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.
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%.
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) – 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.
Again man, you did made another AMAZING Buff Concept! Love that GR's buff idea! 😁
Iron Fist has conditioned his body to peak endurance granting him immunity to armor break and shatter effects and any abilities that would bypass his physical, energy, or critical resistance suffer -100% potency
Iron Fist has mastered his emotions, infuriate and intimidate effects suffer -100% potency
Iron fist is not afraid to fight otherworldly beings, Indestructible, Unstoppable, Unblockable, Immorality, Death Immunity, pierce, and regeneration buffs suffer -90% duration
Iron Fist Cannot glance unless he is inflicted with an unsteady effect
Iron Fist starts the fight fight with an indefinite Grit passive
Rebel's notes Iron fist's immunities are designed to be relevant in the mystic meta while making him a tanky defender and countering Herc and Hulkling
Chi Energy
Iron Fist Gains Chi Energy through the fight Max 400
As a defender or battlegrounds attacker iron fist starts with 100 chi energy
Iron Fist does not benefit from the mystic dispersion mastery instead 5 chi energy when a buff expires
Iron Fist Does Not Gain chi energy while suffering from an enervate effect and his chi energy gain is reduced by 50% while suffering from a suppression, exhaustion, or unsteady effect
Iron Fist Gains 10 Chi Energy When he is immune to an armor break or shatter, when iron fist intercepts the opponents dash or when the opponent gains a buff (cool down 2 seconds)
He gains 20 chi energy each time he activates a special per level of special used
When Iron Fist Gains a chi energy he gains 0.7% a bar of power
Iron Fist gains the following benefits per chi energy +5 Critical rating and critical damage rating +20 Physical and energy resist -0.5 opponent ability power rate maximum 110% -2% opponent buff and debuff ability accuracy when hitting into iron fists block -0.5 opponent buff potency (max 100%)
Rebel's Notes Now this is a lot to take in this is iron fist's main mechanic here's the simplified version Iron fist gains charges when his opponents gain buffs when his immunities protect him, or when he intercepts, as he gains charges he opponent's buffs will be weaker and they will gain less power (like Chavez) and their abilities through block will have less of a chance to trigger His Chi can be reduced or even prevented with the right debuffs
Basic attacks
Iron Fists attacks have a 100% chance (reduced by 20% per buff on the opponent) to inflict a 6 seconds placebo buff
Rebel's Notes Not much going on here just gives iron fist a chance to ramp up against champions that gain a lot of buffs without making him overpowered against high buff gainers
Heavy Attacks
After using a non combo ending attack iron fist can charge his heavy attack and the opponent while be passively stunned for 0.90 seconds.
If the opponent is immune to stun or as a defender iron fist gains and unstoppable passive for 5 seconds Cool down 10 seconds
This attack is a guaranteed critical hit
This attack consumes all chi energy to do 625 energy damage per chi energy (Damage based on a r4 6 star)
Rebel's Notes
This is where iron fist's damage comes from once you feel like you have ramped up enough rip out your heavy and BOOM K.O but be careful if you don't k.o you will use all your utility
When Attacked
Iron Fist has a 0.4% chance to glance per chi charge
Special One
Gain A True Strike Passive for 14 seconds that is paused until the animation ends For Each hit that that is blocked or is whiffed iron fist gains 10 chi energy (this is negated if the opponent dodges with dexterity or dexterity substitute or performs a well timed block)
If iron fist gains 20+ chi energy through this way he activates his unstoppable passive for 8 seconds
Rebel's Notes
This Special is a dual threat it provides utility for iron fist through the true strike but is defensively annoying with the chi energy and unstoppable gain it can be avoided by dexing or parrying
Special 2
All Attacks and are guaranteed critical hits Each hit power steals 10% max power from the opponent wether the hit lands or not Rebel's notes This special is a good way to give you chi ramp
Special 3
After this attack Iron Fist gains a chi focus passive for 20 seconds doubling chi energy gain
Rebel's Notes
This is a good option for longer fight ramp up
Chi Meditation (Signature Ability)
While holding block iron fist consumes 10 charges per second to regenerate 0.5 max health per second he also gains 230-420 critical damage rating on his guaranteed critical hits
Rebel's Notes
All that's needed for the sustainability is sig 1 the extra sig is just for a little damage increase
Abilities: Shock, Odinson Undermine, Glancing, Aptitude, Energize, Power Gain
Passive
Being The God of Thunder and Lightning Thor is immune to Shock, Power Drain, Power Burn, Power Lock, and Special Lock and all of Thor's buffs have 400% ability accuracy
Thor Starts the Fight with an indefinite Fury buff granting increasing attack rating by 4300 an indefinite armor up buff increasing armor rating by 2800 and an indefinite aptitude buff of 15% potency (Stats based on a r5 6 star)
Whenever Thor's personal immunities trigger he gains an indefinite energize buff of 7% potency max 5 potency is doubled as a defender
When ever Thor has his power stolen he loses all energize buffs
Rebel's Notes Thor comes with your standard cosmic immunities for the annoying tech defenders he also has extra buff ability accuracy. His starting buffs are based off of Odin and Angela. He can ramp up faster when he is immune to an effect on with his energizes but this can be disabled by power steal
Odinson
Whenever Thor activates a special attack he gains an indefinite Odinson buff. It can not be prevented due to stagger fateseal or neutralize. It will not activate if Thor is suffering from a hinder, atrophy, or inaptitude effect. This buff does nothing but Thor can exchange it for certain buffs
End Combo with a medium attack-Gain an undermine buff for 20 seconds this buff is paused while striking the opponent
End Combo With a Light- Gain a Vigilance buff for 20 seconds that is paused while striking the opponent
Heavy Attack Gain a pierce buff increasing block and armor penetration by 900 for 20 seconds that is paused while striking the opponent
If Thor is Struck gain a glancing buff for 10 seconds that is paused while being struck
Rebel's Notes The Odinson buff is Thor's Key utility Thor can exchange the buff for either buff he needs wether to stop auto block or miss Thor can also gain glancing, this is more of a defensive ability but can be a nice safety net if you slip up. When fighting Thor Atrophy, hinder and inaptitude are your best friends
On Well Timed Blocks
Thor gains one of his personal energize buffs
Heavy Attacks
Thor inflicts an armor break passive for 10 seconds reducing armor rating by 500 and removing an armor up max 5
Special Attacks
Gain an unblockable passive for the duration of the special attack unless inflicted with an atrophy, inaptitude, or hinder effect If the special attack breaks the opponents block they are passively stunned for 3 seconds
Special 1
Convert all of Thor's personal Energizes into passive shocks dealing 1000 energy damage over 5 seconds max 10 these shocks are paused while the opponent is suffering from one of Thor's personal stun passives
At the end of the special attack Thor gains a power gain buff granting 100% of a bar of power over 5 seconds cooldown 20 seconds
Rebel's Notes
This is Thor's main source of damage You'll want to build your 5 energizes and launch the sp1 even better into the block so you'll get more damage The power gain will help you cycle even more shocks
Special 2
Gain Another of Thor's personal Fury buffs for 20 seconds that starts paused until the special ends if the attack breaks the opponents block deal 120% of Thor's current attack rating a energy damage
Rebel's Notes
This is Thor's shock immune rotation Just use the special 2 into block or you can use the fury for the sp1 rotation
Special 3
Refresh all Odinforce buffs and pause them indefinitely
Rebel's Notes this is to lock in your utility if necessary
God Of Thunder (Signature Ability)
While Odinson is active Thor gains the following indefinite buffs Vigor increasing Fury Potency by 10%-40% Fortitude increasing armor up potency by 10%-40%
Rebel's notes
If you don't need the utility you can use this to increase attack rating and durability
The Goblin Formula Provides Immunity to Poison, Incinerate and Shock and his regeneration rate cannot be modified and against mutants gain immunity to neuroshock, daunted and ability accuracy modification
Rebel's Notes This triple immunity is very rare and should be helpful on hazard shift nodes and his regen rate will always be the same And against mutants he's at his strongest
Cunning And Madness
Green Goblin has cunning and madness each granting certain effects
as an attacker these modes are indefinite but as a defender they switch every 10 seconds
At the start of the fight Green Goblin activates madness
As an attacker goblin switches modes with his 4th light attack when goblin switches modes he refreshes his pumpkin bomb debuffs
Madness Grants 2378 attack rating (based on 6 star r5)
Cunning Grants +600 physical and energy resist (based on r5 6 star)
Against Spider Verse Heroes the effects are doubled
Rebel's Notes
Cycling through madness and cunning is Goblins bread, Madness is the offensive mode and cunning is defensive
Bag Of Tricks Pre Fight Screen
Green Goblin has his bag of tricks pre fight screen where he can select up to 3 pumpkin bomb ingredients for his pumpkin bomb The Pumpkin Bomb debuffs are as follows
If Cunning and Madness are Goblin's Bread Pumpkin bomb debuffs are his butter you can select 3 of these ingredients for the fight depending on the utility you need making him very flexible.
Pumpkin Bomb
Green Goblins uses his pumpkin bomb on the last Hit of special 1 and 2 and in his special 3
Inflict the selected pumpkin bomb debuffs for 13 seconds max 3 of each debuff Inflict a poison debuff Dealing 6500 direct damage over 7 seconds (based on r5 6 star)
Landing a second medium attack paused pumpkin bomb debuffs for 7 seconds
Rebel's Notes This is how you get the pumpkin bomb debuffs rolling
Heavy Attacks
Last hit inflicts an incinerate dealing 4000 energy damage over 7 seconds (based on a r5 6 star)
Special 1
The last hit is a pumpkin bomb
If in Madness all hits are passively unblockable and the beam hits power drain 10% of the the opponents current power and deal a burst of 900 energy damage per pumpkin bomb debuff (r5 6 star)
If In Cunning gain a regeneration passive regenerating 20% of missing health over 7 seconds and gain an auto block passive for 7 seconds after the special attack this auto block can trigger parry
Rebel's notes
This is the special you want to use for offense and the special you want to avoid when fighting him
Special 2
The 2nd hit inflicts an incinerate debuff dealing 5300 energy damage over 7 seconds (r5 6 star)
If in madness invalidate all prowess If in cunning gain a 40% potency energize passive for 7 seconds
Special 3
2 hits are pumpkin bomb debuffs
Rebel's notes
This is a good way to ramp up
Advanced Oscorp Weaponry (Signature Ability)
Green Goblin gains a power efficiency passive of 5%-40% potency and his and madness effects can trigger through block
Rebel's notes
Nice way to keep the loop going and add tricky stuff on defense
Abilities: Prowess, Overload, Precision, Energy Vulnerability, Unblockable, Energize
Passive
Being the master of energy Cyclops is immune to Energy Vulnerability and energy penetration, and Shock, Incinerate, Plasma, and neuroshock effects suffer -150% potency and +4700 energy resistance (based on r5 6star)
The Stun from the parry mastery is passive
Cyclops Starts the fight with an indefinite energize passive of 60% potency the potency is decreased by 20% per bar of power
Rebel's Notes This is a lot to take in but Cyclops reduces the potency of most dot effects and his energy resistance is high and cannot be reduced by energy vulnerability or penetration The energize is a callback to his original kit
Basic Attacks
Ending A Combo with a medium grants a precision passive granting +400 critical rating max 5 when he gains one is this manner refresh all existing precisions
Ending a combo with the 4th light refreshes all energy vulnerability passives
Rebel's notes This will help Cyclops damage ramp up
Heavy Attack
ANIMATION CHANGE-Change to something like the destroyer's
Each hit inflicts a non stacking sunder passive and slow passive for 12 seconds
Rebel's notes This helps you get the most out of your precisions And ignore unstoppable
Prowess
Cyclops's prowess's increase special damage by 15%
Cyclops cannot gain prowess while power locked or suppressed he loses all prowess if power drained
Either champions Well Timed Blocks grant cyclops 5 prowess
When cyclops is struck he gains 1 prowess
Cyclops gains benefits certain benefits in his specials based on his prowess count
5+ special cannot miss or me evaded 10+ specials are unblockable unless the opponent has an armor up effect 20+ specials cannot be avoided with dexterity
After a special ends cyclops consume 30% of his prowess (rounded up) per level of special used
Rebel's notes I know that most of you will hate me for making unblockable undodgeable specials but you can control his prowess or if you have an armor up you can block the specials offensively use prowess as your main damage source
All Specials
Inflict an overload passive of 150% potency for the special
Special 1
ANIMATION CHANGE cyclops uses 3 beams to hit the opponent the 1st are 1 hit each the 3rd are two hits the timing is similar to Viv's special 1
Each hit inflicts an energy vulnerability reducing energy resistance by 400 each max 8
Rebel's Notes This is a good way to ramp your damage
Special 2
ANIMATION CHANGE-Cyclops shoots a quick beam and then sweeps the area with a big blast 4 hits like purgatory's special
Increase prowess potency by 50% for the special attack
Rebel's notes this is the big damage pay off
Special 3
At the end of this attack cyclops gains a 50% potency power efficiency passive for 30 seconds While this power efficiency is active cyclops energize penalty is removed and specials do not consume prowess however cyclops cannot gain power from any mutant power boost
This is the long fight rotation
(X-Gene Mastery Signature Ability)
Cyclops Masters his energy reducing his opponent's combat power rate by 0.1%-1% per hit in either champions combo meter max 50%
Taskmaster Rework Concept (I bet this can make him great for Questing.)
About Taskmaster Tony Masters was a S.H.I.E.L.D. agent exposed to an experimental variant of the Super-Soldier Serum, called the Mnemonic Primer. It grants him the ability to duplicate any movement he sees, but at a cost. The huge amount of information his brain records, causes it to overwrite his own memories, replacing what little remains of his original self. Now known as Taskmaster he offers his skills to the highest bidder as a mercenary and combat trainer.
Weaknesses - Debuff Immunity, Hard-To-Avoid Special Attacks, Mutant Champions
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active Unless otherwise stated, Taskmaster’s personal Concussion Debuffs last for 12 seconds and reduce the opponent’s Ability Accuracy by 20%. Max: 5. When Taskmaster has inflicted at least 5 Concussion Debuffs, he converts them into a single non-stacking Concussion Passive that reduces the opponent’s Ability Accuracy by 100% for 35 seconds. This Concussion Passive counts as 5 Debuffs for Taskmaster’s personal abilities, and while it's active, Taskmaster cannot inflict additional Concussion Debuffs. The opponent suffers -200% Purify Ability Accuracy.
Personal Debuffs As an Attacker, Taskmaster’s personal Debuffs gain +50% increased duration. As a Defender, Taskmaster’s personal Debuffs can trigger through the opponent’s Block.
Photographic Reflexes - Passive Each Unique attack the opponent attempts, even through Block, decreases their Offensive Ability Accuracy by 10%, while increasing Taskmaster’s Perfect Block Chance by the same amount. Each Unique attack Taskmaster makes, even through Block, decreases the opponent’s Defensive Ability by 10%. If Taskmaster is struck by a Special Attack or a Mutant Champion, both of these abilities’ effects are reset.
Exploit Weakness - Passive Taskmaster spots a weakness in the last attack his opponent performed, which can be exploited by striking his opponent or their Block with that same attack within 10 seconds. When successfully exploiting a weakness, Taskmaster deals 17244 Direct Damage to the opponent. An attack that triggers Exploit Weakness grants Taskmaster a True Accuracy Passive for 15 seconds and places a Concussion Debuff on the opponent. After Exploit Weakness is triggered, it goes on cooldown for 8 seconds.
Learn The Foe - Passive Each time a Debuff is placed on Taskmaster, all future Debuffs on him have their potency reduced by 10%. If the Debuff potency reduction reaches 100%, Taskmaster gains an indefinite Debuff Immunity Passive for the remainder of the fight.
Heavy Attacks On Heavy Charge, if Taskmaster has triggered Exploit Weakness in the last 2 seconds or his current Exploit Weakness target is a Heavy Attack, the opponent is inflicted with a 100% Falter Passive for 2 seconds. The second hit removes the Exploit Weakness cooldown timer and sets its target.
Special Attacks On activation, gain a Fury Passive equal to the number of Debuffs on the opponent, each increasing Attack Rating by +1178.1 for 30 seconds. Each hit gains +250 Critical Rating for every Debuff on the opponent.
Special Attack 1 On activation, inflict a non-stacking Sunder Debuff, setting the opponent’s Critical Resistance to 0 for 20 seconds. The final three hits inflict a Bleed Debuff, dealing 2352.35 Direct Damage over 6 seconds. The potency of these Bleed Debuffs are increased by 10% for every Debuff on the opponent. Max: 100%. If any of these Bleed Debuffs are prevented by an immunity, inflict a matching Degeneration Debuff instead.
Special Attack 2 On activation, inflict a non-stacking Slow Debuff for 40 seconds. While this Slow is active, Taskmaster cannot Miss. All hits inflict an Armor Break Debuff, reducing Armor Rating by 750 for 12 seconds. The potency of these Armor Break Debuffs are increased by 10% for every Buff on the opponent. Max: 100%. If any of these Armor Break Debuffs are prevented by an immunity, inflict a matching Physical Vulnerability Debuff instead.
Special Attack 3 At the end of this attack, inflict 50% potency Tranquilize, Ineptitude, Suppression, Taunt, Petrify, Cowardice, Fatigue, Exhaustion, Trauma, and Weakness Debuffs for 60 seconds. If there is an active Exploit Weakness target, it is automatically triggered, with its damage increased by 500%. Inflict a Bleed Debuff, dealing 24876.5 Direct Damage over 12 seconds. The potency of this Bleed Debuff is increased by 10% for every Debuff on the opponent. Max: 100%. If this Bleed Debuff is prevented by an immunity, inflict a matching Degeneration Debuff instead. Inflict an Armor Break Debuff, reducing Armor Rating by 1840.91 for 24 seconds. The potency of this Armor Break Debuff is increased by 10% for every Buff on the opponent. Max: 100%. If this Armor Break Debuff is prevented by an immunity, inflict a matching Physical Vulnerability Debuff instead.
Signature Ability - Intuitive Pattern Recognition Passive Personal Concussion Debuffs last 2 seconds longer. Additionally, while the opponent has at least three active Debuffs, Taskmaster reduces the opponent’s Defensive Ability Accuracy by 200%.
Recommended Masteries Resonate Despair/Inequity
Synergy Bonuses
Mostly Average Joes – Unique With Hawkeye Taskmaster: If Taskmaster’s Exploit Weakness target was a Special Attack, he gains an indefinite Unblockable Passive during Special Attacks 1 and 2. Hawkeye: Each Successful Release triggered since the last time Special 3 was activated increases duration of Bleeds by an additional 20%.
Thunderbolts – Unique With Winter Soldier Taskmaster: Current Exploit Weakness target Attack has a 50% chance to grant Taskmaster an Unblockable Passive for 3 seconds. Winter Soldier: EMP Upgrade also increases Power Drain chance by a flat 15%.
Termination Contract – Unique With Moon Knight Taskmaster: While his current Exploit Weakness target is active, Taskmaster has a 75% chance to Evade incoming attacks. This Evade will not trigger during a Well-Timed Block. Moon Knight: Increase the Ability Accuracy of all Moon Phase effects by a flat 75%.
Professors in Crime – Unique With Crossbones Taskmaster: Whenever Taskmaster triggers Exploit Weakness, he instantly gains 12% of a bar of Power. Crossbones: Gain 2 additional Fury Buffs when entering Overrun.
Incoming Synergy Changes
Metallic Affinity With Magneto (House of X) Taskmaster (Old Effect): Exploit Weakness attacks deal +40% damage. Taskmaster (New Effect): Increase the potency of Exploit Weakness attacks by 50%.
No Sword Left Behind With Rintrah Taskmaster (Old Effect): Increase the duration of Exploit Weakness Passive by 5 seconds. Taskmaster (Old Effect): Exploit Weakness Passives gain +20 seconds duration against Science Champions.
Remember Me With Black Widow (Deadly Origin) Taskmaster (Old Effect): Each time he exploits a Weakness, Taskmaster has a 30% chance to inflict a Sabotage Debuff, reducing Defensive Ability Accuracy by 20% for 10 seconds and dealing 10% of Attack as Direct Damage when abilities fail to trigger. Taskmaster (New Effect): Exploiting a Weakness also inflicts a non-stacking Sabotage Debuff, reducing the opponent’s Defensive Ability Accuracy by 100% for 20 seconds and dealing 400% of Taskmaster’s Attack Rating as Direct Damage whenever their Defensive Abilities fail to trigger.
One of his weaknesses is Hard-To-Avoid Special Attacks, so Champions with these kinds of Special Attacks like Bullseye or Mangog can reset his effects of Photographic Reflexes.
Hela Rework Concept (Repost because the old one was a loss.)
About Hela A creature from a primordial and sinister era of the universe, Hela’s power is unlike anything else in the Nine Realms. Armed with the ability to unleash unlimited weapons in astounding and deadly ways, Hela seeks vengeance against those who imprisoned her eons ago, ushering in a new era of cold brutality for Asgard and the universe at large.
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active The opponent’s Nullify, Fate Seal, and Stagger effects suffer -100% Ability Accuracy. As an Attacker, Hela gains +50% Buff duration for each fight she wins. Unless otherwise stated, Hela’s personal Fury Buffs increase her Attack Rating by +1455 and last for 8 seconds, but are paused as long as she has Spirits.
Spirits of the Dead - Passive Hela controls the Spirits of the Dead, using them to power her Fury Buffs, pausing them indefinitely as long as she has Spirits. Each Fury Buff active on Hela drains her Spirits over time, but each strike of her summoned swords empowers them. If Hela’s Spirits are exhausted, her Fury Buffs expire one at a time.
Tough as Hel - Physical Resistance Buff Hela cannot take more than 5% of her max Health in a single hit. If this Damage Cap is hit, she gains a non-stacking indefinite Physical Resistance Buff, increasing Physical Resistance by 750. When this Physical Resistance Buff would trigger multiple times, she instead increases its potency by 100%.
Goddess of Death - Indestructible Buff Once per fight, when Hela would be knocked out, she gains an Indestructible Buff for 8 seconds. This Indestructible Buff does not trigger while Hela is suffering from Neutralize.
Heavy Attacks While charging her Heavy Attacks, Hela gains Fury Buffs over time. Additionally, Heavy charging can be held for an extended duration. The opponent suffers an indefinite Root Passive until Hela stops Heavy charging.
Special Attack 1 On activation, gain a Fury Buff with the same potency and duration.
Special Attack 2 The final hit inflicts an Armor Break Debuff, reducing the opponent’s Armor Rating by 2250 per active Fury Buff for 20 seconds. If this Armor Break Debuff fails to apply due to an immunity, inflict a matching Physical Vulnerability Debuff instead.
Special Attack 3 Inflict a Trauma Debuff, causing all attacks to deal an additional 30% of the damage recently dealt as a burst of Physical Damage for 60 seconds. Inflict an additional Trauma Debuff for each Fury Buff on Hela. Max: 5. This attack deals 7% of the opponent’s max Health in Direct Damage for each active Fury Buff on Hela. Max: 10 Fury Buffs. This attack deals Passive True Damage and ignores all Damage Caps.
Signature Ability - The Goddess of Asgard Passive While charging a Heavy Attack, Hela builds up Fury Buffs twice as fast. For each Fury Buff on Hela, she gains +10% Block and Armor Penetration. At the start of the fight, for each Champion on Hela’s team that is knocked out grants her 40 Spirit Charges.
Family of Asgard - Unique Synergy (3* or Higher) With Thor, Odin, Loki, Angela Hela: While Hela has at least one active Fury Buff, her attacks cannot Glance and ignore 100% of the opponent’s Critical Resistance. Thor: Basic Attacks have a 50% chance to inflict an Armor Break Debuff, reducing Armor Rating by 10% for 40 seconds. Max: 10. Odin: All-Father Odin’s Vault Cross-Fight Buffs gain +400% potency. Loki: The second hit of Special Attack 2 deals an additional 5% of the opponent’s max health as Energy Damage for each Buff on Loki. Angela: Huntress Buffs are unaffected by Ability Accuracy Reduction.
Loki or Thor (Ragnarok) – Immortal Souls – Unique Synergy Hela: Increase the potency of personal Fury Buffs by 200%. Loki: The opponent gains a random non-stacking indefinite Buff every 4 seconds, as long as they are Cursed. These Buffs include: True Damage, True Accuracy, True Focus, True Sense, Vigilance, Unblockable, Unstoppable, Immortality, Death Immunity, and Undermine. Additionally, Loki always counts as having more Health than his opponent. Thor (Ragnarok): Gains +100% Perfect Block Chance when Auto-blocking.
Angela – Queen of Hel – Unique Synergy Champions have a 20% chance to instantly regain 20% of their HP just before they’re knocked out. This chance increases by 20% for each Champion on their team currently knocked out.
Dormammu or Mephisto – Hell Lords – Unique Synergy Hela: Start each fight with one bar of Power. Dormammu: Increase any Health gains while his Imbued Dimensional Link is active by 25%. Mephisto: Regain the first Soul spent to trigger his Soul Imprisonment each fight.
Incoming Synergy Changes
Warmonger With Odin Hela (Old Effect): While charging her Heavy Attack, Hela gains twice as many Fury Buffs. Hela (New Effect): Increase the potency of personal Armor Break and Physical Vulnerability Debuffs by 100%.
Odinsons and Odinsdottirs With Odin Hela (Old Effect): Gain +5% Buff duration for each fight the team has won. Hela (New Effect): Start each fight with her personal Fury Buffs equal to the number of fights she has won.
Updated Loki Rework Concept (Is this one better than the old one @BartekTymoczko?)
About Loki I know what they say. The son of a Frost Giant. They also called me the god of mischief, but that lacks a certain…imagination. Don’t you think? Look at my adoptive family, my father Odin and my brother Thor are so dull, monotonous. Am I good? Evil? Noble? Nonsense. Call me not mischievous – I merely see the world not as it is, but how it could be. Call me a visionary. Call me Loki.
Character Class: Mystic
Abilities: Curse, Buff Steal, Fury, Mind Illusion, Stun
Weaknesses - Opponents with no Buffs, Coldsnap Immunity
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active Each time Loki fails to Nullify the opponent’s Buffs or Passives for any reason, he gains an indefinite Fury Passive, increasing Attack Rating by +785.4 for the remainder of the fight. Max: 20. This cannot be affected by Ability Accuracy Reduction. Loki’s enhanced Mind Tricks and Illusions grant him full immunity to Reversed Controls, as well as reducing the potency of Passive Damage effects by 300%. Loki is immune to all Incinerate, Nova Flame, Coldsnap, Frostbite, and Degeneration effects, thanks to the Frost Giant’s assistance. Loki’s Combat Power Rate is reduced by 25%, but he generates 7% of a bar of Power per second as long as he is below 2 bars of Power.
Mind Illusion Buffs - Max: 25 Unless otherwise stated, Mind Illusion Buffs on the opponent last indefinitely and have no effect. When landing a Light or Medium attack, 25% chance to place one Mind Illusion Buff on the opponent. This chance is doubled if the opponent is suffering from a personal Curse effect. When a non-Mind Illusion Buff is gained or expires on the opponent, Loki has a 100% chance to place two Mind Illusion Buffs on them. When Loki prevents an effect due to an immunity, he has a 100% chance to place three Mind Illusion Buffs on the opponent. Mind Illusion Buffs are immune to all Nullify, Fate Seal, Stagger, Neutralize, and Buff Steal effects.
All Attacks 100% chance to Nullify all Mind Illusion Buffs on the opponent. If this ability fails to activate due to an immunity, the opponent instead gains a random indefinite Buff of 0% potency. Max: 10 each. These Buffs include: Fury, Armor Up, Precision, Cruelty, Regeneration, Energize, Pierce, Prowess, Aptitude, and Intensify.
Basic Attacks While the opponent is suffering from a personal Curse effect, Loki has a 30% chance to inflict the opponent with a Stun Passive for 2 seconds.
Finish A Combo With A Light Attack Pause all personal Curse effects for 4 seconds. This timer lasts 36% longer for each Mind Illusion Buff on the opponent.
Heavy Attacks While the opponent is suffering from a personal Curse effect, each hit is a Guaranteed Critical Hit. Additionally, the second hit has a 100% chance to refresh all personal Curse effects.
Special Attack 1 The second hit steals all of the opponent’s Buffs and Passives, granting Loki a matching Buff or Passive of 50% potency for 30 seconds. At the end of this attack, Loki has a 65% chance to refresh all personal Curse effects. This chance increases by a flat 35% against Cosmic Champions.
Special Attack 2 Gain an indefinite Unblockable Passive for the remainder of the attack. This attack gains +53811.65 Attack Rating for each Buff and Passive on Loki and Mind Illusion Buff on the opponent. This attack rating increase is tripled if the opponent is Cursed. If Loki has more Health than his opponent, this attack deals 15% of their max Health as a burst of Energy Damage. This attack bypasses all damage caps if the opponent is Cursed.
Special Attack 3 After this attack, place a Curse Debuff on the opponent for 60 seconds. Cursed opponents take 32.34 Energy Damage and Loki will automatically steal any of their active Buffs and Passives, granting Loki a matching Buff or Passive of 100% potency for 60 seconds. Against Cosmic Champions, all personal Curse effects will instead last indefinitely. This attack can only be used once per fight.
Signature Ability - The God of Mischief Passive The amount of Power generated per second while Loki is below 2 bars of Power is increased by a flat 5%. While the opponent is Cursed: Any Buffs and Passives on Loki are paused, and charging a Heavy Attack will trigger his personal Stun Passive. Stackable Buffs or Passives gained have a 100% chance to trigger twice.
Recommended Masteries/Relics Mystic Dispersion Iron Fist
Synergy Bonuses
The Mischief Gods of Asgard - Unique Synergy (3* or Higher) With Coming Soon Loki: Any stackable Buffs and Debuffs gain double the original potency while the opponent is Cursed. Coming Soon: ???
Asgardian Heroes - Unique Synergy (3* or Higher) With Thor, Heimdall, Odin, Valkyrie, Angela Loki: While Loki has 20 or more active Buffs, he gains an indefinite True Focus Passive, allowing attacks to bypass Miss and Evade. Thor: Armor Break effects last 700% longer. Heimdall, Odin: Gain +100% Attack Rating for each indefinite Buff. Valkyrie: Striking the opponent’s Block pauses her personal Fury Passives for 1 second. Angela: The opponent’s Physical Resistance is reduced by -10% for each Armor Break Debuff on them.
Asgardian Villains - Unique Synergy (3* or Higher) With Hela, Mangog, Gorr Loki: While the opponent is Cursed, Loki’s attacks cannot Glance and ignore 100% of the opponent’s Critical Resistance. Hela: Gain +10% Critical Rating for each personal Fury Buff. Mangog: While Enraged, the burst of Energy Damage dealt during Special Attack 2 is increased by 500%. Gorr: Gain +300% Bleed, Poison, Shock, and Power Burn Resistance and full immunity to the Regen Reduction from Poison.
Family (Health) – Thor Enemies (Critical Hit Rate) – Red Hulk, Thor (Jane Foster) or Hulk Masterminds (Energy Damage) – Magneto or Magneto (Marvel NOW)
Incoming Synergy Changes
Like Old Days With Thor (Ragnarok) Loki (Old Effect): Ascendant Signature Ability is enhanced to provide Power Gain while below 2 bars of Power. Loki (New Effect): Personal Curse effects are unaffected by Ability Accuracy Reduction.
Drag Brunch With Wiccan Loki (Old Effect): Finishing a combo with a light attack pauses Curse for 4 seconds. Loki (New Effect): While the opponent is Cursed, Loki gains an indefinite Grit Passive, causing Unstoppable opponents to react to hits as though they weren’t.
Unending Ambition With Diablo Loki (Old Effect): +35% Curse Debuff duration. Loki (New Effect): Curse Debuffs become Passive and last 50% longer.
Immortal Souls With Hela Loki (Old Effect): While they are Cursed, Loki always counts as having more Health than his Opponent. Loki (New Effect): The opponent gains a random non-stacking indefinite Buff every 4 seconds, as long as they are Cursed. These Buffs include: True Damage, True Accuracy, True Focus, True Sense, Vigilance, Unblockable, Unstoppable, Immortality, Death Immunity, and Undermine. Additionally, Loki always counts as having more Health than his opponent.
Superior Iron Man Rework Concept (Repost due to the old one being a loss.)
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: Plasma, Intensify, Vicious, Pierce, True Focus, Extend, Undermine, Armor Up, Fury, Armor Break, Energy Penetration, Power Efficiency
Strengths and Weaknesses
Strengths - Strong Immunities, Great Survivability
Weaknesses - Nullify, Armor Break
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 Cosmic Iron Man Armor grants him full immunity to all Bleed, Poison, Shock, Neuroshock, Incinerate, Coldsnap, Frostbite, Infuriate, Intimidate, Power Drain, Power Burn, Power Lock, Special Lock, Reversed Controls, and Power Sting effects. Superior Iron Man’s personal Buffs can only have their Ability Accuracy modified by Mystic Champions.
Personal Armor Up Buffs - Max: 30 Unless otherwise stated, Superior Iron Man’s personal Armor Up Buffs increase Armor Rating by +4178.57 and last indefinitely up to 15. Any additional stacks last for 20 seconds. At the start of each fight and when reaching a multiple of 5 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. When preventing an effect due to an immunity, gain two Armor Up Buffs.
Fighting Non-Mystic Champions For each personal Armor Up Buff, gain the following abilities: +250 Physical and Energy Resistance. +750 Critical Rating. +118.42 Critical Damage Rating.
Cosmic Arc Reactor Buffs Unless otherwise stated, Superior Iron Man’s Cosmic Arc Reactor Buffs last for 40 seconds, and are gained based on how many Armor Up effects he has. 5+ Armor Ups: Gain a non-stacking Intensify Buff, increasing the potency of all future Buffs by 100%. 10+ Armor Ups: Gain a non-stacking Extend Buff, extending the duration of all future Buffs by 50%. 15+ Armor Ups: Gain a non-stacking Pierce Buff of 750 potency. 20+ Armor Ups: Gain a non-stacking Vicious Buff, increasing the potency of all Damage Over Time effects by 75%. 25+ Armor Ups Gain a non-stacking True Focus Buff, allowing attacks to bypass Evade and Miss. 30+ Armor Ups: Gain a non-stacking Undermine Buff, granting Unblockable to any hit the opponent Auto-Blocks. When Superior Iron Man would gain a Cosmic Arc Reactor Buff, retrigger all other Cosmic Arc Reactor Buffs from previous thresholds.
Superior Cosmic Protocol - Passive At max stacks of personal Armor Up Buffs, Superior Iron Man activates the Superior Cosmic Protocol for 30 seconds. When entering the Superior Cosmic Protocol, retrigger all Cosmic Arc Reactor Buffs with their durations paused indefinitely. While the Superior Cosmic Protocol is active, gain the following abilities: +10297.5 Attack Rating. Gain an additional +8084 Attack Rating for each personal Armor Up Buff above 15 stacks. Any effect that increases the potency of Armor Ups also increases the potency of these Attack Rating bonuses by the same amount. The opponent suffers an indefinite non-stacking Sunder Passive, setting Critical Resistance to 0. Superior Iron Man gains an indefinite Grit Passive, causing Unstoppable opponents to react to hits as though they weren’t. When the Superior Cosmic Protocol expires, all personal Armor Up Buffs and Cosmic Arc Reactor Buffs are removed.
Special Attacks On hit, inflict a non-stacking Armor Break Debuff, reducing Armor Rating by 2250 per level of Special Attack used for 30 seconds. Superior Cosmic Protocol: Gain a non-stacking Power Efficiency Passive of 15% potency per Cosmic Arc Reactor Buff for 30 seconds.
Special Attack 1 On activation, gain a Fury Buff equal to the number of personal Armor Up Buffs on Superior Iron Man, each increasing Attack Rating by 716 for 30 seconds. Max: 30. Superior Cosmic Protocol: These Fury Buffs last +40 seconds longer.
Special Attack 2 This attack gains +53811.65 Attack Rating for each Cosmic Arc Reactor Buff. On hit, inflict a Plasma Passive, dealing 24876.5 Energy Damage over 15 seconds. These Plasmas gain +50% potency for each Cosmic Arc Reactor Buff. Superior Cosmic Protocol: This attack inflicts an additional Plasma Passive for every 10 personal Armor Up Buffs on Superior Iron Man.
Special Attack 3 Gain personal Armor Up Buffs up to their max. If the Superior Cosmic Protocol is activated during this attack, it starts paused for 15 seconds. Superior Cosmic Protocol: Gain a non-stacking Energy Penetration Passive, allowing attacks to ignore 50% of the opponent’s current Energy Resistance for the duration of the Superior Cosmic Protocol.
Signature Ability - Cosmic Iron Man Armor Model 51 Upgrade Passive Superior Iron Man makes upgrades to his Model 51 Cosmic Iron Man Armor, granting the following abilities: +50% Critical Resistance. Personal Armor Up Buffs last indefinitely up to 30. As long as Superior Iron Man has 15 or more personal Armor Up Buffs, his Special Attacks 1 and 2 are Passively Unblockable.
The Iron Army - Unique Synergy (3* or Higher) With Iron Patriot, War Machine, Silver Centurion, Infamous Iron Man Superior Iron Man: Personal Plasma Passives gain +10% duration for each personal Armor Up Buff. Iron Patriot: When attacking, 50% chance to gain one of his personal Armor Up Buffs. Additionally, gaining an Armor Up grants an indefinite Fury Passive, increasing Attack Rating by 20%. Max: 20. War Machine: Armory Boost effects gain +400% potency. Silver Centurion, Infamous Iron Man: While Lock-On or the Aura of Iron are not active, all Shock, Incinerate, and Plasma effects are paused.
Iron Buddies - Unique Synergy (3* or Higher) With Iron Man (Classic), Iron Man (Infinity War), Hulkbuster, Ironheart Superior Iron Man: When a personal Armor Break Debuff is prevented due to an immunity, inflict a matching Energy Vulnerability Passive instead. Iron Man (Classic): Special Attack 1 inflicts an additional Armor Break Debuff for every 10 personal Armor Up Buffs on Iron Man. Iron Man (Infinity War): The chance to inflict Plasma on Special Attack 3 is no longer decreased. Hulkbuster: Heavy Attacks generate no Power to Shocked opponents. Ironheart: While a personal Armor Up effect is active, also gain full immunity to all Bleed, Poison, Shock, and Rupture effects. Additionally, her personal Tracking Passive also prevents Evade.
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 Change
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 30% for 12 seconds. Superior Iron Man (Old Effect): Double the amount of personal Fury Buffs gained on Special Attack 1.
Thing Rework Concept (I bet this is something that can make him more powerful)
About Thing Benjamin Grimm, also known as “Thing,” served as the pilot on the starship expedition led by Reed Richards. During the voyage, the ship encountered unprecedented levels of radiation, granting the crew extraordinary powers. Ben gained incredible physical strength, and his body was covered in a flexible, rock-like hide. After returning to earth, the team banded together to form the Fantastic Four. It’s clobberin’ time!
Character Class: Science
Abilities: Rock Stacks, Trauma, Daunted, Fury, Weakness, Stun
Strengths and Weaknesses
Strengths - Strong Immunities, Battlegrounds/Alliance War Defense
Weaknesses - Frequent Bleeds, Skill Champions
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active Thing is immune to all Bleed, Shock, Armor Break, Armor Shattered, Nullify, Fate Seal, and Stagger effects. When struck by or Blocking an attack, generate one Rock Stack. On Well-Timed Blocks, generate five Rock Stacks instead of one. When Thing would be inflicted with Bleed, he instead removes three Rock Stacks. Cooldown: 2 seconds. When fighting as a Defender, Thing removes two Rock Stacks when struck by a Critical Hit from a Skill Champion.
Rock Stacks - Passive Rock Stacks last indefinitely up to 15 stacks. Any additional Rock Stacks last for 15 seconds. Rock Stacks are capped at 20. For each Rock Stack, gain +250 Physical and Energy Resistance. When a Rock Stack is removed or expires, Thing gains an indefinite Fury Passive, increasing Attack Rating by +1455. Max: 60.
When Attacked If Thing has 15 or more Rock Stacks, he removes three Rock Stacks to gain a non-stacking Unstoppable Passive for 5 seconds. This Unstoppable Passive will not trigger against Skill Champions. While Unstoppable, Thing gains a 100% potency Inexorable Passive and his Defensive Combat Power Rate is increased by 100%.
All Attacks Unblockable or Unstoppable hits refresh all of Thing’s active personal effects, except Stun Passives. Striking a Stunned opponent locks them in place and Thing generates three Rock Stacks.
Heavy Attacks All hits inflict a non-stacking Trauma Debuff, causing all attacks to deal an additional 70% of the damage recently dealt as a burst of Physical Damage for 8 seconds.
Special Attacks Gain a non-stacking Grit Passive for 8 seconds.
Special Attack 1 On activation, for each Rock Stack, inflict a Daunted Passive, increasing Damage taken during Thing’s Special Attacks by 25% for 8 seconds. If Thing has 15 or more Rock Stacks, he removes all Rock Stacks and this attack is Passively Unblockable. If Thing has 20 Rock Stacks, the final hit inflicts a non-stacking Weakness Debuff, reducing the opponent’s Attack Rating by 90% for 12 seconds.
Special Attack 2 On activation, inflict a Stagger Passive, preventing the opponent from gaining their next Buff for 20 seconds. If Thing has 15 or more Rock Stacks, he removes all Rock Stacks and this attack is Passively Unblockable. If Thing has 20 Rock Stacks, the final hit inflicts a Stun Passive for 8 seconds. This Stun Passive is paused for 1 second each time Thing lands an Unblockable or Unstoppable hit.
Special Attack 3 At the end of this attack, Thing gains an Unstoppable Passive and an Unblockable Passive, both lasting for 20 seconds. If Thing has 15 or more Rock Stacks, he removes all Rock Stacks and gains a non-stacking Fury Passive, increasing Attack Rating by +8084 for 20 seconds. If Thing has 20 Rock Stacks, gain a non-stacking Enhanced Fury Passive, increasing the potency of all Fury effects by 100% for 20 seconds.
Signature Ability - Unbreakable Spirit Passive On Heavy Charge or when inflicted with a Stun effect, Thing gains a non-stacking Protection Passive, reducing all damage taken by 70%, plus an additional 1.5% per Rock Stack for 5 seconds. Cooldown: 20 seconds. Unbreakable Spirit also triggers when the opponent would deal 300% or more of their Attack Rating with any of their Attacks. This trigger ignores the ability cooldown. Unbreakable Spirit will not trigger against Skill Champions.
Recommended Masteries/Relics Double Edge/Liquid Courage Hulk
Synergy Bonuses The Brave and the Boulder – Unique Synergy With Mister Fantastic, Invisible Woman, Human Torch Champions other than Thing: If the Opponent is hit by the first hit of Special Attack 1, gain a Fury Buff for 6 seconds, increasing Attack by 15% of Base Attack. This effect is doubled if all other Champions in this Synergy are present.
Passive Aggressive – Unique Synergy With Human Torch Thing: When Thing is at 20 Rock Stacks, any additional stacks he would gain are immediately converted into Passive Fury effects.
Normally, when Thing is at 20 Rock Stacks, any additional stacks simply replace existing ones. With this synergy, that replacement will also grant Thing a Fury.
Dev Notes
School of Hard Rocks – Unique Synergy With Korg Thing: Fury effects gained from any source are 33% more effective. Korg: Start each fight with 6 additional Rock Shield Charges. Additionally, Crowd Excitement lasts 400% longer.
Worthy Opponent – Unique Synergy With The Champion Thing: Once per fight, when Thing would be struck by a blow that would knock him out, his HP remains at 1, and he gains an Indestructible Passive for 12 seconds. While this Indestructible Passive is active, the opponent fights more aggressively and when Thing is attacked, he gains an indefinite Fury Passive, increasing Attack Rating by 100%. The Champion: When gaining a personal Fury, Precision, or Regeneration Buff from a Special Attack, Persistent Charges are not consumed.
Rivals Lv. 3 With Hulk, Hulk (Ragnarok) All Champions gain +115 Critical Damage Rating
I just lost a fight in arenas that’s honestly insignificant really aside from the fact that it was a fight I 100% should not have lost but did anyway because of Hulk’s stupid utterly broken set of stun debuff abilities. It is no way fair that when I miss once and only once I have to pay for it by spending the entire rest of the fight stun locked because Hulk gets a combo in. It’s stupid, broken, and I want the points I should have gotten from winning the fight. I don’t have to play this game but I’ve spent a lot of my hard earned money playing MCOC and at this point I feel like I have to or else I’ve wasted a few hundred bucks and smashed a working iPhone for nothing. If I fight any hulk and their broken **** comes out the woodwork to beat my entirely stacked champion I’m using against him and I impulsively throw and break my new phone I WILL be contacting the legal dept. for my damages. Please fix hulk or take him out entirely. He’s a walking contradiction anyways. Gamma radiation kills living cells period. He should be a shriveled up husk not a walking nuke.
Gwenpool Rework Concept (Repost because the other one got lost by some error.)
About Gwenpool Through unknown means, the avid comic reader Gwen Poole was transported into the world of the comics she loves so much, with all of her memories of the “real” world intact. Unwilling to remain an extra in her own story, she sets out to make a name for herself and to find a way to pay her internet bill. Maybe she can make some money in this Contest thingy? At least it’ll give her something fun to do!
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active Gwenpool has access to a variety of Cheat Codes she can use from the Pre-Fight Screen. Gwenpool’s read enough comics to know that the main character doesn’t die. This causes her opponent to suffer an indefinite Cowardice Passive during their Special Attacks, reducing Special Attack Damage by 95%. This Cowardice Passive will not trigger against Mutant Champions.
Cheat Codes - Pre-Fight Ability In the Pre-Fight Menu, Gwenpool can activate up to three Cheat Codes. She has unlimited Cheat Codes but can only activate one per fight, and can be used by other #Mercenary Champions. Each Cheat Code grants +8008 Attack Rating. Auto-Targeting: The attacker’s attacks ignore the effects of Evade. I Never Miss: The attacker’s attacks deal Guaranteed Critical Hits and bypass Miss. Bloodletting: The attacker’s personal Bleed effects gain +400% increased duration. Power Buildup: While at or above two bars of Power, gain a Prowess Buff every 2 seconds, increasing Special Attack Damage by 100%. Power Overflow: While at or above 10 Prowess effects, gain an indefinite Unblockable Passive. Biohazard: Inflicting Bleed also inflicts a Poison Debuff, dealing 2162.48 Direct Damage over 30 seconds. Heavy-Hitter: Charging a Heavy Attack grants an Unstoppable Passive for the duration of the attack, and 15 seconds after the attack ends. Legendary Jackpot: The attacker gains full immunity to all Falter, Reversed Controls, and Damage Over Time effects, cannot have their Ability Accuracy modified, and gain the effects of all other Cheat Codes. This Cheat Code counts as 8 Cheat Codes for this Ability. When fighting as a Defender, the Legendary Jackpot Cheat Code is always active.
All Attacks The opponent’s Defensive Ability Accuracy is reduced by 2% per hit in the Combo Meter. Max: 100 Hits. 3% chance per Bleed effect on the opponent to inflict a Stun Passive for 1.5 seconds. 30% chance to inflict a Bleed Debuff, dealing 32.34 Direct Damage over 35 seconds.
Heavy Attacks On Heavy Charge, if the opponent is within striking distance and suffering from one of Gwenpool’s Bleed Debuffs, inflict a Stun Passive for 2 seconds. If the target has no Bleed Debuffs active, the final hit inflicts a Bleed Debuff with the same potency and duration. If the target has one or more Bleed Debuffs active, the final hit converts all Bleed Debuffs into Bleed Passives, each dealing 17244 Direct Damage over 60 seconds.
Special Attacks On activation, gain an 80% potency Fervor Passive for 20 seconds. If Gwenpool has at least one active Cheat Code, gain a non-stacking Fury Passive, increasing Attack Rating by +8084 for 30 seconds. While Gwenpool has this Fury Passive, she gains +1321.43 Critical Damage Rating.
Special Attack 1 The final hit inflicts an Incinerate Passive, dealing 24876.5 Energy Damage over 25 seconds. When this Incinerate would expire, it instead consumes one Bleed effect to refresh its duration. If Gwenpool has at least one active Cheat Code, the final hit inflicts two additional Incinerate Passives.
Special Attack 2 The second hit inflicts a non-stacking Enervate Debuff for 25 seconds. When this Enervate Debuff would expire, it instead consumes one Bleed effect to refresh its duration. If Gwenpool has at least one active Cheat Code, she gains a non-stacking 100% potency Pierce Passive for 30 seconds. While she has this Pierce Passive, she can land Critical Hits and inflict personal effects through the opponent's Block.
Special Attack 3 Inflict a non-stacking Armor Break Debuff, reducing Armor Rating by 9000 for 25 seconds. When this Armor Break Debuff would expire, it instead consumes one Bleed effect to refresh its duration. If Gwenpool has at least one active Cheat Code, she also inflicts a non-stacking Sunder Passive, setting the opponent’s Critical Resistance to 0 and lasting for the duration of the Armor Break Debuff.
Signature Ability - Enhanced Cheat Codes Passive Cheat Codes are enhanced, granting #Mercenary Attackers additional bonuses when one is active. Reduce the opponent’s Indestructible, Unstoppable, Unblockable, Immortality, Death Immunity, and Regeneration effects by 100%. All attacks are Passively Unblockable and ignore all Damage Caps. Gain an indefinite Grit Passive, causing Unstoppable opponents to react to hits as though they weren’t.
Recommended Masteries/Relics Double Edge/Liquid Courage Deep Wounds Winter Soldier Black Widow Valkyrie Black Panther Relic
Synergy Bonuses
Jackpot Winners - Unique Synergy (4* or Higher) With Platinumpool Gwenpool: The Legendary Jackpot Cheat Code also grants an indefinite Reinforce Passive and +90% Armor Rating. Reinforce ensures that incoming attacks cannot be Critical Hits. Platinumpool: When fighting as an Attacker, the Legendary Boost Card is always active.
Masters of Cheat Codes and Prizes - Unique Synergy (4* or Higher) With Arcade Gwenpool: While at least one Cheat Code is active, attacks cannot Glance. Arcade: While at least one Fabulous Prize is active, all personal Damaging Debuffs inflicted are doubled.
Pools, Pools, and more Pools - Unique Synergy (4* or Higher) With Deadpool, Deadpool (X-Force), Goldpool, Platinumpool, Venompool, Massacre Gwenpool: An additional Cheat Code can be selected from the Pre-Fight Screen for each Deadpool Champion on Gwenpool’s team, including herself. Deadpool, Deadpool (X-Force), Platinumpool, Goldpool, Venompool, Massacre: Bleed effects inflicted are doubled.
Mercs of Fortune - Unique Synergy (4* or Higher) With Silver Sable, Absorbing Man, Nebula, Domino Gwenpool: Personal effects gain +80% duration for each #Mercenary Champion on Gwenpool’s team, including herself. Silver Sable: Detonating a Sable Mine also inflicts a non-stacking Taunt Passive, reducing the opponent’s Attack Rating by 40% and increasing their chance to launch a Special Attack by 90% for 30 seconds. Absorbing Man: Intercepting the opponent with a Medium Attack pauses his current Omni-Morph Form for 15 seconds. Nebula: Performing a Well-Timed Block consumes half of Nebula’s Amp Charges. Domino: Activating Special Attack 1 refreshes the duration of Lucky and Unlucky Passives and pauses them for 20 seconds.
Howard the Duck – Friends – (+6% Armor) Spider-Man (Miles Morales) – Teammates – (+5% Perfect Block Chance) Deadpool or Deadpool (X-Force) – Idol – (+4% Attack and Health) Thor (Jane Foster) – Enemy – (+7% Critical Hit Rate)
Incoming Synergy Changes
Chair Larceny With M.O.D.O.K. Gwenpool (Old Effect): +10% Bleed duration. Gwenpool (New Effect): Inflicting a Bleed effect refreshes all other Bleed effects on the opponent.
Fourth Wall Crawler With Spider-Ham Gwenpool (Old Effect): Gain Vigilance while the opponent is Bleeding, making attacks unable to Miss. Gwenpool (New Effect): When preventing a Miss effect, pause all personal Bleed Debuffs for 2 seconds.
Get in the Pool With Massacre Gwenpool (Old Effect): Incinerate Debuffs have their Durations increased by 25%. Gwenpool (New Effect): Personal Incinerate Passives last 20% longer.
I believe that Magneto should autoblock bullets and perhaps other metal projectiles. Perhaps a buff of his could be to occasionally block swords, as well.
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.
There are some good ideas in here but this is waasaaaay too strong. Stealing all of the health the opponent would gain during his sp1 is absurdly strong, his damage has been increased 10 fold without much skill required to access it, and pretty much every single one of the master plan effects are obscenely over powered.
The ideas are solid but the numbers are way too strong and the amount of utility he gets whilst also having what appears to be some of the best survivability and damage in the science class of not the game as a whole is just just too unbalanced
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.
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.
So he's just aegon with about 30 times more utility and Damage
Comments
Iron Fist
Passive
Iron Fist has conditioned his body to peak endurance granting him immunity to armor break and shatter effects and any abilities that would bypass his physical, energy, or critical resistance suffer -100% potencyIron Fist has mastered his emotions, infuriate and intimidate effects suffer -100% potency
Iron fist is not afraid to fight otherworldly beings, Indestructible, Unstoppable, Unblockable, Immorality, Death Immunity, pierce, and regeneration buffs suffer -90% duration
Iron Fist Cannot glance unless he is inflicted with an unsteady effect
Iron Fist starts the fight fight with an indefinite Grit passive
Rebel's notes
Iron fist's immunities are designed to be relevant in the mystic meta while making him a tanky defender and countering Herc and Hulkling
Chi Energy
Iron Fist Gains Chi Energy through the fight Max 400As a defender or battlegrounds attacker iron fist starts with 100 chi energy
Iron Fist does not benefit from the mystic dispersion mastery instead 5 chi energy when a buff expires
Iron Fist Does Not Gain chi energy while suffering from an enervate effect and his chi energy gain is reduced by 50% while suffering from a suppression, exhaustion, or unsteady effect
Iron Fist Gains 10 Chi Energy When he is immune to an armor break or shatter, when iron fist intercepts the opponents dash or when the opponent gains a buff (cool down 2 seconds)
He gains 20 chi energy each time he activates a special per level of special used
When Iron Fist Gains a chi energy he gains 0.7% a bar of power
Iron Fist gains the following benefits per chi energy
+5 Critical rating and critical damage rating
+20 Physical and energy resist
-0.5 opponent ability power rate maximum 110%
-2% opponent buff and debuff ability accuracy when hitting into iron fists block
-0.5 opponent buff potency (max 100%)
Rebel's Notes
Now this is a lot to take in this is iron fist's main mechanic here's the simplified version
Iron fist gains charges when his opponents gain buffs when his immunities protect him, or when he intercepts, as he gains charges he opponent's buffs will be weaker and they will gain less power (like Chavez) and their abilities through block will have less of a chance to trigger
His Chi can be reduced or even prevented with the right debuffs
Basic attacks
Iron Fists attacks have a 100% chance (reduced by 20% per buff on the opponent) to inflict a 6 seconds placebo buffRebel's Notes
Not much going on here just gives iron fist a chance to ramp up against champions that gain a lot of buffs without making him overpowered against high buff gainers
Heavy Attacks
After using a non combo ending attack iron fist can charge his heavy attack and the opponent while be passively stunned for 0.90 seconds.If the opponent is immune to stun or as a defender iron fist gains and unstoppable passive for 5 seconds Cool down 10 seconds
This attack is a guaranteed critical hit
This attack consumes all chi energy to do 625 energy damage per chi energy (Damage based on a r4 6 star)
Rebel's Notes
This is where iron fist's damage comes from once you feel like you have ramped up enough rip out your heavy and BOOM K.O but be careful if you don't k.o you will use all your utility
When Attacked
Iron Fist has a 0.4% chance to glance per chi chargeSpecial One
Gain A True Strike Passive for 14 seconds that is paused until the animation endsFor Each hit that that is blocked or is whiffed iron fist gains 10 chi energy (this is negated if the opponent dodges with dexterity or dexterity substitute or performs a well timed block)
If iron fist gains 20+ chi energy through this way he activates his unstoppable passive for 8 seconds
Rebel's Notes
This Special is a dual threat it provides utility for iron fist through the true strike but is defensively annoying with the chi energy and unstoppable gain it can be avoided by dexing or parrying
Special 2
All Attacks and are guaranteed critical hitsEach hit power steals 10% max power from the opponent wether the hit lands or not
Rebel's notes
This special is a good way to give you chi ramp
Special 3
After this attack Iron Fist gains a chi focus passive for 20 seconds doubling chi energy gainRebel's Notes
This is a good option for longer fight ramp up
Chi Meditation (Signature Ability)
While holding block iron fist consumes 10 charges per second to regenerate 0.5 max health per second he also gains 230-420 critical damage rating on his guaranteed critical hitsRebel's Notes
All that's needed for the sustainability is sig 1 the extra sig is just for a little damage increase
Recommend masteries
Precision
Cruelty
Mystic Dispersion
Recommended Relic
Iron Fist
Juggernaut
Thor
Abilities: Shock, Odinson Undermine, Glancing, Aptitude, Energize, Power GainPassive
Being The God of Thunder and Lightning Thor is immune to Shock, Power Drain, Power Burn, Power Lock, and Special Lock and all of Thor's buffs have 400% ability accuracyThor Starts the Fight with an indefinite Fury buff granting increasing attack rating by 4300 an indefinite armor up buff increasing armor rating by 2800 and an indefinite aptitude buff of 15% potency (Stats based on a r5 6 star)
Whenever Thor's personal immunities trigger he gains an indefinite energize buff of 7% potency max 5 potency is doubled as a defender
When ever Thor has his power stolen he loses all energize buffs
Rebel's Notes
Thor comes with your standard cosmic immunities for the annoying tech defenders he also has extra buff ability accuracy. His starting buffs are based off of Odin and Angela. He can ramp up faster when he is immune to an effect on with his energizes but this can be disabled by power steal
Odinson
Whenever Thor activates a special attack he gains an indefinite Odinson buff. It can not be prevented due to stagger fateseal or neutralize. It will not activate if Thor is suffering from a hinder, atrophy, or inaptitude effect.This buff does nothing but Thor can exchange it for certain buffs
End Combo with a medium attack-Gain an undermine buff for 20 seconds this buff is paused while striking the opponent
End Combo With a Light- Gain a Vigilance buff for 20 seconds that is paused while striking the opponent
Heavy Attack Gain a pierce buff increasing block and armor penetration by 900 for 20 seconds that is paused while striking the opponent
If Thor is Struck gain a glancing buff for 10 seconds that is paused while being struck
Rebel's Notes
The Odinson buff is Thor's Key utility Thor can exchange the buff for either buff he needs wether to stop auto block or miss
Thor can also gain glancing, this is more of a defensive ability but can be a nice safety net if you slip up. When fighting Thor Atrophy, hinder and inaptitude are your best friends
On Well Timed Blocks
Thor gains one of his personal energize buffsHeavy Attacks
Thor inflicts an armor break passive for 10 seconds reducing armor rating by 500 and removing an armor up max 5Special Attacks
Gain an unblockable passive for the duration of the special attack unless inflicted with an atrophy, inaptitude, or hinder effectIf the special attack breaks the opponents block they are passively stunned for 3 seconds
Special 1
Convert all of Thor's personal Energizes into passive shocks dealing 1000 energy damage over 5 seconds max 10 these shocks are paused while the opponent is suffering from one of Thor's personal stun passivesAt the end of the special attack Thor gains a power gain buff granting 100% of a bar of power over 5 seconds cooldown 20 seconds
Rebel's Notes
This is Thor's main source of damage
You'll want to build your 5 energizes and launch the sp1 even better into the block so you'll get more damage
The power gain will help you cycle even more shocks
Special 2
Gain Another of Thor's personal Fury buffs for 20 seconds that starts paused until the special ends if the attack breaks the opponents block deal 120% of Thor's current attack rating a energy damageRebel's Notes
This is Thor's shock immune rotation
Just use the special 2 into block or you can use the fury for the sp1 rotation
Special 3
Refresh all Odinforce buffs and pause them indefinitelyRebel's Notes this is to lock in your utility if necessary
God Of Thunder (Signature Ability)
While Odinson is active Thor gains the following indefinite buffsVigor increasing Fury Potency by 10%-40%
Fortitude increasing armor up potency by 10%-40%
Rebel's notes
If you don't need the utility you can use this to increase attack rating and durability
Recommended Relic
Thor
Green Goblin
Abilities: Cunning, Madness, Poison, Incinerate, Power Drain, Cowardice, Heal Block, SuppressionPassive
The Goblin Formula Provides Immunity to Poison, Incinerate and Shock and his regeneration rate cannot be modified and against mutants gain immunity to neuroshock, daunted and ability accuracy modificationRebel's Notes
This triple immunity is very rare and should be helpful on hazard shift nodes and his regen rate will always be the same
And against mutants he's at his strongest
Cunning And Madness
Green Goblin has cunning and madness each granting certain effectsas an attacker these modes are indefinite but as a defender they switch every 10 seconds
At the start of the fight Green Goblin activates madness
As an attacker goblin switches modes with his 4th light attack when goblin switches modes he refreshes his pumpkin bomb debuffs
Madness Grants 2378 attack rating (based on 6 star r5)
Cunning Grants +600 physical and energy resist (based on r5 6 star)
Against Spider Verse Heroes the effects are doubled
Rebel's Notes
Cycling through madness and cunning is Goblins bread, Madness is the offensive mode and cunning is defensive
Bag Of Tricks Pre Fight Screen
Green Goblin has his bag of tricks pre fight screen where he can select up to 3 pumpkin bomb ingredients for his pumpkin bombThe Pumpkin Bomb debuffs are as follows
Heal Block
Suppression (20% potency)
Tracking
Cowardice (20% potency)
Decelerate (33% potency)
Disorient (10% Potency)
Taunt (20% special chance -5% attack rating)
Torment (10% potency)
Rebel's Notes
If Cunning and Madness are Goblin's Bread Pumpkin bomb debuffs are his butter you can select 3 of these ingredients for the fight depending on the utility you need making him very flexible.
Pumpkin Bomb
Green Goblins uses his pumpkin bomb on the last Hit of special 1 and 2 and in his special 3Inflict the selected pumpkin bomb debuffs for 13 seconds max 3 of each debuff
Inflict a poison debuff Dealing 6500 direct damage over 7 seconds (based on r5 6 star)
Landing a second medium attack paused pumpkin bomb debuffs for 7 seconds
Rebel's Notes
This is how you get the pumpkin bomb debuffs rolling
Heavy Attacks
Last hit inflicts an incinerate dealing 4000 energy damage over 7 seconds (based on a r5 6 star)Special 1
The last hit is a pumpkin bombIf in Madness all hits are passively unblockable and the beam hits power drain 10% of the the opponents current power and deal a burst of 900 energy damage per pumpkin bomb debuff (r5 6 star)
If In Cunning gain a regeneration passive regenerating 20% of missing health over 7 seconds and gain an auto block passive for 7 seconds after the special attack this auto block can trigger parry
Rebel's notes
This is the special you want to use for offense and the special you want to avoid when fighting him
Special 2
The 2nd hit inflicts an incinerate debuff dealing 5300 energy damage over 7 seconds (r5 6 star)
If in madness invalidate all prowess
If in cunning gain a 40% potency energize passive for 7 seconds
Special 3
2 hits are pumpkin bomb debuffsRebel's notes
This is a good way to ramp up
Advanced Oscorp Weaponry (Signature Ability)
Green Goblin gains a power efficiency passive of 5%-40% potency and his and madness effects can trigger through blockRebel's notes
Nice way to keep the loop going and add tricky stuff on defense
Recommended mastery
Liquid Courage
Recommended Relics
Green Goblin
Vision
Sentinel
Cyclops (Blue)
Abilities: Prowess, Overload, Precision, Energy Vulnerability, Unblockable, EnergizePassive
Being the master of energy Cyclops is immune to Energy Vulnerability and energy penetration, and Shock, Incinerate, Plasma, and neuroshock effects suffer -150% potency and +4700 energy resistance (based on r5 6star)The Stun from the parry mastery is passive
Cyclops Starts the fight with an indefinite energize passive of 60% potency the potency is decreased by 20% per bar of power
Rebel's Notes
This is a lot to take in but Cyclops reduces the potency of most dot effects and his energy resistance is high and cannot be reduced by energy vulnerability or penetration
The energize is a callback to his original kit
Basic Attacks
Ending A Combo with a medium grants a precision passive granting +400 critical rating max 5 when he gains one is this manner refresh all existing precisionsEnding a combo with the 4th light refreshes all energy vulnerability passives
Rebel's notes
This will help Cyclops damage ramp up
Heavy Attack
ANIMATION CHANGE-Change to something like the destroyer'sEach hit inflicts a non stacking sunder passive and slow passive for 12 seconds
Rebel's notes
This helps you get the most out of your precisions
And ignore unstoppable
Prowess
Cyclops's prowess's increase special damage by 15%Cyclops cannot gain prowess while power locked or suppressed he loses all prowess if power drained
Either champions Well Timed Blocks grant cyclops 5 prowess
When cyclops is struck he gains 1 prowess
Cyclops gains benefits certain benefits in his specials based on his prowess count
5+ special cannot miss or me evaded
10+ specials are unblockable unless the opponent has an armor up effect
20+ specials cannot be avoided with dexterity
After a special ends cyclops consume 30% of his prowess (rounded up) per level of special used
Rebel's notes
I know that most of you will hate me for making unblockable undodgeable specials but you can control his prowess or if you have an armor up you can block the specials offensively use prowess as your main damage source
All Specials
Inflict an overload passive of 150% potency for the specialSpecial 1
ANIMATION CHANGE cyclops uses 3 beams to hit the opponent the 1st are 1 hit each the 3rd are two hits the timing is similar to Viv's special 1Each hit inflicts an energy vulnerability reducing energy resistance by 400 each max 8
Rebel's Notes
This is a good way to ramp your damage
Special 2
ANIMATION CHANGE-Cyclops shoots a quick beam and then sweeps the area with a big blast 4 hits like purgatory's specialIncrease prowess potency by 50% for the special attack
Rebel's notes this is the big damage pay off
Special 3
At the end of this attack cyclops gains a 50% potency power efficiency passive for 30 secondsWhile this power efficiency is active cyclops energize penalty is removed and specials do not consume prowess however cyclops cannot gain power from any mutant power boost
This is the long fight rotation
(X-Gene Mastery Signature Ability)
Cyclops Masters his energy reducing his opponent's combat power rate by 0.1%-1% per hit in either champions combo meter max 50%
Just some more utility
Recommend Mastery
Precision
Cruelty
Recoil
Recommended Relic
Storm
About Taskmaster
Tony Masters was a S.H.I.E.L.D. agent exposed to an experimental variant of the Super-Soldier Serum, called the Mnemonic Primer. It grants him the ability to duplicate any movement he sees, but at a cost. The huge amount of information his brain records, causes it to overwrite his own memories, replacing what little remains of his original self. Now known as Taskmaster he offers his skills to the highest bidder as a mercenary and combat trainer.
Character Class: Skill
Abilities: Exploit Weakness, Bleed, Armor Break, Fury
Strengths and Weaknesses
Strengths - Debuffs, True Accuracy, Concussion
Weaknesses - Debuff Immunity, Hard-To-Avoid Special Attacks, Mutant Champions
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active
Unless otherwise stated, Taskmaster’s personal Concussion Debuffs last for 12 seconds and reduce the opponent’s Ability Accuracy by 20%. Max: 5.
When Taskmaster has inflicted at least 5 Concussion Debuffs, he converts them into a single non-stacking Concussion Passive that reduces the opponent’s Ability Accuracy by 100% for 35 seconds. This Concussion Passive counts as 5 Debuffs for Taskmaster’s personal abilities, and while it's active, Taskmaster cannot inflict additional Concussion Debuffs.
The opponent suffers -200% Purify Ability Accuracy.
Personal Debuffs
As an Attacker, Taskmaster’s personal Debuffs gain +50% increased duration.
As a Defender, Taskmaster’s personal Debuffs can trigger through the opponent’s Block.
Photographic Reflexes - Passive
Each Unique attack the opponent attempts, even through Block, decreases their Offensive Ability Accuracy by 10%, while increasing Taskmaster’s Perfect Block Chance by the same amount.
Each Unique attack Taskmaster makes, even through Block, decreases the opponent’s Defensive Ability by 10%.
If Taskmaster is struck by a Special Attack or a Mutant Champion, both of these abilities’ effects are reset.
Exploit Weakness - Passive
Taskmaster spots a weakness in the last attack his opponent performed, which can be exploited by striking his opponent or their Block with that same attack within 10 seconds.
When successfully exploiting a weakness, Taskmaster deals 17244 Direct Damage to the opponent.
An attack that triggers Exploit Weakness grants Taskmaster a True Accuracy Passive for 15 seconds and places a Concussion Debuff on the opponent.
After Exploit Weakness is triggered, it goes on cooldown for 8 seconds.
Learn The Foe - Passive
Each time a Debuff is placed on Taskmaster, all future Debuffs on him have their potency reduced by 10%.
If the Debuff potency reduction reaches 100%, Taskmaster gains an indefinite Debuff Immunity Passive for the remainder of the fight.
Heavy Attacks
On Heavy Charge, if Taskmaster has triggered Exploit Weakness in the last 2 seconds or his current Exploit Weakness target is a Heavy Attack, the opponent is inflicted with a 100% Falter Passive for 2 seconds.
The second hit removes the Exploit Weakness cooldown timer and sets its target.
Special Attacks
On activation, gain a Fury Passive equal to the number of Debuffs on the opponent, each increasing Attack Rating by +1178.1 for 30 seconds.
Each hit gains +250 Critical Rating for every Debuff on the opponent.
Special Attack 1
On activation, inflict a non-stacking Sunder Debuff, setting the opponent’s Critical Resistance to 0 for 20 seconds.
The final three hits inflict a Bleed Debuff, dealing 2352.35 Direct Damage over 6 seconds. The potency of these Bleed Debuffs are increased by 10% for every Debuff on the opponent. Max: 100%.
If any of these Bleed Debuffs are prevented by an immunity, inflict a matching Degeneration Debuff instead.
Special Attack 2
On activation, inflict a non-stacking Slow Debuff for 40 seconds. While this Slow is active, Taskmaster cannot Miss.
All hits inflict an Armor Break Debuff, reducing Armor Rating by 750 for 12 seconds. The potency of these Armor Break Debuffs are increased by 10% for every Buff on the opponent. Max: 100%.
If any of these Armor Break Debuffs are prevented by an immunity, inflict a matching Physical Vulnerability Debuff instead.
Special Attack 3
At the end of this attack, inflict 50% potency Tranquilize, Ineptitude, Suppression, Taunt, Petrify, Cowardice, Fatigue, Exhaustion, Trauma, and Weakness Debuffs for 60 seconds.
If there is an active Exploit Weakness target, it is automatically triggered, with its damage increased by 500%.
Inflict a Bleed Debuff, dealing 24876.5 Direct Damage over 12 seconds. The potency of this Bleed Debuff is increased by 10% for every Debuff on the opponent. Max: 100%.
If this Bleed Debuff is prevented by an immunity, inflict a matching Degeneration Debuff instead.
Inflict an Armor Break Debuff, reducing Armor Rating by 1840.91 for 24 seconds. The potency of this Armor Break Debuff is increased by 10% for every Buff on the opponent. Max: 100%.
If this Armor Break Debuff is prevented by an immunity, inflict a matching Physical Vulnerability Debuff instead.
Signature Ability - Intuitive Pattern Recognition
Passive
Personal Concussion Debuffs last 2 seconds longer.
Additionally, while the opponent has at least three active Debuffs, Taskmaster reduces the opponent’s Defensive Ability Accuracy by 200%.
Recommended Masteries
Resonate
Despair/Inequity
Synergy Bonuses
Mostly Average Joes – Unique
With Hawkeye
Taskmaster: If Taskmaster’s Exploit Weakness target was a Special Attack, he gains an indefinite Unblockable Passive during Special Attacks 1 and 2.
Hawkeye: Each Successful Release triggered since the last time Special 3 was activated increases duration of Bleeds by an additional 20%.
Thunderbolts – Unique
With Winter Soldier
Taskmaster: Current Exploit Weakness target Attack has a 50% chance to grant Taskmaster an Unblockable Passive for 3 seconds.
Winter Soldier: EMP Upgrade also increases Power Drain chance by a flat 15%.
Termination Contract – Unique
With Moon Knight
Taskmaster: While his current Exploit Weakness target is active, Taskmaster has a 75% chance to Evade incoming attacks. This Evade will not trigger during a Well-Timed Block.
Moon Knight: Increase the Ability Accuracy of all Moon Phase effects by a flat 75%.
Professors in Crime – Unique
With Crossbones
Taskmaster: Whenever Taskmaster triggers Exploit Weakness, he instantly gains 12% of a bar of Power.
Crossbones: Gain 2 additional Fury Buffs when entering Overrun.
Incoming Synergy Changes
Metallic Affinity
With Magneto (House of X)
Taskmaster (Old Effect): Exploit Weakness attacks deal +40% damage.
Taskmaster (New Effect): Increase the potency of Exploit Weakness attacks by 50%.
No Sword Left Behind
With Rintrah
Taskmaster (Old Effect): Increase the duration of Exploit Weakness Passive by 5 seconds.
Taskmaster (Old Effect): Exploit Weakness Passives gain +20 seconds duration against Science Champions.
Remember Me
With Black Widow (Deadly Origin)
Taskmaster (Old Effect): Each time he exploits a Weakness, Taskmaster has a 30% chance to inflict a Sabotage Debuff, reducing Defensive Ability Accuracy by 20% for 10 seconds and dealing 10% of Attack as Direct Damage when abilities fail to trigger.
Taskmaster (New Effect): Exploiting a Weakness also inflicts a non-stacking Sabotage Debuff, reducing the opponent’s Defensive Ability Accuracy by 100% for 20 seconds and dealing 400% of Taskmaster’s Attack Rating as Direct Damage whenever their Defensive Abilities fail to trigger.
About Hela
A creature from a primordial and sinister era of the universe, Hela’s power is unlike anything else in the Nine Realms. Armed with the ability to unleash unlimited weapons in astounding and deadly ways, Hela seeks vengeance against those who imprisoned her eons ago, ushering in a new era of cold brutality for Asgard and the universe at large.
Character Class: Cosmic
Abilities: Fury, Trauma, Armor Break, Physical Resistance, Physical Vulnerability, Indestructible, Root
Strengths and Weaknesses
Strengths - Buff Stacking, Great for Questing
Weaknesses - Neutralize, Energy Damage
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active
The opponent’s Nullify, Fate Seal, and Stagger effects suffer -100% Ability Accuracy.
As an Attacker, Hela gains +50% Buff duration for each fight she wins.
Unless otherwise stated, Hela’s personal Fury Buffs increase her Attack Rating by +1455 and last for 8 seconds, but are paused as long as she has Spirits.
Spirits of the Dead - Passive
Hela controls the Spirits of the Dead, using them to power her Fury Buffs, pausing them indefinitely as long as she has Spirits.
Each Fury Buff active on Hela drains her Spirits over time, but each strike of her summoned swords empowers them.
If Hela’s Spirits are exhausted, her Fury Buffs expire one at a time.
Tough as Hel - Physical Resistance Buff
Hela cannot take more than 5% of her max Health in a single hit. If this Damage Cap is hit, she gains a non-stacking indefinite Physical Resistance Buff, increasing Physical Resistance by 750.
When this Physical Resistance Buff would trigger multiple times, she instead increases its potency by 100%.
Goddess of Death - Indestructible Buff
Once per fight, when Hela would be knocked out, she gains an Indestructible Buff for 8 seconds. This Indestructible Buff does not trigger while Hela is suffering from Neutralize.
Heavy Attacks
While charging her Heavy Attacks, Hela gains Fury Buffs over time. Additionally, Heavy charging can be held for an extended duration.
The opponent suffers an indefinite Root Passive until Hela stops Heavy charging.
Special Attack 1
On activation, gain a Fury Buff with the same potency and duration.
Special Attack 2
The final hit inflicts an Armor Break Debuff, reducing the opponent’s Armor Rating by 2250 per active Fury Buff for 20 seconds. If this Armor Break Debuff fails to apply due to an immunity, inflict a matching Physical Vulnerability Debuff instead.
Special Attack 3
Inflict a Trauma Debuff, causing all attacks to deal an additional 30% of the damage recently dealt as a burst of Physical Damage for 60 seconds. Inflict an additional Trauma Debuff for each Fury Buff on Hela. Max: 5.
This attack deals 7% of the opponent’s max Health in Direct Damage for each active Fury Buff on Hela. Max: 10 Fury Buffs.
This attack deals Passive True Damage and ignores all Damage Caps.
Signature Ability - The Goddess of Asgard
Passive
While charging a Heavy Attack, Hela builds up Fury Buffs twice as fast.
For each Fury Buff on Hela, she gains +10% Block and Armor Penetration.
At the start of the fight, for each Champion on Hela’s team that is knocked out grants her 40 Spirit Charges.
Recommended Masteries/Relics
Extended/Enhanced Fury
Gamora
Thor
Synergy Bonuses
Family of Asgard - Unique Synergy (3* or Higher)
With Thor, Odin, Loki, Angela
Hela: While Hela has at least one active Fury Buff, her attacks cannot Glance and ignore 100% of the opponent’s Critical Resistance.
Thor: Basic Attacks have a 50% chance to inflict an Armor Break Debuff, reducing Armor Rating by 10% for 40 seconds. Max: 10.
Odin: All-Father Odin’s Vault Cross-Fight Buffs gain +400% potency.
Loki: The second hit of Special Attack 2 deals an additional 5% of the opponent’s max health as Energy Damage for each Buff on Loki.
Angela: Huntress Buffs are unaffected by Ability Accuracy Reduction.
Loki or Thor (Ragnarok) – Immortal Souls – Unique Synergy
Hela: Increase the potency of personal Fury Buffs by 200%.
Loki: The opponent gains a random non-stacking indefinite Buff every 4 seconds, as long as they are Cursed. These Buffs include: True Damage, True Accuracy, True Focus, True Sense, Vigilance, Unblockable, Unstoppable, Immortality, Death Immunity, and Undermine. Additionally, Loki always counts as having more Health than his opponent.
Thor (Ragnarok): Gains +100% Perfect Block Chance when Auto-blocking.
Angela – Queen of Hel – Unique Synergy
Champions have a 20% chance to instantly regain 20% of their HP just before they’re knocked out. This chance increases by 20% for each Champion on their team currently knocked out.
Dormammu or Mephisto – Hell Lords – Unique Synergy
Hela: Start each fight with one bar of Power.
Dormammu: Increase any Health gains while his Imbued Dimensional Link is active by 25%.
Mephisto: Regain the first Soul spent to trigger his Soul Imprisonment each fight.
Incoming Synergy Changes
Warmonger
With Odin
Hela (Old Effect): While charging her Heavy Attack, Hela gains twice as many Fury Buffs.
Hela (New Effect): Increase the potency of personal Armor Break and Physical Vulnerability Debuffs by 100%.
Odinsons and Odinsdottirs
With Odin
Hela (Old Effect): Gain +5% Buff duration for each fight the team has won.
Hela (New Effect): Start each fight with her personal Fury Buffs equal to the number of fights she has won.
About Loki
I know what they say. The son of a Frost Giant. They also called me the god of mischief, but that lacks a certain…imagination. Don’t you think? Look at my adoptive family, my father Odin and my brother Thor are so dull, monotonous. Am I good? Evil? Noble? Nonsense. Call me not mischievous – I merely see the world not as it is, but how it could be. Call me a visionary. Call me Loki.
Character Class: Mystic
Abilities: Curse, Buff Steal, Fury, Mind Illusion, Stun
Strengths and Weaknesses
Strengths - Passive Nullification, Nullify Immunity Punishment, Ability to bypass opponent Damage Caps
Weaknesses - Opponents with no Buffs, Coldsnap Immunity
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active
Each time Loki fails to Nullify the opponent’s Buffs or Passives for any reason, he gains an indefinite Fury Passive, increasing Attack Rating by +785.4 for the remainder of the fight. Max: 20. This cannot be affected by Ability Accuracy Reduction.
Loki’s enhanced Mind Tricks and Illusions grant him full immunity to Reversed Controls, as well as reducing the potency of Passive Damage effects by 300%.
Loki is immune to all Incinerate, Nova Flame, Coldsnap, Frostbite, and Degeneration effects, thanks to the Frost Giant’s assistance.
Loki’s Combat Power Rate is reduced by 25%, but he generates 7% of a bar of Power per second as long as he is below 2 bars of Power.
Mind Illusion Buffs - Max: 25
Unless otherwise stated, Mind Illusion Buffs on the opponent last indefinitely and have no effect.
When landing a Light or Medium attack, 25% chance to place one Mind Illusion Buff on the opponent. This chance is doubled if the opponent is suffering from a personal Curse effect.
When a non-Mind Illusion Buff is gained or expires on the opponent, Loki has a 100% chance to place two Mind Illusion Buffs on them.
When Loki prevents an effect due to an immunity, he has a 100% chance to place three Mind Illusion Buffs on the opponent.
Mind Illusion Buffs are immune to all Nullify, Fate Seal, Stagger, Neutralize, and Buff Steal effects.
All Attacks
100% chance to Nullify all Mind Illusion Buffs on the opponent. If this ability fails to activate due to an immunity, the opponent instead gains a random indefinite Buff of 0% potency. Max: 10 each. These Buffs include: Fury, Armor Up, Precision, Cruelty, Regeneration, Energize, Pierce, Prowess, Aptitude, and Intensify.
Basic Attacks
While the opponent is suffering from a personal Curse effect, Loki has a 30% chance to inflict the opponent with a Stun Passive for 2 seconds.
Finish A Combo With A Light Attack
Pause all personal Curse effects for 4 seconds. This timer lasts 36% longer for each Mind Illusion Buff on the opponent.
Heavy Attacks
While the opponent is suffering from a personal Curse effect, each hit is a Guaranteed Critical Hit. Additionally, the second hit has a 100% chance to refresh all personal Curse effects.
Special Attack 1
The second hit steals all of the opponent’s Buffs and Passives, granting Loki a matching Buff or Passive of 50% potency for 30 seconds.
At the end of this attack, Loki has a 65% chance to refresh all personal Curse effects. This chance increases by a flat 35% against Cosmic Champions.
Special Attack 2
Gain an indefinite Unblockable Passive for the remainder of the attack.
This attack gains +53811.65 Attack Rating for each Buff and Passive on Loki and Mind Illusion Buff on the opponent. This attack rating increase is tripled if the opponent is Cursed.
If Loki has more Health than his opponent, this attack deals 15% of their max Health as a burst of Energy Damage.
This attack bypasses all damage caps if the opponent is Cursed.
Special Attack 3
After this attack, place a Curse Debuff on the opponent for 60 seconds. Cursed opponents take 32.34 Energy Damage and Loki will automatically steal any of their active Buffs and Passives, granting Loki a matching Buff or Passive of 100% potency for 60 seconds. Against Cosmic Champions, all personal Curse effects will instead last indefinitely.
This attack can only be used once per fight.
Signature Ability - The God of Mischief
Passive
The amount of Power generated per second while Loki is below 2 bars of Power is increased by a flat 5%.
While the opponent is Cursed: Any Buffs and Passives on Loki are paused, and charging a Heavy Attack will trigger his personal Stun Passive.
Stackable Buffs or Passives gained have a 100% chance to trigger twice.
Recommended Masteries/Relics
Mystic Dispersion
Iron Fist
Synergy Bonuses
The Mischief Gods of Asgard - Unique Synergy (3* or Higher)
With Coming Soon
Loki: Any stackable Buffs and Debuffs gain double the original potency while the opponent is Cursed.
Coming Soon: ???
Asgardian Heroes - Unique Synergy (3* or Higher)
With Thor, Heimdall, Odin, Valkyrie, Angela
Loki: While Loki has 20 or more active Buffs, he gains an indefinite True Focus Passive, allowing attacks to bypass Miss and Evade.
Thor: Armor Break effects last 700% longer.
Heimdall, Odin: Gain +100% Attack Rating for each indefinite Buff.
Valkyrie: Striking the opponent’s Block pauses her personal Fury Passives for 1 second.
Angela: The opponent’s Physical Resistance is reduced by -10% for each Armor Break Debuff on them.
Asgardian Villains - Unique Synergy (3* or Higher)
With Hela, Mangog, Gorr
Loki: While the opponent is Cursed, Loki’s attacks cannot Glance and ignore 100% of the opponent’s Critical Resistance.
Hela: Gain +10% Critical Rating for each personal Fury Buff.
Mangog: While Enraged, the burst of Energy Damage dealt during Special Attack 2 is increased by 500%.
Gorr: Gain +300% Bleed, Poison, Shock, and Power Burn Resistance and full immunity to the Regen Reduction from Poison.
Family (Health) – Thor
Enemies (Critical Hit Rate) – Red Hulk, Thor (Jane Foster) or Hulk
Masterminds (Energy Damage) – Magneto or Magneto (Marvel NOW)
Incoming Synergy Changes
Like Old Days
With Thor (Ragnarok)
Loki (Old Effect): Ascendant Signature Ability is enhanced to provide Power Gain while below 2 bars of Power.
Loki (New Effect): Personal Curse effects are unaffected by Ability Accuracy Reduction.
Drag Brunch
With Wiccan
Loki (Old Effect): Finishing a combo with a light attack pauses Curse for 4 seconds.
Loki (New Effect): While the opponent is Cursed, Loki gains an indefinite Grit Passive, causing Unstoppable opponents to react to hits as though they weren’t.
Unending Ambition
With Diablo
Loki (Old Effect): +35% Curse Debuff duration.
Loki (New Effect): Curse Debuffs become Passive and last 50% longer.
Immortal Souls
With Hela
Loki (Old Effect): While they are Cursed, Loki always counts as having more Health than his Opponent.
Loki (New Effect): The opponent gains a random non-stacking indefinite Buff every 4 seconds, as long as they are Cursed. These Buffs include: True Damage, True Accuracy, True Focus, True Sense, Vigilance, Unblockable, Unstoppable, Immortality, Death Immunity, and Undermine. Additionally, Loki always counts as having more Health than his opponent.
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: Plasma, Intensify, Vicious, Pierce, True Focus, Extend, Undermine, Armor Up, Fury, Armor Break, Energy Penetration, Power Efficiency
Strengths and Weaknesses
Strengths - Strong Immunities, Great Survivability
Weaknesses - Nullify, Armor Break
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 Cosmic Iron Man Armor grants him full immunity to all Bleed, Poison, Shock, Neuroshock, Incinerate, Coldsnap, Frostbite, Infuriate, Intimidate, Power Drain, Power Burn, Power Lock, Special Lock, Reversed Controls, and Power Sting effects.
Superior Iron Man’s personal Buffs can only have their Ability Accuracy modified by Mystic Champions.
Personal Armor Up Buffs - Max: 30
Unless otherwise stated, Superior Iron Man’s personal Armor Up Buffs increase Armor Rating by +4178.57 and last indefinitely up to 15. Any additional stacks last for 20 seconds.
At the start of each fight and when reaching a multiple of 5 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.
When preventing an effect due to an immunity, gain two Armor Up Buffs.
Fighting Non-Mystic Champions
For each personal Armor Up Buff, gain the following abilities:
+250 Physical and Energy Resistance.
+750 Critical Rating.
+118.42 Critical Damage Rating.
Cosmic Arc Reactor Buffs
Unless otherwise stated, Superior Iron Man’s Cosmic Arc Reactor Buffs last for 40 seconds, and are gained based on how many Armor Up effects he has.
5+ Armor Ups: Gain a non-stacking Intensify Buff, increasing the potency of all future Buffs by 100%.
10+ Armor Ups: Gain a non-stacking Extend Buff, extending the duration of all future Buffs by 50%.
15+ Armor Ups: Gain a non-stacking Pierce Buff of 750 potency.
20+ Armor Ups: Gain a non-stacking Vicious Buff, increasing the potency of all Damage Over Time effects by 75%.
25+ Armor Ups Gain a non-stacking True Focus Buff, allowing attacks to bypass Evade and Miss.
30+ Armor Ups: Gain a non-stacking Undermine Buff, granting Unblockable to any hit the opponent Auto-Blocks.
When Superior Iron Man would gain a Cosmic Arc Reactor Buff, retrigger all other Cosmic Arc Reactor Buffs from previous thresholds.
Superior Cosmic Protocol - Passive
At max stacks of personal Armor Up Buffs, Superior Iron Man activates the Superior Cosmic Protocol for 30 seconds.
When entering the Superior Cosmic Protocol, retrigger all Cosmic Arc Reactor Buffs with their durations paused indefinitely.
While the Superior Cosmic Protocol is active, gain the following abilities:
+10297.5 Attack Rating. Gain an additional +8084 Attack Rating for each personal Armor Up Buff above 15 stacks. Any effect that increases the potency of Armor Ups also increases the potency of these Attack Rating bonuses by the same amount.
The opponent suffers an indefinite non-stacking Sunder Passive, setting Critical Resistance to 0.
Superior Iron Man gains an indefinite Grit Passive, causing Unstoppable opponents to react to hits as though they weren’t.
When the Superior Cosmic Protocol expires, all personal Armor Up Buffs and Cosmic Arc Reactor Buffs are removed.
Special Attacks
On hit, inflict a non-stacking Armor Break Debuff, reducing Armor Rating by 2250 per level of Special Attack used for 30 seconds.
Superior Cosmic Protocol: Gain a non-stacking Power Efficiency Passive of 15% potency per Cosmic Arc Reactor Buff for 30 seconds.
Special Attack 1
On activation, gain a Fury Buff equal to the number of personal Armor Up Buffs on Superior Iron Man, each increasing Attack Rating by 716 for 30 seconds. Max: 30.
Superior Cosmic Protocol: These Fury Buffs last +40 seconds longer.
Special Attack 2
This attack gains +53811.65 Attack Rating for each Cosmic Arc Reactor Buff.
On hit, inflict a Plasma Passive, dealing 24876.5 Energy Damage over 15 seconds. These Plasmas gain +50% potency for each Cosmic Arc Reactor Buff.
Superior Cosmic Protocol: This attack inflicts an additional Plasma Passive for every 10 personal Armor Up Buffs on Superior Iron Man.
Special Attack 3
Gain personal Armor Up Buffs up to their max.
If the Superior Cosmic Protocol is activated during this attack, it starts paused for 15 seconds.
Superior Cosmic Protocol: Gain a non-stacking Energy Penetration Passive, allowing attacks to ignore 50% of the opponent’s current Energy Resistance for the duration of the Superior Cosmic Protocol.
Signature Ability - Cosmic Iron Man Armor Model 51 Upgrade
Passive
Superior Iron Man makes upgrades to his Model 51 Cosmic Iron Man Armor, granting the following abilities:
+50% Critical Resistance.
Personal Armor Up Buffs last indefinitely up to 30.
As long as Superior Iron Man has 15 or more personal Armor Up Buffs, his Special Attacks 1 and 2 are Passively Unblockable.
Recommended Masteries/Relics
Double Edge/Liquid Courage
Extended/Enhanced Fury
Gamora
Thor
Synergy Bonuses
The Iron Army - Unique Synergy (3* or Higher)
With Iron Patriot, War Machine, Silver Centurion, Infamous Iron Man
Superior Iron Man: Personal Plasma Passives gain +10% duration for each personal Armor Up Buff.
Iron Patriot: When attacking, 50% chance to gain one of his personal Armor Up Buffs. Additionally, gaining an Armor Up grants an indefinite Fury Passive, increasing Attack Rating by 20%. Max: 20.
War Machine: Armory Boost effects gain +400% potency.
Silver Centurion, Infamous Iron Man: While Lock-On or the Aura of Iron are not active, all Shock, Incinerate, and Plasma effects are paused.
Iron Buddies - Unique Synergy (3* or Higher)
With Iron Man (Classic), Iron Man (Infinity War), Hulkbuster, Ironheart
Superior Iron Man: When a personal Armor Break Debuff is prevented due to an immunity, inflict a matching Energy Vulnerability Passive instead.
Iron Man (Classic): Special Attack 1 inflicts an additional Armor Break Debuff for every 10 personal Armor Up Buffs on Iron Man.
Iron Man (Infinity War): The chance to inflict Plasma on Special Attack 3 is no longer decreased.
Hulkbuster: Heavy Attacks generate no Power to Shocked opponents.
Ironheart: While a personal Armor Up effect is active, also gain full immunity to all Bleed, Poison, Shock, and Rupture effects. Additionally, her personal Tracking Passive also prevents Evade.
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 Change
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 30% for 12 seconds.
Superior Iron Man (Old Effect): Double the amount of personal Fury Buffs gained on Special Attack 1.
About Thing
Benjamin Grimm, also known as “Thing,” served as the pilot on the starship expedition led by Reed Richards. During the voyage, the ship encountered unprecedented levels of radiation, granting the crew extraordinary powers. Ben gained incredible physical strength, and his body was covered in a flexible, rock-like hide. After returning to earth, the team banded together to form the Fantastic Four. It’s clobberin’ time!
Character Class: Science
Abilities: Rock Stacks, Trauma, Daunted, Fury, Weakness, Stun
Strengths and Weaknesses
Strengths - Strong Immunities, Battlegrounds/Alliance War Defense
Weaknesses - Frequent Bleeds, Skill Champions
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active
Thing is immune to all Bleed, Shock, Armor Break, Armor Shattered, Nullify, Fate Seal, and Stagger effects.
When struck by or Blocking an attack, generate one Rock Stack. On Well-Timed Blocks, generate five Rock Stacks instead of one.
When Thing would be inflicted with Bleed, he instead removes three Rock Stacks. Cooldown: 2 seconds.
When fighting as a Defender, Thing removes two Rock Stacks when struck by a Critical Hit from a Skill Champion.
Rock Stacks - Passive
Rock Stacks last indefinitely up to 15 stacks. Any additional Rock Stacks last for 15 seconds. Rock Stacks are capped at 20.
For each Rock Stack, gain +250 Physical and Energy Resistance.
When a Rock Stack is removed or expires, Thing gains an indefinite Fury Passive, increasing Attack Rating by +1455. Max: 60.
When Attacked
If Thing has 15 or more Rock Stacks, he removes three Rock Stacks to gain a non-stacking Unstoppable Passive for 5 seconds. This Unstoppable Passive will not trigger against Skill Champions.
While Unstoppable, Thing gains a 100% potency Inexorable Passive and his Defensive Combat Power Rate is increased by 100%.
All Attacks
Unblockable or Unstoppable hits refresh all of Thing’s active personal effects, except Stun Passives.
Striking a Stunned opponent locks them in place and Thing generates three Rock Stacks.
Heavy Attacks
All hits inflict a non-stacking Trauma Debuff, causing all attacks to deal an additional 70% of the damage recently dealt as a burst of Physical Damage for 8 seconds.
Special Attacks
Gain a non-stacking Grit Passive for 8 seconds.
Special Attack 1
On activation, for each Rock Stack, inflict a Daunted Passive, increasing Damage taken during Thing’s Special Attacks by 25% for 8 seconds.
If Thing has 15 or more Rock Stacks, he removes all Rock Stacks and this attack is Passively Unblockable.
If Thing has 20 Rock Stacks, the final hit inflicts a non-stacking Weakness Debuff, reducing the opponent’s Attack Rating by 90% for 12 seconds.
Special Attack 2
On activation, inflict a Stagger Passive, preventing the opponent from gaining their next Buff for 20 seconds.
If Thing has 15 or more Rock Stacks, he removes all Rock Stacks and this attack is Passively Unblockable.
If Thing has 20 Rock Stacks, the final hit inflicts a Stun Passive for 8 seconds. This Stun Passive is paused for 1 second each time Thing lands an Unblockable or Unstoppable hit.
Special Attack 3
At the end of this attack, Thing gains an Unstoppable Passive and an Unblockable Passive, both lasting for 20 seconds.
If Thing has 15 or more Rock Stacks, he removes all Rock Stacks and gains a non-stacking Fury Passive, increasing Attack Rating by +8084 for 20 seconds.
If Thing has 20 Rock Stacks, gain a non-stacking Enhanced Fury Passive, increasing the potency of all Fury effects by 100% for 20 seconds.
Signature Ability - Unbreakable Spirit
Passive
On Heavy Charge or when inflicted with a Stun effect, Thing gains a non-stacking Protection Passive, reducing all damage taken by 70%, plus an additional 1.5% per Rock Stack for 5 seconds. Cooldown: 20 seconds.
Unbreakable Spirit also triggers when the opponent would deal 300% or more of their Attack Rating with any of their Attacks. This trigger ignores the ability cooldown.
Unbreakable Spirit will not trigger against Skill Champions.
Recommended Masteries/Relics
Double Edge/Liquid Courage
Hulk
Synergy Bonuses
The Brave and the Boulder – Unique Synergy
With Mister Fantastic, Invisible Woman, Human Torch
Champions other than Thing: If the Opponent is hit by the first hit of Special Attack 1, gain a Fury Buff for 6 seconds, increasing Attack by 15% of Base Attack.
This effect is doubled if all other Champions in this Synergy are present.
Passive Aggressive – Unique Synergy
With Human Torch
Thing: When Thing is at 20 Rock Stacks, any additional stacks he would gain are immediately converted into Passive Fury effects.
Normally, when Thing is at 20 Rock Stacks, any additional stacks simply replace existing ones. With this synergy, that replacement will also grant Thing a Fury.
Dev Notes
School of Hard Rocks – Unique Synergy
With Korg
Thing: Fury effects gained from any source are 33% more effective.
Korg: Start each fight with 6 additional Rock Shield Charges. Additionally, Crowd Excitement lasts 400% longer.
Worthy Opponent – Unique Synergy
With The Champion
Thing: Once per fight, when Thing would be struck by a blow that would knock him out, his HP remains at 1, and he gains an Indestructible Passive for 12 seconds. While this Indestructible Passive is active, the opponent fights more aggressively and when Thing is attacked, he gains an indefinite Fury Passive, increasing Attack Rating by 100%.
The Champion: When gaining a personal Fury, Precision, or Regeneration Buff from a Special Attack, Persistent Charges are not consumed.
Rivals Lv. 3
With Hulk, Hulk (Ragnarok)
All Champions gain +115 Critical Damage Rating
About Gwenpool
Through unknown means, the avid comic reader Gwen Poole was transported into the world of the comics she loves so much, with all of her memories of the “real” world intact. Unwilling to remain an extra in her own story, she sets out to make a name for herself and to find a way to pay her internet bill. Maybe she can make some money in this Contest thingy? At least it’ll give her something fun to do!
Character Class: Skill
Abilities: True Focus, Fury, Bleed, Fervor, Incinerate, Armor Break, Enervate
Strengths and Weaknesses
Strengths - Useful Pre-Fight Abilities, Strong Damage Over Time
Weaknesses - Bleed/Incinerate/Armor Break Immunity
The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.
Always Active
Gwenpool has access to a variety of Cheat Codes she can use from the Pre-Fight Screen.
Gwenpool’s read enough comics to know that the main character doesn’t die. This causes her opponent to suffer an indefinite Cowardice Passive during their Special Attacks, reducing Special Attack Damage by 95%. This Cowardice Passive will not trigger against Mutant Champions.
Cheat Codes - Pre-Fight Ability
In the Pre-Fight Menu, Gwenpool can activate up to three Cheat Codes. She has unlimited Cheat Codes but can only activate one per fight, and can be used by other #Mercenary Champions.
Each Cheat Code grants +8008 Attack Rating.
Auto-Targeting: The attacker’s attacks ignore the effects of Evade.
I Never Miss: The attacker’s attacks deal Guaranteed Critical Hits and bypass Miss.
Bloodletting: The attacker’s personal Bleed effects gain +400% increased duration.
Power Buildup: While at or above two bars of Power, gain a Prowess Buff every 2 seconds, increasing Special Attack Damage by 100%.
Power Overflow: While at or above 10 Prowess effects, gain an indefinite Unblockable Passive.
Biohazard: Inflicting Bleed also inflicts a Poison Debuff, dealing 2162.48 Direct Damage over 30 seconds.
Heavy-Hitter: Charging a Heavy Attack grants an Unstoppable Passive for the duration of the attack, and 15 seconds after the attack ends.
Legendary Jackpot: The attacker gains full immunity to all Falter, Reversed Controls, and Damage Over Time effects, cannot have their Ability Accuracy modified, and gain the effects of all other Cheat Codes. This Cheat Code counts as 8 Cheat Codes for this Ability.
When fighting as a Defender, the Legendary Jackpot Cheat Code is always active.
All Attacks
The opponent’s Defensive Ability Accuracy is reduced by 2% per hit in the Combo Meter. Max: 100 Hits.
3% chance per Bleed effect on the opponent to inflict a Stun Passive for 1.5 seconds.
30% chance to inflict a Bleed Debuff, dealing 32.34 Direct Damage over 35 seconds.
Heavy Attacks
On Heavy Charge, if the opponent is within striking distance and suffering from one of Gwenpool’s Bleed Debuffs, inflict a Stun Passive for 2 seconds.
If the target has no Bleed Debuffs active, the final hit inflicts a Bleed Debuff with the same potency and duration.
If the target has one or more Bleed Debuffs active, the final hit converts all Bleed Debuffs into Bleed Passives, each dealing 17244 Direct Damage over 60 seconds.
Special Attacks
On activation, gain an 80% potency Fervor Passive for 20 seconds.
If Gwenpool has at least one active Cheat Code, gain a non-stacking Fury Passive, increasing Attack Rating by +8084 for 30 seconds. While Gwenpool has this Fury Passive, she gains +1321.43 Critical Damage Rating.
Special Attack 1
The final hit inflicts an Incinerate Passive, dealing 24876.5 Energy Damage over 25 seconds. When this Incinerate would expire, it instead consumes one Bleed effect to refresh its duration.
If Gwenpool has at least one active Cheat Code, the final hit inflicts two additional Incinerate Passives.
Special Attack 2
The second hit inflicts a non-stacking Enervate Debuff for 25 seconds. When this Enervate Debuff would expire, it instead consumes one Bleed effect to refresh its duration.
If Gwenpool has at least one active Cheat Code, she gains a non-stacking 100% potency Pierce Passive for 30 seconds. While she has this Pierce Passive, she can land Critical Hits and inflict personal effects through the opponent's Block.
Special Attack 3
Inflict a non-stacking Armor Break Debuff, reducing Armor Rating by 9000 for 25 seconds. When this Armor Break Debuff would expire, it instead consumes one Bleed effect to refresh its duration.
If Gwenpool has at least one active Cheat Code, she also inflicts a non-stacking Sunder Passive, setting the opponent’s Critical Resistance to 0 and lasting for the duration of the Armor Break Debuff.
Signature Ability - Enhanced Cheat Codes
Passive
Cheat Codes are enhanced, granting #Mercenary Attackers additional bonuses when one is active.
Reduce the opponent’s Indestructible, Unstoppable, Unblockable, Immortality, Death Immunity, and Regeneration effects by 100%.
All attacks are Passively Unblockable and ignore all Damage Caps.
Gain an indefinite Grit Passive, causing Unstoppable opponents to react to hits as though they weren’t.
Recommended Masteries/Relics
Double Edge/Liquid Courage
Deep Wounds
Winter Soldier
Black Widow
Valkyrie
Black Panther Relic
Synergy Bonuses
Jackpot Winners - Unique Synergy (4* or Higher)
With Platinumpool
Gwenpool: The Legendary Jackpot Cheat Code also grants an indefinite Reinforce Passive and +90% Armor Rating. Reinforce ensures that incoming attacks cannot be Critical Hits.
Platinumpool: When fighting as an Attacker, the Legendary Boost Card is always active.
Masters of Cheat Codes and Prizes - Unique Synergy (4* or Higher)
With Arcade
Gwenpool: While at least one Cheat Code is active, attacks cannot Glance.
Arcade: While at least one Fabulous Prize is active, all personal Damaging Debuffs inflicted are doubled.
Pools, Pools, and more Pools - Unique Synergy (4* or Higher)
With Deadpool, Deadpool (X-Force), Goldpool, Platinumpool, Venompool, Massacre
Gwenpool: An additional Cheat Code can be selected from the Pre-Fight Screen for each Deadpool Champion on Gwenpool’s team, including herself.
Deadpool, Deadpool (X-Force), Platinumpool, Goldpool, Venompool, Massacre: Bleed effects inflicted are doubled.
Mercs of Fortune - Unique Synergy (4* or Higher)
With Silver Sable, Absorbing Man, Nebula, Domino
Gwenpool: Personal effects gain +80% duration for each #Mercenary Champion on Gwenpool’s team, including herself.
Silver Sable: Detonating a Sable Mine also inflicts a non-stacking Taunt Passive, reducing the opponent’s Attack Rating by 40% and increasing their chance to launch a Special Attack by 90% for 30 seconds.
Absorbing Man: Intercepting the opponent with a Medium Attack pauses his current Omni-Morph Form for 15 seconds.
Nebula: Performing a Well-Timed Block consumes half of Nebula’s Amp Charges.
Domino: Activating Special Attack 1 refreshes the duration of Lucky and Unlucky Passives and pauses them for 20 seconds.
Howard the Duck – Friends – (+6% Armor)
Spider-Man (Miles Morales) – Teammates – (+5% Perfect Block Chance)
Deadpool or Deadpool (X-Force) – Idol – (+4% Attack and Health)
Thor (Jane Foster) – Enemy – (+7% Critical Hit Rate)
Incoming Synergy Changes
Chair Larceny
With M.O.D.O.K.
Gwenpool (Old Effect): +10% Bleed duration.
Gwenpool (New Effect): Inflicting a Bleed effect refreshes all other Bleed effects on the opponent.
Fourth Wall Crawler
With Spider-Ham
Gwenpool (Old Effect): Gain Vigilance while the opponent is Bleeding, making attacks unable to Miss.
Gwenpool (New Effect): When preventing a Miss effect, pause all personal Bleed Debuffs for 2 seconds.
Get in the Pool
With Massacre
Gwenpool (Old Effect): Incinerate Debuffs have their Durations increased by 25%.
Gwenpool (New Effect): Personal Incinerate Passives last 20% longer.
The ideas are solid but the numbers are way too strong and the amount of utility he gets whilst also having what appears to be some of the best survivability and damage in the science class of not the game as a whole is just just too unbalanced