Mikhail Rasputin Whizzer Mastermind Sunfire Thunderbird Husk Banshee Karma Mr. Immortal Mystique Penance Sebastian Shaw Random Nuke Unus the Untouchable Toad Mondo Polaris X-Man Aurora Emplate Destiny Morrigan Mimic Boom Boom Darkstar Stryfe Gideon Siryn Black Tom Cassidy Gateway Northstar Major Victory
Signature Ability - Tactile Thinker Nighhawk has countermeasures for every class and other ones to increase his survival odds Science - Nighthawks hits that bleed are true striked preventing evade and Nighthawk recieves X% crit chance Skill - Nighthawk recieves 10% more resistance to bleed and 5% more evade chance Mutants - Nighthawk decreases special attack damage by X% and gains 10% potency on his power drain Cosmic - All debuffs placed on Nighthawk's opponent decrease the potency and duration of buffs by 5%, max 35% Tech - Nighthawk's armor break on the Special 2 is upgraded to an armor shattered and Nighthawk gains X armor Nighthawk has a 25% chance to evade all regular attacks Nighthawk's heal block becomes passive Nighthawk's recharge on his safeguard is decreased by 1 second
Immunities Nighthawks suit is insulated and equiped with a bulletproof vest giving him immunity to shock and 80% resistance to bleed
Safeguard Nighthawk starts the battle with a safeguard. It does not allow for more than 5% of his health to be taken and once removed comes back after 9 seconds.
Razor Attacks Nighthawk has razor sharp blades attached to his hands. The blades make contact on his mediums and second light attack. Each hit has a 25% chance to bleed dealing X attack over 9 seconds. The last hit of Nighthawks sp 2 and sp 3 has 100% to critical bleed for X attack over 6 seconds. If the opponent is immune to bleed, Nighthawk activates his contigency, charging his blades with electricity which applies shocks instead of bleeds. Shocks last the same in duration but when a crit bleed would be activated it is just a shock with 20% potency.
Precsion and Cruelty On activation of special attack, Nighthawk gains a precison and cruelty buff increasing crit chance by X percent and crit damage by X%. Every special attack after that refreshes any active cruelty and precision.
Special Attacks Special 1 - Power Contingency Nighthawk deploys his plan to deal with power gain. Applies a crit bleed dealing X damage over 6 seconds and Drains 1 bar of power on last hit
Special 2 - Armor Contingency Nighthawk deploys his plan to deal with armor ups This attack does true damage Applies 10 second armor break and and crit bleed dealing X damage over 6 seconds
Special 3 - The Most-Effective Contigency Nighthawk beats his opponent into his trap and as they explode upward, Nighthawk leaps up to slam them back down guaranteeing no recovery. Applies 3 second stun, 10 second heal block, and crit bleed lasting 6 seconds dealing X damage.
Hulk(Overhaule Buff) Class Science Size Extra-Large
Signature Ability Leave Hulk Alone: Gain 1 persistent charge every time Hulk wins a fight and loss 1 when Hulk falls in battle(Max charges 5), for every charge Hulk gains 10 Rage at the start of the fight.
Passive Hulk regens X health per second.
When fighting gamma beings he gains a 20% regen increase due to more gamma absorption.
Tenacity Hulk starts with a 20% chance to tenacity any debuff that is not passive, every time that Tenacity activates increase the chance by 15%.
Rage Hulks rage grows throughout the fight.
Rage increases by 2 when struck, 1 when striking, 4 with well timed blocks, and 5 when being hit by or dealing damage through a special attack.(Rage max stack 50)
Hulk gains an increased attack rating of X per Rage stack, and all regen abilities increase in strength by 3% per Rage stack.
When Rage stacks are at max gain an additional burst of X physical damage per hit, but relieves 5 Rage when striking and 10 when special is activated and can no longer gain Rage offensively. Rage will act this way until Rage falls to 0.
Fracture and Rupture Hulk has a 100% chance to place a Fracture dealing X damage over 4 seconds when the opponent is stunned, every hit in Hulks heavy has a chance 50% to place a Rupture dealing X extra physical damage when the opponent is struck.
Hulk is the Strongest There is When the opponent is below 15% health Hulk permanently taunts the opponent for the rest of the fight.
If the opponent is taunted Hulk can activate his special attacks in the middle of the opponents specials(not special 3) and stun the opponent with fear.
Hulk Smash Every 13 seconds Hulk becomes extra angre with a passive Hulk Smash buff that is removed after hitting the opponent and does not stack, when active Hulks next attack will be unblockable and has a 75% increased critical chance.
If the Hulk Smash attack is a heavy Hulk gains 1 furry lasting 6 seconds that increases attack by X, if it is a special attack gain 3 furries that last 8 seconds and increase attack by X.
Special 1 Has a 100% chance to stun the opponent for 1 second.
Special 2 If this attack is unblockable place 3 petrify debuffs that last 10 seconds.
Special 3 Gain 15 Rage, if at max Rage state stun the opponent for 2 seconds.
Nova (Frankie Raye) Ego the Living Planet Captain Universe Odin Terminus Brood (the one from Planet Hulk) Crystal Charlie-27 Captain Marvel (Mar-Vell) Gorgon Valkyrie Starhawk Ymir Balder the Brave Martinex Lunatik Impossible Man Sersi Triton Firelord Omega the Unknown
Hydroman Killraven Ravage 2099 Bova Morpheus Hulk 2099 Doop (at least I think he'd be a science champion) Mister Negative Leader Captain America (Danielle Cage)
Class - Mystic Signature Ability - The Power Prism Dr. Spectrum's power is derived from the Power Prism giving him control over energy abilities, using them to help him rather than hurt. Bursts or detonations of energy damage do 85% less damage and give him X of a bar of power. Shocks and Incinerate do nothing but give him X power for each second their active. Incinerates also do not reduce block proficency but increase it by 25%. If any of these energy abilties happen against Dr. Spectrum, apply two Rift Charges upon opponent.
Discharge, Absorption, Displacement Dr. Spectrum starts off the battle in the Absorption Phase which is indefinte. While in Absorption Phase critical hits, heavy attacks, and hits on the end of an combo apply a Rift Charge on the opponent, max of 25. Absorption Phase also has Dr. Spectrum take 60% less damage from opponents who deal energy damage.
To enter Displacement Phase, dodge back and hold block for 1.0 second. Displacement provides 100% chance that all hits will falter and put one Rift charge per hit faltered. Dr. Spectrum also recieves 35% critical chance on regular hits and 45% critical chance on Special attacks. Displacement lasts 15 seconds.
Discharge Phase Activates on Special 2 and Special 3 and lasts 15 second. Dr. Spectrum gains 100% attack and Rift charges provide 30% more energy burst damage. Staggers also lasts two seconds longer. Discharge lasts 15 seconds.
Rift Charges Dr. Spectrum using his power to put Rifts upon the enemy. Rifts give Dr. Spectrum 2% increased power gain and allow Dr. Spectrum to deal bursts of energy damage for each Rift charge upon then enemy. Dr. Spectrum cannot apply more then 25 Rift charges. Power slips away in the Rifts and each Rift charges also lowers power gained on the opponent by 2%.
Staggers Dr. Spectrum applies staggers on heavy attack and special attacks which all last 11 seconds.
Special Attacks Special One - Your power is mine! Dr. Spectrum blasts his opponent before leaping forward to leech power away. Power stolen comes back to Dr. Spectrum as health in a proportionate amount. Applies one stagger and 3 rift charges.
Special Two - You can't have my power! Dr. Spectrum kicks his opponent away before unleashing a large blast of energy. If not already in Discharge phase, Dr. Spectrum enters Discharge Phase for 15 seconds. If already in Discharge phase, refresh any pre-existing Discharge Phase and stack another Discharge Phase with 35% less potency and duration. Applies one stagger
Special Three - Energy Obliteration Dr. Spectrum blasts his opponent repeatendly before throwing them in an energy vortex to tumble around before punching them out. If not already in Discharge phase, Dr. Spectrum enters Discharge Phase for 15 seconds. If already in Discharge phase, refresh any pre-existing Discharge Phase and stack another Discharge Phase with 35% less potency and duration. Applies 3 staggers and one 8 second power lock.
Extra Notes - Dr. Spectrum cannot stack his Discharge Phase more than twice. Abosrption Phase cannot be active while Discharge or Displacement are active. Displacment Phase cannot stack but can be active during Discharge Phase. Additonally, Displacement Phase has a 12 second cooldown. All of Dr. Spectrum's attacks do energy damage except the first hit of his Special 2 which does physical damage. Dr. Spectrum is also 15% more vulernable to physical damage in all forms.
Special attacks Special 1: stun missile system- Crimson Dynamo electrifies his fist then fires 3 missiles from his gauntlet
Special 2: Vanko's Vengeance- Crimson Dynamo fires an EMP pulse then launches a mini ICBM before ripping the up the ground and decking his enemy just as the missile lands
Special 3: Crimson Holocaust- Crimson Dynamo's short fuse ends up with him smashing his opponent into the ground temporarily incapacitating them with shock bolas before flying into space and activating an Soviet orbital weapons platform, ending his opponent with a nuke or two.
Awakened ability: Death Pulse- as Crimson Dynamo gains more armour ups he supercharges his armour and when he reaches 6 armour up buffs he places a degeneration debuff on his enemy
Synergies: Arc Reactor rivals- Iron Man(Infinity War), Iron Man, Iron Patriot, War Machine, Coming Soon(Iron Monger?) Russians- Black Widow, Red Guardian, Black Widow(Deadly Origin) Friends- Kingpin, Taskmaster
Baron Zemo Special attacks Special 1: Shoot And Slash- Zemo pulls out his Beretta and fires a few shots to disorient his foe before horizontally slashing his foe's body
Special 2: Riposte Revenge: Zemo showcases his exceptional talent with a sword as he brutally stabs and slashes his foe before smacking them on the head with the pommel of his sword and moving back for an edge on his enemy
Special 3: Time to see an empire fall: Zemo uses his knowledge of the sword and guns to obliterate his enemy
Awakened ability: EKO Scorpion training- Zemo's time as a black ops soldier makes him even more deadlier as each fury buff becomes permanent on him
Synergies: Civil War- Captain America, Iron Man Thunderbolts- Venom, Red Hulk, Iron Patriot Friends- Red Skull, Taskmaster Nemesis- Winter Soldier, Falcon, Captain America
Hello! This is my first upload to the forums and I think that White Tiger (Ava Ayala) would be a great option along with Mantis (MCU style) with Psylocke (classic purple uniform) being another good addition (but probably not as much of a priority). For male champions I think Goliath (Bill Foster) and Whiplash would be good! Hope you consider some of these characters!
Class - Tech Signature Ability - Meltdown Ultimo absorbs heat energy to run his systems. At max Geothermal Energy, the space around Ultimo becomes superheated dealing X damage per second the opponent is in the field. Active incinerates are paused within the field and perfect block chance is reduced to 0%. Any incinerates applied at the time are even hotter recieving 20% potency and duration. This lasts 15 seconds before Geothermal Energy resets.
#Robot Ultimo is a robot with advanced systems that run off massive amounts of Geothermal energy. Ultimo has lack of blood providing him full immunity to poison and bleed affects. Running off Geothermal Energy gives Ultimo 100% resistance to incinerates. For each incinerate is active on him or the enemy, Ultimo gains 3% power gain and attack and every second an incinerate is active gives 3 Geothermal Energy.
Geothermal Energy , Persistant Charge Ultimo abosrbs heat energy in variety of ways to charge himself up. This is measured in Geothermal Energy, max 100. Upon reaching 100 Geothermal Energy, gain a 120% fury buff lasting 15 seconds. While this fury buff is active, UItimo is stun-immune, armor break immune, coldsnap immune, and his heavy is passively unstoppable. With the awakened abiltiy, Ultimo gains his superheated field for the duration of the fury. When the fury ends, Ultimo will reset to 20 charges. With use his persistant charge, he can save 75% of his charges for the next fight.
Ultimo gains 1 Geothermal Energy for each hit achieved. Ultimo gains Geothermal Energy off incinerates and special attacks. Ultimo loses 5 energy when a heavy attack hits him and when an incinerate fails to apply. Ultimo loses 1 energy for each second a coldsnap is active on him.
Ultimo gains other bonuses at certain Energy amounts At 25+ energy, gain an indefinte armor up At 50+ energy, Armor breaks applied recieve 30% potency At 75+ energy, Stuns applied are one second longer
Heavy Attacks Ultimo's heavy animation - Ultimo increses in size slightly and glows absorbing energy before releasing a wave of heat Ultimo when charging his heavy will steal power from the enemy and convert it into Geothermal Energy. The opponent has to be nearby for Ultimo to steal power. Ultimo steals power at a rate of 5% a bar of power every .5 seconds. Each 5% stolen is converted into 3 Geothermal Energy. Upon hitting a heavy, apply one incinerate doing X damage over 10 seconds and reducing block proficency by 70%. This costs 5 Geothermal Energy to apply
Special Attacks Special 1 - Targeted Fire Ultimo stomps the ground before lasering his opponent with his eyes Applies one incinerate dealing X damage over 10 seconds.This cost 5 Geothermal Energy. Ultimo's lasers are so powerful they burn the opponent through block.
Special 2 - Destruction Punch Ultimo pounds the ground twice before delivering an earth shattering uppercut to launch the opponent backward. Applies 4 second stun and 12 second armor break reducing armor by X
Special 3 - Full Power Directed Ultimo unleashes a heat wave so hot it brings his opponent to the ground. Ultimo grows and picks his opponent up before lasering them with eyes and punching them into the ground. 3 incinerates are applied dealing X damage over 10 seconds. An 8 second power lock is applied reducing power gain 100%
Extra Notes - Ultimo gains 1 Geothermal Energy off getting hit from regular attacks not counting specials and heavys. Ultimo starts off the battle with 0 Geothermal Energy. Ultimo is a champion with a chunky healthpool.
I really think this game should add Giant Man (Hank Pym) and the original Wasp (Janet Van Dyne). I mean, seriously, you have so many Avengers even the same character in multiple version but you left out 2 of it’s founding members? These two are also very important characters in Marvel comic universe. You can just use Sentinel for the basic model for Giant Man and Hope for Janet with new skins.
Beetle (Abner Jenkins) Chrome High Evolutionary Egghead Ghost Rider 2099 Songbird Doom 2099 Zeke Stane Beetle (Janice Lincoln) Crimson Dynamo Shuri Ghost (Classic) Tomorrow Man Awesome Android Iron Maiden Blue Eagle Iron Patriot (Toni Ho) Justice Peace Flipside Master Mold
Comments
SONGBIRD
BEETLE
FRANKLIN RICHARDS
FIRE LORD
BLACK CAT
SILVER SABLE
BLOB
TOAD
GIANT MAN
STATURE
BLACK NIGHT
SIRCE
ENCHANTRESS
EXECUTIONER
CLEA
NIGHTMARE
Mikhail Rasputin
Whizzer
Mastermind
Sunfire
Thunderbird
Husk
Banshee
Karma
Mr. Immortal
Mystique
Penance
Sebastian Shaw
Random
Nuke
Unus the Untouchable
Toad
Mondo
Polaris
X-Man
Aurora
Emplate
Destiny
Morrigan
Mimic
Boom Boom
Darkstar
Stryfe
Gideon
Siryn
Black Tom Cassidy
Gateway
Northstar
Major Victory
Destroyer
Crimson sage (earth 9997)
Super-skrull
Bug-Eyed Voice
Mojo II
Class - Skill
Signature Ability - Tactile Thinker
Nighhawk has countermeasures for every class and other ones to increase his survival odds
Science - Nighthawks hits that bleed are true striked preventing evade and Nighthawk recieves X% crit chance
Skill - Nighthawk recieves 10% more resistance to bleed and 5% more evade chance
Mutants - Nighthawk decreases special attack damage by X% and gains 10% potency on his power drain
Cosmic - All debuffs placed on Nighthawk's opponent decrease the potency and duration of buffs by 5%, max 35%
Tech - Nighthawk's armor break on the Special 2 is upgraded to an armor shattered and Nighthawk gains X armor
Nighthawk has a 25% chance to evade all regular attacks
Nighthawk's heal block becomes passive
Nighthawk's recharge on his safeguard is decreased by 1 second
Immunities
Nighthawks suit is insulated and equiped with a bulletproof vest giving him immunity to shock and 80% resistance to bleed
Safeguard
Nighthawk starts the battle with a safeguard. It does not allow for more than 5% of his health to be taken and once removed comes back after 9 seconds.
Razor Attacks
Nighthawk has razor sharp blades attached to his hands. The blades make contact on his mediums and second light attack. Each hit has a 25% chance to bleed dealing X attack over 9 seconds. The last hit of Nighthawks sp 2 and sp 3 has 100% to critical bleed for X attack over 6 seconds. If the opponent is immune to bleed, Nighthawk activates his contigency, charging his blades with electricity which applies shocks instead of bleeds. Shocks last the same in duration but when a crit bleed would be activated it is just a shock with 20% potency.
Precsion and Cruelty
On activation of special attack, Nighthawk gains a precison and cruelty buff increasing crit chance by X percent and crit damage by X%. Every special attack after that refreshes any active cruelty and precision.
Special Attacks
Special 1 - Power Contingency
Nighthawk deploys his plan to deal with power gain.
Applies a crit bleed dealing X damage over 6 seconds and
Drains 1 bar of power on last hit
Special 2 - Armor Contingency
Nighthawk deploys his plan to deal with armor ups
This attack does true damage
Applies 10 second armor break and and crit bleed dealing X damage over 6 seconds
Special 3 - The Most-Effective Contigency
Nighthawk beats his opponent into his trap and as they explode upward, Nighthawk leaps up to slam them back down guaranteeing no recovery.
Applies 3 second stun, 10 second heal block, and crit bleed lasting 6 seconds dealing X damage.
Class Science
Size Extra-Large
Signature Ability
Leave Hulk Alone: Gain 1 persistent charge every time Hulk wins a fight and loss 1 when Hulk falls in battle(Max charges 5), for every charge Hulk gains 10 Rage at the start of the fight.
Passive
Hulk regens X health per second.
When fighting gamma beings he gains a 20% regen increase due to more gamma absorption.
Tenacity
Hulk starts with a 20% chance to tenacity any debuff that is not passive, every time that Tenacity activates increase the chance by 15%.
Rage
Hulks rage grows throughout the fight.
Rage increases by 2 when struck, 1 when striking, 4 with well timed blocks, and 5 when being hit by or dealing damage through a special attack.(Rage max stack 50)
Hulk gains an increased attack rating of X per Rage stack, and all regen abilities increase in strength by 3% per Rage stack.
When Rage stacks are at max gain an additional burst of X physical damage per hit, but relieves 5 Rage when striking and 10 when special is activated and can no longer gain Rage offensively. Rage will act this way until Rage falls to 0.
Fracture and Rupture
Hulk has a 100% chance to place a Fracture dealing X damage over 4 seconds when the opponent is stunned, every hit in Hulks heavy has a chance 50% to place a Rupture dealing X extra physical damage when the opponent is struck.
Hulk is the Strongest There is
When the opponent is below 15% health Hulk permanently taunts the opponent for the rest of the fight.
If the opponent is taunted Hulk can activate his special attacks in the middle of the opponents specials(not special 3) and stun the opponent with fear.
Hulk Smash
Every 13 seconds Hulk becomes extra angre with a passive Hulk Smash buff that is removed after hitting the opponent and does not stack, when active Hulks next attack will be unblockable and has a 75% increased critical chance.
If the Hulk Smash attack is a heavy Hulk gains 1 furry lasting 6 seconds that increases attack by X, if it is a special attack gain 3 furries that last 8 seconds and increase attack by X.
Special 1
Has a 100% chance to stun the opponent for 1 second.
Special 2
If this attack is unblockable place 3 petrify debuffs that last 10 seconds.
Special 3
Gain 15 Rage, if at max Rage state stun the opponent for 2 seconds.
Jimmy Robotface
Moses magnum
Madarin
Siryn
Saint(Boris)
Nova (Frankie Raye)
Ego the Living Planet
Captain Universe
Odin
Terminus
Brood (the one from Planet Hulk)
Crystal
Charlie-27
Captain Marvel (Mar-Vell)
Gorgon
Valkyrie
Starhawk
Ymir
Balder the Brave
Martinex
Lunatik
Impossible Man
Sersi
Triton
Firelord
Omega the Unknown
Union Jack
Captain Britain
Would be fantastic to see either one of these two in the game.
Valkyrie
Sif
Hogun
Fandral
Odin
Enchantress
Much more
And there's the villains
Surtur
Malekith
Destroyer
Kurse
Lorelei
Mangog
Laufey
Among others.
Luminous
Ultimatum
Edgar Lascombe
Elisa Sinclair
Green Skull
The high-Zero
Hydroman
Killraven
Ravage 2099
Bova
Morpheus
Hulk 2099
Doop (at least I think he'd be a science champion)
Mister Negative
Leader
Captain America (Danielle Cage)
Class - Mystic
Signature Ability - The Power Prism
Dr. Spectrum's power is derived from the Power Prism giving him control over energy abilities, using them to help him rather than hurt.
Bursts or detonations of energy damage do 85% less damage and give him X of a bar of power.
Shocks and Incinerate do nothing but give him X power for each second their active. Incinerates also do not reduce block proficency but increase it by 25%.
If any of these energy abilties happen against Dr. Spectrum, apply two Rift Charges upon opponent.
Discharge, Absorption, Displacement
Dr. Spectrum starts off the battle in the Absorption Phase which is indefinte. While in Absorption Phase critical hits, heavy attacks, and hits on the end of an combo apply a Rift Charge on the opponent, max of 25. Absorption Phase also has Dr. Spectrum take 60% less damage from opponents who deal energy damage.
To enter Displacement Phase, dodge back and hold block for 1.0 second. Displacement provides 100% chance that all hits will falter and put one Rift charge per hit faltered. Dr. Spectrum also recieves 35% critical chance on regular hits and 45% critical chance on Special attacks. Displacement lasts 15 seconds.
Discharge Phase Activates on Special 2 and Special 3 and lasts 15 second. Dr. Spectrum gains 100% attack and Rift charges provide 30% more energy burst damage. Staggers also lasts two seconds longer. Discharge lasts 15 seconds.
Rift Charges
Dr. Spectrum using his power to put Rifts upon the enemy. Rifts give Dr. Spectrum 2% increased power gain and allow Dr. Spectrum to deal bursts of energy damage for each Rift charge upon then enemy. Dr. Spectrum cannot apply more then 25 Rift charges. Power slips away in the Rifts and each Rift charges also lowers power gained on the opponent by 2%.
Staggers
Dr. Spectrum applies staggers on heavy attack and special attacks which all last 11 seconds.
Special Attacks
Special One - Your power is mine!
Dr. Spectrum blasts his opponent before leaping forward to leech power away.
Power stolen comes back to Dr. Spectrum as health in a proportionate amount.
Applies one stagger and 3 rift charges.
Special Two - You can't have my power!
Dr. Spectrum kicks his opponent away before unleashing a large blast of energy.
If not already in Discharge phase, Dr. Spectrum enters Discharge Phase for 15 seconds. If already in Discharge phase,
refresh any pre-existing Discharge Phase and stack another Discharge Phase with 35% less potency and duration.
Applies one stagger
Special Three - Energy Obliteration
Dr. Spectrum blasts his opponent repeatendly before throwing them in an energy vortex to tumble around before punching them out.
If not already in Discharge phase, Dr. Spectrum enters Discharge Phase for 15 seconds. If already in Discharge phase,
refresh any pre-existing Discharge Phase and stack another Discharge Phase with 35% less potency and duration.
Applies 3 staggers and one 8 second power lock.
Extra Notes - Dr. Spectrum cannot stack his Discharge Phase more than twice. Abosrption Phase cannot be active while Discharge or Displacement are active. Displacment Phase cannot stack but can be active during Discharge Phase. Additonally, Displacement Phase has a 12 second cooldown. All of Dr. Spectrum's attacks do energy damage except the first hit of his Special 2 which does physical damage. Dr. Spectrum is also 15% more vulernable to physical damage in all forms.
Special attacks
Special 1: stun missile system- Crimson Dynamo electrifies his fist then fires 3 missiles from his gauntlet
Special 2: Vanko's Vengeance- Crimson Dynamo fires an EMP pulse then launches a mini ICBM before ripping the up the ground and decking his enemy just as the missile lands
Special 3: Crimson Holocaust- Crimson Dynamo's short fuse ends up with him smashing his opponent into the ground temporarily incapacitating them with shock bolas before flying into space and activating an Soviet orbital weapons platform, ending his opponent with a nuke or two.
Awakened ability: Death Pulse- as Crimson Dynamo gains more armour ups he supercharges his armour and when he reaches 6 armour up buffs he places a degeneration debuff on his enemy
Synergies:
Arc Reactor rivals- Iron Man(Infinity War), Iron Man, Iron Patriot, War Machine, Coming Soon(Iron Monger?)
Russians- Black Widow, Red Guardian, Black Widow(Deadly Origin)
Friends- Kingpin, Taskmaster
Special attacks
Special 1: Shoot And Slash- Zemo pulls out his Beretta and fires a few shots to disorient his foe before horizontally slashing his foe's body
Special 2: Riposte Revenge: Zemo showcases his exceptional talent with a sword as he brutally stabs and slashes his foe before smacking them on the head with the pommel of his sword and moving back for an edge on his enemy
Special 3: Time to see an empire fall: Zemo uses his knowledge of the sword and guns to obliterate his enemy
Awakened ability: EKO Scorpion training- Zemo's time as a black ops soldier makes him even more deadlier as each fury buff becomes permanent on him
Synergies:
Civil War- Captain America, Iron Man
Thunderbolts- Venom, Red Hulk, Iron Patriot
Friends- Red Skull, Taskmaster
Nemesis- Winter Soldier, Falcon, Captain America
Bodybag
The Unspoken
Glory
Class - Tech
Signature Ability - Meltdown
Ultimo absorbs heat energy to run his systems. At max Geothermal Energy, the space around Ultimo becomes superheated dealing X damage per second the opponent is in the field. Active incinerates are paused within the field and perfect block chance is reduced to 0%. Any incinerates applied at the time are even hotter recieving 20% potency and duration. This lasts 15 seconds before Geothermal Energy resets.
#Robot
Ultimo is a robot with advanced systems that run off massive amounts of Geothermal energy. Ultimo has lack of blood providing him full immunity to poison and bleed affects. Running off Geothermal Energy gives Ultimo 100% resistance to incinerates.
For each incinerate is active on him or the enemy, Ultimo gains 3% power gain and attack and every second an incinerate is active gives 3 Geothermal Energy.
Geothermal Energy , Persistant Charge
Ultimo abosrbs heat energy in variety of ways to charge himself up. This is measured in Geothermal Energy, max 100. Upon reaching 100 Geothermal Energy, gain a 120% fury buff lasting 15 seconds. While this fury buff is active, UItimo is stun-immune, armor break immune, coldsnap immune, and his heavy is passively unstoppable. With the awakened abiltiy, Ultimo gains his superheated field for the duration of the fury. When the fury ends, Ultimo will reset to 20 charges.
With use his persistant charge, he can save 75% of his charges for the next fight.
Ultimo gains 1 Geothermal Energy for each hit achieved. Ultimo gains Geothermal Energy off incinerates and special attacks. Ultimo loses 5 energy when a heavy attack hits him and when an incinerate fails to apply. Ultimo loses 1 energy for each second a coldsnap is active on him.
Ultimo gains other bonuses at certain Energy amounts
At 25+ energy, gain an indefinte armor up
At 50+ energy, Armor breaks applied recieve 30% potency
At 75+ energy, Stuns applied are one second longer
Heavy Attacks
Ultimo's heavy animation - Ultimo increses in size slightly and glows absorbing energy before releasing a wave of heat
Ultimo when charging his heavy will steal power from the enemy and convert it into Geothermal Energy. The opponent has to be nearby for Ultimo to steal power. Ultimo steals power at a rate of 5% a bar of power every .5 seconds. Each 5% stolen is converted into 3 Geothermal Energy. Upon hitting a heavy, apply one incinerate doing X damage over 10 seconds and reducing block proficency by 70%. This costs 5 Geothermal Energy to apply
Special Attacks
Special 1 - Targeted Fire
Ultimo stomps the ground before lasering his opponent with his eyes
Applies one incinerate dealing X damage over 10 seconds.This cost 5 Geothermal Energy.
Ultimo's lasers are so powerful they burn the opponent through block.
Special 2 - Destruction Punch
Ultimo pounds the ground twice before delivering an earth shattering uppercut to launch the opponent backward.
Applies 4 second stun and 12 second armor break reducing armor by X
Special 3 - Full Power Directed
Ultimo unleashes a heat wave so hot it brings his opponent to the ground. Ultimo grows and picks his opponent up before lasering them with eyes and punching them into the ground.
3 incinerates are applied dealing X damage over 10 seconds. An 8 second power lock is applied reducing power gain 100%
Extra Notes - Ultimo gains 1 Geothermal Energy off getting hit from regular attacks not counting specials and heavys.
Ultimo starts off the battle with 0 Geothermal Energy. Ultimo is a champion with a chunky healthpool.
Beetle (Abner Jenkins)
Chrome
High Evolutionary
Egghead
Ghost Rider 2099
Songbird
Doom 2099
Zeke Stane
Beetle (Janice Lincoln)
Crimson Dynamo
Shuri
Ghost (Classic)
Tomorrow Man
Awesome Android
Iron Maiden
Blue Eagle
Iron Patriot (Toni Ho)
Justice Peace
Flipside
Master Mold
Henry McCoy (Earth-15104)
Toth
Amka Aliyak
Mosaic
Wendigo
Man-Ape
Blackheart
Dargo Ktor
Wildpride
Moonglow
Kaluu
Strange 2099
Umar
Steel Serpent
Hellcow
Nightmask
Belasco
White Tiger
Chthon