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You can only claim this Baron Zemo one time. The Baron Zemo is delivered as a selector, claiming it will require you to choose your rarity immediately. If you plan to change your Progression level during the Cyber Week event, we suggest you wait until you have made that change before claiming this selector.
Log in to the Summoner's Market at https://store.playcontestofchampions.com/ and claim the Baron Zemo Selector between 10am PT November 24 and 10am PT on December 1st.
Proven and Below: 3-Star
Conqueror/Uncollected: 4-Star
Cavalier/Thronebreaker: 5-Star
Paragon/Valiant: 6-Star
You can only claim this Baron Zemo one time. The Baron Zemo is delivered as a selector, claiming it will require you to choose your rarity immediately. If you plan to change your Progression level during the Cyber Week event, we suggest you wait until you have made that change before claiming this selector.
Comments
Also try to recognize whether someone needs a full rework or just an update/ tune up.
I mean in this thread I've set a very specific goal of simplicity. There's no reason you have to do the same, btw. You can go complicated!
Also, like Shadowstrike says, try not to give them every ability, unless you want a nightmare on defense.
First, it's a matter of asking a few questions - 'what type of champion is this?' 'where do I want to use this champion? What do I want them to be able to deal with?'
So making a design for Classic Captain America, I thought 'defensive, really good at blocking...I want him to be able to deal with Unblockable... Hey, how about that really annoying node where they go permanently Unblockable (Aspect of War)...
In your case, what type of champion should Kamala primarily be? Offensive/Defensive/Utility? I would guess Defensive +/- Utility (and you've mentioned Evade already). Although of course, you want to get access to some decent damage somewhere.
Where do you want to use her? Questing/Incursions/BGs?
(If BGs, you want to think about either burst offensive abilities, or frustrating defenders, don't you? In questing/incursions you could look to some kind of ramp-up design; and speed isn't such an issue...
What do you want her to deal with, or to be able to achieve?
Poison immunity is a good start - should she have something else, like Energy Resistance? Some kind of counter for Nullify? An ability against Robots/Tech/whatever?
If we want to stick with evade (which does sound like something that suits her, like Mr Fantastic), it's primarily a defensive ability, but it can also be used to generate attacking openings; if there's a built-in counter-attack like Elsa, Kate Bishop, or Wasp.
Or Evading/Dodging could be used to generate some kind of charge, like Stark-Enhanced Spider-Man. Then you can have the charges do whatever you want - increased Damage, prevent Miss, counter Unblockable, stuff like that.
Just a small tune-up necessary for Rogue; to help maintain her stolen buffs, and enhance her damage. She's also going to be even more resilient and adaptable, with Energy and Physical Resistance to reflect her canonic tankiness in the comics, whilst she was wielding the powers of Captain Marvel.
Attack 2437
Health 29264
Passive
- Rogue's unusual blend of Mutant, Cosmic and Kree physiologies reduces the duration of all debuffs by 70%
- Physical Resistance +1620
- Energy Resistance +1620
- For each buff she has active, Rogue gains +146 Attack, and +97 Physical and Energy Resistance.
Buff Steal- Using her Special Attacks, Rogue can steal (rather than previously copying) buffs from opponents. This ability does not work against opponents from the Tech class or #Robots.
- When stealing buffs, Rogue can replicate the following buffs:
- Fury, Precision, Cruelty, Regeneration, Prowess, Energise, Power Gain, Armour Up, Aptitude, Physical Resistance, Energy Resistance, Invulnerable, Unstoppable and Unblockable.
- If Rogue steals buffs that she is unable to Replicate, she instead generates a Fury buff which behaves like a Stolen buff, and grants +609 Attack. Max stacks five.- Whilst buffs are held by Rogue, the opponent cannot activate them unless they are a #God or #Elder.
- Stolen Buffs last 3s, but (unless otherwise stated) are refreshed when striking the opponent.
- Invulnerable, Unstoppable and Unblockable buffs cannot be refreshed.
Signature:The duration of stolen buffs is increased by 30-60%
Life Steal and Power Steal effects have a 30-60% chance to have their Potency multiplied by Rogue's Critical Damage Modifier.
Special Attacks
Life Steal and Power Steal abilities do not function against #Robot opponents.
SP1: Life Steal: The second hit of this attack deals 1705 Energy damage, healing Rogue the same amount of Health.
Rogue steals up to five of the opponents buffs.
SP2: Power Steal 9% of opponent's Max power on each hit.
Whenever Rogue gains Power from this ability, 100% chance to also inflict a weakness passive, -15% Attack for seven seconds. Max stacks five.
SP3: Power Steal 27% of Max Power, and Steal up to five of the opponents buffs. If they have no buffs currently active, Replicate one of each individual buff previously stolen by Rogue during this fight (max five).
If Rogue gains Power from this ability, 100% chance to also inflict a Weakness passive, causing -35% Attack for 11 seconds.
Been loving your buff ideas!
I like doing these too, but I suck on the formatting here.
How do you do these little lists on the text??
Also, is there a possible way to amek Black panther civil war better and release news confirming a Buff update on him maybe?
A guide to writing it: https://www.impactplus.com/blog/21-basic-html-codes-everyone-whos-not-a-developer-should-know
I usually write my reworks in Word or Notepad, then cut/paste them for formatting on this site: http://www.csgnetwork.com/htmlcodetest.html
Note that this forum is designed for text; so it will automatically take note of spaces and new lines. The testing site I've recommended above won't, so you'll see a block of text. Apart from that it's a good representation of what your post will look like.
Glad you're looking the buffs - it's nice to get some feedback.
And yeah, the feedback is pretty nice
I wish I could get some on my new champion ideas, but they all get lost in the character wishlist thread
Anyway, thanks again! i’ll test it out
A place you can share redesigns would be here: https://forums.playcontestofchampions.com/en/discussion/comment/2365410/#Comment_2365410
Details for 5/65 5*
Health: 24548
Attack: 2182
Critical Rate: 822
Critical damage: 912
Block proficiency: 3324
Physical Resistance: -240
Metal Opponents
Against #Metal opponents, Electro's Shock Damage and his Ability Accuracy all increase by 20%.
Passive - Static shock:
- When struck by a contact attack, Electro inflicts a burst of Shock damage equal to 25% of the damage that was inflicted
- When he successfully blocks a contact attack, Electro inflicts a burst of Shock damage equal to 35% of the damage that was prevented by blocking
- This rises to 55% of the damage prevented on a well-timed block.
Passive - Shock Inversion:Electro absorbs the energy of Shock attacks for his own gain:
- Any Shock damage Electro would suffer is halved and then inverted (i.e. if he would have suffered 1000 damage/tick, he instead heals 500 health/tick. This effect is applied after any other modifiers
- Additionally, whilst affected by a Shock effect and for 0.2s after it expires, Electro gains +545 Attack, and is immune to Stun
Passive - Poison vulnerability:If he is under the effects of a Poison debuff, then all of Electro's shock abilities suffer from -40% Ability Accuracy, and any shock damage resulting from his abilities is reduced in intensity by 20%.
Heavy Attacks:
Change the animation to copy Magneto's Heavy Attack now inflicts Energy damage, doesn't make contact with the opponent, and has +550 Critical Rating.
Critical Hits:
Electro can't land Critical Hits naturally, however every time he would have landed a Critical Hit, he deals an equivalent burst of Shock Damage (=Guardian's ability). This ability scales with Critical Damage Rating, as well as with any effect/ability that enhances his Shock damage.
Signature:
Whenever Electro would strike with a critical hit, he has a 75% chance to inflict a Shock debuff causing 2182 damage over four seconds.
Additionally, his Static Shock damage is increased by 30%.
Special Attacks
Special Attacks (except SP3) gain +1200 Critical Rating and Critical Damage Rating if the opponent is Shocked or Electrified (see below).
- SP1 - 70% chance to inflict a Shock debuff for 3274 Damage over four seconds. Opponents who are shocked have a further 70% chance to be stunned for 2.2 seconds.
- SP2 - 80% chance to inflict an Electrified* debuff for 8 seconds. This debuff inflicts 5364 Shock damage, and opponents who are Electrified have a further 70% chance to be stunned for 2.6 seconds.
- SP3 - Inflict Electrified* debuff for 12 seconds, inflicting 8046 Shock damage (other effects are as above).
Synergies:Whilst the opponent is Electrified, their reflects are impaired, so they are unable to trigger Evade or Autoblock. Additionally, on contact, the victim inflicts a burst of 218.2 Shock damage on their attacker Electrified does not stack but is paused for 0.25 seconds any time the victim receives any other form of Shock damage.
*Electrified is a modified Shock effect; and so the damage and duration of Electrified are affected by any abilities/nodes that would affect Shock debuffs/damage. Immunity to Shock effects also provides immunity to Electrified.
"Electrical Enemy" with Spiderman (OG, Symbiote)
"Sinister Soldiers" with Rhino/Vulture
"Sinister Minds" with Dr Octopus/Green Goblin/Mysterio
In the comics, Abomination is hugely strong and hits hard, but doesn't have the never-ending Rage powers of Hulk. He's also supposed to have radiation powers something like Immortal Abomination/Omega Red, so I've tried to design a proximity-based ability for Abomination that weakens and damages his opponents, and should synergise really well with the Despair/Inequity Masteries. His main other ability is Aggression; which increases his attack and the two abilities combine to enable a decent burst damage payoff on his SP2.
I'd like to give Abomination and all other gamma-powered champions* a shared hashtag, #Gamma to facilitate shared abilities/vulnerabilities, or future Thronebreaker EQ nodes.
*All the Hulks, Abominations, and Sasquatch
Stats for a 5/65 champion, as usual
Health 33837
Attack 2617
Passive
+1050 Physical Resistance
Poison Immunity
When fighting opponents with the #Gamma attribute, Abomination gains +150 Critical Rating and +350 Critical damage Modifier
Aggression
Abomination gains an Aggression charge when he hits the opponent with critical hits or activates Special Attacks. He can have a maximum of 12 Aggression.
When he has more than one Aggression and is inflicted with a Stun, Concussion or Disorient debuff, Abomination has a 100% chance to Purify it at a cost of 2 Aggression.
Each charge of Aggression grants the following benefits:
- +209 Attack
- +100 Critical Damage Modifier
- +2.5% Power Efficiency
Radioactive auraOpponents standing near to Abomination are passively inflicted with Radiation debuffs at a rate of 1 per 0.75 seconds, to a maximum of ten. Champions who are immune to Poison or are #Gamma are immune to radiation.
When fighting Red Hulk, whilst near Abomination, he gains 1 Heat charge every 2 seconds.
Radiation debuffs last 1.25 seconds, but expire one at a time, and are paused whilst near Abomination. For each Radiation debuff, the opponent suffers 88 damage per second, their Attack is reduced by 2.5%, and their Regeneration rate is reduced by 7.5%.
Radiation damage is based on Abomination's Attack at the start of the fight; and does not increase with Aggression.
Special Attacks
Gain one Aggression charge per bar of Power spent.
- SP1: 65% chance to stun the opponent for 1.5s.
- SP2: The first blow of this attack inflicts Armour Break (-1300 Armour for nine seconds).
- SP3: Abomination triggers a passive Fury effect, increasing his Attack by +3140 for 10 seconds, plus 0.5s per Aggression charge. Whilst this Fury is active, inflict Radiation debuffs 50% faster and the stack limit rises to 15.
Signature Ability - Gamma decay100% chance to Inflict a Mangled debuff for six seconds, +1s per Aggression. When attacking a Mangled opponent, Abomination gains 650 Critical Rating, Armour Penetration and Block Penetration.
If the opponent has one or more radiation debuffs, the final hit triggers a burst of radiation damage. For each radiation debuff on the opponent, the final hit inflicts a burst of 2172 Poison damage, increased by 10% per Aggression charge. If a radiation burst is triggered, remove all Aggression charges at the end of the attack.
Damage from Radiation debuffs and Radiation bursts (on SP2) is increased by 20-80%.
Additionally, Abomination starts the fight with 1-3 Aggression charges.
Synergies
Gamma Brawlers
Hulk (Classic) - When entering Hulk Rage, passively go Unstoppable for 2s. If Hulk gains Unstoppable from his Signature ability, passively gain Unblockable for 2s instead.
Abomination - When Abomination has ten or more Aggression charges, Special Attacks are Unblockable.
The death of me
Red Hulk - SP3 Incinerate gains +33% Potency, and on SP2, inflict an Incinerate with half this potency.
Immortal Abomination - Once per fight, on reaching 15% health, Purify all self-inflicted Poison debuffs, recovering 5% of lost health per debuff removed.
Abomination - Once per fight, on reaching 15% health, gain a Regeneration buff recovering 10% of lost health.
However it would be great if he was usable on his own. Same with Cable. Two mediocre characters if they don’t have their synergies. By the way, it looks like you’re trying to turn him into Science Omega Red
That's kind of implicit in the blurb, where I said "He's also supposed to have radiation powers something like Immortal Abomination/Omega Red, so I've tried to design a proximity-based ability for Abomination".
Just a few tweaks to Luke's kit, to enhance his utility and his physical resilience. One of his current drawbacks is that he requires a really aggressive playstyle to keep up his debuffs, which he needs for his damage. I've therefore given him a She-Hulk-style provocation ability to help him take control of the fight, and maintain an aggressive tempo. He should feel all about beating the opponent into submission, and keeping them there.
Shout-out to Dr_Zola as a long-term advocate for Luke. Hopefully he'll approve.
Attack 2324
Health 33227
Passive
Physical Resistance +2150
Critical Resistance +650
Luke's impenetrable skin grants Immunity to Bleed
Luke gains +1045.8 Attack for each debuff on the opponent.
Additionally, each debuff on Luke's opponent increases the chance they will throw a Special Attack by 12%, in an attempt to escape his relentless attacks.
Basic Attacks
Luke has a 30% chance to Inflict Exhaustion on all basic Attacks. This gains +30% chance (flat) on critical hits
Exhaustion debuffs last ten seconds: they reduce Ability Power Gain by 25% and reduce Critical Damage Rating by 125.
Heavy Attacks
Inflict a non-stacking Debilitate debuff for six seconds, increasing the duration of subsequent debuffs by 40%.
Class weakness/class advantage
Luke's Personal debuffs gain +25% Potency against Mystic opponents, and suffer -25% Potency against Skill opponents.
Special Attacks
Special Attacks gain +75 Critical Rating for each debuff on the opponent.
SP1 - If this attack strikes the opponent, Pause all Exhaustion debuffs for four seconds. 60% chance to stun the opponent, plus flat +10% Stun chance per Exhaustion, to a maximum of three.
SP2 - Each hit inflicts a Physical Vulnerability debuff (-450 Physical Resistance for ten seconds).
On the final hit, any Exhaustion debuffs are converted to Concussion debuffs. Concussion debuffs reduce the opponents Ability Accuracy by 25% for 12 seconds.
SP3 - Refresh any active Exhaustion debuffs, and inflict four Suppression debuffs, each reducing Combat Power by 20% for ten seconds.
Signature Ability
Tough it out:SP1
Luke's Physical Resistance is increased by an additional +1075.
Additionally, when struck, Luke has a 100% chance to activate an Invulnerable passive lasting 3.7s. This passive can be refreshed after 25s.
Thanks for the feedback - that's one perspective.
For any future feedback, would it be possible for you not to quote my entire post, please?
As the original poster of the thread, I get a notification of every comment, and it just makes the thread avoidably longer and repetitive for anyone else.
It's clear that Proxima will never be allowed to shine as she is. Damage caps simply mean she can never reach her potential. Also despite the fact she's cosmic; she was one of the first champions to use Prowess. Prowess has since become a hallmark feature of mutants, and is increasingly susceptible to interference from a number of Tech opponents; giving Proxima disadvantages against opponents she should dominate. So I thought maybe she needs a full-on redesign, and some different methods to bypass damage caps in long content...
Attack 2437
Health 29264
(stats r 5* 5/65)
Always active
Each buff on Proxima grants her +250 Critical Rating.
Proxima has 15% chance to Perfect Block. Her Block Proficiency cannot be passively reduced, although it is affected by debuffs such as Incinerate and Fragility.
Blocking
Proxima reduces the opponent's Offensive Ability Accuracy by 200% whilst she is blocking.
Proxima can activate the Parry Mastery against non-contact attacks.
Well-timed Blocks have a 100% chance to generate a Bulwark buff, granting +750 Block Proficiency and +10% Perfect Block for six seconds.
Safeguard
When Proxima reaches a combo multiplier of 25, she generates an indefinite Safeguard buff (max stacks three).
Each Safeguard buff reduces the Damage from any single hit, or blocked hit, other than a Special-3 to a maximum of 5% health. Safeguard buffs are removed once triggered.
Missions from Thanos
Proxima starts the fight with a mission from Thanos. Whenever Proxima Midnight completes an objective for one of her missions, she activates a True Insight buff lasting six seconds. Whilst she has a True Insight buff, her attacks cannot Miss or be Evaded.
Missions 1-3 are assigned one at a time, in a random order. Mission four can be completed at any time.
Mission One - Deflect their Attacks: Perform a well-timed block. Complete this objective five times.
Mission Two- Punish their audacity: Intercept the opponent's Dash or strike an opponent who is recovering from a Special Attack. Complete this objective four times.
Mission Three - Overwhelm their defences Knock the opponent down with a Heavy or Special Attack. Complete this objective six times.
Mission Four - Extinguish all Hope: Reach a combo of 100.
When Proxima completes a mission, she gains a Thanos's Favour buff. These buffs are indefinite, and each grants Proxima +609 Attack, and +220 Armour Penetration.
Cumulative additional benefits of Thanos's Favour buffs are:
- One or more buffs: Enhanced Specials - Special Attacks gain +25% Attack and cost 10% less Power for each Thanos's Favour buff.
- Two or more buffs: Armour Break and Shock debuffs gain 25% Potency for each Thanos's Favour buff.
- Three or more buffs: Proxima gains immunity to Power Drain, Power Burn, and Power Steal effects from non-Mystic opponents.
- Four buffs: Proxima gains Immunity to Reverse Controls, and hits upon Unstoppable opponents affect them as though they were not Unstoppable.
Special Attacks:Special-1: The final hit of this attack inflicts a Shock debuff inflicting 1380 damage over five seconds. An additional stack of Shock is inflicted per 33 hits on her combo meter (max four stacks)
Special-2: Inflict Stun for 2 seconds.
For each hit in Proxima's combo meter, this attack gains +15 Critical Damage Modifier and inflicts a burst of Energy damage equal to 2% of the damage inflicted. Max benefits at 100 hits.
Special-3: Inflict Stun for 5 seconds. 100% chance to Inflict one stack of Armour Break, plus an additional stack per 50 hits in her combo meter (max three stacks).
Each stack of Armour Break removes an Armour Up buff and reduces the opponents Armour Rating by -2650 for ten seconds.
Signature ability:
Proxima's True Insight and Bulwark buffs gain +60% duration.
Additionally, when she completes the mission Extinguish All Hope, Proxima activates an indefinite True Insight buff, and an indefinite Fury buff which increases Attack by +2465.
Adjusted Synergies:
Special Assistance (Adjusted synergy with Corvus) - Each Mission requires one fewer objective, except Extinguish All Hope which requires 25 fewer.
Control the Offensive: (Solo synergy with Cull Obsidian) - When her combo is below 50, Proxima gains an additional point in her combo meter with each successful hit.
Hopefully this Proxima would have a variety of ways of inflicting damage, to help her get around any damages caps. Note that the Fury from her Sig appears weaker, because I've moved some of the benefits into her Thanos's Favour buffs. Still, when you multiply up several stacks of Shock or Armour Break with increased Potency, add in enhanced base Attack rating and critical rating... In a single long fight, she just might give Aegon a run for his money. And they do still have that nice synergy to go on long quests together...