Boomfiend527__ wrote: » Sorry for taking up the whole page
CrusherOfDreams wrote: » Happy to be the first to post here! Here's a list previously created of suggested characters and abilities. Also, if these characters and abilities are put into the game, I would want them to be given to my account. I think that if I'm coming up with stuff, I should be seeing the fruits of my labor. Here we go:1) Doctor Doom Victor Von Doom is one of the most genius and strategic Marvel villains. He would have synergy with the Fantastic Four (who are also being suggested) as rivals. His champion class would be Tech.Unique Abilities:Overcharge: (Like Crossbones's Overrun) Dodge back and hold block for 2 seconds to activate Overcharge. Doctor Doom's armor creates large amounts of energy that cannot be contained in his suit, and are discharged as Overcharges. 10 of these Overcharges are developed. When striking an opponent, one Overcharge is used up, placing shock on the enemy. Overcharge lasts 8 seconds, and any charges left at the end do damage to Doom.Limitless Power: When Doom activates a special move, a small amount of Power Gain activates, generating one bar of power over 10 seconds, lasting until he is struck or has full power.Awakened Ability:Time Travel Mastery: Upon receiving a hit that would be the final blow, there is a 30% chance for Doom to warp back to a time where he had 15% health. This can trigger up to 3 times in a fight, but the odds are reduced by 10% each time it activates.Other status effects: 5% chance to Armor Up when struck; 30% chance to gain Fury if his attack is blocked; 5% for all attacks to inflict Bleed2) Carnage Cletus Kasady, the sinister variant of Venom, is agile and deadly. His synergies would be rivalries with Spider-Man and Venom, and his champion class would be Cosmic.Unique Abilities:Symbiotic Bloodstream: When facing Tech champions, the symbiote's bond with Cletus enhances, increasing his recovery, and granting him an indefinite Regeneration of 0.25% of his maximum health per second. Additionally, when facing Mystic champions, the bond weakens, inflicting an indefinite Degeneration of 0.25% of his maximum health per second.Awakened Ability:Punishment: Every time Carnage strikes a critical hit, he receives an indefinite Cruelty. Every time Carnage inflicts Bleed, he receives an indefinite Fury. On the contrary, when struck by a critical hit, he loses one Cruelty, and when he is bleeding, he loses a Fury. These effects stack with no limit.Other status effects: Fixed 10% chance to gain Fury and/or Cruelty; 5% chance that attacks inflict Bleed3) Blade The half-vampire, Eric Brooks, is a lone wolf with guns, swords, daggers, and explosives. I honestly don't know what his synergies would be, but his champion class would be Mystic.Unique Abilities:Vampiric Regeneration: Blade's enhanced healing factor triggers on special moves, regenerating health. 50% chance to Regenerate 5% of his maximum health on special move 1; 70% chance to Regenerate 10% of his maximum health on special move 2; 90% chance to Regenerate 15% of his maximum health on special move 3.Awakened Ability:Vampiric Strengthening: At the sensing of blood, Eric Brooks's vampire side strengthens, granting him Fury, Cruelty, Precision, and 25% more Power Gain for the duration for the duration of the Bleed.Other status effects: 5% fixed chance to gain Fury; 50% chance that attacks with any weaponry inflict Bleed; All explosive attacks inflict Incinerate with a 50% chance to apply Bleed4) Mysterio One of the stranger villains in the Marvel Universe, Mysterio is a master of manipulation, using teleportation, hallucinogen, and hypnosis to his advantage. His nemesis is Spider-Man, and his champion class would be Science.Unique Abilities:Hypnosis: If Mysterio can manage to, without moving or blocking, go untouched for 3 seconds, his gaze is enough to hypnotize his opponent, stunning them for 5 seconds. This ability has a 5 second cool down timer after activation.Mind Tricks: Mysterio focuses more on demoralizing his opponent than benefiting himself. Anytime Mysterio gains a status effect, the opposite effect is applied to his opponent. Additionally, anytime Mysterio strikes a critical hit, there is a 10% chance to inflict EACH of these effects on his opponent for 8 seconds: Weakness, Exhaustion, Fatigue, Degeneration, Poison, Armor Break, and Stun (Stun only lasts 5 seconds).Awakened Ability:Emergency Hallucinogen: When struck for the 15th time in a combo (15th hit, 30th, 45th, etc), Mysterio can rely on his hallucinogen to get him out of the jam. Immediately after the 15th hit lands, Mysterio releases his hallucinogen and teleports backwards, stunning his opponent for one second. This does not interrupt special attacks, but instead triggers on the next hit once the special move has ended.Other status effects: 5% chance to gain Armor Up or Precision when struck (Remember, for all positive status effects, the opposite is mirrored to the enemy.)5) Nick Fury The leader of S.H.I.E.L.D., Nick Fury is an expert at fighting and has a large number of backups to call in. He can have synergy with all S.H.I.E.L.D. agents, and his champion class would be Skill.Unique Abilities:Preparation: Nick Fury is always ready to fight, and he comes into the battle with his mind set and a bulletproof vest. Nick Fury is granted 5 Precision buffs, one disappearing after every critical hit he lands, and 5 Physical Resistances (like Punisher), losing one each time he is struck.Confidence: Leading S.H.I.E.L.D takes a lot of confidence, and Nick Fury definitely has it. He enters the fight with 10 Confidences buffs. Every time he is struck, he loses one Confidence. For every second Nick Fury is blocking, he gains one Confidence. Each Confidence buff increases Fury's attack by 5.Awakened Ability:Supply Drop: Fury has all of S.H.I.E.L.D. at his disposal, giving him unlimited access to intelligence and resources. Every 10 seconds, Fury receives a supply drop, containing a random buff for him, a random debuff for his opponent, or both.Other status effects: 50% chance for critical hits to grant Precision; 5% chance for all attacks to inflict Armor Break; Special attacks with guns or explosives inflict either Bleed or Incinerate For now, this is all I have. I'll be updating this list as much as I can, adding on every once in awhile, so keep checking in. Thanks again for reading! -CrusherOfDreams
Boomfiend527__ wrote: » Apocalypse Mutant #Defensive: Tank #Villain #Size: L ________________________________ Stats (Based on a 5/50 4*) Health - 16,825 Attack - 1,128 Critical Rate - 21% Critical Damage - 189% Block Proficiency - 63% Armor Rating - 15% ________________________________ Synergies Molecular Control (Sentry)(Mister Sinister)(Iron Man (IW)) Apocalypse: Anytime Apocalypse would lose a Molecular Configuration charge, he gains 10% of his max power instantly. Sentry: Generate 133% max power per second while Indestructible. Mister Sinister: Abilities affected by the opponent’s combo meter get a boost equal to +10 hits in the opponent’s combo meter. Iron Man (IW): Gain 1 Molecular Armor Passive whenever the opponent fills a bar of power. Not too sure on any other synergies but they definitely include Mister Sinister (Again) Cable, and Archangel. ______________________________ Sig Ability: Immortal Physiology lv 99 Apocalypse’s mutant physiology grants him immortality, allowing his passive effects to persist between fights. Passive - Each time Apocalypse gains one of his permanent passive effects, he has a 50%** chance to keep that effect for the rest of the quest. - Each passive effect that Apocalypse has at the start of the fight increases his Critical Rating by +1%**. ** depends on sig levels _________________________________ Abilities Passive - Apocalypse’s molecular control over his body reduces both the damage taken by damage over time effects by 70%, and the duration of non-damaging debuffs by 50% - Each time a debuff expires on Apocalypse, he gains a Molecular Configuration charge. - For each Bleed active on Apocalypse, non-Mutant champions passively degenerate 284 health per second. - Apocalypse’s technopathy reduces both the critical chance by 20% and power gain rate by 30% of Tech champions. Critical Hits - 30% chance to gain a Molecular Configuration charge. Medium Attacks - Apocalypse manipulates the molecules that make up his arms into various weapons, giving him a 10% chance per Molecular Configuration charge to refresh any Bleed on the opponent, at the cost of one Molecular Configuration charge. When Struck - 20% chance to convert a Molecular Configuration charge into a Resist Physical buff, increasing physical resistance by 20% for 7 seconds. - When this buff would expire, instead convert it into a permanent passive effect with 50% reduced potency. Max stacks: 4 - Apocalypse converts 50% of the damage taken from energy based attacks into 15% of his max power. Heavy Attacks - 100% chance to convert a Molecular Configuration charge into a Fury buff, increasing Attack by 1,128 for 6 seconds. - When this buff would expire, instead convert it into a permanent passive effect with 75% reduced potency. Max stacks: 4 Well Timed Blocks - 20% chance to convert a Molecular Configuration charge into a Block Proficiency buff, increasing block proficiency by 5% for 6 seconds. Perfect well timed blocks increase this chance to 100%. - When this buff would expire, instead convert it into a permanent passive effect. Max Stacks: 4 Special Attacks - 80% chance to convert a Molecular Configuration charge into a Cruelty buff, increasing Critical Damage by +25% for 12 seconds. - When this buff would expire, instead convert it into a permanent passive effect with 50% reduced potency. Max stacks: 4 Special 1 - Apocalypse morphs his arms into molecularly sharp blades, giving this attack a 100% chance to inflict Bleed, at the cost of one Molecular Configuration charge. - Bleed deals up to 3,384 direct damage over 6 seconds, based on how low the opponent’s armor is. Special 2 - 100% chance to inflict Armor Break, reducing enemy armor by 75%. Special 3 - Apocalypse consumes up to 5 Molecular Configuration charges, Regenerating 1,682.5 health per charge consumed over 7 seconds. This Regeneration can only be modified by Heal Block. - This attack inflicts Armor Break, reducing enemy armor by 100% for 17 seconds.