Father Ultron (Earth-14831)
Synergys with: ultron, odin, thor and iron man
Sp1 should activate regeneration
Sp2 or Sp3 should stun the opponent
Strong Guy
Flint
Major Mapleleaf
Vindicator
Vespa
Melter
Pentigaar
Lord Armageddon
Cyrus black
Raptar
Timeslip (Mutant)
Echo (Skill)
Hammerhead (Skill)
The Maker (Science)
Shuma-Gorath (Mystic)
Shade (Jacob Nash)
Ultimo
Madame Swarm
Kangaroo
Jailer
2. Kurse
3. The Blob
4. What If universe ( Thor Venum )
5. Goliath ( Masters Of Evil )
6. Doc Samson ( Old rendition)
7. Madcap
8. Zeus
9. Thing ( Spiked version )
10. Hammerhead
https://en.wikipedia.org/wiki/Dracula_(Marvel_Comics)
Class: Science
Signature Ability - Living Sand
Flint's bitterness and anger towards society leads him and his sand to strike back in the most violent way.
Sandman's personal Debuffs last X% longer. +15% Duration Against Mystic and #Spider-Verse Heros Champions
When a Sanded or Grit Debuff is applied to the opponent, X% to apply a corresponding Sanded or Grit Debuff
Personal Debuffs are paused for 3.5 seconds when Sandman or the Opponent activates a Special Attack.
Passive
+748 Physical Resistance
Sandman's body both lacks both blood, flesh, and conductivity, giving him full immunity to Bleed, Poison, and Shock.
Flint's sand form makes him vulnerable to Incinerates and Energy Damage. Incinerates gain +30% Potency and Duration.
-743 Energy Resistance
Sanded
Sand exhausts the enemy weighing them down. Sanded reduces Defensive Power Gain by 10% lasting 10 seconds.
Grit
Grit in the eye is never fun. Grit reduces Ability Accuracy by 10% lasting 10 seconds.
All hits by Sandman and the opponent that are not non-contact and projectile based have 20% to Apply either Sanded or Grit
90% to Apply Grit when ending a combo with a medium attack
90% to Apply Sanded when ending a combo with a light attack
Physical Resistance and Critical Resistance Buffs on the opponent reduce the Potency of Grit and Sanded Debuffs by 14%. This cannot reduce the Potency below 0%.
Heavy Attacks
100% to Apply Sanded and Grit
Special Attacks
In either form, Special Attacks against Sandman suffer -20% Critical Rating due to his shifting sand body.
Sifting Sand Form
Sandman will start in Sifting Sand when entering a fight
+X Physcial Resistance
20% for all hits that make contact with Sandman to Glance
Non-Damaging Debuffs suffer -35% Duration and the opponent recieves -45% Defensive Power Gain. Additionally, the opponent suffers -55% Healing Potency from all sources.
However, Sandman has not focused his sand yet, giving him -15% Ability Accuracy. This does not affect the Parry Mastery nor Heavy Ability Accuracy.
Sanded Debuffs recieve +25% Potency and Duration
Solid Sand Form
To gather his sand into a more solid from, Dash back and hold block for 1.5 seconds.
+X Critical Resistance and +X Block Proficency
+15% Ability Accuracy and Perfect Block Chance
+2695 Attack Rating and +1245 Critical Damage Rating
Sandman has focused his form but cannot probe for weaknesses as well, giving him -15% Critical Rating.
Grit Debuffs recieve +25% Potency and Duration.
When a Debuff is Purified
If one of Sandman's personal Debuff is purified, apply Grit and Sanded. This has a cooldown of 15 seconds and cannot happen while in Solid Sand Form.
When a Special Attack is Activated
When the Opponent activates a Special Attack, apply Weakness, reducing Attack by 30% for 6 seconds. This can stack up to 3 times.
Against Mystic Champions
Effects applied by Special Attacks will apply through the block.
Special Attacks
Each hit of Sandman's Special Attacks does X Direct Damage for each Sanded and Grit Debuff. At the end of Special Attack, consume 50% of Grit and Sanded Debuffs.
While in Sifting Sand, Special Attacks have +X Critical Rating and do True Damage ignoring all Armor and Physical Resistance.
While in Solid Sand, Special Attacks have 75% to Stun for 2.5 seconds and the first hit of each Special Attack is Unblockable.
If #Spider-Verse Heros have both Grit and Sanded on them, regardless of the form, they suffer -105% Evade Ability Accuracy during Sandman's Special Attacks.
These effects will not trigger if the Opponent does not have at least one Sanded or Grit Debuff on them.
Special 1 - Fists of Sand
Sandman creates massive fists out of sand to pound the opponent.
Apply 2 Sanded and 2 Grit
Refresh all active Grit and Sanded debuffs.
At the end of this Special Attack, enter Sifting Sand. 6 second cooldown before being able to enter Stiff Sand.
Special 2 - Sand Wall of Weapons
Sandman forms a wall, letting out a sand fist, a sand club, and a... sand mace!? Then the opponent gets sand blasted to throw them clear.
Apply Grit and Sanded if 2 Grit and Sanded are active on the opponent upon activation of this special attack.
100% to apply Armor Break reducing Armor Rating by 1270 lasting 12 seconds
Special 3 - Sand Storm of Rage
Sandman unleashes all his rage in the form of a storm throwing the opponent under and around the sand before smashing them into the wall and leaving them defeated and buried.
100% to apply Quicksand, lasting 12 seconds. When under the effect of Quicksand, 35% when the opponent Dashes forward to be passively stunned for 1.25 seconds +65% when the opponent holds block for 1.75 seconds.
Consume all Sanded and Grit Debuffs to create a Regeneration Buff with each Sanded and Grit debuff granting +X Health per debuff consumed over 10 seconds. If no Grit and Sanded Debuffs are upon the opponent, the Regeneration Buff will not trigger.
Sometimes marvel decides to remove this character and not casted in any trilogy
Then means search these champions
Crystal
Puck
Aurora
Northstar
Shaman
And describe these champions class include dracula
But I believe one side he is also marvel character
There is supposedly a Blade movie in the making. Morbius is coming out too, rather soon i think. Dracula could show up in either.
And also to be fair, the version of dracula in the picture has been a more popular version over the last couple of years but its not the original so that could be a little confusing
When the blade confirms in mcu
Search this character
Wiccan and speed
Ulysses Klaw
Bastion
Mr.Fear
Caliban
Thor (special Battle Armor mejingjord)
It's a mutant no one would have ever thought of (or cosmic, or science)
Jack of Hearts
https://marvel.fandom.com/wiki/Jonathan_Hart_(Earth-616)
Lasher (Cosmic)
Sleeper (Cosmic)
Deathlok (Tech)
Spinneret (Tech)
Wallow
Crossfire
Power-Skrull
Growing man
Raze
Enforcer
Colonial punisher
Molecule Man
Wonder man
Red Ronin
Slayback
T-Ray