Spider-Man (Stark Enhanced) Tune-Up Idea
Ercarret
Member Posts: 2,921 ★★★★★
Starky is still a good champion but I've never really enjoyed playing him. I feel like there's this annoyingly slow and defensive ramp-up after which you kind of have to micromanage him a lot so that your poise charges aren't constantly converted into taunts on the opponent.
With this tune-up/smaller buff idea, I tried to tweak him a little so that he has less ramp-up and more consistent upkeep, especially against #villain champions. I also moved his SP3 Ensnare into his Stark Tech AI mechanic and added an Infuriate debuff to his SP3 instead. That should allow him to lure his opponents into the more aggressive playstyle that he needs from them.
Great Responsibility (Below 50% Health) - Spider-Man’s chance to Evade an attack is increased by a flat 7% and each charge of Poise grants him 90 extra Block Proficiency.
Both Great Power and Great Responsibility are activated against Infuriated opponents.
While the Stark Tech AI is active, opponents can’t Evade Spider-Man’s basic attacks. Additionally, Mutants and #Villains can’t Evade Spider-Man’s Special Attacks if they are also Taunted.
If Spider-Man is struck by a Cosmic champion or by any Heavy Attack, the Stark Tech AI becomes inactive for 10 seconds while it reboots.
Each Poise charge grants 800 Critical Rating. Max 7 charges.
If Spider-Man lands 5 uninterrupted attacks, he places a Taunt debuff on the opponent for 4 seconds. Taunted opponents have their Attack Rating reduced by 40% and have a 70% higher chance of activating Special Attacks.
Against #Villain champions, Taunt lasts 50% longer and costs no Poise if he is below 5 Poise charges.
Dodging back and allowing Spider-Man to idle for 0,8 seconds allows him to Smack-Talk his opponent and refresh the Taunt. Intercepting #Villain opponents within this window pauses the Taunt for the duration of Spider-Man’s combo.
If this attack Taunts the opponent, pause the Taunt for the duration of the Stun and grant Spider-Man a Poise charge.
Pause any Taunts for the duration of the Shock.
100% chance to Infuriate the opponent indefinitely until Spider-Man is struck. Infuriated opponents suffer 30% lowered Defensive Ability Accuracy and become more aggressive.
With this tune-up/smaller buff idea, I tried to tweak him a little so that he has less ramp-up and more consistent upkeep, especially against #villain champions. I also moved his SP3 Ensnare into his Stark Tech AI mechanic and added an Infuriate debuff to his SP3 instead. That should allow him to lure his opponents into the more aggressive playstyle that he needs from them.
Signature Ability - Hero’s Mantra
Great Power (Above 50% Health) - Spider-Man’s Taunts last 2 seconds longer and each charge of Poise grants him 560 increased Critical Rating.Great Responsibility (Below 50% Health) - Spider-Man’s chance to Evade an attack is increased by a flat 7% and each charge of Poise grants him 90 extra Block Proficiency.
Both Great Power and Great Responsibility are activated against Infuriated opponents.
When attacked - Passive
Spider-Man has a 3% chance to Evade incoming attacks.Stark Tech AI
Evade chance is increased by a flat 60% during Special Attacks.While the Stark Tech AI is active, opponents can’t Evade Spider-Man’s basic attacks. Additionally, Mutants and #Villains can’t Evade Spider-Man’s Special Attacks if they are also Taunted.
If Spider-Man is struck by a Cosmic champion or by any Heavy Attack, the Stark Tech AI becomes inactive for 10 seconds while it reboots.
Smack-Talk
Each time Spider-Man Evades an attack or uses the Dexterity mastery, he gains a Poise charge. Cooldown 0.8 seconds.Each Poise charge grants 800 Critical Rating. Max 7 charges.
If Spider-Man lands 5 uninterrupted attacks, he places a Taunt debuff on the opponent for 4 seconds. Taunted opponents have their Attack Rating reduced by 40% and have a 70% higher chance of activating Special Attacks.
Against #Villain champions, Taunt lasts 50% longer and costs no Poise if he is below 5 Poise charges.
Dodging back and allowing Spider-Man to idle for 0,8 seconds allows him to Smack-Talk his opponent and refresh the Taunt. Intercepting #Villain opponents within this window pauses the Taunt for the duration of Spider-Man’s combo.
Mutant Special Attacks
If hit by a Mutant opponent’s Special Attack, each hit removes one Poise charge from Spider-Man to negate the effects of any Prowess the opponent has active. If the opponent has no Prowess active, no Poise charges are removed.Heavy Attacks
An EMP webshot has a 100% chance to drain 45% of the opponent’s Power Meter. Cooldown: 30 seconds.Special Attack 1
100% chance to Stun the opponent for 2 seconds. This chance is reduced by 50% if the Stark AI is on cooldown.If this attack Taunts the opponent, pause the Taunt for the duration of the Stun and grant Spider-Man a Poise charge.
Special Attack 2
Electric webshots have a 100% chance to Shock the opponent, dealing 2500 Energy damage over 6,5 seconds. These Shocks are overcharged and deal double damage against #Robot opponents. This chance is reduced by 30% if the Stark AI is on cooldown.Pause any Taunts for the duration of the Shock.
Special Attack 3
If this attack pushes the opponent over 3 Bars of Power and Spider-Man’s EMP webshot is not on cooldown, drain the opponent of 1 Bar of Power. This does not push the EMP webshot into cooldown.100% chance to Infuriate the opponent indefinitely until Spider-Man is struck. Infuriated opponents suffer 30% lowered Defensive Ability Accuracy and become more aggressive.
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Comments
But we all have our own preferences. If you or others like his current playstyle, fair enough. I thought that I'd like him more when I first ranked him up, but there's just something in his kit that I've never gotten quite along with.
So my changes centered around the taunt. Shorten the time needed to refresh it, allow it to be paused when intercepting right after a dex, allow it to initially build without a poise cost against villains. Things that would (hopefully) allow it to not eat away at your poise charges constantly, which in turn would (again, hopefully) allow you to build them naturally throughout the fight instead of having to dex a bunch of attacks in the beginning.
People are obviously free to disagree with me, but it's a shame that most of the people who do so also seem to wholeheartedly agree with Zan0 that there is no reason to even read my post beforehand. Apart from Raichu and Shadowstrike, I haven't seen anyone here actually comment on anything I actually wrote. Neither of them seemed too ecstatic about what I wrote so maybe I was off the mark regardless, but I respect that they at least offered an informed opinion.
This would make him so much more playable w suicides. As is I use him in a single fight, don’t get hit, and he’s at 50% by the end.