The Leader Class science with tech like abilities Size Small
Signature Ability The Leader unlocks his latent psychic abilities decreasing the time it takes to mind control the opponent by 1 second for every hit that makes contact(this does not apply to gamma beings), and all none contact attacks ignore armor rating.
Passive When fighting against lower life forms The Leader gains a pride debuff that prevents him from evading out of his own ignerans. (Lower life forms include hulk, gladiator hulk, abomination, man thing, rino, and juggernaut.)
When fighting like minded opponents he gains intelligence twice as fast.
All technological weapons start with a 50% chance to place concussion, poison, armor break, or shock debuff(view Tech Attacks below for more information.)
Mind control tech As The Leader fights he attempts to take control of the opponent's mind, so every 7 seconds the opponent will falter for 2 second increasing to 4 seconds when Intelligence is at 100.
When fighting Abomination he becomes mind controlled for twice as long.
Juggernaut, Magneto, and Professor X are immune to mind control.
Mental Aptitude With his mighty mind he has many Mental Aptitudes, each Aptitude is passive and recharge in different ways, and are permanent until put into cool down.
Pattern Recognition: The Leader can see patterns in the way his opponent attacks, if attacked by the same attack twice(unless he is blocking) The Leader will evade and passively stun the opponent for 1.5 seconds, recharge over 5 seconds.
Mental storage and retrieval: The Leader has an amazing memory and can retrieve past thoughts, Activates when the opponent lands a critical attack(even if it is blocked), knowing the strike he now prevents the opponent from dealing critical damage. Enters cool down if The Leader is knocked down for 10 seconds and must be reactivated.
logical and philosophical structuring: Using his understanding of the universe and the way that it works he analyzes the situation, The Leader must do nothing for 1.5 seconds for this to activate, While active all of The Leader’s attacks are critical and the opponent can not evade or auto block, The Leader’s attacks can not miss. This is deactivated when the opponent reaches a combo of 10, or 20 if the opponent has a class disadvantage, the cool down is 7 seconds.
Intelligence Every 2 seconds(4 seconds when fighting someone with class advantage) The Leader gains 5 intelligence, the more intelligent the more damage his technology does and the higher chance for The Leader to place debuffs.(max Intelligence 100)
Intelligence falls by 10 anytime the opponent purifies a debuff.
Every 5 intelligence The Leader’s technological weapons do X more energy damage and increases the chance to place a debuff by 2.5%.
Intelligence is passive and permanent.
If Intelligence is at 100 special 2 is unblockable and special 3 places one of each kind of debuff.
Intelligence falls by 15 when a Mental Aptitude is put into cool.
Tech Attacks Tech attacks do X more energy damage for every unique debuff on the opponent.
Attacks that use tech are as follows: medium, heavy, and special 1 are ray gun attacks and can place poison or shock, and poison deals X damage every tick over 7 seconds with a max stack of 5, shock deals X damage over 4 seconds with a max stack of 5. Special 2 and light attacks 2 and 5 are mental attacks which are non-contact and can place concussion or armor break, concussion reduces ability accuracy by 50% for 5 seconds with a max stack of 1, armor breaks lower armor rating and block proficiency by X for 7 seconds with a max stack of 3.
Special 1 Using tactical retreat The Leader throws a flash grenade to the ground(stunning the opponent for the duration of the special if they blocked the grenade) he then jumps back and uses his lazer pistols to shoot a barrage of shots at the opponent.
Power drains 15% of the opponent's power if they are directly hit by the lazers and 30% if the opponent is stunned. Special 2 Using The Leader’s mind control he forces Abomination to jump into the fight and attack the opponent ending his cambo with a head butt and then he jumps out of the fight.
Every hit that makes contact will place a poison that lasts 5 seconds and deals X damage per tick.
Special 3 The Leader points a button at the opponent and then presses it, after a few seconds a portal opens above the opponent and a robotic exoskeleton falls and pins the opponent to the ground. The Leader rises from the back and slowly enters the suit using to first throw the opponent against the wall after that it shoots two beams from each shoulder, then The Leader sets up the bot to fly into the wall and self destructed and fires himself out of the the machine to preserve his life as the bot finishes its final attack.
Power burns the opponent for half of the power that they currently have.
Maybe we could add more champions that could be tagged under Guardians of the Galaxy (like that Flag guy and Mantis) or from the 1969 team (Vanca Astro, Charlie-27, Nikki, Martines, Starhawk, Talon, etc).
btw, Yondu was part of the OG Guardians of the Galaxy, and some had a cameo in GOTG2 as the ravegers.
Madcap Spiderling Weapon H Silk Anaconda Puck Komodo Wasp (Nadia Pym) D-Man Griffin Spiderwoman (Ashley Barton) Wonder Man Rage Zzzax Devil Hulk Red She-Hulk
Exhort(a fan made character) Class Mutant Size Medium
Signature Ability Exhort grants 15% less energy to the opponent when striking or when being struck.
Passive Exhort’s genes are constantly changing any debuff placed on Exhort has a 10 % chance to cause Exhort to gain an energize buff that lasts 10 seconds and increases combat power rate by 20%, the chance of this being is increased by a flat 10% for every Gene that is active.(max stack 1)
Genes Exhort Starts the fight with 3 inactive genes(no duplicates) of these 6 types Mutant, Skill, Science, Cosmic, Mystic, and Tech when active they gain different abilities which are as follows:
Mutant: When active causes all other Genes to increase in potency by 50% and the opponent's ability acurricy to fall by 50%.
Skill: When Active any debuff placed on Exhort is 45% shorter and has a 15% chance of not being placed at all.
Science: When active if the opponent is close to Exhort they are afflicted by a poison debuff that deals X damage per second and is removed when the opponent is far from Exhort.
Cosmic: When active rotate between a furry that lasts 12 second that increases attack rating by X, and an armor that lasts 12 second and increases armor rating by X.(If purified it goes into cool down for 7 seconds and then returns to its rotation.)
Mystic: When active places a fate seal on the opponent that lasts 7 seconds then goes into cool down for seven seconds and then returns.
Tech: When active medium attacks are non-contact and grant no power to the opponent, non-contact attacks power drain 5% power.
Shift If a special 1 is used any non-active Genes are removed and randomly replaced with any other non-active Gene.
If a combo is ended with a medium attack move the first Gene(the one closest to the left) to the far right.
Mutate When Exhort Mutates he activates the Gene closest to the left that is not already active. Exhort Mutates when he hits the opponent with a heavy attack or is hit by a heavy attack.
If all the Genes on Exhort are active then he becomes a Superorganism.
As a Superorganism he regenerates all health lost by a damaging debuff when the debuff expires. He no longer can be harmed by light attacks however takes X more damage from special attacks, but resists the last hit.
Special 1 Exhort transforms his hand into a gun after which he shoots the opponent, he then teleports above the opponent and slams down on them.
If Exhort is a Superorganism the opponent is granted no power from this attack.
Special 2 Exhort releases an energy beam from his hands, after which he Splits using mitoses so that he can throw his clone at the opponent and detonate it.
If Exhort is a superorganism every hit in this special is critical.
Special 3 Exhort teleports in front of the opponent and grabs them by the neck, he then flies upwords high in the sky and begins to release energy at an accelerated rate as he becomes a living sun, he then uses all of the energy to fire a beam of pure solar energy at the opponent sending them back to the ground below.(this attack is entirely energy damage)
If Exhort is a Superorganism all Genes are deactivated and randomized however this attack deals a burst of physical damage equal to the damage of this attack.
Its worth a shot -This is what would razzel my dazzel to see tussel in a match one day.
1) Lizard AND Scorpian 2) Sandman AND Hydroman (Summer) 3) Lasher AND Scream 4) Absorbing Man 5) Infinite Stones Iron Man 6) Iron Spider 7) Dr. Karl Lykos (Sauron) 8) Morph
ONSLAUGHT would/ should by far be one of the coolest and best ever to enter the contest!!! Immeasurable strength with the abilities of professor x, magneto, nate grey and franklin richards!! Beyond omega level, I strongly suggest!!!
I have suggestions for champions to enter in the contest but will only mention 3 of each class, I will also suggest the the next Character Theme. I noticed in 2019, They released all the FF over the year. 2020 it was galactus Heralds. 2021 has two main options in my opinion. I would like to see the U-Foes (Vapor, Vector, X-ray, and Ironclad) introduced in the year. The next best option I think would four new horsemen of the Apocalypse.
I will not include anyone in the Chose the Champion contest. I want to continue brand new options. now onto the suggestions by class starting with : COSMIC: Moondragon, Quasar, Super Skrull TECH: Viv Vision, Deathlocket, Arcade Mutant: Shadowcat, Rictor, Justice (Vance Astro) Skill: Shang-Chi, Patriot (Rayshaun Lucas) ,Black Cat Science: Silk, Speedball, Scorpion Mystic: Snowbird.Silver Dagger, White Fox
I know people say that they are tired of spiderman variants but for some it's never enough!!! Can you plz add classic superior spiderman suit also known as superior spiderman suit 1!!!
* Captain America (end game) * Class mystic * bio: the super-soldier has proven himself worthy of wielding the mighty hammer Mjölnir, command over lightning, , Cap is a born leader of humans, heroes, and gods, all the while continuing to do what he believes is right — saving the world one clandestine mission at a time. * Tags #Avengers #Defensive: Utility #Hero #Size: M * Signature ability: Unbreakable will While Heavy Attack Charging cap activates charge for the next 5 second(s), reducing all damage by 50%, plus +1% for each Safeguard Once this ability finishes, it goes into cooldown and cannot be reactivated for 20 seconds. Unbreakable will will also trigger when cap is Stunned. Unbreakable will will also trigger when the Opponent would deal 300% or more of their Attack Rating with a Basic Attack, or 300% or more of their Attack Rating with a Special Attack Hit. This trigger ignores the ability cooldown. * Abilities ** Safeguard Passive Captain America’s vibranium shield can store up to 10 charges. He will not generate any new charge while at this limit. 50% Chance when Blocking to gain +1Safeguard. This chance increases to 100% on a Well Timed Block. 100% Chance when Stunned or when cap stun the opponent to gain +1 Safeguard. Safeguard falls off over time, falling off faster the longer its been since it last increased. 100% chance to Nullify Unstoppable Buffs when striking the Opponent. +30% chance to cause Opponent’s attacks to Glance. Glancing Hits cannot be Critical, deal 50% reduced damage, and suffer -100% Offensive Ability Accuracy. This chance increases by 100% against Mystic and cosmic Champions. 10 charges makes his attacks unblockable Entering this Safeguard has a 100% chance to Purify a Debuff by consumin ** Fractured shield Each Safeguard increases Perfect Block chance by 5%. Perfect Blocks reduce incoming damage to 0. While the Shield is intact, cap can block Heavy and Unblockable Attacks and gains X Block Proficiency. Blocking a Heavy or Unblockable Attack reduces Shield Safeguard to 0, however all hits of the incoming Attack can be blocked. When reaching 0 Safeguard the Shield is Fractured, entering cooldown for 8 seconds. This cooldown increases by 300% each time Fracture occurs. When cooldown ends, the Shield is repaired at 7 Safeguard. On Fracture vibranium shards from the vibranium shield burst onto the Opponent, inflicting a Stun Debuff for 1.9 seconds. ** lightning clouds Special Attack 1: 100% chance to Shock your opponent, dealing 233.55 - 884.25 Energy damage over 8 seconds. Special Attack 2: 100% chance to Shock your opponent, dealing 242.2 - 917 Energy damage over 8.5 seconds, 100% chance to inflict Bleed, dealing 488.7 - 1854.9 Direct Damage over 4 seconds Special Attack 3: 100% chance to Shock your opponent, dealing X Energy Damage over 5 seconds. This Special Attack can only inflict up to maximum of 20% of the opponent’s max Health as damage unblockable for 5 seconds After any Special Attack, Captain America consumes all Safeguard. ** Stun Stun prevents Champions from being able to move for several seconds. When a Champion is Stunned, it leaves them vulnerable to attack. All Attacks: Striking an opponent that has been Shocked has a 30% chance to Stun them for 1 seconds. ** Shock Resistance Passive: 70% Shock and stun Resistance.
Comments
Morbius the living vampire
Sentinel X (Shogo lee)
Cecilia Reyes
Cannonball
Karma
Rockslide
Armor
Kate pryde
Jubilee
Blue marvel
Blackout
Iron Maiden
Devil-slayer
Demogoblin
Dazzler
Lilith
Oblivion
Lady death
Kraven the hunter
Beta ray bill
Shadow king
Captain Britain
Omega sentinel
Vulcan
Bor
Modi thorson
Onslaught
Sebastian Shaw
Madam masque
Riptide
Mystique
Class science with tech like abilities
Size Small
Signature Ability
The Leader unlocks his latent psychic abilities decreasing the time it takes to mind control the opponent by 1 second for every hit that makes contact(this does not apply to gamma beings), and all none contact attacks ignore armor rating.
Passive
When fighting against lower life forms The Leader gains a pride debuff that prevents him from evading out of his own ignerans. (Lower life forms include hulk, gladiator hulk, abomination, man thing, rino, and juggernaut.)
When fighting like minded opponents he gains intelligence twice as fast.
All technological weapons start with a 50% chance to place concussion, poison, armor break, or shock debuff(view Tech Attacks below for more information.)
Mind control tech
As The Leader fights he attempts to take control of the opponent's mind, so every 7 seconds the opponent will falter for 2 second increasing to 4 seconds when Intelligence is at 100.
When fighting Abomination he becomes mind controlled for twice as long.
Juggernaut, Magneto, and Professor X are immune to mind control.
Mental Aptitude
With his mighty mind he has many Mental Aptitudes, each Aptitude is passive and recharge in different ways, and are permanent until put into cool down.
Pattern Recognition: The Leader can see patterns in the way his opponent attacks, if attacked by the same attack twice(unless he is blocking) The Leader will evade and passively stun the opponent for 1.5 seconds, recharge over 5 seconds.
Mental storage and retrieval: The Leader has an amazing memory and can retrieve past thoughts, Activates when the opponent lands a critical attack(even if it is blocked), knowing the strike he now prevents the opponent from dealing critical damage. Enters cool down if The Leader is knocked down for 10 seconds and must be reactivated.
logical and philosophical structuring: Using his understanding of the universe and the way that it works he analyzes the situation, The Leader must do nothing for 1.5 seconds for this to activate, While active all of The Leader’s attacks are critical and the opponent can not evade or auto block, The Leader’s attacks can not miss. This is deactivated when the opponent reaches a combo of 10, or 20 if the opponent has a class disadvantage, the cool down is 7 seconds.
Intelligence
Every 2 seconds(4 seconds when fighting someone with class advantage) The Leader gains 5 intelligence, the more intelligent the more damage his technology does and the higher chance for The Leader to place debuffs.(max Intelligence 100)
Intelligence falls by 10 anytime the opponent purifies a debuff.
Every 5 intelligence The Leader’s technological weapons do X more energy damage and increases the chance to place a debuff by 2.5%.
Intelligence is passive and permanent.
If Intelligence is at 100 special 2 is unblockable and special 3 places one of each kind of debuff.
Intelligence falls by 15 when a Mental Aptitude is put into cool.
Tech Attacks
Tech attacks do X more energy damage for every unique debuff on the opponent.
Attacks that use tech are as follows: medium, heavy, and special 1 are ray gun attacks and can place poison or shock, and poison deals X damage every tick over 7 seconds with a max stack of 5, shock deals X damage over 4 seconds with a max stack of 5.
Special 2 and light attacks 2 and 5 are mental attacks which are non-contact and can place concussion or armor break, concussion reduces ability accuracy by 50% for 5 seconds with a max stack of 1, armor breaks lower armor rating and block proficiency by X for 7 seconds with a max stack of 3.
Special 1
Using tactical retreat The Leader throws a flash grenade to the ground(stunning the opponent for the duration of the special if they blocked the grenade) he then jumps back and uses his lazer pistols to shoot a barrage of shots at the opponent.
Power drains 15% of the opponent's power if they are directly hit by the lazers and 30% if the opponent is stunned.
Special 2
Using The Leader’s mind control he forces Abomination to jump into the fight and attack the opponent ending his cambo with a head butt and then he jumps out of the fight.
Every hit that makes contact will place a poison that lasts 5 seconds and deals X damage per tick.
Special 3
The Leader points a button at the opponent and then presses it, after a few seconds a portal opens above the opponent and a robotic exoskeleton falls and pins the opponent to the ground. The Leader rises from the back and slowly enters the suit using to first throw the opponent against the wall after that it shoots two beams from each shoulder, then The Leader sets up the bot to fly into the wall and self destructed and fires himself out of the the machine to preserve his life as the bot finishes its final attack.
Power burns the opponent for half of the power that they currently have.
Anti-man
Ares
Black knight
King Hyperion
Maker
Whiplash
Deacon frost
Legion
Beta ray bill
Silver samurai
btw, Yondu was part of the OG Guardians of the Galaxy, and some had a cameo in GOTG2 as the ravegers.
Malekith the accursed
Black Tom Cassidy
Lady sif
Ezekiel stane
Machine man
Hannibal king
Jigsaw
Dracula
Laufey
Madcap
Spiderling
Weapon H
Silk
Anaconda
Puck
Komodo
Wasp (Nadia Pym)
D-Man
Griffin
Spiderwoman (Ashley Barton)
Wonder Man
Rage
Zzzax
Devil Hulk
Red She-Hulk
Lady deathstrike
Captain Britain
Adam warlock
Magus
Modi thorson
Galactus
Red shift
Firelord
Morg
Scream
Zadkiel
Acroyear
Hepzibah
Mimic
American son
Mister M
Spymaster
Kingo sunen
Scalphunter
Occulus
Class Mutant
Size Medium
Signature Ability
Exhort grants 15% less energy to the opponent when striking or when being struck.
Passive
Exhort’s genes are constantly changing any debuff placed on Exhort has a 10 % chance to cause Exhort to gain an energize buff that lasts 10 seconds and increases combat power rate by 20%, the chance of this being is increased by a flat 10% for every Gene that is active.(max stack 1)
Genes
Exhort Starts the fight with 3 inactive genes(no duplicates) of these 6 types Mutant, Skill, Science, Cosmic, Mystic, and Tech when active they gain different abilities which are as follows:
Mutant: When active causes all other Genes to increase in potency by 50% and the opponent's ability acurricy to fall by 50%.
Skill: When Active any debuff placed on Exhort is 45% shorter and has a 15% chance of not being placed at all.
Science: When active if the opponent is close to Exhort they are afflicted by a poison debuff that deals X damage per second and is removed when the opponent is far from Exhort.
Cosmic: When active rotate between a furry that lasts 12 second that increases attack rating by X, and an armor that lasts 12 second and increases armor rating by X.(If purified it goes into cool down for 7 seconds and then returns to its rotation.)
Mystic: When active places a fate seal on the opponent that lasts 7 seconds then goes into cool down for seven seconds and then returns.
Tech: When active medium attacks are non-contact and grant no power to the opponent, non-contact attacks power drain 5% power.
Shift
If a special 1 is used any non-active Genes are removed and randomly replaced with any other non-active Gene.
If a combo is ended with a medium attack move the first Gene(the one closest to the left) to the far right.
Mutate
When Exhort Mutates he activates the Gene closest to the left that is not already active. Exhort Mutates when he hits the opponent with a heavy attack or is hit by a heavy attack.
If all the Genes on Exhort are active then he becomes a Superorganism.
As a Superorganism he regenerates all health lost by a damaging debuff when the debuff expires. He no longer can be harmed by light attacks however takes X more damage from special attacks, but resists the last hit.
Special 1
Exhort transforms his hand into a gun after which he shoots the opponent, he then teleports above the opponent and slams down on them.
If Exhort is a Superorganism the opponent is granted no power from this attack.
Special 2
Exhort releases an energy beam from his hands, after which he Splits using mitoses so that he can throw his clone at the opponent and detonate it.
If Exhort is a superorganism every hit in this special is critical.
Special 3
Exhort teleports in front of the opponent and grabs them by the neck, he then flies upwords high in the sky and begins to release energy at an accelerated rate as he becomes a living sun, he then uses all of the energy to fire a beam of pure solar energy at the opponent sending them back to the ground below.(this attack is entirely energy damage)
If Exhort is a Superorganism all Genes are deactivated and randomized however this attack deals a burst of physical damage equal to the damage of this attack.
1) Lizard AND Scorpian
2) Sandman AND Hydroman (Summer)
3) Lasher AND Scream
4) Absorbing Man
5) Infinite Stones Iron Man
6) Iron Spider
7) Dr. Karl Lykos (Sauron)
8) Morph
Ty.
Antman should should be and have more abilities and be little more powerful. Come on Kabam!
I will not include anyone in the Chose the Champion contest. I want to continue brand new options. now onto the suggestions by class starting with :
COSMIC: Moondragon, Quasar, Super Skrull
TECH: Viv Vision, Deathlocket, Arcade
Mutant: Shadowcat, Rictor, Justice (Vance Astro)
Skill: Shang-Chi, Patriot (Rayshaun Lucas) ,Black Cat
Science: Silk, Speedball, Scorpion
Mystic: Snowbird.Silver Dagger, White Fox
Klaw
Stilt-Man
Viv
Leap Frog
Death's Head
Hobgoblin
Brain Drain
https://marvel.fandom.com/wiki/Blue_Dragon_(Earth-TRN012)
Controller
Firestar
Jocasta
Beyonder
Blue marvel
Hobgoblin
Sandman
Recorder 451
Recorder RE-404
Moonstone
Ymir
Desak
Nobilus
Hyrm
Throg
Thunderstrike
Dagger
Sleepwalker
Gargoyle
Ares
Pip the Troll
Clea
Cloak
Captain Universe
Blue Hulk
Kindred
The griever at the end of all things
Donald Blake
* Class mystic
* bio:
the super-soldier has proven himself worthy of wielding the mighty hammer Mjölnir, command over lightning, , Cap is a born leader of humans, heroes, and gods, all the while continuing to do what he believes is right — saving the world one clandestine mission at a time.
* Tags
#Avengers
#Defensive: Utility
#Hero
#Size: M
* Signature ability: Unbreakable will
While Heavy Attack Charging
cap activates charge for the next 5 second(s), reducing all damage by 50%, plus +1% for each Safeguard
Once this ability finishes, it goes into cooldown and cannot be reactivated for 20 seconds.
Unbreakable will will also trigger when cap is Stunned.
Unbreakable will will also trigger when the Opponent would deal 300% or more of their Attack Rating with a Basic Attack, or 300% or more of their Attack Rating with a Special Attack Hit. This trigger ignores the ability cooldown.
* Abilities
** Safeguard
Passive
Captain America’s vibranium shield can store up to 10 charges. He will not generate any new charge while at this limit.
50% Chance when Blocking to gain +1Safeguard. This chance increases to 100% on a Well Timed Block.
100% Chance when Stunned or when cap stun the opponent to gain +1 Safeguard.
Safeguard falls off over time, falling off faster the longer its been since it last increased.
100% chance to Nullify Unstoppable Buffs when striking the Opponent.
+30% chance to cause Opponent’s attacks to Glance. Glancing Hits cannot be Critical, deal 50% reduced damage, and suffer -100% Offensive Ability Accuracy. This chance increases by 100% against Mystic and cosmic Champions.
10 charges makes his attacks unblockable
Entering this Safeguard has a 100% chance to Purify a Debuff by consumin
** Fractured shield
Each Safeguard increases Perfect Block chance by 5%. Perfect Blocks reduce incoming damage to 0.
While the Shield is intact, cap can block Heavy and Unblockable Attacks and gains X Block Proficiency.
Blocking a Heavy or Unblockable Attack reduces Shield Safeguard to 0, however all hits of the incoming Attack can be blocked.
When reaching 0 Safeguard the Shield is Fractured, entering cooldown for 8 seconds. This cooldown increases by 300% each time Fracture occurs. When cooldown ends, the Shield is repaired at 7 Safeguard.
On Fracture
vibranium shards from the vibranium shield burst onto the Opponent, inflicting a Stun Debuff for 1.9 seconds.
** lightning clouds
Special Attack 1: 100% chance to Shock your opponent, dealing 233.55 - 884.25 Energy damage over 8 seconds.
Special Attack 2: 100% chance to Shock your opponent, dealing 242.2 - 917 Energy damage over 8.5 seconds, 100% chance to inflict Bleed, dealing 488.7 - 1854.9 Direct Damage over 4 seconds
Special Attack 3: 100% chance to Shock your opponent, dealing X Energy Damage over 5 seconds.
This Special Attack can only inflict up to maximum of 20% of the opponent’s max Health as damage
unblockable for 5 seconds
After any Special Attack, Captain America consumes all Safeguard.
** Stun
Stun prevents Champions from being able to move for several seconds. When a Champion is Stunned, it leaves them vulnerable to attack.
All Attacks: Striking an opponent that has been Shocked has a 30% chance to Stun them for 1 seconds.
** Shock Resistance
Passive: 70% Shock and stun Resistance.
Chipmunk Hunk
Mockingbird
Captain America (Sam Wilson)
Hawkeye (The Wastelands)
Diamondback
Koi Boi
Red Wolf