Overhaul: OG Captain America: This concept focuses on increasing his defensive capabilities while also adding classic science utility such as Slow and of course plenty of debuffs. His kit is meant to be simple to play and understand, but can reward skilled players who are able to intercept a lot
Always active: Captain America is one of the best martial artists in the world. When facing Skill Champions, he passively removes his attack penalty and the opponent loses their attack bonus.
Note: Ignoring the class disadvantage doesn’t mean that his debuffs won’t be shrugged off, it just means that he won’t have class disadvantage and neither does the opponent (like Magneto does now)
Cap’s Super Soldier Serum and grants him immunity to Buffs. When he gains a buff, he pauses his personal Debuffs for 5 seconds He is also 80% resistant to poison and 50% resistant to bleed. Disorient debuffs also have -50% duration Cap always has the benefits of the Willpower Mastery at level 1 due to his strong willpower. Attacks with his Shield grant X armor and block penetration, that also includes his specials Perfect Block chance increases by X% per bar of power.
Notes: Cap’s poison resistance makes him sustainable even with the Recoil masteries
When Blocking with the Shield Cap’s block proficiency cannot be passively reduced, except by debuffs Cap has base 10% perfect block chance Due to the shield’s indestructible properties, when blocking, opponents cannot land Critical hits through the shield Cap always has the benefits of the Parry Mastery at level 1, even if it’s not unlocked, and can parry non-contact projectile attacks. Each point added to the mastery increases the stun timer by 0.5 When performing a well timed block, or inflict a Fatigue debuff for 10 seconds. Stack up to 5
Note: Due to Cap’s very high block proficiency, he has access to 100% perfect parries. This makes him sustainable as he takes very little chip damage. However his healthpool is considered to be slightly below the average champion. Try not to get hit directly otherwise it will hurt. Also using his Serum Charges, he can also block and parry any attack that is unblockable plus champs like Corvus Glaive and Bullseye cannot land crits through the block
Serum charges (max 10) On well timed blocks (parries), grant 1 Serum charge. When intercepting an opponent, grant 2 Serum charges When getting up after being knocked down, grant 1 charge Hitting an opponent while recovering from a special or heavy attack grants 1 charge At the cost of 2 charges, Cap can block Unblockable basic and Special attacks He also has a 5% chance per charge to resist Heavy attacks.
Pre fight ability: Tactical Boost Cap has 5 persistent charges when entering a quest. He can spend 1 of them for a Tactical boost in the pre fight screen Tactical Boost has the following effects: #Hero and #Avengers champions have increased Attack and Combat power Rate. Against #Villain champions, if a Parry stun is purified or removed, replace it with a passive lasting 1.5 secs
Heavy attacks: Refresh all personal Debuffs. Grants him a non stacking Fury passive, New animation: Red Guardian’s Heavy
Special 1: Charging Star New animation: Red Guardian’s SP1 Inflict a Slow debuff for 15 seconds. Cap gets 25% increased Combat Power Rate while the opponent is slowed
Note: This is the go-to Special against Evade and Unstoppable opponents.
Special 2: When Cap throws his Mighty Shield Inflict a Trauma debuff for 12 seconds. This attack consumes all charges and gains X attack rating. The sharp edges of the shield also inflict Rupture for 10
Special 3: All opponents must Yield Cap instantly gets 10 Serum charges if not at max, as well as a Precision passive. Inflict a Physical Vulnerability Debuff for 10 seconds that is paused when the opponent is struck Inflict a Sunder debuff for 20 seconds, reducing Critical resistance to zero
Signature ability: “I can do this all day”. When the opponent is inflicted with a Fatigue debuff with a well timed block, their attacks Glance. The chance is higher when Cap is low on health. If he has Class Advantage, the opponent has a X% higher chance to glance
Synergies: Who the hell is Bucky (with Winter Soldier) Once per fight, when Captain America receives a blow that would knock him out other than sp3s, he has a 100% to Autoblock that attack. This triggers Parry. Once per fight when Winter Soldier receives a blow that would knock him out, he uses his assassin training to cause that attack to Miss for 3 seconds. Avengers Assemble (with Iron Man, Thor, Hulk, Black Widow and Hawkeye) #Avengers champions remove the Attack penalty from class disadvantage. Nemesis (with Red Skull)
Strengths: Buff immunity High survivability Can block any attack even if unblockable Easy to play
Weaknesses: Energy damage. Reliance on debuffs, and stuns Ability accuracy reduction Smaller health pool
Overhaul: OG Captain America: This concept focuses on increasing his defensive capabilities while also adding classic science utility such as Slow and of course plenty of debuffs. His kit is meant to be simple to play and understand, but can reward skilled players who are able to intercept a lot
Always active: Captain America is one of the best martial artists in the world. When facing Skill Champions, he passively removes his attack penalty and the opponent loses their attack bonus.
Note: Ignoring the class disadvantage doesn’t mean that his debuffs won’t be shrugged off, it just means that he won’t have class disadvantage and neither does the opponent (like Magneto does now)
Cap’s Super Soldier Serum and grants him immunity to Buffs. When he gains a buff, he pauses his personal Debuffs for 5 seconds He is also 80% resistant to poison and 50% resistant to bleed. Disorient debuffs also have -50% duration Cap always has the benefits of the Willpower Mastery at level 1 due to his strong willpower. Attacks with his Shield grant X armor and block penetration, that also includes his specials Perfect Block chance increases by X% per bar of power.
Notes: Cap’s poison resistance makes him sustainable even with the Recoil masteries
When Blocking with the Shield Cap’s block proficiency cannot be passively reduced, except by debuffs Cap has base 10% perfect block chance Due to the shield’s indestructible properties, when blocking, opponents cannot land Critical hits through the shield Cap always has the benefits of the Parry Mastery at level 1, even if it’s not unlocked, and can parry non-contact projectile attacks. Each point added to the mastery increases the stun timer by 0.5 When performing a well timed block, or inflict a Fatigue debuff for 10 seconds. Stack up to 5
Note: Due to Cap’s very high block proficiency, he has access to 100% perfect parries. This makes him sustainable as he takes very little chip damage. However his healthpool is considered to be slightly below the average champion. Try not to get hit directly otherwise it will hurt. Also using his Serum Charges, he can also block and parry any attack that is unblockable plus champs like Corvus Glaive and Bullseye cannot land crits through the block
Serum charges (max 10) On well timed blocks (parries), grant 1 Serum charge. When intercepting an opponent, grant 2 Serum charges When getting up after being knocked down, grant 1 charge Hitting an opponent while recovering from a special or heavy attack grants 1 charge At the cost of 2 charges, Cap can block Unblockable basic and Special attacks He also has a 5% chance per charge to resist Heavy attacks.
Pre fight ability: Tactical Boost Cap has 5 persistent charges when entering a quest. He can spend 1 of them for a Tactical boost in the pre fight screen Tactical Boost has the following effects: #Hero and #Avengers champions have increased Attack and Combat power Rate. Against #Villain champions, if a Parry stun is purified or removed, replace it with a passive lasting 1.5 secs
Heavy attacks: Refresh all personal Debuffs. Grants him a non stacking Fury passive, New animation: Red Guardian’s Heavy
Special 1: Charging Star New animation: Red Guardian’s SP1 Inflict a Slow debuff for 15 seconds. Cap gets 25% increased Combat Power Rate while the opponent is slowed
Note: This is the go-to Special against Evade and Unstoppable opponents.
Special 2: When Cap throws his Mighty Shield Inflict a Trauma debuff for 12 seconds. This attack consumes all charges and gains X attack rating. The sharp edges of the shield also inflict Rupture for 10
Special 3: All opponents must Yield Cap instantly gets 10 Serum charges if not at max, as well as a Precision passive. Inflict a Physical Vulnerability Debuff for 10 seconds that is paused when the opponent is struck Inflict a Sunder debuff for 20 seconds, reducing Critical resistance to zero
Signature ability: “I can do this all day”. When the opponent is inflicted with a Fatigue debuff with a well timed block, their attacks Glance. The chance is higher when Cap is low on health. If he has Class Advantage, the opponent has a X% higher chance to glance
Synergies: Who the hell is Bucky (with Winter Soldier) Once per fight, when Captain America receives a blow that would knock him out other than sp3s, he has a 100% to Autoblock that attack. This triggers Parry. Once per fight when Winter Soldier receives a blow that would knock him out, he uses his assassin training to cause that attack to Miss for 3 seconds. Avengers Assemble (with Iron Man, Thor, Hulk, Black Widow and Hawkeye) #Avengers champions remove the Attack penalty from class disadvantage. Nemesis (with Red Skull)
Strengths: Buff immunity High survivability Can block any attack even if unblockable Easy to play
Weaknesses: Energy damage. Reliance on debuffs, and stuns Ability accuracy reduction Smaller health pool
Captain America is immune to Power Drain, Stagger and Nullify effects.
VIBRANIUM SHIELD When he holds block for "1" seconds he gains a Kinetic Charge Passive and cannot be pushed back when blocking for "8" seconds. Afterwards ther is a Cooldown of "8" seconds. On defense this will Trigger automatically at 75% Duration every "16" seconds and Captain America will act more defensively. When active Captain America has 100% Pefect Block chance (Attacker), 50% on defense.
MASTER OF HAND-TO-HAND COMBAT
When the opponent has thier back against the wall, Cap places a "15" second Fatigue on the opponent everytime he hits the opponent and everytime he blocks an attack. All Fatigues are paused when the opponent is in the corner.
Each Fatigue reduces opponent Ability Power gain Rate by "x" (Up to 30%) This is doubled if the opponent is backed up against the wall.
5+ Fatigues -> Captain America has +50% Block Proficiency 10+ Fatigues -> Captain America passively reduces the opponent Defensve Combat Power rate by "30%" 15+ Fatigues ->Captain America can Block Unblockable Basic Attacks and Parry non-contact hits. 30 Fatigues -> Captain America can Block Unblockable Special Attacks and opponents have -100% Offensive Ability Accuracy when Striking Captain America's Block.
When the opponent is struck by Captain America's Shield, deal a burst of 200 physical damage to the opponent for each fatigue on the opponent.
SPECIAL ATTACKS Special 1 will have "x" percent to Stun the opponent for each fatigue on the opponent. Stun duration is a set value.
Special 2 will Consume all Fatigues on the Opponent and Deal Physical Damage for each removed
Special 3 will Refresh and Double the number of fatigues on the opponent. If Fatigues on the opponent would reach over 30 Fatigues, Inflict an indefinite physical vulnerability Passive (Max 1).
SIGNATURE ABILITY Increase the maximum number of fatigues on the opponent to (31-60) +40 Fatigues when the opponent uses a Special Attack, drain 50% of the opponent's remaining power if the entire special attack was blocked. +50 Fatigues Passively reduce opponent Physical Resistance by 100%.
Captain America is immune to Power Drain, Stagger and Nullify effects.
VIBRANIUM SHIELD When he holds block for "1" seconds he gains a Kinetic Charge Passive and cannot be pushed back when blocking for "8" seconds. Afterwards ther is a Cooldown of "8" seconds. On defense this will Trigger automatically at 75% Duration every "16" seconds and Captain America will act more defensively. When active Captain America has 100% Pefect Block chance (Attacker), 50% on defense.
MASTER OF HAND-TO-HAND COMBAT
When the opponent has thier back against the wall, Cap places a "15" second Fatigue on the opponent everytime he hits the opponent and everytime he blocks an attack. All Fatigues are paused when the opponent is in the corner.
Each Fatigue reduces opponent Ability Power gain Rate by "x" (Up to 30%) This is doubled if the opponent is backed up against the wall.
5+ Fatigues -> Captain America has +50% Block Proficiency 10+ Fatigues -> Captain America passively reduces the opponent Defensve Combat Power rate by "30%" 15+ Fatigues ->Captain America can Block Unblockable Basic Attacks and Parry non-contact hits. 30 Fatigues -> Captain America can Block Unblockable Special Attacks and opponents have -100% Offensive Ability Accuracy when Striking Captain America's Block.
When the opponent is struck by Captain America's Shield, deal a burst of 200 physical damage to the opponent for each fatigue on the opponent.
SPECIAL ATTACKS Special 1 will have "x" percent to Stun the opponent for each fatigue on the opponent. Stun duration is a set value.
Special 2 will Consume all Fatigues on the Opponent and Deal Physical Damage for each removed
Special 3 will Refresh and Double the number of fatigues on the opponent. If Fatigues on the opponent would reach over 30 Fatigues, Inflict an indefinite physical vulnerability Passive (Max 1).
SIGNATURE ABILITY Increase the maximum number of fatigues on the opponent to (31-60) +40 Fatigues when the opponent uses a Special Attack, drain 50% of the opponent's remaining power if the entire special attack was blocked. +50 Fatigues Passively reduce opponent Physical Resistance by 100%.
Also cap ww2 needs buff lol, both should get one like a mags situation, OG cap for synergy like apoc and mutants but for avengers and ww2 for his own unique kit and maybe add other howling commandos characters too
Captain America is immune to Power Drain, Stagger and Nullify effects.
VIBRANIUM SHIELD When he holds block for "1" seconds he gains a Kinetic Charge Passive and cannot be pushed back when blocking for "8" seconds. Afterwards ther is a Cooldown of "8" seconds. On defense this will Trigger automatically at 75% Duration every "16" seconds and Captain America will act more defensively. When active Captain America has 100% Pefect Block chance (Attacker), 50% on defense.
MASTER OF HAND-TO-HAND COMBAT
When the opponent has thier back against the wall, Cap places a "15" second Fatigue on the opponent everytime he hits the opponent and everytime he blocks an attack. All Fatigues are paused when the opponent is in the corner.
Each Fatigue reduces opponent Ability Power gain Rate by "x" (Up to 30%) This is doubled if the opponent is backed up against the wall.
5+ Fatigues -> Captain America has +50% Block Proficiency 10+ Fatigues -> Captain America passively reduces the opponent Defensve Combat Power rate by "30%" 15+ Fatigues ->Captain America can Block Unblockable Basic Attacks and Parry non-contact hits. 30 Fatigues -> Captain America can Block Unblockable Special Attacks and opponents have -100% Offensive Ability Accuracy when Striking Captain America's Block.
When the opponent is struck by Captain America's Shield, deal a burst of 200 physical damage to the opponent for each fatigue on the opponent.
SPECIAL ATTACKS Special 1 will have "x" percent to Stun the opponent for each fatigue on the opponent. Stun duration is a set value.
Special 2 will Consume all Fatigues on the Opponent and Deal Physical Damage for each removed
Special 3 will Refresh and Double the number of fatigues on the opponent. If Fatigues on the opponent would reach over 30 Fatigues, Inflict an indefinite physical vulnerability Passive (Max 1).
SIGNATURE ABILITY Increase the maximum number of fatigues on the opponent to (31-60) +40 Fatigues when the opponent uses a Special Attack, drain 50% of the opponent's remaining power if the entire special attack was blocked. +50 Fatigues Passively reduce opponent Physical Resistance by 100%.
Captain America is immune to Power Drain, Stagger and Nullify effects.
VIBRANIUM SHIELD When he holds block for "1" seconds he gains a Kinetic Charge Passive and cannot be pushed back when blocking for "8" seconds. Afterwards ther is a Cooldown of "8" seconds. On defense this will Trigger automatically at 75% Duration every "16" seconds and Captain America will act more defensively. When active Captain America has 100% Pefect Block chance (Attacker), 50% on defense.
MASTER OF HAND-TO-HAND COMBAT
When the opponent has thier back against the wall, Cap places a "15" second Fatigue on the opponent everytime he hits the opponent and everytime he blocks an attack. All Fatigues are paused when the opponent is in the corner.
Each Fatigue reduces opponent Ability Power gain Rate by "x" (Up to 30%) This is doubled if the opponent is backed up against the wall.
5+ Fatigues -> Captain America has +50% Block Proficiency 10+ Fatigues -> Captain America passively reduces the opponent Defensve Combat Power rate by "30%" 15+ Fatigues ->Captain America can Block Unblockable Basic Attacks and Parry non-contact hits. 30 Fatigues -> Captain America can Block Unblockable Special Attacks and opponents have -100% Offensive Ability Accuracy when Striking Captain America's Block.
When the opponent is struck by Captain America's Shield, deal a burst of 200 physical damage to the opponent for each fatigue on the opponent.
SPECIAL ATTACKS Special 1 will have "x" percent to Stun the opponent for each fatigue on the opponent. Stun duration is a set value.
Special 2 will Consume all Fatigues on the Opponent and Deal Physical Damage for each removed
Special 3 will Refresh and Double the number of fatigues on the opponent. If Fatigues on the opponent would reach over 30 Fatigues, Inflict an indefinite physical vulnerability Passive (Max 1).
SIGNATURE ABILITY Increase the maximum number of fatigues on the opponent to (31-60) +40 Fatigues when the opponent uses a Special Attack, drain 50% of the opponent's remaining power if the entire special attack was blocked. +50 Fatigues Passively reduce opponent Physical Resistance by 100%.
Captain America is immune to Power Drain, Stagger and Nullify effects.
VIBRANIUM SHIELD When he holds block for "1" seconds he gains a Kinetic Charge Passive and cannot be pushed back when blocking for "8" seconds. Afterwards ther is a Cooldown of "8" seconds. On defense this will Trigger automatically at 75% Duration every "16" seconds and Captain America will act more defensively. When active Captain America has 100% Pefect Block chance (Attacker), 50% on defense.
MASTER OF HAND-TO-HAND COMBAT
When the opponent has thier back against the wall, Cap places a "15" second Fatigue on the opponent everytime he hits the opponent and everytime he blocks an attack. All Fatigues are paused when the opponent is in the corner.
Each Fatigue reduces opponent Ability Power gain Rate by "x" (Up to 30%) This is doubled if the opponent is backed up against the wall.
5+ Fatigues -> Captain America has +50% Block Proficiency 10+ Fatigues -> Captain America passively reduces the opponent Defensve Combat Power rate by "30%" 15+ Fatigues ->Captain America can Block Unblockable Basic Attacks and Parry non-contact hits. 30 Fatigues -> Captain America can Block Unblockable Special Attacks and opponents have -100% Offensive Ability Accuracy when Striking Captain America's Block.
When the opponent is struck by Captain America's Shield, deal a burst of 200 physical damage to the opponent for each fatigue on the opponent.
SPECIAL ATTACKS Special 1 will have "x" percent to Stun the opponent for each fatigue on the opponent. Stun duration is a set value.
Special 2 will Consume all Fatigues on the Opponent and Deal Physical Damage for each removed
Special 3 will Refresh and Double the number of fatigues on the opponent. If Fatigues on the opponent would reach over 30 Fatigues, Inflict an indefinite physical vulnerability Passive (Max 1).
SIGNATURE ABILITY Increase the maximum number of fatigues on the opponent to (31-60) +40 Fatigues when the opponent uses a Special Attack, drain 50% of the opponent's remaining power if the entire special attack was blocked. +50 Fatigues Passively reduce opponent Physical Resistance by 100%.
In case anyone is interested, here's a version for Captain America (WW2):
Stats for 5/65 champion
Attack 2414 Health 32922
Always active: Cap's enhancement with the Super Soldier Serum grants him 20% Poison resistance, and reduces the Potency of weakness, fatigue and exhaustion debuffs by 50%.
Mastery of the shield: - Cap has a base 20% Perfect Block. - If the opponent is within striking distance, Cap can Parry Non-contact attacks. - Cap always gains the benefits of the Parry mastery. If the Summoner already has points in the Parry mastery, then Parries inflict Passive stuns instead of debuffs.
When blocking As his Power bar rises, Cap gains additional abilities when blocking his opponent's attacks: - Perfect block increase of up to +25%, dependent on stored Power - >1 bar of Power: Reduce Opponent's Offensive ability Accuracy on block by 60% per full bar of Power - >2 bars of Power: Cap can block Unblockable attacks at a cost of two serum charges
Serum charges Well-Timed blocks generate Serum charges, to a maximum of five. On defense, Cap also gains a Serum charge any time he stands back up after being knocked down. Serum charges last for eight seconds, expire one at a time, and stack to a maximum of five. - Whenever a Serum charge would be gained, gain 10% of a bar of Power. - Serum charges enhance Cap's Special Attacks, and each also increases his Critical rating and Critical Damage Modifier by 112.
World's First Super-Soldier: - Captain America's Block proficiency cannot be reduced by passive abilities, only by active effects. - Cap has trained long and hard to do what he does: when fighting against Skill champions, he removes his Attack penalty and the opponent loses their Attack bonus - Attacks with his Shield gain +550 Armour and Block penetration - When fighting #Villains, Cap gains two serum charges at the start of the match, plus a bonus one every time he gets back to his feet after being knocked down
Special attacks If triggered when Cap has five or more Serum charges, Special Attacks gain passive True Accuracy. SP1 (animations from Punisher: Shield-bash + pistol shots x2). This attack triggers a passive Fury effect granting +241 Attack per serum charge and lasting for 7 seconds plus 1s per Serum charge. The pistol shots each have 80% chance to Inflict Bleed (3178 damage over 4s) SP2 This attack removes half of Cap's Serum charges (rounded up), and inflicts bleed for 7968 damage over four seconds. The bleed gains +25% Duration and Potency for each Serum charge removed. SP3 inflicts Stun for 3.0 seconds and an Armour break debuff (-850 Armour) for 12 seconds, plus 1s per Serum charge. Gain two Serum charges.
Signature: Cap starts the match with two Serum charges, and can now stack up to a total of 10 Serum charges (at max Sig) instead of five. Additionally, when Cap has five or more charges, Well-timed blocks inflict a burst of 1982 (at max Sig) Physical damage, scaling with modified attack rating.
Synergies Invaders (Winter Soldier, Namor, Vision Aarkus): All synergy members start the match with three indefinite Cleanse charges
Serum soldiers (Captain America Classic, Red Skull): Captain America starts the match with two additional Serum charges (both versions) Red Skull: if there is not a Fury buff on Red Skull when he intercepts the opponent, generate one (+25% Attack for 8s). Cool down 12s
In case anyone is interested, here's a version for Captain America (WW2):
Stats for 5/65 champion
Attack 2414 Health 32922
Always active: Cap's enhancement with the Super Soldier Serum grants him 20% Poison resistance, and reduces the Potency of weakness, fatigue and exhaustion debuffs by 50%.
Mastery of the shield: - Cap has a base 20% Perfect Block. - If the opponent is within striking distance, Cap can Parry Non-contact attacks. - Cap always gains the benefits of the Parry mastery. If the Summoner already has points in the Parry mastery, then Parries inflict Passive stuns instead of debuffs.
When blocking As his Power bar rises, Cap gains additional abilities when blocking his opponent's attacks: - Perfect block increase of up to +25%, dependent on stored Power - >1 bar of Power: Reduce Opponent's Offensive ability Accuracy on block by 60% per full bar of Power - >2 bars of Power: Cap can block Unblockable attacks at a cost of two serum charges
Serum charges Well-Timed blocks generate Serum charges, to a maximum of five. On defense, Cap also gains a Serum charge any time he stands back up after being knocked down. Serum charges last for eight seconds, expire one at a time, and stack to a maximum of five. - Whenever a Serum charge would be gained, gain 10% of a bar of Power. - Serum charges enhance Cap's Special Attacks, and each also increases his Critical rating and Critical Damage Modifier by 112.
World's First Super-Soldier: - Captain America's Block proficiency cannot be reduced by passive abilities, only by active effects. - Cap has trained long and hard to do what he does: when fighting against Skill champions, he removes his Attack penalty and the opponent loses their Attack bonus - Attacks with his Shield gain +550 Armour and Block penetration - When fighting #Villains, Cap gains two serum charges at the start of the match, plus a bonus one every time he gets back to his feet after being knocked down
Special attacks If triggered when Cap has five or more Serum charges, Special Attacks gain passive True Accuracy. SP1 (animations from Punisher: Shield-bash + pistol shots x2). This attack triggers a passive Fury effect granting +241 Attack per serum charge and lasting for 7 seconds plus 1s per Serum charge. The pistol shots each have 80% chance to Inflict Bleed (3178 damage over 4s) SP2 This attack removes half of Cap's Serum charges (rounded up), and inflicts bleed for 7968 damage over four seconds. The bleed gains +25% Duration and Potency for each Serum charge removed. SP3 inflicts Stun for 3.0 seconds and an Armour break debuff (-850 Armour) for 12 seconds, plus 1s per Serum charge. Gain two Serum charges.
Signature: Cap starts the match with two Serum charges, and can now stack up to a total of 10 Serum charges (at max Sig) instead of five. Additionally, when Cap has five or more charges, Well-timed blocks inflict a burst of 1982 (at max Sig) Physical damage, scaling with modified attack rating.
Synergies Invaders (Winter Soldier, Namor, Vision Aarkus): All synergy members start the match with three indefinite Cleanse charges
Serum soldiers (Captain America Classic, Red Skull): Captain America starts the match with two additional Serum charges (both versions) Red Skull: if there is not a Fury buff on Red Skull when he intercepts the opponent, generate one (+25% Attack for 8s). Cool down 12s
I do like the idea of bypassing class disadvantage but isn’t this version of Cap inexperienced compared to the OG one?
Comments
Overhaul: OG Captain America: This concept focuses on increasing his defensive capabilities while also adding classic science utility such as Slow and of course plenty of debuffs. His kit is meant to be simple to play and understand, but can reward skilled players who are able to intercept a lot
Always active:
Captain America is one of the best martial artists in the world. When facing Skill Champions, he passively removes his attack penalty and the opponent loses their attack bonus.
Note: Ignoring the class disadvantage doesn’t mean that his debuffs won’t be shrugged off, it just means that he won’t have class disadvantage and neither does the opponent (like Magneto does now)
Cap’s Super Soldier Serum and grants him immunity to Buffs. When he gains a buff, he pauses his personal Debuffs for 5 seconds
He is also 80% resistant to poison and 50% resistant to bleed. Disorient debuffs also have -50% duration
Cap always has the benefits of the Willpower Mastery at level 1 due to his strong willpower.
Attacks with his Shield grant X armor and block penetration, that also includes his specials
Perfect Block chance increases by X% per bar of power.
Notes: Cap’s poison resistance makes him sustainable even with the Recoil masteries
When Blocking with the Shield
Cap’s block proficiency cannot be passively reduced, except by debuffs
Cap has base 10% perfect block chance
Due to the shield’s indestructible properties, when blocking, opponents cannot land Critical hits through the shield
Cap always has the benefits of the Parry Mastery at level 1, even if it’s not unlocked, and can parry non-contact projectile attacks. Each point added to the mastery increases the stun timer by 0.5
When performing a well timed block, or inflict a Fatigue debuff for 10 seconds. Stack up to 5
Note: Due to Cap’s very high block proficiency, he has access to 100% perfect parries. This makes him sustainable as he takes very little chip damage. However his healthpool is considered to be slightly below the average champion. Try not to get hit directly otherwise it will hurt. Also using his Serum Charges, he can also block and parry any attack that is unblockable plus champs like Corvus Glaive and Bullseye cannot land crits through the block
Serum charges (max 10)
On well timed blocks (parries), grant 1 Serum charge.
When intercepting an opponent, grant 2 Serum charges
When getting up after being knocked down, grant 1 charge
Hitting an opponent while recovering from a special or heavy attack grants 1 charge
At the cost of 2 charges, Cap can block Unblockable basic and Special attacks
He also has a 5% chance per charge to resist Heavy attacks.
Pre fight ability: Tactical Boost
Cap has 5 persistent charges when entering a quest. He can spend 1 of them for a Tactical boost in the pre fight screen
Tactical Boost has the following effects:
#Hero and #Avengers champions have increased Attack and Combat power Rate.
Against #Villain champions, if a Parry stun is purified or removed, replace it with a passive lasting 1.5 secs
Heavy attacks:
Refresh all personal Debuffs.
Grants him a non stacking Fury passive,
New animation: Red Guardian’s Heavy
Special 1: Charging Star
New animation: Red Guardian’s SP1
Inflict a Slow debuff for 15 seconds. Cap gets 25% increased Combat Power Rate while the opponent is slowed
Note: This is the go-to Special against Evade and Unstoppable opponents.
Special 2: When Cap throws his Mighty Shield
Inflict a Trauma debuff for 12 seconds.
This attack consumes all charges and gains X attack rating.
The sharp edges of the shield also inflict Rupture for 10
Special 3: All opponents must Yield
Cap instantly gets 10 Serum charges if not at max, as well as a Precision passive.
Inflict a Physical Vulnerability Debuff for 10 seconds that is paused when the opponent is struck
Inflict a Sunder debuff for 20 seconds, reducing Critical resistance to zero
Signature ability: “I can do this all day”.
When the opponent is inflicted with a Fatigue debuff with a well timed block, their attacks Glance. The chance is higher when Cap is low on health. If he has Class Advantage, the opponent has a X% higher chance to glance
Synergies:
Who the hell is Bucky (with Winter Soldier)
Once per fight, when Captain America receives a blow that would knock him out other than sp3s, he has a 100% to Autoblock that attack. This triggers Parry.
Once per fight when Winter Soldier receives a blow that would knock him out, he uses his assassin training to cause that attack to Miss for 3 seconds.
Avengers Assemble (with Iron Man, Thor, Hulk, Black Widow and Hawkeye)
#Avengers champions remove the Attack penalty from class disadvantage.
Nemesis (with Red Skull)
Strengths:
Buff immunity
High survivability
Can block any attack even if unblockable
Easy to play
Weaknesses:
Energy damage.
Reliance on debuffs, and stuns
Ability accuracy reduction
Smaller health pool
Captain America is immune to Power Drain, Stagger and Nullify effects.
VIBRANIUM SHIELD
When he holds block for "1" seconds he gains a Kinetic Charge Passive and cannot be pushed back when blocking for "8" seconds. Afterwards ther is a Cooldown of "8" seconds.
On defense this will Trigger automatically at 75% Duration every "16" seconds and Captain America will act more defensively.
When active Captain America has 100% Pefect Block chance (Attacker), 50% on defense.
MASTER OF HAND-TO-HAND COMBAT
When the opponent has thier back against the wall, Cap places a "15" second Fatigue on the opponent everytime he hits the opponent and everytime he blocks an attack. All Fatigues are paused when the opponent is in the corner.
Each Fatigue reduces opponent Ability Power gain Rate by "x" (Up to 30%) This is doubled if the opponent is backed up against the wall.
5+ Fatigues -> Captain America has +50% Block Proficiency
10+ Fatigues -> Captain America passively reduces the opponent Defensve Combat Power rate by "30%"
15+ Fatigues ->Captain America can Block Unblockable Basic Attacks and Parry non-contact hits.
30 Fatigues -> Captain America can Block Unblockable Special Attacks and opponents have -100% Offensive Ability Accuracy when Striking Captain America's Block.
When the opponent is struck by Captain America's Shield, deal a burst of 200 physical damage to the opponent for each fatigue on the opponent.
SPECIAL ATTACKS
Special 1 will have "x" percent to Stun the opponent for each fatigue on the opponent. Stun duration is a set value.
Special 2 will Consume all Fatigues on the Opponent and Deal Physical Damage for each removed
Special 3 will Refresh and Double the number of fatigues on the opponent. If Fatigues on the opponent would reach over 30 Fatigues, Inflict an indefinite physical vulnerability Passive (Max 1).
SIGNATURE ABILITY
Increase the maximum number of fatigues on the opponent to (31-60)
+40 Fatigues when the opponent uses a Special Attack, drain 50% of the opponent's remaining power if the entire special attack was blocked.
+50 Fatigues Passively reduce opponent Physical Resistance by 100%.
too much?
And oddly familiar 🤔
https://forums.playcontestofchampions.com/en/discussion/comment/2252246/#Comment_2252246
Stats for 5/65 champion
Attack 2414
Health 32922
Always active:
Cap's enhancement with the Super Soldier Serum grants him 20% Poison resistance, and reduces the Potency of weakness, fatigue and exhaustion debuffs by 50%.
Mastery of the shield:
- Cap has a base 20% Perfect Block.
- If the opponent is within striking distance, Cap can Parry Non-contact attacks.
- Cap always gains the benefits of the Parry mastery. If the Summoner already has points in the Parry mastery, then Parries inflict Passive stuns instead of debuffs.
When blocking
As his Power bar rises, Cap gains additional abilities when blocking his opponent's attacks:
- Perfect block increase of up to +25%, dependent on stored Power
- >1 bar of Power: Reduce Opponent's Offensive ability Accuracy on block by 60% per full bar of Power
- >2 bars of Power: Cap can block Unblockable attacks at a cost of two serum charges
Serum charges
Well-Timed blocks generate Serum charges, to a maximum of five. On defense, Cap also gains a Serum charge any time he stands back up after being knocked down.
Serum charges last for eight seconds, expire one at a time, and stack to a maximum of five.
- Whenever a Serum charge would be gained, gain 10% of a bar of Power.
- Serum charges enhance Cap's Special Attacks, and each also increases his Critical rating and Critical Damage Modifier by 112.
World's First Super-Soldier:
- Captain America's Block proficiency cannot be reduced by passive abilities, only by active effects.
- Cap has trained long and hard to do what he does: when fighting against Skill champions, he removes his Attack penalty and the opponent loses their Attack bonus
- Attacks with his Shield gain +550 Armour and Block penetration
- When fighting #Villains, Cap gains two serum charges at the start of the match, plus a bonus one every time he gets back to his feet after being knocked down
Special attacks
If triggered when Cap has five or more Serum charges, Special Attacks gain passive True Accuracy.
SP1 (animations from Punisher: Shield-bash + pistol shots x2). This attack triggers a passive Fury effect granting +241 Attack per serum charge and lasting for 7 seconds plus 1s per Serum charge. The pistol shots each have 80% chance to Inflict Bleed (3178 damage over 4s)
SP2 This attack removes half of Cap's Serum charges (rounded up), and inflicts bleed for 7968 damage over four seconds. The bleed gains +25% Duration and Potency for each Serum charge removed.
SP3 inflicts Stun for 3.0 seconds and an Armour break debuff (-850 Armour) for 12 seconds, plus 1s per Serum charge. Gain two Serum charges.
Signature:
Cap starts the match with two Serum charges, and can now stack up to a total of 10 Serum charges (at max Sig) instead of five.
Additionally, when Cap has five or more charges, Well-timed blocks inflict a burst of 1982 (at max Sig) Physical damage, scaling with modified attack rating.
Synergies
Invaders (Winter Soldier, Namor, Vision Aarkus): All synergy members start the match with three indefinite Cleanse charges
Serum soldiers (Captain America Classic, Red Skull):
Captain America starts the match with two additional Serum charges (both versions)
Red Skull: if there is not a Fury buff on Red Skull when he intercepts the opponent, generate one (+25% Attack for 8s). Cool down 12s