Captain America

17111711 Member Posts: 300 ★★
edited April 24 in General Discussion
Cap should have red guardians unblockable immune ability then cap would be op like in the movies.

Comments

  • 17111711 Member Posts: 300 ★★
    His shield would be useful
  • 17111711 Member Posts: 300 ★★
    Like when red guardian is immune to heavy attacks
  • JLordVileJJLordVileJ Member Posts: 3,481 ★★★★
    I agree but he would still be terrible
  • CASrinivasCASrinivas Member Posts: 992 ★★★
    Wait for him to get a Full Overhaul!
  • 17111711 Member Posts: 300 ★★
    EdisonLaw said:

    He needs way more than that

    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

    Kabam will probably keep this in mind

  • Loki_Poki1280Loki_Poki1280 Member Posts: 499 ★★★
    I just wanna see cap use that sheild more tbh.

    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?
  • EdisonLawEdisonLaw Member Posts: 6,447 ★★★★★

    I just wanna see cap use that sheild more tbh.

    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?

    Not bad, but I think mine is better.
  • Loki_Poki1280Loki_Poki1280 Member Posts: 499 ★★★
    @EdisonLaw Probably. Urs is much more thought out :D
  • Greed_ExodusGreed_Exodus Member Posts: 369 ★★★
    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
  • MagrailothosMagrailothos Member Posts: 5,884 ★★★★★
    EdisonLaw said:

    I just wanna see cap use that sheild more tbh.

    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?

    Not bad, but I think mine is better.
    Yes it is quite good, isn't it...😉

    And oddly familiar 🤔

    https://forums.playcontestofchampions.com/en/discussion/comment/2252246/#Comment_2252246
  • EdisonLawEdisonLaw Member Posts: 6,447 ★★★★★

    EdisonLaw said:

    I just wanna see cap use that sheild more tbh.

    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?

    Not bad, but I think mine is better.
    Yes it is quite good, isn't it...😉

    And oddly familiar 🤔

    https://forums.playcontestofchampions.com/en/discussion/comment/2252246/#Comment_2252246
    I changed a few things though to make it a bit more interesting
  • ArmageddønArmageddøn Member Posts: 830 ★★★
    I see him as one of the top contenders for overhaul like og Ironman, yeah science class is already busted but he's captain america afterall
  • Loki_Poki1280Loki_Poki1280 Member Posts: 499 ★★★

    EdisonLaw said:

    I just wanna see cap use that sheild more tbh.

    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?

    Not bad, but I think mine is better.
    Yes it is quite good, isn't it...😉

    And oddly familiar 🤔

    https://forums.playcontestofchampions.com/en/discussion/comment/2252246/#Comment_2252246
    Oh how the turn tables haha
  • MagrailothosMagrailothos Member Posts: 5,884 ★★★★★
    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
  • EdisonLawEdisonLaw Member Posts: 6,447 ★★★★★

    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?
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