I’m all for this right here! Blue Marvel is my most wanted add to the game. Should be an offensive powerhouse. Super Giant (and Thane) should definitely be added.
Kabam goes in runs when it comes to classes/good champs, so I’m thinking 2025 is gonna be a big year for SKILL.
I’m all for this right here! Blue Marvel is my most wanted add to the game. Should be an offensive powerhouse. Super Giant (and Thane) should definitely be added.
Kabam goes in runs when it comes to classes/good champs, so I’m thinking 2025 is gonna be a big year for SKILL.
Oh yeah I designed Blue Marvel to be straight damage, with him basically locking down 90% of all Mystic champions in PvP content because of how he reverses the opponent's Mystic Dispersion Power Gain with all those Withers and buffs that he gets and loses.
I really wanted to balance out all the classes for this concept year, but I kinda gave Skill the short stick as compared the all the other classes, champions that I want to come to the game fit better in the other 5 classes, particularly Tech (which needs its time outside of the spotlight of being considered the weakest class in the game).
Why are there a ton of disagrees? This is very well put together with ideas and abilities of champs. If you’re looking for ideas, I’ve got some to add that you might like to roadmap🙂
I haven’t ever thought of the mandarin as a viable character in game but that’s a cool idea! Aldrich Killian would be cool to see in my opinion. Maybe some more of the hammer tech villains/characters. Wiplash would be really cool to see in game. Maybe with animations similar to those of BWDO. Justin Hammer himself as a skill champ or maybe even iron monger might be cool.
Why are there a ton of disagrees? This is very well put together with ideas and abilities of champs. If you’re looking for ideas, I’ve got some to add that you might like to roadmap🙂
Oh thanks! Unfortunately I've already decided all the champions I'm gonna add, all of the months have already been planned. But thanks for the enthusiasm.
That being said, I do think we need more Iron Man villains in the game. Count Nefaria was a step in the right direction.
Took notes from Overseer and decided to make Blue Marvel unique amongst the Science class by mixing him with the Cosmic class as his powers are sort of a mix of both classes.
Night Thrasher’s advanced combat suit grants him immunity to Incinerate effects, +X Physical Resistance and reduces the Ability Accuracy of incoming Bleed effects by -100%.
For each unique debuff on the opponent and debuff on Night Thrasher, he reduces the duration of incoming debuffs by -6%.
Well Timed Blocks and successful dodges grant 5% of Max Power while Night Thrasher is below 1 Bar of Power.
NOTE: Night Thrasher's Incinerate immunity and Power Gain is here to stay! Combined with new utility to make him strong against Bleed matchups against non-Mutant champions and granting him a way to get rid of debuffs reliably.
Board To Death - Skateboard Attacks:
Night Thrasher employs his skateboard into his Medium Attacks, Heavy Attacks and Special Attacks. Striking the opponent with a skateboard attack fills Night Thrasher with adrenaline and slightly speeds up the duration of active debuffs on Night Thrasher.
Champions of the Contest never see the skateboard coming. Attacks using the skateboard cannot be Evaded or Auto-Blocked.
Night Thrasher’s Dash Attacks are Unstoppable if Night Thrasher is not inflicted with a Concussion effect.
If Night Thrasher loses his Combo, his Unstoppable goes on cooldown for 6 seconds.
NOTE: I wanted Night Thrasher to really feel the skateboard this time around. All that adrenaline should show into his playstyle by having you speed up debuffs while granting you Unstoppable dashes which give you a strong security net for all your intercepts and dash attacks. Kowabunga dudes!
Heavy Attacks:
Inflict a non-stacking 40% Infuriate passive for 12 seconds.
Each time either champion attempts an attack while this Infuriate passive is active, Night Thrasher gains a Fury Passive increasing his Attack by +10% for 12 seconds, these are paused during Special Attacks.
If the opponent triggers a Special while they are infuriated, Night Thrasher increases the potency of all Fury effects by +100% for 16 seconds. This removes the Infuriate passive and puts it on cooldown for 6 seconds.
NOTE: I've moved Night Thrasher's sig into his base kit and changed the Taunt into an Infuriate so you can get more AI cooperation. The way you get your damage is slightly different in that instead it promotes aggressive gameplay from either you or the opponent, but in a way that isn't greatly neutered by AI. ANY attempt at a hit even a WHIFF, that's +1 Fury mate. You can have a lot of fun with this, but try to line it up so that you have a Special Attack ready when the opponent might launch a Special Attack.
Special 1:
Inflict a unique non-stacking 16 second Gadget debuff based on the last attack performed:
Light Attack - Smoke Capsule: Disorient reducing Defensive Ability Accuracy by 50% and the opponent’s Block Proficiency by 50% flat.
Medium Attack - Explosive Gadget: Incinerate dealing X damage, removing Perfect Block Chance and decreasing the opponent’s Block Proficiency by 50% flat.
Heavy Attack - Shock Baton: Inflict a Shock debuff dealing X damage.
Gadget debuffs are refreshed upon intercepting the opponent or knocking the opponent down.
NOTE: Gadget debuffs largely stay the same, except they have a longer duration and also Night Thrasher gets his Shock from a Heavy Attack. Expect a sort of indicator on Night Thrasher to let you know which Gadget debuff is ready.
Special 2:
If this attack intercepts the opponent or Infuriate is on cooldown, this Attack gains +8000 Critical Rating.
Each hit deals a burst of Physical Damage equal to 15% of the Attack’s damage per Gadget debuff on the opponent.
NOTE: Whether the opponent has no power or they just launched a Special Attack, you will cash in on mega crits with crazy bursts of damage if you kept your Gadget Debuffs up
Special 3:
Reapply all Gadget debuffs with twice their duration and +25% flat potency. This can only apply twice to each instance of a Gadget debuff.
Permanently increase the duration of all Fury and Fury Potency Increase effects by +25% each time this Special Attack is launched.
NOTE: Replaces the Debiliate effect for a more long term solution so you can take it easier in fights that you won't smoke in a minute or two.
Back On The Grind - Signature Ability:
The first time a given Gadget debuff triggers an immunity, reduce the opponent's Defensive Ability Accuracy by -200% and all remaining Gadget debuffs gain +20 - +50% Potency. For the rest of the fight, that given Gadget debuff is considered to be active for Night Thrasher's abilities.
Each Gadget Debuff active on the opponent grants Night Thrasher a Cruelty passive increasing his Critical Damage by +150 - +400.
NOTE: This ability allows Night Thrasher to not be punished for triggering an Immunity with a Gadget debuff while allowing him to take full advantage of all the bonuses he gets from Gadget debuffs. Plus he gets bonus Critical Damage so as to keep the reward that Night Thrasher's Signature Ability provides for long term players!
NOTE: "Cosmic Justice On Wheels" synergy bonus with Cosmic Ghost Rider replaced: At the start of the fight, Night Thrasher applies a random Gadget debuff on the opponent.
I'm a little confused here.. maybe I read something wrong.
a) He has unstoppable dashes like Destroyer. Okay, cool. Makes him a little better on defense, if it weren't for the point about it going on cool down when he loses his combo. If he never gains a combo in the first place, how are you supposed to turn off Unstopable? Also, he reduces debuff duration, so let's assume a concussion effect IS applied. First of all, there are not a lot of champions that benefit from a concussion effect in their kit, so you'd need to go out of the way to apply it. Secondly, concussion effect are mainly applied by science and mutant champions. He'll shrug of the debuffa from Science champions, and I don't know a lot of people that regularly use Cable or Jubilee. So that's a very limited number of champions that remove his Unstoppable.
b) The Fury effects seem overtuned. In 12 seconds of an average fight, you'd see 12 hits, meaning 2 combos and 2 hits. Count in parrying and intercepting, you gain 15 Furies over 12 seconds, which is 150% increased attack. Now, you're doubling the potency on activation of special Attacks, which is assured with 15 hits given. So, for a duration of 16 seconds, you have +300% attack Rating. With people like MSD who'll soon enough take advantage of whiffing, maybe 20 Furies, because "attempted" Attacks.
c) +8000 crit Rating is Heavy. With a crit multiplier of x2.54, you deal approximately 10.2 times the base damage, PLUS 15% energy damage on each hit, which gives a total damage of 14.7 times your base damage rate. With max sig, assuming a maximum of 3 debuffs active on the opponent, that's +1200 in Critical Damage by Cruelty.
Night Thrasher’s advanced combat suit grants him immunity to Incinerate effects, +X Physical Resistance and reduces the Ability Accuracy of incoming Bleed effects by -100%.
For each unique debuff on the opponent and debuff on Night Thrasher, he reduces the duration of incoming debuffs by -6%.
Well Timed Blocks and successful dodges grant 5% of Max Power while Night Thrasher is below 1 Bar of Power.
NOTE: Night Thrasher's Incinerate immunity and Power Gain is here to stay! Combined with new utility to make him strong against Bleed matchups against non-Mutant champions and granting him a way to get rid of debuffs reliably.
Board To Death - Skateboard Attacks:
Night Thrasher employs his skateboard into his Medium Attacks, Heavy Attacks and Special Attacks. Striking the opponent with a skateboard attack fills Night Thrasher with adrenaline and slightly speeds up the duration of active debuffs on Night Thrasher.
Champions of the Contest never see the skateboard coming. Attacks using the skateboard cannot be Evaded or Auto-Blocked.
Night Thrasher’s Dash Attacks are Unstoppable if Night Thrasher is not inflicted with a Concussion effect.
If Night Thrasher loses his Combo, his Unstoppable goes on cooldown for 6 seconds.
NOTE: I wanted Night Thrasher to really feel the skateboard this time around. All that adrenaline should show into his playstyle by having you speed up debuffs while granting you Unstoppable dashes which give you a strong security net for all your intercepts and dash attacks. Kowabunga dudes!
Heavy Attacks:
Inflict a non-stacking 40% Infuriate passive for 12 seconds.
Each time either champion attempts an attack while this Infuriate passive is active, Night Thrasher gains a Fury Passive increasing his Attack by +10% for 12 seconds, these are paused during Special Attacks.
If the opponent triggers a Special while they are infuriated, Night Thrasher increases the potency of all Fury effects by +100% for 16 seconds. This removes the Infuriate passive and puts it on cooldown for 6 seconds.
NOTE: I've moved Night Thrasher's sig into his base kit and changed the Taunt into an Infuriate so you can get more AI cooperation. The way you get your damage is slightly different in that instead it promotes aggressive gameplay from either you or the opponent, but in a way that isn't greatly neutered by AI. ANY attempt at a hit even a WHIFF, that's +1 Fury mate. You can have a lot of fun with this, but try to line it up so that you have a Special Attack ready when the opponent might launch a Special Attack.
Special 1:
Inflict a unique non-stacking 16 second Gadget debuff based on the last attack performed:
Light Attack - Smoke Capsule: Disorient reducing Defensive Ability Accuracy by 50% and the opponent’s Block Proficiency by 50% flat.
Medium Attack - Explosive Gadget: Incinerate dealing X damage, removing Perfect Block Chance and decreasing the opponent’s Block Proficiency by 50% flat.
Heavy Attack - Shock Baton: Inflict a Shock debuff dealing X damage.
Gadget debuffs are refreshed upon intercepting the opponent or knocking the opponent down.
NOTE: Gadget debuffs largely stay the same, except they have a longer duration and also Night Thrasher gets his Shock from a Heavy Attack. Expect a sort of indicator on Night Thrasher to let you know which Gadget debuff is ready.
Special 2:
If this attack intercepts the opponent or Infuriate is on cooldown, this Attack gains +8000 Critical Rating.
Each hit deals a burst of Physical Damage equal to 15% of the Attack’s damage per Gadget debuff on the opponent.
NOTE: Whether the opponent has no power or they just launched a Special Attack, you will cash in on mega crits with crazy bursts of damage if you kept your Gadget Debuffs up
Special 3:
Reapply all Gadget debuffs with twice their duration and +25% flat potency. This can only apply twice to each instance of a Gadget debuff.
Permanently increase the duration of all Fury and Fury Potency Increase effects by +25% each time this Special Attack is launched.
NOTE: Replaces the Debiliate effect for a more long term solution so you can take it easier in fights that you won't smoke in a minute or two.
Back On The Grind - Signature Ability:
The first time a given Gadget debuff triggers an immunity, reduce the opponent's Defensive Ability Accuracy by -200% and all remaining Gadget debuffs gain +20 - +50% Potency. For the rest of the fight, that given Gadget debuff is considered to be active for Night Thrasher's abilities.
Each Gadget Debuff active on the opponent grants Night Thrasher a Cruelty passive increasing his Critical Damage by +150 - +400.
NOTE: This ability allows Night Thrasher to not be punished for triggering an Immunity with a Gadget debuff while allowing him to take full advantage of all the bonuses he gets from Gadget debuffs. Plus he gets bonus Critical Damage so as to keep the reward that Night Thrasher's Signature Ability provides for long term players!
NOTE: "Cosmic Justice On Wheels" synergy bonus with Cosmic Ghost Rider replaced: At the start of the fight, Night Thrasher applies a random Gadget debuff on the opponent.
I'm a little confused here.. maybe I read something wrong.
a) He has unstoppable dashes like Destroyer. Okay, cool. Makes him a little better on defense, if it weren't for the point about it going on cool down when he loses his combo. If he never gains a combo in the first place, how are you supposed to turn off Unstopable? Also, he reduces debuff duration, so let's assume a concussion effect IS applied. First of all, there are not a lot of champions that benefit from a concussion effect in their kit, so you'd need to go out of the way to apply it. Secondly, concussion effect are mainly applied by science and mutant champions. He'll shrug of the debuffa from Science champions, and I don't know a lot of people that regularly use Cable or Jubilee. So that's a very limited number of champions that remove his Unstoppable.
b) The Fury effects seem overtuned. In 12 seconds of an average fight, you'd see 12 hits, meaning 2 combos and 2 hits. Count in parrying and intercepting, you gain 15 Furies over 12 seconds, which is 150% increased attack. Now, you're doubling the potency on activation of special Attacks, which is assured with 15 hits given. So, for a duration of 16 seconds, you have +300% attack Rating. With people like MSD who'll soon enough take advantage of whiffing, maybe 20 Furies, because "attempted" Attacks.
c) +8000 crit Rating is Heavy. With a crit multiplier of x2.54, you deal approximately 10.2 times the base damage, PLUS 15% energy damage on each hit, which gives a total damage of 14.7 times your base damage rate. With max sig, assuming a maximum of 3 debuffs active on the opponent, that's +1200 in Critical Damage by Cruelty.
a) Thank you for pointing that out! There are unbalanced aspects to that ability. I'll try to find a way to increase Night Thrasher's Combo on defensive without being largely punishing, while making an exemption for Concussion debuffs in Endurance. I will note that Concussion is most certainly a Mutant ability as roughly like 75% of all champions with Concussion as an offensive ability are Mutants, with Stryfe, Gambit, Emma Frost, Apocalypse, Mister Sinister all having in their kit to name a few.
b) That's fair. This kind of number scaling is why I've decided to substitute +X values in the place of straight numbers in my current concepts as I'm largely eyeballing it. The X allows for any fitting value to take its place, but the kit would function the same so X can be some reasonably arbitrary constant within the confines of allowing Night Thrasher to be a short-form/medium-form goat.
c) The SP2 is meant to be effectively Guaranteed Critical Hits, the same wording that Captain Britain users for her Special Attacks. Balanced in a way that you are rewarded for skill/keeping to the rotation of getting Furies and applying your Infuriate. You are also confusing Critical Rating for Critical Damage rating, Critical Rating is the chance to land a Critical Hit. This attack does not change Night Thrasher's Critical Damage, it essentially forces each hit to be Critical if you play well.
SUMMARY:Supergiant is mainly a defender champion with some niche offensive uses in buff and power heavy matchups, where she can take full advantage of buff potency theft and power control abilities. As a defender, there are two big things you want to keep in mind: her Psychic Surge and her Missions. Like Onslaught, you run the risk of racking up Neuroshocks by striking Supergiant, but only if her Psychic Surge is active and/or you block her Special Attacks. Supergiant also introduces a new take on the Missions from Thanos as either champion can perform an action that will end up completing a given Mission. Each mission completed boost's Supergiant's damage and defensive threat, meaning you'll need to play more carefully if Supergiant has more missions completed. Debuff heavy/buff immune champions will be your key counters, but they won't be hard counters as you will still have to worry about the Neuroshocks (which are more punishing than Onslaught's and he inflicts them more frequently) and her other nasty tricks such as her Falter through the block and her anti-SP3 mechanics.
But enough yapping from me.
Defensive TL;DR: Don't block her special attacks, DON'T GO TO SP3, don't attack her if Psychic Surge is active, DON'T BLOCK HER SPECIAL ATTACKS IF PSYCHIC SURGE IS ACTIVE, bring debuff heavy/buff immune champions, try not to eat too many basic attacks through the block.
Offensive TL;DR: Great power control, very reliable Miss counter, reliable Evade counter, great sustainability on the SP2, siphons the effects of the opponent's buffs, bursts of energy damage with Psychic Surge, great Special spam potential, Reverse Controls immunity, prevention of the opponent's True Focus and True Sense effects, Marked effect.
Just a great Mystic utility champion with scary defensive potential.
Always Active:
Immune to Reverse Controls and -17.5% Combat Power Rate.
The opponent suffers -200% True Focus and True Sense Ability Accuracy.
DEV NOTES:Supergiant shows up as yet another Reverse Control immune champion with the ability to prevent the opponent’s True buffs that bypass her miss utility, which serves as both an offensive answer to Serpent while putting more focus on avoiding her defensive effects rather than bypass them, as you will see later in the spotlight.
Missions From Thanos:
Supergiant has 4 missions to complete, each mission can be completed once per fight by either champion.
Each completed mission reduces the potency of the opponent’s buffs by -20% flat and increases Supergiant’s Attack Rating by +15% per mission.
Mission 1: By Force - Knock a champion down.
Mission 2: By Cunning - Intercept a champion.
Mission 3: By Gambit - A champion gains the equal of 5 Bars of Power since the fight has started.
Mission 4: By Absolution - A champion inflicts an instant burst or DOT effect.
DEV NOTES:As Supergiant is a member of Thano’s Army, of course the missions from Thanos had to return. Hers are basic and have the unique benefit of being completed if either Supergiant or the opponent complete the given action. This helps to make her a defensive threat while providing the core of her offensive utility in buff potency reduction by going through her loop.
Telepathic Parasite:
If any of the opponent’s stat boosting buffs or Regeneration buffs have their potency reduced, Supergiant gains 100% of the denied potency, extending to negative potencies.
The first time the opponent reaches 3 Bars of Power, Supergiant steals all the opponent’s Power Gain buffs and Power Steals the opponent for 10% of their Max Power, +5% Max Power for each active buff on the opponent.
While defending, Supergiant will always attempt to steal 20% of the opponent’s Max Power. This potency can only be affected by the opponent’s resistances and immunities. Cooldown: 40 Seconds.
DEV NOTES:Supergiant’s main offensive draw is that she is yet another Mystic that would rather have the opponent have as many buffs active as possible. Next to champions like Chavez and Spidey Supreme however, Supergiant steals the effects of the opponent’s buffs for herself.
Supergiant also has one of the safest SP3 safeguards in the game as she has an emergency Power Steal should the opponent ever reach 3 Bars of Power. This mechanic is also one of her defensive draws, as she punishes champions that rely on their SP3 by stealing a decent chunk of their power.
Psychic Surge:
Every X seconds, Supergiant attempts to penetrate the opponent’s mind and inflicts a Psychic Surge passive for 10 seconds. Against #Psychic Shielding opponents, Psychic Surge suffers -50% duration.
Each time Supergiant gains power outside of attacking the opponent or from Power Stealing the opponent, the cooldown for Psychic Surge speeds up slightly and if Psychic Surge is active, slows down the duration.
When Psychic Surge is active, Supergiant gains [Surge] bonuses, reduces the opponent’s Buff Potencies by -75% flat and places a 100% Marked passive on the opponent.
[Surge] All non-blocked hits exchanged between the champions have a 55% chance to inflict a Neuroshock passive dealing X damage over 6 seconds on the opponent. -11% flat Ability Accuracy for each unique debuff active on Supergiant, +6.5% flat Ability Accuracy for each unique buff on the opponent.
DEV NOTES: Psychic Surge is where Supergiant starts to cook. This is the crux of her defensive stress as you run the risk of racking up Neuroshocks by striking her while Psychic Surge is active. While Onslaught appears to have taught players that Neuroshocks aren’t as scary as we thought, Supergiant’s Neuroshocks are far more punishing.
We also have the grand return of the Marked effect! This will grant her some extra utility that will allow her to make champions like Hulkling and Hercules fun matchups, especially with all those buffs with those juicy bonuses that you can steal for yourself.
All Attacks:
If Supergiant lands a Combo-Ending attack on the opponent or through their block, she steals 65% of the opponent’s power gained during the combo. Subsequent triggers of this ability within 8 seconds suffer a stacking -55% potency penalty if Psychic Surge is not active.
[Surge] Stealing the opponent’s power inflicts a 2 second Falter passive.
DEV NOTES:As you can tell by now, Supergiant is a very safe champion to bring in power heavy matchups. Additionally, that falter effect while she has her Surge active will help you to keep her damage for longer while making her feel extremely fluid with combo after combo.
This also should make you careful about trying to bait heavy attacks, as Supergiant risks getting her Surge faster and making sure you can’t get an opening in with the Falter passive. Miss counters are key here!
Heavy Attacks:
Inflict a Panic passive for 14 seconds.
DEV NOTES:Making its debut in a champions kit, we have the Panic effect! If you don’t recall what it does (or I haven’t misremembered), it prevents both Evade and Miss. This makes Supergiant a strong miss counter as she can prevent the opponent’s miss effects whether or not Psychic Surge is active with the Neuroshocks that come with it.
Special Attacks:
Each hit on the opponent or through their block has a 100% chance to inflict a personal Neuroshock passive.
[Surge] Applying Neuroshocks deals an instant burst of X Instant Damage, gaining +100% Potency for each unique buff on the opponent and mission Supergiant has completed.
DEV NOTES:This part of her kit really defines Supergiant’s Offensive and Defensive threat. She can deal bursts of damage from her Specials, being more punishing against opponents that have a few unique buffs. On the flip side, this also makes blocking her Special Attacks a dangerous mistake, particularly if you have buffs and Supergiant has completed her missions.
Special 1:
Triggering this Special Attack applies a 40% Hinder passive for 30 seconds.
[Surge] This attack grants the opponent no power, Supergiant gains X% of the power the opponent would have gained and any power given by Power Gain effects during this Special Attack.
DEV NOTES:The Hinder effect helps to make buff heavy matchups much more fun for Supergiant, allowing her to steal even more of the opponent’s buff effects. Also during Surge, it adds a degree of spammability (so to speak) which becomes far more fun to play with in Power Heavy matchups.
Special 2:
Each hit Life Steals X% of the damage dealt to the opponent, gaining +25% flat potency for each completed Mission From Thanos.
[Surge] This attack is Unblockable and grants Psychic Surge 15% of its Missing Duration for each completed Mission and buff on the opponent.
DEV NOTES:Grants Supergiant reliable sustainability while also providing an extra degree of pressure while Psychic Surge is active. This isn’t supposed to be a YOOOO BIG DAMAGE Special Attack, but rather an option that’s available depending on how you want/need to play Supergiant.
Also a very punishing Special Attack if she’s a defender so you would do best to ensure that she is below 2 Bars of Power before/during her Psychic Surge.
Special 3:
Trigger Psychic Surge with +150% duration or retrigger Psychic Surge with the additional duration if it is active. This bonus does not stack.
[Surge] Inflict a Degeneration Passive for each Neuroshock effect triggered in the fight dealing X damage over 10 seconds.
DEV NOTES:This helps to equalise Supergiant in longer matchups by granting her good damage based on how well you’ve been able to keep applying Neuroshocks to the opponent. Even without that in mind, this also forces Psychic Surge to trigger so you can get right to the fun stuff
SIGNATURE ABILITY - No Mind Is Safe:
Supergiant is able to reach deep into the opponent’s mind to cause them to unintentionally trigger Unstable buffs every 20 - 12 seconds each lasting 15 seconds.
[Surge] Unstable buffs trigger 50% faster.
Unstable buffs suffer an immediate -100% flat potency penalty, but can be removed early by inflicting a non-Stun debuff on Supergiant, Unstable buffs removed this way do not trigger the Mystic Dispersion mastery.
Fury - Increasing the opponent's Attack Rating by +X%
Precision - Increasing the opponent’s Critical Rating by +X%
Cruelty - Increasing the opponent’s Critical Damage Rating by +X%
DEV NOTES:Supergiant’s Signature Ability is a creative way of granting her extra damage in all matchups. This gives her a leg up in matchups that don’t have as many buffs that Supergiant can work off of. This also gives Supergiant more defensive pressure by forcing buffs on the opponent so that her dangerous abilities become stronger. Plus, when the buffs do expire, you can also gain power from the Mystic Dispersion mastery, giving her more Special spam potential.
Synergies:
The Last But Never The Least: With Ebony Maw, Corvus Glaive, Proxima Midnight and Cull Obsidian
#Thanos’s Army: Increase Attack Rating by up to +40% based on how many Missions From Thanos have been completed.
One Mission: With Thanos
Supergiant: Each time Supergiant completes a Mission or triggers Psychic Surge, Thanos rewards her with a non-stacking +X% Fury passive lasting 20 seconds.
Thanos: Gain a permanent True Focus passive, this is unaffected by Ability Accuracy.
Possession: With Iceman and Thor
Supergiant: If Supergiant triggers an immunity on the opponent, she inflicts one of her personal Neuroshock effects.
Thor and Iceman: Gain Immunity to Reversed Controls and Neuroshock effects.
Open Your Mind: With Leader and Black Bolt
Supergiant: Start the fight with 1 Bar of Power.
Leader: Fury passives last for 12 seconds after the Green Door closes.
Supergiant: Invert the effects of all incoming Power Drain, Power Burn and Power Steal effects.
Enemies: With Iron Man, Captain America, Storm, Wolverine and Rogue
Comments
I’m all for this right here! Blue Marvel is my most wanted add to the game. Should be an offensive powerhouse. Super Giant (and Thane) should definitely be added.
Kabam goes in runs when it comes to classes/good champs, so I’m thinking 2025 is gonna be a big year for SKILL.
I really wanted to balance out all the classes for this concept year, but I kinda gave Skill the short stick as compared the all the other classes, champions that I want to come to the game fit better in the other 5 classes, particularly Tech (which needs its time outside of the spotlight of being considered the weakest class in the game).
That being said, I do think we need more Iron Man villains in the game. Count Nefaria was a step in the right direction.
a) He has unstoppable dashes like Destroyer. Okay, cool. Makes him a little better on defense, if it weren't for the point about it going on cool down when he loses his combo. If he never gains a combo in the first place, how are you supposed to turn off Unstopable? Also, he reduces debuff duration, so let's assume a concussion effect IS applied. First of all, there are not a lot of champions that benefit from a concussion effect in their kit, so you'd need to go out of the way to apply it. Secondly, concussion effect are mainly applied by science and mutant champions. He'll shrug of the debuffa from Science champions, and I don't know a lot of people that regularly use Cable or Jubilee. So that's a very limited number of champions that remove his Unstoppable.
b) The Fury effects seem overtuned. In 12 seconds of an average fight, you'd see 12 hits, meaning 2 combos and 2 hits. Count in parrying and intercepting, you gain 15 Furies over 12 seconds, which is 150% increased attack. Now, you're doubling the potency on activation of special Attacks, which is assured with 15 hits given. So, for a duration of 16 seconds, you have +300% attack Rating. With people like MSD who'll soon enough take advantage of whiffing, maybe 20 Furies, because "attempted" Attacks.
c) +8000 crit Rating is Heavy. With a crit multiplier of x2.54, you deal approximately 10.2 times the base damage, PLUS 15% energy damage on each hit, which gives a total damage of 14.7 times your base damage rate. With max sig, assuming a maximum of 3 debuffs active on the opponent, that's +1200 in Critical Damage by Cruelty.
b) That's fair. This kind of number scaling is why I've decided to substitute +X values in the place of straight numbers in my current concepts as I'm largely eyeballing it. The X allows for any fitting value to take its place, but the kit would function the same so X can be some reasonably arbitrary constant within the confines of allowing Night Thrasher to be a short-form/medium-form goat.
c) The SP2 is meant to be effectively Guaranteed Critical Hits, the same wording that Captain Britain users for her Special Attacks. Balanced in a way that you are rewarded for skill/keeping to the rotation of getting Furies and applying your Infuriate. You are also confusing Critical Rating for Critical Damage rating, Critical Rating is the chance to land a Critical Hit. This attack does not change Night Thrasher's Critical Damage, it essentially forces each hit to be Critical if you play well.