Winter Soldier Rework Concept (I think this one can make him great for Labyrinth, Abyss, and Necropolis).
About Winter Soldier In the heat of World War II, Bucky Barnes gave his life for his country – or so Captain America thought. His frozen body was recovered by the Soviets, who turned him into an unstoppable, fearsome assassin – and their puppet! Freed from Russian control, Bucky now fights on the side of the just and righteous.
Character Class: Skill
Abilities: Ammo Stockpile, Pierce, Bleed, Incinerate, Power Drain, Fury, Precision, Torment, Combo Shield, Sunder
Strengths and Weaknesses
Strengths - Strong Damage Over Time, Strong Attack Rating Increase
Weaknesses - Bleed/Incinerate Immunity
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active Winter Soldier starts the fight with one type of Ammo loaded into all of his guns. Each time he activates a Special Attack, he automatically switches to the next Ammo type. This also triggers when he dashes backwards and holds Block for 1.5 seconds. Ammo switching is unaffected by Ability Accuracy Reduction. Each hit of Winter Soldier’s Special Attacks 1 and 2 trigger the corresponding Ammo effect.
Ammo Effects Armor Piercing - Winter Soldier gains a Pierce Passive of 750 potency for 20 seconds. Incendiary - Inflict the opponent with an Incinerate Debuff, dealing 17244 Energy Damage over 8 seconds. Hollow Point - Any Bleed Debuffs inflicted last 100% longer.
Critical Hits 15% chance to drain 25% of the opponent’s max Power. If this ability drains the opponent’s Power across a Power Bar threshold, gain an indefinite Vicious Passive, increasing the potency of all Damaging Debuffs by 20%. Max: 20.
Fight Start Winter Soldier gains an indefinite Combo Shield Passive, preventing his Combo Meter from resetting when Struck.
Heavy Attacks Each hit inflicts an Energy Vulnerability Passive, reducing the opponent’s Energy Resistance by 2250. Max: 4.
Special Attacks Each hit inflicts a Bleed Debuff, dealing 2352.35 Direct Damage per level of Special Attack used over 4 seconds.
Special Attack 1 All hits grant Winter Soldier an indefinite Precision Passive, increasing Critical Rating by 2250. Max: 4. For each stack of these Precisions, the Power Drain chance and potency on Critical Hits are increased by 25%. Max: 100%. All hits place an indefinite Torment Passive on the opponent, extending the duration of all Damaging Debuffs by 3 seconds. Max: 4.
Special Attack 2 Any Bleed and Incinerate Debuffs inflicted during this Special Attack are doubled. On activation, gain a Fury Passive, increasing Attack Rating by +10297.5 for 30 seconds. Gain an additional Fury Passive for every 20 hits in the Combo Meter. Max: 100 Hits. This attack gains +790.54 Critical Damage Rating for each indefinite effect on Winter Soldier and the opponent.
Special Attack 3 Inflict the opponent with a non-stacking indefinite Sunder Passive, setting their Critical Resistance to 0. At the end of this attack, activate all Ammo types for 40 seconds.
Signature Ability - EMP Upgrade Passive Each time Winter Soldier lands a Critical Hit, he adds 3 hits to his Combo Meter, plus an additional hit for each personal Precision Passive on him. Additionally, Winter Soldier’s Ammo stockpiles are upgraded, granting additional abilities. Armor Piercing - Each stack of Pierce ignores 10% of the opponent’s Physical Resistance. Incendiary - Incinerates can trigger through the opponent’s Block. Hollow Point - Each hit of Special Attack 2 inflicts Critical Bleeds, multiplying the Bleed’s potency by Winter Soldier’s Critical Damage Multiplier.
Recommended Masteries/Relics Deep Wounds Lesser Cruelty/Cruelty Winter Soldier Relic
Synergy Bonuses Friends With Captain America (WWII) All Champions gain +130 Armor Rating Friends With Wolverine All Champions gain +130 Armor Rating Teammates With Captain America All Champions gain 5% Perfect Block Chance
Incoming Synergy Changes
How Much For The Arms? With Rocket Raccoon Winter Soldier (Old Effect): Activating a Special grants a Precision Buff increasing Critical Rating by 400 for 5 seconds. While it is active, Bucky’s personal abilities gain a flat +10% chance to trigger. Winter Soldier (New Effect): Each personal Precision Passive Bucky has reduces the opponent’s Defensive Ability Accuracy by 50%.
Enhanced Soldiers With Killmonger Winter Soldier (Old Effect): +5% Attack for each hit of the Combo Meter to maximum of 100 hits. Winter Soldier (New Effect): Gain +80% Passive Fury duration for every 20 hits in the Combo Meter. Max: 100 Hits.
Something that could be useful for both Bucky and Captain America is that the super soldier serum reduces the potency of all poison effect by 70%, for some light healing from willpower.
Stats are based off a Rank 5, Level 65, 5 Star Champion
Always Active Bulletproof and near impenetrable skin provides Immunity to Bleed and Power Steal Incoming Neutralize Effects receive -95% Duration +1500 Physical Resistance against non-Critical Hits
All Attacks Luke Cage gains 1045.8 Attack Rating for each Debuff on the opponent. Additionally, each Debuff increases the chance that the opponent will throw their Special Attacks by 10%.
Light Attacks by Either Champion 35% chance to Exhaust the opponent, reducing Critical Damage rating by 88.51 for 10 seconds. The Opponent’s Ability Power Rate is reduced by 20% for each Exhaustion Debuff on them. Max, 20 stacks Guaranteed Critical Hits reduce this chance by 30%
Heavy Attacks Pause all Personal Debuffs for 3 seconds. This becomes 8 seconds when punishing Special and Heavy Attacks.
Consume 2 Exhaustion Debuffs to remove any Unstoppable Effects. This can also be triggered upon activation of a Special Attack. Luke Cage cannot remove Unstoppable from Skill Champions.
When the Opponent Purifies or Cleanses a Debuff Luke Cage's Debuff Pause cannot be triggered for 7 seconds and is disabled if active.
Special 1 50% chance to Stun the opponent for 2.50 seconds. The chance to Stun is increased by 10% for each stack of Exhaustion the target has, up to 50%.
Special 2 Consumes up to 4 Exhaustion Debuffs to inflict a Concussion, reducing the opponent’s Ability Accuracy by 25% per Debuff converted for 18 seconds. Max, 1 stack.
Special 3 Inflicts 4 Exhaustion Debuffs, each reducing Critical Damage Rating by 88.51 for 20 seconds. Refresh all Active Exhaustion Debuffs.
Signature Ability – Tough It Out
Immunity to Nullify, Stagger, and Fateseal Against Mystic Champions, Luke Cage gains Energy Resistance equal to his Physical Resistance.
When Attacked Bullet-proof skin allows Luke Cage to become passively Indestructible and ignore all incoming damage for 2-5 seconds, paused during the opponent's Special Attacks. This ability can be activated again after a 25 second cooldown.
Winter Soldier Rework Concept (I think this one can make him great for Labyrinth, Abyss, and Necropolis).
About Winter Soldier In the heat of World War II, Bucky Barnes gave his life for his country – or so Captain America thought. His frozen body was recovered by the Soviets, who turned him into an unstoppable, fearsome assassin – and their puppet! Freed from Russian control, Bucky now fights on the side of the just and righteous.
Character Class: Skill
Abilities: Ammo Stockpile, Pierce, Bleed, Incinerate, Power Drain, Fury, Precision, Torment, Combo Shield, Sunder
Strengths and Weaknesses
Strengths - Strong Damage Over Time, Strong Attack Rating Increase
Weaknesses - Bleed/Incinerate Immunity
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active Winter Soldier starts the fight with one type of Ammo loaded into all of his guns. Each time he activates a Special Attack, he automatically switches to the next Ammo type. This also triggers when he dashes backwards and holds Block for 1.5 seconds. Ammo switching is unaffected by Ability Accuracy Reduction. Each hit of Winter Soldier’s Special Attacks 1 and 2 trigger the corresponding Ammo effect.
Ammo Effects Armor Piercing - Winter Soldier gains a Pierce Passive of 750 potency for 20 seconds. Incendiary - Inflict the opponent with an Incinerate Debuff, dealing 17244 Energy Damage over 8 seconds. Hollow Point - Any Bleed Debuffs inflicted last 100% longer.
Critical Hits 15% chance to drain 25% of the opponent’s max Power. If this ability drains the opponent’s Power across a Power Bar threshold, gain an indefinite Vicious Passive, increasing the potency of all Damaging Debuffs by 20%. Max: 20.
Fight Start Winter Soldier gains an indefinite Combo Shield Passive, preventing his Combo Meter from resetting when Struck.
Heavy Attacks Each hit inflicts an Energy Vulnerability Passive, reducing the opponent’s Energy Resistance by 2250. Max: 4.
Special Attacks Each hit inflicts a Bleed Debuff, dealing 2352.35 Direct Damage per level of Special Attack used over 4 seconds.
Special Attack 1 All hits grant Winter Soldier an indefinite Precision Passive, increasing Critical Rating by 2250. Max: 4. For each stack of these Precisions, the Power Drain chance and potency on Critical Hits are increased by 25%. Max: 100%. All hits place an indefinite Torment Passive on the opponent, extending the duration of all Damaging Debuffs by 3 seconds. Max: 4.
Special Attack 2 Any Bleed and Incinerate Debuffs inflicted during this Special Attack are doubled. On activation, gain a Fury Passive, increasing Attack Rating by +10297.5 for 30 seconds. Gain an additional Fury Passive for every 20 hits in the Combo Meter. Max: 100 Hits. This attack gains +790.54 Critical Damage Rating for each indefinite effect on Winter Soldier and the opponent.
Special Attack 3 Inflict the opponent with a non-stacking indefinite Sunder Passive, setting their Critical Resistance to 0. At the end of this attack, activate all Ammo types for 40 seconds.
Signature Ability - EMP Upgrade Passive Each time Winter Soldier lands a Critical Hit, he adds 3 hits to his Combo Meter, plus an additional hit for each personal Precision Passive on him. Additionally, Winter Soldier’s Ammo stockpiles are upgraded, granting additional abilities. Armor Piercing - Each stack of Pierce ignores 10% of the opponent’s Physical Resistance. Incendiary - Incinerates can trigger through the opponent’s Block. Hollow Point - Each hit of Special Attack 2 inflicts Critical Bleeds, multiplying the Bleed’s potency by Winter Soldier’s Critical Damage Multiplier.
Recommended Masteries/Relics Deep Wounds Lesser Cruelty/Cruelty Winter Soldier Relic
Synergy Bonuses Friends With Captain America (WWII) All Champions gain +130 Armor Rating Friends With Wolverine All Champions gain +130 Armor Rating Teammates With Captain America All Champions gain 5% Perfect Block Chance
Incoming Synergy Changes
How Much For The Arms? With Rocket Raccoon Winter Soldier (Old Effect): Activating a Special grants a Precision Buff increasing Critical Rating by 400 for 5 seconds. While it is active, Bucky’s personal abilities gain a flat +10% chance to trigger. Winter Soldier (New Effect): Each personal Precision Passive Bucky has reduces the opponent’s Defensive Ability Accuracy by 50%.
Enhanced Soldiers With Killmonger Winter Soldier (Old Effect): +5% Attack for each hit of the Combo Meter to maximum of 100 hits. Winter Soldier (New Effect): Gain +80% Passive Fury duration for every 20 hits in the Combo Meter. Max: 100 Hits.
Something that could be useful for both Bucky and Captain America is that the super soldier serum reduces the potency of all poison effect by 70%, for some light healing from willpower.
Winter Soldier Rework Concept (I think this one can make him great for Labyrinth, Abyss, and Necropolis).
About Winter Soldier In the heat of World War II, Bucky Barnes gave his life for his country – or so Captain America thought. His frozen body was recovered by the Soviets, who turned him into an unstoppable, fearsome assassin – and their puppet! Freed from Russian control, Bucky now fights on the side of the just and righteous.
Character Class: Skill
Abilities: Ammo Stockpile, Pierce, Bleed, Incinerate, Power Drain, Fury, Precision, Torment, Combo Shield, Sunder
Strengths and Weaknesses
Strengths - Strong Damage Over Time, Strong Attack Rating Increase
Weaknesses - Bleed/Incinerate Immunity
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active Winter Soldier starts the fight with one type of Ammo loaded into all of his guns. Each time he activates a Special Attack, he automatically switches to the next Ammo type. This also triggers when he dashes backwards and holds Block for 1.5 seconds. Ammo switching is unaffected by Ability Accuracy Reduction. Each hit of Winter Soldier’s Special Attacks 1 and 2 trigger the corresponding Ammo effect.
Ammo Effects Armor Piercing - Winter Soldier gains a Pierce Passive of 750 potency for 20 seconds. Incendiary - Inflict the opponent with an Incinerate Debuff, dealing 17244 Energy Damage over 8 seconds. Hollow Point - Any Bleed Debuffs inflicted last 100% longer.
Critical Hits 15% chance to drain 25% of the opponent’s max Power. If this ability drains the opponent’s Power across a Power Bar threshold, gain an indefinite Vicious Passive, increasing the potency of all Damaging Debuffs by 20%. Max: 20.
Fight Start Winter Soldier gains an indefinite Combo Shield Passive, preventing his Combo Meter from resetting when Struck.
Heavy Attacks Each hit inflicts an Energy Vulnerability Passive, reducing the opponent’s Energy Resistance by 2250. Max: 4.
Special Attacks Each hit inflicts a Bleed Debuff, dealing 2352.35 Direct Damage per level of Special Attack used over 4 seconds.
Special Attack 1 All hits grant Winter Soldier an indefinite Precision Passive, increasing Critical Rating by 2250. Max: 4. For each stack of these Precisions, the Power Drain chance and potency on Critical Hits are increased by 25%. Max: 100%. All hits place an indefinite Torment Passive on the opponent, extending the duration of all Damaging Debuffs by 3 seconds. Max: 4.
Special Attack 2 Any Bleed and Incinerate Debuffs inflicted during this Special Attack are doubled. On activation, gain a Fury Passive, increasing Attack Rating by +10297.5 for 30 seconds. Gain an additional Fury Passive for every 20 hits in the Combo Meter. Max: 100 Hits. This attack gains +790.54 Critical Damage Rating for each indefinite effect on Winter Soldier and the opponent.
Special Attack 3 Inflict the opponent with a non-stacking indefinite Sunder Passive, setting their Critical Resistance to 0. At the end of this attack, activate all Ammo types for 40 seconds.
Signature Ability - EMP Upgrade Passive Each time Winter Soldier lands a Critical Hit, he adds 3 hits to his Combo Meter, plus an additional hit for each personal Precision Passive on him. Additionally, Winter Soldier’s Ammo stockpiles are upgraded, granting additional abilities. Armor Piercing - Each stack of Pierce ignores 10% of the opponent’s Physical Resistance. Incendiary - Incinerates can trigger through the opponent’s Block. Hollow Point - Each hit of Special Attack 2 inflicts Critical Bleeds, multiplying the Bleed’s potency by Winter Soldier’s Critical Damage Multiplier.
Recommended Masteries/Relics Deep Wounds Lesser Cruelty/Cruelty Winter Soldier Relic
Synergy Bonuses Friends With Captain America (WWII) All Champions gain +130 Armor Rating Friends With Wolverine All Champions gain +130 Armor Rating Teammates With Captain America All Champions gain 5% Perfect Block Chance
Incoming Synergy Changes
How Much For The Arms? With Rocket Raccoon Winter Soldier (Old Effect): Activating a Special grants a Precision Buff increasing Critical Rating by 400 for 5 seconds. While it is active, Bucky’s personal abilities gain a flat +10% chance to trigger. Winter Soldier (New Effect): Each personal Precision Passive Bucky has reduces the opponent’s Defensive Ability Accuracy by 50%.
Enhanced Soldiers With Killmonger Winter Soldier (Old Effect): +5% Attack for each hit of the Combo Meter to maximum of 100 hits. Winter Soldier (New Effect): Gain +80% Passive Fury duration for every 20 hits in the Combo Meter. Max: 100 Hits.
Something that could be useful for both Bucky and Captain America is that the super soldier serum reduces the potency of all poison effect by 70%, for some light healing from willpower.
Well, does Bucky have Super Soldier Serum?
He has a variant serum so it wouldn't be as potent as Steve's but it would still make him stronger than most people
Star-Lord Rework Concept (I bet this could make him a Tech Aegon).
About Star-Lord Hey, what’s going on? Oh, you’re on Earth! Wow, bummer city. I mean, I grew up on Earth, and it’s cool and all, but… space, man, is the place. I got ships, I got my Element Gun, I got the babes… I rule. Down there, I was a loser. Up here, I am the Legendary Star-Lord!
Character Class: Tech
Abilities: Shock, Armor Break, Power Drain, Heal Block, Combo Shield
Strengths and Weaknesses
Strengths - Ability to counter Evade/Auto-Block/Miss, High Damage Output
Weaknesses - Damage Over Time, Power Control, Armor Break/Armor Shattered/Power Drain/Heal Block Immunity
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active Star-Lord has four different Elements in his guns, each inflicting a beneficial effect based on the selected Element. Double tapping Block allows Star-Lord to switch to the next Element.
Fight Start Star-Lord gains an indefinite Combo Shield Passive, preventing his Combo Meter from resetting when Struck.
All Attacks Star-Lord gains +425.95 Attack Rating per hit in the Combo Meter. Max: 400 hits.
Combo Meter Abilities - Passive Star-Lord gains additional abilities as his Combo Meter increases. 50 Hits: Attacks have a 25% chance to Invalidate one Prowess effect from the opponent. 100 Hits: Star-Lord gains +2250 Critical Rating for every 100 hits in the Combo Meter. 150 Hits: Attacks ignore 100% of the opponent’s Critical Resistance. 200 Hits: Gain an indefinite Grit Passive, causing Unstoppable opponents to react to hits as though they weren’t. 250 Hits: Star-Lord’s attacks cannot Glance and ignore the effects of Evade, Miss, and Auto-Block. 300 Hits: The chance to Invalidate Prowess effects are increased by a flat 50%. 350 Hits: Gain an indefinite Energize Passive, increasing Combat Power Rate by 60%. 400 Hits: Mutant Champions cannot activate Unstoppable or Unblockable effects.
Element Gun Effects - Special Attacks 2 and 3 Fire: Inflict an Armor Break Debuff, reducing the opponent’s Armor Rating by 750 for 20 seconds. Air: Inflict a Shock Passive, dealing 5923.8 Energy Damage over 8 seconds. Water: Drain up to 50% of the opponent’s max Power. Earth: Inflict a Heal Block Passive for 20 seconds.
Special Attack 1 On hit, Star-Lord gains 50 hits in his Combo Meter. If this attack is used to intercept a Dashing opponent, Star-Lord gains 50 additional hits in his Combo Meter.
Special Attack 2 On activation, inflict an Infuriate Passive, making the opponent more Aggressive and reducing their Offensive Ability Accuracy by 60% for 30 seconds. This Infuriate Passive gains +100% increased duration for every 100 hits in the Combo Meter. Max: 400 Hits. The second hit inflicts the selected Element Gun effect.
Special Attack 3 At the end of this attack, gain a True Damage Passive, allowing attacks to ignore all Armor and Resistances for 30 seconds. This True Damage Passive gains +100% increased duration for every 100 hits in the Combo Meter. Max: 400 Hits. While this True Damage Passive is active, Star-Lord’s attacks gain +1321.43 Critical Damage Rating. This attack inflicts the selected Element Gun effect with +100% increased potency and duration.
Signature Ability - Dance-Off Passive Star-Lord starts the fight with 100 hits in his Combo Meter. Additionally, Star-Lord’s Element Guns are enhanced, granting additional abilities. Fire: Armor Break becomes Armor Shattered, reducing the opponent’s Armor Up Buff Ability Accuracy by 100%. This shatters #Robot Champions’ systems, reducing their Combat Power Rate, Ability Power Rate, and Ability Accuracy by 100%. Air: Inflict an additional Shock Passive for every 100 hits in the Combo Meter. Max: 400 Hits. Water: Draining the opponent’s Power across a Power Bar threshold inflicts a non-stacking Energy Vulnerability Passive, reducing the opponent’s Energy Resistance by 4672.38 for 20 seconds. Earth: For every 2.5% of the opponent’s max Health prevented by Heal Block, Star-Lord gains 20 hits in his Combo Meter.
Guardians of the Galaxy Vol. 1 - Unique Synergy (5-Star or Higher) With Gamora, Drax, Groot, Rocket Raccoon Star-Lord: Heavy Attacks inflict a non-stacking Torment Passive, extending the duration of all Damaging effects by 4 seconds for 20 seconds. This Torment Passive gains +10 seconds duration for every 100 hits in the Combo Meter. Max: 400 Hits. Gamora, Drax: Personal Bleed Debuffs gain +500% increased potency and duration. Groot: Pacifism Charges are gained when Groot lands his own Critical Hit or activates his own Special Attack. Additionally, Groot can only throw off his Gentle Nature using his own Heavy Attack. Rocket Raccoon: Critical Hits grant an additional 2 hits in the Combo Meter and refresh all personal Armor Break Debuffs on the opponent.
Guardians of the Galaxy Vol. 2 - Unique Synergy (5-Star or Higher) With Nebula, Yondu Star-Lord, Nebula: When fighting against Shock Immune Champions, Shock effects become Neuroshock, which count as Shocks for their other abilities. Yondu: The chance to inflict Bleed and Armor Break Debuffs on Yaka Arrows are increased by a flat 60%, and when inflicting a Bleed or Armor Break Debuff, also inflict a Taunt Debuff, reducing the opponent’s Attack Rating by 40% and making them 200% more likely to activate a Special Attack.
Guardians of the Galaxy Vol. 3 - Unique Synergy (5-Star or Higher) With Mantis, Moondragon, Adam Warlock Star-Lord: While at or above 100 Hits in the Combo Meter, the opponent’s Defensive Ability Accuracy is reduced by -100%. Mantis: While Heavy Charging, Fury Passives build up 25% faster. Moondragon: While Psionic Transcendence is active, each hit of Special Attack 2 is a Guaranteed Critical Hit. Adam Warlock: The opponent’s Power Drain and Power Burn effects suffer -100% reduced potency.
We’re The Flarking Guardians Of The Galaxy! With Gamora, Drax, Groot, Rocket Raccoon #Guardian Champions: Gain +7% Attack Rating.
Friends With Rocket Raccoon, Groot, Agent Venom, Nebula, Yondu, Adam Warlock All Champions gain +130 Armor Rating Teammates With Drax, Mantis All Champions gain +5% Perfect Block Chance Teammates With Gamora, Moondragon All Champions gain +5% Perfect Block Chance
Incoming Synergy Changes
Combo Breakers With Aegon Star-Lord (Old Effect): Activates Combo Shield for 5 seconds when this Champion would lose their Combo Meter. This ability activates only 1 time per fight. Star-Lord (New Effect): While his personal Combo Shield Passive is active, Star-Lord gains 10 hits in his Combo Meter every 8 seconds.
This One Can Sense That It’s Complicated With Mantis Star-Lord (Old Effect): Elemental Guns are no longer random, effects can be cycled by double tapping Block. Effects are cycled: Fire, Air, Water, Earth. Star-Lord (New Effect): The Armor Shattered Debuff inflicted from his Signature Ability also decreases Ability Accuracy and Power Gain against Mutant Champions.
Hulk (Ragnarok) Rework Concept (This could make him even more fun.)
About Hulk (Ragnarok) Only Hulk truly knows how he ended up on Sakaar, fighting in the arena. But once he entered the arena, he was immediately a crowd favorite! By using his unique blend of savage rage, showmanship, and unstoppable strength to smash through some of the strongest beings in the galaxy, he became their Champion. After all, the only thing better than smashing, is smashing them while the crowd goes wild!
Strengths - High Damage Output, Debuff Stacking, Mystic Counter
Weaknesses - Debuff Immunity, Power Over Time
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active An enhanced immune system provides full immunity to all Poison effects. Unless otherwise stated, all of Hulk’s personal Physical Vulnerability Debuffs last for 20 seconds, and reduce the opponent’s Physical Resistance by 750. Max: 12.
Personal Fury Passives - Max: 15 Stacks Unless otherwise stated, Hulk’s personal Fury Passives last for 20 seconds and increase Attack Rating by +589.05. Each time the opponent is inflicted with a Debuff, gain a Fury Passive. Each time Hulk SMASHes, gain two Fury Passives.
Adoration of the Masses - Passive The crowd is out for blood, and cares little about who spills it. Crowd Excitement increases by 5 when either Champion lands a hit. The crowd also loves a Champion with a certain special flourish. Each time either Champion activates a Special Attack, Crowd Excitement increases by 10. However, the crowd bores easily, and Crowd Excitement falls constantly, falling faster the more excited it is. Hulk is a Champion of the people, and he gets worked up as the crowd does Passively increasing his Attack Rating by up to +8084 based on Crowd Excitement. While Crowd Excitement is 100, all of Hulk’s attacks SMASH. If Crowd Excitement reaches 100, the Crowd works itself into a frenzy, locking Crowd Excitement at 100 for 7 seconds, then resetting it to 70. Crowd Excitement is locked 8 seconds longer against Mystic Champions.
SMASH - Passive As an attacker, when Hulk lands a hit, he has a 5% chance to SMASH. This chance is increased by a flat 45% against Mystic Champions. Additionally, every 15 seconds, Hulk gets angry and triggers SMASH on his next attack. Hulk SMASHes on his next attack every 6 seconds against Mystic Champions. Each time Hulk lands a SMASH attack, he goes Unstoppable and inflicts the opponent with a Physical Vulnerability Debuff.
Face Me! - Passive While Hulk is suffering from a Passive Damage Over Time effect or is fighting against a Mystic Champion, he becomes enraged, granting the following abilities: +10297.5 Attack Rating. The opponent is 200% more likely to activate a Special Attack. Hulk instantly Regenerates 70% of the damage taken.
Heavy Attacks If this attack SMASHes, inflict a non-stacking Sunder Debuff, setting the opponent’s Critical Resistance to 0 for 20 seconds. All personal Fury Passives gained during this attack are doubled.
Special Attack 1 On activation, inflict a Debilitate Passive, extending the duration of any new Debuffs by 200% for 60 seconds. On hit, 80% chance to inflict a Stun Debuff for 2 seconds if Crowd Excitement is less than 100. On hit, 100% chance to inflict a Heal Block Debuff for 20 seconds.
Special Attack 2 Each hit inflicts a non-stacking Enervate Debuff for 20 seconds. The final hit has a 100% chance to inflict a Stun Debuff for 4 seconds if Crowd Excitement is 100.
Special Attack 3 At the end of this attack, inflict a Trauma Debuff, causing all hits to deal an additional 100% of the damage recently dealt as a burst of Physical Damage. If this attack SMASHes, inflict an additional Trauma Debuff. Crowd Excitement is set to 100 and pauses the reset timer for 15 seconds.
Signature Ability - Pollice Verso Passive Once per fight, when either Champion hits 20% Health, the crowd judges that fighter’s performance. If they feel they fought well they give a Thumbs Up, if they feel they fought poorly a Thumbs Down. Each judgment grants Hulk a Passive effect. Thumbs Up: Regenerate 50% of missing Health over 20 seconds. Thumbs Down: Gain +2352.33 Attack Rating for the remainder of the fight. If fighting against a Mystic Champion, Hulk triggers both Passives with +100% potency, regardless of the fighter’s performance.
Recommended Masteries/Relics Double Edge/Liquid Courage Despair/Inequity Hulk
Synergy Bonuses
Thor (Ragnarok) – Team Building Exercise – Unique Synergy Hulk (Ragnarok): Each time Hulk SMASHes, he has a 20% chance to gain an Unblockable Passive for 3 seconds. This chance is increased by a flat 30% against Mystic Champions. Thor (Ragnarok): While the Boon of the Gods Power Gain is active, Special Attacks 1 and 2 are Passively Unblockable.
Black Widow – Lullaby – Unique Synergy Hulk (Ragnarok): When Hulk is Struck by or Blocking an attack, he has a 20% chance to ready a SMASH for his next hit. This chance is increased by a flat 30% against Mystic Champions. Black Widow: Critical Hits grant 2% Block Penetration for the remainder of the fight. Max: 100 Hits.
Hela – Off Limits – Unique Synergy Hulk (Ragnarok): While Face Me is active, the chance to land a SMASH attack is increased to 75%. Hela: Heavy Attacks can be charged for an extended duration.
Loki – Puny God – Unique Synergy Hulk (Ragnarok): While Unstoppable, gain +2250 Physical Resistance and +2250 Critical Resistance. Loki: While the opponent has a Buff, Loki gains a 100% Untouchable Passive.
Korg Rework Concept (This could make him a juicy attacker.)
About Korg Oh, hey there, my name is Korg. As you can see… I am made of rocks. Perishable rocks though, so don’t put me into fights thinking I am invincible, unless my opponent is made of scissors. Ha! … Anyway, Miek is here too and wants to help, so instead of blocking with my rock arms, I let Miek taste some of the action! After all, that’s what friends are for!
Weaknesses - Energy Damage/Non-Contact Attacks/Mutant Champions, Armor Break/Bleed Immunity
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active Rock anatomy provides Korg full immunity to all Bleed and Shock effects, as well as increased Critical Resistance, but suffers -2250 Energy Resistance.
Crowd Excitement - Passive The crowd goes crazy when Miek makes an appearance while Korg is blocking an attack, increasing Crowd Excitement by 1 for 20 seconds. +1 on Well-Timed Blocks. Max: 4. As an attacker, this amount is increased to 8. The crowd dislikes cowards cheering for Korg when the opponent triggers Evade, Miss, or Dexterity during his Basic Attacks, increasing Crowd Excitement by 2 for 20 seconds.
Rock Shield - Passive Korg begins the fight with 9 Rock Shield charges which are removed each time he is struck. An additional charge is removed when Korg’s Dash Attack is intercepted by a Light Attack, and if he is struck by a Special Attack 3, he removes all Rock Shield charges instead. While Rock Shield is active, the opponent’s attacks cannot deal more than 75% of their Base Attack Rating in a single hit. Special 3 Attacks cannot deal more than 200% of the opponent’s attack instead. When all charges are consumed, Rock Shield is shattered and it takes between 7 and 10 seconds to reform. If struck by a Special Attack 3, it takes three times as long to reform. Each time Rock Shield reforms, it begins with 1 less charge. This has no effect against Science Champions.
Heavy Attacks On the second hit of this attack, Miek expels fluids on the opponent, creeping out the crowd and removes all stacks of Crowd Excitement, inflicting the opponent with a non-stacking Armor Break Debuff, reducing Armor Rating by 750 per stack of Crowd Excitement removed for 20 seconds.
Special Attack 1 On activation, Korg gains a True Focus Passive, allowing his attacks to ignore all Evade and Miss effects for 25 seconds. Each time an Evade or Miss effect is prevented by this ability, Korg’s Crowd Excitement increases by 3.
Special Attack 2 All personal Unlockable and Unstoppable Passives are paused during this Special Attack. On activation, gain a Fury Passive, increasing Attack Rating by +8084 for 20 seconds. If Korg is Unblockable during this attack, gain an additional Fury Passive. Each hit inflicts a Bleed Debuff, dealing 17244 Direct Damage over 4 seconds. If Korg is Unstoppable during this attack, inflict two additional Bleed Debuffs.
Special Attack 3 At the end of this attack, Crowd Excitement increases by 9 for 20 seconds. Against Science Champions, this amount is increased to 18. Gain a Grit Passive, causing Unstoppable opponents to react to hits as though they weren’t for 30 seconds. While this is active, Crowd Excitement falls off 200% slower.
Signature Ability - Rock Hard Thorns Passive When Korg is struck by a Medium, Heavy, Special 1, or Special 2 attack that makes contact while Rock Shield is active, 5012.62 Physical Damage is inflicted onto the opponent, scaling with Base Attack only. This damage is doubled when fighting against Science Champions. This ability will not activate if the hit dealt Energy Damage, and Mutant Champions take -90% less damage. While Rock Shield is active, Korg has a 70% chance to Purify Debuffs and gain one Rock Shield charge for each Debuff Purified this way. When fighting against Science Champions, the chance to Purify Debuffs is increased by a flat 30% and he gains two additional Rock Shield charges when Purifying Debuffs.
Recommended Masteries/Relics Double Edge/Liquid Courage Glass Cannon Energy Resistance Black Panther
Synergy Bonuses Pit Fighters – Unique With Thor (Ragnarok) Thor (Ragnarok), Korg: Special Attack 3 inflicts the opponent with a Root Passive for 7 seconds. While this Root Passive is active, striking the opponent while their back is against the wall grants an indefinite Fury Buff, increasing Attack Rating by 20%. Max: 20.
Grandmaster’s Champions – Unique Synergy With Hulk (Ragnarok) Hulk (Ragnarok): While Crowd Excitement is at 100, Hulk cannot Miss or be Evaded. Korg: If Korg spends 15 or more Crowd Excitement on the second hit of his Heavy Attack, the non-stacking Armor Break Debuff lasts for 60 seconds instead.
Elemental Hide – Unique Synergy With Iceman Iceman: Special Attack 3 triggers Guaranteed Critical Hits for 10 seconds. Korg: While his personal Grit Passive is active, he gains 750 Critical Rating.
Enemies Lv.3 With Hela, Gorr The God Butcher, Mangog, Loki All Champions gain +155 Critical Rating.
Updated OG Captain America Rework Concept (I added a few more abilities to it for better results.)
About Captain America Steve Roger’s body may have been too weak to become a soldier, but his heart was too strong to quit. By a miracle of science, Steve was transformed into Captain America, Sentinel of Liberty. Possessing super strength, speed, and reflexes.With his unbreakable shield, Cap is a born leader of humans, heroes, and gods.
Weaknesses - Abilities that trigger through Block or bypass Safeguard, Purify, Skill Champions
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active Enhanced Super Soldier Serum provides Captain America with Buff Immunity, as well as full immunity to all Poison, Infuriate, Intimidate, Taunt, Power Steal, and Fate Seal effects. When reaching a multiple of 5 hits in the Combo Meter, gain an indefinite Bulwark Passive, increasing Block Proficiency by 250. Max: 5. For each personal Bulwark Passive Captain America has, his Perfect Block Chance is increased by a flat 12%. Max: 60%. Stun Debuffs on non-Skill opponents cannot be reduced, and while the opponent is Stunned, Captain America increases his Combat Power Rate by 100%.
Blocking 40% chance that a Block is a Perfect Block, reducing all Damage to 0. Each time Captain America successfully performs a Well-Timed Block, he inflicts the opponent with a Fatigue Debuff, reducing Critical Rating by 2250 for 20 seconds. Captain America’s enhanced shield allows him to Block Unblockable Attacks and grants him full immunity to all forms of Block Penetration, except against Skill Champions.
Fighting Non-Skill Champions For each active personal Bulwark Passive, Captain America gains the following benefits: +4004 Attack Rating. +20% increased duration to all Precision and Physical Vulnerability Passives. +20% Bleed Resistance. Enemy attacks suffer -15% Attack Rating. Enemy attacks suffer -20% Offensive Ability Accuracy when they strike Captain America’s Block. These bonuses gain +100% potency when fighting Mystic Champions.
Incoming Special Attacks 1 and 2 Captain America has a 20% chance for each personal Bulwark Passive to Auto-Block incoming Special Attacks 1 and 2. This Auto-Block counts as a Well-Timed Block and activate his personal Fatigue Debuffs with 200% increased duration. Auto-Block cannot be prevented by Ability Accuracy Reduction, except against Skill Champions.
Stars (Fortitude Passive) - Max: 50 When Captain America is struck by or Blocking an attack, gain an indefinite Fortitude Passive, reducing Damage taken from all sources by 1.5%. If Captain America performs a Well-Timed Block, he gains four additional Fortitude Passives.
Stripes (Trauma Debuff) - Max: 20 Landing a hit or striking into the opponent’s Block with a Light or Medium Attack inflicts an indefinite Trauma Debuff, causing all hits to deal an additional 5% of the damage recently dealt as a burst of Physical Damage.
Heavy Attacks Each hit inflicts a non-stacking Sunder Passive, setting the opponent’s Critical Resistance to 0 for 30 seconds.
Patriotic Beatdown - Passive When Captain America activates a Special Attack 1 or 2, he begins a Patriotic Beatdown for 15 seconds. This cannot be affected by Ability Accuracy Reduction. While Patriotic Beatdown is active, gain the following abilities: Special Attacks cost -100% less power. +10297.5 Attack Rating. Captain America ignores 100% of the opponent’s Armor and Block Proficiency. When Patriotic Beatdown ends, it goes on cooldown for 20 seconds. This cooldown timer is reduced to 10 seconds against Mystic Champions.
Special Attacks The final hit inflicts a Stun Debuff for 2 seconds per level of Special Attack used.
Special Attack 1 On activation, gain a non-stacking Precision Passive, increasing Critical Rating by 2250 for 30 seconds. If the opponent has a Fatigue Debuff, this Precision Passive gains +300% increased potency. The second hit of this attack can trigger Stun Debuffs through the opponent’s Block.
Special Attack 2 Patriotic Beatdown is paused during this Attack. All personal bursts of damage gain +200% increased potency for the duration of this Special Attack. On activation, inflict a non-stacking Physical Vulnerability Passive, reducing the opponent’s Physical Resistance by 9000 for 30 seconds. If the opponent has a Fatigue Debuff, this attack is Passively Unblockable.
Special Attack 3 At the end of this attack, gain a Safeguard Passive, preventing Captain America from losing more than 1% of his max Health from any source for 15 seconds. Each personal Bulwark Passive increases this duration by an additional 5 seconds. Any Stun Debuffs inflicted last 100% longer. Refresh all personal Fatigue Debuffs and pause them for the remainder of the fight. While this Pause is active, Captain America cannot inflict new Fatigue Debuffs.
Signature Ability - I Can Do This All Day Passive Patriotic Beatdown lasts 10 seconds longer. For each personal Trauma Debuff on the opponent, Captain America’s Critical Damage Rating is increased by +562.6. For each personal Bulwark Passive on Captain America, the opponent’s Defensive Ability Accuracy is reduced by 20%. For each personal Fortitude Passive on Captain America, the opponent takes 1.5% more damage from all sources.
Recommended Masteries/Relics Double Edge/Liquid Courage Despair/Inequity Parry Hulk
Synergy Bonuses
Avengers Assemble! - Unique Synergy (4-Star or Higher) With Hulk, Iron Man, Thor, Black Widow, Hawkeye Captain America: While the opponent has an active personal Fatigue Debuff, Captain America cannot Miss and gains an indefinite Grit Passive, causing Unstoppable opponents to react to hits as though they weren’t. Iron Man: When an Armor Break Debuff fails to apply due to an immunity, Iron Man gains a Pierce Passive of 20% potency for 20 seconds. Hulk: The number of Fury Passives required to activate Gamma Rage is increased by 5. Thor: While Thor has an active Fury Buff, he ignores 100% of the opponent’s Critical Resistance. Black Widow, Hawkeye: Critical Hits gain +100% Block and Armor Penetration and 300% Attack Rating.
Agents of S.H.I.E.L.D. - Unique Synergy (4-Star or Higher) With Black Widow, Hawkeye, Nick Fury, Quake Captain America: Start the fight with 3 of his personal Bulwark Passives. Black Widow: While a personal Precision effect is active, Black Widow can land Critical Hits through the opponent’s Block. Hawkeye, Nick Fury: Personal Bleed Debuffs last 300% longer. Quake: Charging a Heavy Attack builds up the Aftershock Scale twice as fast, and Heavy Charging can be held for an extended duration.
Enemies With Iron Man All Champions gain +155 Critical Rating
Enemies With Superior Iron Man All Champions gain +155 Critical Rating
Friends With Spider-Man, Spider-Man (Symbiote) All Champions gain +130 Armor Rating
Friends With Winter Soldier All Champions gain +130 Armor Rating
Incoming Synergy Changes
Shield Buddies With The Overseer Captain America (Old Effect): Intercepting the Opponent grants a non-Stacking Passive Fury, granting 50% Attack Rating for 7 seconds. Captain America (New Effect): While the opponent has an active personal Fatigue Debuff, Captain America’s attacks ignore Evade and Auto-Block effects.
Civil War Stories: With Longshot Captain America (Old Effect): While the opponent is Fatigued their Ability Power Rate is reduced by 110%. Captain America (New Effect): Personal Fatigue Debuffs also reduce the opponent’s Combat Power Rate and Ability Power Rate by 200%, and increase Captain America’s Combat Power Rate and Ability Power Rate by the same amount.
.. I got to be honest it is does not read like a kit, it reads like a Bible. And the goal of this Bible is to turn cap into a broken broken version of Hercules.
You could have trimmed a lot of this down and still have gotten your point across pretty clear like for example, on the immunities, he doesn't need to be immune to so many things, especially things like fatigue, infuriate or taunt, that can give you some health if you've got willpower. As for poison, you could just say that his enhanced metabolism cuts the duration of poison by 80% and it would be an effective change that reduces Dot.
And then this whole thing with Patriotic Beatdown and the Stars and Stripes features, it just seems excessive and kind of redundant because it almost feels like you would have to Max him out just to get any decent damage as opposed to just making him a consistent hitter. Safeguard is just too broken even if you were to attach it to a special three and adding a Sunder does nothing except add an unnecessary effect off of a heavy.
The perfect block from his Shield makes sense, and you can even make an argument that he can block Unstoppable hits or unblockable hits if the opponent is Mystic.
Also on the Avengers assembled synergy, you could probably just shorten the text to include all #Avengers, so that way it'll cover everybody.
There's a lot here but I'm just going to say this is a case of you don't need to add a lot to make Captain America way better than he is currently.
I had some ideas myself on and updated kit for both World War II and modern day Captain America but it's late and it's going to be Christmas in a couple hours so we'll pick this up again down the road. Have a Merry Christmas/ happy holidays to you and yours.
Just going to put one of my concepts I left on a Discord server here. Slightly different from my original, but mostly the same. Stats are based on a 6-Star Rank 4 (Keep in mind that the "+8482.5 Attack Rating" from one of his abilities is basically the same as Cap IW with a 5 Kinetic Potential boosted Fury). This overhaul basically makes Captain America a tank without immunities, through the use of the rare ability of Fortitude, which reduces damage taken from all sources by a given percentage, as well as the ability to block Unblockable attacks. Captain America trades in his Fortitude for a short period of high damage that can be extended if you mix up his Special Attacks, think of this kind of like Rock Lee's (Naruto) Eight Gates or Hakari's (Jujutsu Kaisen) Jackpot.
Stars (Fortitude Passive) - Max Stacks: 50
Being struck by or blocking Non-Critical hits grant an indefinite Fortitude Passive, reducing damage taken from all sources by 0.50%. Gain four more when performing a Well-Timed Block.
Stripes (Trauma Debuff) - Max Stacks: 13
Landing a hit or striking into the Opponent’s block with the first Medium attack inflicts an indefinite Trauma Debuff, causing each hit to deal an additional 5% of the damage recently dealt as Physical Burst.
Blocking
Captain America can block Unblockable attacks.
Special Attacks - “Oh You’ll Be Seeing Stars Alright”
Each Special hit inflicts a Stun Debuff for 4 seconds.
Consume 25 personal Fortitude effects to begin a Patriotic Beatdown for 7 seconds, granting the following upon Special Activation:
-100% Special Attack Cost.
+8482.5 Attack Rating.
Ignore 100% of Block Proficiency and Critical Resistance.
Patriotic Beatdown goes on Cooldown for 20 seconds once it ends. Activating a different Special Attack Level ignores this cooldown without removing it. Any Patriotic Beatdowns that end while there's an already existing cooldown does not replace the cooldown.
Special Attack 1 - Shield Ram Of The People
First hit inflicts an Injury Debuff, causing hits to bypass 100% of Physical Resistance for 15 seconds. Trauma Debuffs benefit from this Debuff and increase its duration by 0.5 seconds.
Special Attack 2 - Shield Toss By The People
Inflict a 3% Suppression Debuff lasting 15 seconds for each Trauma Debuff on the Opponent.
Special Attack 3 - American Justice For The People
Patriotic Beatdown: Opponent does not receive Power from this Attack. Each activation of this attack counts as 3.5 seconds for Patriotic Beatdown.
Signature Ability - Sentinel of Liberty
When a Buff is Nullified, Expired, or Prevented: Gain 1 - 5 Personal Fortitude Effects. (Rounded Up except when below 40% Max Health)
When struck by or blocking a Critical hit that was not guaranteed: Inflict 8 Fatigue Debuffs, reducing Critical Rating by 195.55 - 977.76 for 12 seconds. Max Stacks: 8.
Synergy Bonuses
The Human Spirit Can Accomplish Anything (Captain America) All Heroes that are not a #Robot, #God, or #Elder: Take 8% reduced damage from all sources.
I’m Sorry, But Who Are You? (Taskmaster) Captain America: Activating different Special Attacks back-to-back from each other reduces cooldown of Patriotic Beatdown by 3 seconds. (ex. Throwing sp2, then sp1) Taskmaster: Successfully exploiting a Special Attack causes every other hit to complete any type of Exploit Weakness for 5 seconds.
They Don’t Call Me First Avenger For Nothing (Iron Man, Black Panther CW, War Machine, Vision AOU) Avengers: +6% Perfect Block Chance, +525 Critical Rating and +262 Critical Damage Rating.
Teammates (Doctor Strange, Wolverine, Aarkus) All champions gain +5% Perfect Block Chance.
Friends (Falcon *both*, Winter Soldier) All champions gain +130 Armor Rating.
Enemies (M.O.D.O.K.) All champions gain +155 Critical Rating.
Enemies (Baron Zemo, Red Skull) All champions gain +155 Critical Rating.
I updated the Winter Soldier rework concept so it would look better, because I didn't know he had Super Soldier Serum like Captain America did.
About Winter Soldier In the heat of World War II, Bucky Barnes gave his life for his country – or so Captain America thought. His frozen body was recovered by the Soviets, who turned him into an unstoppable, fearsome assassin – and their puppet! Freed from Russian control, Bucky now fights on the side of the just and righteous.
Character Class: Skill
Abilities: Ammo Stockpile, Pierce, Bleed, Incinerate, Power Drain, Fury, Precision, Torment, Combo Shield, Sunder, Energize
Strengths and Weaknesses
Strengths - Strong Damage Over Time, Strong Attack Rating Increase
Weaknesses - Bleed/Incinerate Immunity
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Passive Bucky’s enhanced Bionic Arm and Super Soldier Serum reduce the potency of Poison and Ability Accuracy Reduction effects by 100%, as well as granting him full immunity to the Regen reduction from Poison.
Ammo Stockpile - Always Active Winter Soldier starts the fight with one type of Ammo loaded into all of his guns. Each time he activates a Special Attack, he automatically switches to the next Ammo type. This also triggers when he dashes backwards and holds Block for 1.5 seconds. Ammo switching is unaffected by Ability Accuracy Reduction.
Ammo Effects Armor Piercing - Winter Soldier gains a Pierce Passive of 750 potency for 20 seconds. Incendiary - Inflict the opponent with an Incinerate Debuff, dealing 17244 Energy Damage over 8 seconds. Hollow Point - Any Bleed Debuffs inflicted last 100% longer.
Critical Hits 15% chance to drain 25% of the opponent’s max Power. If this ability drains the opponent’s Power across a Power Bar threshold, gain an indefinite Vicious Passive, increasing the potency of all Damaging effects by 20%. Max: 20.
Fight Start Winter Soldier gains an indefinite Combo Shield Passive, preventing his Combo Meter from resetting when Struck.
Heavy Attacks Each hit inflicts an Energy Vulnerability Passive, reducing the opponent’s Energy Resistance by 2250. Max: 4.
Special Attacks Each hit inflicts a Bleed Debuff, dealing 2352.35 Direct Damage per level of Special Attack used over 4 seconds.
Special Attack 1 All hits grant Winter Soldier an indefinite Precision Passive, increasing Critical Rating by 2250. Max: 4. For each stack of these Precisions, increase the chance to Power Drain on Critical Hits by a flat 15%. Max: 60%. All hits place an indefinite Torment Passive on the opponent, extending the duration of all Damaging Debuffs by 3 seconds. Max: 4.
Special Attack 2 Any Bleed and Incinerate effects inflicted during this attack are doubled. The first hit of this attack is Passively Unblockable and pauses all Ammo effects for the duration of the attack. On activation, gain a Fury Passive, increasing Attack Rating by +10297.5 for 30 seconds. Gain an additional Fury Passive for every 20 hits in the Combo Meter. Max: 100 Hits. This attack gains +790.54 Critical Damage Rating for each indefinite effect on Winter Soldier and the opponent.
Special Attack 3 Inflict the opponent with a non-stacking indefinite Sunder Passive, setting their Critical Resistance to 0. At the end of this attack, activate all Ammo types for 40 seconds. Winter Soldier and his opponent gain a non-stacking Energize Passive, increasing Combat Power Rate by 200% for 60 seconds.
Signature Ability - EMP Upgrade Passive Increase the potency of Precisions by 100%. Additionally, Winter Soldier’s Ammo Stockpiles are upgraded, granting additional abilities. Armor Piercing - Each stack of Pierce reduces the opponent’s Defensive Ability Accuracy and Physical Resistance by 25%. Incendiary - Incinerate Debuffs become Passives with double the original duration and potency. Hollow Point - Each hit of Special Attack 2 inflicts Critical Bleeds instead of his regular Bleeds, multiplying the Bleed’s potency by Winter Soldier’s Critical Damage Multiplier.
Recommended Masteries/Relics Deep Wounds Lesser Cruelty/Cruelty Winter Soldier
Synergy Bonuses Friends With Captain America (WWII) All Champions gain +130 Armor Rating Friends With Wolverine All Champions gain +130 Armor Rating Teammates With Captain America All Champions gain 5% Perfect Block Chance
Incoming Synergy Changes
How Much For The Arms? With Rocket Raccoon Winter Soldier (Old Effect): Activating a Special grants a Precision Buff increasing Critical Rating by 400 for 5 seconds. While it is active, Bucky’s personal abilities gain a flat +10% chance to trigger. Winter Soldier (New Effect): Each personal Precision Passive Bucky has increases Power Drain potency by 25%. Max: 100%.
Enhanced Soldiers With Killmonger Winter Soldier (Old Effect): +5% Attack for each hit of the Combo Meter to maximum of 100 hits. Winter Soldier (New Effect): Gain +80% Passive Fury duration for every 20 hits in the Combo Meter. Max: 100 Hits.
Tour Guide With Baron Zemo Winter Soldier (Old Effect): Gain +25% Debuff duration and +500 Armor Rating. Winter Soldier (New Effect): Critical Hits grant an additional hit in the Combo Meter for each personal Precision Passive on Winter Soldier, or twice that amount during Special Attack 1.
Green Goblin Rework Concept (I think this could make him Beyond God Tier)
About Green Goblin Cunning businessman Norman Osborn was rarely satisfied with the success lawful ventures provided. Intending to gain the strength to beat Spider-Man, Norman subjected himself to an experimental serum, which proved terrifyingly successful, granting Norman vastly greater faculties but at the cost of his sanity. Unhinged and armed with Oscorp’s most advanced weaponry, the Green Goblin now rains fear down upon Spider-Man, and his perceived enemies.
Character Class: Tech
Abilities: Bag of Tricks, Madness, Cunning, Incinerate, Plasma, Shock, The Goblin Formula
Strengths and Weaknesses
Strengths - Power Control, Alliance Wars/Battlegrounds Defense, Strong Damage Over Time
Weaknesses - Debuff Immunity, Heal Block, Cosmic Champions
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active Unless otherwise stated, Pumpkin Bomb Debuffs last for 20 seconds. The opponent suffers -100% Purify Ability Accuracy.
The Goblin Formula - Passive The Goblin Formula provides Green Goblin full immunity to all Poison effects, as well as a bonus effect based on his opponent. Mutant Champions: +785.4 Attack Rating and immunity to all Ability Accuracy Reduction effects. #Hero Champions: +785.4 Attack Rating and attacks gain +750 Critical Rating for each stack of Madness and Cunning. #Spider-Verse Heroes: +785.4 Attack Rating and attacks ignore the opponent’s Evade, Miss, and Auto-Block effects. Cosmic Champions: Madness and Cunning effects suffer -100% Ability Accuracy.
Madness - Passive When struck by or Blocking an attack, Green Goblin has a 30% chance to gain a stack of Madness. This chance is increased by a flat 70% on Well-Timed Blocks. Each stack of Madness lasts for 20 seconds. For each stack of Madness, he regenerates 20% of the damage taken from Basic Attacks and the opponent deals 30% less damage on their Special Attacks.
Cunning - Passive When Green Goblin avoids an attack using the Dexterity Mastery or either Champion fills a bar of Power, Green Goblin gains a stack of Cunning. Each stack of Cunning lasts for 20 seconds. For each stack of Cunning, the opponent’s Combat Power Rate is reduced by 50% and Green Goblin deals 30% more damage on his Special Attacks.
Bag of Tricks - Pre-Fight Ability As an Attacker, Green Goblin has an arsenal full of Debuffs to apply with his Pumpkin Bombs. Select up to 3 to bring into the fight. As a Defender, Green Goblin will rotate between Bag of Tricks Debuffs every 15 seconds. Overload: All attacks and Damaging Energy effects deal an additional 70% of the damage recently dealt as a burst of Energy Damage. Torment: Extend the duration of all Damaging Debuffs by 10 seconds. Petrify: Reduce the opponent’s Regeneration Rate and Ability Power Rate by 150%. Taunt: The opponent’s Attack Rating is reduced by 40% and are 70% more likely to activate a Special Attack. Fragility: Reduce the opponent’s Block Proficiency by 50% and increase Green Goblin’s Critical Damage Rating by +1321.43. Energy Vulnerability: Reduce the opponent’s Energy Resistance by 2250. If less than 3 Bag of Tricks Debuffs were selected, inflict a Poison Debuff for each remaining selection, dealing 17244 Direct Damage over 8 seconds. Bag of Tricks Debuffs gain +100% potency per level of Special Attack used.
Heavy Attacks Afterburner: 20% chance to inflict an Incinerate Debuff, dealing 8854 Energy Damage over 8 seconds. Against Mutant Champions, inflict an identical Plasma Debuff instead.
Special Attack 1 Laser Blasts: 100% chance to drain 25% of the opponent’s max Power. If this ability drains the opponent’s Power across a Power Bar threshold, inflict a Shock Passive, dealing 7335.25 Energy Damage over 8 seconds. Pumpkin Bomb: 100% chance to inflict one of each Debuff selected from the Pre-Fight Screen.
Special Attack 2 Afterburner: 100% chance to inflict an Incinerate Debuff, dealing 2352.35 Energy Damage over 8 seconds. Against Mutant Champions, inflict an identical Plasma Debuff instead. For each stack of Cunning and Madness, Green Goblin will inflict an additional Incinerate or Plasma Debuff. Pumpkin Bomb: 100% chance to inflict one of each Debuff selected from the Pre-Fight Screen.
Special Attack 3 Gain 3 indefinite Madness and Cunning stacks. Pumpkin Bombs: 100% chance to inflict one of each Debuff selected from the Pre-Fight Screen. Any Bag of Tricks Debuffs inflicted during this attack start paused for 15 seconds. While this Pause is active, Mutant Champions cannot activate Unstoppable or Unblockable abilities.
Signature Ability - Enhanced Oscorp Weaponry Passive Green Goblin makes upgrades to his weaponry, granting the following abilities: Green Goblin can select +1 Bag of Tricks Debuffs to apply with his Pumpkin Bombs and his personal Poison Debuffs can now be inflicted if less than 4 Bag of Tricks Debuffs were selected from the Pre-Fight Screen. Special 1: When draining an opponent’s Power across a Power Bar threshold on Laser Blast hits, inflict an additional Shock Passive for each stack of Madness and Cunning. Special 2: Gain an indefinite Unblockable Passive for the remainder of the attack as long as he has 5 or more stacks of Madness, and any Incinerate or Plasma Debuffs inflicted last 20% longer for each stack of Cunning. Special Attack 3: Any Bag of Tricks Debuffs inflicted have their duration increased by 300%.
The Sinister Six - Unique Synergy (4-Star or Higher) With Doctor Octopus, Vulture, Rhino, Kraven, Scorpion, Sandman Green Goblin, Doctor Octopus, Vulture: Each time a Power Drain or Power Burn effect activates, gain an indefinite Fury Passive, increasing Attack Rating by 20%. Max: 20. Rhino: Unstoppable effects last for an additional 8 seconds, and while Unstoppable, Gain +300% Attack Rating and +750 Critical Damage Rating. Kraven: Disorient effects reduce the opponent’s Defensive Ability Accuracy by an additional 60%. Scorpion: If activating a Special Attack 1 or 2 during a Heavy Attack, gain an Unblockable Passive for the duration of that attack. Sandman: When dealing a burst of Physical Damage on the final hit of a Heavy, Special 1, or Special 2 Attack, Sandman does not consume Resistance Up Passives.
Electro – Electric Supercharge [Unique] Green Goblin: Gain +200% Shock potency. Electro: Gain +200% Attack Rating while suffering from a Shock effect.
Spider-Man Champions – Seething Hatred [Unique] Green Goblin: +15% potency to all Damaging effects for each stack of Madness and Cunning. #Spider-Verse Heroes: Critical Hits gain +15% Combat Power Rate.
Iron Patriot – Split Personality [Unique] Green Goblin: Inflicting a Bag of Tricks Debuff also invalidates one Prowess effect from the opponent. Iron Patriot: Arc Overload gains +20% increased potency and duration.
Incoming Synergy Changes
Counter Measures With Anti-Venom Green Goblin (Old Effect): Afterburner inflicts additional stacks of Incinerate Debuffs equal to the amount of stacks of Madness. Green Goblin (New Effect): The potency of Incinerate and Plasma Debuffs are increased by 10% for each stack of Cunning.
Interested? With Sandman Green Goblin: (Old Effect): Power Drain effects from Green Goblin’s Bag of Tricks also deal a burst of 20% Energy Damage. Green Goblin: (New Effect): When a personal Shock Passive fails to apply due to an immunity, inflict an identical Neuroshock Passive instead.
The High Ground With Air-Walker Green Goblin (Old Effect): Special Attack 1 Laser Blasts have +40% flat chance to Power Drain. Green Goblin (New Effect): Special Attack 1 Laser Blasts drain an additional 25% of the opponent’s max Power.
So @Shadowstrike does the Winter Soldier rework concept look better now?
Much better. I like how you're taking into account how skill Champs naturally shrug off or cleanse debuffs and since he is also a super soldier, he should have a much better percentage of it and probably the only modification I would do is on those armor piercing bullets, actually inflict Pierce damage so that way he can really punish somebody for trying to block him. But overall great job.
So @Shadowstrike does the Winter Soldier rework concept look better now?
Much better. I like how you're taking into account how skill Champs naturally shrug off or cleanse debuffs and since he is also a super soldier, he should have a much better percentage of it and probably the only modification I would do is on those armor piercing bullets, actually inflict Pierce damage so that way he can really punish somebody for trying to block him. But overall great job.
Winter Soldier does have a Synergy with Sam Wilson that allows him to have a percentage chance scaling with his Combo Meter to gain a True Strike Buff during his Special Attacks.
Luke Cage Rework Concept (I made this because Luke Cage will be getting a Buff soon.)
About Luke Cage Framed and sent to prison for a crime he didn’t commit, Carl Lucas became the “volunteer” for a series of scientific experiments to create another Super-Soldier. When a sadistic prison guard intervened with the experiment, Lucas was granted superhuman strength and near-impenetrable skin. Using his newfound abilities to escape prison, Carl changed his name to Luke Cage and set up shop as a Hero for Hire, vowing to assist any who needed his help… for the right price.
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active Bulletproof and near impenetrable skin provides Luke Cage full immunity to all Bleed effects, as well as +9000 Physical Resistance vs. non-Critical Hits. Luke Cage can inflict Debuffs through the opponent’s Block. Additionally, all hits of Luke Cage’s Special Attacks inflict additional Debuffs from his Synergies.
Personal Fury Passives - Max: 50 Unless otherwise stated, Luke Cage’s personal Fury Passives last for 30 seconds and increase his Attack Rating by +2552.55. Each time Luke Cage inflicts a Debuff, he gains a Fury Passive. Against Mystic Champions, Luke Cage gains three Fury Passives instead of one.
Light Attacks 30% chance to inflict an Exhaustion Debuff, reducing the opponent’s Critical Damage Rating by 750 and Ability Power Rate by 25% for 20 seconds. This chance is increased by a flat 70% against Mystic Champions. Max: 30.
Heavy Attacks On hit, inflict a non-stacking Sunder Debuff, setting the opponent’s Critical Resistance to 0 for 20 seconds.
Special Attacks Any Debuffs inflicted gain +100% increased duration per level of Special Attack used.
Special Attack 1 All hits inflict a Physical Vulnerability Debuff, reducing Physical Resistance by 2250 for 20 seconds. The final hit has a 20% chance for each Exhaustion Debuff on the opponent to inflict a Stun Debuff for 4 seconds.
Special Attack 2 This attack gains +900 Critical Rating for each Debuff on the opponent. On activation, inflict a non-stacking Tracking Debuff, preventing the effects of Miss for 20 seconds. While this Tracking Debuff is active, each time Luke Cage prevents a Miss ability, he pauses all personal Fury Passives on him for 3 seconds. All hits inflict a Trauma Debuff, causing hits to deal an additional 25% of the damage recently dealt as a burst of Physical Damage for 20 seconds. Max: 4. The final hit removes all Exhaustion Debuffs on the opponent, inflicting a Concussion Debuff, reducing Ability Accuracy by 25% for each Exhaustion Debuff removed.
Special Attack 3 At the end of this attack, inflict 4 Exhaustion Debuffs, each reducing the opponent’s Critical Damage Rating by 3375 and Ability Power Rate by 50% for 20 seconds. Inflict 100% potency Energy Vulnerability, Overload, Infuriate, Disorient, Decelerate, Armor Break, Taunt, Torment, Cowardice, and Tranquilize Debuffs for 20 seconds.
Signature Ability - Tough It Out Passive When Luke Cage is struck, he gains an Indestructible Buff for 6 seconds. If this Indestructible Buff is Nullified by a Mystic Champion, it is replaced with a matching Passive with double the original duration. Cooldown: 25 seconds. Additionally, each hit of Luke Cage’s Heavy, Special 1, or Special 2 Attacks inflict an additional stack of his active personal and synergy Debuffs.
Recommended Masteries/Relics Double Edge/Liquid Courage Hulk Ant-Man Spider-Man 2099
Synergy Bonuses
Special Attack Debuffs - Poison - Unique Synergy (4* or Higher) With Cassie Lang, Mysterio, Diablo, Green Goblin Luke Cage: Special Attacks inflict a Poison Debuff, dealing 400% of Attack Rating as Direct Damage over 10 seconds. Other Synergy Members: Personal Poison Debuffs gain +100% potency and duration.
Special Attack Debuffs - Fragility - Unique Synergy (4* or Higher) With Kate Bishop, Spider-Man (Stealth Suit), Invisible Woman, Red Guardian Luke Cage: Special Attacks inflict a Fragility Debuff, reducing the opponent’s Block Proficiency by 50% and increasing Luke Cage’s Critical Damage Rating by 750 for 10 seconds. Other Synergy Members: Ignore 100% of the opponent’s Critical Resistance while they’re suffering from a Fragility Debuff.
Special Attack Debuffs - Rupture - Unique Synergy (4* or Higher) With Jessica Jones, Lady Deathstrike, Rocket Raccoon, Rintrah Luke Cage: Special Attacks inflict a Rupture Debuff, dealing 400% of Attack Rating as Physical Damage over 10 seconds. Other Synergy Members: Gain +200% Rupture Debuff potency.
Special Attack Debuffs - Degeneration - Unique Synergy (4* or Higher) With Kingpin, Onslaught, Mojo, Mister Negative Luke Cage: Special Attacks inflict a Degeneration Debuff, dealing 400% of Attack Rating as Direct Damage over 10 seconds. Other Synergy Members: Gain +400% Attack Rating while the opponent is suffering from a Degeneration effect.
Thunderbolts Level 3 with Juggernaut, Iron Patriot All Champions take 15% less Special Damage Enemies Level 3 with Rhino All Champions gain +155 Critical Rating Heroes for Hire Level 3 with Iron Fist, Iron Fist (Immortal) All Champions gain +85 Block Proficiency & Physical Resistance Teammates Level 3 with Daredevil (Classic) All Champions gain +5% perfect block chance
Incoming Synergy Changes
Defenders Destroyer With Kingpin Luke Cage (Old Effect): Up to +60% Attack Rating based on Physical Resistance. Luke Cage (New Effect): Personal Fury Passives gain increased potency equal to 500% of Luke Cage’s Physical Resistance.
Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6 Star Champion
When Attacked Spider-Man’s burgeoning Spider-Sense grants him a Passive 3% chance to Evade an incoming attack.
Stark Tech AI Against Special Attacks, the Stark AI warns Spider-Man of incoming danger and increases his Evade chance by a flat +60%. When Spider-Man's Ability Accuracy would be reduced by a non-Cosmic opponent, this chance to Evade increases by an additional +100% flat. This bonus also applies to all of Spider-Man's other Personal Abilities and the Dexterity Mastery if active.
If Spider-Man is struck by a Cosmic Champion or is struck by a Heavy Attack, the Stark AI shuts down for 10 seconds while it Reboots and is completely inactive during that time.
Smack-Talk Each time Spider-Man Evades an attack or uses the Dexterity Mastery, he gains a charge of Poise. Cooldown: 0.8 Seconds.
Each charge of Poise grants 932.6 Attack rating and 2.5% Combat Power Rate
If Spider-Man lands 5 uninterrupted attacks, he converts a Poise charge into a Taunt Debuff on the opponent for 4 seconds. Taunt lasts 50% longer against Villain and Mutant Champions.
Dodging back and allowing Spider-Man to idle for 1 second allows him to smack-talk his opponent and refresh an active Taunt. Opponents that are Taunted have their Attack reduced by 40% and have a 70% higher chance to activate a Special Attack.
During the Opponent's Special Attacks Personal Taunt and Ensnare effects are paused.
Heavy Attacks An EMP webshot drains 45% of the opponent’s Power Meter. Cooldown: 20 seconds, +10 if Stark Tech AI is rebooting
Special 1 – Spider Strike 50% chance to Stun the opponent for 2 seconds. The chance is increased to 100% if the Stark AI is active.
Special 2 – Stick & Shock Electric webshots have a 70% chance to Shock the opponent, dealing 4552.4 Energy Damage over 6.5 seconds. These Shock effects are overcharged and deal double damage to Robot Champions.
Special 3 – Whatever a Spider Can… 100% chance to Ensnare the opponent for 30 seconds. Ensnared Champions suffer 30% reduced Ability Accuracy and cannot trigger Passive Evade effects.
Signature Ability – Hero’s Mantra
At the beginning of the fight, the opponent is inflicted with a Passive Ensnare, lasting 20 seconds.
Great Power (Above 50% Health) – Spider-Man’s Taunts last 2 seconds longer and each charge of Poise grants him an additional 294 Critical Rating.
Great Responsibility (Below 50% Health) – Spider-Man’s chance to Evade an attack increases by a flat +7% and each charge of Poise grants him 95 additional Block Proficiency.
Synergy Changes
Avengers Tryout (Unique – 5-Star+) Spider-Man (Stark Enhanced): +15% Ability Accuracy while the A.I. is active.Once per fight, when the opponent reaches 3 Bars of Power, Inflict a Special Lock Debuff for 5 seconds, paused while EMP webshot is on cooldown. If the opponent goes below 3 Bars of Power before expiry, this Debuff is removed early. Vulture: +40% Incinerate Damage
Into the Spider-Verse (Unique – 3-Star+) Spider-Man (Supreme): Buffs granted by Blessing of the Web have a 25% chance to trigger twice. Spider-Man 2099: Debuff Pause duration increases by 3 second(s). Spider-Gwen: Enervate duration from Special 1 lasts 1.75 second(s) longer. Spider-Man (Stealth Suit): Evading or Dodging Purifies 1 Debuff. Spider-Man (Stark Enhanced): Reduces the EMP Webshot cooldown by 7.55 second(s).
Additional notes and changes: The EMP webshot Power Drain would have its own passive Icon for when its available and a grayed out version.
Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6 Star Champion
When Attacked Spider-Man’s burgeoning Spider-Sense grants him a Passive 3% chance to Evade an incoming attack.
Stark Tech AI Against Special Attacks, the Stark AI warns Spider-Man of incoming danger and increases his Evade chance by a flat +60%. When Spider-Man's Ability Accuracy would be reduced by a non-Cosmic opponent, this chance to Evade increases by an additional +100% flat. This bonus also applies to all of Spider-Man's other Personal Abilities and the Dexterity Mastery if active.
If Spider-Man is struck by a Cosmic Champion or is struck by a Heavy Attack, the Stark AI shuts down for 10 seconds while it Reboots and is completely inactive during that time.
Smack-Talk Each time Spider-Man Evades an attack or uses the Dexterity Mastery, he gains a charge of Poise. Cooldown: 0.8 Seconds.
Each charge of Poise grants 932.6 Attack rating and 2.5% Combat Power Rate
If Spider-Man lands 5 uninterrupted attacks, he converts a Poise charge into a Taunt Debuff on the opponent for 4 seconds. Taunt lasts 50% longer against Villain and Mutant Champions.
Dodging back and allowing Spider-Man to idle for 1 second allows him to smack-talk his opponent and refresh an active Taunt. Opponents that are Taunted have their Attack reduced by 40% and have a 70% higher chance to activate a Special Attack.
During the Opponent's Special Attacks Personal Taunt and Ensnare effects are paused.
Heavy Attacks An EMP webshot drains 45% of the opponent’s Power Meter. Cooldown: 20 seconds, +10 if Stark Tech AI is rebooting
Special 1 – Spider Strike 50% chance to Stun the opponent for 2 seconds. The chance is increased to 100% if the Stark AI is active.
Special 2 – Stick & Shock Electric webshots have a 70% chance to Shock the opponent, dealing 4552.4 Energy Damage over 6.5 seconds. These Shock effects are overcharged and deal double damage to Robot Champions.
Special 3 – Whatever a Spider Can… 100% chance to Ensnare the opponent for 30 seconds. Ensnared Champions suffer 30% reduced Ability Accuracy and cannot trigger Passive Evade effects.
Signature Ability – Hero’s Mantra
At the beginning of the fight, the opponent is inflicted with a Passive Ensnare, lasting 20 seconds.
Great Power (Above 50% Health) – Spider-Man’s Taunts last 2 seconds longer and each charge of Poise grants him an additional 294 Critical Rating.
Great Responsibility (Below 50% Health) – Spider-Man’s chance to Evade an attack increases by a flat +7% and each charge of Poise grants him 95 additional Block Proficiency.
Synergy Changes
Avengers Tryout (Unique – 5-Star+) Spider-Man (Stark Enhanced): +15% Ability Accuracy while the A.I. is active.Once per fight, when the opponent reaches 3 Bars of Power, Inflict a Special Lock Debuff for 5 seconds, paused while EMP webshot is on cooldown. If the opponent goes below 3 Bars of Power before expiry, this Debuff is removed early. Vulture: +40% Incinerate Damage
Into the Spider-Verse (Unique – 3-Star+) Spider-Man (Supreme): Buffs granted by Blessing of the Web have a 25% chance to trigger twice. Spider-Man 2099: Debuff Pause duration increases by 3 second(s). Spider-Gwen: Enervate duration from Special 1 lasts 1.75 second(s) longer. Spider-Man (Stealth Suit): Evading or Dodging Purifies 1 Debuff. Spider-Man (Stark Enhanced): Reduces the EMP Webshot cooldown by 7.55 second(s).
Additional notes and changes: The EMP webshot Power Drain would have its own passive Icon for when its available and a grayed out version.
First post fell victim to the "waiting-for-approval" bug after an edit, so this may end up showing up twice. I just realized that the +100% AA for when Starky's AA is reduced should exclude his passive chance to Evade. This will prevent an 103% chance to Evade when attacked which would theoretically make him super annoying to fight in certain matchups.
The Champion Rework Concept (I thought this could make him much better)
About The Champion As an Elders of the Universe member, The Champion is able to control an energy source referred to as the Power Primordial, the residual energy that is left over from the Big Bang itself. He channels this energy to enhance his physical form, and he seeks out the greatest fighters in the universe to test the limits of his powers.
Weaknesses - Slow, Fast Combo Build Up, Mystic Champions
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active The Champion channels The Power Primordial, the residual energy leftover from the Big Bang, to enhance his physical form and gain up to 5 Persistent Charges. Every 12 seconds, The Champion gains 1 Persistent Charge and activates Fury Buffs equal to his Persistent Charges. If the opponent reaches 20 hits in the Combo Meter or Nullifies one of The Champion’s Fury Buffs, one Persistent Charge is removed. The Champion gains Persistent Charges 400% slower against Mystic Champions.
Personal Fury Buffs - Max: 5. Unless otherwise stated, The Champion’s personal Fury Buffs last for 20 seconds and each increase his Attack Rating by +4004.
Champion of the Universe - Passive The Champion always seeks to fight against the Greatest Fighters in the universe. While fighting them, he gains Persistent Charges 50% faster and increases the duration and Ability Accuracy of all of his Buffs by +200%. Contest’s Greatest Fighters: Star-Lord, Spider-Man (Stark Enhanced), Corvus Glaive, Hyperion, Iceman, Archangel, Blade, Gwenpool, Void, Hulk (Ragnarok), Magik, Ghost Rider
While Attacking or Defending The Final Node in a Quest Gain an indefinite Pierce Buff of 750 potency.
Light Attacks - Requires 2 Persistent Charges Gain a True Accuracy Passive for 7 seconds if he intercepts the opponent’s Dash Attack. If this True Accuracy Passive fails to activate due to reduced Ability Accuracy, he instead gains a True Focus Passive, allowing attacks to bypass Miss and Evade for 15 seconds.
Medium Attacks - Requires 3 Persistent Charges Inflict an Armor Break Debuff, reducing Armor Rating by 750 for 6 seconds if he intercepts the opponent’s Dash Attack. If this Armor Break Debuff fails to activate due to an immunity, instead inflict a Physical Vulnerability Debuff, reducing Physical Resistance by 2250 for 15 seconds.
Special Attack 1 On activation, if The Champion has 4 or more Persistent Charges, he spends one to activate a Regeneration Buff, healing 50% of missing Health over 3 seconds. All hits grant The Champion an Intensify Buff, increasing the potency of all future Buffs by 100% for 20 seconds. Max: 4.
Special Attack 2 On activation, inflict a non-stacking Sunder Passive, setting the opponent’s Critical Resistance to 0 for 60 seconds. The first hit spends two Persistent Charges to grant The Champion a non-stacking Precision Buff, increasing Critical Rating by 20250 for 20 seconds.
Special Attack 3 Gain a Fury Buff, increasing Attack Rating by +1455 for 20 seconds. These Fury Buffs can go above The Champion’s Fury Buff stack limit, and count towards his Primal Fury Signature Ability. For each Armor Up effect on the opponent, The Champion gains an additional Fury Buff.
Signature Ability - Primal Fury Passive While The Champion has an active Fury Buff, he unleashes the full potential of The Power Primordial, granting the following abilities: +170% Armor Break and Physical Vulnerability Debuff potency. Gain an indefinite Unstoppable Buff until The Champion has no Fury Buffs remaining. While active, The Champion regenerates 20% of the damage taken for each Fury Buff on him. Max: 100%. Gain full immunity to all Power Drain, Power Lock, Power Steal, Power Burn, Special Lock, Heal Block, Petrify, Fate Seal, Stagger, and Spectre effects.
Contest’s Greatest Heroes - Unique Synergy (5* or Higher) With Kushala, Misty Knight, Dani Moonstar, Hulk The Champion: Contest’s Greatest Fighters expands to all #Hero Champions. Kushala: While the opponent is suffering from a Soul Barb effect, all personal Incinerate and Degeneration effects last 12 seconds longer. Misty Knight: Critical Hits pause all personal Coldsnap Debuffs for 1 second. Dani Moonstar: Special Attacks 1 and 2 gain +250 Critical Rating and +20% Critical Damage Rating for each Prowess effect on her. Hulk: While Gamma Rage is active, Hulk’s attacks gain +750 Critical Rating and ignore 100% of the opponent’s Critical Resistance.
Contest’s Greatest Villains - Unique Synergy (5* or Higher) With Titania, Bullseye, Crossbones, Purgatory The Champion: Contest’s Greatest Fighters expands to all #Villain Champions. Titania: The non-stacking Debilitate Debuff becomes a matching Passive and extends the duration of all new Debuffs by a flat 150%. Bullseye: When failing to activate a Perfect Release Bonus, there is a 75% chance to not remove a Dialed In Passive. Crossbones: Fury Buffs last +400% longer, and personal Precision effects gain +100% potency for each Fury Buff on Crossbones. Purgatory: Start each fight with an indefinite Cross-Fight Class Soul for each class represented on Purgatory’s Team, including herself. Additionally, the final hit of Special Attack 2 inflicts an additional Degeneration Debuff for each Cross-Fight Class Soul.
Tough Brawlers – Unique With Luke Cage, Jessica Jones, Thing, Hercules The Champion: The Champion is Unstoppable when using a Light and Medium Attack. Luke Cage: +35% chance to inflict Debuffs as long as Luke Cage never dashes back in a fight. Jessica Jones: Increased chance of throwing the Kitchen Sink with the Special 1. Also, increase the potency and duration of all personal Fury Passives by 200%. Thing: Unblockable Hits deal a burst of Direct Damage equal to 400% of Thing’s Attack Rating. Hercules: Each Feat of Strength increases Buff duration by an additional 50%.
Persistent Force – Unique With Mephisto, Sentry, Galan, Red Goblin The Champion: When The Champion has 3 or more Persistent Charges, he starts the fight with an Indestructible Buff, ignoring all incoming damage for 8 seconds. Mephisto: +15% Attack Rating for each Persistent Charge. Sentry: +12% Attack Rating for each Reality Warp. Galan: The Harvest lasts 100% longer for each Persistent Solar Intensity. Red Goblin: Increase the potency and duration of Incinerates by 100% for each Persistent Bloodlust.
Combo Fighter – Unique With Thor (Ragnarok), Valkyrie, Anti-Venom, Rocket Raccoon The Champion: Gains a Persistent Charge for every 20 hits in his Combo Meter. Thor (Ragnarok): +0.8% Attack Rating per hit in the Combo Meter. Max: 100 hits. Valkyrie: Gain +2% Instant Bleed potency per hit in the Combo Meter. Max: 100 hits. Anti-Venom: Gain +3% Evolved Mutation Passive duration per hit in the Combo Meter. Max: 100 hits. Rocket Raccoon: Gain +5% Critical Damage Rating per hit in the Combo Meter. Max: 100 hits.
David and Goliath – Unique With Aegon Ægon: Ægon gets +20% Attack Rating while fighting #Large or #XL Champions. The Champion: The Champion gets +20% Attack Rating while fighting #Small or #Medium Champions. Enemies With Drax, Mephisto All Champions gain +155 Critical Rating
Comments
Always Active
Bulletproof and near impenetrable skin provides Immunity to Bleed and Power Steal
Incoming Neutralize Effects receive -95% Duration
+1500 Physical Resistance against non-Critical Hits
All Attacks
Luke Cage gains 1045.8 Attack Rating for each Debuff on the opponent. Additionally, each Debuff increases the chance that the opponent will throw their Special Attacks by 10%.
Light Attacks by Either Champion
35% chance to Exhaust the opponent, reducing Critical Damage rating by 88.51 for 10 seconds. The Opponent’s Ability Power Rate is reduced by 20% for each Exhaustion Debuff on them. Max, 20 stacks
Guaranteed Critical Hits reduce this chance by 30%
Heavy Attacks
Pause all Personal Debuffs for 3 seconds. This becomes 8 seconds when punishing Special and Heavy Attacks.
Consume 2 Exhaustion Debuffs to remove any Unstoppable Effects. This can also be triggered upon activation of a Special Attack. Luke Cage cannot remove Unstoppable from Skill Champions.
When the Opponent Purifies or Cleanses a Debuff
Luke Cage's Debuff Pause cannot be triggered for 7 seconds and is disabled if active.
Special 1
50% chance to Stun the opponent for 2.50 seconds. The chance to Stun is increased by 10% for each stack of Exhaustion the target has, up to 50%.
Special 2
Consumes up to 4 Exhaustion Debuffs to inflict a Concussion, reducing the opponent’s Ability Accuracy by 25% per Debuff converted for 18 seconds. Max, 1 stack.
Special 3
Inflicts 4 Exhaustion Debuffs, each reducing Critical Damage Rating by 88.51 for 20 seconds. Refresh all Active Exhaustion Debuffs.
Signature Ability – Tough It Out
Immunity to Nullify, Stagger, and FatesealAgainst Mystic Champions, Luke Cage gains Energy Resistance equal to his Physical Resistance.
When Attacked
Bullet-proof skin allows Luke Cage to become passively Indestructible and ignore all incoming damage for 2-5 seconds, paused during the opponent's Special Attacks. This ability can be activated again after a 25 second cooldown.
About Star-Lord
Hey, what’s going on? Oh, you’re on Earth! Wow, bummer city. I mean, I grew up on Earth, and it’s cool and all, but… space, man, is the place. I got ships, I got my Element Gun, I got the babes… I rule. Down there, I was a loser. Up here, I am the Legendary Star-Lord!
Character Class: Tech
Abilities: Shock, Armor Break, Power Drain, Heal Block, Combo Shield
Strengths and Weaknesses
Strengths - Ability to counter Evade/Auto-Block/Miss, High Damage Output
Weaknesses - Damage Over Time, Power Control, Armor Break/Armor Shattered/Power Drain/Heal Block Immunity
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active
Star-Lord has four different Elements in his guns, each inflicting a beneficial effect based on the selected Element.
Double tapping Block allows Star-Lord to switch to the next Element.
Fight Start
Star-Lord gains an indefinite Combo Shield Passive, preventing his Combo Meter from resetting when Struck.
All Attacks
Star-Lord gains +425.95 Attack Rating per hit in the Combo Meter. Max: 400 hits.
Combo Meter Abilities - Passive
Star-Lord gains additional abilities as his Combo Meter increases.
50 Hits: Attacks have a 25% chance to Invalidate one Prowess effect from the opponent.
100 Hits: Star-Lord gains +2250 Critical Rating for every 100 hits in the Combo Meter.
150 Hits: Attacks ignore 100% of the opponent’s Critical Resistance.
200 Hits: Gain an indefinite Grit Passive, causing Unstoppable opponents to react to hits as though they weren’t.
250 Hits: Star-Lord’s attacks cannot Glance and ignore the effects of Evade, Miss, and Auto-Block.
300 Hits: The chance to Invalidate Prowess effects are increased by a flat 50%.
350 Hits: Gain an indefinite Energize Passive, increasing Combat Power Rate by 60%.
400 Hits: Mutant Champions cannot activate Unstoppable or Unblockable effects.
Element Gun Effects - Special Attacks 2 and 3
Fire: Inflict an Armor Break Debuff, reducing the opponent’s Armor Rating by 750 for 20 seconds.
Air: Inflict a Shock Passive, dealing 5923.8 Energy Damage over 8 seconds.
Water: Drain up to 50% of the opponent’s max Power.
Earth: Inflict a Heal Block Passive for 20 seconds.
Special Attack 1
On hit, Star-Lord gains 50 hits in his Combo Meter.
If this attack is used to intercept a Dashing opponent, Star-Lord gains 50 additional hits in his Combo Meter.
Special Attack 2
On activation, inflict an Infuriate Passive, making the opponent more Aggressive and reducing their Offensive Ability Accuracy by 60% for 30 seconds. This Infuriate Passive gains +100% increased duration for every 100 hits in the Combo Meter. Max: 400 Hits.
The second hit inflicts the selected Element Gun effect.
Special Attack 3
At the end of this attack, gain a True Damage Passive, allowing attacks to ignore all Armor and Resistances for 30 seconds. This True Damage Passive gains +100% increased duration for every 100 hits in the Combo Meter. Max: 400 Hits. While this True Damage Passive is active, Star-Lord’s attacks gain +1321.43 Critical Damage Rating.
This attack inflicts the selected Element Gun effect with +100% increased potency and duration.
Signature Ability - Dance-Off
Passive
Star-Lord starts the fight with 100 hits in his Combo Meter.
Additionally, Star-Lord’s Element Guns are enhanced, granting additional abilities.
Fire: Armor Break becomes Armor Shattered, reducing the opponent’s Armor Up Buff Ability Accuracy by 100%. This shatters #Robot Champions’ systems, reducing their Combat Power Rate, Ability Power Rate, and Ability Accuracy by 100%.
Air: Inflict an additional Shock Passive for every 100 hits in the Combo Meter. Max: 400 Hits.
Water: Draining the opponent’s Power across a Power Bar threshold inflicts a non-stacking Energy Vulnerability Passive, reducing the opponent’s Energy Resistance by 4672.38 for 20 seconds.
Earth: For every 2.5% of the opponent’s max Health prevented by Heal Block, Star-Lord gains 20 hits in his Combo Meter.
Recommended Masteries/Relics
Lesser Precision/Precision
Lesser Cruelty/Cruelty
Glass Cannon
Hulkbuster
Vision
Synergy Bonuses
Guardians of the Galaxy Vol. 1 - Unique Synergy (5-Star or Higher)
With Gamora, Drax, Groot, Rocket Raccoon
Star-Lord: Heavy Attacks inflict a non-stacking Torment Passive, extending the duration of all Damaging effects by 4 seconds for 20 seconds. This Torment Passive gains +10 seconds duration for every 100 hits in the Combo Meter. Max: 400 Hits.
Gamora, Drax: Personal Bleed Debuffs gain +500% increased potency and duration.
Groot: Pacifism Charges are gained when Groot lands his own Critical Hit or activates his own Special Attack. Additionally, Groot can only throw off his Gentle Nature using his own Heavy Attack.
Rocket Raccoon: Critical Hits grant an additional 2 hits in the Combo Meter and refresh all personal Armor Break Debuffs on the opponent.
Guardians of the Galaxy Vol. 2 - Unique Synergy (5-Star or Higher)
With Nebula, Yondu
Star-Lord, Nebula: When fighting against Shock Immune Champions, Shock effects become Neuroshock, which count as Shocks for their other abilities.
Yondu: The chance to inflict Bleed and Armor Break Debuffs on Yaka Arrows are increased by a flat 60%, and when inflicting a Bleed or Armor Break Debuff, also inflict a Taunt Debuff, reducing the opponent’s Attack Rating by 40% and making them 200% more likely to activate a Special Attack.
Guardians of the Galaxy Vol. 3 - Unique Synergy (5-Star or Higher)
With Mantis, Moondragon, Adam Warlock
Star-Lord: While at or above 100 Hits in the Combo Meter, the opponent’s Defensive Ability Accuracy is reduced by -100%.
Mantis: While Heavy Charging, Fury Passives build up 25% faster.
Moondragon: While Psionic Transcendence is active, each hit of Special Attack 2 is a Guaranteed Critical Hit.
Adam Warlock: The opponent’s Power Drain and Power Burn effects suffer -100% reduced potency.
We’re The Flarking Guardians Of The Galaxy!
With Gamora, Drax, Groot, Rocket Raccoon
#Guardian Champions: Gain +7% Attack Rating.
Friends
With Rocket Raccoon, Groot, Agent Venom, Nebula, Yondu, Adam Warlock
All Champions gain +130 Armor Rating
Teammates
With Drax, Mantis
All Champions gain +5% Perfect Block Chance
Teammates
With Gamora, Moondragon
All Champions gain +5% Perfect Block Chance
Incoming Synergy Changes
Combo Breakers
With Aegon
Star-Lord (Old Effect): Activates Combo Shield for 5 seconds when this Champion would lose their Combo Meter. This ability activates only 1 time per fight.
Star-Lord (New Effect): While his personal Combo Shield Passive is active, Star-Lord gains 10 hits in his Combo Meter every 8 seconds.
This One Can Sense That It’s Complicated
With Mantis
Star-Lord (Old Effect): Elemental Guns are no longer random, effects can be cycled by double tapping Block. Effects are cycled: Fire, Air, Water, Earth.
Star-Lord (New Effect): The Armor Shattered Debuff inflicted from his Signature Ability also decreases Ability Accuracy and Power Gain against Mutant Champions.
About Hulk (Ragnarok)
Only Hulk truly knows how he ended up on Sakaar, fighting in the arena. But once he entered the arena, he was immediately a crowd favorite! By using his unique blend of savage rage, showmanship, and unstoppable strength to smash through some of the strongest beings in the galaxy, he became their Champion. After all, the only thing better than smashing, is smashing them while the crowd goes wild!
Character Class: Science
Abilities: Trauma, Stun, Enervate, Sunder, Fury, Poison Immunity, Heal Block, Physical Vulnerability
Strengths and Weaknesses
Strengths - High Damage Output, Debuff Stacking, Mystic Counter
Weaknesses - Debuff Immunity, Power Over Time
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active
An enhanced immune system provides full immunity to all Poison effects.
Unless otherwise stated, all of Hulk’s personal Physical Vulnerability Debuffs last for 20 seconds, and reduce the opponent’s Physical Resistance by 750. Max: 12.
Personal Fury Passives - Max: 15 Stacks
Unless otherwise stated, Hulk’s personal Fury Passives last for 20 seconds and increase Attack Rating by +589.05.
Each time the opponent is inflicted with a Debuff, gain a Fury Passive.
Each time Hulk SMASHes, gain two Fury Passives.
Adoration of the Masses - Passive
The crowd is out for blood, and cares little about who spills it. Crowd Excitement increases by 5 when either Champion lands a hit.
The crowd also loves a Champion with a certain special flourish. Each time either Champion activates a Special Attack, Crowd Excitement increases by 10.
However, the crowd bores easily, and Crowd Excitement falls constantly, falling faster the more excited it is.
Hulk is a Champion of the people, and he gets worked up as the crowd does Passively increasing his Attack Rating by up to +8084 based on Crowd Excitement.
While Crowd Excitement is 100, all of Hulk’s attacks SMASH.
If Crowd Excitement reaches 100, the Crowd works itself into a frenzy, locking Crowd Excitement at 100 for 7 seconds, then resetting it to 70. Crowd Excitement is locked 8 seconds longer against Mystic Champions.
SMASH - Passive
As an attacker, when Hulk lands a hit, he has a 5% chance to SMASH. This chance is increased by a flat 45% against Mystic Champions.
Additionally, every 15 seconds, Hulk gets angry and triggers SMASH on his next attack. Hulk SMASHes on his next attack every 6 seconds against Mystic Champions.
Each time Hulk lands a SMASH attack, he goes Unstoppable and inflicts the opponent with a Physical Vulnerability Debuff.
Face Me! - Passive
While Hulk is suffering from a Passive Damage Over Time effect or is fighting against a Mystic Champion, he becomes enraged, granting the following abilities:
+10297.5 Attack Rating.
The opponent is 200% more likely to activate a Special Attack.
Hulk instantly Regenerates 70% of the damage taken.
Heavy Attacks
If this attack SMASHes, inflict a non-stacking Sunder Debuff, setting the opponent’s Critical Resistance to 0 for 20 seconds.
All personal Fury Passives gained during this attack are doubled.
Special Attack 1
On activation, inflict a Debilitate Passive, extending the duration of any new Debuffs by 200% for 60 seconds.
On hit, 80% chance to inflict a Stun Debuff for 2 seconds if Crowd Excitement is less than 100.
On hit, 100% chance to inflict a Heal Block Debuff for 20 seconds.
Special Attack 2
Each hit inflicts a non-stacking Enervate Debuff for 20 seconds.
The final hit has a 100% chance to inflict a Stun Debuff for 4 seconds if Crowd Excitement is 100.
Special Attack 3
At the end of this attack, inflict a Trauma Debuff, causing all hits to deal an additional 100% of the damage recently dealt as a burst of Physical Damage.
If this attack SMASHes, inflict an additional Trauma Debuff.
Crowd Excitement is set to 100 and pauses the reset timer for 15 seconds.
Signature Ability - Pollice Verso
Passive
Once per fight, when either Champion hits 20% Health, the crowd judges that fighter’s performance. If they feel they fought well they give a Thumbs Up, if they feel they fought poorly a Thumbs Down. Each judgment grants Hulk a Passive effect.
Thumbs Up: Regenerate 50% of missing Health over 20 seconds.
Thumbs Down: Gain +2352.33 Attack Rating for the remainder of the fight.
If fighting against a Mystic Champion, Hulk triggers both Passives with +100% potency, regardless of the fighter’s performance.
Recommended Masteries/Relics
Double Edge/Liquid Courage
Despair/Inequity
Hulk
Synergy Bonuses
Thor (Ragnarok) – Team Building Exercise – Unique Synergy
Hulk (Ragnarok): Each time Hulk SMASHes, he has a 20% chance to gain an Unblockable Passive for 3 seconds. This chance is increased by a flat 30% against Mystic Champions.
Thor (Ragnarok): While the Boon of the Gods Power Gain is active, Special Attacks 1 and 2 are Passively Unblockable.
Black Widow – Lullaby – Unique Synergy
Hulk (Ragnarok): When Hulk is Struck by or Blocking an attack, he has a 20% chance to ready a SMASH for his next hit. This chance is increased by a flat 30% against Mystic Champions.
Black Widow: Critical Hits grant 2% Block Penetration for the remainder of the fight. Max: 100 Hits.
Hela – Off Limits – Unique Synergy
Hulk (Ragnarok): While Face Me is active, the chance to land a SMASH attack is increased to 75%.
Hela: Heavy Attacks can be charged for an extended duration.
Loki – Puny God – Unique Synergy
Hulk (Ragnarok): While Unstoppable, gain +2250 Physical Resistance and +2250 Critical Resistance.
Loki: While the opponent has a Buff, Loki gains a 100% Untouchable Passive.
About Korg
Oh, hey there, my name is Korg. As you can see… I am made of rocks. Perishable rocks though, so don’t put me into fights thinking I am invincible, unless my opponent is made of scissors. Ha! … Anyway, Miek is here too and wants to help, so instead of blocking with my rock arms, I let Miek taste some of the action! After all, that’s what friends are for!
Character Class: Skill
Abilities: Unstoppable, Unblockable, Fury, True Focus, Bleed, Armor Break
Strengths and Weaknesses
Strengths - Alliance War/Battlegrounds Defense, Strong Armor Rating Reduction.
Weaknesses - Energy Damage/Non-Contact Attacks/Mutant Champions, Armor Break/Bleed Immunity
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active
Rock anatomy provides Korg full immunity to all Bleed and Shock effects, as well as increased Critical Resistance, but suffers -2250 Energy Resistance.
Crowd Excitement - Passive
The crowd goes crazy when Miek makes an appearance while Korg is blocking an attack, increasing Crowd Excitement by 1 for 20 seconds. +1 on Well-Timed Blocks. Max: 4. As an attacker, this amount is increased to 8.
The crowd dislikes cowards cheering for Korg when the opponent triggers Evade, Miss, or Dexterity during his Basic Attacks, increasing Crowd Excitement by 2 for 20 seconds.
Rock Shield - Passive
Korg begins the fight with 9 Rock Shield charges which are removed each time he is struck. An additional charge is removed when Korg’s Dash Attack is intercepted by a Light Attack, and if he is struck by a Special Attack 3, he removes all Rock Shield charges instead.
While Rock Shield is active, the opponent’s attacks cannot deal more than 75% of their Base Attack Rating in a single hit. Special 3 Attacks cannot deal more than 200% of the opponent’s attack instead.
When all charges are consumed, Rock Shield is shattered and it takes between 7 and 10 seconds to reform. If struck by a Special Attack 3, it takes three times as long to reform.
Each time Rock Shield reforms, it begins with 1 less charge. This has no effect against Science Champions.
Heavy Attacks
On the second hit of this attack, Miek expels fluids on the opponent, creeping out the crowd and removes all stacks of Crowd Excitement, inflicting the opponent with a non-stacking Armor Break Debuff, reducing Armor Rating by 750 per stack of Crowd Excitement removed for 20 seconds.
Special Attack 1
On activation, Korg gains a True Focus Passive, allowing his attacks to ignore all Evade and Miss effects for 25 seconds. Each time an Evade or Miss effect is prevented by this ability, Korg’s Crowd Excitement increases by 3.
Special Attack 2
All personal Unlockable and Unstoppable Passives are paused during this Special Attack.
On activation, gain a Fury Passive, increasing Attack Rating by +8084 for 20 seconds. If Korg is Unblockable during this attack, gain an additional Fury Passive.
Each hit inflicts a Bleed Debuff, dealing 17244 Direct Damage over 4 seconds. If Korg is Unstoppable during this attack, inflict two additional Bleed Debuffs.
Special Attack 3
At the end of this attack, Crowd Excitement increases by 9 for 20 seconds. Against Science Champions, this amount is increased to 18.
Gain a Grit Passive, causing Unstoppable opponents to react to hits as though they weren’t for 30 seconds. While this is active, Crowd Excitement falls off 200% slower.
Signature Ability - Rock Hard Thorns
Passive
When Korg is struck by a Medium, Heavy, Special 1, or Special 2 attack that makes contact while Rock Shield is active, 5012.62 Physical Damage is inflicted onto the opponent, scaling with Base Attack only. This damage is doubled when fighting against Science Champions. This ability will not activate if the hit dealt Energy Damage, and Mutant Champions take -90% less damage.
While Rock Shield is active, Korg has a 70% chance to Purify Debuffs and gain one Rock Shield charge for each Debuff Purified this way. When fighting against Science Champions, the chance to Purify Debuffs is increased by a flat 30% and he gains two additional Rock Shield charges when Purifying Debuffs.
Recommended Masteries/Relics
Double Edge/Liquid Courage
Glass Cannon
Energy Resistance
Black Panther
Synergy Bonuses
Pit Fighters – Unique
With Thor (Ragnarok)
Thor (Ragnarok), Korg: Special Attack 3 inflicts the opponent with a Root Passive for 7 seconds. While this Root Passive is active, striking the opponent while their back is against the wall grants an indefinite Fury Buff, increasing Attack Rating by 20%. Max: 20.
Grandmaster’s Champions – Unique Synergy
With Hulk (Ragnarok)
Hulk (Ragnarok): While Crowd Excitement is at 100, Hulk cannot Miss or be Evaded.
Korg: If Korg spends 15 or more Crowd Excitement on the second hit of his Heavy Attack, the non-stacking Armor Break Debuff lasts for 60 seconds instead.
Elemental Hide – Unique Synergy
With Iceman
Iceman: Special Attack 3 triggers Guaranteed Critical Hits for 10 seconds.
Korg: While his personal Grit Passive is active, he gains 750 Critical Rating.
Enemies Lv.3
With Hela, Gorr The God Butcher, Mangog, Loki
All Champions gain +155 Critical Rating.
About Captain America
Steve Roger’s body may have been too weak to become a soldier, but his heart was too strong to quit. By a miracle of science, Steve was transformed into Captain America, Sentinel of Liberty. Possessing super strength, speed, and reflexes.With his unbreakable shield, Cap is a born leader of humans, heroes, and gods.
Character Class: Science
Abilities: Fortitude, Perfect Block, Bulwark, Trauma, Safeguard, Physical Vulnerability, Fatigue, Sunder, Precision, Patriotic Beatdown
Strengths and Weaknesses
Strengths - Perfect Block, High Block Proficiency
Weaknesses - Abilities that trigger through Block or bypass Safeguard, Purify, Skill Champions
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active
Enhanced Super Soldier Serum provides Captain America with Buff Immunity, as well as full immunity to all Poison, Infuriate, Intimidate, Taunt, Power Steal, and Fate Seal effects.
When reaching a multiple of 5 hits in the Combo Meter, gain an indefinite Bulwark Passive, increasing Block Proficiency by 250. Max: 5.
For each personal Bulwark Passive Captain America has, his Perfect Block Chance is increased by a flat 12%. Max: 60%.
Stun Debuffs on non-Skill opponents cannot be reduced, and while the opponent is Stunned, Captain America increases his Combat Power Rate by 100%.
Blocking
40% chance that a Block is a Perfect Block, reducing all Damage to 0.
Each time Captain America successfully performs a Well-Timed Block, he inflicts the opponent with a Fatigue Debuff, reducing Critical Rating by 2250 for 20 seconds.
Captain America’s enhanced shield allows him to Block Unblockable Attacks and grants him full immunity to all forms of Block Penetration, except against Skill Champions.
Fighting Non-Skill Champions
For each active personal Bulwark Passive, Captain America gains the following benefits:
+4004 Attack Rating.
+20% increased duration to all Precision and Physical Vulnerability Passives.
+20% Bleed Resistance.
Enemy attacks suffer -15% Attack Rating.
Enemy attacks suffer -20% Offensive Ability Accuracy when they strike Captain America’s Block.
These bonuses gain +100% potency when fighting Mystic Champions.
Incoming Special Attacks 1 and 2
Captain America has a 20% chance for each personal Bulwark Passive to Auto-Block incoming Special Attacks 1 and 2. This Auto-Block counts as a Well-Timed Block and activate his personal Fatigue Debuffs with 200% increased duration.
Auto-Block cannot be prevented by Ability Accuracy Reduction, except against Skill Champions.
Stars (Fortitude Passive) - Max: 50
When Captain America is struck by or Blocking an attack, gain an indefinite Fortitude Passive, reducing Damage taken from all sources by 1.5%. If Captain America performs a Well-Timed Block, he gains four additional Fortitude Passives.
Stripes (Trauma Debuff) - Max: 20
Landing a hit or striking into the opponent’s Block with a Light or Medium Attack inflicts an indefinite Trauma Debuff, causing all hits to deal an additional 5% of the damage recently dealt as a burst of Physical Damage.
Heavy Attacks
Each hit inflicts a non-stacking Sunder Passive, setting the opponent’s Critical Resistance to 0 for 30 seconds.
Patriotic Beatdown - Passive
When Captain America activates a Special Attack 1 or 2, he begins a Patriotic Beatdown for 15 seconds. This cannot be affected by Ability Accuracy Reduction.
While Patriotic Beatdown is active, gain the following abilities:
Special Attacks cost -100% less power.
+10297.5 Attack Rating.
Captain America ignores 100% of the opponent’s Armor and Block Proficiency.
When Patriotic Beatdown ends, it goes on cooldown for 20 seconds. This cooldown timer is reduced to 10 seconds against Mystic Champions.
Special Attacks
The final hit inflicts a Stun Debuff for 2 seconds per level of Special Attack used.
Special Attack 1
On activation, gain a non-stacking Precision Passive, increasing Critical Rating by 2250 for 30 seconds.
If the opponent has a Fatigue Debuff, this Precision Passive gains +300% increased potency.
The second hit of this attack can trigger Stun Debuffs through the opponent’s Block.
Special Attack 2
Patriotic Beatdown is paused during this Attack.
All personal bursts of damage gain +200% increased potency for the duration of this Special Attack.
On activation, inflict a non-stacking Physical Vulnerability Passive, reducing the opponent’s Physical Resistance by 9000 for 30 seconds.
If the opponent has a Fatigue Debuff, this attack is Passively Unblockable.
Special Attack 3
At the end of this attack, gain a Safeguard Passive, preventing Captain America from losing more than 1% of his max Health from any source for 15 seconds. Each personal Bulwark Passive increases this duration by an additional 5 seconds.
Any Stun Debuffs inflicted last 100% longer.
Refresh all personal Fatigue Debuffs and pause them for the remainder of the fight. While this Pause is active, Captain America cannot inflict new Fatigue Debuffs.
Signature Ability - I Can Do This All Day
Passive
Patriotic Beatdown lasts 10 seconds longer.
For each personal Trauma Debuff on the opponent, Captain America’s Critical Damage Rating is increased by +562.6.
For each personal Bulwark Passive on Captain America, the opponent’s Defensive Ability Accuracy is reduced by 20%.
For each personal Fortitude Passive on Captain America, the opponent takes 1.5% more damage from all sources.
Recommended Masteries/Relics
Double Edge/Liquid Courage
Despair/Inequity
Parry
Hulk
Synergy Bonuses
Avengers Assemble! - Unique Synergy (4-Star or Higher)
With Hulk, Iron Man, Thor, Black Widow, Hawkeye
Captain America: While the opponent has an active personal Fatigue Debuff, Captain America cannot Miss and gains an indefinite Grit Passive, causing Unstoppable opponents to react to hits as though they weren’t.
Iron Man: When an Armor Break Debuff fails to apply due to an immunity, Iron Man gains a Pierce Passive of 20% potency for 20 seconds.
Hulk: The number of Fury Passives required to activate Gamma Rage is increased by 5.
Thor: While Thor has an active Fury Buff, he ignores 100% of the opponent’s Critical Resistance.
Black Widow, Hawkeye: Critical Hits gain +100% Block and Armor Penetration and 300% Attack Rating.
Agents of S.H.I.E.L.D. - Unique Synergy (4-Star or Higher)
With Black Widow, Hawkeye, Nick Fury, Quake
Captain America: Start the fight with 3 of his personal Bulwark Passives.
Black Widow: While a personal Precision effect is active, Black Widow can land Critical Hits through the opponent’s Block.
Hawkeye, Nick Fury: Personal Bleed Debuffs last 300% longer.
Quake: Charging a Heavy Attack builds up the Aftershock Scale twice as fast, and Heavy Charging can be held for an extended duration.
Enemies
With Iron Man
All Champions gain +155 Critical Rating
Enemies
With Superior Iron Man
All Champions gain +155 Critical Rating
Friends
With Spider-Man, Spider-Man (Symbiote)
All Champions gain +130 Armor Rating
Friends
With Winter Soldier
All Champions gain +130 Armor Rating
Incoming Synergy Changes
Shield Buddies
With The Overseer
Captain America (Old Effect): Intercepting the Opponent grants a non-Stacking Passive Fury, granting 50% Attack Rating for 7 seconds.
Captain America (New Effect): While the opponent has an active personal Fatigue Debuff, Captain America’s attacks ignore Evade and Auto-Block effects.
Civil War Stories:
With Longshot
Captain America (Old Effect): While the opponent is Fatigued their Ability Power Rate is reduced by 110%.
Captain America (New Effect): Personal Fatigue Debuffs also reduce the opponent’s Combat Power Rate and Ability Power Rate by 200%, and increase Captain America’s Combat Power Rate and Ability Power Rate by the same amount.
You could have trimmed a lot of this down and still have gotten your point across pretty clear like for example, on the immunities, he doesn't need to be immune to so many things, especially things like fatigue, infuriate or taunt, that can give you some health if you've got willpower. As for poison, you could just say that his enhanced metabolism cuts the duration of poison by 80% and it would be an effective change that reduces Dot.
And then this whole thing with Patriotic Beatdown and the Stars and Stripes features, it just seems excessive and kind of redundant because it almost feels like you would have to Max him out just to get any decent damage as opposed to just making him a consistent hitter. Safeguard is just too broken even if you were to attach it to a special three and adding a Sunder does nothing except add an unnecessary effect off of a heavy.
The perfect block from his Shield makes sense, and you can even make an argument that he can block Unstoppable hits or unblockable hits if the opponent is Mystic.
Also on the Avengers assembled synergy, you could probably just shorten the text to include all #Avengers, so that way it'll cover everybody.
There's a lot here but I'm just going to say this is a case of you don't need to add a lot to make Captain America way better than he is currently.
I had some ideas myself on and updated kit for both World War II and modern day Captain America but it's late and it's going to be Christmas in a couple hours so we'll pick this up again down the road. Have a Merry Christmas/ happy holidays to you and yours.
About Winter Soldier
In the heat of World War II, Bucky Barnes gave his life for his country – or so Captain America thought. His frozen body was recovered by the Soviets, who turned him into an unstoppable, fearsome assassin – and their puppet! Freed from Russian control, Bucky now fights on the side of the just and righteous.
Character Class: Skill
Abilities: Ammo Stockpile, Pierce, Bleed, Incinerate, Power Drain, Fury, Precision, Torment, Combo Shield, Sunder, Energize
Strengths and Weaknesses
Strengths - Strong Damage Over Time, Strong Attack Rating Increase
Weaknesses - Bleed/Incinerate Immunity
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Passive
Bucky’s enhanced Bionic Arm and Super Soldier Serum reduce the potency of Poison and Ability Accuracy Reduction effects by 100%, as well as granting him full immunity to the Regen reduction from Poison.
Ammo Stockpile - Always Active
Winter Soldier starts the fight with one type of Ammo loaded into all of his guns. Each time he activates a Special Attack, he automatically switches to the next Ammo type. This also triggers when he dashes backwards and holds Block for 1.5 seconds. Ammo switching is unaffected by Ability Accuracy Reduction.
Ammo Effects
Armor Piercing - Winter Soldier gains a Pierce Passive of 750 potency for 20 seconds.
Incendiary - Inflict the opponent with an Incinerate Debuff, dealing 17244 Energy Damage over 8 seconds.
Hollow Point - Any Bleed Debuffs inflicted last 100% longer.
Critical Hits
15% chance to drain 25% of the opponent’s max Power. If this ability drains the opponent’s Power across a Power Bar threshold, gain an indefinite Vicious Passive, increasing the potency of all Damaging effects by 20%. Max: 20.
Fight Start
Winter Soldier gains an indefinite Combo Shield Passive, preventing his Combo Meter from resetting when Struck.
Heavy Attacks
Each hit inflicts an Energy Vulnerability Passive, reducing the opponent’s Energy Resistance by 2250. Max: 4.
Special Attacks
Each hit inflicts a Bleed Debuff, dealing 2352.35 Direct Damage per level of Special Attack used over 4 seconds.
Special Attack 1
All hits grant Winter Soldier an indefinite Precision Passive, increasing Critical Rating by 2250. Max: 4. For each stack of these Precisions, increase the chance to Power Drain on Critical Hits by a flat 15%. Max: 60%.
All hits place an indefinite Torment Passive on the opponent, extending the duration of all Damaging Debuffs by 3 seconds. Max: 4.
Special Attack 2
Any Bleed and Incinerate effects inflicted during this attack are doubled.
The first hit of this attack is Passively Unblockable and pauses all Ammo effects for the duration of the attack.
On activation, gain a Fury Passive, increasing Attack Rating by +10297.5 for 30 seconds. Gain an additional Fury Passive for every 20 hits in the Combo Meter. Max: 100 Hits.
This attack gains +790.54 Critical Damage Rating for each indefinite effect on Winter Soldier and the opponent.
Special Attack 3
Inflict the opponent with a non-stacking indefinite Sunder Passive, setting their Critical Resistance to 0.
At the end of this attack, activate all Ammo types for 40 seconds.
Winter Soldier and his opponent gain a non-stacking Energize Passive, increasing Combat Power Rate by 200% for 60 seconds.
Signature Ability - EMP Upgrade
Passive
Increase the potency of Precisions by 100%.
Additionally, Winter Soldier’s Ammo Stockpiles are upgraded, granting additional abilities.
Armor Piercing - Each stack of Pierce reduces the opponent’s Defensive Ability Accuracy and Physical Resistance by 25%.
Incendiary - Incinerate Debuffs become Passives with double the original duration and potency.
Hollow Point - Each hit of Special Attack 2 inflicts Critical Bleeds instead of his regular Bleeds, multiplying the Bleed’s potency by Winter Soldier’s Critical Damage Multiplier.
Recommended Masteries/Relics
Deep Wounds
Lesser Cruelty/Cruelty
Winter Soldier
Synergy Bonuses
Friends
With Captain America (WWII)
All Champions gain +130 Armor Rating
Friends
With Wolverine
All Champions gain +130 Armor Rating
Teammates
With Captain America
All Champions gain 5% Perfect Block Chance
Incoming Synergy Changes
How Much For The Arms?
With Rocket Raccoon
Winter Soldier (Old Effect): Activating a Special grants a Precision Buff increasing Critical Rating by 400 for 5 seconds. While it is active, Bucky’s personal abilities gain a flat +10% chance to trigger.
Winter Soldier (New Effect): Each personal Precision Passive Bucky has increases Power Drain potency by 25%. Max: 100%.
Enhanced Soldiers
With Killmonger
Winter Soldier (Old Effect): +5% Attack for each hit of the Combo Meter to maximum of 100 hits.
Winter Soldier (New Effect): Gain +80% Passive Fury duration for every 20 hits in the Combo Meter. Max: 100 Hits.
Tour Guide
With Baron Zemo
Winter Soldier (Old Effect): Gain +25% Debuff duration and +500 Armor Rating.
Winter Soldier (New Effect): Critical Hits grant an additional hit in the Combo Meter for each personal Precision Passive on Winter Soldier, or twice that amount during Special Attack 1.
About Green Goblin
Cunning businessman Norman Osborn was rarely satisfied with the success lawful ventures provided. Intending to gain the strength to beat Spider-Man, Norman subjected himself to an experimental serum, which proved terrifyingly successful, granting Norman vastly greater faculties but at the cost of his sanity. Unhinged and armed with Oscorp’s most advanced weaponry, the Green Goblin now rains fear down upon Spider-Man, and his perceived enemies.
Character Class: Tech
Abilities: Bag of Tricks, Madness, Cunning, Incinerate, Plasma, Shock, The Goblin Formula
Strengths and Weaknesses
Strengths - Power Control, Alliance Wars/Battlegrounds Defense, Strong Damage Over Time
Weaknesses - Debuff Immunity, Heal Block, Cosmic Champions
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active
Unless otherwise stated, Pumpkin Bomb Debuffs last for 20 seconds.
The opponent suffers -100% Purify Ability Accuracy.
The Goblin Formula - Passive
The Goblin Formula provides Green Goblin full immunity to all Poison effects, as well as a bonus effect based on his opponent.
Mutant Champions: +785.4 Attack Rating and immunity to all Ability Accuracy Reduction effects.
#Hero Champions: +785.4 Attack Rating and attacks gain +750 Critical Rating for each stack of Madness and Cunning.
#Spider-Verse Heroes: +785.4 Attack Rating and attacks ignore the opponent’s Evade, Miss, and Auto-Block effects.
Cosmic Champions: Madness and Cunning effects suffer -100% Ability Accuracy.
Madness - Passive
When struck by or Blocking an attack, Green Goblin has a 30% chance to gain a stack of Madness. This chance is increased by a flat 70% on Well-Timed Blocks. Each stack of Madness lasts for 20 seconds.
For each stack of Madness, he regenerates 20% of the damage taken from Basic Attacks and the opponent deals 30% less damage on their Special Attacks.
Cunning - Passive
When Green Goblin avoids an attack using the Dexterity Mastery or either Champion fills a bar of Power, Green Goblin gains a stack of Cunning. Each stack of Cunning lasts for 20 seconds.
For each stack of Cunning, the opponent’s Combat Power Rate is reduced by 50% and Green Goblin deals 30% more damage on his Special Attacks.
Bag of Tricks - Pre-Fight Ability
As an Attacker, Green Goblin has an arsenal full of Debuffs to apply with his Pumpkin Bombs. Select up to 3 to bring into the fight.
As a Defender, Green Goblin will rotate between Bag of Tricks Debuffs every 15 seconds.
Overload: All attacks and Damaging Energy effects deal an additional 70% of the damage recently dealt as a burst of Energy Damage.
Torment: Extend the duration of all Damaging Debuffs by 10 seconds.
Petrify: Reduce the opponent’s Regeneration Rate and Ability Power Rate by 150%.
Taunt: The opponent’s Attack Rating is reduced by 40% and are 70% more likely to activate a Special Attack.
Fragility: Reduce the opponent’s Block Proficiency by 50% and increase Green Goblin’s Critical Damage Rating by +1321.43.
Energy Vulnerability: Reduce the opponent’s Energy Resistance by 2250.
If less than 3 Bag of Tricks Debuffs were selected, inflict a Poison Debuff for each remaining selection, dealing 17244 Direct Damage over 8 seconds.
Bag of Tricks Debuffs gain +100% potency per level of Special Attack used.
Heavy Attacks
Afterburner: 20% chance to inflict an Incinerate Debuff, dealing 8854 Energy Damage over 8 seconds. Against Mutant Champions, inflict an identical Plasma Debuff instead.
Special Attack 1
Laser Blasts: 100% chance to drain 25% of the opponent’s max Power. If this ability drains the opponent’s Power across a Power Bar threshold, inflict a Shock Passive, dealing 7335.25 Energy Damage over 8 seconds.
Pumpkin Bomb: 100% chance to inflict one of each Debuff selected from the Pre-Fight Screen.
Special Attack 2
Afterburner: 100% chance to inflict an Incinerate Debuff, dealing 2352.35 Energy Damage over 8 seconds. Against Mutant Champions, inflict an identical Plasma Debuff instead. For each stack of Cunning and Madness, Green Goblin will inflict an additional Incinerate or Plasma Debuff.
Pumpkin Bomb: 100% chance to inflict one of each Debuff selected from the Pre-Fight Screen.
Special Attack 3
Gain 3 indefinite Madness and Cunning stacks.
Pumpkin Bombs: 100% chance to inflict one of each Debuff selected from the Pre-Fight Screen.
Any Bag of Tricks Debuffs inflicted during this attack start paused for 15 seconds. While this Pause is active, Mutant Champions cannot activate Unstoppable or Unblockable abilities.
Signature Ability - Enhanced Oscorp Weaponry
Passive
Green Goblin makes upgrades to his weaponry, granting the following abilities:
Green Goblin can select +1 Bag of Tricks Debuffs to apply with his Pumpkin Bombs and his personal Poison Debuffs can now be inflicted if less than 4 Bag of Tricks Debuffs were selected from the Pre-Fight Screen.
Special 1: When draining an opponent’s Power across a Power Bar threshold on Laser Blast hits, inflict an additional Shock Passive for each stack of Madness and Cunning.
Special 2: Gain an indefinite Unblockable Passive for the remainder of the attack as long as he has 5 or more stacks of Madness, and any Incinerate or Plasma Debuffs inflicted last 20% longer for each stack of Cunning.
Special Attack 3: Any Bag of Tricks Debuffs inflicted have their duration increased by 300%.
Recommended Masteries/Relics
Double Edge/Liquid Courage
Collar Tech
Hulkbuster
Sentinel
Green Goblin
Synergy Bonuses
The Sinister Six - Unique Synergy (4-Star or Higher)
With Doctor Octopus, Vulture, Rhino, Kraven, Scorpion, Sandman
Green Goblin, Doctor Octopus, Vulture: Each time a Power Drain or Power Burn effect activates, gain an indefinite Fury Passive, increasing Attack Rating by 20%. Max: 20.
Rhino: Unstoppable effects last for an additional 8 seconds, and while Unstoppable, Gain +300% Attack Rating and +750 Critical Damage Rating.
Kraven: Disorient effects reduce the opponent’s Defensive Ability Accuracy by an additional 60%.
Scorpion: If activating a Special Attack 1 or 2 during a Heavy Attack, gain an Unblockable Passive for the duration of that attack.
Sandman: When dealing a burst of Physical Damage on the final hit of a Heavy, Special 1, or Special 2 Attack, Sandman does not consume Resistance Up Passives.
Electro – Electric Supercharge [Unique]
Green Goblin: Gain +200% Shock potency.
Electro: Gain +200% Attack Rating while suffering from a Shock effect.
Spider-Man Champions – Seething Hatred [Unique]
Green Goblin: +15% potency to all Damaging effects for each stack of Madness and Cunning.
#Spider-Verse Heroes: Critical Hits gain +15% Combat Power Rate.
Iron Patriot – Split Personality [Unique]
Green Goblin: Inflicting a Bag of Tricks Debuff also invalidates one Prowess effect from the opponent.
Iron Patriot: Arc Overload gains +20% increased potency and duration.
Incoming Synergy Changes
Counter Measures
With Anti-Venom
Green Goblin (Old Effect): Afterburner inflicts additional stacks of Incinerate Debuffs equal to the amount of stacks of Madness.
Green Goblin (New Effect): The potency of Incinerate and Plasma Debuffs are increased by 10% for each stack of Cunning.
Interested?
With Sandman
Green Goblin: (Old Effect): Power Drain effects from Green Goblin’s Bag of Tricks also deal a burst of 20% Energy Damage.
Green Goblin: (New Effect): When a personal Shock Passive fails to apply due to an immunity, inflict an identical Neuroshock Passive instead.
The High Ground
With Air-Walker
Green Goblin (Old Effect): Special Attack 1 Laser Blasts have +40% flat chance to Power Drain.
Green Goblin (New Effect): Special Attack 1 Laser Blasts drain an additional 25% of the opponent’s max Power.
About Luke Cage
Framed and sent to prison for a crime he didn’t commit, Carl Lucas became the “volunteer” for a series of scientific experiments to create another Super-Soldier. When a sadistic prison guard intervened with the experiment, Lucas was granted superhuman strength and near-impenetrable skin. Using his newfound abilities to escape prison, Carl changed his name to Luke Cage and set up shop as a Hero for Hire, vowing to assist any who needed his help… for the right price.
Character Class: Science
Abilities: Exhaustion, Concussion, Fury, Bleed Immunity, Physical Resistance
Strengths and Weaknesses
Strengths - High Physical Resistance, Bleed Immunity, Debuff Stacking
Weaknesses - Purify, Debuff Immunity, Critical Hits
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active
Bulletproof and near impenetrable skin provides Luke Cage full immunity to all Bleed effects, as well as +9000 Physical Resistance vs. non-Critical Hits.
Luke Cage can inflict Debuffs through the opponent’s Block.
Additionally, all hits of Luke Cage’s Special Attacks inflict additional Debuffs from his Synergies.
Personal Fury Passives - Max: 50
Unless otherwise stated, Luke Cage’s personal Fury Passives last for 30 seconds and increase his Attack Rating by +2552.55.
Each time Luke Cage inflicts a Debuff, he gains a Fury Passive. Against Mystic Champions, Luke Cage gains three Fury Passives instead of one.
Light Attacks
30% chance to inflict an Exhaustion Debuff, reducing the opponent’s Critical Damage Rating by 750 and Ability Power Rate by 25% for 20 seconds. This chance is increased by a flat 70% against Mystic Champions. Max: 30.
Heavy Attacks
On hit, inflict a non-stacking Sunder Debuff, setting the opponent’s Critical Resistance to 0 for 20 seconds.
Special Attacks
Any Debuffs inflicted gain +100% increased duration per level of Special Attack used.
Special Attack 1
All hits inflict a Physical Vulnerability Debuff, reducing Physical Resistance by 2250 for 20 seconds.
The final hit has a 20% chance for each Exhaustion Debuff on the opponent to inflict a Stun Debuff for 4 seconds.
Special Attack 2
This attack gains +900 Critical Rating for each Debuff on the opponent.
On activation, inflict a non-stacking Tracking Debuff, preventing the effects of Miss for 20 seconds. While this Tracking Debuff is active, each time Luke Cage prevents a Miss ability, he pauses all personal Fury Passives on him for 3 seconds.
All hits inflict a Trauma Debuff, causing hits to deal an additional 25% of the damage recently dealt as a burst of Physical Damage for 20 seconds. Max: 4.
The final hit removes all Exhaustion Debuffs on the opponent, inflicting a Concussion Debuff, reducing Ability Accuracy by 25% for each Exhaustion Debuff removed.
Special Attack 3
At the end of this attack, inflict 4 Exhaustion Debuffs, each reducing the opponent’s Critical Damage Rating by 3375 and Ability Power Rate by 50% for 20 seconds.
Inflict 100% potency Energy Vulnerability, Overload, Infuriate, Disorient, Decelerate, Armor Break, Taunt, Torment, Cowardice, and Tranquilize Debuffs for 20 seconds.
Signature Ability - Tough It Out
Passive
When Luke Cage is struck, he gains an Indestructible Buff for 6 seconds. If this Indestructible Buff is Nullified by a Mystic Champion, it is replaced with a matching Passive with double the original duration. Cooldown: 25 seconds.
Additionally, each hit of Luke Cage’s Heavy, Special 1, or Special 2 Attacks inflict an additional stack of his active personal and synergy Debuffs.
Recommended Masteries/Relics
Double Edge/Liquid Courage
Hulk
Ant-Man
Spider-Man 2099
Synergy Bonuses
Special Attack Debuffs - Poison - Unique Synergy (4* or Higher)
With Cassie Lang, Mysterio, Diablo, Green Goblin
Luke Cage: Special Attacks inflict a Poison Debuff, dealing 400% of Attack Rating as Direct Damage over 10 seconds.
Other Synergy Members: Personal Poison Debuffs gain +100% potency and duration.
Special Attack Debuffs - Fragility - Unique Synergy (4* or Higher)
With Kate Bishop, Spider-Man (Stealth Suit), Invisible Woman, Red Guardian
Luke Cage: Special Attacks inflict a Fragility Debuff, reducing the opponent’s Block Proficiency by 50% and increasing Luke Cage’s Critical Damage Rating by 750 for 10 seconds.
Other Synergy Members: Ignore 100% of the opponent’s Critical Resistance while they’re suffering from a Fragility Debuff.
Special Attack Debuffs - Rupture - Unique Synergy (4* or Higher)
With Jessica Jones, Lady Deathstrike, Rocket Raccoon, Rintrah
Luke Cage: Special Attacks inflict a Rupture Debuff, dealing 400% of Attack Rating as Physical Damage over 10 seconds.
Other Synergy Members: Gain +200% Rupture Debuff potency.
Special Attack Debuffs - Degeneration - Unique Synergy (4* or Higher)
With Kingpin, Onslaught, Mojo, Mister Negative
Luke Cage: Special Attacks inflict a Degeneration Debuff, dealing 400% of Attack Rating as Direct Damage over 10 seconds.
Other Synergy Members: Gain +400% Attack Rating while the opponent is suffering from a Degeneration effect.
Thunderbolts Level 3 with Juggernaut, Iron Patriot
All Champions take 15% less Special Damage
Enemies Level 3 with Rhino
All Champions gain +155 Critical Rating
Heroes for Hire Level 3 with Iron Fist, Iron Fist (Immortal)
All Champions gain +85 Block Proficiency & Physical Resistance
Teammates Level 3 with Daredevil (Classic)
All Champions gain +5% perfect block chance
Incoming Synergy Changes
Defenders Destroyer
With Kingpin
Luke Cage (Old Effect): Up to +60% Attack Rating based on Physical Resistance.
Luke Cage (New Effect): Personal Fury Passives gain increased potency equal to 500% of Luke Cage’s Physical Resistance.
When Attacked
Spider-Man’s burgeoning Spider-Sense grants him a Passive 3% chance to Evade an incoming attack.
Stark Tech AI
Against Special Attacks, the Stark AI warns Spider-Man of incoming danger and increases his Evade chance by a flat +60%. When Spider-Man's Ability Accuracy would be reduced by a non-Cosmic opponent, this chance to Evade increases by an additional +100% flat. This bonus also applies to all of Spider-Man's other Personal Abilities and the Dexterity Mastery if active.
If Spider-Man is struck by a Cosmic Champion or is struck by a Heavy Attack, the Stark AI shuts down for 10 seconds while it Reboots and is completely inactive during that time.
Smack-Talk
Each time Spider-Man Evades an attack or uses the Dexterity Mastery, he gains a charge of Poise. Cooldown: 0.8 Seconds.
Each charge of Poise grants 932.6 Attack rating and 2.5% Combat Power Rate
If Spider-Man lands 5 uninterrupted attacks, he converts a Poise charge into a Taunt Debuff on the opponent for 4 seconds. Taunt lasts 50% longer against Villain and Mutant Champions.
Dodging back and allowing Spider-Man to idle for 1 second allows him to smack-talk his opponent and refresh an active Taunt. Opponents that are Taunted have their Attack reduced by 40% and have a 70% higher chance to activate a Special Attack.
During the Opponent's Special Attacks
Personal Taunt and Ensnare effects are paused.
Heavy Attacks
An EMP webshot drains 45% of the opponent’s Power Meter. Cooldown: 20 seconds, +10 if Stark Tech AI is rebooting
Special 1 – Spider Strike
50% chance to Stun the opponent for 2 seconds. The chance is increased to 100% if the Stark AI is active.
Special 2 – Stick & Shock
Electric webshots have a 70% chance to Shock the opponent, dealing 4552.4 Energy Damage over 6.5 seconds. These Shock effects are overcharged and deal double damage to Robot Champions.
Special 3 – Whatever a Spider Can…
100% chance to Ensnare the opponent for 30 seconds. Ensnared Champions suffer 30% reduced Ability Accuracy and cannot trigger Passive Evade effects.
Signature Ability – Hero’s Mantra
At the beginning of the fight, the opponent is inflicted with a Passive Ensnare, lasting 20 seconds.Great Power (Above 50% Health) – Spider-Man’s Taunts last 2 seconds longer and each charge of Poise grants him an additional 294 Critical Rating.
Great Responsibility (Below 50% Health) – Spider-Man’s chance to Evade an attack increases by a flat +7% and each charge of Poise grants him 95 additional Block Proficiency.
Synergy Changes
Avengers Tryout (Unique – 5-Star+)
Spider-Man (Stark Enhanced):
+15% Ability Accuracy while the A.I. is active.Once per fight, when the opponent reaches 3 Bars of Power, Inflict a Special Lock Debuff for 5 seconds, paused while EMP webshot is on cooldown. If the opponent goes below 3 Bars of Power before expiry, this Debuff is removed early.Vulture: +40% Incinerate Damage
Into the Spider-Verse (Unique – 3-Star+)
Spider-Man (Supreme): Buffs granted by Blessing of the Web have a 25% chance to trigger twice.
Spider-Man 2099: Debuff Pause duration increases by 3 second(s).
Spider-Gwen: Enervate duration from Special 1 lasts 1.75 second(s) longer.
Spider-Man (Stealth Suit): Evading or Dodging Purifies 1 Debuff.
Spider-Man (Stark Enhanced): Reduces the EMP Webshot cooldown by
7.55 second(s).Additional notes and changes: The EMP webshot Power Drain would have its own passive Icon for when its available and a grayed out version.
About The Champion
As an Elders of the Universe member, The Champion is able to control an energy source referred to as the Power Primordial, the residual energy that is left over from the Big Bang itself. He channels this energy to enhance his physical form, and he seeks out the greatest fighters in the universe to test the limits of his powers.
Character Class: Cosmic
Abilities: Pierce, Precision, Fury, Regeneration, Armor Break, True Accuracy, True Focus, Physical Vulnerability, Intensify, Sunder
Strengths and Weaknesses
Strengths - Buff Stacking, Strong Immunities
Weaknesses - Slow, Fast Combo Build Up, Mystic Champions
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active
The Champion channels The Power Primordial, the residual energy leftover from the Big Bang, to enhance his physical form and gain up to 5 Persistent Charges.
Every 12 seconds, The Champion gains 1 Persistent Charge and activates Fury Buffs equal to his Persistent Charges.
If the opponent reaches 20 hits in the Combo Meter or Nullifies one of The Champion’s Fury Buffs, one Persistent Charge is removed.
The Champion gains Persistent Charges 400% slower against Mystic Champions.
Personal Fury Buffs - Max: 5.
Unless otherwise stated, The Champion’s personal Fury Buffs last for 20 seconds and each increase his Attack Rating by +4004.
Champion of the Universe - Passive
The Champion always seeks to fight against the Greatest Fighters in the universe. While fighting them, he gains Persistent Charges 50% faster and increases the duration and Ability Accuracy of all of his Buffs by +200%.
Contest’s Greatest Fighters: Star-Lord, Spider-Man (Stark Enhanced), Corvus Glaive, Hyperion, Iceman, Archangel, Blade, Gwenpool, Void, Hulk (Ragnarok), Magik, Ghost Rider
While Attacking or Defending The Final Node in a Quest
Gain an indefinite Pierce Buff of 750 potency.
Light Attacks - Requires 2 Persistent Charges
Gain a True Accuracy Passive for 7 seconds if he intercepts the opponent’s Dash Attack. If this True Accuracy Passive fails to activate due to reduced Ability Accuracy, he instead gains a True Focus Passive, allowing attacks to bypass Miss and Evade for 15 seconds.
Medium Attacks - Requires 3 Persistent Charges
Inflict an Armor Break Debuff, reducing Armor Rating by 750 for 6 seconds if he intercepts the opponent’s Dash Attack. If this Armor Break Debuff fails to activate due to an immunity, instead inflict a Physical Vulnerability Debuff, reducing Physical Resistance by 2250 for 15 seconds.
Special Attack 1
On activation, if The Champion has 4 or more Persistent Charges, he spends one to activate a Regeneration Buff, healing 50% of missing Health over 3 seconds.
All hits grant The Champion an Intensify Buff, increasing the potency of all future Buffs by 100% for 20 seconds. Max: 4.
Special Attack 2
On activation, inflict a non-stacking Sunder Passive, setting the opponent’s Critical Resistance to 0 for 60 seconds.
The first hit spends two Persistent Charges to grant The Champion a non-stacking Precision Buff, increasing Critical Rating by 20250 for 20 seconds.
Special Attack 3
Gain a Fury Buff, increasing Attack Rating by +1455 for 20 seconds. These Fury Buffs can go above The Champion’s Fury Buff stack limit, and count towards his Primal Fury Signature Ability.
For each Armor Up effect on the opponent, The Champion gains an additional Fury Buff.
Signature Ability - Primal Fury
Passive
While The Champion has an active Fury Buff, he unleashes the full potential of The Power Primordial, granting the following abilities:
+170% Armor Break and Physical Vulnerability Debuff potency.
Gain an indefinite Unstoppable Buff until The Champion has no Fury Buffs remaining. While active, The Champion regenerates 20% of the damage taken for each Fury Buff on him. Max: 100%.
Gain full immunity to all Power Drain, Power Lock, Power Steal, Power Burn, Special Lock, Heal Block, Petrify, Fate Seal, Stagger, and Spectre effects.
Recommended Masteries/Relics
Double Edge/Liquid Courage
Extended/Enhanced Fury
Gamora
Synergy Bonuses
Contest’s Greatest Heroes - Unique Synergy (5* or Higher)
With Kushala, Misty Knight, Dani Moonstar, Hulk
The Champion: Contest’s Greatest Fighters expands to all #Hero Champions.
Kushala: While the opponent is suffering from a Soul Barb effect, all personal Incinerate and Degeneration effects last 12 seconds longer.
Misty Knight: Critical Hits pause all personal Coldsnap Debuffs for 1 second.
Dani Moonstar: Special Attacks 1 and 2 gain +250 Critical Rating and +20% Critical Damage Rating for each Prowess effect on her.
Hulk: While Gamma Rage is active, Hulk’s attacks gain +750 Critical Rating and ignore 100% of the opponent’s Critical Resistance.
Contest’s Greatest Villains - Unique Synergy (5* or Higher)
With Titania, Bullseye, Crossbones, Purgatory
The Champion: Contest’s Greatest Fighters expands to all #Villain Champions.
Titania: The non-stacking Debilitate Debuff becomes a matching Passive and extends the duration of all new Debuffs by a flat 150%.
Bullseye: When failing to activate a Perfect Release Bonus, there is a 75% chance to not remove a Dialed In Passive.
Crossbones: Fury Buffs last +400% longer, and personal Precision effects gain +100% potency for each Fury Buff on Crossbones.
Purgatory: Start each fight with an indefinite Cross-Fight Class Soul for each class represented on Purgatory’s Team, including herself. Additionally, the final hit of Special Attack 2 inflicts an additional Degeneration Debuff for each Cross-Fight Class Soul.
Tough Brawlers – Unique
With Luke Cage, Jessica Jones, Thing, Hercules
The Champion: The Champion is Unstoppable when using a Light and Medium Attack.
Luke Cage: +35% chance to inflict Debuffs as long as Luke Cage never dashes back in a fight.
Jessica Jones: Increased chance of throwing the Kitchen Sink with the Special 1. Also, increase the potency and duration of all personal Fury Passives by 200%.
Thing: Unblockable Hits deal a burst of Direct Damage equal to 400% of Thing’s Attack Rating.
Hercules: Each Feat of Strength increases Buff duration by an additional 50%.
Persistent Force – Unique
With Mephisto, Sentry, Galan, Red Goblin
The Champion: When The Champion has 3 or more Persistent Charges, he starts the fight with an Indestructible Buff, ignoring all incoming damage for 8 seconds.
Mephisto: +15% Attack Rating for each Persistent Charge.
Sentry: +12% Attack Rating for each Reality Warp.
Galan: The Harvest lasts 100% longer for each Persistent Solar Intensity.
Red Goblin: Increase the potency and duration of Incinerates by 100% for each Persistent Bloodlust.
Combo Fighter – Unique
With Thor (Ragnarok), Valkyrie, Anti-Venom, Rocket Raccoon
The Champion: Gains a Persistent Charge for every 20 hits in his Combo Meter.
Thor (Ragnarok): +0.8% Attack Rating per hit in the Combo Meter. Max: 100 hits.
Valkyrie: Gain +2% Instant Bleed potency per hit in the Combo Meter. Max: 100 hits.
Anti-Venom: Gain +3% Evolved Mutation Passive duration per hit in the Combo Meter. Max: 100 hits.
Rocket Raccoon: Gain +5% Critical Damage Rating per hit in the Combo Meter. Max: 100 hits.
David and Goliath – Unique
With Aegon
Ægon: Ægon gets +20% Attack Rating while fighting #Large or #XL Champions.
The Champion: The Champion gets +20% Attack Rating while fighting #Small or #Medium Champions.
Enemies
With Drax, Mephisto
All Champions gain +155 Critical Rating