Bodhizen wrote: »
Mister Sinister (Based upon a Rank 5/50 4-Star Champion; Sig Level 99)
Originally born in the 19th Century, Dr. Nathaniel Essex was a biologist in Victorian England. Dr. Essex dreamed of bringing the perfection of the evolution of the human race to the masses. Performing dangerous and unorthodox experiments, his wife shunned him, her dying words, "To me, you are... utterly… and contemptibly… sinister!" After accepting Apocalypse's offer to turn him into his first Prelate, Essex took on the name Sinister and has since pursued his dream of engineering the perfect mutant!
Signature Ability - Genius-Level Intellect:
Mister Sinister's genius has turned toward manipulating his own mind and body. He gains the following benefits:
Read Minds (Passive): Mister Sinister is able to read his opponent's thoughts, allowing all of Mister Sinister's attacks a 50% chance to ignore Evade.
Telepathic Defenses (Passive): Mister Sinister is immune to Mind Control, such as Emma Frost's ability to invert controls. Whenever Mister Sinister's controls would be inverted, his opponent is automatically Stunned for 2.0 seconds.
Sinister Clone: When on the Summoner's offensive team, whenever Mister Sinister is knocked out, he has a 15% chance to be revived and restored to 10% max Health after the fight has ended. This chance increases by 2.5% for each Champion on Mister Sinister's team currently knocked out. If Mister Sinister is defeated by Cyclops (New Xavier School) or Cyclops (Blue Team), his chance to be revived is reduced to 0%.
Max Health: 14,750
Max Attack: 1,325
Master Manipulator: Well-timed Blocks have a 15% chance to Taunt the opponents for 5.0 seconds. Opponents that are Taunted have their Attack reduced by 40% and have a 70% higher chance to activate a Special Attack.
Perfecting Mutation: Mister Sinister has 6 experiments to conduct. Whenever he completes an experiment, he gains 1 Persistent Charge and a Genetic Enhancement Counter, decreasing the amount of damage he takes from Special Attacks by 5.5%. Experiments can be completed in any order.
Mister Sinister starts the fight with a number of the above Genetic Enhancement Counters equal to his Persistent Charge.goldenrod]Experiment 1: The Limits of Human Endurance:[/color] Knockout a Skill Champion. Once this experiment is complete, Mister Sinister gains a 33% chance to instantly shrug off Bleed and Shock Debuffs.
Experiment 2: Breaking the DNA Code: Knockout a Science Champion. Once this experiment is complete, whenever Mister Sinister gains a Fatigue or Poison Debuff, it is automatically removed after 5.0 seconds and Mister Sinister gains +2500 Critical Rating for 8.0 seconds.
Experiment 3: Study Mysticism: Knockout a Mystic Champion. Once this experiment is complete, Mister Sinister gains the ability to dilate his opponent's power. Special Attacks gain a +15% chance to Power Lock the opponent for 4.5 seconds. Cooldown: 6.0 seconds.
Experiment 4: Collect Variant Samples: Knockout a Cosmic Champion. Once this experiment is complete, whenever Mister Sinister's opponent gains a Fury Buff, Mister Sinister automatically gains a Cellular Shape-Shifting Buff, granting him +500 Physical Resistance.
Experiment 5: Force Field Technology: Knockout a Tech Champion. Once this experiment is complete, Mister Sinister's body is covered by an invisible Force Field. Mister Sinister begins each fight with one Passive Force Field charge, increasing his Block Proficiency by 315.45. Every time his opponent activates a Special Attack, Mister Sinister gains one additional Passive Force Field charge that lasts until the end of the fight.
Experiment 6: Catalyze the Mutator Gene: Knockout a Mutant Champion. Once this experiment is complete, Mister Sinister activates his Rapid Regeneration Factor. Whenever Mister Sinister drops below 20% Health, he activates a Passive Regeneration Buff, recovering up to 6,637.5 Health over 8.0 seconds. This occurs only once per fight, and the amount Healed is tied to the Power Meter. If Mister Sinister takes Special Attack damage from Cyclops (New Xavier School) or Cyclops (Blue Team), and this puts him at or below 20% Health, this Rapid Regeneration Factor does not trigger.
Special Attack 1 — Concussive Blasts: Mister Sinister fires three blasts of concussive energy at his opponent in rapid succession, then crosses his arms, throws his head back and laughs at his opponent.
Places two Gene-Splice Counters on the opponent. Opponents with a Gene-Splice Counter cannot Parry attacks.
Each Gene-Splice Counter reduces the opponent's Defensive Ability Accuracy by 12.5% for 9.0 seconds. Gene-Splice Counters are twice as potent against Mystic opponents.
The damage from this attack is Energy-based.
Special Attack 2 — Telekinetic Assault: Mister Sinister gathers several objects from his environment, hurling them at his opponent with the power of his mind. This attack has the potential to land 4 hits.
25% chance to Armor Break per hit, each hit removing one enemy Armor Up and applying 110 Armor Rating reduction for 5.0 seconds. The chance to inflict an Armor Break Debuff is doubled against Mystic opponents.
Special Attack 3 — Genetic Onslaught: Mister Sinister telekinetically grabs his opponent, lifting them up into the air. He then fires a concentrated blast of energy, pummeling his opponent for 12 hits. Mister Sinister then telekinetically flings the body against the far wall of the arena.
This Attack Nullfies up to 6 Buffs from Mutant and Mystic Champions. This Attack deals an extra 5% damage for each Buff Nullified.
Genetic Experimentation with Cyclops (New Xavier School), Cyclops (Blue Team) or Phoenix: Mister Sinister: Special Attack 1 places 1 additional Gene-Splice Counter on opponents. Cyclops (New Xavier School) or Cyclops (Blue Team): Special Attacks do not reset Cyclops' Combo Meter. Phoenix: Phoenix begins the fight with 2 additional Phoenix Force charges. Unique Synergy: Does not stack with duplicate synergies.
Mutant Massacre with Gambit or Sabretooth: Mister Sinister: Well-timed Blocks have a +15% chance to Taunt opponents. Gambit: Gambit's unique armor grants him an additional +250 Physical Resistance & +18% Bleed Resistance. Sabretooth: Sabretooth adds 2.5 seconds to the amount of time it takes before a Regeneration stack expires. Unique Synergy: Does not stack with duplicate synergies.
World War II with Magneto and Magneto (Marvel NOW!): Mister Sinister: Heavy Attacks have a +35% chance to inflict a Degeneration Debuff, dealing 4% of Mister Sinister's Attack Rating as Direct Damage over 5.0 seconds. The chance to inflict a Degeneration Debuff is increased by 20% against Mutant and Mystic Champions. Magneto or Magneto (Marvel NOW!): Against enemies reliant on metal, if Magnetism is not active, well-timed Blocks automatically trigger Magnetism. Unique Synergy: Does not stack with duplicate synergies.
Scientific Experiments with Emma Frost: Mister Sinister: Gains +15% Attack Rating after completing 3 Experiments. Emma Frost: Gains a +4% chance to Evade basic attacks while in Telepathic Form. Unique Synergy: Does not stack with duplicate synergies.
Mutant Perfection with Cable: Mister Sinister: Mister Sinister's Genetic Enhancement Counters reduce the amount of damage he takes from Special Attacks by an additional +2% each. Cable: Cable's chance to Regenerate Health whenever a Power threshold is reached continues to work when he is below 25% Health. Unique Synergy: Does not stack with duplicate synergies.
Mutant Scientists with Beast: Mister Sinister: Opponents gain 15% less Power when being struck by Mister Sinister. Beast: Beast takes 60% less damage from Degeneration Debuffs. Unique Synergy: Does not stack with duplicate synergies.
My_Superior wrote: »
Signature Ability: Dress Up.
Justin joins the fight dressed as his opponent in the hopes of impressing his foe. Justin starts the fight with a Weakness and Power Drain debuff while his opponent starts with a Fury buff.
Passive Ability: Hand Shaker.
Justin has spent many years practicing the martial art of handshaking; whenever he shakes his opponent’s hand, he also grabs their shoulder.
Special 1: Redundant Speech.
Justin bores his opponent with a long irrelevant speech that doesn’t make sense.
Special 2: Um... Uh... Um..
Justin performs his Special 1 twice in a row, dealing half as much damage.
Special 3: I was born for this.
Justin dawns a pair of boxing gloves and swings wildly at his opponent stunning his opponent, He takes 10% recoil damage after this attack.
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