**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.

Concepts of Champions Reworks !!!VERY MUCH TEXT!!!

1. Black Panther (Civil War)
HP 36885 => 36885
Attack 2301 => 2301
Crit Rate 23% => 0%
Crit Damage 180% => 160%
Armor 0% => 0%
Block Proficiency 64% => 64%
Energy Resistance 0% => 0%
Physical Resistance 0% => 0%
Crit Resistance 0% => 0%
P.s All stats for 5* 5/65 champion
SIGNATURE ABILITY
-At the start of the fight Black Panther receives Vibranium Charges which he ended up with it in the last fight (at least 1 charge). When Black Panther receives a buff, buff’s timer temporarily suspends on 0.67sec => 3sec (depending on Signature Ability Level) for each Vibranium Charge
ABILITIES
>While Fighting as an Attacker
-Enter with 1 Vibranium Charge (Max 3)
>While Fighting as a Deffender
-Enter with 3 Vibranium Charges
>For each Vibranium Charge Black Panther gets:
+15% to Crit Rate
+15% to Crit Damage
+25% to Debuffs Resistance
+10% to Armor
>Basic Attacks: Striking the Opponent’s block with 15% inflicts Bleed dealing 10% (From Attack Rate) over 6sec
>Heavy Attack: If Opponent is bleeding, Black Panther becomes unstoppable during the attack. Both hits refresh bleed on the Opponent
>When Attacked:
-60% chance to gain an Armor Up Buff for 7.50sec, granting +15% Armor Rating
-Each time Black Panther gains an Armor Up effect he has a 7% chance to enter a Reflective state for 7sec, storing 1.2% of the damage taken. While in Reflective state, his suit cannot trigger Armor Up (Unless Special Attack 3)
-For every 1% damage stored, Black Panther gains a Reflect charge. When successfully hitting the opponent, Black Panther consumes all charges to deal the enquivalent damage back to the opponent. Charges lasts for 7sec
>When Stunned:
-Black Panther’s Vibranium armor consumes an Armor Up effect or 1 Vibranium Charge to reflect physical Stun effect back to his enemy and purify any Debuffs applied with the Stun effect. If Black Panther has both Armor Up effect and Vibranium Charge, he spends an Armor Up. This has a 100% chance to Stun the opponent for 2.50sec and cannot interrupt Special Attacks
>Every Black Panther’s buffs stack up to 5
>Special Attack 1: When activated, gains Black Panther True Strike (Ignore Armor, Resistances, Auto Block and all Evade effects) for 8sec. If Opponent is bleeding, this attack becomes unblockable and all hits gets 50% to Crit Rate for each Vibranium Charge
>Special Attack 2: When activated, grants Black Panther Cruelty Buff, increasing Crit Damage by 80% for 10sec. If Opponent is bleeding, this attack becomes unblockable and all hits gets 50% to Crit Rate for each Vibranium Charge
>Special Attack 3: Gain 1 Vibranium Charge and 1 indefinite Armor Up buff (Max 1), increasing armor by 15%. Also grants Black Panther True Strike for 14sec and gains Cruelty Buff, increasing Crit Damage by 80% for 14sec

2. Sentry
HP 31398 => 31398
Attack 2414 => 2414
Crit Rate 18% => 18%
Crit Damage 180% => 180%
Armor 20% => 20%
Block Proficiency 64% => 64%
Energy Resistance 5% => 5%
Physical Resistance 10% => 10%
Crit Resistance 0% => 0%
P.s All stats for 5* 5/65 Champion
SIGNATURE ABILITY
-If Sentry loses his Combo more than 100 => 20 he can with 20% => 100% chance become indestructible by 0.2sec for per Reality Warp (Reality Warp charges are not spent) and purify to 3 debuffs.
-At the start of a fight, if Health is above 89.55% => 0%, Reality Warps persist with Sentry from the previous fight.
ABILITIES
>Reality Warp – Passive
-At the start of a fight and after every 10 hits in a Combo, Sentry gains a Reality Warp. Reality Warps stack up to 15 max. Sentry’s attack rating increases by 10% for each Reality Warp. Reality Warps gives Sentry different abilities and are used as a multiplier for his abilities:
3+ Reality Warps – all Special Attacks are Unblockable
6+ Reality Warps – Medium Attacks with 15% inflicts the passive debuff (Max 3) that reduce the Attack Rating of each hit in the next Opponent’s Special Attack by 15%
9+ Reality Warps – become Power Locks, Power Steals and Power Drains immune (does not apply on cell’s modificators)
12+ Reality Warps – all Sentry’s hits ignore Armor and Resistances
>State of Mind – Passive
-Sentry starts the fight in Unyielding Fortitude and changes to the next State for every 10 hits in a Combo. When Sentry loses his Combo, he reverts to Unyielding Fortitude
-Unyielding Fortitude: 100% chance on entering this State, Sentry cannot lose his Combo. Remains until Sentry changes States
-Overpowering Light: 100% chance on entering this State, Sentry’s Special 1 Attack Damage is increased by 30% per Reality Warp. Reminds until Sentry changes States
-Steadfast Approach: 60% chance on entering this State, Sentry’s Heavy Attack Damage increases by 20% per Reality Warp. Every Heavy Attack’s hit with 6% gains a Reality Warp. In addition, he gains 100% chance to Perfect Block. Remains until Sentry changes States
-Absolute Strength: 100% chance on entering this State. Consumes to 3 Reality Warp using Special Attack 2. Sentry’s Special 2 Attack Damage increases by 120% for each consumed Reality Warp. Remains until Sentry changes States
-After Absolute Strength, Sentry restarts State of Mind, entering Unyielding Fortitude
>Special Attack 1: 100% chance for Fury, increasing your Attack by 30% for 20sec
>Special Attack 2: 100% chance to Armor Break, removing an enemy Armor Up and applying 26.67% Armor Rating reduction for 20sec
>Special Attack 3: Sentry consumes to 5 Reality Warps and Special 3 Attack Damage is increased by 120% for each consumes Reality Warp. If Health is below 50%, Sentry consumes to 5 Reality Warps to Heal 5% Health for each consumed Reality Warp

3. Vulture
HP 31779 => 31779
Attack 2324 => 2324
Crit Rate 9% => 10%
Crit Damage 280% => 280%
Armor 10% => 10%
Block Proficiency 64% => 64%
Energy Resistance 0% => 0%
Physical Resistance 0% => 0%
Crit Resistance 0% => 0%
P.s All stats for 5* 5/65 Champion
SIGNATURE ABITITY
-Vulture start the fight at full Chitauri Energy. While Vulture has an Armor Up effect, he absorb any Incinerate Debuff applied to him, using it to fill his Chitauri Energy and all power drain effects are less effective by 70%
-Additionally, while the Opponent is Incinerated, gain 0.26% => 1.26% Power every 0.5sec
ABILITIES
>Vulture has a permanent Armor Up Buff, increasing his Armor by 8.43 per point of Chitauri Energy. If this Buff is removed for any reason, it will refresh itself after 10sec
>Chitauri Energy Core – Passive (Max 150 charges Chitauri)
-Each time Vulture lands a Critical Hit his suit stores 5 Chitauri Energy for late use
-Vulture’s Second Medium Attack spends 15 Chitauri Energy and taking 20% enemy Power that in stock
-Vulture gain 2 charges Chitauri Energy for every 0.5% (From Max Energy) drained Energy
-Vulture inflicts 3% Energy Damage for every 0.5% (From Max Energy) drained Energy
>Raptor Strike: if Opponent interrupts Vulture’s Dashing toward, Vulture counterattacks opponent, inflicting 50% Incinerate damage over 8sec
>Hunting for the Weak: granting Attack Rating by +200%, granting Crit Rate by +25% and spends 1 charge Chitauri Energy every 0.5sec while this effect active. If Chitauri Energy reaches 0, Vulture loses his Armor Up Buff and Hunting for the Weak is deactivated
>Heavy Attack: Crit Rate of this attack granting depending on enemy Power that in stock (-1% Opponent’s Power => +1% for Crit Rate)
>Special Attack 1: 100% Chance to apply a Siphon Charge Debuff, which Drains 25% of all Energy Power during 10sec. Activates Hunting for the Weak for 12sec
>Special Attack 2: 100% Chance to apply a Thermal Feedback Debuff, which Drains 35% of all Energy Power during 12sec. Activates Hunting for the Weak for 18sec
>Special Attack 3: this Attack Incinerates the enemy dealing 200% Energy Damage over 20sec. This effect also removes Perfect Block Chance and Block Proficiency by 50% while it’s active. Activates Hunting for the Weak for 30sec

4. Iron Fist
HP 25606 => 25606
Attack 2527 => 2700
Crit Rate 31% => 31%
Crit Damage 220% => 220%
Armor 0% => 0%
Block Proficiency 60% => 60%
Energy Resistance 0% => 0%
Physical Resistance 0% => 0%
Crit Resistance 0% => 0%
P.s All stats for 5* 5/65 Champion
SIGNATURE ABILITY
-While Fire Fist mode active, all Iron Fist’s hits reduces Opponent’s Defensive Ability Accuracy by 15% => 100% (depending on Signature Ability Level). Doesn’t work against Class Disadvantage
ABILITIES
>Iron Fist Immunes to Nullify and Stagger effects
>Every 5th basic attack that either Champion throws has a 200% chance to gain 1 Tough Charge
>Heavy Attack:
-Inflicts the Stagger to Opponent. The next time a Staggered Opponent triggers a Buff, that Buff and all other Buffs triggered at the same time will be immediately Nullified
-Depletes up 35% of the target’s Power that in stock
-Stops the duration of Fire Fist mode for 3sec
-After using, this ability goes on cooldown for 9sec
>Fire Fist mode:
-While active: Hits on the Opponent gain +30% Combat Power Rate
-Critical Hits: 65% chance to break the target’s Armor and apply 11% Armor Rating reduction for 6sec
-All personal Buffs and Debuffs is temporarily suspending their timer during Fire Fist mode
>All Special Attacks: consumes all Tough Charges and enters in Fire Fist mode or extend timer of Fire Fist mode. 1 Focus Charge gives 1sec for Fire Fist mode
>Special Attack 1: 200% chance to gain a Fury Buff (Max 5) increasing Attack by 38% over 7sec
>Special Attack 2: 200% chance to gain a Cruelty Buff (Max 5) increasing Crit Damage by 50% over 11sec

5. Karnak
HP 31703 => 31703
Attack 2358 => 2358
Crit Rate 15% => 10%
Crit Damage 150% => 100%
Armor 0% => 0%
Block Proficiency 64% => 64%
Energy Resistance 0% => 0%
Physical Resistance 0% => 0%
Crit Resistance 0% => 0%
P.s All stats for 5* 5/65 Champion
SIGNATURE ABILITY
-While Karnak Focused, he shrugs off Debuff effects 10% => 55% faster than normal
-Karnak has 30% => 85% to stay Focused when he is struck while Focused
-Maximum number of Meditation Charges increased by 5
ABILITIES
>Covered in dense callus, Karnak has toughened his skin and gains +25% increased Physical Res
>Base Regeneration Rate is set at 40% instead of the normal 100%
>Immune to all effects that modify Regeneration Rate, except Poison
>If the Recoil Mastery is active, the Recoil Damage is reduced by 70%
>Every 5th basic attack that Opponent throws has a 100% chance to gain 1 Rage Debuff with no effects
>Meditation Charges (Max 25):
-For every cleared Debuff Karnak gains 1 Meditation Charge
-Karnak’s Crit Rate increases by +1% for every Meditation Charge
-Karnak’s Crit Damage increases by +10% for every Meditation Charge
-Karnak reduces his Class Disadvantage by 2% for every Meditation Charge
>Given time to study his opponent, Karnak becomes Focused, gaining +50% Crit Rate. Whenever he is struck, Karnak loses focus for 9sec. Focus gives next Abilities:
-When Karnak becomes Focused, he clears 1 Debuff instantly. After every 15sec clears 1 Debuff. If number of Meditation Charges reaches the maximum, Karnak clears Debuff faster by 3sec
>Special Attack 1:
-This attack allows Karnak to become Focused instantly
-100% Chance to gain passive True Strike, allowing this Champion to ignore Armor, Resistances, Auto-Block and all Evade effects. True Strike is subsided if Karnak loses focus
-Focused: Always gain True Strike. After activated, starts to meditate. While meditation, Karnak every 0.5sec gains Rage Debuff with no effect. Meditation is canceling by Blocking, Dashing Backwards, Charging a Heavy Attack, using a Light, Medium or Special Attack. If Opponent strike Karnak during meditation, he activates Auto-Blocking allowing him to automatically block incoming Basic Attacks. This does not count as a Well-Timed Block
>Special Attack 2:
-65% chance to Stun the Opponent for 2sec
-Focused: this attack becomes unblockable. 100% chance to Stun the Opponent for 2sec. 100% chance of dealing Energy Damage equal to 10% of their max Health. This damage cannot exceed 55000 damage
>Special Attack 3:
-This attack allows Karnak to become Focused instantly
-Gains passive True Strike and passive Aptitude Buff (increasing the potency of Meditation Charges by 100%) for 11sec. While timer is going, these effects cannot be subsided any ways. When timer ends, effects sets and can subside. True Strike and Aptitude Buff subsides if Karnak loses focus
-Focused: Gains passive True Strike and passive Aptitude Buff for 16sec (While timer is going, these effects cannot be subsided any ways. When timer ends, effects sets and can subside. True Strike and Aptitude Buff subsides if Karnak loses focus). Clears all Debuffs from himself. Gains Fury Buff increasing Attack Rate by 100% over 9sec. Fury’s Buff timer increases by 4sec for every cleared Debuff

P.s this are fan's concepts, so abilities and percents aren't balanced and could be changed. I'm just a player and it's just suggestions

Comments

  • Fear_of_Clowns2099Fear_of_Clowns2099 Posts: 892 ★★★
    edited April 2021
    Well, I'll be reading yours in just a sec. Next time, I would suggest making them into different posts or at least 2 per post, cause this humongous lol
  • VovanDangVovanDang Posts: 12
    Yeah it's good idea. I don't have enough experience in this, because it's my first post
  • ShadowstrikeShadowstrike Posts: 3,088 ★★★★★
    I like what I'm reading here but admittedly feels a little incomplete, I don't know if maybe you were rushing to write it all down so you wouldn't forget it or if you were only thinking about certain things more than others. Still it's a good start for some building blocks.
  • VovanDangVovanDang Posts: 12

    I like what I'm reading here but admittedly feels a little incomplete, I don't know if maybe you were rushing to write it all down so you wouldn't forget it or if you were only thinking about certain things more than others. Still it's a good start for some building blocks.

    Nope. I've written all this text on draft before. So that I decided to publish all this in one humong post it's my fail
  • VovanDangVovanDang Posts: 12
    6. Captain America (Classic)
    HP 31398 => 35000
    Attack 2301 => 2200
    Crit Rate 23% => 23%
    Crit Damage 180% => 180%
    Armor 20% => 20%
    Block Proficiency 76.4% => 90%
    Energy Resistance 0% => 0%
    Physical Resistance 0% => 0%
    Crit Resistance 0% => 0%
    P.s All stats for 5* 5/65 Champion
    SIGNATURE ABILITY
    -Captain America can block Heavy and Unblockable Attacks with 30% => 100% chance. This ability less effective by 70% while fighting Skill champions. Also every blocked Heavy or Unblockable Attack gains 7 Might Charges. All Attacks gains 25% => 75% less Power to Opponent while Opponent is stunned
    ABILITIES
    >Captain America Perfect blocks has 100% to cause Opponent’s attacks to Glance. Glancing hits suffers -100% Offensive Ability Accuracy
    >Captain America accumulates Might Charges during fight. Every Might Charge increases Attack rating by 7%. Captain gains Charges by different ways:
    -Each blocked hit: gains 2 Might Charges
    -Well-Timed Block: gains 5 Might Charges
    -Every hit on stunned Opponent: gains 1 Might Charge
    -If Opponent has 2 or more Debuffs, Captain gains twice as many Might Charges
    >Every 10 Might Charges converts in passive Fury buff increasing Attack by 80% over 12sec. This Fury buffs haven’t limit
    >Heavy Attack: 65% chance to Refresh all active Debuffs on Opponent
    >Special Attack 1: 80% chance to Stun Opponent for 3sec. Also has 60% chance to inflict Weakness reducing Attack Rating by 20% for 8sec
    >Special Attack 2: 100% chance to Stun Opponent for 2.5sec. Also has 50% chance to inflict Bleed dealing 200% damage over 8sec
    >Special Attack 3: 100% chance to Stun Opponent for 4sec. Also Exhausts the Opponent reducing Critical Damage Rating by 35% for 10sec. The Opponent’s Power Gain effects also reduced by 50% for 10sec

    +Synergy with Iron Man, Iron Man Infinity War:
    Special Attack 3 inflicts 3 Incinerate Debuffs each of which dealing 90% Energy Damage over 6sec. This effects also removes Perfect Block Chance and Block Proficiency by 20% for each Incinerate while it’s active. And animation of Special Attack 3 becomes like that:

  • VovanDangVovanDang Posts: 12
    7. Phoenix
    HP 26216 => 26216
    Attack 2098 => 2200
    Crit Rate 26% => 26%
    Crit Damage 200% => 200%
    Armor 22% => 22%
    Block Proficiency 59% => 59%
    Energy Resistance 0% => 15%
    Physical Resistance 0% => 0%
    Crit Resistance 0% => 0%
    P.s All stats for 5* 5/65 Champion

    SIGNATURE ABILITIY

    -When entering in Dark Phoenix mode, character additionally regenerates 0.5% => 2.8% of Health number at the start of the fight, for each consumes Phoenix Force Charge. Also Phoenix gets +0.5% => +1.5% Crit Rate in Dark Phoenix mode, for each converted Phoenix Force Charge

    ABILITIES

    >Phoenix starts fight in “Unawakened State”. Phoenix enter a fight with 100% of the Health she finished her previous fight in the same Quest with
    >Whenever Phoenix loses 10% of her Max Health, she gains 1 Phoenix Force Charge in “Unawakened State”
    >Once per fight when the Phoenix is struck by a blow that would knock her out, dark energy inside Jean Gray unleashes “Dark Phoenix”. She immediately becomes invulnerable for 2sec, and consumes all of her Phoenix Force Charges, regaining 7% of Health number at the start of the fight per charge (This regain cannot be blocked or reversed by anyways). Also Phoenix purifies all Debuffs and becomes full immune to Incinerate. Then she gains active buffs for consumed Phoenix Force Charges:
    -Fury: +20% to Attack Rating for each consumed Phoenix Force Charge
    -Power Gain: gains +0.2% Energy of Max Energy every 1sec for each consumed Phoenix Force Charge. However when Phoenix is knockdowned, Power Gain deactivates
    >If Phoenix’s buffs are nullified by anyways, she regains their in 0.5sec for each lost buff
    >In Dark Phoenix Mode when Phoenix uses a Special Attack, the Opponent’s controls are reversed until just after the end of the attack (That’s because Phoenix has a telepathic abilities according to canon). This will not trigger when fighting an Opponent with #Psychic Shielding
    >Basic Attacks:
    -“Unawakened State”: 15% chance to Incinerate the Opponent, dealing 14% Energy Damage over 9sec
    -Dark Phoenix mode: Every Crit attack becomes Unblockable and Incinerates the Opponent, dealing 14% Energy Damage over 9sec. If the Opponent is immune to a Incinerate, inflict 15% Energy Damage as Direct Damage
    >Heavy Attack:
    -“Unawakened State”: Deal a burst of 3% Direct Damage from Max Heath to Phoenix
    -Dark Phoenix mode: Refresh all Incinerates Debuffs on Opponent

    >Special Attack 1:
    -“Unawakened State”: Deal a burst of 5% Direct Damage from Max Health to Phoenix. Also Incinerates the Opponent, dealing 40% Energy Damage over 12sec
    -Dark Phoenix mode: Inflicts 3 Incinerate Debuffs, each of which dealing 40% Energy Damage over 12sec. If the Opponent is immune to a Incinerate, inflict 150% Energy Damage as Direct Damage

    >Special Attack 2:
    -“Unawakened State”: Deal a burst of 10% Direct Damage from Max Health to Phoenix. Also Incinerates the Opponent, dealing 80% Energy Damage over 16sec
    -Dark Phoenix mode: Inflicts 3 Incinerate Debuffs, each of which dealing 80% Energy Damage over 12sec. If the Opponent is immune to a Incinerate, inflict 300% Energy Damage as Direct Damage

    >Special Attack 3:
    -“Unawakened State”: Deal a burst of 20% Direct Damage from Max Health to Phoenix. Refresh all Incinerates Debuffs on Opponent
    -Dark Phoenix mode: All Incinerate Debuffs on Opponent are converted into a Fire Burst Passive dealing 90% Direct Damage for each converted Incinerate Debuff over 7sec. If the Opponent is immune to a Incinerate, inflict 200% Energy Damage as Direct Damage for each consumed Phoenix Force Charge
  • VovanDangVovanDang Posts: 12
    Hi everyone! I was absent for a while, but now I'm back) Here are mini upgrades that I would like to see.
    The Champions who are not bad, but it will be great if they’ll get buff to their abilities or get some new useful abilities like this:

    1) Silver Surfer:
    >(UPGRADE) Each hit deals a Burst of 12.5% => 25% Energy Damage for each Unique Buff. This scales with base attack only
    >(NEW) All board attacks ignores Auto Block effects
    >(NEW) When blocking Silver Surfer deals damage from projectiles back to the opponent, inflicting up to 90% of the incoming damage as physical damage. No effect against Physic attacks

    2) Wasp:
    >(NEW) When Opponent intercepts Wasp’s dash, she has a 100% chance to Evade. Any time Wasp successfully Evades on attack she Counter Attacks, inflicting a Shock Debuff dealing 100% Energy Damage over 8sec. This Ability doesn’t work if Counter Attack is disabled or Wasp is bleeding
    >Special attack 1:
    -(UPGRADE) 40% chance to Stun for 2sec => 25% chance to Stun for 2 sec. The chance increases by 1% for each hit on her Combo Meter. Max 100%
    -(UPGRADE) Concussion, reducing the opponent’s Ability Accuracy by 1% for each hit on her Combo Meter for 8sec => 12sec
    >Special attack 2:
    -(UPGRADE) Stings the opponent for 6sec => 7sec
    -(UPGRADE) After lasting its full duration, Sting will convert into a Petrify Debuff for 12sec => 15sec, reducing the opponent’s Regeneration and Power Gain Rate by a flat 1.75% => 2.25% for each hit on Wasp’s Combo Meter

    3) The Overseer:
    >(NEW) Persistent Charges (Max 6)
    -Over the course of a quest, The Overseer conquers the Opponent’s, becoming stronger and gains Persistent Charges. The Overseer starts each quest with 0 Persistent Charges. This becomes 2 if Defending. When The Overseer knockouts an Opponent with tags #Hero or #Villain he gains 2 Persistent Charges. When The Overseer loses fight, he loses 4 Persistent Charges
    -If The Overseer fights in Final node of a quest, he starts the fight with not less than 4 Persistent Charges as an Attacker or a Defender
    2+ Persistent Charges – When attacked has 6% chance to gain a non-stacking Fury Buff for 6.5sec, granting +25% Attack. This chance increases by twice if The Overseer is blocking an attack
    4+ Persistent Charges – The Overseer starts fight with 2 indefinite Gamma Power. Special 1 and Special 2 effects trigger on the target’s Block except Stun
    6+ Persistent Charges – All Personal Buffs and Debuffs (Except Stun) duration increased by 4sec. Gains +25% Attack Rating for each Unique Debuff on the opponent

    P.s. All Stats for 5* 5/65 Champions
  • Shock29Shock29 Posts: 541 ★★★
    Wasp, Silver Surfer, and Overseer are fine the way they are. They don’t really need buffs. I could see an argument for a tuneup or small utility addition to Overseer but not an overhaul like you’re suggesting.
  • VovanDangVovanDang Posts: 12
    Shock29 said:

    Wasp, Silver Surfer, and Overseer are fine the way they are. They don’t really need buffs. I could see an argument for a tuneup or small utility addition to Overseer but not an overhaul like you’re suggesting.

    So I wrote that all this 3 champions are not bad, but I just want to increase vesatility of those champions.
    -Wasp just has a good damage and she is good against Ebony Maw. And it's all. This upgrade could improve control over the Opponent and increase efficiency of abilities that related with combo
    -Silver Surfer has a normal damage and some immunes. But he has't main immunes (Bleed and Poison) and doesn't control the Opponent. So this upgrade could increase a little damage, improve some control over the Opponent and a fun ability that could be rarely but useful (+ in commics he can absorb projectiles using his surf)
    -What about Overseer he is normal, but he doesn't offer something new and unique that other champions doesn't have. His Damage is above the average but not top even in science class. So he need more damage or more useful abilities. I'm propose something at the middle
  • VovanDangVovanDang Posts: 12
    edited June 2021
    8. Juggernaut
    HP 33837 => 37000
    Attack 2346 => 2346
    Crit Rate 14% => 14%
    Crit Damage 150% => 150%
    Armor 20% => 20%
    Block Proficiency 56% => 56%
    Energy Resistance 0% => 0%
    Physical Resistance 0% => 0%
    Crit Resistance 0% => 0%
    P.s All stats for 5* 5/65 Champion

    SIGNATURE ABILITY
    -When Juggernaut get struck during Unstoppable, he becomes passively Indestructible and ignore all incoming damage for 1sec
    -This ability can be activated again after a 35sec => 15sec cooldown

    ABILITIES
    >Every 9th basic attack that Opponent throws has a 120% chance to make Juggernaut becomes Unstoppable for 2sec
    >The chance to become Unstoppable (by Special Attacks or get Struck) reduces by 20% for each unique Non-Damaging Debuff on Juggernaut
    >Every 10th basic attack that Juggernaut throws gains Passive Fury Buff increasing Attack by 25% for 8.5sec
    >When Juggernaut is Unstoppable, his Physical Resistance increased by 70%
    >Gains 1 Passive Fury Buff increasing Attack by 25% for 8.5sec when Struck or Blocking a Hit during Unstoppable
    >Heavy Attack: 100% chance to Break the Opponent for 5 sec, reducing the opponent’s Ability Accuracy by 25%. The next time a Broken Opponent triggers a Buff, that Buff and all other Buffs triggered at the same time will be immediately Nullified
    >All Juggernaut’s hits on Broken Opponent becomes critical
    >All Special Attacks: Pause the Duration of all Personal Buffs and Debuffs

    >Special Attack 1:
    - 120% chance to become Unstoppable over 2.5sec
    -Triggers up to 3 stacks of Passive Fury Buff, each increasing Attack by 25% for 8.5sec
    -This Attack is Unblockable

    >Special Attack 2:
    - 120% chance to become Unstoppable over 3.5sec
    - 100% chance to gain a Passive Cruelty Buff increasing Crit Damage for 15sec
    -This Attack is Unblockable

    >Special Attack 3:
    - 140% chance to become Unstoppable over 4.5sec
    -Triggers up to 8 stack of Passive Fury Buff for every Passive Fury Buff he gained in this fight. Every Fury increase Attack by 25% for 13.5sec
    - 100% chance to Break the Opponent for 10 sec, reducing the opponent’s Ability Accuracy by 25%. The next time a Broken Opponent triggers a Buff, that Buff and all other Buffs triggered at the same time will be immediately Nullified
  • VovanDangVovanDang Posts: 12
    Hi readers! Sometimes earlier I played on Taskmaster and I can say that he had before and now has a useful abilities and worthy damage. But I never understood why his main function to block Opponent's abilities is kind of a confused. This rework could make his gameplay easier and improve his potential as an Abilities blocker

    9. Taskmaster
    HP 31093 => 32093
    Attack 2313 => 2313
    Crit Rate 24.5% => 24.5%
    Crit Damage 178.1% => 178.1%
    Armor 20% => 20%
    Block Proficiency 64% => 64%
    Energy Resistance 0% => 0%
    Physical Resistance 0% => 0%
    Crit Resistance 0% => 0%
    P.s All stats for 5* 5/65 champion

    SIGNATURE ABILITY
    >Successfully exploiting a weakness instantly deals 40% => 80% (from Attack Rating) direct damage
    >Taskmaster gains an Evade Charges (description in ABILITIES line) using his Special Attacks with certain chance:
    -using a Special Attack 1: 30% => 70%
    -using a Special Attack 2: 50% => 100%

    ABILITIES

    >PHOTOGRAPHIC REFLEXES (without changes):
    -Each Unique Attack your Opponent attempts decreases their Offensive Ability Accuracy by 10%, while increasing your Perfect Block Chance by the same amount
    -Each Unique Attack you make decreases your Opponent’s Defensive Ability Accuracy by 10%
    -Being Struck by a Special Attack resets both of these abilities’ effects

    >EXPLOIT WEAKNESS:
    -Taskmaster suffer an indefinite Passive Concussion Debuff reducing Opponent’s Ability Accuracy by 30%. Doesn’t work against Class Disadvantage
    -Taskmaster spots a weakness in the last Attack his Opponent attempted, which can be exploited by striking his Opponent with that same attack within 10 sec (less by 3sec against Class Disadvantage)
    -Each time Taskmaster successfully triggers Exploit Weakness it placed a indefinite Concussion Debuff (max 9) reducing Opponent’s Ability Accuracy by 10%
    -An Attack that will trigger Exploit Weakness will not trigger Passive Evades or Auto-Block
    -After Exploid Weakness is triggered or expires it goes on cooldown for 6sec (8sec against Class Disadvantage)
    -Each hit deals 10% of hit damage as a burst of Physical Damage for each 10% reduced Opponent’s Ability Accuracy. This ability is based on hit damage before checking Block Proficiency, Armor and Resistances

    >When Opponent’s Ability Accuracy reduction reaches 100%, Taskmaster gains 3 Evade Charges:
    -When performing a Well-Timed block on Basic attacks, Taskmaster has a 100% chance to Evade and inflict a Cripple Debuff for 10sec. All Taskmaster’s Attacks doesn’t gain Opponent’s Power and Opponent is Locked from using any of their Special Attacks. This Ability doesn’t work while Opponent has a Cripple Debuff

    >LEARN THE FOE (without changes):
    -Each time a Debuff is placed on Taskmaster, all future Debuffs placed on him have their Potency reduced by 10%
    -If the Debuff Potency reduction reaches 100%, Taskmaster becomes Immune to Debuffs

    >Heavy Attacks:
    -If the Exploit Weakness is on Cooldown, the Cooldown immediately ends, and the target is set. This Ability has a Cooldown for 11sec
    -If Taskmaster has triggered Exploit Weakness in the last 1sec, or his current Exploit Weakness target is Heavy Attack, he avoids any incoming attacks for the first 1sec of charging this Attack
    -If Opponent’s Ability Accuracy reduction reaches 100%, Taskmaster spent 15% of max Power and gains a Fury Buff increasing his Attack Rating by 50% over 10sec (It was done on purpose so that if you must CONTROL target and can play using a Special Attacks 1 and 2 but you accidentally piled up to Special Attack 3 which spend all Concussion Debuffs, you can use a Heavy Attack and spend Energy to continue play using Special Attack 1, 2 and CONTROL an Opponent)

    >Special Attack 1:
    -Causes Bleed lasting 5sec and dealing 10% Damage, per Debuff triggered on the Opponent this fight. Max Damage after 10 Debuffs
    -If Opponent’s Ability Accuracy reduction reaches 100%, this Attack has a 35% to infict Bleed lasting 5sec and dealing 350% Damage

    >Special Attack 2:
    -Causes Armor Break lasting 13sec and reducing Armor by 30%
    -If Opponent’s Ability Accuracy reduction reaches 100%, this Attack inflicts an Armor Break that valid until 40 Taskmaster’s hits on target. This Armor Break reduce Armor by 15%

    >Special Attack 3:
    -Causes Bleed lasting 5sec and dealing 10% Damage, per Debuff triggered on the Opponent this fight. Max Damage after 10 Debuffs
    -Causes Armor Break lasting 13sec and reducing Armor by 30%
    -If Opponent’s Ability Accuracy reduction reaches 100%, this Attack consumes all Concussion Debuffs (except Passive Concussion Debuff, which reduce an Ability Accuracy by 30%) and gains Buffs each one timer increased by 3sec for each spent Concussion Debuff:
    -True Strike: ignore Armor, Resistances, Auto Block and all Evade effects
    -Precision Buff: increase Critical Rating by 45.5%
    -Cruelty Buff: increase Critical Damage by 300%

    P.s. I know that Taskmaster unlikely will be reworked ever, because he wasn't touched even with the premier of Black Widow Movie, but I hope he wiil get some rework or upgrade of his abilities as a Bishop for example
  • VovanDangVovanDang Posts: 12
    10. Superior Iron Man
    HP 29569 => 29569
    Attack 2234 => 2234
    Crit Rate 23% => 23%
    Crit Damage 180% => 180%
    Armor 24% => 24%
    Block Proficiency 64% => 64%
    Energy Resistance 0% => 0%
    Physical Resistance 0% => 0%
    Crit Resistance 0% => 0%
    P.s All stats for 5* 5/65 Champion

    SIGNATURE ABILITY
    >Starts fight with 1 indefinite Armor Up buff icreasing Armor rating by 12%
    >For each Armor Up buff on Super Iron Man, his opponent suffers the following:
    -10% => -30% Damaging Debuff Potency

    ABILITIES
    >Every 8.5sec Super Iron Man gains an indefinite Armor Up buff increasing his Armor rating by 12%

    >Super Iron Man with 100% chance gains an indefinite Armor Up buff after filling a bar of Power

    >Every time when Iron Man breaks the target’s Armor, he spends his 1 Armor Up buff

    >When either Champion gains an Armor Up buff, Super Iron Man gains a Passive Power Gain Buff that grants 33.3% of a Bar of Power over 6sec. If either of Champion starts fight with Armor Up Buff, Iron Man gains 100% of a Bar of Power over 6sec

    >When Super Iron Man stuns his Opponent, with 40% chance he breaks the Opponent’s Armor Rating reducing by 10% for 8.5sec

    >Hits on the Opponent gain +5% Combat Power Rate for each Armor Break or Armor Shattered Debuff on Opponent

    >Heavy Attack: Spend 1 Armor Up Buff to Pause all remaining Armor Break Debuffs on Opponent for 4.5sec

    >Special Attack 1: 100% chance to inflict an Armor Break Debuff reducing Armor Rating by 10% for 17sec

    >Special Attack 2: The Damage of this attack increased by 75% for each Armor Break Debuff or Armor Shattered Debuff on Opponent. Max Bonus: 1500%

    >Special Attack 3:
    -Remove all Armor Up Buffs on Super Iron Man and all Armor Break Debuffs on the Opponent and replace them with both an Armor Break and Armor Shattered Debuff, that lasts 4.5sec for each one removed
    -The Armor Break reduces Armor Rating by 10%
    -The Armor Shattered Debuff reduces Armor Rating by 30%. Additionally, this shatters Robot Champions systems, reducing their Combat and Ability Power Rates and their Ability Accuracy, by 100%
    -If the Opponent was already Armor Shattered, this attack adds to duration of Armor Shattered and deals 250% bonus damage
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