Quicksilver Mystique Karven thor infinity war Dr.strange's teacher Omega sentinel Athiri ODIN(as boss after Karina (class advantage on all class)) [unplayable] Beta ray bill Fire lord Scarecrow Bullseye And more please
Carina had better not be a boss. That would literally counteract the entire plot of act 6.
Act 6 had a plot?
some people choose to actually read the story and appreciate the work the writers put in instead of hitting skip
Quicksilver Mystique Karven thor infinity war Dr.strange's teacher Omega sentinel Athiri ODIN(as boss after Karina (class advantage on all class)) [unplayable] Beta ray bill Fire lord Scarecrow Bullseye And more please
Carina had better not be a boss. That would literally counteract the entire plot of act 6.
And what if somehow someone was mind controlling carina for that fight.
More on the wishlist: Doppelganger Superior Octopus Molten Man Inferno Tri Sentinel Bastion Squid Dark Carnage Venom (Secret Empire) Tinkerer(SM Miles Morales Video Game) Ghost Rider(King Of Hell) Thorbuster Destroyer Malekith Scream Dr Doom(Infamous Iron Man) Gladiator Molecule Man Ares Shocker Mastermind Zzaxx Whirlwind Taskmaster(MCU) Red She Hulk Tiger Shark Batroc Bloodwraith Whiplash Titanium Man Vengeance Super Adaptoid
The Mandarin Class Tech(Makluan rings are made of the engine of an alien spacecraft.) Size Medium
Signature Ability I Am The Mandarin = The Mandarin can now use both of his hands at the same time once per quest(increases to twice at 100 sig level), but at the end of the fight he will lose all of his persistent charges(Lose none if at max sig) he will gain no charges from the fight.
Passive Naturally immune to poison(can convert poison into water using the remaker ring).
Light attacks 1, 4, and 5, heavy attack hit 2, first medium attack, and all of special 2 are non-contact attacks.
Makluan Rings The Mandarin has 10 unique and powerful ancient yet advanced rings each one play a role in the fighting style of the Mandarin.
Only one hand can be active per fight, before the fight the player can select either hand without spending persistent charges, if neither is selected the Left hand will be active for the fight.
Left hand:
Zero = Grants a 10% chance for any contact attack to stun the opponent for 1 second, chance increased by 5% for each persistent charge.
The Lair = every 30 hits in mandarins combo will cause the opponent to become mind controlled for 5 seconds preventing them from gaining power and using specials, increasing the time it lasts by 1.25 second for every persistent charge.
Lightning = every hit has a 25% chance to place a shock debuff lasting 5 seconds dealing X damage max stack 5, Increase damage of shocks by X per persistent charge.
Incandescence = all non-contact attacks have a 30% chance to place an incinerate lasting 5 seconds dealing X damage max stack 2, increase max stack by 2 per persistent charge.
Daimonic = Increases gravity after 7 seconds placing an armor break, weakness, or vulnerability debuff each one lasts 7 seconds, places 1 extra debuff for every 2 persistent charges.
Right Hand:
Night Bringer = every 20 seconds the opponent will falter for 3 seconds while the opponent is faltered they can’t gain power, decrease the amount of time it takes to falter by 2.5 seconds.
Spectral = once every 10 seconds the next attack will be critical and ignore armor up buffs, decrease time by 0.75 per persistent charge.
Spin = if struck 5 times in a row the opponent is launched back and stunned for 1 second this ability takes 15 seconds to recharge, decreasing the hits it takes for the ability to activate by 1 per persistent charge.
Influence = all none contact attacks have a 10% chance to place a concussion that decreases ability accuracy by 25% and is only removed when the opponent is hit by a special attack max stack 4, chance to place is increased by 2.5% per persistent charge.
Remaker = Well timed blocks convert 1 debuff into an armor up that increase armor rating by X and last 7 seconds max stack 5 if at max refresh all armor ups, 1 more debuff is transformed per persistent charge
Persistent charges Mandiran starts the quest with 0 persistent charges, gains 1 persistent charge when he wins a fight and loses 1 if Manderin falls in battle(max charges 4).
Martial Arts The Mandarin is extremely skilled in fighting, places 1 armor break with every 5 hits on his combo all armor breaks are permanent until Mandarin’s combo falls to 0.
Special 1 The Mandarin uses his fighting skills to break through the opponents weak points pushing them back, then he creates a tornado to lift the opponent into the air, after which he jumps in the air and comes crashing down on the opponent.
Place 3 armor breaks lasting 5 seconds on the opponent, if the opponent has more than 50% health this attack deals 50% more damage.
Special 2 Mandarin sets the opponent on fire then fires a beam of concentrated cold at the opponent freezing them, finally he causes lightning to strike them down.
Pause all stun until the end of this attack, if the opponent has more than 30% health but less than 50% health this attack deals 75% more damage.
Special 3 Mandarin fills the room with darkness so that the opponent doesn’t know where he is, as light returns the opponent looks around to find the Mandarin when they are struck by a powerful beam out of nowhere, the Mandarin steps forward will the opponent is on the ground and he simply increases gravity where the opponent is before they can get back up.
The opponent is faltered for 3 seconds after this attack, if the opponent is below 15% health this attack does 100% more damage.
Radioactive man- something like Omega Red where the closer he is for a longer amount of time it does damage. Idk if it would be a debuff or like Terrax as energy damage. I would think energy damage since it's radiation. He has a lot of cool abilities that I think Kabam could be creative with.
Also, Beta Ray Bill would be pretty cool, if it could happen without redundancy with the other "Thors."
Emplate, a vampire-like mutant who can take on the abilities of those he feeds upon as well as control their minds. Emplate was the main villain of Generation X.
Base Stats & Abilities
*All stats based on 4 Star, Rank 5, Level 50, Signature Level 99
*Passive: Pocket Dimensions .Emplate suffers from a permanent (active) Degeneration debuff that drains 0.2% health each second.
*Passive: .When against mutants, Emplate senses Mutant Aura of target which grants Emplate 1193 attack rating while also reducing the opponent’s Ability Accuracy by 50%. This Ability Accuracy reduction ignores mutants immunities.
*Medium Attack Combo Finisher: .50% chance to cause your opponent to Rupture for 1450 direct damage over 20 seconds.
*Heavy Attack: Vampiric Infection .100% chance to inflict Vampiric Infection to opponent, passively Heal Blocking and Slowing them for 7.5 seconds.
✓Developer Note - The Heavy Attack animation has to be of 6 hits for convenience of players during playing.
~Density Control: Another natural power Emplate does have, is ability to control his own density.
*Dash Back - .Become Indestructible for 2 seconds, this indestructibility also ignores all DOT debuffs and passives.
*While Heavy Attack Charging - .Become Intangible and opponent has 100% chance to miss, providing the Opponent isn’t able to bypass Miss.
*Special Attacks - .100% chance to cause your opponent to Rupture for 1450 direct damage over 20 seconds.
#Signature Ability: Energy Siphon .Being a Energy Vampire Emplate has also the ability to Siphon Energy from his target through their Bone Marrow Sap, and utilising it for his requirements.
*Bone Marrow Sap (Max Stack 42): .50% chance to gain 1 Bone Marrow Sap per Critical Hit. .For every 3 hit on Combo Meter gains 1 Bone Marrow Sap.
✓Developer Note - Emplate's normal Combo will be of 6 hits, i.e. he will gain 2 Bone Marrow Sap per 1 Combo Rotation.
*Special Attacks: .Consumes same number of Bone Marrow Sap as number of Hits on that Special Attack.
✓Developer Note - Special Attacks effect will be depend upon, the type of Stance at which Emplate is during Special Attack activation.
~Emplate can Siphon Life, Power and Buff from his opponents depending upon his current Stance.
*Emplate has 3 Stances -
>Attack Energy
.SP 1 - 100% Chance to Power Lock the target for 7.5 seconds. .SP 2 - 100% Chance to Steal 50% of the target's current power. .SP 3 - 100% Chance to Drain 100% of the target's current power.
>Buff Energy
.SP 1 - 100% Chance to Drain (Nullify) all of the target's current buffs. .SP 2 - 100% Chance to Buff Steal for 15 seconds. .SP 3 - 100% Chance to Buff Lock (Stagger) for 30 seconds.
>Life Energy
.SP 1 - Inflict Life Steal, Stealing 1000 Health from the opponent. .SP 2 - Inflict Life Steal, Stealing 2000 Health from the opponent. .SP 3 - Inflict Life Steal, Stealing 3000 Health from the opponent.
~Emplate will start every fight with Power Siphon stance when he gains enough Bone Marrow Mass. ~To change Stances from one to another dash back and hold block for 1 second.
✓Developer Note - If during activation of a Special Attack a minimum amount of Bone Marrow Sap is not present than the Special Attack will not produce any of the above listed effect.
Signature Ability Second Wind = Blob starts the fight with 1 fatigue for every furry he had at the end of the last fight each lasting 6 seconds, when the fatigues end they are replaced with a Second Wind buff that last 2 seconds for every fatigue (or 7 seconds if activated by special 3) and grant Blob double damage as long as it is active.
Passive Blob is so dense that it is hard to bleed, all bleed chance of the opponent is reduced by 80% unless they have a class advantage in which case it is only reducing it by 60% instead.
Blob is immovable, if the opponent attempts to knock the Blob down, Blob will become grounded and unstoppable for the hit that would push him down. He will stay grounded for an additional 1 second if fighting someone with a class advantage.
Heavy set Due to the Blobs immense size he is Heavy Set and as such is granted bonuses against medium and small champs.
Small = The Blob can only be harmed by critical damage.
Medium = The Blob takes 25% reduced damage from any attack and 50% less damage against champions with class disadvantage, but 0% reduction if they have a class advantage.
Blubber Every time the opponent hits The Blob they are afflicted with a permanent fatigue debuff that cuts their damage output by 5%, after 10 fatigues are on the opponent no more can be added and all will be removed after 3 seconds. After they are removed no more can be placed for 10 seconds.
If the opponent shrugs the fatigues off they will instantly take X physical damage, and have a 25% chance to be passively stunned for 0.5 seconds.
Well timed blocks will place 1 fatigue.
Big Bruiser All of Blob’s basic attacks have a 50% chance to place a fracture that deals X physical damage over 6 seconds.(max stack 10)
When the opponent is under the effect of 10 fractures they are removed and replaced by a Deep Wound debuff lasting 12 seconds which prevents the opponent from dealing critical damage and deals X damage that increases with their power level.(none stacking)
When the Deep Wound debuff is removed the opponent is grounded for 6 seconds.
Mass = Speed If The Blob travels his maximum distances across the screen via medium attack he gains a permanent furry buff that increases his attack rating by X.(max stack 5)
When The Blob has 5 furies he can no longer gain anymore furies and will become unblockable for 6 seconds after which all furies are removed, if for any reason furies are removed before the 6 seconds is over the unblockable will be removed, but all of the furies will stay.
The Blob poses athletic speed allowing him to avoid attacks,for every furry on The Blob there is a 20% chance per furry to evade as long as he isn’t blocking. If The Blob evades 2 furies are removed.
Special 1 The Blob crashes into the opponent pushing them back, then he jumps into the air and belly flops on top of the opponent.
If the opponent is fatigued place 2 fractures on the opponent, if the opponent has a Deep wound on them place 2 fractures on the opponent.
Special 2 The Blob headbutts the opponent then attacks them with a barrage of hits ending with a kick, eventually he runs out of steam and rests for a second and then he simply slaps the opponent away.
If the opponent is fractured this attack deals X more damage, also turns all of the furies on Blob into fatigues that last 3 seconds when they end they are transformed into permanent prowess that increases special damage by 200% each. If The Blob has 3 or more prowess's the fatigue effect does not trigger.
Special 3 The Blob up lifts the ground below the opponent, while they are stuck on their back he steps forward and stomps on them, they struggle and try to escape but the weight increases as The Blob sifts all of his weight onto the opponent crushing them into the ground, he stomps a few more times after that for good measure.
If the Blob is unblockable he gains a critical chance increase for this attack, after this attack Blob gains his Second Wind if it is not active(see signature ability for more info).
Aurora Puck Northstar yelena belova Maria hill Beta ray bill Captain america hydra supreme Spiderman noir Peni parker New Spiderman miles morales or debuff Adam warlock Tinkerer New winter soldier U.s.agent Viper Mystique Ancient one Valkyrie Bullseye Blue marvel Okoye Shuri New black panther Dazzler Morgan le fay New black bolt or debuff Kraven the hunter Sandman Scorpion Weapon-H Groot debuff Iron heart Thor infinity war Quicksilver Kate bishop the new hawkeye Red she hulk New Antman or debuff Wolverine x force Jessica jones Hercules Omega sentinel Morbius Spiderman 2099 White tiger Human torch debuff Juggernaut debuff Abomination debuff Iron man the resue armor the girl variant Luna snow Sharon carter Sharon rogers Medusa debuff Shang chi Namor the villain variant
Aurora Puck Northstar yelena belova Maria hill Beta ray bill Captain america hydra supreme Spiderman noir Peni parker New Spiderman miles morales or debuff Adam warlock Tinkerer New winter soldier U.s.agent Viper Mystique Ancient one Valkyrie Bullseye Blue marvel Okoye Shuri New black panther Dazzler Morgan le fay New black bolt or debuff Kraven the hunter Sandman Scorpion Weapon-H Groot debuff Iron heart Thor infinity war Quicksilver Kate bishop the new hawkeye Red she hulk New Antman or debuff Wolverine x force Jessica jones Hercules Omega sentinel Morbius Spiderman 2099 White tiger Human torch debuff Juggernaut debuff Abomination debuff Iron man the resue armor the girl variant Luna snow Sharon carter Sharon rogers Medusa debuff Shang chi Namor the villain variant
Aurora Puck Northstar yelena belova Maria hill Beta ray bill Captain america hydra supreme Spiderman noir Peni parker New Spiderman miles morales or debuff Adam warlock Tinkerer New winter soldier U.s.agent Viper Mystique Ancient one Valkyrie Bullseye Blue marvel Okoye Shuri New black panther Dazzler Morgan le fay New black bolt or debuff Kraven the hunter Sandman Scorpion Weapon-H Groot debuff Iron heart Thor infinity war Quicksilver Kate bishop the new hawkeye Red she hulk New Antman or debuff Wolverine x force Jessica jones Hercules Omega sentinel Morbius Spiderman 2099 White tiger Human torch debuff Juggernaut debuff Abomination debuff Iron man the resue armor the girl variant Luna snow Sharon carter Sharon rogers Medusa debuff Shang chi Namor the villain variant
Comments
Maestro (Science)
Old Human Torch (Science)
H.E.R.B.I.E. (Tech)
Miek (Skill)
Summoned Symbiod (Cosmic)
Doctor Strange (Marvel NOW!) (Mystic)
Scarlet Witch (Ultimate) (Mystic)
Jessica Jones (Science)
Wolverine (X-Force) (Mutant)
Dark Phoenix (Cosmic)
American samurai
Bisento
Graydon creed
Krang
Professor power
Shroud
Doppelganger
Superior Octopus
Molten Man
Inferno
Tri Sentinel
Bastion
Squid
Dark Carnage
Venom (Secret Empire)
Tinkerer(SM Miles Morales Video Game)
Ghost Rider(King Of Hell)
Thorbuster
Destroyer
Malekith
Scream
Dr Doom(Infamous Iron Man)
Gladiator
Molecule Man
Ares
Shocker
Mastermind
Zzaxx
Whirlwind
Taskmaster(MCU)
Red She Hulk
Tiger Shark
Batroc
Bloodwraith
Whiplash
Titanium Man
Vengeance
Super Adaptoid
Doom 2099
Beast 1602
Rojhaz(Steve Rogers 1602)
Eris
Hermetikus
Science:
Green Widow
Arachknight 2099
Eric Killraven
Hot Rocks
Little Monster
Mister Invisible
Tech:
Iron Hammer 2099
Iron Hammer
Rhodey the Bold
Pepper the Wise
Ghost Panther 2099
Toni the Grim
Class Tech(Makluan rings are made of the engine of an alien spacecraft.)
Size Medium
Signature Ability
I Am The Mandarin = The Mandarin can now use both of his hands at the same time once per quest(increases to twice at 100 sig level), but at the end of the fight he will lose all of his persistent charges(Lose none if at max sig) he will gain no charges from the fight.
Passive
Naturally immune to poison(can convert poison into water using the remaker ring).
Light attacks 1, 4, and 5, heavy attack hit 2, first medium attack, and all of special 2 are non-contact attacks.
Makluan Rings
The Mandarin has 10 unique and powerful ancient yet advanced rings each one play a role in the fighting style of the Mandarin.
Only one hand can be active per fight, before the fight the player can select either hand without spending persistent charges, if neither is selected the Left hand will be active for the fight.
Left hand:
Zero = Grants a 10% chance for any contact attack to stun the opponent for 1 second, chance increased by 5% for each persistent charge.
The Lair = every 30 hits in mandarins combo will cause the opponent to become mind controlled for 5 seconds preventing them from gaining power and using specials, increasing the time it lasts by 1.25 second for every persistent charge.
Lightning = every hit has a 25% chance to place a shock debuff lasting 5 seconds dealing X damage max stack 5, Increase damage of shocks by X per persistent charge.
Incandescence = all non-contact attacks have a 30% chance to place an incinerate lasting 5 seconds dealing X damage max stack 2, increase max stack by 2 per persistent charge.
Daimonic = Increases gravity after 7 seconds placing an armor break, weakness, or vulnerability debuff each one lasts 7 seconds, places 1 extra debuff for every 2 persistent charges.
Right Hand:
Night Bringer = every 20 seconds the opponent will falter for 3 seconds while the opponent is faltered they can’t gain power, decrease the amount of time it takes to falter by 2.5 seconds.
Spectral = once every 10 seconds the next attack will be critical and ignore armor up buffs, decrease time by 0.75 per persistent charge.
Spin = if struck 5 times in a row the opponent is launched back and stunned for 1 second this ability takes 15 seconds to recharge, decreasing the hits it takes for the ability to activate by 1 per persistent charge.
Influence = all none contact attacks have a 10% chance to place a concussion that decreases ability accuracy by 25% and is only removed when the opponent is hit by a special attack max stack 4, chance to place is increased by 2.5% per persistent charge.
Remaker = Well timed blocks convert 1 debuff into an armor up that increase armor rating by X and last 7 seconds max stack 5 if at max refresh all armor ups, 1 more debuff is transformed per persistent charge
Persistent charges
Mandiran starts the quest with 0 persistent charges, gains 1 persistent charge when he wins a fight and loses 1 if Manderin falls in battle(max charges 4).
Martial Arts
The Mandarin is extremely skilled in fighting, places 1 armor break with every 5 hits on his combo all armor breaks are permanent until Mandarin’s combo falls to 0.
Special 1
The Mandarin uses his fighting skills to break through the opponents weak points pushing them back, then he creates a tornado to lift the opponent into the air, after which he jumps in the air and comes crashing down on the opponent.
Place 3 armor breaks lasting 5 seconds on the opponent, if the opponent has more than 50% health this attack deals 50% more damage.
Special 2
Mandarin sets the opponent on fire then fires a beam of concentrated cold at the opponent freezing them, finally he causes lightning to strike them down.
Pause all stun until the end of this attack, if the opponent has more than 30% health but less than 50% health this attack deals 75% more damage.
Special 3
Mandarin fills the room with darkness so that the opponent doesn’t know where he is, as light returns the opponent looks around to find the Mandarin when they are struck by a powerful beam out of nowhere, the Mandarin steps forward will the opponent is on the ground and he simply increases gravity where the opponent is before they can get back up.
The opponent is faltered for 3 seconds after this attack, if the opponent is below 15% health this attack does 100% more damage.
Yotat
Lurgh
Adam X
Prosh
bullseye
enchantress and executioner
Mystic:
Speed Weasel
Weapon Hex 2099
Dormammu Red
Ghost Panther
Madame Hel
Weapon Hex
Man-Thing Thang Thoom
Wentigra
Mephicthton
Knightblade
Soldier Supreme 2099
Arachknight
Bucky Wong
Hellhound
Soldier Supreme
Goblin by Night
Hellfire 2099
Baroness Umar
He is one of my favourite characters due to his 'LOOKS' and his 'ABILITIES' and can be a terrific addition to the 'TECH' class.
Here are some pictures of him:
Please consider him to add in the 'mcoc'.
Fever pitch
Spoor
Gorgeous George
Zombie marvel
Dreadnoughts
Ducktor Doom
Goose rider
Count abyss
Also, Beta Ray Bill would be pretty cool, if it could happen without redundancy with the other "Thors."
He is a foe of spiderman, a genius level intellect, with cybernetics enhancement to his body ( similar to deathlok).
Can be a Tech Character.
Emplate enters The Contest MM/DDth at TT AM
PDT!
About Emplate:
Emplate, a vampire-like mutant who can take on the abilities of those he feeds upon as well as control their minds. Emplate was the main villain of Generation X.
Base Stats & Abilities
*All stats based on 4 Star, Rank 5, Level 50, Signature Level 99
.Health: 15660
.Attack: 1227
.Max PI
.Without Signature: 3727
.With Signature (99): 4737
Character Class: Mystic
*Passive: Pocket Dimensions
.Emplate suffers from a permanent (active) Degeneration debuff that drains 0.2% health each second.
*Passive:
.When against mutants, Emplate senses Mutant Aura of target which grants Emplate 1193 attack rating while also reducing the opponent’s Ability Accuracy by 50%. This Ability Accuracy reduction ignores mutants immunities.
*Medium Attack Combo Finisher:
.50% chance to cause your opponent to Rupture for 1450 direct damage over 20 seconds.
*Heavy Attack: Vampiric Infection
.100% chance to inflict Vampiric Infection to opponent, passively Heal Blocking and Slowing them for 7.5 seconds.
✓Developer Note - The Heavy Attack animation has to be of 6 hits for convenience of players during playing.
~Density Control: Another natural power Emplate does have, is ability to control his own density.
*Dash Back -
.Become Indestructible for 2 seconds, this indestructibility also ignores all DOT debuffs and passives.
*While Heavy Attack Charging -
.Become Intangible and opponent has 100% chance to miss, providing the Opponent isn’t able to bypass Miss.
*Special Attacks -
.100% chance to cause your opponent to Rupture for 1450 direct damage over 20 seconds.
#Signature Ability: Energy Siphon
.Being a Energy Vampire Emplate has also the ability to Siphon Energy from his target through their Bone Marrow Sap, and utilising it for his requirements.
*Bone Marrow Sap (Max Stack 42):
.50% chance to gain 1 Bone Marrow Sap per Critical Hit.
.For every 3 hit on Combo Meter gains 1 Bone Marrow Sap.
✓Developer Note - Emplate's normal Combo will be of 6 hits, i.e. he will gain 2 Bone Marrow Sap per 1 Combo Rotation.
*Special Attacks:
.Consumes same number of Bone Marrow Sap as number of Hits on that Special Attack.
✓Developer Note - Special Attacks effect will be depend upon, the type of Stance at which Emplate is during Special Attack activation.
~Emplate can Siphon Life, Power and Buff from his opponents depending upon his current Stance.
*Emplate has 3 Stances -
>Attack Energy
.SP 1 - 100% Chance to Power Lock the target for 7.5 seconds.
.SP 2 - 100% Chance to Steal 50% of the target's current power.
.SP 3 - 100% Chance to Drain 100% of the target's current power.
>Buff Energy
.SP 1 - 100% Chance to Drain (Nullify) all of the target's current buffs.
.SP 2 - 100% Chance to Buff Steal for 15 seconds.
.SP 3 - 100% Chance to Buff Lock (Stagger) for 30 seconds.
>Life Energy
.SP 1 - Inflict Life Steal, Stealing 1000 Health from the opponent.
.SP 2 - Inflict Life Steal, Stealing 2000 Health from the opponent.
.SP 3 - Inflict Life Steal, Stealing 3000 Health from the opponent.
~Emplate will start every fight with Power Siphon stance when he gains enough Bone Marrow Mass.
~To change Stances from one to another dash back and hold block for 1 second.
✓Developer Note - If during activation of a Special Attack a minimum amount of Bone Marrow Sap is not present than the Special Attack will not produce any of the above listed effect.
Skill:
Moon Squirrel
Rick Fury
Mutant:
Diamond Patch
Phoenix
Deathstrique
Cosmic:
Kamala Kang
Tippysaur
Hyperbrand
Captain Peace
The White sword
Thanos (Ultimate)
Whiplash
Romulus
Squirrelpool
Can be a top notch villain character in mcoc!
Batroc the leaper (skill)
Paladin(skill)
Dum dum dugan(skill)
Maria hill(skill)
Moon boy(skill)
Spymaster(skill)
Sharon carter(skill)
Madame hydra(skill)
Prowler(skill)
Foolkiller(skill)
Penance (Science)
Bullseye (Elektra Natchios) (Skill)
Spectrum (Science)
Goliath (Bill Foster) (Science)
White Fox (Mystic)
Outlaw (Skill)
Madame Hydra (Telepath) (Science)
Class Mutant
Size XL
Signature Ability
Second Wind = Blob starts the fight with 1 fatigue for every furry he had at the end of the last fight each lasting 6 seconds, when the fatigues end they are replaced with a Second Wind buff that last 2 seconds for every fatigue (or 7 seconds if activated by special 3) and grant Blob double damage as long as it is active.
Passive
Blob is so dense that it is hard to bleed, all bleed chance of the opponent is reduced by 80% unless they have a class advantage in which case it is only reducing it by 60% instead.
Blob is immovable, if the opponent attempts to knock the Blob down, Blob will become grounded and unstoppable for the hit that would push him down. He will stay grounded for an additional 1 second if fighting someone with a class advantage.
Heavy set
Due to the Blobs immense size he is Heavy Set and as such is granted bonuses against medium and small champs.
Small = The Blob can only be harmed by critical damage.
Medium = The Blob takes 25% reduced damage from any attack and 50% less damage against champions with class disadvantage, but 0% reduction if they have a class advantage.
Blubber
Every time the opponent hits The Blob they are afflicted with a permanent fatigue debuff that cuts their damage output by 5%, after 10 fatigues are on the opponent no more can be added and all will be removed after 3 seconds. After they are removed no more can be placed for 10 seconds.
If the opponent shrugs the fatigues off they will instantly take X physical damage, and have a 25% chance to be passively stunned for 0.5 seconds.
Well timed blocks will place 1 fatigue.
Big Bruiser
All of Blob’s basic attacks have a 50% chance to place a fracture that deals X physical damage over 6 seconds.(max stack 10)
When the opponent is under the effect of 10 fractures they are removed and replaced by a Deep Wound debuff lasting 12 seconds which prevents the opponent from dealing critical damage and deals X damage that increases with their power level.(none stacking)
When the Deep Wound debuff is removed the opponent is grounded for 6 seconds.
Mass = Speed
If The Blob travels his maximum distances across the screen via medium attack he gains a permanent furry buff that increases his attack rating by X.(max stack 5)
When The Blob has 5 furies he can no longer gain anymore furies and will become unblockable for 6 seconds after which all furies are removed, if for any reason furies are removed before the 6 seconds is over the unblockable will be removed, but all of the furies will stay.
The Blob poses athletic speed allowing him to avoid attacks,for every furry on The Blob there is a 20% chance per furry to evade as long as he isn’t blocking. If The Blob evades 2 furies are removed.
Special 1
The Blob crashes into the opponent pushing them back, then he jumps into the air and belly flops on top of the opponent.
If the opponent is fatigued place 2 fractures on the opponent, if the opponent has a Deep wound on them place 2 fractures on the opponent.
Special 2
The Blob headbutts the opponent then attacks them with a barrage of hits ending with a kick, eventually he runs out of steam and rests for a second and then he simply slaps the opponent away.
If the opponent is fractured this attack deals X more damage, also turns all of the furies on Blob into fatigues that last 3 seconds when they end they are transformed into permanent prowess that increases special damage by 200% each. If The Blob has 3 or more prowess's the fatigue effect does not trigger.
Special 3
The Blob up lifts the ground below the opponent, while they are stuck on their back he steps forward and stomps on them, they struggle and try to escape but the weight increases as The Blob sifts all of his weight onto the opponent crushing them into the ground, he stomps a few more times after that for good measure.
If the Blob is unblockable he gains a critical chance increase for this attack, after this attack Blob gains his Second Wind if it is not active(see signature ability for more info).
Puck
Northstar
yelena belova
Maria hill
Beta ray bill
Captain america hydra supreme
Spiderman noir
Peni parker
New Spiderman miles morales or debuff
Adam warlock
Tinkerer
New winter soldier
U.s.agent
Viper
Mystique
Ancient one
Valkyrie
Bullseye
Blue marvel
Okoye
Shuri
New black panther
Dazzler
Morgan le fay
New black bolt or debuff
Kraven the hunter
Sandman
Scorpion
Weapon-H
Groot debuff
Iron heart
Thor infinity war
Quicksilver
Kate bishop the new hawkeye
Red she hulk
New Antman or debuff
Wolverine x force
Jessica jones
Hercules
Omega sentinel
Morbius
Spiderman 2099
White tiger
Human torch debuff
Juggernaut debuff
Abomination debuff
Iron man the resue armor the girl variant
Luna snow
Sharon carter
Sharon rogers
Medusa debuff
Shang chi
Namor the villain variant