I agree that The Lizard is a glaring omission as a character in MCOC. He has such a long and iconic place in the Spider-Man universe. Dr. Curtis "Curt" Connors should be releases asap.
Just recently all the Spidey movies including those with Tobey Maguire and Andrew Garfield were re-released in the cinema's. In Amazing Spider-Man 1 The Lizard has a great place in that movie. So the time to introduce him to us wouldn't even be strange.
It would be awesome if he would to become one of the best Science champs with abilities like Poison, bleed and regeneration. His weakness could be coldsnap. I can imagine a sp2 tail attack!
The two varieties of cyclops that are currently in the game are a bit old. Maybe we can make phoenix force variations of characters like these? (Kabam pls read)
The two varieties of cyclops that are currently in the game are a bit old. Maybe we can make phoenix force variations of characters like these? (Kabam pls read)
That's a possibility but I'd rather see a new Black Widow, meaning the Symbiote version. In the comics, Natasha has her own Symbiote. She makes full use of all the abilities.
Signature Ability Master Plan – Blocking and Auto-Blocking are enhanced, especially if M.O.D.O.K. has already defeated an enemy of the same Class.
Force Fields have +128 Block Proficiency for each Class defeated within the same Quest, plus a unique Block bonus for subsequent fights against that Class:
Mutant Champions: Take 16% less Special Attack damage. Tech Champions: Gain 5% max Power when struck. Cosmic Champions: Take 5% less damage per unique enemy Buff. Mystic Champions: Steal 5% max Power when struck. Science Champions: Take 5% less damage per unique Debuff. Skill Champions: Why bother? They’re not even superhuman!
Force Field Passive M.O.D.O.K. starts the fight with 1 passive Force Field charge, each Auto-Blocking an attack with +147 Block Proficiency. This cannot trigger Parry.
Upon gaining a Force Field charge the opponent is inflicted with a 1 second Fear debuff that starts paused until M.O.D.O.K. has no Force Field charges.
Once depleted, Force Field charges replenish after 7 second(s). This cooldown is reduced by 0.8s for each “alive” Champion on the enemy team.
As long as M.O.D.O.K.’s Force Field is active, while blocking the opponent's Ability Power Rate is restricted by 20%-100% based on Flux. The restricted power is transformed into Flux, and if the opponent attempts to gain power but can’t, apply a non-stacking 5 second Heal Block.
Flux Passive M.O.D.O.K.’s abilities fluctuate throughout the fight, Flux starts at 0 but increases by 1 per tick while M.O.D.O.K. holds his block or doing nothing, when defending M.O.D.O.K. gains 10 Flux every 6 seconds instead. Activating Auto-Block or performing well timed blocks grant 10 Flux. Getting knocked down by a special attack removes 20 Flux per bar of power spent.
As Flux reaches different levels M.O.D.O.K. applies a different debuff on the opponent:
0-20: Exhaustion
21-40: Weakness
41-60: Disorriant
61-80: Armor Break
81-100: Sunder
All of these debuffs last 7 seconds, start paused until entering a different Flux level, and are paused during the opponent's special attacks.
All Attacks Every 7th attack is guaranteed to be Critical, but Critical Rating is ignored. If a Special or Heavy Attack is the 7th hit, then all hit events for that attack are Critical.
Heavy Attack The first hit of this attack has a 20-100% chance to place one 3 second 503 Incinerate per non-damaging debuff on the opponent depending on Flux these debuffs are paused during special attacks but deal no damage while paused, if this attack is a guaranteed Critical then apply 1 additional incinerate per unique debuff, max 10. Consumes all of M.O.D.O.K.’s Flux at the end of the attack reducing it to 0.
All Special Attacks Consume 10 Flux per level of Special used, if at max Flux lose 100 Flux instead but activates a unique Max Flux ability for the attack.
Special 1 This attack does not grant power to the opponent. Refresh all non-damaging debuffs on the opponent and pause them until the end of this attack.
Max Flux: Power Drain the opponent by 5% of their max power per Incinerate on the opponent when this attack was activated.
Special 2 Each hit apply’s 1 Bleed debuff lasting 1.2 second per non-damaging debuff currently on the opponent.
Max Flux: Applies one 5% Torment debuff per Incinerate on the opponent on activation of this attack.
Special 3 Place one debuff of each Flux level onto the opponent at the end of this attack, all of these debuffs last 12 seconds and replace any Flux debuffs that are currently active.
Max Flux: consume up to 10 Incinerate debuffs to apply a Fragility that lasts 1.6 seconds per Incinerate consumed; this debuff cannot be refreshed by M.O.D.O.K.’s Special 1. If the maximum Incinerates are consumed then this attack grants no power to the opponent.
Signature Ability Abomination exudes a constant Toxic Aura, anytime that Abomination or his block are struck Abomination has a 15 - 75% chance to apply a 4 second poison debuff dealing X damage per tick and reducing recovery rate by 40%.
If the opponent is Immune to Poison then deal X physical damage instead.
Passive Due to his unique physiology Abomination has complete immunity to Buffs and Poison.
Abomination starts the fight with a passive Gamma Being Buff granting increased Block Proficiency, attack rating, and Critical rating per Gamma Being on his team. Additionally when fighting a Gamma Being Abomination starts the fight with his Toxic Aura active for 12 seconds.
Toxic Aura Abomination has the ability to manipulate his gamma energy creating a Toxic Aura, while this Aura is active and Abomination is within striking distance of the opponent he applies a 6 second Gamma Poisoning debuff per tick, Max 6. Striking an opponent under the effect of Gamma Poisoning deals a burst of X physical damage per Gamma Poisoning on the opponent. If Abomination is under the effect of Overpower then the Gamma Poisoning effect has their duration increased by 50%.
If the opponent is outside of Abomination’s striking distance and has at least 3 Gamma Poisoning effects active on them Abomination’s next medium attack is unblockable and consumes up to 3 Gamma poisoning effects dealing X Physical damage to the opponent per Gamma Poisoning consumed. If Abomination is under the Effect of Overpower increase the number of Gamma poisoning that can be consumed by 3.
Heavy Attacks If Toxic Aura is active landing a heavy attack ends Toxic Aura early and grants Abomination a 8 second Overpower Passive. If the opponent is under the effect of 6 Gamma Poisoning debuffs then the Overpower passive lasts 150% longer when ending Toxic Aura early.
All Special Attacks Activate Toxic Aura for 6 seconds per bar of power spent.
Special 1 On activation consume up to 3 Gamma poisoning debuffs to apply a physical vulnerability debuff lasting 2 seconds per Gamma Poisoning consumed.
Special 2 Each hit of this attack applies 1 Gamma Poisoning debuff, if the opponent is at max Gamma poisoning then consumes all Gamma Poisoning debuffs and applies a 12 second Wilt debuff causing the opponent to take X physical damage per 4% power they gain.
Special 3 At the End of this attack gain an Overpower passive lasting 24 seconds. If already under the effect of Overpower, refresh it.
If the opponent has less than 6 Gamma Poisoning effects on them then apply 3.
If the opponent has 6 Gamma Poisoning on them consume them all dealing X physical damage per Gamma Poisoning on the opponent and then apply 3.
Comments
Exodus
Swarm
Deathbird
Deathlok
Grizzly (Theodore Winchester) (Mutant)
Remnant (Mystic)
Captain America (Aaron Fischer) (Skill)
Luna Snow (Science)
Tarna (Cosmic)
Le Peregrine (Tech)
Captain Britain 2099 (Mystic)
Diamondback
Sabra
Phoenix (Psylocke) (Cosmic)
Phoenix (Thor) (Cosmic)
Phoenix (Valkyrie) (Cosmic)
Maximus the Mad (Venomized) (Cosmic)
Phoenix (X-23) (Cosmic)
Googam (Cosmic)
Glob
Doop
Just recently all the Spidey movies including those with Tobey Maguire and Andrew Garfield were re-released in the cinema's. In Amazing Spider-Man 1 The Lizard has a great place in that movie.
So the time to introduce him to us wouldn't even be strange.
It would be awesome if he would to become one of the best Science champs with abilities like Poison, bleed and regeneration. His weakness could be coldsnap.
I can imagine a sp2 tail attack!
1. X-23 (X-Force)
2. Yelena Belova (Comic)
3. Wave (Comic)
4. Typhoid Mary (Comic)
5. Thundra (Comic)
6. Madelyne Pryor
Pluto/Hades
Machine man
Stranger
Shadow King
Bloodscream
Baron Blood
Silver Samurai
High Evolutionary
Lash
Cannonball
Hallow (Yvette)
Zadkiel
Ghost Rider (Daniel Ketch)
Blackout
Deatwatch
Hellcat (Mystic)
Daimon Hellstrom (Mystic)
Science
Signature Ability
Master Plan – Blocking and Auto-Blocking are enhanced, especially if M.O.D.O.K. has already defeated an enemy of the same Class.
Force Fields have +128 Block Proficiency for each Class defeated within the same Quest, plus a unique Block bonus for subsequent fights against that Class:
Mutant Champions: Take 16% less Special Attack damage.
Tech Champions: Gain 5% max Power when struck.
Cosmic Champions: Take 5% less damage per unique enemy Buff.
Mystic Champions: Steal 5% max Power when struck.
Science Champions: Take 5% less damage per unique Debuff.
Skill Champions: Why bother? They’re not even superhuman!
Force Field Passive
M.O.D.O.K. starts the fight with 1 passive Force Field charge, each Auto-Blocking an attack with +147 Block Proficiency. This cannot trigger Parry.
Upon gaining a Force Field charge the opponent is inflicted with a 1 second Fear debuff that starts paused until M.O.D.O.K. has no Force Field charges.
Once depleted, Force Field charges replenish after 7 second(s). This cooldown is reduced by 0.8s for each “alive” Champion on the enemy team.
As long as M.O.D.O.K.’s Force Field is active, while blocking the opponent's Ability Power Rate is restricted by 20%-100% based on Flux. The restricted power is transformed into Flux, and if the opponent attempts to gain power but can’t, apply a non-stacking 5 second Heal Block.
Flux Passive
M.O.D.O.K.’s abilities fluctuate throughout the fight, Flux starts at 0 but increases by 1 per tick while M.O.D.O.K. holds his block or doing nothing, when defending M.O.D.O.K. gains 10 Flux every 6 seconds instead. Activating Auto-Block or performing well timed blocks grant 10 Flux. Getting knocked down by a special attack removes 20 Flux per bar of power spent.
As Flux reaches different levels M.O.D.O.K. applies a different debuff on the opponent:
0-20: Exhaustion
21-40: Weakness
41-60: Disorriant
61-80: Armor Break
81-100: Sunder
All of these debuffs last 7 seconds, start paused until entering a different Flux level, and are paused during the opponent's special attacks.
All Attacks
Every 7th attack is guaranteed to be Critical, but Critical Rating is ignored. If a Special or Heavy Attack is the 7th hit, then all hit events for that attack are Critical.
Heavy Attack
The first hit of this attack has a 20-100% chance to place one 3 second 503 Incinerate per non-damaging debuff on the opponent depending on Flux these debuffs are paused during special attacks but deal no damage while paused, if this attack is a guaranteed Critical then apply 1 additional incinerate per unique debuff, max 10. Consumes all of M.O.D.O.K.’s Flux at the end of the attack reducing it to 0.
All Special Attacks
Consume 10 Flux per level of Special used, if at max Flux lose 100 Flux instead but activates a unique Max Flux ability for the attack.
Special 1
This attack does not grant power to the opponent. Refresh all non-damaging debuffs on the opponent and pause them until the end of this attack.
Max Flux: Power Drain the opponent by 5% of their max power per Incinerate on the opponent when this attack was activated.
Special 2
Each hit apply’s 1 Bleed debuff lasting 1.2 second per non-damaging debuff currently on the opponent.
Max Flux: Applies one 5% Torment debuff per Incinerate on the opponent on activation of this attack.
Special 3
Place one debuff of each Flux level onto the opponent at the end of this attack, all of these debuffs last 12 seconds and replace any Flux debuffs that are currently active.
Max Flux: consume up to 10 Incinerate debuffs to apply a Fragility that lasts 1.6 seconds per Incinerate consumed; this debuff cannot be refreshed by M.O.D.O.K.’s Special 1. If the maximum Incinerates are consumed then this attack grants no power to the opponent.
Korvac
Warbringer
Baron Thing (Mystic)
Vision (Vampire) (Tech)
She-Hulk (Vampire) (Science)
Dracula (Miles Morales) (Mystic)
Black Knight (Dane Whitman)
Thena
Gilgamesh
Makkari
Ajak
Sprite
Druig
Phastos
Kingo Sunen
Zuras
Randall Jessup
Meggan
Albion
Venom (Vampire) (Cosmic)
Spider-Boy (Science)
Science
Signature Ability
Abomination exudes a constant Toxic Aura, anytime that Abomination or his block are struck Abomination has a 15 - 75% chance to apply a 4 second poison debuff dealing X damage per tick and reducing recovery rate by 40%.
If the opponent is Immune to Poison then deal X physical damage instead.
Passive
Due to his unique physiology Abomination has complete immunity to Buffs and Poison.
Abomination starts the fight with a passive Gamma Being Buff granting increased Block Proficiency, attack rating, and Critical rating per Gamma Being on his team. Additionally when fighting a Gamma Being Abomination starts the fight with his Toxic Aura active for 12 seconds.
Toxic Aura
Abomination has the ability to manipulate his gamma energy creating a Toxic Aura, while this Aura is active and Abomination is within striking distance of the opponent he applies a 6 second Gamma Poisoning debuff per tick, Max 6. Striking an opponent under the effect of Gamma Poisoning deals a burst of X physical damage per Gamma Poisoning on the opponent. If Abomination is under the effect of Overpower then the Gamma Poisoning effect has their duration increased by 50%.
If the opponent is outside of Abomination’s striking distance and has at least 3 Gamma Poisoning effects active on them Abomination’s next medium attack is unblockable and consumes up to 3 Gamma poisoning effects dealing X Physical damage to the opponent per Gamma Poisoning consumed. If Abomination is under the Effect of Overpower increase the number of Gamma poisoning that can be consumed by 3.
Heavy Attacks
If Toxic Aura is active landing a heavy attack ends Toxic Aura early and grants Abomination a 8 second Overpower Passive. If the opponent is under the effect of 6 Gamma Poisoning debuffs then the Overpower passive lasts 150% longer when ending Toxic Aura early.
All Special Attacks
Activate Toxic Aura for 6 seconds per bar of power spent.
Special 1
On activation consume up to 3 Gamma poisoning debuffs to apply a physical vulnerability debuff lasting 2 seconds per Gamma Poisoning consumed.
Special 2
Each hit of this attack applies 1 Gamma Poisoning debuff, if the opponent is at max Gamma poisoning then consumes all Gamma Poisoning debuffs and applies a 12 second Wilt debuff causing the opponent to take X physical damage per 4% power they gain.
Special 3
At the End of this attack gain an Overpower passive lasting 24 seconds. If already under the effect of Overpower, refresh it.
If the opponent has less than 6 Gamma Poisoning effects on them then apply 3.
If the opponent has 6 Gamma Poisoning on them consume them all dealing X physical damage per Gamma Poisoning on the opponent and then apply 3.