Champion Spotlight - Super-Skrull




About Super-Skrull
Kl’rt was a highly decorated soldier of the Super-Skrull Empire. But when the Super-Skrull invasion of Earth was thwarted by the Fantastic Four, he was made into Super-Skrull. The first and the greatest of the Super-Skrulls, he was imbued with all the powers of the Fantastic Four. When charged by cosmic power beamed directly into his body from the Super-Skrull homeworld, he becomes even more powerful than those whose powers he mimics. Nothing can stop him, and he shall make the Earth pay for what it has done to his people!


SUPER-SKRULL Mechanics

    Super-Skrull is constantly receiving Cosmic Energy from the Super-Skrull homeworld. In-game, this means every 1 second he gains either a Fury Buff or an Armor Up Buff based on if his next action is an Offensive (Attacks), or Defensive (Blocks or Strucks). Once Super-Skrull gains 5 of these Buffs, he enters his Overload state, his Buffs Unpause, but he gains additional Buffs based on the number of Fury/Armor Up Buffs he has as he Overloads. The second layer of his Buff rotation comes from using his Special Attacks to convert Fury into Armor or Armor into Fury, allowing him to carry some of his Buffs between his Overload cycles. Finally, Super-Skrull is constantly attempting to invade the mind of his opponents with his Hypnotic Gaze, allowing him the ability to periodically Falter his target, and make them more vulnerable to Energy Damage.

BASE STATS & ABILITIES
   Health  Attack  PI (Max Signature)
 3-Star  6124  391  1928
 4-Star  15052  979  4788
 5-Star  30179  1963  10630
 6-Star (Rank 3, Level 45)  37535  2441  13200

Character Class: Cosmic
Basic Abilities: Fury, Armor Up, Incinerate, Unblockable, Stun

STRENGTHS:
  • Multiple Paused Buffs
  • Super-Skrull builds Fury and Armor Buffs which he can keep active for the entire fight. This makes him great for paths where Buffs are key.

  • Controllable Falter
  • Super-Skrull’s Hypnotic Gaze gives him a Falter that begins Paused. While the cooldown is quite long, it can allow him to completely avoid Specials which are normally difficult or impossible to dodge.

  • High Incinerate Debuff Damage
  • Putting his Human Torch-like flames to good use, Super-Skrull gets a large portion of his damage from his Incinerates letting him largely ignore his opponent’s Armor.
WEAKNESSES:
  • Multiple Paused Buffs
  • Buffs can cut both ways, in some matchups, those same paused Buffs which were so valuable last quest, are a liability in this quest.

  • Incinerate Immunity
  • With his Special 2 Incinerates and his Nova Fists Overload Buff, Super-Skrull inflicts a lot of Incinerates. If these are taken away from him, you’ll notice a difference in his damage output.

  • Power Control
  • Super-Skrull can gain quite a bit of Power once he’s got his Signature Ability. This is a hint that he needs to be able to fire off multiple Specials for his rotation. If his opponent can either punish or prevent that Power Gain, it can force a reset on his rotation.

ABILITIES:
The following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion


Enhanced Physiology - Passive
  • Immune to Shock, Incinerate.
  • Fury Buffs also grant +64.95 Block Penetration.
  • Armor Up Buffs also grant +110.53 Critical Resistance.
Developer’s Note: Super-Skrull carries some base immunities from Thing, as well as giving himself slight (mostly defensively relevant) bonuses to his most common Buffs.


Hypnotic Gaze - Debuff
  • After a cooldown of 25 seconds inflict a Falter Debuff on the Opponent. This Falter Debuff lasts for 1 seconds, causes all attacks to Miss and begins Paused.
  • Falter is unpaused when Super-Skrull is Struck, Blocks an Attack, or an Opponent Misses.
  • When this Falter expires, there is a 100% that it's replaced with an Energy Vulnerability Debuff reduces Energy Resist by 1400 for 5 seconds.
Developer’s Note: Super-Skrull’s Falter mechanic has to be paid attention to on both Offense and Defense. On Offense you have to choose between trying to time the Energy Vulnerability for max damage, or using the Miss to keep yourself safe.

Cosmic Energy Receptors - Buff
  • Every 1 second Super-Skrull reaches full charge, and his next action creates a Buff, resetting the charge. This charge is not affected by Ability Accuracy.
  • Landing a Hit or Striking a Block converts to a Fury Buff increasing Attack by 314.08.
  • Being Struck by or Blocking an Attack converts to an Armor Up Buff increasing Armor by 400.
  • 5 of these Buffs can be maintained at a time.
Developer’s Note: This is the mechanic that you’ll play around most when using Super-Skrull. Time your attacks to build Fury, or Block to gain Armor Ups. By Controlling what Buffs you build here, you’ll be able to control what extra Buffs you get when you Overload.

Cosmic Energy Overload - Buff
  • Upon reaching his Cosmic Energy Receptor Buff limit Super-Skrull gains a Cosmic Energy Overload Buff for 15 seconds, and cannot build any more Cosmic Energy until it ends.
  • All Cosmic Energy Receptor Buffs are removed when Overload ends or if it fails to trigger.
  • Skrull gains additional Buffs based on the Armor Up or Fury Buffs active when he enters Overload:
  • 4+ Armor Up Buffs: Gain a Vigilance Buff for 15 seconds.
  • 8+ Armor Up Buffs: Gain an Unblockable Buff for 15 seconds.
  • 4+ Fury Buffs: Gain an Undermine Debuff for 15 seconds, granting Unblockable to any Hit which the Opponent Autoblocks.
  • 8+ Fury Buffs: Gain a Nova Fists Buff for 15 seconds. Granting a 100% chance to Incinerate on all attacks, dealing 1037.94 energy damage over 1.5 seconds, removing Perfect Block Chance and reduces Block Proficiency by 50%.
Developer’s Note: This is the payoff for playing around with the Cosmic Energy Receptor Buffs. Nova Fists is an obvious choice when damage is all you care about, and of course it’ll come with Undermine for free. But sometimes carrying a few Armor Ups into Overload for that Vigilance can be really nice.


SPECIAL ATTACKS
Special 1 - Invisible Boulder Toss Super-Skrull uses his prodigious strength to tear free part of the stage, making it invisible before hurling it at his opponent.
  • On Activation convert up to 5 Fury Buffs into Armor Up Buffs increasing Armor by 400 for 25 seconds.
  • The second hit of this attack Cannot Miss or be Autoblocked.
Developer’s Note: Ok here’s how we can start tying our Overload’s together. By passing Fury -> Armor you can effectively “store” it for the next rotation.

Special 2 - Elastic Firestorm Stretching above from his opponent, Super-Skrull unleashes a storm of firebolts blasting and burning all in his way.
  • On Activation convert up to 5 Armor Up Buffs into Fury Buffs increasing Attack by 314.08 for 25 seconds.
  • Each hit has a 100% chance to cause an Incinerate on Hit doing 2502.83 Energy Damage over 15 seconds, removing Perfect Block Chance and reduces Block Proficiency by 50%.
Developer’s Note: This is Super-Skrull’s big damage payoff! Convert Armor Ups back into Fury, and burn baby burn.

Special 3 - For the Super-Skrull Empire Tapping into all of his powers, Super-Skrull traps his foe in a forcefield encased firestorm, before blasting them into oblivion.
  • Gain an indefinite non-stacking Aptitude increasing the potency of future Armor Up, Fury, and Precision Buffs by 60%.
  • 100% chance to Stun for 3 seconds.
Developer’s Note: Super-Skrull’s SP3 is most useful in longer fights where Aptitudes provide more value the longer you have it for, and the Stun lets you follow up immediately afterwards.

Signature Ability - Self Sustaining Power
  • While in Cosmic Energy Overload, Super-Skrull gains a Power Gain Buff, granting 7.1% of a Bar of Power per second.
Developer’s Note: Super-Skrull’s Signature Ability is nice and simple-- while you’re Overloading, gain Power. On offense this opens up new opportunities for combining his Overload Buffs, and on Defense you’ll definitely find yourself needing to keep his Power Bar in check.



SYNERGY BONUSES
Hostile Takeover - Unique with Iron Fist
  • Super-Skrull: Each time you activate a Fury Buff there is a 100% Chance to place an Armor Break on the Opponent lasting 4 seconds, reducing Armor by 150. Max Stacks: 5
  • Iron Fist: The first 4 of Iron’s Fist’s personal Armor Break Debuffs start paused. While the opponent is suffering any Armor Break Debuffs the next Buff triggered on them will be immediately Nullified and an Armor Break Debuff is consumed.
Developer’s Note: For Super-Skrull this is a nice passive damage bonus, you’ll want to be triggering Furies anyway, so having them create Armor Breaks too is pure bonus.


Wedding Crasher - Unique - with Doctor Doom
  • Super-Skrull: Start the first with a Vigilance Buff, lasting 15 seconds.
  • Solo: Affects only this champion, and does not stack.
Developer’s Note: This Synergy allows Super-Skrull to start a fight with his Vigilance active, which can be an important consideration with abilities like that.



Developer’s Note: All the Synergies below here are Copy/Pastes of the individual effects each of the F4 give each other. Given his shapeshifting/covert history Super-Skrull can activate all these, but because he’s just pretending to be them, he doesn’t gain their effects himself.


The Brave and the Boulder - Unique - with Human Torch, Invisible Woman, Mister Fantastic
  • Other Synergy Members: The last hit of Special Attack 2 grants a Fury Buff for 6 seconds(s), increasing Attack by 15% of Base Attack.This effect is doubled if all other Champions in this Synergy are present.
  • Unique Synergy: Does not stack with duplicate synergies.

Rain of Fire - Unique - with Thing, Invisible Woman, Mister Fantastic
  • Other Synergy Members: The last hit of Special Attack 1 Incinerates the Opponent for 6 seconds(s). This also inflicts Heal Block if all other Champions in this Synergy are present.
  • Unique Synergy: Does not stack with duplicate synergies.

Force Block - Unique- with Thing, Human Torch, Mr Fantastic
  • Other Synergy Members: Block Proficiency increased by 5%. Perfect Block chance increased by 10%. If all other Champions in this Synergy are present, Well-Timed Blocks inflict up to one 10% Weakness Debuff on the Opponent for 6 second(s).
  • Unique Synergy: Does not stack with duplicate synergies.
H.E.R.B.I.E. - Unique - with Thing, Human Torch, Invisible Woman
  • Other Synergy Members: If at or below 20% health at the start of the fight, heal 10% of Max Health over 6 second(s). Otherwise gains 60% of a Bar of Power of 6 second(s) instead.
  • Unique Synergy: Does not stack with duplicate synergies.

RECOMMENDED MASTERIES
Willpower
  • Given that Super-Skrull doesn’t really have good synergy with the suicide masteries, Willpower becomes a very attractive option for him.

Glass Cannon
  • Skrull wants to be very intentional with his Blocks anyway, and he can use his Falter to try and minimize the need to Block further. So he should be able to get lots of use from the bonus Attack, without feeling the HP cost.

Despair
  • Another Mastery worth considering for any champion that can stack multiple Debuffs. Super-Skrull commonly has several incinerates (if not more) on his opponent, and if you bring the Armor Break synergy, he’s likely to have multiple Debuffs on his opponent the entire fight!
Post edited by Kabam Boo on

Comments

  • Silver_GooseSilver_Goose Posts: 425 ★★★
    Nice immunities.
  • slackerslacker Posts: 530 ★★★
    "...burn baby burn..." i like that vibe
  • RiderofHellRiderofHell Posts: 3,144 ★★★★★
    Is this year gonna be the year with falter mechanics being added to champs???
  • No_oneukNo_oneuk Posts: 574 ★★★
    Terra said:

    So wait, is his Sp1 a invisible projectile? That might be annoying to evade.

    yep - magneto's messes me up every time!
  • magnus_xixmagnus_xix Posts: 664 ★★★
    A base attack that low does not bode well...
  • TerraTerra Posts: 4,517 ★★★★★

    A base attack that low does not bode well...

    For reference, a 6* r3/45 Karnak has roughly 3050 attack base stat. Think about that.
  • VoltolosVoltolos Posts: 1,010 ★★★
    Terra said:

    A base attack that low does not bode well...

    For reference, a 6* r3/45 Karnak has roughly 3050 attack base stat. Think about that.
    And sasquatch has 2733
  • Moot4LifeMoot4Life Posts: 2,132 ★★★★

    A base attack that low does not bode well...

    He can get many furies and amplify them with aptitude
  • razielraziel Posts: 62
    6* prestige is terrible :(
  • SkyLord7000SkyLord7000 Posts: 1,368 ★★★★
    Kinda sad Doom has no benefit from the synergy. :( As long as his damage adds up this looks like a great champ. :)
  • DemonzfyreDemonzfyre Posts: 11,772 ★★★★★

    A base attack that low does not bode well...

    You can't think in terms of base attack. He's got other mechanics that are going to be helping with that damage as well.
  • RotellyRotelly Posts: 581 ★★★




    Cosmic Energy Overload - Buff
    • Upon reaching his Cosmic Energy Receptor Buff limit Super-Skrull gains a Cosmic Energy Overload Buff for 15 seconds, and cannot build any more Cosmic Energy until it ends.
    • All Cosmic Energy Receptor Buffs are removed when Overload ends or if it fails to trigger.
    • Skrull gains additional Buffs based on the Armor Up or Fury Buffs active when he enters Overload:
    • 4+ Armor Up Buffs: Gain a Vigilance Buff for 15 seconds.
    • 8+ Armor Up Buffs: Gain an Unblockable Buff for 15 seconds.
    • 4+ Fury Buffs: Gain an Undermine Debuff for 15 seconds, granting Unblockable to any Hit which the Opponent Autoblocks.
    • 8+ Fury Buffs: Gain a Nova Fists Buff for 15 seconds. Granting a 100% chance to Incinerate on all attacks, dealing 1037.94 energy damage over 1.5 seconds, removing Perfect Block Chance and reduces Block Proficiency by 50%.
    Developer’s Note: This is the payoff for playing around with the Cosmic Energy Receptor Buffs. Nova Fists is an obvious choice when damage is all you care about, and of course it’ll come with Undermine for free. But sometimes carrying a few Armor Ups into Overload for that Vigilance can be really nice.

    Is Undermine really a Debuff or should that be Buff? @Kabam Zibiit "
  • WhitestalkerWhitestalker Posts: 13
    It will be really hard to fight him.
  • KDSuperFlash10KDSuperFlash10 Posts: 5,644 ★★★★★
    The return of Sym Supreme's dominance vs tough cosmic opponents, ya love to see it
  • The_beast123The_beast123 Posts: 735 ★★★
    He's gonna be fun to play with. Base attack seems underwhelming. Hope the furies do the job and he puts work just like how his abilities impress, at least against non-incinerate immunes.
  • becauseicantbecauseicant Posts: 383 ★★★
    Can you go into more detail how the Falter debuff and pausing works? For example when fighting him I've noticed that if you try to intercept Skrull while the debuff is paused on you it will Miss immediately and you will get hit. However if you hit Skrulls block while the debuff is paused you won't miss that initial hit. Seems inconsistent.
  • Bajan_SamuraiBajan_Samurai Posts: 102

    Can you go into more detail how the Falter debuff and pausing works? For example when fighting him I've noticed that if you try to intercept Skrull while the debuff is paused on you it will Miss immediately and you will get hit. However if you hit Skrulls block while the debuff is paused you won't miss that initial hit. Seems inconsistent.

    Honestly, even though Falter has it's uses, I feel it was a wasted application to a champion that has the power to turn invisible. This should have been straight up Misses based on Invisibility instead of Falter. His hypnotic powers could have been put towards something else like depriving opponents of the use of their Specials temporarily or something.

    But to answer your question, I think it is designed to cause the miss when he would be directly hit, not if hitting into his Block. I haven't fought against him enough to be sure of that, and when I do it's direct hits he causes Falter on.
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