Summoners: The Thronebreaker Progression Point has been delayed, and will not launch October 1st, as previously planned. We are aiming to launch it next week and will have more information for you all as soon as possible. We apologize for the delay and thank you for your understanding.

Champion Spotlights

Just like in the old forums, this place is your go-to for Champion Spotlights! We're posting all of the old spotlights to preserve them, just keep in mind that in some cases the information may be slightly outdated due to changes or rebalancing of a Champion.

«1

Comments

  • War Machine - originally posted 08-13-2015

    James “Rhodey” Rhodes, decorated U.S. Air Force pilot and longtime ally of Tony Stark, combats evil and injustice as the armored War Machine. True to his codename, Rhodes’ armor delivers heavy metal power via its wrist-mounted machine guns and shoulder-mounted artillery cannon.

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50, Signature Level 99

    **Health: **15,660
    **Attack: **1148

    Special 1: Blast Barrage
    59% chance to inflict Bleed, dealing 38% of your Attack as direct damage over 5 Seconds
    This has 5 potential triggers during the attack, allowing up to 5 stacks of Bleed

    Special 2: Shoulder Artillery
    100% chance to Armor Break, removing enemy Armor and applying 52% Armor reduction for 12 seconds.

    Special 3: Heavy Ordnance
    100% chance to Armor Break, removing enemy Armor and applying 52% Armor reduction for 12 seconds.78% chance to inflict Bleed, dealing 38% of your Attack as direct damage over 5 Seconds.
    This has 3 potential triggers during the attack, allowing up to 3 stacks of Bleed

    Armor Up - When Struck
    8% chance to Armor Up, reducing damage from attacks by 54% for 6 seconds.

    Signature Ability - Empty the Clip

    War Machine readies all remaining ordnance if Health drops below 20%, granting up to 90% increased Armor and 161.6% increased Attack for the next 12 hits.
    War Machine gains 12 instances of Armor Up and Fury. Each instance is 1/12 of the total bonus. Each time War Machine is struck by an opponent, he loses one instance of Armor Up and each time War Machine hits an opponent he loses one instance of Fury.

    Synergy Bonuses

    Hulkbuster - Friends: +6% Armor
    Black Panther - Enemies: +7% Critical Hit Rate
    Hawkeye - Leadership: +20% Block Proficiency
    Black Widow - Teammates: +5% Perfect Block Chance

    **Recommended Masteries

    Enhanced Fury**
    The bonus from this mastery applies to each instance of Fury, so it will apply 12 times when War Machine triggers his Empty the Clip ability

    Courage
    War Machine receives a massive boost to attack when he’s low on health, and Courage adds more damage on top of that for a massive boost. Additionally, the extra armor keeps him alive longer to extend the time he's in that low-hp "Courage" zone.

    Greater Vitality & Block Proficiency
    Empty the Clip triggers when War Machine is below 20% health, and having more health and block proficiency allows him to stay in that “sweet spot” longer and get more use out of his abilities before dying.

    Pierce
    Pierce allows War Machine to more easily defeat heavily Armored champions when combined with his powerful Armor Break effects – this is particularly helpful against targets immune to War Machine's Bleed.

    Strengths
    War Machine’s frequent Bleed effects from Blast Barrage (Special 1) allow him to deal with Armored champions easily, such as Iron Man, Superior Iron Man, Hulkbuster and Juggernaut.
    Armor Break from Shoulder Artillery (Special 2) allows War Machine to also deal with enemies that do not bleed, such as Colossus. Avoiding Blast Barrage in favor of Shoulder Artillery is recommended for opponents that shrug off Bleed effects.

    Pairing the burst of Attack from Empty the Clip with a Class Bonus and the high damage of Special 2 or Special 3 can drop regenerating mutant Champions with a quick spike of damage.

    Frequent bleed effects and powerful armor breaks make War Machine a more offensive version of the classic Iron Man.

    Weaknesses
    War Machine deals low base Special damage, relying instead on his Armor Break and Bleed effects to help him amp up his damage output with their stacking effects. This makes him weak to champions that can remove these effects, such as Scarlet Witch or Vision.

    War Machine’s Armor Up ability trigger less often than Iron Man’s and is inherently weaker, making him more susceptible to attacks throughout the fight.

    Reliance on Armor exposes War Machine to the True Damage and class bonuses wielded by many Cosmic Champions.

    Multi-hit special attacks quickly burn through War Machine’s Empty the Clip Armor stacks.

  • [Deleted User][Deleted User] Posts: 112
    edited May 2017

    Guillotine - Originally posted 10-22-2015

    Born of a mixed French-Algerian heritage, the mysterious Guillotine is the latest in her bloodline to inherit "La Fleur du Mal", a mystical sword with dark supernatural powers. Across the centuries, many have wielded the enchanted blade - some for good, some for evil. For the will of the sword is strong, and its thirst for blood is limitless, and many have succumbed to its whispers in their minds. The current Guillotine uses the blade to punish the guilty and keeps the sinister instincts of the sword in check …for now!

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50, Signature Level 99

    Class: Mystic

    Health: 14,444
    Attack: 1216

    Special 1: La Force d'Ancêtres

    Special 2: Coup De Massue
    Guillotine’s ancestral sword consumes 2 Souls to place a phantasm on the opponent, reversing all active Healing effects for 10 seconds.

    This effect reverses any Healing effects on the opponent. If the opponent is healing 10 health per second, they will instead take 10 damage per second. This can be extremely powerful against foes with predictable healing effects such as Deadpool, Ultron or Iron Man.

    Special 3: Coup De Grâce
    La Fleur du Mal consumes all available Souls and deals 2% of the opponent’s health in direct damage.
    This attack deals direct damage, ignoring all Armor and Resistances the opponent has. Additionally, per soul that is consumed, it deals 2% of the target’s maximum health.

    Passive - Soul Harvest
    For every 6% of maximum health that Guillotine removes from her opponent during combat, she feeds her ancestral blade and gains 1 Soul. Souls expire every 10 seconds and grant Guillotine 13% Critical Damage per Soul.
    Souls can only be gained once per 6% health taken away. In other words, if an opponent heals above that threshold, you will not be rewarded for bringing him back down.
    You only lose one soul per 10 seconds.

    Passive - Armor
    A layer of Armor reduces an additional 9% incoming attack damage.

    Passive - Bleed (All Attacks)
    47% chance to inflict Bleed, dealing 21.6% of your Attack as direct damage over 4 seconds.

    Signature Ability - Ancestor's Strength
    The Souls of her ancestor’s empower Guillotine further, granting a 10% chance to steal (16.8% - 50%) Health for every 4 Souls she possesses.

    This effect has a chance to activate with each strike.
    The amount of health stolen is tied to how much damage is dealt by the strike.

    Synergy Bonuses
    Black Panther - Friends: +6% Armor
    Venom - Nemesis: +6% Attack
    Captain America WW2 - Teammates: +5% Perfect Block Chance
    Magik - Rivals: +25% Critical Hit Damage

    Recommended Masteries

    Recovery
    With her Signature Ability unlocked, Guillotine has access to a Life Steal effect at all times. Increasing the amount of life stolen can be a huge boost to her defenses survivability in long Quests or Alliance Quests.

    Precision & Cruelty
    Guillotine relies on being aggressive and dealing consistent damage to feed her blade and gain extra souls. Increasing Critical Hit Rate and Critical Damage helps accomplish this. Additionally, because her Souls grant her increased Critical Hit Damage by themselves, increasing her Critical Hit Rate is extremely powerful.

    Glass Cannon
    By increasing her attack by as much as possible, Guillotine powers up most of her abilities from Soul Harvest to Life Steal. The reduced health from Glass Cannon can also be offset by consistent Life Steal.

    Strengths
    Guillotine performs at her best when fighting foes that are stronger than herself. Her percentage based damage on her Special 3 allow her to cut down foes that are much stronger than herself. However, because she must damage her foe in order to build up souls, she does not flourish as well when she is heavily outclassed and cannot keep the damage output high.

    Guillotine’s Heal Reversal effect on her Special 2 can be used to devastating effect on enemies with reliable Regeneration effects. Timing a Special 2 just as Ultron starts his Self Repair can cut him down extremely quickly.
    Guillotine has one of the longest reaches in the game, allowing her to strike foes before they can close the gap in a charge. Additionally, her Heavy Attack has the longest reach in the game, allowing her more opportunities to break blocking foes.

    Weaknesses
    Guillotine relies on constant damage output to build up Souls. If she is facing off against a foe that largely outclasses her, she cannot keep up the damage fast enough for her souls to stick around and provide their bonus.

  • Moon Knight - Originally Posted 09-24-2015

    Avatar? Executioner? Mercenary Marc Spector died in Egypt, under the statue of the ancient deity Khonshu. He returned to life in the shadow of the moon god, and wears his mantle to fight crime for his own redemption. Is he crazy? How would you feel after being resurrected? Listen, sometimes you have to go with the voices in your head.

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50, Signature Level 99

    Class: Skill

    Health: 17,180
    Attack: 1148

    Special 1: Waxing Crescents
    Throws two Crescent Darts, each with a +20% Critical Hit Chance.

    Special 2: Divine Justice
    If this attack would inflict Bleed, that Bleed lasts 50% longer.

    Special 3: Knight of Vengeance

    Passive
    Withheld from Death herself by the Egyptian Moon-god Khonshu, Marc Spector’s power ebbs and flows based on the phase of the Moon.

    Under the light of the Full Moon, Critical Hits have a chance to Stun.
    As the Moon wanes, there’s a chance to gain Fury. The chance increases nearer to the New Moon.
    In the darkness of a New Moon, there’s a chance to evade attacks.

    As the Moon waxes, there’s a chance to boost Critical Rate. The chance increases nearer to the Full Moon.

    Critical Hits have a chance to Bleed during any lunar phase; however, Moon Knight’s base Critical Rate drops to zero during the New Moon.

    Signature Ability - Synodic Tide
    Power Gain in both Champions is influenced by the position of the Moon.
    Either Moon Knight’s Power Gain is increased, or the opponent’s is decreased.
    At least one of the effects is always active.
    Which effect is active switches every six hours.

    Synergy Bonuses
    Deadpool (X-Force) - Rivals: +25% Critical Hit Damage
    Spider-man - Friends: +6% Armor
    Iron Patriot - Enemies: +7% Critical Hit Chance
    Daredevil - Teammates: +5% Perfect Block Chance

    Recommended Masteries

    Precision & Cruelty (Waxing, Waning, Full)
    With a Critical Hit Rate that scales with Moon phases and a Bleed triggering off those critical hits, any boost they can get goes a long way. During the New Moon, when base Critical Hit Rate drops to zero, the boost from Precision is still effective; in fact, it’ll be the only Critical Chance Moon Knight will have, ensuring he’s still able to trigger a Bleed. In the lucky event that a Precision-boosted Critical Hit causes Bleed, that Bleed will also receive the benefits of the powerful New Moon Fury.

    Extended Fury (Waxing, Waning, New)
    The Waning and Waxing phases are at their peak when both Fury and Precision effects align. Extending that Fury during the appropriate phases increases the likelihood of alignment. No effect during the Full Moon.

    Stupefy, Petrify & Pacify (Full Moon)
    Under the light of the Full Moon, Spector gains the ability to Stun his target with his Critical Hits. Empower this Stun with a longer duration and more penalizing effects with the Stun-supporting Utility Masteries.

    Strengths
    Moon Knight under the New Moon is currently the only Champion to all but dismiss Critical Hits altogether, instead relying on Fury-boosted raw Attack power. This can be devastating against other Champions taking advantage of those critical hits, such as Scarlet Witch. Her Veil of Chaos simply won’t be triggering.
    The Waning and Waxing phases help against Bleed-immune targets like Colossus, since Moon Knight players can opt for hard-hitting special damage by aligning the Precision and Fury bonuses.
    Moon Knight is arguably the most powerful during the Full Moon, where he combines frequent Critical Hits, Bleed effects, and Stun. Enemies reliant on Armor or Physical Resistance won’t be able to stop the high amounts of direct damage.

    When his Synodic Tide affects himself, he’ll be able to issue frequent Stuns (under the Full Moon) and dish out a lot of damage with the increased frequency of Special Attacks (any phase). When Synodic Tide affects the enemy, he’ll deal less damage overall but also take less, especially if the enemy is a much higher rank and level. Slowing the Power Gain of a boss-tier opponent like Ultron can save Spector a lot of hurt.

    Weaknesses
    Just as alignment works in Moon Knight’s favor, it also works against him. Scarlet Witch may be easily handled in the New Moon, but the tables turn under the Full Moon, when Spector’s high Critical Hit rate is turned against him. Players will need to familiarize themselves with Spector’s timings to capitalize on their effectiveness in the right moments, otherwise his full potential will be lost.
  • X-Force Deadpool - Originally Posted 09-17-2015

    Wade Winston Wilson (a.k.a Deadpool) joined X-Force, a black ops team running covert missions to eliminate threats to the muta-- Hold up -- didn’t we do this whole bio thing already? You know, with the other, less-cool version of me? I’m the hot one! That red-suited scab factory just copies Spider-Man! I’ve got skills, suckahs!

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50, Signature Level 99

    Class: Mutant

    Health: 15,660
    Attack: 1227

    Special 1: Spinnin' Groin Punch

    Special 2: Spinny Sword Attack
    100% chance to inflict Bleed, dealing 284% of your attack as direct damage over 4 seconds.

    Special 3: Hold Up
    100% chance to inflict Bleed, dealing 245% of your attack as direct damage over 3 seconds.

    Passive
    Dropping below 32% Health grants a burst of 62% Power.
    When Deadpool drops below his health threshold, he gains a massive burst of Power, allowing him a chance to spam his Special Attacks before the fight ends.

    Signature Ability - Duodenum Poke
    Permanently bleeding the opponent was granted after poking enemies right in the duodenum, guaranteed to cause Bleed for 50% Attack over 4 seconds.
    That’s right, guaranteed Bleed. Just keeping poking throughout the fight.
    The Bleed is quite weak, but since it is guaranteed, it essentially remains on the opponent throughout the entire fight.
    As you gain Signature levels, the amount of damage increases.

    Synergy Bonuses
    Moon Knight - Rivals: +25% Critical Hit Damage
    Deadpool - Rivals: +25% Critical Hit Damage
    Magneto (Marvel Now) - Friends: +6% Armor

    Recommended Masteries

    Mutagenesis
    This version of Deadpool isn’t as defensive and instead relies on offensive capabilities. As such, he can’t rely on his Healing Factor to fight off damage over time effects like Bleed. Mutagenesis keeps him in the fight longer.

    Greater Strength
    The majority of Deadpool’s offensive capabilities come from his Bleed effects, either on Special Attacks or from his Duodenum Poke. Increasing his attack stat also increases the amount of damage dealt by his Bleed effects.

    Glass Cannon Skills
    Deadpool is already an offensive force. Adding these skills increase his attack by massive amounts, and allow him to deal huge Bleed effects throughout the fight.

    Courage
    When Deadpool drops low enough on his Health Bar to trigger his Power Gain, he will also trigger Courage, allowing him a massive Special Attack.

    Strengths
    Deadpool’s consistent and powerful Bleed effects allow him to quickly tear through heavily armored enemies such as Rhino, Juggernaut and Superior Iron Man.
    The massive burst of Power that Deadpool receives when close to death allows him to turn the tables on an otherwise close fight, allowing him a chance to hit the opponent with a powerful attack at the last minute.
    The consistent Bleed effects allow Deadpool to deal with harmful Science champions such as Electro or Abomination. Simple poke throughout the fight and don't worry as much about constantly touch them.

    Weaknesses
    This version of Deadpool lacks regeneration, making him more fragile.
    Deadpool is very reliant on Bleed effects and performs very poorly against opponents who do not Bleed, such as Colossus and Ultron.
    The Bleed effect on Duodenum Poke falls off quickly, requiring you to keep poking the enemies throughout the fight to ensure maximum use of the ability.
  • Elektra - Originally Posted 10-07-2015

    Trained in the martial arts since she was an adolescent, then warped into a killer by the secret order of ninjas known as the Hand, Elektra Natchios is one of Earth’s deadliest assassins. Wielding her remarkable agility, skill and precision on her own terms, Elektra has vowed to never again bow to any master.

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50, Signature Level 99

    Class: Skill

    Health: 14,596
    Attack: 1216

    Special 1: Shuriken Jutsu
    65% chance to inflict Bleed, dealing 122% of your Attack as direct damage over 6 seconds.
    This attack has two potential Bleed triggers.
    This attack has 100% Critical Hit Chance against bleeding targets.

    Special 2: Sai Assault
    60% chance to inflict Bleed, dealing 122% of your Attack as direct damage over 7 seconds.
    This attack has two potential Bleed triggers.

    Special 3: Strikes of the Shinobi
    90% chance to inflict Bleed, dealing 200% of your Attack as direct damage over 9 seconds.

    Signature Ability - No Loose Ends
    Elektra takes care of opponents below 20% Health with 100% Critical Rate and (5% - 100%) Critical Damage, leaving no one to tell the tale.
    Whenever Elektra strikes an opponent below 20% Health, the attack has 100% Critical Hit Rate.
    Additionally, Elektra gains bonus Critical Hit Damage as her Signature ability scales up, starting at 5% and finishing at 100%.

    Synergy Bonuses
    Wolverine - Friends: +6% Armor
    Daredevil - Romance: +5% Power Gain
    Deadpool - Teammates: +5% Perfect Block Chance

    Recommended Masteries

    Cruelty
    With Elektra’s 100% Critical Hit rate vs. Bleeding opponents on her Special 1 and 100% Critical Hit Rate vs. opponents at low health, increasing Elektra’s Critical Damage is immensely helpful.

    Pure Skill
    As Elektra has two abilities which grant 100% Critical Hit rate, allowing her Critical Hits to pierce enemy Armor can be very helpful against heavily armored opponents such as Iron Man and Iron Patriot.

    Glass Cannon & Recoil
    Elektra is a purely offensive champion, with most of her damage coming from Special Attacks. As such, effects that boost attack or Special Attack are extremely effective for her, as they also increase her Bleed Damage during Special Attacks.

    Strengths
    Elektra’s damage primarily comes from her powerful Bleed effects, which allow her to bypass the Armor of Tech Champions such as Iron Man, Iron Patriot and Hulk-Buster.
    Elektra’s signature ability allows her to quickly finish off champions that are reliant on last minute burst effects such as Deadpool, Iron Man, Superior Iron Man, and War Machine.
    Elektra also excels at finishing off very tough bosses and mini-bosses in Alliance Quests. Once a Boss is below that 20% threshold, Elektra can be brought in and strike with 100% Critical Hit Rate to finish off the opponent.
    Elektra rewards timing more than anything else. Players can capitalize on the 100% Critical Hit rate of her Shuriken Jutsu (Special 1) by building up the Power Meter to just before a Special 3 and letting multiple special attacks loose in a row. Additionally, having her Romance synergy active allows Elektra to build back up to her Special 1 quicker and ensure the enemy is still bleeding in time for the 100% Critical Hit Rate.

    Weaknesses
    Elektra is extremely reliant on her Bleed effects to deal damage and as a result, performs poorly against Bleed immune champions such as Colossus and Vision.
    Elektra’s damage primarily comes from her special attacks and enemies that can drain her Power meter or deny her special attacks such as Vision or Yellow Jacket are especially effective against her.
  • Joe Fixit - Originally Posted 10-14-2015

    Working as an enforcer for organized crime in Las Vegas, the dark incarnation of the Hulk named Joe Fixit is morally ambiguous at best, and downright cruel at worst. Dressed impeccably in his trademark suits, Mr. Fixit enjoys the finer things in life, like money, women, gambling, and gunning down his enemies with his dual Tommy Guns. He may be a weaker version of the Hulk, but he more than makes up for it with his firepower and sinister intelligence.

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50, Signature Level 99

    Class: Science

    Health: 16,876
    Attack: 1171

    Special 1: Place Your Bets
    55% chance to inflict Bleed, dealing 33% of your Attack as direct damage over 5 seconds.
    This attack has 6 potential Bleed triggers and allows up to 6 stacks of Bleed

    Special 2: Shorten the Odds
    100% chance to Stun the opponent for 3 seconds.

    Special 3: The House Always Wins
    100% chance to inflict Bleed, dealing 245% of your Attack as direct damage over 3 seconds.
    This attack has 1 potential Bleed trigger and allows up to 1 stack of Bleed

    Passive - Gambler’s Ruin
    At the beginning of the fight and whenever he lands a Heavy attack, Joe gains a random poker suit and lets loose a different aspect of the gamma irradiated gangster he is.
    The effect lasts indefinitely and will only be replaced when Joe lands another Heavy Attack and rerolls
    This effect cannot be nullified as it is a passive ability.

    HEARTS: Joe triggers his accelerated healing ability, granting 15% health recovery per minute.

    DIAMONDS: He may not be as big as the Hulk, but you still won’t like him when he’s angry. Joe gains up to 40% Attack based on lost health.
    This effect works the same as Hulk’s Signature Rage effect and becomes more effective the more Health Joe has lost

    SPADES: Mr. Fixit is morally ambiguous at best and knows how to make his punches hurt. Each attack has a 14% chance to Weaken or Fatigue the opponent, reducing attack by 10% and Critical Hit Rate by 5%.
    Each attack has a 14% chance to trigger Weakness and a 14% chance to trigger Fatigue. A single attack can trigger both and each of the effects stack up to two times each.

    CLUBS: Joe isn’t some dumb brute and he’s smart enough to take advantage of anyone who thinks he is, granting 10% Critical Hit rate for every 5 hits of his combo meter.
    The increased Critical Hit Rate actually increases by 2% for each hit of the combo meter, making each successful attack count.

    Signature Ability - Double Down
    Mr. Fixit knows how to play the tables and swing the odds in his favor. Each time he rolls on Gambler’s Ruin, he has a (50 - 85%) chance to Double Down and gain a second poker suit for 7 seconds.
    The secondary effect only lasts 7 seconds.
    The secondary effect is just as strong as a standard effect from Gambler’s Ruin.
    Double Down has a chance to trigger each time you re-roll on Gambler’s Ruin. More rolls means more effect.
    Each Double Down effect will be unique from the first effect, meaning you won’t ever get 2 stacks of Hearts, Spades, Diamonds or Clubs.

    Synergy Bonuses
    Wolverine - Friends: +6% Armor
    Moon Knight - Enemies: +7% Critical Hit Rate
    Ms. Marvel - Enemies: +7% Critical Hit Rate
    Hulk - Nemesis: +6% Attack

    Recommended Masteries

    Parry
    Joe Fixit needs to land Heavy Attacks in order to gain full advantage of Gambler’s Ruin and Double Down and Parry helps him do this. By landing that block and Stunning the opponent, Joe can quickly follow up with a Heavy Attack and reroll Gambler’s Ruin against tougher AI opponents.

    Recovery - Hearts
    As his Hearts ability allows constant Regeneration, Recovery increases the amount of health regained by a sizable portion, allowing Joe to stick around in the fight longer.

    Courage - Diamonds
    As Mr. Fixit gains Attack when he at lower Health, Courage allows him to increase his Damage output even more and stack on from the Diamond’s effect.

    Inequity - Spades
    With the high chance to trigger Weakness and Fatigue, Inequity will trigger frequently and allow Joe more survivability against very tough opponents in Alliance Quests.

    Cruelty - Clubs
    As Joe builds up his combo meter, his base Critical Hit chance increases with it. As a result, increasing Critical Hit Damage has a much larger effect for Joe, especially if his combo meter can be reliably maintained.

    Strengths
    Mr. Fixit has a wide variety of effects that cannot be nullified, allowing him to maintain very powerful effects for the duration of the fight.
    Gambler’s Ruin allows Joe to have an answer to many different type of enemies that can be encountered. If an enemy showcases that they have the Willpower mastery, Joe can reroll and get a different effect to bypass it. If Joe starts a fight at low Health during an Alliance Quest, he can reroll until he hits Hearts to heal up a small amount during easier fights before a boss or mini-boss.
    Joe’s frequent and powerful Bleed effects on his Special 1 and 3 allow him to bypass Armor reliant opponents such as the Iron Men and Rhino.
    With a guaranteed Stun effect on his Special 2, Joe can take advantage of this scenario and land a needed Heavy Attack to re-roll on Gambler’s Ruin in order to switch up his abilities at a needed time.

    Weaknesses
    Mr. Fixit is a gambling man, and sometimes the tables turn against him. His largely random effects can sometimes leave Joe in a tight spot, getting effects that aren’t right for the situation. As an example, getting Diamonds early on in a fight when Joe is still at high health won’t do nearly as much as Spades or Clubs would do at that same time.
  • Magneto (Marvel Now) - Originally Posted 08-27-2015

    The Master of Magnetism has embraced a self-proclaimed role of detective, judge, jury, and executioner against those who harm mutants. One of the greatest Marvel anti-heroes ever, Magneto exacts his own form of mutant justice, by any means necessary.

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50, Signature Level 99

    Health: 15,660
    Attack: 1148

    Special 1: Bloody Shrapnel
    50% chance to inflict Bleed, dealing 200% of your Attack as direct damage over 10 Seconds.
    This has 2 potential triggers during the attack, allowing up to 2 stacks of Bleed.

    Special 2: Bleeding Fracture
    50% chance to inflict Bleed, dealing 200% of your Attack as direct damage over 10 Seconds.
    This has 1 potential trigger during the attack, allowing up to 1 stack of Bleed.
    100% chance to inflict Heal Block, preventing the target from recovering Health for 10 seconds.

    Special 3: Cold-Blooded Fusion
    50% chance to inflict Bleed, dealing 200% of your Attack as direct damage over 10 Seconds.
    This has 1 potential trigger during the attack, allowing up to 1 stack of Bleed.
    100% chance to inflict Heal Block, preventing the target from recovering Health for 10 seconds.
    100% chance to Armor Break, removing enemy Armor and applying 10% Armor reduction for 8 seconds.

    Signature Ability - Urgent Refraction

    Triggered when his health is low, Magneto bends a dense electromagnetic field around his body to create a personal force field, preventing him from losing more than 7% Health from a single source.
    Magneto triggers this ability any time he is below 60% health and it prevents him from losing more than 7% of his total health from any single attack.
    Due to the nature of how Special 3 attacks work, this also works on all enemy Special 3 attacks. This is because the Special 3 damage only calculates once, and is then split between the various attacks during the animation. Even multi hit attacks like Cyclops’s are considered to come from a “single source” of damage, and are reduced by Refraction.

    Synergy Bonuses

    Cyclops - Teammates: +5% Perfect Block Chance
    Magik - Teammates: +5% Perfect Block Chance
    Wolverine - Rivals: +25% Critical Hit Damage

    Recommended Masteries

    Willpower
    Magneto can absorb powerful burst damage effects such as Special 3 attacks and Gamora’s Assassination, and his only weakness is stacked Bleed or Armor Break effects. Willpower turns those Bleed and Armor Break effects into boosted Armor and Health Regeneration.

    Mutagenesis
    Magneto can easily deal with burst damage via his Refraction ability, but is still weak to Bleed effects. Mutagenesis helps to remove this weakness.

    Glass Cannon
    The reduced Health caused by Glass Cannon allows Magneto to trigger his Refraction more easily, and the extra damage provided adds massive power to his already strong Special Attacks.

    Strengths
    Magneto’s specialty lies in fighting opponents who can deal massive burst damage, either from Special 3 attacks or single burst effects such as Gamora’s Assassination ability.
    The frequency of Heal Block on Bleeding Fracture (Special 2) and Cold-Blooded Fusion (Special 3) allows Magneto to more easily deal with regenerating targets, such as Wolverine or Superior Iron man.
    The consistent Bleed effects from all Special Attacks allows Magneto to easily take down Armor or Physical Resistant champions such as Rhino or Juggernaut.

    Weaknesses
    Magneto’s reliance on Bleed effects for damage output leave him with fewer tools to deal with non-bleeding characters such as Vision or Ultron.
    Most of Magneto’s power comes from his Special Attacks, and any effect that can deny him his Special Meter are extra powerful. Effects such as Power Lock, Power Burn, or Power Drain deny him access to the majority of his damage and utility.
  • Spider-Gwen - Originally Posted 11-11-2015

    Leaping from an alternate reality in which Peter Parker died and she was bitten by a radioactive spider, Gwen Stacy learned the painful lesson that with great power there must come great responsibility. Attempting to gain redemption for her fallen friend, she now fights crime as the amazing Spider-Woman. It shouldn't be a problem practicing with her band, getting to class on time, and still trying to protect her identity from Police Lieutenant George Stacy – her father! She’s totally got this...right?

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50, Signature Level 99

    Class: Science

    Health: 13,987
    Attack: 1171
    Max PI: 3248 - Without Masteries or Signature Ability

    Special 1: Spider Senses, Tingling
    Spider-Gwen switches her combat mode and gains a short burst of enhanced Spider Sense, granting 20% Evasion for 7 seconds.
    This effect ties into Gwen’s Sensory Weave Ability seen below under Passives. This Special deals no damage, but instead grants a large buff effect and allows Gwen to switch her combat mode.

    Special 2: Whiplash Web Kick
    If Spider-Gwen is in Hunter Spider mode, she has a 75% chance to Stun the opponent for 2.4 seconds.
    If Spider-Gwen is in Trap Spider mode, she has a 75% chance to Fatigue the opponent, lowering their critical hit rate by 33% for 15 seconds.

    Special 3: Web-Slinging Fun
    If Spider-Gwen is in Hunter Spider mode, she has a 75% chance to Stun the opponent for 2.4 seconds.
    If Spider-Gwen is in Trap Spider mode, she has a 75% chance to Fatigue the opponent, lowering their critical hit rate by 33% for 15 seconds.

    Passive - Sensory Weave
    Spider-Gwen enters the fight in either Hunter Spider or Trap Spider mode.
    While in Hunter Spider Mode, Gwen focuses her senses to strike at enemy weak points, allowing her attacks a 16% chance to Armor Break foes, lowering their Armor by 4% for 7 seconds.
    While in Trap Spider Mode, Gwen readies herself to ensnare enemies. While charging her Heavy attack, she ignores the first attack against her and gains one charge of Precision, increasing her Critical Hit Rate by 21% for her next attack.
    Gwen’s Hunter Spider Mode Armor Break stacks infinitely.
    Gwen’s Trap Spider Mode rewards players who can get the timing correct, allowing players to interrupt combos and strike for a large Critical Boosted attack.

    Signature Ability - Enhanced Weave
    While in Hunter Spider Mode, Gwen’s critical hits have a (25% - 42.5%) chance to deal double damage. While in Trap Spider Mode, Gwen’s critical hits have a (25% - 42.5%) chance to Weaken foes, lowering their attack by 20% for 7 seconds.
    The Weakness effect does not stack.

    Synergy Bonuses
    Spider-Man - Romance: +5% Power Gain
    Punisher - Rival: +6% Critical Hit Chance
    Rhino - Enemies: +25% Critical Hit Damage
    Daredevil - Enemies: +25% Critical Hit Damage

    Recommended Masteries

    Precision
    As Spider-Gwen’s signature abilities relies on scoring Critical Hits, increasing her Critical Hit Chance allows her to gain these powerful effects more often.

    Cruelty
    Players who can get the timing down for Trap Spider mode will score frequent Critical Hits, and increasing her Critical Damage allows her Traps to score massive damage.

    Petrify / Pacify
    Spider-Gwen deals frequent Stun effects while in Hunter Spider Mode, and these masteries allow her to deny her opponents both Power gains and triggered abilities such as Armor Up and Regeneration.

    Strengths
    Spider-Gwen in Trap Spider Mode rewards players who can time their attacks well with large boosts to Critical Hit Rate, learning the timing window for her Heavy Attack can allow skilled players to land frequent and strong Critical Hits.
    Gwen’s Hunter Spider Mode allows players to fight in a more simple manner, by stacking Armor Break effects and staying aggressive.
    Using Gwen’s Special 1 to gain the Evasion buff allows her much more survivability as the Evade chance is quite high for the full 7 seconds.

    Weaknesses
    Gwen’s low health leaves her more vulnerable to attacks while her Evasion buff is down, and players who cannot dodge or block effectively will lose the fight more quickly.
  • Venom - Originally Posted 10-28-2015

    After Peter Parker rejected a sinister alien symbiote, the extra-terrestrial threat sought revenge by bonding with Eddie Brock, ex-photographer for the Daily Bugle and Peter’s longtime rival. Fueled by their shared hatred of Spider-Man, Brock and the symbiote now use their immense strength and deadly abilities to gain revenge as the fearful Venom.

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50, Signature Level 99

    Class: Cosmic

    Health: 17,180
    Attack: 1216
    Max PI: 3194 (Not Including Signature Ability)

    Special 1: Constituent Lash
    The symbiote attempts to replicate the opponent’s beneficial effects, with a 45% chance to copy up to 1 effect(s).
    This effect can be used to copy any beneficial effect the opponent has, such as Armor Up, Fury or even Regeneration. The effect will be at the same strength as the original effect but will have its duration set to 7 seconds.

    Special 2: Constituent Carnage
    The symbiote attempts to replicate the opponent’s beneficial effects, with a 75% chance to copy up to 1 effect(s).

    Special 3: Hide-And-Seek
    The symbiote attempts to replicate the opponent’s beneficial effects, with a 100% chance to copy up to 2 effect(s).

    Passive - Genetic Memory
    Once every 10 seconds, the symbiote known as Venom calls upon its collective hive mind and grants its host a permanent beneficial effect from its genetic memory pool. Venom can only host 5 effects at a time.
    Symbiote Rage: 9% increased Attack.
    Symbiote Durability: 9% increased Physical Resistance.
    Symbiote Shield: 6% increased Armor.
    Symbiote Cruelty: 47% increased Critical Damage.
    Symbiote Frenzy: 17% increased Critical Hit Rate.

    All Attacks - Bleed
    7% chance to inflict Bleed, dealing 34% of your Attack as direct damage over 5 seconds.

    Signature Ability - Bloodlust
    Venom’s bloodlust triggers whenever the opponent bleeds, increasing Critical Hit Rate by 20% and Critical Damage by (15% - 115%) for as long as the enemy continues bleeding.
    This effect stacks with all benefits from Genetic Memory.
    This effect also triggers off of enemy Self Bleed effects such as Double Edge.

    Synergy Bonuses
    Spider-Man - Nemesis: +6% Attack
    Spider-Man (Black Suit) - Family: +5% Health
    Electro - Rivals: +25% Critical Hit Damage

    Recommended Masteries

    Enhanced Fury
    Each Symbiote Rage effect counts as a Fury and Enhanced Fury will increase all of those effects. Since these effects last the entire fight, gaining the extra damage output and extra Bleed damage can be very punishing.

    Cruelty
    With the increased Critical Hit Rate from Genetic Memory and Bloodlust, Venom can land fairly reliable Critical Hits while his enemy is bleeding. Increasing his Critical Damage can turn these moments into devastating attack opportunities.

    Physical Resistance / Perfect Block
    These masteries, as well as the ones that lead up to them, help increase Venom’s overall endurance in order to ensure he lasts longer in the fight and has more of a chance to build up his Genetic Memory triggers.

    Strengths
    Venom performs his best when the fight has gone on long enough for him to stack up multiple effects from Genetic Memory and as a result, favors players who can hold back long enough to trigger multiple effects to gain the best results.
    Venom’s ability to copy his opponent’s beneficial effects is extremely powerful when used against champions with predictable effects, such as Ultron, Iron Man or Deadpool. Copying a powerful Regeneration effect can allow Venom to heal up a massive amount of Health while his Genetic Memory protects him from further harm. Holding back a Special 3 until just the right moment can allow a clever player to copy these effects for maximum use.
    Venom is best used in an aggressive manner while the opponent is bleeding. Holding back during these times is not as advised as the large boost to Critical Hit Rate and Critical Damage can allow Venom to put out a large amount of damage from a single combo.

    Weaknesses
    Like many Cosmic champions, Venom is very reliant on his beneficial effects to see him to victory. As a result, he performs poorly against Mystic champions that can strip away these effects reliably such as an awakened Dr. Strange or Magik.
  • Daredevil - Originally Posted 11-18-2015

    Matt Murdock grew up around crime, corruption and violence. After a freak accident involving radioactive waste took his sight, Matt was trained by the mysterious martial artist Stick to condition his body to near perfection and hone his remaining senses to superhuman levels. Play as the Man Without Fear equipped with the red suit inspired by Marvel’s Daredevil, a Netflix Original Series.

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50, Signature Level 99

    Class: Skill

    Health: 15,660
    Attack: 1148
    Max PI: 3323 - Without Masteries or Signature Ability

    Special 1: Condemn

    Special 2: Swift Justice

    Special 3: Deliverance

    Special Attacks - Stun
    Critical Hits have a 100% chance to Stun opponents for 2.5 seconds.
    Each individual attack during a special attack has a chance to Crit and therefore a chance to Stun.

    Passive - Physical Resistance
    The fantastic suit crafted by Mr. Potter can turn aside knives and gunfire, granting Daredevil 5% Physical Resistance against all attacks.

    Passive - Critical Hit Rate
    10% increased base Critical Hit Rate

    Passive - Perfect Block
    33% chance that a Block reduces all damage.

    Passive - Evade
    Daredevil’s enhanced senses grant him a 15% chance to dodge projectile attacks

    Medium & Heavy Attacks - Armor Break
    Striking with honed precision, Daredevil has a 85% chance to Armor Break stunned opponents with Heavy and Medium attacks, reducing their Armor by 11% for 15 seconds. Heavy attacks result in longer Armor Breaks.
    This effect stacks infinitely.

    Signature Ability - World on Fire
    The son of Battlin’ Jack Murdock only becomes more determined as he takes punishment, granting him (15% - 40%) increased Critical Hit Rate for 6 seconds each time the opponent places a detrimental effect on him.
    The Critical Hit Rate buff does not stack with itself.

    Synergy Bonuses
    Elektra - Romance: +5% Power Gain
    Luke Cage - Teammates: +4% Critical Hit Chance
    Punisher - Rivals: +25% Critical Hit Damage

    Recommended Masteries

    Precision
    As Daredevil’s Stun chance is tied to his Critical Hits, increasing his Critical Hit Chance will result in more Stuns to the enemy, which in turn can be used to create more Armor Break effects.

    Willpower
    Daredevil’s World on Fire grants him a fairly large Critical Hit Rate boost whenever the opponent places a detrimental effect on him. This works alongside Willpower to ensure that Daredevil becomes a defensive and offensive force to any opponent trying to use detrimental effects.

    Stupefy
    Increasing the Stun duration for Daredevil can allow for more attacks, which in turn allows for more Armor Breaks, which can cause a massive increase in damage output if used and timed correctly.

    Strengths
    Daredevil has many tools to deal with many types of opponents. If an opponent is shown to have Willpower, a smart player can avoid using Special 1 & 2 in favor of a Special 3, since Special 3 attacks can’t score Critical Hits and therefor can’t Stun.
    Consistent Perfect Blocks combined with constant Physical Resistance gives Daredevil a good level of survivability for most fights, in addition to his offensive abilities.
    Mixing up attack combos when an opponent is Stunned can increase damage output for further combos and also tear apart enemy Armor Up effects. If an opponent is Stunned, try doing two Medium attacks in a row instead of a standard combo.

    Weaknesses
    As Daredevil’s power comes from his Stun effects, enemies that are immune to Stun (such as various Story Quest bosses) and champions that have the limber mastery can be difficult to deal with.
  • Black Suit Spider-Man - Originally Posted 09-10-2015

    One of Peter Parker’s most famous and notorious costumes enters The Contest to unleash its alien powers. Cosmic in origins, this dark version of Spidey’s suit has a mind of its own.

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50, Signature Level 99

    Class: Cosmic

    Health: 12,771
    Attack: 1317

    Special 1: Web-Slinger

    Special 2: Swingin'
    This attack has 100% Critical Hit Rate

    Special 3: Thwip, Thwip, Pow!

    Critical Hits
    71% Chance to boost Critical Hit Rate by 34% for 7.5 seconds.
    That’s right, increased Critical Hit rate caused by Critical Hits. Landing a Critical Hit that triggers this ability allows you to more easily maintain the effect throughout the fight and keep the Critical Hits rolling.
    31% Chance to inflict Weakness, decreasing the target’s Attack by 38% for 6 seconds.

    Heavy Attacks
    100% chance to Armor Break, removing enemy Armor and applying 9% Armor reduction for 80 seconds.
    You read that right. 100% chance for 80 seconds. And the effects stack. So, any time you can land a Heavy Attack you should try and hit it as the effect will most likely last for the full duration of the fight.

    Signature Ability - Spider Sense
    Increased agility coupled with small stature and a sixth sense for imminent danger make Spider-Man 40% more elusive.
    This altered version of Spider Sense triggers whenever a Special Attack is activated.
    The effect lasts for 8 seconds each time it is activated.
    Because the effect isn’t always on, it is at a higher rate than classic Spider-Man’s


    Synergy Bonuses
    Storm - Friends: +5% Armor
    Electro - Enemies: +5% Critical Hit Chance

    Recommended Masteries


    Parry
    If you're able to time the Stun effect from Parry, it gives you a window of opportunity to nail a Heavy Attack for that long-lasting Armor Break.

    Dexterity
    The extra evasiveness adds much needed survivability, and the bonus to Critical Hits improves the chances of starting a Precision chain and of inflicting Weakness on the target.

    Precision
    Any bonuses to Critical Hit Rate are worth snagging up, as they improve the chance of starting a Precision chain and triggering Weakness.

    Strengths
    With high Attack, boosted Critical Hit Rate, and a stacking Armor Break effect, this Spider-man is able to wreak plenty of havok on any target.
    Most Champions rely on either a percent chance to activate Armor Break or on their Special Attacks. This Spider-man's Heavy Attack is guaranteed to trigger, ripping off enemy Armor Up effects in the process.

    Weaknesses
    Like some other Cosmic Champions, this Spider-man wields several powerful effects that are prone to removal by Champions with Nullify.
    Because of his low Health Spider-Man must depend on keeping Weakness on the target if he wants any chance at surviving more powerful attacks.
  • Jane Foster - Originally Posted 12-09-2015

    Born a mortal on Midgard, Dr. Jane Foster - a frequent ally of Thor and consulting physician for Tony Stark - has proven herself worthy of wielding the mighty hammer Mjölnir. Taking up the mantle of Thor, Jane now fights to protect the realms from all who would seek to destroy them.

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50, Signature Level 99

    Class: Mystic

    Health: 16,116
    Attack: 1,148
    Max PI: 3,342 - Without Masteries or Signature Ability

    Special 1: Mjölnir's Rage
    79% chance to Shock your opponent, dealing 122% of your attack as Energy damage over 9 seconds. Shocks ignore Physical Resistance but not Armor.

    Special 2: Fury of Asgard
    81% chance to Shock your opponent, dealing 122% of your attack as Energy damage over 9 seconds. Shocks ignore Physical Resistance but not Armor.

    Special 3: Freyja's Wrath
    89% chance to Shock your opponent, dealing 200% of your attack as Energy damage over 9 seconds. Shocks ignore Physical Resistance but not Armor.

    All Attacks - Stun
    Striking an opponent that has been Shocked has a 19% chance to Stun them for 2.1 seconds.

    Heavy Attacks - Stagger
    85% chance to Stagger the enemy for 9 seconds. A Staggered enemy cannot gain their next beneficial effect.

    Signature Ability - All-Mother’s Blessing
    With Freyja's guidance and Mjölnir's power, Thor lets loose "That Which Smashes", dealing guaranteed Critical Hits and dealing (17% - 170%) Critical Damage against stunned opponents.
    The effect counts as 100% Critical Hit Rate and can still be altered by effects like Fatigue and Ant-Man’s Glancing Hit.
    This effect will work for any Stun effect, not just Stuns gained from Lightning Arc.

    Synergy Bonuses
    Black Widow - Friends +6% Armor
    Thor - Romance: +5% Power Gain
    Vision - Teammates: +5% Perfect Block Chance

    Recommended Masteries

    Parry
    As Jane Foster gains the massive Critical Damage boost whenever the opponent is Stunned, Parry can drastically increase her damage output.

    Stupefy
    Since Jane Foster’s damage output largely comes from Stunning her opponents during combat, Stupefy increases the window and grants more time for large damage bursts.

    Mystic Dispersion
    As Stagger removes the opponent’s effect a fraction of second after it activates, it will trigger Mystic Dispersion, allowing large bursts of Power Gain each time it can be used, which allows for more triggers of Lightning Arc and Stun.

    Strengths
    Jane’s extremely high damage output while the opponent is Stunned or Shocked allows aggressive players to take down strong opponent’s quickly as long as the pace is kept up.
    Shock deals a fair amount of damage, and can get around Bleed and Poison immunity, allowing Jane to deal chip damage to any opposing Champion.

    Weaknesses
    Jane relies heavily on aggressive play to get the most out of her abilities. Players used to holding back or only trying to get a few hits in during specific windows won’t be able to trigger Stun and Jane’s damage boosting signature very often.
  • Groot - Originally Posted 12-18-2015

    “I am...Groot. I am Groot! I am…”
    Yeah, thanks for that – listen, Rocket here. There’s only four things you gotta know about Groot. Number one, he’s a walking tree from some far away planet…”
    “I am Groot!”
    “Sorry, ‘Flora Colossus’, not ‘tree person’. Geez. Number two, he’s real kind and passive until you make him mad. Three, he can only say three words; try and guess which ones? And four, me and him have been together forever. You mess with him, and you mess with me, and my really big gun.”

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50, Signature Level 99

    Class: Cosmic

    Health: 17,636
    Attack: 1,114
    Max PI: 3,327 - Without Masteries or Signature Ability

    Special 1: I am Groot
    This attack pierces 50% of the enemy’s Armor.

    Special 2: I AM GROOT!
    Advanced cellular regeneration allows up to 13% Health to be recovered over 6 seconds, based on lost Health
    The more health Groot has lost at the time of activation, the more Health he will Regenerate from this attack.
    This attack is unblockable but deals reduced damage.

    Special 3: WE ARE GROOT!
    100% chance to inflict Bleed, dealing 95% of your Attack as direct damage over 3 seconds.

    Passive - Cleanse
    Unique physiology allows detrimental effects to be shrugged off 53% faster than normal.

    Passive - Bleed Immunity

    I am Groot - I, am Groot!*

    Passive - Pacifism
    Groot’s gentle nature is put to the test any time the opponent strikes with a Critical Hit or uses a Special Attack against him, with a 100% chance to gain a Pacifism charge. Each time a charge is gained, Groot has a 10% chance per charge to throw off his gentle nature.
    When Groot throws off his gentle nature, he gains one Fury and one Resist Physical effect for each Pacifism charge, increasing Attack by 19% for 10 seconds.
    Groot gains Pacifism charges whenever an opponent activates a Special Attack, regardless of whether or not he is struck by it.
    The chance to throw off his gentle nature climbs as he gains charges. It goes 10%, 20%, 30% etc, until he finally snaps.

    Signature Ability - Gentle Giant
    Groot grows tired of watching his friends get hurt in combat and begins the fight with 2 Pacifism charges. Additionally, each Fury stack gained from throwing off his gentle nature has a (20% - 60%) chance to activate a charge of Cruelty, increasing Critical Hit Damage by 25% each.
    The two charges of Pacifism gained at the start of the fight cannot cause Groot to immediately snap. He will have to gain at least one more charge to snap.

    Synergy Bonuses
    Rocket Raccoon - Inseparable: +9% Special 3 Damage
    Star-Lord - Friends: +6% Armor
    Drax - Teammates: +4% Perfect Block Chance
    Gamora - Teammates: +4% Perfect Block Chance
    I am Groot - I. Am. Groot!: +I am Groot% I, am, Groot!*

    Recommended Masteries

    Enhanced Fury / Extended Fury
    The Attack bonus that Groot gains from his Pacifism counts as a Fury effect. Grabbing these two Masteries allows Groot’s Pacifism to be much stronger and last longer for an overall higher damage output.

    Double Edge
    As Groot is immune to Bleed effects, he only gains the bonus attack from Double Edge with none of the damage trade off.

    Greater Vitality / Perfect Block / Physical Resistance
    Groot is a champion that can go the distance in a fight. His inherent Physical Resistance, coupled with the boost he gains from Pacifism can allow him to slug it out much longer than other champions. Additionally, the more triggers of Pacifism that can be gained in a fight, the better as they each represent a large boost of damage output. Increasing Groot’s longevity allows him more chances to trigger Pacifism and more opportunities to get those large damage boosts.

    I am, Groot!*
    I am Groot.*

    Strengths
    Groot is a champion that can punish enemies for frequent use of Special Attacks, as he gains Pacifism charges regardless of whether he’s hit or not from the attack.
    With his base Physical Resistance, Pacifism, and Regeneration on Special 2, Groot can take a lot of punishment during a fight, while also dishing out lots of damage in large bursts when his Pacifism trigger causes him to snap.
    Groot’s ability to shrug off debuffs such as Poison, Stun and Armor Break faster allows him to shut down much of the power from some champions reliant on such effects.
    I am Groot!*

    Weaknesses
    I am...Groot?*
    As Groot relies on Pacifism for large bursts of damage, he can be more susceptible than others to the random chance of activations. It is possible, however unlikely, that Groot’s Pacifism won’t trigger during a fight, and he’ll be left sitting with 8 stacks at the end of the encounter.

    *Disclaimer: Done for the humor-factor. Not actual reflective of what's in the game.
  • Spider-Man - Miles Morales - Originally Posted 01-06-2016

    In an alternate reality where Peter Parker died while protecting his friends and family, teenager Miles Morales was bitten by a genetically enhanced spider and discovered that he now possessed the same powers as his fallen idol. With the world mourning the loss of one of their greatest heroes, Miles decided to take on the mantle of Spider-Man. Miles knows that with great power must come great responsibility, but can he live up to the legacy set before him?

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50

    Class: Science

    Health: 12,771
    Attack: 1,261
    Max PI: 3,237 - Without Masteries or Signature Ability

    Special 1: Triple Web Shot
    53% chance to inflict Weakness, decreasing the target's Attack by 28% for 6.5 seconds.
    This attack has three potential triggers for Weakness, all of which stack.

    Special 2: Pow! Thwack! Sizzle!
    Miles’ unpredictable Venom Blast has varying effects based on Champion Class. The chance to activate a Venom blast is increased by up to 12% the smaller the target is.
    Science & Cosmic Champions: 65% chance to Stun the opponent for 2.5 seconds.
    Tech & Skill Champions: 60% chance to Power Drain the opponent, removing 28% of the opponent’s Max Power.
    Mystic & Mutant Champions: 70% Chance to Fatigue the opponent, reducing Critical Hit Rate by 18% for 7 seconds.

    Special 3: Flurry of Blows

    Passive - Evasion
    Miles’ undeveloped Spider Senses grant him 5 charges of Evasion at the beginning of the fight. Each charge grants him a 6% chance to Dodge incoming attacks at the cost of 1 charge.
    Whenever an opponent uses a Special Attack, Miles gains 2 charges of Evasion to help him better avoid imminent danger.

    Signature Ability - Venom Blast
    Miles’ self-training and newfound experience in the Contest grants a (5 - 15%) chance to trigger an additional Venom Blast after using a Light or Medium Combo-ender. Longer combos grant a higher chance to trigger a Venom Blast, up to a max of 5 hits.
    Combo-ender attacks are attacks that end a combo. Either the second medium attack, or the fourth light attack in a row.
    This chance to trigger Venom Blast also increases against smaller champions.
    The effect that triggers mirrors the effects of the Venom Blast on Special 2.

    Synergy Bonuses
    Electro - Enemies: +6% Critical Hit Rate
    Iron Patriot - Enemies: +7% Critical Hit Rate
    Venom - Nemesis: +6% Attack
    Spider-Gwen - Teammates: +5% Perfect Block Chance

    Recommended Masteries

    Precision / Cruelty
    Like many Spider-Verse champions, Morales has a high base Critical Hit Rate and Critical Damage Rate. Enhancing these two strengths even further will allow Miles a large damage output, while his Venom Blast and Enfeeble effects give him the control he needs to keep the opponent weaker and with a much lower damage output.

    Serum Science / Physical Resistance
    While Miles’ passive Evasion ability grants him a decent level of survivability, his low health and armor could use a boost. Grabbing these two masteries will help avoid defeat in instances when Morales gets hit too often early on in the fight.

    Inequity
    As Miles can place multiple detrimental effects on the opponent through his Enfeeble and Venom Blast effects, this mastery can provide him with a layer of defences to ensure that mistakes made during the fight aren’t nearly as punishing.

    Strengths
    As Morales’ detrimental effects are all attached to specific special attacks, knowledgeable players can avoid Willpower by avoiding these attacks when necessary, and instead use his Special 3 attack, which has good damage, but no detrimental effects to trigger Willpower from.
    Against champions without Willpower, Morales can stack up multiple detrimental effects in order to weaken his foe and increase his own survivability.
    Morales has one of the best survivability rates against Special Attacks in the game, with an inherent ability to dodge them as soon as they’re activated, as his Evasion ability grants him multiple charges when the attack is first initiated.

    Weaknesses
    Like many Spider-Verse champions, Morales has low base health, leaving him vulnerable to Special 3 attacks which his Evasion cannot interact with. Smart players will need to bait out Special Attacks and stack up Evasion charges to avoid earlier Special Attacks.
  • Cyclops - 90s - Originally Posted 01-20-2016

    As a straight-laced youth, Scott Summers was recruited into the first generation of X-Men by Professor Xavier. Projecting forceful optic blasts from his eyes, he is a formidable defender of mutantkind. Working alongside his fellow X-Men as their tactically-minded leader, Cyclops works hard to protect mankind both from itself and from the Mutants who have joined the human-hating Brotherhood led by Magneto.

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50

    Class: Mutant

    Health: 15,660
    Attack: 1148
    Max PI: 3308 - Without Masteries or Signature Ability

    Special 1: Optic Blast
    48% chance to Armor Break, removing enemy Armor and applying 39% Armor reduction for 9 seconds.
    This attack has three potential triggers for Armor Break, all of which stack.

    Special 2: Vigilance
    54% chance to Armor Break, removing enemy Armor and applying 44% Armor reduction for 10 seconds.
    This attack has three potential triggers for Armor Break, all of which stack.

    Special 3: Gigawatt Blast
    100% chance to Armor Break, removing enemy Armor and applying 51% Armor reduction for 14 seconds.
    This attack has one potential trigger for Armor Break.

    Precision - Special Attacks
    75% chance to boost Critical Hit Rate by 37% for 6 seconds.

    Power Gain - Passive
    With precise control over inter-dimensional energies, Cyclops gains Power faster at low Power levels.
    The lower Cyclops’ Power Levels are, the faster he gains Power, both from attacking and defending. This allows him to fire off Special 1 and Special 2 more often than other champions.

    Signature Ability - Expertise
    Beams are calibrated for up to (45% - 190%) increased Critical Hit Damage. As long as a Combo of 10 or more hits is maintained, Cyclops’ Armor Break effects have 20% increased Duration and as long as a Combo of 20 or more hits is maintained Beam Attacks break through an enemy’s Block.
    The benefit gained from a Combo of 20+ forces the enemy out of their Block, also allowing Cyclops to gain his Armor Break effect.

    Synergy Bonuses
    Magneto - Nemesis: +5% Attack
    Storm - Leadership: +20% Block Proficiency
    Colossus or Wolverine - Mutant Agenda: +12% Special Attack Damage

    Recommended Masteries

    Recoil
    The vast majority of Cyclops’ damage output comes from his powerful special attacks. Working to amp up that damage can allow him to blast away opponent’s quickly, when combined with his power gain ability.

    Precision
    As Cyclops gains a massive Critical Damage boost during Special Attacks courtesy of his Expertise ability, increasing his chance to utilize this damage boost can give him even more damage output during his already powerful Special Attacks.

    Dexterity
    Keeping Cyclops’ combo meter is paramount to maintaining high damage output and usability of Special Attacks. Being able to evade enemy attacks is therefore very important.

    Strengths
    Cyclops has some of the highest Special Damage output in the entire Contest, and his ability to build up to his lower level Special Attacks quickly allows him to keep up the damage output throughout the fight to bring down tough opponents quickly.
    With his powerful signature ability, Cyclops is extremely rewarding to players that can maintain a high combo meter with well timed blocks and dodges.

    Weaknesses
    Cyclops is very reliant on his Special Attacks for damage output, as he lacks strong abilities to increase his attack throughout regular combat. As such, he is more vulnerable than other champions to frequent Power Drain and Power Burn effects.
  • Old Man Logan - Originally Posted 02-03-2016

    In an alternate timeline, the villains of Earth and beyond worked together to bring about the downfall of Super Heroes everywhere. Manipulated into hurting his fellow mutants, Wolverine took on a vow of pacifism, swearing to never again pop his claws. 50 years later, when an old friend knocked on his door asking for help on a mission to overthrow the ruling villains, Logan chose to once again do what he did best.

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50

    Class: Mutant

    Health: 13,075
    Attack: 1047
    Max PI: 3288 - Without Masteries or Signature Ability

    Special 1: X-Slash
    This attack pierces 93% of the opponent’s Armor.

    Special 2: Primal Rage
    31% chance to inflict Bleed, dealing 165% of your Attack as direct damage over 5.5 seconds.
    This has 3 potential triggers and stacks up to 3 times.

    Special 3: Kill Frenzy
    100% chance to inflict Bleed, dealing 96% of your Attack as direct damage over 5.5 seconds.
    This attack causes Logan to snap and go Berserk, at the cost of one Pacifism charge.
    This has 1 potential Bleed trigger.
    This attack immediately causes Logan to go Berserk (see below).
    If Logan only has one Pacifism charge, he will lose that charge, but won’t go Berserk as he has no charges left to convert into Fury and Cruelty effects.

    Pacifism - Passive
    Each time Logan loses 10% of his max health, or the opponent uses a Special Attack against him, he gains a charge of Pacifism and has a 10% chance per charge to snap and go Berserk.
    Logan cannot gain a charge a multiple times if he drops below a health threshold more than once.
    When Logan goes Berserk, for each Pacifism charge he had, he gains one Fury and Cruelty effect, increasing Attack and Critical Damage by 19% per charge consumed.

    Regeneration - Passive
    Logan’s advanced age has altered his Healing Factor, allowing him to recover 9 health twice per second. Additionally, any time he Bleeds, his Healing Factor closes the wound 79% faster.
    If Logan’s Regeneration effect is Nullified or removed, it will stay down for 5 seconds before starting up again.

    Signature Ability - Pop the Claws
    When Logan pops his claws for a Special Attack, each attack has a (10 - 25%) chance to cause an additional Bleed for each charge of Pacifism he has at the time, inflicting 50% of your attack as direct damage over 3 seconds.
    The Bleed effects from Pop the Claws stacks infinitely and has a chance to trigger per Pacifism charge active.

    Synergy Bonuses
    Wolverine - Enemy: +7% Critical Hit Chance
    Hawkeye - Friends: +6% Armor
    Hulk - Nemesis: +6% Attack

    Recommended Masteries

    Enhanced Fury / Extended Fury
    As Logan’s Fury effects from his Pacifism are considered true Fury effects, adding these masteries will make them last longer and hit much harder.

    Precision
    Logan gains a large boost to his Critical Damage when he finally goes Berserk, and as such, ensuring he’s hitting with more frequent Critical Hits during these moments can allow him to deal much more damage during these bursts.

    Double Edge
    Because Logan’s Regeneration also allows him to close Bleeding wounds faster, Double Edge will run out quickly, while still providing the large boost to Attack.

    Strengths
    Logan is at his most powerful when fighting champions Bleed reliant champions, such as Black Panther and Gamora, as his Regeneration closes their wounds quickly, and allows him to heal up. This combo denies such champions much of their overall offensive power.
    Old Man Logan has ways of dealing with specific mastery set ups when played correctly. As an example, when in an arena and facing a champion with Willpower, a smart player can bypass this ability quickly. Simply use Special 1 attacks when Old Man Logan goes Berserk to avoid triggering Bleed effects, and use his raw attack ouput to deal with opponents.

    Weaknesses
    Logan is more susceptible to champions that can frequently remove his Regeneration effect, such as Scarlet Witch and Dr. Strange. Like many Mutant champions, Logan has few defensive capabilities when his activated abilities are lost, and will have to play more carefully and defensively when his regeneration is down.
  • Venompool - Originally Posted 02-17-2016

    “Origin story time! Ahem. A long time ago...in a forgotten corner of the Contest, a wise, handsome, kick-butt dude became permanently duct-taped to a weird, alien Venom thingy…”
    “That’sssss not what happened!”
    “Shut up Symbioid, I’m telling the story! Dang. Lost my place. Oh well, anywhoozle, epic story told in haiku! Deadpool Venom mix; Smashed together, best friends; and....Chimichangas?”
    “We must kill the Ssssssspider-Man!”
    “Oh Symby! You’re the funniest. You always crack me up.”

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50

    Class: Cosmic

    Health: 16,724
    Attack: 1199
    Max PI: 3364 - Without Masteries or Signature Ability

    Special 1: Symbiotic Smack
    Om Nom
    The Symbiote has a 85% chance to steal an enemy beneficial effect from the opponent and feed it to Deadpool to trigger his Healing Factor, recovering 9.5% Health over 7 seconds.
    The Regeneration trigger will only occur if a Buff is successfully eaten.

    Special 2: Sword Spin: XL Edition
    Deadpool, with the help of his new symbiote friend, has found his carbonadium sword, which places a Heal Block on the opponent for 8.5 seconds.
    Allowing Deadpool to finish his sweet dance moves after his attack boosts his confidence and grants 15% increased Critical Hit Rate for 6.5 seconds.
    If you interrupt Venompool’s sweet dance moves at the end of his Special 2 animation, you won’t gain the increased Critical Hit Rate.

    Special 3: Ssssssave Me!
    Any Bleed effect triggered lasts 38% longer than normal.

    Bleed - All Special Attacks
    94% Chance to inflict Bleed, dealing 225% of your Attack as direct damage over 5 seconds.
    Each Special Attack only has 1 potential Bleed trigger on the last hit of the attack.

    Signature Ability - Continuity Memory
    Every 6 seconds, the symbiote known as Venom has a (20 - 45%) chance to access Deadpool’s unique memory and grant him a random beneficial effect for a short time...even if he never actually had that effect in the past...
    These effects range from Armor Up to Regeneration, with other stranger abilities all lumped in as well. Below are just a few of the possible benefits:
    Unstoppable for 3 seconds.
    Static Shock for 7 seconds.
    Indestructible for 3.5 seconds.
    A Luck Buff that affects both champions’ Ability Accuracy. Venompool’s gets better while his opponent’s gets worse.
    ALL THE ARMOR! *It’s actually called that in game
    And others!

    Synergy Bonuses
    Venom - Inseparable: +9% Special 3 Damage
    Deadpool - Friends: +6% Armor
    Deadpool X-Force - Friends: +6% Armor

    Recommended Masteries

    Recovery
    As Venompool has a fairly reliable Regeneration trigger in his Om Nom ability, he can frequently consume enemy Buffs to regularly regain health. Recovery increases this amount and adds extra survivability.

    Pierce / Cruelty
    Venompool’s Dance Break ability gives him a very reliable Critical Hit Chance buff, allowing him to score reliable Critical Hits after a Special 2 Attack. Buffing the Critical Damage Output allows him to jack up his damage output during this time, especially when combined with a powerful Bleed and Heal Block ability against annoying Regeneration champions.

    Strengths
    Venompool is a beast at destroying champions that rely on Buffs, as he can frequently strip them away and regenerate whenever they activate them.
    Venompool also has one of the strongest Bleed effects in the game, allowing him to easily take on Armored champions such as Iron Man, Hulkbuster, and Rhino.
    By utilizing his abilities for the right match-ups, Venompool can overcome powerful regeneration effects, either by consuming them with Om Nom, or by using the Heal Block / Bleed combo on his Special 2.

    Weaknesses
    The majority of Venompool’s damage output comes from his powerful Bleed triggers, and as a result, he performs very poorly against Bleed Immune champions.
  • She-Hulk - Originally Posted 03-02-2016

    When a bullet meant for her father struck Jennifer Walters, it seemed that all was lost. Bleeding out and in desperate need of a donor for her rare blood type, it was her cousin Bruce Banner that stepped forward to save her. When the Hulk’s gamma-infused blood was introduced into Jennifer, she found herself able to transform into the powerful She-Hulk! Standing as her own hero, She-Hulk has fought alongside the world’s greatest warriors, using her immense strength and intellect to defeat the villains of earth, both in the courtroom and on the battlefield.

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50

    Class: Science

    Health: 16,876
    Attack: 1193
    Max PI: 3241 - Without Masteries or Signature Ability

    Special 1: Objection!
    45% chance to Stun the opponent for 3 seconds.

    Special 2: Found in Contempt
    55% chance to Stun the opponent for 4 seconds.

    Special 3: Clear the Courtroom
    65% chance to Stun the opponent for 4.25 seconds.

    Passive - Poison Immunity

    All Special Attacks
    She-Hulk’s extensive weight training allows her Special Attacks up to 18% increased chance to Stun based on how large the opposing champion is.
    The full 18% chance to Stun is against giant champions such as Juggernaut and Hulk-Buster, while small champions will see a much smaller Stun increase chance.
    This Stun increase chance is a flat increase on the base. Meaning a Special 3 against a giant champion will be 83% chance (65% + 18%)

    Heavy Attacks - Pummel
    She-Hulk attempts to knock some sense into Stunned champions, striking with 146% increased Attack and removing the Stun effect.
    This effect can be used to great effect against champions with Willpower to immediately remove the Stun effect and strike with a large burst of damage, denying them their health regeneration.
    This effect can also be used as part of a Parry strategy against champions with high power gain rate (from link or local nodes). As a full combo will cause the opponent to get a large chunk of Power, using Parry - Heavy Attack can deny them their Power Gain and still output a sizable amount of damage.

    Signature Ability - Citing Precedent
    Jennifer Walters relentless studying and research on her opponent allows her to place a Passive effect on them, reducing a specific stat by (5% - 20%) based on which Class they are.
    This effect is a Passive effect and does not interact with effects such as Nullify, Purge or Willpower.
    The effects are as follows for the various classes:
    Science = Physical Resistance
    Mystic = Power Gain Rate
    Cosmic = Buff Duration
    Tech = Ability Accuracy
    Mutant = Special Damage
    Skill = Critical Hit Damage

    Synergy Bonuses
    Hulk - Family: +6% Health
    Superior Iron Man - Romance: +5% Power Gain
    Kamala Khan - Teammates: +5% Perfect Block Chance
    Daredevil - Legal Defense: +15% Stun Activation Chance

    Recommended Masteries

    Stupefy / Pacify / Petrify
    She-Hulk has some of the longest Stun durations in the game, and amplifying her Stun effects can allow her to destroy her opponent’s when used correctly. Stupefy increases the duration of her Stun effects, while Pacify & Petrify deny them most of their defensive power while she wails on them.

    Parry
    As She-Hulk can remove Stun effects for large bursts of damage, giving her Parry can allow her to frequently get this damage boost when timed correctly.

    Strengths
    She-Hulk’s powerful Stun effects combined with her Pummel, allow smart players to play with strong combos. Instead of simply mashing attacks while the enemy is Stunned, try instead to mix it up with a couple of medium attacks, then switching into a Heavy attack for the Pummel boost.
    She-Hulk’s strong passive effects from her signature ability allows her to fight with more impunity that other champions, as she can reliably bypass some of their strongest abilities.
    She-Hulk fights very well against giant champions due to her increased Stun chance. Try bringing her in against Juggernaut and the Hulk to get those chain Stuns and Pummel effects going.

    Weaknesses
    As She-Hulk is reliant on her Stun effects for her damage output, she performs poorly against champions that can shrug off these effects (such as Groot), or champions that are Stun immune from local and linked nodes.
  • Wolverine - X23 - Originally Posted 03-16-2016

    Champion Showcase
    Wolverine (X-23) has arrived in the Battlerealm and she's here to demonstrate her abilities! Face off against a 3-Star, 4-Star, or 5-Star Wolverine (X-23) in WOLVERINE (X-23) SHOWCASE!

    This new showcase feature is currently available to a limited number of players, as we are looking to determine the best possible channel to provide new champion information for all players. That being said, knowledge is the main reward in this simple quest, paired with modest amounts of gold.

    Bio
    Years after the original Weapon X program created Wolverine, a top secret plan was put in motion to duplicate the results to create the ultimate killing machine. Using damaged DNA from Logan, a female clone was created and bonded with Adamantium. After being raised in captivity, Laura Kinney emerged as the ultimate assassin, dubbed X-23. Breaking free from her captors, Laura now fights to forge her own legacy as the All-New Wolverine.

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50

    Class: Mutant

    Health: 12,163
    Attack: 1114
    Max PI:
    3306 - Without Signature Ability
    3951 - With Signature Level 99

    Special 1: Arterial Strike

    Special 2: Triplicate Slash

    Special 3: Finish the Mission

    Critical Hits - Bleed or Cruelty
    Critical Hits lacerate opponent’s with a 79% chance, inflicting Bleed damage for 105% of your Attack over 5 seconds.
    Against Naturally Bleed Immune Champions: Wolverine changes her fighting style, gaining Cruelty Buffs in place of her Bleed effects, increasing Critical Damage by 31% for 7.5 seconds.

    All Attacks - Crit Rate
    6% increased Critical Hit Chance against Bleeding targets, or while under the effects of a Cruelty Buff

    When Struck & When Attacking - Regeneration
    15% chance to Regenerate 8% Health over 4 seconds. Amount increases based on Power Level.

    All Special Attacks
    Any Bleed or Cruelty effect triggered lasts 25% longer than normal and has 25% increased Potency.

    Heavy Attacks
    Strikes multiple times. Each hit has an additional 7.5% chance to Critical Hit

    Signature Ability - Frenzy
    Anytime the opponent has 3 or more Bleed stacks or Wolverine has 3 or more Cruelty stacks, her assassin training kicks in, telling her to finish them off, increasing Critical Hit Chance and Critical Damage by (4% - 15%).
    These effects stack with all of Wolverine’s other Critical Boosts, granting her the highest Critical Hit Rate in the game while her signature ability is active.
    This also counts self inflicted Bleed effects, such as Double Edge.

    Synergy Bonuses
    Wolverine - Family: +6% Health
    Agent Venom - Teammates: +5% Perfect Block Chance
    Red Hulk - Teammates: +5% Perfect Block Chance*
    *Activating at a later date.

    Recommended Masteries

    Precision
    As Wolverine’s Cruelty and Bleed effects are both tied to Critical Hits, increasing her Critical Hit Rate via the Precision mastery is extremely important to stack up these effects.

    Recovery
    Wolverine is very dependent on her Regeneration to keep her alive, as she has very little defense or Armor outside of it. Increasing her Regen Rate will give her longevity for more difficult fights.

    Strengths
    Wolverine boasts one of the highest Critical Hit Rates in the entire Contest, granting her large burst damage and the ability to bypass strong Armor on opponents.
    Wolverine’s consistent, powerful Bleed and Cruelty effects allow her to quickly take down enemies in timed fights. X23 is one of the most aggressive champions in the game, allowing her to finish fights quickly when necessary, such as when under the effect of a Bleed or Degeneration node.

    Weaknesses
    Wolverine has small defenses outside of her Regeneration, and as such performs poorly against enemies that can frequently place Heal Blocks.
  • Ms. Marvel - Kamala Khan - Originally Posted 03-30-2016

    Bio
    Self-proclaimed nerd and massive Captain Marvel fan Kamala Khan discovered something utterly amazing when the Terrigen mists fell upon her hometown of Jersey City. The cosmic mists reacted to her Inhuman DNA, triggering her superhuman transformation through the process that the Inhumans call Terrigenesis. Kamala soon discovered she had amazing powers to stretch and alter her body, which she now uses to protect others, just like her hero, Carol Danvers.

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50

    Class: Cosmic

    Health: 14,596
    Attack: 1216
    Max PI:
    3378 - Without Signature Ability
    4119 - With Signature Level 99

    Special 1: Morpho-Punch
    This attack generates up to 4 stacks of Fury, each increasing Attack by 15% for 9 seconds.
    This Special Attack generates a random amount between 1 and 4 stacks of Fury.

    Special 2: Stretchy Cosmic Kick
    100% chance for Fury, increasing your Attack by 35% for 10 seconds.

    Special 3: Fake Out
    This attack has a 90% chance to grant a permanent Fury effect, increasing Attack by 35%.
    While this effect has an infinite duration, it can still be Nullified.
    This Fury can only be stacked once.

    Passive - Poison Immunity

    Passive - Deformation
    As the inexperienced Ms. Marvel gets to know her opponent’s fighting style, she better learns to alter her size and avoid incoming damage, increasing Block Proficiency by 5.5% for each Fury stack active.

    Heavy Attacks - Fury
    While charging her Heavy Attack, Ms. Marvel continually gains stacks of Fury, each increasing her Attack by 20% for 10 seconds. These stacks are lost as she is struck during combat.

    All Special Attacks
    While Ms. Marvel has 2 or more stacks of Fury, her Special Attacks each remove 2 stacks of her opponent’s Armor Up effects.

    Signature Ability - Morphogenetics
    Ms. Marvel starts to figure out this whole Contest thing, increasing her Fury durations by (2 - 7.5) seconds and increasing the Potency of her Fury effects by 10%.
    The duration increase is a flat amount on top of her existing Fury durations and stacks with Masteries and Nodes
    Potency is the overall strength of Kamala's Fury effects. This number does not scale with Signature Level.

    Synergy Bonuses
    Ms. Marvel - Idol: +4% Attack and Health
    Captain Marvel - Idol: +4% Attack and Health
    Spider-Man (Miles Morales) - Teammates: +5% Perfect Block Chance
    Vision - Teammates: +5% Perfect Block Chance

    Recommended Masteries

    Extended Fury / Enhanced Fury
    Kamala Khan is all about the Fury stacks, and enhancing these abilities further will increase her overall damage output but a wide margin.

    Liquid Courage
    Kamala’s Inhuman genetics grant her immunity to Poison, allowing her to gain the full benefits of Liquid Courage without any of the downsides.

    Parry
    A good tactic to use with Kamala is to Parry her opponents and then begin charging a Heavy attack to gain the Fury stacks from the attack, getting into a good rhythm with this tactic can keep Kamala’s Fury count high, which grants her more Block Proficiency and Damage.

    Strengths
    Kamala Khan boasts some extremely high raw damage when under the effect of multiple Fury stacks, granting her high damage output during these windows. Players that can capitalize on this will be able to bring down their opponents quickly.
    Kamala also boasts a decent balance between attacking and defending, allowing her to take down tough paths in Alliance Quests, due to her Poison Immunity, strong Fury effects, and her Deformation to keep up her Block Proficiency.

    Weaknesses
    Kamala Khan is extremely reliant on her Fury stacks to generate both offensive and defensive effects, and as a result, Mystic champions that can strip these effects away will be a tough fight for Kamala.
  • Agent Venom - Originally Posted 04-13-2016

    Bio
    Eugene “Flash” Thompson, long-time fan of Spider-Man and friend of Peter Parker, thought his career was over when he lost his legs fighting in the Iraq War. Desperate for another opportunity to help others, Flash enrolled in Project Rebirth and soon found himself bound to the alien Symbiote Venom. Now possessing many of the same powers as his wall-crawling hero, Flash works for the U.S government as the deadly Agent Venom.

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50

    Class: Skill

    Health: 15,052
    Attack: 1182
    Max PI:
    3453 - Without Signature Ability
    4175 - With Signature Level 99

    Passive - Symbiote Stealth
    The Venom Symbiote works with Flash’s training to reduce enemy Evasion chance by 50%.

    Special Attacks - Bleed
    67% chance to inflict Bleed, dealing 225% of your Attack as direct damage over 3.5 seconds.
    Each Special Attack can only trigger one stack of Bleed, occurring on the final hit of the Attack.

    Special 1: Suppressive Fire
    This attack reduces enemy Evasion chance by 30%.
    This stacks with the effect from Symbiote Stealth and applies to all attacks during the animation.

    Special 2: Thermite Breach
    This attack Incinerates the enemy, dealing 92% of your Attack as Energy Damage over 8.5 seconds. This effect also removes Perfect Block Chance and reduces Block Proficiency by 50% while it’s active.
    This effect has 100% trigger chance and can only be triggered once per Special Attack.

    Special 3: Shock & Awe
    Any Bleed effect has an additional 21% chance to trigger.

    Passive - Tenacity
    Flash’s intense military background, coupled with the alien symbiotic enhancement, grants him a 70% chance to shrug off any Debuff, including Stun.

    Signature Ability - Klyntar Rage
    At the beginning of the fight, and whenever Flash loses 50% of his Max Health, he temporarily loses control of the Venom symbiote, increasing Attack and Critical Damage by (8 - 32%). This effect is lost once he is struck 5 times.
    Agent Venom only counts as being struck if he is hit while he isn’t blocking.
    Klyntar Rage is a passive effect and cannot be Nullified, but does interact with Ability Accuracy and can be denied the effect by an awakened Black Widow.

    Synergy Bonuses
    Spider-Man - Idol: +4% Attack and Health
    Spider-Man: Symbiote - Family: +6% Health
    Venom - Family: +6% Health
    Red Hulk - Teammates: +5% Perfect Block Chance

    Recommended Masteries

    Dexterity
    In order to keep the large damage output from Klyntar Rage, you’ll have to dodge and block just right to avoid incoming attacks. Picking up this mastery will help avoid those incoming attacks entirely and keep up Klyntar Rage longer.

    Precision
    As Klyntar Rage boosts Critical Damage while it’s active, picking up this Mastery to boost Agent Venom’s Critical Hit Rate will make the most of this ability and increase his damage output even further while the effect is active.

    Strong Match Ups
    This is a list of who this champions performs strongly against.

    Spider-Man, Miles Morales, Spider-Gwen - Agent Venom’s ability to ignore a large portion of Evasion allows him a much stronger chance to deal with these opponents.
    Captain America, Cap. America WW2, Daredevil - With his new Incinerate ability, Agent Venom can strip away these champions’ ability to block his attacks effectively, denying them much of their defensive capabilities.
    Rhino, Hulk-Buster, Iron-Man - With his strong Bleed and Incinerate effects, Agent Venom can bypass the Armor and Physical Resistance of these champions to take them down quickly.

    Poor Match Ups
    This is a list of who this champion performs poorly against.

    Colossus, Ultron, Vision - These Bleed Immune champions deny Agent Venom much of his damage, and don’t generally rely on Debuff effects that Flash can shrug off with his Tenacity effect.
  • Red Hulk - Originally Posted 04-27-2016

    Bio
    General Thaddeus “Thunderbolt” Ross has done the unthinkable in his unending mission to hunt down and destroy the Incredible Hulk. Using a combination of radiations, Ross has turned himself into what he hated for so long: a walking weapon of mass destruction. Now, equipped with super strength, durability and the ability to absorb radiation and energy, Thunderbolt Ross struggles with his desire to end the Hulk without succumbing to his own monstrous impulses.

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50

    Class: Science

    Health: 16,876
    Attack: 1199
    Max PI:
    3477 - Without Signature Ability
    4257 - With Signature Level 99

    Special 1: Blistering Assault
    Excess heat from this attack causes Red Hulk to gain 2 additional Heat Charges.

    Special 2: Scorched Earth
    Red Hulk expends one Heat Charge to Incinerate his opponent, dealing 92% of his Attack as Energy Damage over 10 seconds. This effect also removes Perfect Block Chance and reduces Block Proficiency by 50% while it’s active.

    Special 3: Necessary Measures
    Red Hulk expends one Heat Charge to Incinerate his opponent, dealing 98% of his Attack as Energy Damage over 8 seconds. This effect also removes Perfect Block Chance and reduces Block Proficiency by 50% while it’s active.

    Passive - Scorch
    At the start of the fight and each time Red Hulk loses 10% of his Max Health, he gains 1 Heat Charge. For each Heat Charge he has, his attacks deal an additional 9% of the damage dealt as a burst of Energy Damage.
    If Red Hulk ever has 7 or more Heat Charges, he loses all Heat Charges and becomes Overheated. While he is Overheated, he is unable to gain new Heat Charges for 5 seconds.
    The amount of bonus Energy Damage is per charge. Meaning if you have 5 charges and launch an attack, each attack is doing a bonus 45% Energy Damage.
    This damage is also dealt when the opponent is Blocking.

    Passive - Poison Immunity
    Whenever Red Hulk would become Poisoned, his altered state removes the Poison and has a 78% chance to convert it to a Heat Charge.
    Whether Red Hulk gains the Heat Charge or not, he still removes the Poison effect.

    Blocking - Charge Conversion
    Blocking has a 52% chance to convert an Energy Attacks into Heat Charges
    This is only triggered by attacks that are Energy Damage at the base. This will not trigger in a Red Hulk mirror match as Red Hulk’s base attacks are Physical. This will, however, work against Special Attacks that deal base Energy Damage, such as Iron Man’s beams.

    Signature Ability - Second Strike
    General Ross prepares to cross the line in the sand, beginning the fight with 2 Heat Charge(s) ready. Additionally, for every 2 Heat Charges he has, he gains an additional (6 - 23%) Physical Resistance.

    Synergy Bonuses
    Elektra & Agent Venom - Thunderbolts: All Champions take 10% less Special Damage
    Abomination - Enemy: All Champions gain +6% Crit Rate
    Hulk - Nemesis: All Champions gain +6% Attack
    X23 - Teammates: All Champions gain +5% Perfect Block Chance

    Recommended Masteries

    Liquid Courage
    As Red Hulk automatically shrugs off Poison effects, he gains the Attack boost without the damage. Additionally, his Scorch ability has a chance to convert that Poison effect into a free Heat Charge to get his damage output higher at the start of the fight.

    Energy Resistance & Serum Science
    Red Hulk can have some of the highest Physical Resistance in the game. However, he has little in the way of defense when it comes to Energy Damage. While is conversion can generate Heat Charges, the actual damage still goes through. Grabbing these two Masteries will allow Red Hulk to soak up that damage and keep his Heat Charges going.

    Strong Match Ups
    This is a list of who this champions performs strongly against.
    Dr. Strange, Magneto - As both of these champions deal Energy Damage with their base attacks, Red Hulk will be able to get his Heat Charges building very rapidly for massive damage output.
    Luke Cage, Rhino - Red Hulk’s Energy Damage from Scorch bypasses the Physical Resistance of these champions.
    Abomination, Ant-Man - Red Hulk’s ability to convert Poison into Heat Charges turns away much of the attack power of these champions.
    Captain America, Daredevil - Incinerate allows Red Hulk to reduce these champions’ strong defensive capabilities.

    Poor Match Ups
    This is a list of who this champion performs poorly against.
    Black Panther, Hawkeye - In addition to the class disadvantage, these champions have strong Bleed effects that ignore Physical Resistance and do not deal Energy Damage that Red Hulk can absorb.
  • CROSSBONES - Originally Posted 05-11-2016

    About Crossbones:
    Once a high-level agent at S.H.I.E.L.D., Brock Rumlow revealed his true colors as an enforcer for HYDRA when the evil agency threatened to destroy S.H.I.E.L.D. from within. Since the climactic battle, the dangerous mercenary now calling himself Crossbones has hidden underground, striking from the shadows and selling his skills to the highest bidder.

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50, Signature Level 99
    Health: 16,876
    Attack: 1,176
    Max PI
    Without Signature: 3492
    Signature Level 99: 4278

    Special 1: Rout - Strike with overwhelming power.
    100% chance for Fury, increasing your Attack by 45% for 8.5 seconds.

    Special 2: Incendiary Assault - With a special mix of White Phosphorus rounds, let them burn.
    This attack Incinerates the enemy, dealing 107% of your Attack as Energy Damage over 10 seconds. This effect also removes Perfect Block Chance and reduces Block Proficiency by 50% while it’s active.

    Special 3: Eye for an Eye - It's time to make them pay for what they've done.
    This attack instantly refreshes the cooldown timer on Overrun.

    Passive - Fury
    Crossbones’ hydraulic gauntlets allow him to overpower his enemies. Whenever he would strike with a Critical Hit, he instead gains Fury, increasing his Attack by 45% for 8.5 seconds.
    The Potency of Crossbones’ Fury effects are increased by up to 20% based on his Critical Damage. As his Critical Damage climbs, his Fury effects becomes more powerful.
    For each Fury effect active, Crossbones overpowers his opponent, decreasing their Defensive Ability Accuracy by 23% per Fury.
    *Crossbones’ Fury effects stack infinitely.

    Overrun
    To begin Overrun, Dodge back and hold Block for 2 seconds. Once activated, Overrun lasts 8 seconds before it must cool down.
    When Crossbones enters Overrun, he gains 3 Fury effects and suffers 50% reduced Armor and Block Proficiency for the duration of the Overrun.
    While Crossbones is in Overrun, his Offensive Power Gain increases by 40% and his Defensive Power Gain decreases by the same amount.
    *Offensive Power Gain is the amount of Power gained from striking the opponent.
    *Defensive Power Gain is the amount of Power gained while being struck or while blocking.

    Signature Ability - HYDRA TRAINING: Whenever Brock Rumlow gets a Debuff, his brutal HYDRA training kicks in and allows him a (15 - 25%) chance to shrug it off and convert it into a Fury effect. The chance is increased by 15% when fighting Science Champions, and decreased by 15% when fighting Mutant Champions.

    Synergy Bonuses
    Enemies (+7% Critical Hit Chance) - Captain America & Captain America WW2
    Enemies (+7% Critical Hit Chance) - Falcon
    Rivals (+25 Critical Damage) - Winter Soldier
    Rivals (+25 Critical Damage) - Black Widow

    Recommended Masteries
    Precision & Cruelty
    As Crossbones’ powerful Fury effects are tied to his Critical Rate and his Critical Damage, snapping up these two masteries can allow him to trigger his Fury more often, and ensure they’re even more powerful.

    Extended Fury & Enhanced Fury
    Crossbones has some of the most powerful Fury effects in the entire Contest. Grabbing these two masteries will keep those effects around longer and give them more impact.

    Strong Match-Ups
    This is a list of Champions that Crossbones performs well against.
    Spider-Man, Electro, Spider-Man (Symbiote) - While he has his Fury effects active, Crossbones reduces the enemy’s Defensive Ability Accuracy, denying them their ability triggers such as Evade and Static Shock.
    Luke Cage, Captain America & WW2, Daredevil - Crossbones’ ability to shrug off these Champions’ debuffs, coupled with his Incinerate to deal Energy Damage and remove Perfect Block, makes for a strong match-up.
    Scarlet Witch, Black Bolt, Groot, Tech Symbioid (Heal Block) - As Crossbones does not actually strike with Critical Hits, instead gaining his large Fury effects, he does not trigger the powerful effects these Champions rely on. Scarlet Witch and Black Bolt won’t trigger their signature abilities, Groot won’t trigger part of his Pacifism, and the Tech Symbioid won’t trigger its Heal Block.

    Poor Match-Ups
    This is a list of Champions that Crossbones performs poorly against.
    Magneto & Magneto Marvel Now - In addition to the class disadvantage, Crossbones is also a Metal Champion and as a result will have a much harder time triggering his much needed Fury effects.
    Hulk-Buster, Dr. Strange - These Champions can regularly counter Crossbones’ Fury effects, with Hulk-Buster gaining an Armor Up each time Crossbones gains a Fury, and Dr. Strange’s Counterspell removing the effects.
  • [Deleted User][Deleted User] Posts: 112
    edited May 2017
    BLACK PANTHER (Civil War) - Originally Posted 05-25-2016

    Black Panther enters The Contest May 26th at 10AM PDT! Check out our latest Champion inspired by Marvel’s Captain America: Civil War!

    About Black Panther:
    The King of the reclusive but technologically-advanced African nation Wakanda, King T’Challa’s birthright is not only to rule but to don the mantle of the Black Panther, a powerful warrior and symbol to his people. T’Challa will aggressively defend his country and citizens against any threat, no matter how menacing.

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50, Signature Level 99

    Health: 17,484
    Attack: 1,148
    Max PI
    Without Signature: 3498
    Signature Level 99: 4250
    Special 1: King’s Strength – The King of Wakanda proves his might to all that might disbelieve his strength.

    100% chance to inflict Bleed, dealing 80% of your Attack as direct damage over 4 seconds.
    Special 2: Power of Ancestors – Calling upon the spirits of his ancestors grants strength for swift and powerful blows.

    Damage increases by up to 90% based on lost Health.
    Special 3: Wakandan Assault – Pinpoint strikes weaken his foes, then T’Challa strikes hard to bring down the enemy of Wakanda.

    75% chance to Stun for 3.25 seconds.
    When Attacked

    60% chance to Armor Up, reducing damage from attacks by 8.75% for 6.5 seconds.
    Each time Black Panther gains an Armor Up effect he has a 6.5% chance to enter a Reflective state for 5 seconds, storing 90% of the damage taken. While in the Reflective state, his suit cannot trigger Armor Up.
    For every 300 damage stored, Black Panther gains a Reflect charge. When successfully hitting the opponent, Black Panther consumes all charges to deal the equivalent damage back to the opponent. Charges lasts for 7 seconds.
    When Stunned

    Black Panther’s Vibranium Armor consumes an Armor Up effect to reflect physical Stun effects back to enemies. 100% chance to Stun opponents for 2 seconds.
    Signature Ability: Panther Habit

    Black Panther begins the fight with his Reflective state active. Additionally, Black Panther’s Armor passively has a 15-39.1% chance to absorb heavy attack impacts by consuming 1 Armor Up effect.

    Synergy Bonuses

    Friends (+6% Armor) – The Vision and Black Widow
    Nemesis (+6% Attack) – Winter Soldier
    Skill Dominance (+25% Bleed Damage) – Hawkeye and Black Panther (Classic)
    Rivalry (+25% Critical Damage) – Ant-Man
    Recommended Masteries
    Stand Your Ground

    As Black Panther’s powerful signature ability can shrug off enemy heavy attacks, snapping up this mastery can allow him to become even more powerful in the defense.
    Vitality & Greater Vitality

    Having a lot of health maximizes the potential of Black Panther’s Reflective Armor, enabling him to withstand more damage and reflect it back to the enemy.
    Pacify & Stupefy

    Black Panther is able to Stun enemies when performing a Special 3 Attack as well as able to reflect physical Stun effects, including Parry, back to the opponent. Leveling up those two masteries can make those Stun effects even more impactful.
    Strong Match-Ups
    This is a list of Champions that this Champion performs well against.

    Luke Cage, Daredevil, Joe Fixit, Captain America – While his Armor Up effects are active, Black Panther is able to reflect physical stuns back to those opponents, turning their abilities against them.
    Rhino, Hulk, Captain America – Black Panther is able to trigger multiple Armor Up effects when getting hit by the enemy, making him strong against Champions that rely on physical damage.
    Star-Lord, Rocket Raccoon, Iron Fist, Electro – Black Panther’s Reflective Armor ability enables him to deal damage taken back to opponents, making him strong against high attack but low defense type of Champions.
    Poor Match-Ups
    This is a list of Champions that this Black Panther performs poorly against.

    Storm, Thor – Their Stun effects are Energy and projectile based, as a result, Black Panther is not able to Reflect their Stuns.
    Gamora, Guillotine – These Champions can bypass Black Panther’s Armor Up effects by taking advantage of their strong Bleed effects.
    Discuss this new Champion addition with the MCoC Community on our forums!
  • FALCON - Originally Posted 06-07-2016

    The Contest’s Falcon (inspired by Marvel’s Captain America: Civil War) soars into action Thursday, June 9th at 10AM PDT!

    About Falcon:
    A former air force pararescue who went on to work with recovering veterans, Sam Wilson aided the legendary Captain America in adjusting to modern life, quickly becoming Cap’s close friend in the process. Using an experimental winged harness, Wilson takes to the skies as the high-flying Falcon.

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50, Signature Level 99

    Health: 15,508
    Attack: 1,193
    Max PI
    Without Signature: 3490
    Signature Level 99: 4254
    Special 1: Fading Barrage – With a quick jet blast, Falcon kicks his foe, then lets loose a barrage from his twin SMGs.

    85% chance to inflict Bleed, dealing 103% of your Attack as direct damage over 3.5 seconds. The chance to trigger Bleed is increased by 15% if Redwing is Locked On.
    This Bleed has 1 potential trigger and stacks infinitely.
    Special 2: Raptor Strike – Guided by Redwing’s recon, Falcon dives in on his target for a massive strike.

    This attack ignores Physical Resistance and has 15% increased Critical Hit Chance if Redwing is locked on.
    Special 3: Tango Down – Calling in a strafing run. Firing guided missiles. Target down.

    This attack Incinerates the enemy, dealing 98% of your Attack as Energy Damage over 10 seconds. This effect also removes Perfect Block Chance and reduces Block Proficiency by 50% while it’s active. If Redwing is Locked On, an additional 20% Block Proficiency is removed.
    Recon

    To begin a Recon Scan, Dodge back and hold Block for 2 seconds. While Locked On, the opponent’s Defensive Ability Accuracy is reduced by 100% for 10 seconds.
    Defensive Ability Accuracy refers to abilities that are triggered by the Champion being attacked, such as Electro’s Static Shock or Iron Man’s Armor Up.
    Redwing remains Locked On to Science Champions for 20% longer than normal. Additionally, Redwing remains Locked On to Mutant Champions for 20% shorter than normal.
    Lock On is a Passive effect and does not trigger Willpower and other abilities that trigger from Debuffs.
    Recalibrate – Passive

    Falcon’s scanning system in his goggles recalibrates each time the opponent triggers a Passive Evade, increasing Falcon’s Critical Damage by 37% until his next Critical Hit.
    This ability only triggers from a Passive Evade and will not trigger when the opponent uses the Dexterity mastery to evade an attack.
    The Cruelty Buffs gained are Passive and cannot be Nullified. Additionally, they stack infinitely until the next Critical Hit.
    Redwing Assist – Passive

    Falcon sends out Redwing to scout for his teammates and provide intel. Each of Falcon’s synergies provides an additional 9% Physical Resistance penetration and Critical Damage.
    Signature Ability – EXO-8: Redwing begins each fight ready to go. Additionally, Redwing’s Lock On lasts 2 seconds longer and provides an additional (5 – 16.5%) Critical Hit Chance.

    Synergy Bonuses

    Friends (+6% Armor) – Captain America & Captain America (WWII)
    Enemies (+7% Critical Hit Chance) – War Machine & Black Widow
    Enemies (+7% Critical Hit Chance) – The Vision (Age of Ultron) & Black Panther (Civil War)
    Teammates (+5% Perfect Block Chance) – Ant-Man & Hawkeye
    Recommended Masteries
    Parry

    By utilizing this Mastery correctly, players can Stun their opponent, then use the time to dodge back and start Redwing’s Recon Scan consistently.

    Stand Your Ground

    Against high level opponents, finding the time to hold Block for 2 seconds can be tricky. Picking up this Mastery can grant Falcon a few extra moments to get his Recon Scan activated.

    Match-Ups
    Strong Match-Ups

    The following are Champions that Falcon performs well against.

    Spider-Man, Spider-Man (Symbiote), Spider-Gwen – Falcon’s Recon Scan shuts down these Champions’ ability to Evade entirely. While Redwing is in cooldown, Falcon’s Recalibration will also help him keep up in terms of damage each time these Champions evade.
    Rhino, Red Hulk and Groot – With his Special 2, Falcon can ignore these Champions’ Physical Resistance and during regular attacks, Redwing’s synergy additions grant him the ability to ignore part of the Physical Resistance.
    Captain America, Captain America (WWII), Daredevil (Classic) and Daredevil – With his Incinerate ability to strip away Block Proficiency and Perfect Block Chance, Falcon gets by these Champions’ defenses.
    War Machine, Iron Man, Superior Iron Man and Iron Patriot – By timing his Redwing Scan carefully, Falcon can bypass these Champions’ Overload and Empty the Clip abilities entirely.
    Poor Match-Ups

    The following are Champions that Falcon performs poorly against.

    Magneto & Magneto (Marvel Now)

    In addition to the class disadvantage, Falcon is a metal Champion and will have a very hard time triggering his abilities while fighting these Champions.
  • CIVIL WARRIOR - Originally Posted 06-29-2016

    This MCoC exclusive Champion enters The Contest Thursday, June 30th at 10AM PDT!

    About Civil Warrior:

    There are many rumors about the origin of the mysterious Civil Warrior… legend says he is a Captain America from an alternate Earth ravaged by the Civil War between his own army and Iron Man’s forces. On that world, the two heroes mortally wounded each other in the final battle of the war; Steve survived, but Tony didn’t. Riddled with guilt for the battle’s destruction and the death of his former ally at his own hands, he assumed the mantle of the Civil Warrior. Adding Tony’s ARC technology to his Captain America gear, he vowed to use his friend’s legacy to stop this senseless conflict from ever happening again.

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50, Signature Level 99

    Health: 15,508
    Attack: 1,148
    Max PI
    Without Signature: 3,461
    Signature Level 99: 4,282
    Special 1: Arc Blast – “I have seen this war.”

    Civil Warrior triggers his advanced Stark Tech, gaining 4 Armor Up charges, each increasing Armor by 15% for 10 seconds.
    Special 2: Repulsor Rush – “I have fought this fight.”

    Depletes up to 59% of the target’s max Power.
    Special 3: Overload – “I must end it at any cost.”

    100% chance to Power Drain, depleting up to 54% of the target’s max Power. If the target is reduced to zero Power from this attack, they also become Power Locked for 6 seconds.
    Heal Block – Heavy Attacks

    95% chance to inflict Heal Block, preventing the target from recovering Health for 3 seconds. This has one potential trigger chance during the final strike of the heavy attack.
    Heal Block – Special Attacks

    If the opponent is under the effect of a Heal Block Debuff, that Heal Block is replaced with a 10 second Heal Block.
    This Heal Block will not replace a Passive Heal Block effect, such as those gained from a Local or Linked node.
    Armor Up – Blocking

    20% chance to Armor Up, reducing damage from attacks by 7.5% for 7 seconds.
    These Armor Up effects stack infinitely.
    Armor – Passive

    For each Armor Up effect active, Civil Warrior’s advanced Stark Tech protects him further, reducing enemy Offensive Ability Accuracy by 15% per Armor Up charge.
    Signature Ability – ARC SHIELD: An upgrade to Civil Warrior’s Arc Shield grants him 2 Armor Up charges at the start of the fight. Additionally, he receives (9 – 20%) Special Damage resistance while Blocking.

    Synergy Bonuses

    Friends (+6% Armor) – Winter Soldier
    Friends (+6% Armor) – Falcon
    Teammates (+5% Perfect Block Chance) – Guillotine
    Rivals (+25% Critical Damage) – Iron Man or Hulkbuster
    Recommended Masteries
    Parry

    One of Civil Warrior’s greatest strengths is his ability to apply a Heal Block with his Heavy attack. By triggering Parry then going into a Heavy Attack, Civil Warrior can keep these short Heal Block effects active throughout the fight.
    Collar Tech

    Civil Warrior’s ability to block his opponent’s incoming Special Damage, both from his Armor Up effects and his signature ability, allows him a great deal of survivability against opponents that rely on special damage. Grabbing this mastery further enhances this advantage by lowering the opponent’s Power Gain and reducing the number of Special Attacks overall.
    Strong Match-Ups
    This is a list of Champions that Civil Warrior performs well against.

    Deadpool, Wolverine, Wolverine (X-23), Ultron Prime – Civil Warrior’s ability to keep frequent Heal Block effects active allows him to deny these Champions their much needed Regeneration effects.
    Cyclops, Storm – In addition to a class advantage, Civil Warrior’s ability to perform strong Power Drain effects denies these Champions their ability to perform their much needed special attacks. Additionally, his ability to reduce enemy Offensive Ability Accuracy means that these Champions cannot trigger their Armor Break and Stun effects.
    Poor Match-Ups
    This is a list of Champions that Civil Warrior performs poorly against.

    Iron Fist, Spider-Man (Symbiote), Ms. Marvel (Kamala Khan) – These Champions have a reliable way to strip away Civil Warrior’s Armor Up effects and do not rely on Offensive Ability Accuracy for their damage output as much as other Champions.
  • NIGHTCRAWLER - Originally posted 07-06-2016

    Nightcrawler teleports into The Contest July 7th at 10AM PDT! BAMF!
    About Nightcrawler:

    Raised from childhood in an Eastern European circus, Half-Demon Mutant Kurt Wagner has always existed on the outside. Gifted with the power to teleport at will, but marred with his father’s demonic appearance, Kurt eventually found a place for himself amongst Xavier’s X-Men. Despite his intimidating outward appearance, Nightcrawler remains positive and optimistic, always using his powers for the betterment of both mankind and mutantkind.

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50, Signature Level 99

    Health: 15,082
    Attack: 1,159
    Max PI
    Without Signature: 3,521
    Signature Level 99: 4,314
    Special 1: Displacement Strikes – Slash! Bamf! Kick!

    Using this attack increases Nightcrawler’s chance to Evade by 29% for 10 seconds if in Neyaphem Mode.
    Using this attack increases Nightcrawler’s Critical Damage by 37% for 10 seconds if in Swashbuckling Mode.
    Special 2: Unglaublich Acrobatics – Let’s see what the amazing Nightcrawler learned during his time in the circus.

    This attack reduces enemy Block Proficiency by 37% while in Neyaphem Mode.
    The chance to score a Deep Wound with this attack is increased by 28% while in Swashbuckling Mode.
    These abilities are instantaneous and do not linger as a Debuff.
    Special 3: Bamf! Bamf! Bamf! – He’s coming in from every direction. Lieber Gott!

    This attack disorients the opponent, granting Nightcrawler a permanent 23% increased chance to score a Deep Wound.
    This effect stacks infinitely, increasing the chance to score a Deep Wound each time a Special 3 is activated.
    Passive – Combat Mode

    By Dodging back and holding Block for 2 seconds, Nightcrawler can shift his tactics and switch his Combat Mode.
    When Attacked – Evade

    While in Neyaphem Mode, Nightcrawler focuses on teleportation and dexterity, granting him a 18% chance to Evade incoming attacks.
    The chance to Evade attacks is increased by 15% against attacks that would deal Physical Damage.
    Attacking – Precision

    While in Swashbuckling Mode, Nightcrawler focuses on aggression and quick attack bursts. This grants him periodic Precision Buffs, increasing his Critical Hit chance by 25% for 4 seconds.
    Passive – Bamf

    While Dodging back, Nightcrawler cannot be struck by attacks. Additionally, whenever he successfully dodges an attack this way, he gains +37% Critical Damage until his next Critical Hit.
    This effect stacks up to 5 times.
    Critical Hits – Bleed (Deep Wound)

    Nightcrawler’s cutlass has a 67% chance to strike a Deep Wound, dealing 48% of his Attack as Bleed damage instantly.
    The chance to score a Deep Wound increases by up to 10% based on how low the opponent’s Armor is.
    Signature Ability – NEYAPHEM HERITAGE: Nightcrawler’s unique heritage, coupled with his X-Men training, allows him to switch his combat mode 0.3 seconds faster. Additionally, anytime he strikes a Deep Wound, he gains (15 – 35%) increased Attack for 7 seconds.

    This effect stacks up to 3 times.
    Synergy Bonuses

    Friends (+6% Armor) – Beast
    Enemies (+7% Crit Rate) – Juggernaut
    Teammates (+5% Perfect Block Chance) – Cyclops (New Xavier School) or Cyclops (Blue Team)
    Rivals (+25% Critical Damage) – Wolverine (X-23)
    Recommended Masteries
    Precision

    As Nightcrawler’s Deep Wound, and by extension his Signature Ability, rely on striking with consistent Critical Hits, grabbing this mastery can increase his damage output by a large amount.

    Cruelty

    While in his Swashbuckling Mode, Nightcrawler gets a fairly large boost to his Critical Hit Chance. Increasing his Critical Damage can allow this Mode to grant even larger damage boosts.

    Mutagenesis / Block Proficiency

    Outside of his ability to Evade incoming damage, either through his passive Neyaphem Mode or through his Bamf skill, Nightcrawler has poor defenses. Grabbing these masteries can increase his survivability for the rare occasions when he gets struck.

    Match-Ups
    Strong

    This is a list of Champions that Nightcrawler performs well against.

    Daredevil, Punisher, Black Panther, Crossbones – In addition to a class advantage, Nightcrawler will have an easier time Evading these Champions’ attacks as they primarily deal Physical Damage.
    Superior Iron Man, Rhino, Agent Venom – Nightcrawler’s Deep Wound ability can bypass the Armor, Physical Resist and Tenacity of these Champions to deal extra bursts of damage throughout the fight.
    Poor

    This is a list of Champions that Nightcrawler performs poorly against.

    Vision, Vision (Age of Ultron), Ultron – In addition to a class advantage, these Champions are immune to Bleed and Deep Wound, denying Nightcrawler much of his damage output.
    Discuss this new Champion addition with the MCoC Community on our forums!
  • BEAST - Originally Posted 07-20-2016

    Beast enters The Contest July 21th at 10AM PDT!
    About Beast:

    One of the world’s experts on mutations and evolutionary human biology, Hank was born a mutant with unusually large hands and feet. Later in life, Hank took a hormonal extract that caused him to grow fangs, pointed ears and fur all over his body. He was now a Beast in body, as well as in name.

    Base Stats & Abilities
    *All stats based on 4 Star, Rank 5, Level 50, Signature Level 99

    Health: 16572
    Attack: 1159
    Max PI
    Without Signature: 3,317
    Signature Level 99: 4,307
    Special 1: Freestyle Combat – Beast uses a freestyle form of combat, striking the opponent with multiple kicks.

    Beast analyses the situation and employs a Freestyle form of combat.
    55% chance to Stun for 1.5 seconds.
    Special 2: Acrobatic Kicks – Making full use of his great strength and agility, Beast performs a series of acrobatic kicks to knockdown the opponent.

    Using his impressive power of deductive reasoning, Beast decides that employing an Acrobatic combat style is essential to his survival.
    80% chance to Stun for 2.25 seconds.
    Special 3: Animalistic Instincts – Beast taps into his animalistic instincts and temporarily unleashes a savage attack on unsuspecting opponents

    Increases Attack by 3% per hit in the combo meter, up to a maximum of 150% Attack.
    Passive – Freestyle Combat:

    When starting the battle with more than 50% Health, Beast employs a Freestyle form of combat; Critical hits have a 56% chance to inflict Bleed damage for 65% of your Attack over 4 seconds.

    Passive – Acrobatic Combat:

    When starting the battle with less than 50% health, Beast is more careful and employs an Acrobatic combat style. This gives him a 85% chance to reduce their Critical Damage by 85%. Additionally, the opponent gets 45% less Power when getting hit by Beast.

    Passive – Thick Hide:

    Beast’s thick hide makes him resistant to Bleed effects, decreasing their Potency and Duration by 65%

    Signature Ability – CHAIN COMBO: Beast is able to execute different chain combos based on his current combat form.

    While in Freestyle combat form, performing a Medium hit followed by a Light, Light, Light and Medium combo inflicts Direct damage per blow for up to 33.1% of your Attack based on Signature level. Successfully completing the combo increases Beast’s Critical chance by 25% for 5 seconds.
    While in Acrobatic combat form, Blocking an attack followed by a Medium, Light, Light, Medium combo Regenerates up to 1.8% of Beast’s maximum Health per move, based on Signature level. Additionally on Combo Success, opponents get 50% less Power when getting hit and attacking for 5 seconds.
    When unsuccessfully performing a combo, there will be a 5 second delay before you can start a new combo.
    Synergy Bonuses

    Masterminds (+15 Attack on Combo of 15+ hits) – Superior Iron Man, Black Panther Classic.
    Mutant Agenda (12% Special Damage) – Nightcrawler, Colossus.
    Enemies (7% Crit Rate) – Iron Patriot
    Friends (6% Armor) – Gambit
    Recommended Masteries
    Recovery

    With Beast’s Signature Ability, while in the Acrobatic mode, he is able to Regenerate health when successfully doing a chain combo move, synergizing perfectly with Recovery.

    Precision

    Beast doing Bleed damage on Critical hits, together with his signature ability and Precision, makes him one of the strongest Bleed dealers in the game.

    Petrify & Pacify

    By dealing Stuns on his Special Attacks, Beast is able to start a combo right away. Reducing the opponent’s Power gain and preventing the activation enemy abilities synergizes really well with this ability.

    Match-Ups
    Strong

    This is a list of Champions that Beast performs well against.

    Crossbones, Black Panther – Because of their Physical Resistance and Armor Ups, those champions are really hard to defeat, but with Beast’s Signature Ability and the Freestyle mode, he can bypass those defenses with his Bleed effects on Critical hits.
    Power Nodes in Quests, PvP – Beast is able to drastically reduce opponent’s Power gain while fighting with his Acrobatic combat form, making him one of the best options when going against champions on those nodes.
    Poor

    This is a list of Champions that Beast performs poorly against.

    Doctor Strange, Magneto – Beast does not handle Energy Damage very well, therefore any champions that constantly deals Energy based attacks have an advantage against him.
  • GAMBIT - Originally Posted 08-17-2016

    Gambit enters The Contest August 18th at 10AM PDT!

    About Gambit:

    Remy LeBeau, raised by thieves on the dark streets of New Orleans was eventually forced to leave that life behind after winning a duel he wasn’t meant to. Gifted with the power to supercharge objects he touches with powerful kinetic force, Gambit now fights alongside his fellow mutants to protect mankind, while also occasionally dipping into his more scoundrel-like nature to pull off a heist here and there.

    Base Stats & Abilities

    *All stats based on 4 Star, Rank 5, Level 50, Signature Level 99

    Health: 14,976
    Attack: 1,187
    Max PI
    Without Signature: 3,498
    Signature Level 99: 4,286
    Ante-Up

    Blocking: Gambit charges his weapons while holding Block, gaining a Kinetic Charge for every 0.5 seconds he isn’t attacked. Whenever Gambit is struck by a combo-ending attack, he has a 50% chance to Fold and lose all his Kinetic Charges.
    The amount of time needed to build up Kinetic charges increases based on how many charges Gambit already has.
    Special Attacks: Gambit’s Ability Accuracy increases by 2% for each Kinetic Charge he has during Special Attacks.
    Heavy Attacks: Gambit cashes out, converting his Kinetic Charges to Prowess Buffs, each increasing Special Damage by 17% for 10 seconds.
    Physical Resist

    Passive: Gambit’s unique armor grants him 18% Physical Resistance & Bleed Resistance. Once Gambit has lost 20% of his max Health from Physical Damage, the armor breaks.
    Special Moves

    Special 1: Cardshark – With a little sleight of hand, the Ragin’ Cajun sends a hidden ace flying.

    This attack has a 85% chance to Stun the opponent for 2.5 seconds. The chance to Stun increases based on how low the opponent’s Armor is.
    Special 2: Bayou Beatdown – Super-charged staff strikes from the back alleys of N’awlins.

    This attack has a 78% chance to give the opponent a Concussion, reducing their Ability Accuracy by 72%. The Potency of this effect is affected by Class relationships.
    This ability is stronger against Champions that Gambit has a class advantage against, skill Champions. Meanwhile, it is weaker against Tech Champions.
    Special 3: Royal Flush – With quick movements, Gambit lets fly a perfect hand. Au Revoir.

    This attack has a 86% chance to Paralyze the opponent for 2.8 seconds, Stunning them and reducing their Power and Health gains by 66%.
    Paralyze also counts a Stun effect, meaning it can be decreased or increased by other effects in the game, like the Limber and Stupefy Mastery.
    Signature Ability – Ragin’ Cajun: Gambit maintains 30% of his Kinetic Charges whenever he Folds. Additionally his Prowess Buffs also grant him (5 – 20%) increased Critical Damage each.

    Synergy Bonuses

    Friends (+6% Armor) – Wolverine (X-23)
    Enemies (+7% Critical Chance) – Magneto
    Teammates (+5% Perfect Block Chance) – Beast or Nightcrawler
    Recommended Masteries

    Parry & Stupefy

    By utilizing this Mastery, in conjunction with Stupefy, Gambit can buy himself enough time to build up Kinetic charges when he is already at a high count.
    Petrify

    With two of Gambit’s Special Attacks causing a Stun, picking up this Mastery can help him land multiple combos on his opponent and not worry as much about a Special Attack retaliation. Additionally, the effects of Paralyze stack with this Mastery.
    Match-Ups

    Strong Match-Ups: This is a list of Champions that Gambit performs well against.

    Black Panther, Hawkeye, Agent Venom – In addition to a class advantage, Gambit’s armor protects him from these Champions’ Bleed effects. Additionally, his Concussion ability will deny them their much needed ability triggers.
    Wolverine, Deadpool, Wolverine (X-23) – Gambit’s Bleed resistance and strong Paralyze ability allows him to overpower these Champions quickly by reducing their offensive power and reducing their regeneration effects.
    Weak Match-Ups: This is a list of Champions that Gambit performs poorly against.

    Civil Warrior – In addition to a class disadvantage, Civil Warrior can reduce Gambit’s ability to trigger his Stun effects as well as his Special Damage, which he relies on heavily.
    Dr. Strange, Magneto, Magneto (Marvel NOW) – These Champions deal Energy Damage, thus ignoring Gambit’s Physical Resistance. Additionally, Dr. Strange’s frequent Counterspell effects can tear away Gambit’s much needed Prowess buffs.
  • Karnak - Originally Posted 08-30-2016

    Karnak Mander-Azur, Inhuman philosopher and Magister of the Second Tower of Wisdom, refused the transformative Terrigen Mists and chose instead to train his body and mind like no other. Through his training, Karnak has gained immense insight into both himself and others, allowing him to see the flaw in all things and strike down his opponents with ruthless physical and mental precision.

    Base Stats and Abilities
    *All stats based on 4 Star, Rank 5, Level 50, Signature Level 99
    Health: 15,812
    Attack: 1,176
    Max PI
    Without Signature: 3,587
    Signature Level 99: 4,395

    Special 1: Distortion & Focus - Create distance, then focus to see the flaws.
    This attack allows Karnak to be become Focused instantly.
    Karnak discovers his opponent’s stress points, gaining True Strike for 8.5 seconds. This allows him to ignore Armor, Resistances, and Evasion. True Strike is a passive effect and cannot be nullified or removed.

    Special 2: The Three Worlds - Through focus, understanding and strength, Karnak demonstrates his worlds philosophy.
    Damage from this attack increases by up to 48% based on how low the opponent’s Health is at the time of impact.

    Special 3: Blind Time - All of humanity is as nothing. The universe will not notice when Karnak’s foe is no longer.
    Karnak Dazes his foes with his strike, reducing their Defensive Ability Accuracy by 80% for 40 seconds.

    Signature Ability: Second Tower Training
    Karnak’s Inhuman metabolism and Autonomic Function Control allows him to shrug off non-damaging Debuff effects (20 - 50%) faster than normal and reduces damage from Poison by 65%

    Martial Focus
    Buff: Given time to study his opponent, Karnak becomes Focused, gaining 66% Critical Hit Chance. Whenever he is struck, Karnak loses Focus for 9 seconds.

    Passive: Every 5 seconds, Karnak reduces his Class Disadvantage by 2% until it’s gone.
    This only affects the Attack penalty from a class Disadvantage, it does not affect Karnak’s opponent’s Class Advantage.

    Resist Physical
    Passive: Covered in a dense callus, Karnak has toughened his skin and gains 21% increased Physical Resistance.

    Synergy Bonuses
    Family (+6% Armor) - Black Bolt
    Enemies (+7% Crit Rate) - Magneto
    Teammates (+5% Perfect Block Chance) - Beast
    Teammates (+5% Perfect Block Chance) - Captain Marvel or Ms. Marvel (Carol Danvers)


    Recommended Masteries

    Lesser Cruelty/Cruelty
    While in his Focused state, Karnak has one of the highest Critical Hit chances in the game. Grabbing one or both of these masteries can increase Karnak’s damage output by quite a bit.

    Pierce/Pure Skill
    With Karnak’s high Critical Hit rate, these two masteries will allow his regular attacks to pierce through more enemy Armor and take down heavily Armored foes quickly.

    Dexterity
    While Karnak has decent Physical Resistance, his base Armor rating is very low. As such, picking up Dexterity and dodging as many incoming attacks as possible will increase Karnak’s survivability and ensure he stays in the fight longer.


    Strong Match-Ups
    This is a list of Champions that Karnak performs well against.
    Abomination, Ant-Man - In addition to having a class advantage over these Champions, Karnak reduces incoming Poison damage and duration while awakened and overcomes these Champions easily.
    Electro, Spider-Man, Luke Cage - Karnak’s Special 3 Ability, Daze, allows him to reduce his opponent’s Defensive Ability Accuracy for a long duration, and bypass many of these Champions’ defensive triggers such as Static Shock and Evade.

    Poor Match-Ups
    This is a list of Champions that Karnak performs poorly against.
    Magneto, Magneto (Marvel NOW!) - In addition to a class disadvantage, both Magneto Champions also use energy damage during their base attacks and bypass Karnak’s only strong means of defense.
This discussion has been closed.