Champion Improvement Suggestions [edited by Mod for clarity]

14546474850

Comments

  • Paupershango_2006Paupershango_2006 Member Posts: 539
    And I forgot to mention that another one of his strengths is he has Great Survivability.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Because on SP1, any Health denied from the opponent will be transferred to M.O.D.O.K. instead.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    M.O.D.O.K. Rework Concept (For @BartekTymoczko)

    About M.O.D.O.K.
    The terrifying result of an unspeakable experiment, M.O.D.O.K. is a grotesque mastermind bent on the destruction of the world. As the sometimes-leader of A.I.M., the Mechanized Organism Designed Only for Killing has tangled many times with his foes, Captain America and the Avengers.

    Character Class: Science

    Abilities: Flux, Force Field, Bleed, Incinerate, Petrify, Power Lock, Wither

    Strengths and Weaknesses

    Strengths - Strong Damage Over Time, High Block Proficiency/Great Survivability, Power Control/Heal Reversal, Ability to ignore Class Disadvantage

    Weaknesses - Anti-Auto-Block, Block Penetration

    The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.

    Always Active
    M.O.D.O.K. becomes the most powerful mastermind bent on the destruction of the world, allowing him to ignore Class Disadvantage and gain +785.4 Attack Rating against Skill Champions.
    When fighting as a Defender, Force Field cooldown duration is reduced by 15% for each alive Champion on the enemy team.
    M.O.D.O.K.’s Base Critical Rating is 0.

    Flux - Passive
    M.O.D.O.K.’s attributes fluctuate throughout the fight in a complex and seemingly unpredictable manner. It would take a super-genius to calculate the pattern…
    Up to +53811.65 Attack Rating.
    Up to +9000 Block Proficiency.
    Up to +1321.43 Critical Damage Rating.
    Up to +100% Combat Power Rate.
    Up to +50% Ability Accuracy.

    Force Field - Passive
    Start each fight with one Force Field Charge, each Auto-Blocking one attack with +750 Block Proficiency. This Auto-Block is considered a Well-Timed Block and can trigger the Parry Mastery.
    Once depleted, Force Field charges go on cooldown for 8 seconds.
    As long as a Force Field is active, the opponent suffers an indefinite Wither Passive, reducing Ability Power Rate by up to 100% based on Flux.
    If M.O.D.O.K. is not Stunned, Force Field is removed when he is struck.

    Master Plan - Passive
    Unless otherwise stated, M.O.D.O.K.’s Master Plans are Cross-Fight and last for the remainder of the Quest.
    Each time M.O.D.O.K. wins a fight, he gains a Master Plan on the opponent’s Class, granting +1500 Block Proficiency and a unique Block bonus based on the corresponding Class. Max: 1 of each Cross-Fight, 7 Cross-Fights total.
    Once M.O.D.O.K. has a Master Plan on 6 different Classes, he also gains one on the Superior Class.

    Master Plan Class Abilities
    Mutant Master Plan: The opponent suffers an indefinite non-stacking Cowardice Passive, reducing Special Attack Damage by 90% for the remainder of their Special Attacks, even while M.O.D.O.K. is Blocking.
    Skill Master Plan: M.O.D.O.K. takes 90% less damage from Critical Hits, even through Block.
    Science Master Plan: The opponent suffers -15% reduced Attack Rating for each Debuff on them.
    Mystic Master Plan: When Struck by or Blocking an attack, steal 12% of the opponent’s max Power.
    Cosmic Master Plan: The opponent suffers -15% reduced Attack Rating for each Buff on them.
    Tech Master Plan: When Struck by or Blocking an attack, instantly gain 12% of a bar of Power.
    Superior Master Plan: Gain all of the above effects.

    All Attacks
    Every 10th hit in the Combo Meter is a Guaranteed Critical Hit. If the hit is a Heavy, Special 1, or Special 2 Attack, all hits of the Attack are Critical.

    Heavy Attacks
    All hits have a 40% chance to inflict an Incinerate Debuff, dealing 17244 Energy Damage over 15 seconds. Critical Hits instead inflict Critical Incinerate Passives, multiplying its Energy Damage by M.O.D.O.K.’s Critical Damage Multiplier.

    Special Attack 1
    The opponent suffers an indefinite 200% potency Petrify Passive and an indefinite Power Lock Passive for the remainder of the attack.
    During this attack, any Power or Health denied from the opponent is transferred to M.O.D.O.K. instead.

    Special Attack 2
    Blade hits have a 60% chance to inflict a Bleed Debuff, dealing 8854 Direct Damage over 8 seconds. These Bleed Debuffs gain up to +100% increased potency and last up to 7 seconds longer based on Flux.
    Critical Hits instead inflict Critical Bleeds, multiplying the Bleed’s potency by M.O.D.O.K.’s Critical Damage Multiplier.

    Special Attack 3
    This attack inflicts 20 random non-Damaging Debuffs on the opponent for 15 seconds.
    These Debuffs include: Fate Seal, Neutralize, Sunder, Trauma, Overload, Physical Vulnerability, Energy Vulnerability, Torment, Taunt, Daunted, Armor Break, Tracking, Decelerate, Power Sting, Spectre, Disorient, Concussion, Exhaustion, Fatigue, and Infuriate.
    For every 5 non-Damaging Debuffs inflicted during this attack, inflict two random Damaging Debuffs on the opponent, each lasting for 15 seconds.
    Degeneration: Deal 7113.4 Direct Damage.
    Plasma: Deal 7335.25 Energy Damage.
    Neuroshock: Deal 2352.35 Energy Damage and prevent Miss.
    Coldsnap: Deal 10740 Energy Damage and prevent Evade.
    Poison: Deal 24876.5 Direct Damage and reduce healing effects by 30%.

    Signature Ability - Designed Only For Killing
    Passive
    Each time M.O.D.O.K. lands a Critical Hit, he has a 100% chance to gain a Precision Passive, increasing Critical Rating by +1211.53 for 20 seconds.
    For every 2.5% of the opponent’s Power or Health prevented by Petrify or Wither, inflict the opponent with a Rupture Debuff, dealing 600% of M.O.D.O.K.’s Attack Rating as Physical Damage over 15 seconds.
    Flux builds up 10% faster for each Master Plan Cross-Fight Ability.

    Recommended Masteries/Relics
    Despair/Inequity
    Captain America (WWII)

    Synergy Bonuses:

    M.O.D.O.K. has a total of seven Synergy Bonuses, making him the Champion with the most total bonuses to date! Not all seven are available at all Tiers.

    Taskmaster, Diablo, Mojo – Advanced Idea Mechanics
    M.O.D.O.K.: Force Field recharges 6 seconds faster.
    Taskmaster, Diablo: Increase the potency of Bleed and Poison effects by 30%.
    Mojo: While the Anti-Life Field is active, personal Degeneration Passives deal 200% more damage.
    Unique Synergy: Does not stack with other Synergies of the same name.

    Gwenpool, Deadpool, Coming Soon – Chair Larceny
    M.O.D.O.K.: Maximum Flux increases by 100%.
    Gwenpool and Deadpool: +50% Bleed duration.
    Coming Soon: ???
    Unique Synergy: Does not stack with other Synergies of the same name.

    Abomination – Cubicle Mates
    M.O.D.O.K.: Take 100% less Poison Damage.
    Abomination: Deal 100% more Poison Damage.
    Unique Synergy: Does not stack with other Synergies of the same name.

    Ultron, Ultron (Classic), Old Man Logan, Rintrah – Singularity
    M.O.D.O.K.: Crit after 5 attacks instead of 10.
    Ultron Prime: Triggering Function (Critical) also triggers Function (Damage).
    Ultron (Classic): +200 Critical Damage Rating and +10% Perfect Block Chance.
    Old Man Logan: Each hit of Special 2 is a Guaranteed Critical Hit while Deep Bleed is active.
    Rintrah: The second hit of Special Attack 2 is a Guaranteed Critical Hit if the opponent is suffering from 15 or more Ruptures.
    Unique Synergy: Does not stack with other Synergies of the same name.

    Doctor Octopus – Masterminds
    All Champions gain +15% Attack once a Combo of 15 or more hits is reached.

    Captain America or Falcon – Nemesis
    +6% Attack Rating.

    Angela – Romance
    +5% Power Rate.
    Incoming Synergy Changes

    Without A Leg To Stand On
    With Mojo
    M.O.D.O.K. (Old Effect): 20% increased Combat Power Rate while below 1 Bar of Power
    M.O.D.O.K. (New Effect): Increase the potency of Flux bonuses by 100%.

    Madcap Experimentalists
    With Diablo
    M.O.D.O.K. (Old Effect): +20% personal Debuff Duration.
    M.O.D.O.K. (New Effect): Personal Debuffs and Signature Ability Rupture Debuffs last up to 150% longer based on Flux.

    Enhanced Adamantium
    With Old Man Logan
    M.O.D.O.K. (Old Effect): +1000 Energy Resistance if Force Field is active.
    M.O.D.O.K. (New Effect): While a Force Field is active, M.O.D.O.K. gains +75% Energy Resistance, can trigger the Parry Mastery against non-contact attacks, and can Block Unblockable and Heavy Attacks.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Do you like this rework concept @BartekTymoczko?
  • BartekTymoczkoBartekTymoczko Member Posts: 309 ★★

    M.O.D.O.K. Rework Concept (For @BartekTymoczko)

    About M.O.D.O.K.
    The terrifying result of an unspeakable experiment, M.O.D.O.K. is a grotesque mastermind bent on the destruction of the world. As the sometimes-leader of A.I.M., the Mechanized Organism Designed Only for Killing has tangled many times with his foes, Captain America and the Avengers.

    Character Class: Science

    Abilities: Flux, Force Field, Bleed, Incinerate, Petrify, Power Lock, Wither

    Strengths and Weaknesses

    Strengths - Strong Damage Over Time, High Block Proficiency/Great Survivability, Power Control/Heal Reversal, Ability to ignore Class Disadvantage

    Weaknesses - Anti-Auto-Block, Block Penetration

    The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.

    Always Active
    M.O.D.O.K. becomes the most powerful mastermind bent on the destruction of the world, allowing him to ignore Class Disadvantage and gain +785.4 Attack Rating against Skill Champions.
    When fighting as a Defender, Force Field cooldown duration is reduced by 15% for each alive Champion on the enemy team.
    M.O.D.O.K.’s Base Critical Rating is 0.

    Flux - Passive
    M.O.D.O.K.’s attributes fluctuate throughout the fight in a complex and seemingly unpredictable manner. It would take a super-genius to calculate the pattern…
    Up to +53811.65 Attack Rating.
    Up to +9000 Block Proficiency.
    Up to +1321.43 Critical Damage Rating.
    Up to +100% Combat Power Rate.
    Up to +50% Ability Accuracy.

    Force Field - Passive
    Start each fight with one Force Field Charge, each Auto-Blocking one attack with +750 Block Proficiency. This Auto-Block is considered a Well-Timed Block and can trigger the Parry Mastery.
    Once depleted, Force Field charges go on cooldown for 8 seconds.
    As long as a Force Field is active, the opponent suffers an indefinite Wither Passive, reducing Ability Power Rate by up to 100% based on Flux.
    If M.O.D.O.K. is not Stunned, Force Field is removed when he is struck.

    Master Plan - Passive
    Unless otherwise stated, M.O.D.O.K.’s Master Plans are Cross-Fight and last for the remainder of the Quest.
    Each time M.O.D.O.K. wins a fight, he gains a Master Plan on the opponent’s Class, granting +1500 Block Proficiency and a unique Block bonus based on the corresponding Class. Max: 1 of each Cross-Fight, 7 Cross-Fights total.
    Once M.O.D.O.K. has a Master Plan on 6 different Classes, he also gains one on the Superior Class.

    Master Plan Class Abilities
    Mutant Master Plan: The opponent suffers an indefinite non-stacking Cowardice Passive, reducing Special Attack Damage by 90% for the remainder of their Special Attacks, even while M.O.D.O.K. is Blocking.
    Skill Master Plan: M.O.D.O.K. takes 90% less damage from Critical Hits, even through Block.
    Science Master Plan: The opponent suffers -15% reduced Attack Rating for each Debuff on them.
    Mystic Master Plan: When Struck by or Blocking an attack, steal 12% of the opponent’s max Power.
    Cosmic Master Plan: The opponent suffers -15% reduced Attack Rating for each Buff on them.
    Tech Master Plan: When Struck by or Blocking an attack, instantly gain 12% of a bar of Power.
    Superior Master Plan: Gain all of the above effects.

    All Attacks
    Every 10th hit in the Combo Meter is a Guaranteed Critical Hit. If the hit is a Heavy, Special 1, or Special 2 Attack, all hits of the Attack are Critical.

    Heavy Attacks
    All hits have a 40% chance to inflict an Incinerate Debuff, dealing 17244 Energy Damage over 15 seconds. Critical Hits instead inflict Critical Incinerate Passives, multiplying its Energy Damage by M.O.D.O.K.’s Critical Damage Multiplier.

    Special Attack 1
    The opponent suffers an indefinite 200% potency Petrify Passive and an indefinite Power Lock Passive for the remainder of the attack.
    During this attack, any Power or Health denied from the opponent is transferred to M.O.D.O.K. instead.

    Special Attack 2
    Blade hits have a 60% chance to inflict a Bleed Debuff, dealing 8854 Direct Damage over 8 seconds. These Bleed Debuffs gain up to +100% increased potency and last up to 7 seconds longer based on Flux.
    Critical Hits instead inflict Critical Bleeds, multiplying the Bleed’s potency by M.O.D.O.K.’s Critical Damage Multiplier.

    Special Attack 3
    This attack inflicts 20 random non-Damaging Debuffs on the opponent for 15 seconds.
    These Debuffs include: Fate Seal, Neutralize, Sunder, Trauma, Overload, Physical Vulnerability, Energy Vulnerability, Torment, Taunt, Daunted, Armor Break, Tracking, Decelerate, Power Sting, Spectre, Disorient, Concussion, Exhaustion, Fatigue, and Infuriate.
    For every 5 non-Damaging Debuffs inflicted during this attack, inflict two random Damaging Debuffs on the opponent, each lasting for 15 seconds.
    Degeneration: Deal 7113.4 Direct Damage.
    Plasma: Deal 7335.25 Energy Damage.
    Neuroshock: Deal 2352.35 Energy Damage and prevent Miss.
    Coldsnap: Deal 10740 Energy Damage and prevent Evade.
    Poison: Deal 24876.5 Direct Damage and reduce healing effects by 30%.

    Signature Ability - Designed Only For Killing
    Passive
    Each time M.O.D.O.K. lands a Critical Hit, he has a 100% chance to gain a Precision Passive, increasing Critical Rating by +1211.53 for 20 seconds.
    For every 2.5% of the opponent’s Power or Health prevented by Petrify or Wither, inflict the opponent with a Rupture Debuff, dealing 600% of M.O.D.O.K.’s Attack Rating as Physical Damage over 15 seconds.
    Flux builds up 10% faster for each Master Plan Cross-Fight Ability.

    Recommended Masteries/Relics
    Despair/Inequity
    Captain America (WWII)

    Synergy Bonuses:

    M.O.D.O.K. has a total of seven Synergy Bonuses, making him the Champion with the most total bonuses to date! Not all seven are available at all Tiers.

    Taskmaster, Diablo, Mojo – Advanced Idea Mechanics
    M.O.D.O.K.: Force Field recharges 6 seconds faster.
    Taskmaster, Diablo: Increase the potency of Bleed and Poison effects by 30%.
    Mojo: While the Anti-Life Field is active, personal Degeneration Passives deal 200% more damage.
    Unique Synergy: Does not stack with other Synergies of the same name.

    Gwenpool, Deadpool, Coming Soon – Chair Larceny
    M.O.D.O.K.: Maximum Flux increases by 100%.
    Gwenpool and Deadpool: +50% Bleed duration.
    Coming Soon: ???
    Unique Synergy: Does not stack with other Synergies of the same name.

    Abomination – Cubicle Mates
    M.O.D.O.K.: Take 100% less Poison Damage.
    Abomination: Deal 100% more Poison Damage.
    Unique Synergy: Does not stack with other Synergies of the same name.

    Ultron, Ultron (Classic), Old Man Logan, Rintrah – Singularity
    M.O.D.O.K.: Crit after 5 attacks instead of 10.
    Ultron Prime: Triggering Function (Critical) also triggers Function (Damage).
    Ultron (Classic): +200 Critical Damage Rating and +10% Perfect Block Chance.
    Old Man Logan: Each hit of Special 2 is a Guaranteed Critical Hit while Deep Bleed is active.
    Rintrah: The second hit of Special Attack 2 is a Guaranteed Critical Hit if the opponent is suffering from 15 or more Ruptures.
    Unique Synergy: Does not stack with other Synergies of the same name.

    Doctor Octopus – Masterminds
    All Champions gain +15% Attack once a Combo of 15 or more hits is reached.

    Captain America or Falcon – Nemesis
    +6% Attack Rating.

    Angela – Romance
    +5% Power Rate.
    Incoming Synergy Changes

    Without A Leg To Stand On
    With Mojo
    M.O.D.O.K. (Old Effect): 20% increased Combat Power Rate while below 1 Bar of Power
    M.O.D.O.K. (New Effect): Increase the potency of Flux bonuses by 100%.

    Madcap Experimentalists
    With Diablo
    M.O.D.O.K. (Old Effect): +20% personal Debuff Duration.
    M.O.D.O.K. (New Effect): Personal Debuffs and Signature Ability Rupture Debuffs last up to 150% longer based on Flux.

    Enhanced Adamantium
    With Old Man Logan
    M.O.D.O.K. (Old Effect): +1000 Energy Resistance if Force Field is active.
    M.O.D.O.K. (New Effect): While a Force Field is active, M.O.D.O.K. gains +75% Energy Resistance, can trigger the Parry Mastery against non-contact attacks, and can Block Unblockable and Heavy Attacks.

    Okay, so first of all...that sounds soooo good! Like: 20 random debuffs feels like Titania and I love it (not to mention about those 2 dot effects per 5 non-damaging debuffs)!!! As a defender, he definietly would be scarier, cuz once you got clipped, he get that control over the fight, and that's totally in M.O.D.O.K. style! DAMN, MAN! Kabam really should hire you! 😁💪🔥
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    For that Chair Larceny synergy from the M.O.D.O.K. rework concept, the mystery champion could possibly be M.O.D.A.M.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Iron Fist Rework Concept (For @Webos)

    About Iron Fist
    Danny Rand is a brilliant billionaire who traveled to the heavenly city of K’un Lun to master the martial arts. Becoming the latest in a long line of warriors to pick up the mantle of Iron Fist, Rand gained the mystical power to focus his chi – augmenting his fighting skills to superhuman levels.

    Character Class: Mystic

    Abilities: Atrophy, Hinder, Armor Break, Combo Shield, Placebo, Nullify, Sunder

    Strengths and Weaknesses

    Strengths - Fast Combo Buildup, Critical Hits

    Weaknesses - Unblockable, Buff Immunity

    The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.

    Always Active
    Iron Fist is immune to all Precision, Fatigue, and Exhaustion effects, but his base Critical Rating is 0.
    For each hit in the Combo Meter, Iron Fist gains +397.06 Critical Rating.
    Iron Fist gains +5% Block and Armor Penetration for each Armor Break Debuff on the opponent.

    Fight Start
    Gain an indefinite Combo Shield Passive, preventing Iron Fist’s Combo Meter from resetting when struck.

    Combo Meter Abilities - Passive
    Iron Fist gains additional effects as his Combo Meter increases.
    5 Hits: Critical Hits have a 40% chance to inflict an Armor Break Debuff.
    10 Hits: Gain +118.42 Critical Damage Rating for each hit in the Combo Meter.
    20 Hits: The opponent suffers an indefinite Atrophy Passive, reducing the duration of all future Buffs on the opponent by 90%.
    30 Hits: Iron Fist can land Critical Hits through the opponent’s Block.
    50 Hits: Iron Fist gains an indefinite Grit Passive, causing Unstoppable opponents to react to hits as though they weren’t.
    75 Hits: Iron Fist ignores all Damage Reduction effects.
    100 Hits: Critical Hits gain a flat 60% chance to inflict an Armor Break Debuff.
    150 Hits: Critical Hits grant a True Focus Buff, allowing attacks to bypass Evade and Miss for 2 seconds. Max: 3.
    200 Hits: Critical Hits ignore 100% of the opponent’s Physical Resistance.
    300 Hits: Critical Hits grant a Fury Passive, increasing Attack Rating by +10297.5 for 2 seconds. Max: 3.
    500 Hits: Critical Hits reduce the opponent’s Defensive Ability Accuracy by 100%.
    750 Hits: Critical Hits grant an Unstoppable Passive, and a Combo Shield Passive, both lasting for 2 seconds. Max: 3 Each.
    1000 Hits: Critical Hits grant Iron Fist an Unblockable Passive for 8 seconds.

    Personal Armor Break Debuffs - Max: 20
    Unless otherwise stated, Iron Fist’s Armor Break Debuffs reduce the opponent’s Armor Rating by 1840.91 for 20 seconds.
    While the opponent is suffering from 10 or more Armor Break Debuffs, they suffer an indefinite 100% potency Hinder Passive.

    Heart of Gold - Passive
    Activating a Special Attack 1 activates the Heart of Gold for 20 seconds.
    While the Heart of Gold is active, gain the following abilities:
    +20250 Critical Rating.
    Attacks cannot Glance and gain +1321.43 Critical Damage Rating.
    The opponent is 70% more likely to use a Special Attack.
    When intercepting the opponent, the Heart of Gold is paused for 3 seconds.
    When punishing the opponent’s Heavy or Special Attacks, the Heart of Gold is paused for 6 seconds.

    Light and Medium Attacks
    50% chance to place an indefinite Placebo Buff on the opponent. This chance is doubled if the Heart of Gold is active. Max: 10.

    Heavy Attacks
    On hit, Nullify all Placebo Buffs on the opponent. For each Placebo Buff Nullified in this way, Iron Fist adds 30 hits to his Combo Meter.

    Special Attack 1
    On activation, inflict an Infuriate Passive, making the opponent more aggressive and reducing their Offensive Ability Accuracy by 100% for 8 seconds.
    The final hit inflicts a non-stacking Sunder Passive, setting the opponent’s Critical Resistance to 0 for 8 seconds.
    Heart of Gold: Both of these effects last indefinitely.

    Special Attack 2
    Any Armor Break Debuffs inflicted during this attack last 200% longer and gain +50% increased potency.
    Each hit of this attack is a Guaranteed Critical Hit.
    All hits deal a burst of 10470 Physical Damage, multiplied by 300% of Iron Fist’s Critical Damage Rating.
    Heart of Gold: This attack gains 3375 Critical Damage Rating for every 200 hits in Iron Fist’s Combo Meter. Max: 1000 Hits.

    Special Attack 3
    Activate the Heart of Gold with the same duration.
    If the Heart of Gold was already active, instead refresh its duration and pause it indefinitely.

    Signature Ability - Master Dragon Warrior
    Passive
    Iron Fist learns how to be a Master Dragon Warrior, granting him the following abilities:
    Start the fight with the Heart of Gold active for 40 seconds.
    Each time a non-Placebo Buff expires on the opponent, Iron Fist adds 20 hits to his Combo Meter.
    Each time Iron Fist wins a fight, he adds 75% of his final Combo Meter into his Persistent Combo, up to 999 hits total. Iron Fist’s abilities that count the Combo Meter add his Persistent Combo on top of it.

    Recommended Masteries/Relics
    Mystic Dispersion
    Iron Fist

    Synergy Bonuses

    Combo Masters - Unique Synergy (5* or Higher)
    With Aegon, Star-Lord, Valkyrie, Dani Moonstar
    Iron Fist: Critical Hits add 10 hits to Iron Fist’s Combo Meter.
    Aegon: Activating a Special Attack 1 adds 60 hits to Aegon’s Combo Meter, and 15 more on each hit.
    Star-Lord: All attacks add 4 additional hits to Star-Lord’s Combo Meter.
    Valkyrie: Special Attack 2 grants an additional Fury Passive for every 10 hits in the Combo Meter. Max: 50 Hits.
    Dani Moonstar: Reaching a multiple of 10 hits in the Combo Meter grants a Neural Arrow.

    Friends
    With Black Panther
    All Champions gain +130 Armor Rating
    Friends
    With Dr. Strange
    All Champions gain +130 Armor Rating
    Friends
    With Wolverine
    All Champions gain +130 Armor Rating
    Heroes for Hire
    With Luke Cage, She-Hulk
    All Champions gain +85 Block Proficiency & Physical Resistance

    Incoming Synergy Changes

    Defenders Destroyer
    With Kingpin
    Iron Fist (Old Effect): +25% Armor Break duration and Potency.
    Iron Fist (New Effect): Armor Break Debuffs also reduce the opponent’s Armor Up effect Ability Accuracy by 20%.

    Master Martial Artists
    With Shang-Chi
    Iron Fist (Old Effect): Each hit in all Special Attacks are Guaranteed Critical Hits and gain a flat +35% personal Armor Break Ability Accuracy.
    Iron Fist (Old Effect): Guaranteed Critical Hits inflict three Armor Break Debuffs instead of one.

    Warriors
    With Black Panther (Classic)
    Iron Fist (Old Effect): +25% Armor Break Debuff potency.
    Iron Fist (New Effect): Each time a personal Armor Break Debuff fails to apply due to an immunity, instead inflict a matching Physical Vulnerability Debuff with the same potency and duration. These Physical Vulnerability Debuffs count as Armor Breaks for Iron Fist’s personal and synergy abilities.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    So @BartekTymoczko, is this a good Iron Fist Rework Concept?
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Could possibly be a Mystic version of Aegon on this one.
  • BartekTymoczkoBartekTymoczko Member Posts: 309 ★★

    Iron Fist Rework Concept (For @Webos)

    About Iron Fist
    Danny Rand is a brilliant billionaire who traveled to the heavenly city of K’un Lun to master the martial arts. Becoming the latest in a long line of warriors to pick up the mantle of Iron Fist, Rand gained the mystical power to focus his chi – augmenting his fighting skills to superhuman levels.

    Character Class: Mystic

    Abilities: Atrophy, Hinder, Armor Break, Combo Shield, Placebo, Nullify, Sunder

    Strengths and Weaknesses

    Strengths - Fast Combo Buildup, Critical Hits

    Weaknesses - Unblockable, Buff Immunity

    The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.

    Always Active
    Iron Fist is immune to all Precision, Fatigue, and Exhaustion effects, but his base Critical Rating is 0.
    For each hit in the Combo Meter, Iron Fist gains +397.06 Critical Rating.
    Iron Fist gains +5% Block and Armor Penetration for each Armor Break Debuff on the opponent.

    Fight Start
    Gain an indefinite Combo Shield Passive, preventing Iron Fist’s Combo Meter from resetting when struck.

    Combo Meter Abilities - Passive
    Iron Fist gains additional effects as his Combo Meter increases.
    5 Hits: Critical Hits have a 40% chance to inflict an Armor Break Debuff.
    10 Hits: Gain +118.42 Critical Damage Rating for each hit in the Combo Meter.
    20 Hits: The opponent suffers an indefinite Atrophy Passive, reducing the duration of all future Buffs on the opponent by 90%.
    30 Hits: Iron Fist can land Critical Hits through the opponent’s Block.
    50 Hits: Iron Fist gains an indefinite Grit Passive, causing Unstoppable opponents to react to hits as though they weren’t.
    75 Hits: Iron Fist ignores all Damage Reduction effects.
    100 Hits: Critical Hits gain a flat 60% chance to inflict an Armor Break Debuff.
    150 Hits: Critical Hits grant a True Focus Buff, allowing attacks to bypass Evade and Miss for 2 seconds. Max: 3.
    200 Hits: Critical Hits ignore 100% of the opponent’s Physical Resistance.
    300 Hits: Critical Hits grant a Fury Passive, increasing Attack Rating by +10297.5 for 2 seconds. Max: 3.
    500 Hits: Critical Hits reduce the opponent’s Defensive Ability Accuracy by 100%.
    750 Hits: Critical Hits grant an Unstoppable Passive, and a Combo Shield Passive, both lasting for 2 seconds. Max: 3 Each.
    1000 Hits: Critical Hits grant Iron Fist an Unblockable Passive for 8 seconds.

    Personal Armor Break Debuffs - Max: 20
    Unless otherwise stated, Iron Fist’s Armor Break Debuffs reduce the opponent’s Armor Rating by 1840.91 for 20 seconds.
    While the opponent is suffering from 10 or more Armor Break Debuffs, they suffer an indefinite 100% potency Hinder Passive.

    Heart of Gold - Passive
    Activating a Special Attack 1 activates the Heart of Gold for 20 seconds.
    While the Heart of Gold is active, gain the following abilities:
    +20250 Critical Rating.
    Attacks cannot Glance and gain +1321.43 Critical Damage Rating.
    The opponent is 70% more likely to use a Special Attack.
    When intercepting the opponent, the Heart of Gold is paused for 3 seconds.
    When punishing the opponent’s Heavy or Special Attacks, the Heart of Gold is paused for 6 seconds.

    Light and Medium Attacks
    50% chance to place an indefinite Placebo Buff on the opponent. This chance is doubled if the Heart of Gold is active. Max: 10.

    Heavy Attacks
    On hit, Nullify all Placebo Buffs on the opponent. For each Placebo Buff Nullified in this way, Iron Fist adds 30 hits to his Combo Meter.

    Special Attack 1
    On activation, inflict an Infuriate Passive, making the opponent more aggressive and reducing their Offensive Ability Accuracy by 100% for 8 seconds.
    The final hit inflicts a non-stacking Sunder Passive, setting the opponent’s Critical Resistance to 0 for 8 seconds.
    Heart of Gold: Both of these effects last indefinitely.

    Special Attack 2
    Any Armor Break Debuffs inflicted during this attack last 200% longer and gain +50% increased potency.
    Each hit of this attack is a Guaranteed Critical Hit.
    All hits deal a burst of 10470 Physical Damage, multiplied by 300% of Iron Fist’s Critical Damage Rating.
    Heart of Gold: This attack gains 3375 Critical Damage Rating for every 200 hits in Iron Fist’s Combo Meter. Max: 1000 Hits.

    Special Attack 3
    Activate the Heart of Gold with the same duration.
    If the Heart of Gold was already active, instead refresh its duration and pause it indefinitely.

    Signature Ability - Master Dragon Warrior
    Passive
    Iron Fist learns how to be a Master Dragon Warrior, granting him the following abilities:
    Start the fight with the Heart of Gold active for 40 seconds.
    Each time a non-Placebo Buff expires on the opponent, Iron Fist adds 20 hits to his Combo Meter.
    Each time Iron Fist wins a fight, he adds 75% of his final Combo Meter into his Persistent Combo, up to 999 hits total. Iron Fist’s abilities that count the Combo Meter add his Persistent Combo on top of it.

    Recommended Masteries/Relics
    Mystic Dispersion
    Iron Fist

    Synergy Bonuses

    Combo Masters - Unique Synergy (5* or Higher)
    With Aegon, Star-Lord, Valkyrie, Dani Moonstar
    Iron Fist: Critical Hits add 10 hits to Iron Fist’s Combo Meter.
    Aegon: Activating a Special Attack 1 adds 60 hits to Aegon’s Combo Meter, and 15 more on each hit.
    Star-Lord: All attacks add 4 additional hits to Star-Lord’s Combo Meter.
    Valkyrie: Special Attack 2 grants an additional Fury Passive for every 10 hits in the Combo Meter. Max: 50 Hits.
    Dani Moonstar: Reaching a multiple of 10 hits in the Combo Meter grants a Neural Arrow.

    Friends
    With Black Panther
    All Champions gain +130 Armor Rating
    Friends
    With Dr. Strange
    All Champions gain +130 Armor Rating
    Friends
    With Wolverine
    All Champions gain +130 Armor Rating
    Heroes for Hire
    With Luke Cage, She-Hulk
    All Champions gain +85 Block Proficiency & Physical Resistance

    Incoming Synergy Changes

    Defenders Destroyer
    With Kingpin
    Iron Fist (Old Effect): +25% Armor Break duration and Potency.
    Iron Fist (New Effect): Armor Break Debuffs also reduce the opponent’s Armor Up effect Ability Accuracy by 20%.

    Master Martial Artists
    With Shang-Chi
    Iron Fist (Old Effect): Each hit in all Special Attacks are Guaranteed Critical Hits and gain a flat +35% personal Armor Break Ability Accuracy.
    Iron Fist (Old Effect): Guaranteed Critical Hits inflict three Armor Break Debuffs instead of one.

    Warriors
    With Black Panther (Classic)
    Iron Fist (Old Effect): +25% Armor Break Debuff potency.
    Iron Fist (New Effect): Each time a personal Armor Break Debuff fails to apply due to an immunity, instead inflict a matching Physical Vulnerability Debuff with the same potency and duration. These Physical Vulnerability Debuffs count as Armor Breaks for Iron Fist’s personal and synergy abilities.

    Iron Fist that we really need and deserve! That guy would be imo even better than Ægon is right now! Ofcourse, that would took some time for him to be really overpowered Champion, but that'w what ramp-up Champions are for, and he would deserve TOP 10 spot if IF would get buffed like in your concept 😁 But there is one thing, I need to ask. Is that ability at 75 hits with ignoring dmg reduction means, that he would ignore dmg cap like in LOL or Necropolis? Because if yes, then he DEFINITELY would deserve TOP 10 spot and higher!
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    This Iron Fist Champion Concept is godlike, but the difference between damage reduction and damage caps, is that damage reduction means that it reduces damage taken from all sources, and damage caps means that damage taken from a single hit is capped out at a certain percentage of the defender's health, but in LOL, damage per hit is capped at 50,000, and in AOL, damage per hit is capped at 85,000, or 50,000 if the attacker has class disadvantage.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    So with Iron Fist ignoring damage reductions at 75 hits, he can definitely be useful for champions or nodes that have damage reduction effects.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    And the Heart of Gold allows Iron Fist to bypass Damage Caps, making him an MVP for champions or nodes that have damage caps, like Rage for example.
  • BartekTymoczkoBartekTymoczko Member Posts: 309 ★★

    This Iron Fist Champion Concept is godlike, but the difference between damage reduction and damage caps, is that damage reduction means that it reduces damage taken from all sources, and damage caps means that damage taken from a single hit is capped out at a certain percentage of the defender's health, but in LOL, damage per hit is capped at 50,000, and in AOL, damage per hit is capped at 85,000, or 50,000 if the attacker has class disadvantage.

    Very interesting...thanks for the clarification 🤝
  • Shock29Shock29 Member Posts: 589 ★★★

    Drax - Overhaul Concept

    The following Stats and Abilities are based on a Rank 5, Level 65, 6-Star Champion

    Always Active
    +1433.3 Physical Resistance
    Immunity to Cowardice, Heal Block, Power Lock, and Special Lock
    Drax can Parry non-contact attacks.

    When Power Drained or Power Burned
    Each time Drax is Power Drained or Burned, his combat experience and unmatched drive allows him to reduce the potency of future Power Drain and Burn effects by -20% for the rest of the fight. Max -80%.

    Additionally, Drax raises his Combat Power Rate by +10% for the rest of the fight each time he is Power Drained or Burned. Max +50%, increased to 80% when fighting as a Defender.

    All Attacks
    15% chance to gain a Fury Buff for 7 seconds, granting +1168.5 Attack. All personal Fury Buffs are paused during either Champion's Special Attacks and expire one at a time. Max 10.

    Drax has the same chance to gain a Fury Buff when struck by the opponent. As a Defender, Fury Buffs can also trigger when blocking hits or striking the Attacker's block.

    While Drax has at least three Fury Buffs active, whenever the opponent would Auto-Block his attacks, he gains an Unblockable Buff, lasting 2 seconds, paused during his Special Attacks.

    Special Attacks
    100% chance to gain a Fury Buff and Refresh the two most recent expiring stacks of Fury.

    When the opponent has been blocking cumulatively for 2 seconds, while Drax has at least 1 Bar of Power or more, he gains a dormant, non-stacking Unblockable Charge, converted into an Unblockable Buff, lasting 2 seconds, when launching a Special Attack. This Unblockable is also paused during Drax's Special Attacks, is unaffected by Ability Accuracy, and has a cooldown of 6 seconds.

    While Drax has a dormant Unblockable Charge as a Defender, he will fight more Aggressively and has an 100% higher chance to throw a Special Attack after striking the Attacker's block.

    Critical Hits
    Critical Hits lacerate opponents with a 50% chance, inflicting 3965 Bleed damage over 6 seconds.

    Special 1
    Upon Activation, gain an Unstoppable Buff, paused until the Special Attack ends, lasting 3 seconds.
    100% chance to Stun the Opponent for 2 seconds

    Special 2
    100% chance to inflict Bleed on each hit, dealing 7201.4 Direct Damage over 6 seconds. If the opponent is immune to this Bleed, inflict an identical Armor Break of proportionate potency, gaining +400% duration. Max 3.

    Each Armor Break reduces the Combat Power Rate and Ability Accuracy of #Robot champions by 30%.

    Special 3
    Refresh all personal Buffs.
    100% chance to gain an indefinite, non-stacking Aptitude Buff, increasing the potency of personal Buffs by 40%.
    100% chance to gain an indefinite, non-stacking Extend Buff, increasing the duration of all Buffs by 40%.

    Signature Ability – Enthrall

    All Attacks
    Fury fascinates The Destroyer, granting a fixed 10% chance cumulatively to activate his Fury Buffs on all attacks upon each activation. Max, +40% chance. Mystic champions disable this effect.
    Each Buff active on Drax allows him to ignore 4%-10% of opponent's positive Armor Rating. Max, 120%.

    While at 5 or more Fury Buffs, Drax gains a Passive Vigilance, allowing him to prevent Miss effects. As a Defender, Drax also gains a Stun Immunity buff, paused while at 5 or more Fury Buffs, lasting 5 seconds.

    Incoming Synergy Changes
    *NEW* Synergy - Heart of the Enemy - Unique (5-Star+) - With Thanos
    Drax: Against Thanos, Fury Buffs gain an additional +40% potency and last 3 seconds longer. Against #Thanos's Army champions, gain this bonus with half potency.

    *NEW* Synergy - The Destroyer - Solo (6-Star+)
    Drax: For each opponent defeated in a Quest, reduce the potency of incoming Damaging Debuffs by 2%. Max 12%, doubled when fighting the Final Boss of the Quest.

    Mantis
    THIS ONE WON’T LET ANYTHING GO OVER YOUR HEAD! - Unique (4-Star+) - With Drax
    Mantis: Mantis’ Sleep inflicted by charging a Heavy Attack has its duration increased by 0.5 seconds flat.
    Drax: Drax can now Parry non-contact hits Whenever the opponent would Evade, refresh the most recently gained Fury Buff and become passively Unstoppable for 1 second. Cooldown of 3 seconds.

    Base Stat Changes
    Block Proficiency - 3375 4674 (67.5%)
    Critical Rating - 429 673 (23%)
    Armor Rating - 367 812 (26.5%)
  • BartekTymoczkoBartekTymoczko Member Posts: 309 ★★
    edited March 11

    Civil Warrior - BUFF Concept

    Always Active:
    - Civil Warrior's combination of Super Soldier Serum and advanced Stark Tech renders him immune to Nullify, Stagger, Power Drain, Power Burn, Shock, Neuroshock, Incinerate, Coldsnap and Frostbite effects.
    - For each active Armor Up on Civil Warrior, Bleed and Poison effects suffer -5% potency and duration (max out at the 15 stacks).
    - Civil Warrior can Parry non-contact attacks from any Champions and reduces the opponent's Offensive Ability Accuracy by 150% when they're hitting his block.
    - Heavy Attack has a 100% chance of inflicting Heal Block Passive on the opponent, preventing them from healing for 15 seconds.

    Armor Up Passive (Max: 25):
    - Civil Warrior has a 70% chance to gain Armor Up Passive when attacking an opponent, being attacked, or blocking an opponent's attacks, increasing his Armor Rating by 350 for 25 seconds. This chance is reduced to 50% when Civil Warrior gains 5 or more Passive Armor Ups. Ending combo with 2nd Medium hit, pauses them for 6 seconds. When 1 or more Armor Ups are active, Civil Warrior, have a 200% chance to block Unblockable Specials from non-Cosmic Champions and to block all Unblockable attacks (basics and Specials) from Mutants. When inflicted with Armor Break debuff or passive, Civil Warrior can get reduced Armor Rating, but he can't lose his Passive Armor Ups.

    Fury Passive (Max: 50):
    - Ending combo with 4th Light hit or when dashing back and holding block for 1 second, converts all of his Armor Ups Passive into Fury Passive that increases his Attack Rating by 525.75 for 30 seconds. Gaining Fury Passive, inflicts the opponent with non-stacking Plasma Passive that deals 4618.4 energy damage over 6 seconds. Well-Timed Block refreshes all of Civil Warrior's personal Furies. When 1 or more Furies are active, the opponent passively can't Evade or Auto-Block Civil Warrior's attacks and when those effects fail to trigger, Civil Warrior inflicts them with 50% non-stacking Armor Break debuff for 6 seconds.

    Signature Ability - Arc Shield:
    - Civil Warrior starts the fight with *1-4* permanent Passive Armor Ups.
    - When an opponent hits a Civil Warrior block and its effects fail to trigger, he inflicts a non-stacking Weakness Passive on the opponent, reducing their Attack Rating by *30%-85%* for 20 seconds.
    - When the opponent is Heal Blocked or Power Locked, 2nd Medium hit and 2nd Heavy hit grants Civil Warrior 1 Fury Passive.

    Special Attacks:
    - Each hit of his Special Attacks, Invalidtae 3 Prowesses from Mutant opponents. For each Prowess removed that way, Civil Warrior deals burst of 866.4 direct damage.
    - During Specials, Civil Warrior's personal Passives are paused.

    Special Attack 1 - Arc Blast:
    I have seen this war - 1 Hit:
    - Civil Warrior gains 4 Armor Ups Passive (100% chance each).
    - This attack refreshes Heal Block effects on the opponent.
    - On activation, Civil Warrior inflicts the opponent with indefinite Energy Vulnerability Passive that reduces their Energy Resistance by 20% (maxing out at the 5 stacks).

    Special Attack 2 - Repulsor Rush:
    I have fought this fight - 3 Hits:
    - 100% chance to Power Burn three bars of the opponent's power, dealing direct damage proportional to the opponent's power lost.
    - After activating this attack, the opponent is Power Locked for 10 seconds.

    Special Attack 3 - Overload:
    I must end it at any cost - 9 Hits:
    - Civil Warrior imposes a non-stacking Overload Passive on the opponent, causing Civil Warrior's attacks to deal 80% of the damage dealt as energy damage for 20 seconds. When Overload is active, the opponent is passively Power Locked, and the Civil Warrior himself passively generates 2 bars of power during Overload's duration.

    Concept created by: Bart Tymoczko
  • Anubis_nemesis8Anubis_nemesis8 Member Posts: 5
    Hello !
    I am a long-time player of Marvel Contest Of Champions, and have been enjoying the game for all my years of playing. I know this message might be disregarded, since it isn’t my place to make any suggestions, but if I’m lucky enough for it to be read, I just wanted to say that I have a proposal to make Gladiator even better. I am aware that there are professionals for that, while I am simply a player, but I think Gladiator has a lot of potential, and I genuinely think my idea could make him an amazing champion.
    I saw the buff that is planned for him, and while I know it isn’t final yet, it is honestly an amazing buff.

    However, having read some comments about it, I realised that a lot of people complain about Gladiator not having any immunity except power drain and power burn.

    Now, this led me to this idea : what if, with each confidence buff, Gladiator ignored debuffs 2% quicker ?
    It would make sense that the more confidence he gains, the quicker he brushes off the debuffs placed on him.

    This would lead Gladiator to ignore debuffs 50% quicker when fully ramped (without counting the special 3), which, I think, could make him one of the best cosmic champions, and really do him justice as a Summoner's choice champion.
    It isn’t as strong as a full-on immunity, a lot of champions could still counter him, and passives or long-lasting debuffs will still hinder him, but I think it would make him so much more viable on both attack and defense. This ability could be deactivated against Mystic Champions, if it turns out to be too strong. It would make him even more unique, and put him under the spotlight again as a cosmic champion, I believe so at least. He won’t be as strong as some of the top champions in the game, say Hercules, Kitty Pryde or even Kate Bishop, but it could really get him up there.

    Again, I know that ultimately my opinion doesn’t matter much, but I am asking you to please consider this idea. Perhaps the numbers can be tweaked, but I think that a debuff duration reduction could really help him out and make him a great option for a lot of fights, which he should be as a Summoner's choice champion. Please consider this idea. I just want Gladiator to finally be the powerful champion he should be.

    That being said, the planned buff is great and really deals with a lot of his problems. I really do think that this little idea of mine could help him out even more though.

    Thank you in advance. I hope that you will read this message.

    Best regards,
    A fellow player whose account is over 8 years old.
  • Paupershango_2006Paupershango_2006 Member Posts: 539


    Civil Warrior - BUFF Concept

    Always Active:
    - Civil Warrior's combination of Super Soldier Serum and advanced Stark Tech renders him immune to Nullify, Stagger, Power Drain, Power Burn, Shock, Neuroshock, Incinerate, Coldsnap and Frostbite effects.
    - For each active Armor Up on Civil Warrior, Bleed and Poison effects suffer -5% potency and duration (max out at the 15 stacks).
    - Civil Warrior can Parry non-contact attacks from any Champions and reduces the opponent's Offensive Ability Accuracy by 150% when they're hitting his block.
    - Heavy Attack has a 100% chance of inflicting Heal Block Passive on the opponent, preventing them from healing for 15 seconds.

    Armor Up Passive (Max: 25):
    - Civil Warrior has a 70% chance to gain Armor Up Passive when attacking an opponent, being attacked, or blocking an opponent's attacks, increasing his Armor Rating by 350 for 25 seconds. This chance is reduced to 50% when Civil Warrior gains 5 or more Passive Armor Ups. Ending combo with 2nd Medium hit, pauses them for 6 seconds. When 1 or more Armor Ups are active, Civil Warrior, have a 200% chance to block Unblockable Specials from non-Cosmic Champions and to block all Unblockable attacks (basics and Specials) from Mutants. When inflicted with Armor Break debuff or passive, Civil Warrior can get reduced Armor Rating, but he can't lose his Passive Armor Ups.

    Fury Passive (Max: 50):
    - Ending combo with 4th Light hit or when dashing back and holding block for 1 second, converts all of his Armor Ups Passive into Fury Passive that increases his Attack Rating by 525.75 for 30 seconds. Gaining Fury Passive, inflicts the opponent with non-stacking Plasma Passive that deals 4618.4 energy damage over 6 seconds. Well-Timed Block refreshes all of Civil Warrior's personal Furies. When 1 or more Furies are active, the opponent passively can't Evade or Auto-Block Civil Warrior's attacks and when those effects fail to trigger, Civil Warrior inflicts them with 50% non-stacking Armor Break debuff for 6 seconds.

    Signature Ability - Arc Shield:
    - Civil Warrior starts the fight with *1-4* permanent Passive Armor Ups.
    - When an opponent hits a Civil Warrior block and its effects fail to trigger, he inflicts a non-stacking Weakness Passive on the opponent, reducing their Attack Rating by *30%-85%* for 20 seconds.
    - When the opponent is Heal Blocked or Power Locked, 2nd Medium hit and 2nd Heavy hit grants Civil Warrior 1 Fury Passive.

    Special Attacks:
    - Each hit of his Special Attacks, Invalidtae 3 Prowesses from Mutant opponents. For each Prowess removed that way, Civil Warrior deals burst of 866.4 direct damage.
    - During Specials, Civil Warrior's personal Passives are paused.

    Special Attack 1 - Arc Blast:
    I have seen this war - 1 Hit:
    - Civil Warrior gains 4 Armor Ups Passive (100% chance each).
    - This attack refreshes Heal Block effects on the opponent.
    - On activation, Civil Warrior inflicts the opponent with indefinite Energy Vulnerability Passive that reduces their Energy Resistance by 20% (maxing out at the 5 stacks).

    Special Attack 2 - Repulsor Rush:
    I have fought this fight - 3 Hits:
    - 100% chance to Power Burn three bars of the opponent's power, dealing direct damage proportional to the opponent's power lost.
    - After activating this attack, the opponent is Power Locked for 10 seconds.

    Special Attack 3 - Overload:
    I must end it at any cost - 9 Hits:
    - Civil Warrior imposes a non-stacking Overload Passive on the opponent, causing Civil Warrior's attacks to deal 80% of the damage dealt as energy damage for 20 seconds. When Overload is active, the opponent is passively Power Locked, and the Civil Warrior himself passively generates 2 bars of power during Overload's duration.

    Concept created by: Bart Tymoczko

    That buff concept looks really nice.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    His Armor Up and Fury Buffs would be Passives with this one.
  • BartekTymoczkoBartekTymoczko Member Posts: 309 ★★
    edited March 14


    Civil Warrior - BUFF Concept

    Always Active:
    - Civil Warrior's combination of Super Soldier Serum and advanced Stark Tech renders him immune to Nullify, Stagger, Power Drain, Power Burn, Shock, Neuroshock, Incinerate, Coldsnap and Frostbite effects.
    - For each active Armor Up on Civil Warrior, Bleed and Poison effects suffer -5% potency and duration (max out at the 15 stacks).
    - Civil Warrior can Parry non-contact attacks from any Champions and reduces the opponent's Offensive Ability Accuracy by 150% when they're hitting his block.
    - Heavy Attack has a 100% chance of inflicting Heal Block Passive on the opponent, preventing them from healing for 15 seconds.

    Armor Up Passive (Max: 25):
    - Civil Warrior has a 70% chance to gain Armor Up Passive when attacking an opponent, being attacked, or blocking an opponent's attacks, increasing his Armor Rating by 350 for 25 seconds. This chance is reduced to 50% when Civil Warrior gains 5 or more Passive Armor Ups. Ending combo with 2nd Medium hit, pauses them for 6 seconds. When 1 or more Armor Ups are active, Civil Warrior, have a 200% chance to block Unblockable Specials from non-Cosmic Champions and to block all Unblockable attacks (basics and Specials) from Mutants. When inflicted with Armor Break debuff or passive, Civil Warrior can get reduced Armor Rating, but he can't lose his Passive Armor Ups.

    Fury Passive (Max: 50):
    - Ending combo with 4th Light hit or when dashing back and holding block for 1 second, converts all of his Armor Ups Passive into Fury Passive that increases his Attack Rating by 525.75 for 30 seconds. Gaining Fury Passive, inflicts the opponent with non-stacking Plasma Passive that deals 4618.4 energy damage over 6 seconds. Well-Timed Block refreshes all of Civil Warrior's personal Furies. When 1 or more Furies are active, the opponent passively can't Evade or Auto-Block Civil Warrior's attacks and when those effects fail to trigger, Civil Warrior inflicts them with 50% non-stacking Armor Break debuff for 6 seconds.

    Signature Ability - Arc Shield:
    - Civil Warrior starts the fight with *1-4* permanent Passive Armor Ups.
    - When an opponent hits a Civil Warrior block and its effects fail to trigger, he inflicts a non-stacking Weakness Passive on the opponent, reducing their Attack Rating by *30%-85%* for 20 seconds.
    - When the opponent is Heal Blocked or Power Locked, 2nd Medium hit and 2nd Heavy hit grants Civil Warrior 1 Fury Passive.

    Special Attacks:
    - Each hit of his Special Attacks, Invalidtae 3 Prowesses from Mutant opponents. For each Prowess removed that way, Civil Warrior deals burst of 866.4 direct damage.
    - During Specials, Civil Warrior's personal Passives are paused.

    Special Attack 1 - Arc Blast:
    I have seen this war - 1 Hit:
    - Civil Warrior gains 4 Armor Ups Passive (100% chance each).
    - This attack refreshes Heal Block effects on the opponent.
    - On activation, Civil Warrior inflicts the opponent with indefinite Energy Vulnerability Passive that reduces their Energy Resistance by 20% (maxing out at the 5 stacks).

    Special Attack 2 - Repulsor Rush:
    I have fought this fight - 3 Hits:
    - 100% chance to Power Burn three bars of the opponent's power, dealing direct damage proportional to the opponent's power lost.
    - After activating this attack, the opponent is Power Locked for 10 seconds.

    Special Attack 3 - Overload:
    I must end it at any cost - 9 Hits:
    - Civil Warrior imposes a non-stacking Overload Passive on the opponent, causing Civil Warrior's attacks to deal 80% of the damage dealt as energy damage for 20 seconds. When Overload is active, the opponent is passively Power Locked, and the Civil Warrior himself passively generates 2 bars of power during Overload's duration.

    Concept created by: Bart Tymoczko

    That buff concept looks really nice.
    Thanks mate 😁 I've tried my best to make him a little bit better 😅
  • BartekTymoczkoBartekTymoczko Member Posts: 309 ★★

    Spider-Man (Symbiote) - BUFF Concept

    Critical Hits:
    - Spider-Man inflicts Instant Rupture dealing 95% of the damage dealt as a burst of physical damage.
    - These attacks have a 45% chance to inflict a Fatigue debuff on the opponent, reducing their Critical Rating by 35% for 16 seconds. Maxing out at the 2 stacks.

    Heavy Attack:
    - Charging Heavy Attack, after performing a non-combo finish, Spider-Man inflicts Stun Passive on the opponent for 0.90 seconds.
    - This attack has a 100% chance of inflicting an Armor Break debuff, reducing the opponent's Armor Rating by 333.45 for 120 seconds. When an opponent purifies the Armor Break debuff, a Passive Armor Break replacement is inflicted.
    - When the Fury effect is active, Heavy Attack inflicts 1 additional Armor Break effect.

    Always Active - With Great Bond, Comes Great Power:
    - Spider-Man, being connected to a strange being called the Symbiote, becomes immune to all effects of Power Burn, Power Drain, Power Lock, Special Lock and Ability Accuracy Modification.
    - Spider-Man, thanks to the Symbiote, has 300% Ability Accuracy of his personal buffs and personal passives, which can be reduced or modified only by Mystic Champions.
    - Spider-Man thanks to the Symbiote, he can stack Precision buffs from Dexterity Mastery and increase their duration up to 20 seconds. Maxing out at the 25 stacks.

    Evade Passive (Max: 1 Charge):
    - Activating Special Attacks gives Spider-Man a charge of Evade, giving him a 60% chance to Evade his opponent's attacks. Evade is indefinitely paused until Spidey performs Evade, at which point it lasts for 15 seconds.
    - Evade has a 100% chance to activate on each hit when the opponent uses an Unblockable Special Attack or a Heavy used to break Spider-Man's block. When this happens, Evade goes into an 8 second cooldown.
    - When the Evade charge is active, Spider-Man, when dodging back, can't be struck by an opponent's attacks.
    - Evade cannot be activated while Spider-Man is suffering from Incinerate and/or Stun (passive or debuff).
    - When performing Evade, Spider-Man inflicts a non-stacking Taunt debuff that reduces opponent's Attack Rating and makes defender more aggressive by 60% for 5 seconds. Taunt is paused during both Champions Specials and is refreshed every time an opponent or Spider-Man are struck. Additionally, letting Spider-Man idle for 0,60 seconds, pauses Taunt debuff for 15 seconds.

    Passive - Symbiote's Rage:
    - Whenever Spider-Man drops to 70 or below% of his life, he gains indefinite True Focus buff that allows him to prevent the opponent from Evading and Missing. Against Tech Champions, Spider-Man gains indefinite True Sense buff that allows him to bypass Miss and Auto-Block effects.
    - When he drops to 50% or below, Spider-Man gains an indefinite Cruelty Passive that increases his Critical Damage Rating by +5546.
    - When Spider-Man's health drops to 30% or below, Symbiote unleashes his full power, becoming passively Unstoppable and Unblockable everytime when dashing forward for 3 seconds and activates Regen Passive that heals 50% of missing health. Unstoppable and Unblockable effects are removed, when Spider-Man is back to 100% of his health.

    Signature Ability - Symbiotic Enhancement:
    Passive:

    - Spider-Man becomes Passively Unblockable at the end of Special Attack for 5 seconds and each time he breaks the opponent block with Unblockable hit, Symbiote inflicts Armor Break debuff.
    - Every time when Spider-Man's buff would be Nullified, Fate Sealed, or Staggered, he gains matching Passive replacement with increased potency and duration by 100%.
    - Last hit of Heavy Attack, inflicts non-stacking Slow Passive on the opponent reducing their Unstoppable and Evade Ability Accuracy by 100% for 45 seconds.

    Special Attack 1 - Web Outer from the Space:
    With unlimited web from the symbiote suit, there's plenty to go around - 5 Hits:
    - First hit has a 100% chance to passively Root the opponent for 6 seconds. Root is paused during Spider-Man's Specials and passively Special Locks the opponent.

    Special Attack 2 - No Holding Back:
    Two feet in the face and straight down to the boards - 1 Hit:
    - On activation of this attack, Spider-Man gains Fury buff increasing his Attack Rating by 50% and +5% for each Armor Break on the opponent for 30 seconds. Maxing out at the 2 stacks.
    - This attack has a 100% chance of being Crit.

    Special Attack 3 - Back in Black:
    The symbiote suit gives Spider-Man the strength to deliver more than just pizza - 3 Hits:
    - This attack pauses all Spider-Man's personal debuffs and passives debuffs for 20 seconds.
    - Spider-Man gains a Power Gain buff that grants him 2 Bars of Power over 10 seconds. Cooldown lasts 30 seconds.

    Concept created by: Bart Tymoczko
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    So @BartekTymoczko, is this a good Superior Iron Man rework concept?
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Superior Iron Man Rework Concept (Something useful for questing.) (Note: The other one was a loss so it may or may not end up showing twice.)

    About Superior Iron Man
    Tony Stark has always had an impressive ego, but following an inversion spell during the “Axis” event which brought out the worst aspects of his personality, he moved to San Francisco with a new brand of self-worth. To reflect his latest “superior” outlook, he built the model 51, a liquid suit of adaptive Armor based off the Cosmic entities known as symbiotes.

    Character Class: Cosmic

    Abilities: Armor Up, Fury, Armor Break, True Focus, Intensify, Pierce, Vicious, Plasma, Overload, Unblockable

    Strengths and Weaknesses

    Strengths - Strong Immunities, Great Survivability

    Weaknesses - True Damage, Atrophy, Nullify

    The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.

    Always Active
    Superior Iron Man’s enhanced superior adaptive armor grants him full immunity to all Bleed, Poison, Incinerate, Coldsnap, Frostbite, Neuroshock, Power Drain, Power Burn, Power Lock, Special Lock, Heal Block, Armor Break, Armor Shattered, Reversed Controls, Infuriate, Intimidate, Taunt, Fate Seal, Stagger, and Neutralize effects.
    Superior Iron Man’s Buffs cannot be Nullified or have their duration reduced, except against Mystic Champions.
    Personal Armor Up Buffs can only be removed when struck by True Damage.

    Personal Armor Up Buffs - Max: 30
    Unless otherwise stated, Superior Iron Man’s personal Armor Up Buffs increase Armor Rating by +562.5 and last indefinitely up to 15. Any additional stacks last for 20 seconds.
    While an Armor Up effect is active, Superior Iron Man can trigger the Parry Mastery against non-contact attacks.
    At the start of the fight and when Superior Iron Man reaches a multiple of 10 hits in the Combo Meter, gain one Armor Up Buff.
    When struck by or Blocking an attack, 25% chance to gain one Armor Up Buff.
    Each time Superior Iron Man inflicts an Armor Break Debuff or prevents an effect due to an immunity, gain three Armor Up Buffs.
    For each personal Armor Up Buff, gain +750 Critical Rating and +36.59 Critical Damage Rating, and all personal Fury Buffs last 1.6 seconds longer.
    When struck by True Damage, one personal Armor Up Buff is removed.

    Personal Armor Break Debuffs - Max: 30
    Unless otherwise stated, Superior Iron Man’s personal Armor Break Debuffs reduce Armor Rating by 1840.91 for 20 seconds.
    When landing a Light or Medium Attack, 25% chance to inflict an Armor Break Debuff.
    When fighting Armor Break Immune Champions, Armor Breaks become Energy Vulnerability with the same potency and duration, but count as Armor Breaks for his other abilities.

    Fighting Non-Mystic Champions
    For each Armor Up Buff, Superior Iron Man gains the following abilities:
    +118.42 Physical and Energy Resistance.
    +118.42 Critical Resistance.
    +785.4 Attack Rating.
    +20% Shock Resistance.
    -10% opponent Defensive Ability Accuracy.

    Superior Cosmic Stark Charges - Max: 150
    Superior Iron Man gains 1 Superior Cosmic Stark Charge per second. This does not trigger while the Superior Cosmic Party Protocol is active.
    When landing a second Medium Attack or gaining an Armor Up Buff, gain two Superior Cosmic Stark Charges.
    When preventing an effect due to an immunity, he gains three Superior Cosmic Stark Charges. This has a 5 second cooldown.
    All Superior Cosmic Stark Charge gains are doubled against Tech Champions.
    When Superior Iron Man’s personal Armor Up Buffs are removed for any reason other than by expiration, he cannot gain Superior Cosmic Stark Charges for 8 seconds.
    When any of Superior Iron Man’s personal non-Armor Up Buffs are Nullified or expire naturally, he cannot gain Superior Stark Charges for 15 seconds.

    Superior Cosmic Arc Reactor Buffs
    Unless otherwise stated, Superior Iron Man’s Superior Cosmic Arc Reactor Buffs last for 40 seconds, and are gained based on how many Superior Cosmic Stark Charges he has.
    At 30 Superior Cosmic Stark Charges, gain a Vicious Buff, increasing the potency of all Damage Over Time effects by 75%. This Vicious Buff also increases the potency of instant Plasmas by the same amount.
    At 60 Superior Cosmic Stark Charges, gain a Pierce Buff of 750 potency.
    At 90 Superior Cosmic Stark Charges, gain an Intensify Buff, increasing the potency of all future Buffs by 100%.
    At 120 Superior Cosmic Stark Charges, gain a True Focus Buff, allowing attacks to bypass Evade and Miss.
    At 150 Superior Cosmic Stark Charges, gain an Unblockable Buff.
    When Superior Iron Man would gain a Superior Cosmic Arc Reactor Buff, he retriggers all other Superior Cosmic Arc Reactor Buffs from previous thresholds.

    Superior Cosmic Party Protocol - Passive
    When reaching 150 Superior Cosmic Stark Charges, he enters Superior Cosmic Party Protocol for 60 seconds.
    When entering Superior Cosmic Party Protocol, retrigger all Superior Cosmic Arc Reactor Buffs and pause them indefinitely.
    While the Superior Cosmic Party Protocol is active, gain the following abilities:
    Gain an indefinite Grit Passive, causing Unstoppable opponents to react to hits as though they weren’t.
    All personal Fury Buffs are paused and gain +100% increased potency.
    Gain +5803.5 Attack Rating for each personal Armor Up Buff. Gain an additional +10297.5 Attack Rating for every 10 personal Armor Up Buffs.
    When the Superior Cosmic Party Protocol expires, all personal Armor Up Buffs and Superior Cosmic Arc Reactor Buffs are removed.

    Heavy Attacks
    Inflict three Armor Break Debuffs instead of one.
    On hit, refresh the duration of all Armor Break Debuffs on the opponent.

    Special Attacks
    On activation, gain two Superior Cosmic Stark Charges.
    Superior Cosmic Party Protocol: Superior Iron Man’s Special Attacks cannot be avoided with the Dexterity Mastery.

    Special Attack 1 - Superior Smart Missiles - 3 Hits (Superior Iron Man sends his opponents flying and fires highly explosive Superior missiles.)
    On activation, convert all Armor Up Buffs into Fury Buffs, each increasing Attack Rating by +2910 for 12 seconds. Max: 30.
    Superior Cosmic Party Protocol: On hit, double the amount of Armor Break Debuffs on the opponent.

    Special Attack 2 - Superior Uni-Beam - 3 Hits (Superior Iron Man takes flight and fires three powerful Superior Uni-Beams at his opponent.)
    This attack gains +4004 Attack Rating for each personal Armor Break Debuff on the opponent.
    Each hit inflicts an instant Plasma, dealing 10470 Energy Damage for each Armor Break Debuff on the opponent.
    If the opponent has a Damage Cap, this attack inflicts three extra instant Plasmas for every 10 personal Armor Up Buffs.
    Superior Cosmic Party Protocol: Increase the potency of instant Plasmas by 500%.

    Special Attack 3 - Superior Billion Dollar-Punch - 8 Hits (A Superior rocket-boosted uppercut sends his opponent airborne, followed by a series of Superior Uni-beams to obliterate Superior Iron Man's opponent.)
    This attack refreshes the duration of the Superior Cosmic Party Protocol and pauses it for 15 seconds.
    Inflict a non-stacking Overload Passive, lasting until the Superior Cosmic Party Protocol expires. Overload causes hits and Plasmas to deal an additional 75% of the damage recently dealt as a burst of Energy Damage.
    Superior Cosmic Party Protocol: The potency of the Overload Passive is increased by 100% and Superior Iron Man gains a non-stacking Energy Penetration Passive, ignoring 50% of the opponent’s current Energy Resistance for the Superior Cosmic Party Protocol’s remaining duration.

    Signature Ability - Cosmic Iron Man Model 51 Upgrade
    Passive
    Activating a Special Attack grants an additional 3 Superior Cosmic Stark Charges as well as refreshing the duration of all personal Fury Buffs.
    For each personal Armor Up Buff, gain +2746.56 Block Proficiency and +5% Perfect Block Chance.
    Personal bursts of Energy Damage are multiplied by 300% of Superior Iron Man’s Attack Rating.
    Once per fight, when Superior Iron Man’s Health drops below 15%, he gains a non-stacking Regeneration Passive, healing 90% of missing Health over 8 seconds.

    Recommended Masteries/Relics
    Double Edge/Liquid Courage
    Gamora

    Synergy Bonuses

    Superior Cosmic Party Protocol Guests - Unique Synergy (3* or Higher)
    With Iron Man (Classic), Iron Man (Infinity War), Silver Centurion, Infamous Iron Man, Ironheart
    Superior Iron Man: While the Superior Cosmic Party Protocol is active, all attacks ignore the opponent’s Damage Reduction effects.
    Iron Man (Classic): Gain +100% Critical Rating while the Arc Reactor is active.
    Iron Man (Infinity War): The chance to inflict Plasma on Special Attack 3 is no longer decreased.
    Silver Centurion, Infamous Iron Man: While Lock-On or the Aura of Iron are not active, all Shock, Incinerate, and Plasma effects are paused.
    Ironheart: Gaining an Armor Up effect refreshes all Repulsor Debuffs.

    The Iron Army - Unique Synergy (3* or Higher)
    With Hulkbuster, Iron Patriot, War Machine
    Superior Iron Man: Personal Armor Up Buffs last indefinitely up to 30.
    Hulkbuster: Personal Shock Debuffs gain 200% increased duration and Heavy Attacks reduce the opponent’s Defensive Combat Power Rate by 20% for each personal Shock Debuff on the opponent.
    Iron Patriot: When attacking, Iron Patriot has a 50% chance to gain one of his personal Armor Up Buffs. Additionally, gaining an Armor Up effect grants an indefinite Fury Passive, increasing Attack Rating by 20%. Max: 20.
    War Machine: Armory Boost effects gain 400% increased potency.

    Enemies Lv.3
    With Captain America
    All Champions gain +155 Critical Rating
    Rivals Lv.3
    With Daredevil
    All Champions gain +115 Critical Damage Rating
    Teammates Lv.3
    With Thor
    All Champions gain +5% Perfect Block Chance.

    Incoming Synergy Changes

    Iron Men
    With Silver Centurion
    Superior Iron Man (Old Effect): Gaining an Armor Up Buff grants a Fury Buff, increasing Attack Rating by 30% for 12 seconds.
    Superior Iron Man (New Effect): Personal Fury Buffs grant an additional 10% Attack Rating for each Armor Up Buff.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Is this one good @BartekTymoczko?
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    His Special 1 and Special 2 will have new animations, but his Special 3 animation is the same for this rework concept.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Ghost Rider Rework Concept (Something that can be useful for the Dimensional Being EOP Acceptance Carina's Challenge.)

    About Ghost Rider
    Tricked by the demonic being Mephisto into selling his soul to save a loved one, stunt cyclist Johnny Blaze soon found himself bonded to the Spirit of Vengeance, a being of almost unlimited power from Hell itself. With the power to control Hellfire as well as his mystical Hell Cycle and Hell Chains, Ghost Rider has turned against Mephisto’s purpose and instead uses his newfound abilities to protect the innocent and cast judgment upon the wicked.

    Character Class: Mystic

    Abilities: Judgments, Evil’s Bane, Fury, Bleed, Fate Seal, Lifesteal, Incinerate, Damnation

    Strengths and Weaknesses

    Strengths - Fate Seal, Heal Block, Power Lock

    Weaknesses - Fate Seal/Heal Block/Power Lock Immunity, Non-Damaging Debuffs from Science Champions

    The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.

    Always Active
    A lack of blood grants Ghost Rider full immunity to all Bleed effects.
    Being wreathed in hellfire grants Ghost Rider full immunity to all Incinerate effects.

    Evil’s Bane - Passive
    When fighting #Villain Champions, Ghost Rider gains the following abilities:
    +900 Critical Rating.
    +2250 Armor Rating.
    Double the chance to place a Judgment on the opponent.

    Judgments - Passive
    Ghost Rider can see his opponent’s transgressions and place Judgments upon them. Each Judgment can only be applied once, last indefinitely, and have a max stack of 5.
    The duration of each Judgment’s Secondary effect is increased by 200% for each Judgment already active.
    Judgments are unaffected by Ability Accuracy Reduction, but cannot trigger while inflicted with a non-damaging Debuff from a Science Champion.

    Cycling Vengeance - Pre-Fight Ability
    Ghost Rider can toggle a Pre-Fight Ability called Cycling Vengeance. Cycling Vengeance triggers Ghost Rider’s Special Attack 3 Damnation Debuff when reaching 5 Judgments.
    Cycling Vengeance can be activated unlimited times.

    Finish a 5-Hit Combo with a Medium Attack
    Judgment of Corruption: 65% chance.
    Secondary: Gain a non-stacking Fury Passive, increasing Attack Rating by +53811.65 for 15 seconds.

    Finish a 5-Hit Combo with a Light Attack
    Judgment of Spite: 70% chance.
    Secondary: Inflict a Bleed Debuff, dealing 24876.5 Direct Damage over 8 seconds.

    Heavy Attacks
    Judgment of Malice: 80% chance.
    Secondary: Gain a non-stacking Lifesteal Passive, allowing Ghost Rider to steal 15116.78 Health with each attack for 7 seconds.

    Special Attack 1
    Judgment of Pride: 70% chance.
    Secondary: The second hit inflicts a non-stacking Fate Seal Passive for 20 seconds.

    Special Attack 2
    Judgment of Anger: 80% chance.
    Secondary: All hits inflict a Power Leech Passive, stealing 18% of the opponent’s max Power over 15 seconds.
    The final three hits inflict an Incinerate Passive for each Judgment on the opponent, dealing 17244 Energy Damage over 20 seconds.

    Special Attack 3
    Judgment of Guilt: 100% chance.
    Secondary: Inflict a non-stacking Damnation Debuff, dealing 8854 Direct Damage over 30 seconds. Opponents suffering from Damnation are also Power Locked, Heal Blocked, and Fate Sealed, all of which are unaffected by Ability Accuracy Reduction.
    When Damnation ends, all Judgments are removed from the opponent and can be applied again.

    Signature Ability - Spirit of Vengeance
    Passive
    Bonded to the Spirit of Vengeance, Ghost Rider the following abilities:
    Special Attack 2 Incinerates become Hellfire Passives with the same potency and duration. Hellfire deals Direct Damage instead of Energy, reduces Block Proficiency by a stacking 50%, and inverses the potency of the opponent’s Buffs.
    Evil’s Bane: Gain full immunity to Ability Accuracy Reduction effects and while his Damnation Debuff is active, Ghost Rider can trigger his secondary effects unlimited times, but cannot trigger his Judgments while they’re at max stacks.
    Judgment of Corruption has its potency increased by 500%.

    Recommended Masteries/Relics
    Double Edge/Liquid Courage
    Deep Wounds
    Ghost Rider
    Scarlet Witch

    Synergy Bonuses

    The Master Spirits of Vengeance - Unique Synergy (4* or Higher)
    With Cosmic Ghost Rider, Kushala
    Ghost Rider: Each time a Bleed effect fails to apply due to an immunity, inflict a matching Rupture Debuff instead. This Rupture Debuff can trigger the Judgment of Spite.
    Cosmic Ghost Rider: When an Armor Break Debuff fails to apply due to an immunity, instead inflict a 50% potency Vulnerability Passive for 30 seconds.
    Kushala: Inflicting a Damaging effect grants an indefinite Fury Passive, increasing Attack Rating by 20%. Max: 20. Additionally, Special 1 Incinerates become Hellfire Passives with the same potency and duration. Hellfire deals Direct Damage instead of Energy, reduces the opponent’s Block Proficiency by a stacking 50%, and inverses the potency of their Buffs.
    Ghost Rider, Cosmic Ghost Rider, Kushala: Gain +30% Ability Power Rate, +50% Attack Rating, and +20% potency to Buffs, Debuffs, and Passives for each Judgment on the opponent if Ghost Rider, Cosmic Ghost Rider, and Kushala are together in a team.

    Teammates (+5% Perfect Block Chance) – Wolverine (X-23)

    Teammates (+5% Perfect Block Chance) – Deadpool or Elektra

    Rivals (+25% Critical Damage) – Punisher

    Incoming Synergy Changes

    Bane of Evil
    With Man-Thing
    Ghost Rider (Old Effect): Each Judgment active on the Opponent increase the Ability Accuracy of other Judgments by 25%.
    Ghost Rider (New Effect): Evil’s Bane expands to all non-#Hero Champions.

    Spirit of Justice
    With Blade
    Ghost Rider (Old Effect): +50% chance to place a Judgment.
    Ghost Rider (New Effect): When triggering a Secondary effect, it has a 100% chance to trigger twice.

    Spirits of Vengeance
    With Cosmic Ghost Rider
    Ghost Rider (Old Effect): Increase Fury Buff Duration by 100%.
    Ghost Rider (New Effect): Increase Passive Fury potency by 100% for each Judgment on the opponent.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    So @BartekTymoczko, is this a good rework concept for Ghost Rider?
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    He could be great for Necropolis, Labyrinth, and Abyss due to his powerful and juicy Fury Passive, as well as his very high Regen.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    He can also be a great attacker, too.
  • SonOfArgu16SonOfArgu16 Member, Guardian Posts: 263 Guardian
    @BartekTymoczko
    Regarding your Sym. Spider-Man, some comments:
    1. Instead of instant rupture damage, how about stackable ruptures on crits?
    2. Keep armor break on Heavy attacks, lasts longer if opponent not stunned
    3. His immunities only apply to Tech champs
    4. Evade and unblockable charges are gained during special attacks, they are disabled if incinerated before activation
    5. Special 1 inflicts root, but does not special lock also refreshes ruptures on opponent
    6. Special 2 deals burst damage per ruptures on opponent, if armor broken deals more damage. Removes ruptures
    7. Special 3 grants a fury buff (rage buff) with longer buff time depending on amount of ruptures inflicted whole fight
    8. I have more suggestions regarding the signature ability, I'll come back to this once I have more
Sign In or Register to comment.