Character Wishlist Thread 3.0

16667697172101

Comments

  • Boomfiend527__Boomfiend527__ Posts: 83
    Ghost Rider 2099
    Tech

    #Defensive: Utility #Mercenary #Robot #Metal #Size: M
    ________________________________
    Stats (Based on a 5/50 4*)

    Health - 15,365
    Attack - 1,572
    Critical Rating - 19%
    Critical Damage - 179%
    Block Proficiency - 66%
    Armor Rating - 16%
    ________________________________
    Synergies

    Out for Vengeance (Ghost Rider (Classic))

    Ghost Riders: +50% Critical Damage while the opponent suffers from any detrimental effect.

    Futuristic Tech (Punisher (2099))

    Ghost Rider (2099): Deal guaranteed critical hits while Stealth Mode is active.

    Punisher (2099): +10% power gain rate while below 1 bar of power.

    Under the Radar (Daredevil (Classic)) (Daredevil)

    Ghost Rider (2099): All attacks reduce the chance of triggering enemy’s abilities by 50% while Stealth Mode is active.

    Daredevils: Special Attacks get +10% Critical Rating
    _________________________________
    Sig Ability: Mr. Fusion lv 99

    Upon being shut down, Ghost Rider kicks on his Mr. Fusion portable power generator.

    Passive

    - Whenever Ghost Rider would be Stunned, 100%** chance to activate a Power Gain buff and Purify the Stun.
    - Power Gain fills 1** bar of power over 4 seconds.

    ** depends on sig levels
    ________________________________
    Abilities

    Passive

    - Advanced robotics provide full immunity to Poison and Bleed effects.

    Heavy Attacks

    - The first and third hits employ Ghost Rider’s chainsaw arm, and the second hit uses Ghost Rider’s claw arm.
    - Chainsaw hits emit energy blasts that have a 25% chance to drain up to 50% of the opponent’s max power.
    - Claw hits cut on an atomic level, ignoring all armor, and resistances and inflicting Armor Break, reducing enemy armor by 33.3% for 16 seconds.

    Special 1

    - Optic blasts have a 100% chance to inflict Heal Block and a 70% to inflict Incinerate.
    - Heal Block prevents the opponent from recovering health for 12 seconds.
    - Incinerate deals 1,258 energy damage over 6 seconds. This effect also removes Perfect Block chance and reduces block proficiency by 50% while it’s active.
    - Activate Stealth Mode for 7 seconds.
    - Stealth Mode shields Ghost Rider from even the most advanced targeting systems, giving all incoming attacks both a 60% chance to Miss and 50% reduced ability accuracy.
    - While Stealth Mode is active, gain up to 50% Attack based on how low the opponent’s armor is.

    Special 2

    - 3 claw hits are followed by an optic blast.
    - If above 25% health, activate Stealth Mode for 7 seconds. If not, activate Self Repair, recovering 2,305 health over 6 seconds.

    Special 3

    - 100% chance to remove all Armor buffs and effects and inflict Incinerate, dealing 1572 energy damage plus 550 energy damage per buff or effect removed by this attack over 12 seconds. This effect also removes Perfect Block chance and reduces block proficiency by 50% while it’s active.
    - Drain 100% of the opponent’s current power and Power Lock them for 7 seconds.
    - Stun the opponent 1.5 seconds for each bar of power drained by this attack.

    Developer’s note: Ghost Rider 2099’s special 3 is the same as classic Ghost Rider’s special 3. Also, since buffs are paused during special 3s, armor abilities triggered by this attack aren’t removed.
  • Boomfiend527__Boomfiend527__ Posts: 83
    All the Synergies are Unique
  • #UPDATED
    CHAMPION SPOTLIGHT - SANDMAN

    About Sandman:

    Bombarded with a massive dose of radiation from an experimental reactor, low-level mob henchman William Baker discovered that he could transform himself into a sand-like form that he could manipulate and reshape at will. Eager to use his new powers to better his station in life, Baker embarked on a life of daring robberies as Sandman!






    Base Stats & Abilities

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

    . Health: 16972
    . Attack: 1373
    . Max PI:
    . Without Signature: 3975
    . With Signature (99): 4523

    Character Class: Science

    Passive - Organic Sand

    . Sandman's Organic Sand form grants him full immunity to all Shock, Bleed, and Poison effects.

    Passive - Sand Armor

    . This Champion has additional Block Proficiency in its Base Attributes.
    . Sandman begins the fight with a layer of Sand Armor active, increasing his Armor Rating by 633.97.
    . If Sandman would lose more than 6% of his Max Health from a single source, his Sand Armor protects him from the blow, reducing the health loss to 6%, then it shatters; Once shattered, Sand Armor takes 13 seconds to reform.

    Passive - Density Control

    . When Attacked: Sandman subtly alters his Density during combat, with precise Density Control, granting a 40% chance for incoming attacks to glance; Glancing hits cannot be critical and deal 50% reduced damage.

    Passive - Silicosis

    . Deals 20% Attack as Energy Damage per second.
    . After filling each bar of power, Sandman has a 33.33% chance to inflict Silicosis on the opponent dealing Energy Damage over 7 seconds, preventing them from Evading attacks and Healing.

    Developer Note: Silicosis is a Passive effect, and therefore do not count as a Debuff.

    Basic Abilities: Enfeeble, Prowess, Stun, Armor Break.

    All Attacks

    . 65% chance to inflict Weakness, decreasing the target's Attack by 10% for 3 seconds and the potency of their Power Gain effects by 20% for 5 seconds.
    . Opponents passively suffer 50% reduced Ability Accuracy for as long as they are under a Debuff effect.

    Heavy Attacks

    . Each time Sandman lands an Heavy Attack, he gains a charge of Prowess. Prowess Buffs are capped at 5.
    .Each charge of Prowess grants 206 Attack rating.

    When Attacked

    .Opponents can Remove all Prowess buff for every 5 hits on their Combo Meter.


    Special 1 : Size and Mass manipulation - Sandman enhances his size and mass and strike the ground.

    .85% chance to Stun for 3 seconds.
    .This Attack is unblockable.

    Special 2 : Mace and Sledgehammer - Sandman mold his arms and hands into mace and sledgehammer to strike the opponent.

    .100% chance to Armor Break, removing enemy Armor and applying 65% Armor reduction for 15 seconds.

    Special 3 : Sandstorm - Sandman turns himself into a sandstorm, and flies around his opponent to suffocate him.

    .100% chance to Stun for 5 seconds.
    .100% chance to Armor Break, removing enemy Armor and applying 70% Armor reduction for 20 seconds.
    .This Attack instantly reforms Sand Armor

    Signature Ability: Porosity - Incoming Attacks tend to pass harmlessly in the Porous sand of his body.

    .Contact attacks has 35% Chance to miss.
    .Non Contact attacks has 70% chance to miss.

    Developer Note: Sandman's Signature Ability combined with other Defensive Ability makes him tough defender to beat.

    Synergy Bonuses

    1. Spider-Man (Stark Enhanced) – Nemesis - All Champions gain +6% Attack

    2. Sinister Six with Doctor Octopus

    .Sandman: Gains 75% additional Power from Critical Hits
    .Doctor Octopus: Starts with 50 Physics Research
    .Unique Synergy: Does not stack with duplicate synergies.

    3.Sinister Six with Vulture

    .Sandman: +6% Critical Hit Rate
    .Vulture: +50% Incinerate Damage
    .Unique Synergy: Does not stack with duplicate synergies.

    4.Sinister Six with Electro

    .Sandman: gains +7% Perfect Block Chance
    .Electro: gains +175 Critical Rating
    .Unique Synergy: Does not stack with duplicate synergies.

    5.Frightful Four with Medusa

    .Sandman: gains +5% Power
    .Medusa: gains +155 Critical Damage Rating
    .Unique Synergy: Does not stack with duplicate synergies.

  • My_SuperiorMy_Superior Posts: 1,788 ★★★★
    edited March 5

    Developer Note: Sandman's Signature Ability combined with other Defensive Ability makes him tough defender to beat.

    More like the toughest defender; It’s like Iceman had a baby with Domino and that baby was raised by Antman and the Hood then given a stun gun.
  • lilyth23lilyth23 Posts: 91
    edited March 5
    Le loup blanc
    Tigre blanc
    L'ordre noire entièrement (nain jaune supergiant eboni)
    Baron zemo (epeiste) citizen V
    Songburd
    Ultimus
    Daken
    Triton gorgone cristal inferno
    Hellfire et hellcat
    Sif - valkirie - amis de thor
    Le reste des defender + collin
    Mystique
    Azazel
    Le hurleur
    L'arme x (que vous avez pas mis en perso jouable comme jane Grey) l'arme 24
    Klaus
    Les 4f et tout leur univers (qui est prévu)
    Carnome (mélange venom/carnage)
    Nova
    Spider scarlett (Web warrior)
    Moebius
    A-bomb
    Polaris
    Scarlet witch (CW) New style
    Rescue (pepper potts)ou Ironheart
    Cauchemard
    Cape et l'épée
    Aggamoto
    La femme de strange
    Le samouraï d'argent
    Scorpion
    Némésis
    L'ancien
    Namor
    Certains inhumains...
    Etc..... Il existe un nombre de personnage dans tout univers marvel et un hommage avec un champion Stan Lee avec des capacités de ses enfants créés sur papier ça serait top mais faudra attendre certains films et série pour attendre leur création sur certain
  • GUARD1ANGUARD1AN Posts: 57
    The rest of the Sinister Six - Sandman and Mysterio.
    Other past villains, such as Iron Monger and Whiplash.
    Also, can we see more of the non-playable 'hybrid' opponents, like Frank Strange and Ice Phoenix, in the monthly quests again?
  • SettimoSettimo Posts: 29
    Absorbing Man

    Bio -
    Carl "Crusher" Creel was a boxer and jailed criminal who becomes the Absorbing Man when he drinks a magic potion given to him by Loki. Discovering that he could absorb the properties of anything he touched, Creel escapes prison by absorbing metal from the guards' bullets. When he escapes, he takes with him the ball and chain to which he was shackled, and uses the ball and chain as a weapon. Although he is only mortal, Creel's fantastic abilities make him a worthy opponent for even the likes of Thor.

    —————————————————————
    Class -
    Due to his origin via Loki’s potion, Absorbing Man would be classed as Mystic.

    —————————————————————
    Unique Abilities -

    Basic Absorption -
    Although Creel’s power set comes with nearly limitless potential, his limited intelligence and lack of imagination allows his body to take one of 4 physical forms through the course of any fight. Physical Forms include Flesh & Blood, Wood, Stone, and Metal. The activation of any of these forms grants it’s own set of unique buffs and weaknesses, and also changes Absorbing Man’s appearance. These forms are represented by active buffs, and can be nullified, or fail to activate due to ability accuracy reduction. Successful Physical Form activations have a 100% chance to purify any active debuffs on Absorbing Man. Purification is immune to ability accuracy modification.

    Flesh & Blood -
    Activates at the start of the fight and whenever the status of any other physical form is nullified or fails to activate.
    Strength -
    After activating Flesh & Blood Absorbing Man gains a 100% chance to activate Fury (increasing attack by 10%) for the duration of Flesh & Blood. This Fury buff is immune to ability accuracy modification.
    Weakness -
    The Flesh & Blood Form offers no defensive advantages. Additionally all Bleed debuffs deal +50% damage against Absorbing Man.

    Wood -
    100% chance to activate at the start of Special 1. Ability Accuracy Modification can cause this to fail.
    Strength -
    Every basic and heavy attack has a chance to “splinter” inflicting small but stackable Bleed debuffs on the opponent. Critical hits have a 80% chance to inflict bleed. Wood Form also grants full immunity to Bleed and Degeneration.
    Weakness -
    The Wood Form reduces resistance to thermal attacks. Incinerate and Frostbite deal +100% damage against Absorbing Man while Wood Form is active.

    Stone -
    100% chance to activate at the start of Special 2. Ability Accuracy Modification can cause this to fail.
    Strength -
    Every Critical hit has a 50% chance to inflict a Fatigue debuff. Heavy attacks have a 70% chance to inflict a short Stun. Stone Form grants full immunity to Bleed and Shock.
    Weakness -
    The Stone Form reduces resistance to poison attacks and Armor Break effects. Poison and Armor Break deal +100% damage and are +100% effective respectively against Absorbing Man while Stone Form is active.

    Metal -
    100% chance to activate at the start of Special 3. Ability Accuracy Modification can cause this to fail.
    Strength -
    Every Critical hit has a 100% chance to inflict Armor Break. Heavy attacks become Unblockable and deal +50% damage. Metal Form grants full immunity to Bleed, Stun, and Armor Break.
    Weakness -
    The Metal Form reduces resistance to shock attacks. Shock deals +100% damage against Absorbing Man while Metal Form is Active. Additionally, if Metal Form is active and a Magnetism debuff is placed on Absorbing Man, Absorbing Man’s Physical and Energy Resistances are reduced by 500%.

    —————————————————————
    Attacks & Animations -

    Basic & Heavy Attack Animations -
    Copies Morningstar’s attacks, since Absorbing Man utilizes his enchanted Ball & Chain in a similar fashion.

    Special 1 - “Petty Theft” -
    Absorbing Man whips his enchanted Ball & Chain at his opponent, striking numerous times. Every hit of this attack is guaranteed to be critical, regardless of an opponent’s block or passive glancing ability.

    Special 2 - “Armed Robbery” -
    Absorbing Man slams his Ball & Chain into the ground, rupturing the floor. He then smashes 2 pieces of rubble into his opponent’s face. This attack has a 100% chance to inflict a brief Fate Seal debuff. The chance to apply Fate Seal can be reduced through Ability Accuracy Modification.

    Special 3 - “Grand Larceny” -
    Absorbing Man hurls his Ball & Chain at his opponent, pinning them to the ground. He then walks over and unleashes a barrage of punches on his opponent, pounding them further into the ground. This attack has a 100% chance to steal all of the opponent’s active buffs and Power Lock the opponent for 7 seconds. Stolen buff activation can fail due to Ability Accuracy Modifications, however the Power Lock is immune to Ability Accuracy Modification.

    —————————————————————
    Signature Ability - Rare Elemental Form Persistent Charges

    How the Persistent Charges Work -
    When awakened, Absorbing Man absorbs rare elemental forms from certain enemies that he defeats in combat, each elemental form grants different passive effects (which scales based on signature level) and he can hold up to 5 form charges in total. This allows summoners to either utilize a variety of rare elemental form effects, or stack up the effects of one to maximize his versatility for any opponent or play style. Absorbing Man’s appearance does not change from these charges. Due to his limited intelligence, if Absorbing Man were to gain a 6th rare elemental form from combat, the oldest rare elemental form charge is forgotten and expires. If not awakened, Absorbing Man can only gain these charges through his synergies. Rare Elemental Forms can be broken into the following groups - Unbreakable Metals, Uru, Precious Elements, Ice, Energy, and Gamma.

    Rare Elemental Effects (Stack up to 5) -
    Unbreakable Metals -
    Absorbing Man gains up to +15% Critical Resistance with each Charge.
    Uru -
    Opponent takes up to 15% of their attack as direct energy damage when striking Absorbing Man’s block, damage stacks up with additional charges. Also gains up to +15% Shock Damage Resistance with each Charge.
    Precious Elements -
    Absorbing Man gains up to +15% Increased Power from all sources with each Charge. Also Power Drain, Power Burn, and Power Steal effects are up to -15% less effective with each Charge.
    Ice -
    Absorbing Man gains a passive Armor Up buff that increases base armor stats by up to +15% with each Charge. Also gains up to +15% Frostbite & Incinerate Damage Resistance with each Charge.
    Energy -
    Absorbing Man’s basic and heavy attacks deal up to 15% of his attack as additional energy damage. Damage stacks up with additional charges. Also gains up to 15% Ability Accuracy Modification Resistance with each Charge.
    Gamma -
    Absorbing Man expels stored radioactive energy from his body, inflicting a small poison debuff on his opponent for the duration of the fight. Poison damage scales up to equal up to 15% of Absorbing Man’s maximum health, and stacks with additional charges. Also gains up to +15% Poison Resistance with each Charge.

    Persistent Charge Enemies (Rare Elemental Form Acquisition) -
    Unbreakable Metals -
    Black Panther/Black Panther (Civil War)/Killmonger/Captain America/Captain America (WWII)/ Captain America (Infinity War)/Wolverine/Wolverine (X-23)/Old Man Logan/Omega Red
    Ice -
    Loki/Iceman
    Gamma -
    Hulk/Hulk (Ragnorok)/She Hulk/Joe Fix It/Rhino/Abomination
    Precious Elements -
    Kingpin/Aegon/Emma Frost/Goldpool
    Uru -
    Thor/Thor (Jane Foster)/Heimdall/Angela/Hela
    Energy -
    Bishop/Sentry/Void/Electro/Storm/Havok/Cyclops (New Xavier School)/Cyclops (Blue Team)/Gambit/Hyperion/Captain Marvel/Ms Marvel/Red Skull/Red Hulk/Phoenix/Mephisto/Ghost Rider/Dormammu/Thor (Ragnorok)

    [This list of Champions is based only on what is currently available in the game, as more and more Champions are introduced, the list of applicable champions in each category will grow]
    {Symbiotes are living entities and thus cannot be absorbed}

    —————————————————————
    Synergies -

    “Creator” - (Loki & Absorbing Man)
    Loki -
    Activating Special 2 grants Loki a stack of Ice Armor
    Absorbing Man -
    Starts the quest with 1 permanent Ice Charge that does not count towards his 5 Elemental Form Charge maximum

    “Asgardian Absorption” - (Thor & Absorbing Man)
    Thor -
    Heavy attacks inflict a Shock debuff on the opponent.
    Absorbing Man -
    Starts the quest with 1 permanent Uru Charge that does not count towards his 5 Elemental Form Charge maximum

    “Gamma Powered” - (Hulk & Absorbing Man)
    Hulk -
    Hulk gains +50% power from all sources and gains a small regeneration buff while fury is active
    Absorbing Man -
    Starts the quest with 1 permanent Gamma Charge that does not count towards his 5 Elemental Form Charge maximum

    “Overloaded” - (Sentry & Red Skull & Absorbing Man)
    Sentry -
    Absorbs 75% of a blocked energy attack, converting it into health and power
    Red Skull -
    Start each fight with 1 full bar of power
    Absorbing Man -
    Starts the quest with 2 permanent Energy Charges that do not count towards his 5 Elemental Form Charge maximum

    “Greed” - (Goldpool & Absorbing Man)
    Goldpool -
    Goldpool loves taking business calls, Special 3 power steals 75% of his opponent’s current power
    Absorbing Man -
    Starts the quest with 1 permanent Precious Element Charge that does not count towards his 5 Elemental Form Charge maximum

    “Creel’s Gang” - (Old Man Logan & Absorbing Man)
    Old Man Logan -
    All regeneration effects are twice as powerful
    Absorbing Man -
    Starts the quest with 1 permanent Unbreakable Metal Charge that does not count towards his 5 Elemental Form Charge maximum

    “Rogue’s Gallery” - (Rogue & Absorbing Man)
    Rogue -
    Having drained Ms Marvel of her powers, Rogue’s basic and heavy attacks deal energy damage equal to 20% of her attack
    Absorbing Man -
    Absorbing Man places a Power Leak debuff on all champions except for those classed as Science
  • Sevomm36Sevomm36 Posts: 1
    Perfect please
  • Boomfiend527__Boomfiend527__ Posts: 83
    edited March 6
    Blob
    Mutant
    #Defensive: Tank #Villain #Size: XL
    _________________________________
    Stats (Based on a 5/50 4*)

    Health - 16,759
    Attack - 1,192
    Critical Rating - 23%
    Critical Damage - 199%
    Block Proficiency - 67%
    Armor Rating - 3%
    __________________________________
    Synergies

    Movable (Hulk) (Juggernaut) (Unique)

    Blob: Being struck by light attacks has a 50% chance to grant Blob an Unstoppable buff.

    Hulk: While Hulk has a Fury buff active, attacks that knock down the opponent are guaranteed critical and Unblockable.

    Juggernaut: Dash attacks are Unstoppable and get +50% critical damage.

    All Muscle (Kingpin)

    Blob: Heavy attacks have a 100% chance to inflict Exhaustion, reducing the opponent’s critical damage by 60% for 7 seconds.

    Kingpin: Kingpin’s ability accuracy is increased by 100% for 0.7 seconds when a Taunt debuff is inflicted against him.

    Brotherhood of Evil Mutants (Sabertooth) (Magneto)

    Blob: +10% Physical Resistance while Unstoppable.

    Sabertooth: For each permanent Fury Sabertooth starts the fight with, he instantly gains 2.2% of his max power.

    Magneto: Heavy attacks convert any and all Armor effects on the opponent into a Fury effect on Magneto, increasing base Attack by 10% for each effect removed for 7 seconds.
    _________________________________
    Sig Ability: Immovable lv 99

    The Immovable Blob is constantly mutating, increasing both his resilience and strength.

    Passive

    - While Unstoppable, damage from incoming attacks is capped at 2%** of Blob’s max health.
    - All Fury buffs are 100%** more potent.

    **depends on sig levels
    _________________________________
    Abilities

    Passive

    - A thick layer of blubber-like fat grants Blob +60% Physical Resistance, reduces the ability accuracy of the opponent’s Bleed effects by 50%, and increases Blob’s Cold damage resistance by 75%.
    - Blob’s dirty fighting style grants him +6.25% critical rating for each debuff on the opponent.
    - When Blob would be knocked down, he has a 100% chance to instead gain an Unstoppable buff and become passively Stunned for 0.75 seconds.
    - Dashing forward, back, or launching an attack removes any Unstoppable buff on Blob.
    - Anytime an Unstoppable buff expires on Blob, he converts all Fury passives into a Fury buff that is 50% more potent and that lasts 7 seconds.

    Blocking

    - Hold block for 0.5 seconds to gain an Unstoppable buff.
    - The Blob can block Unblockable attacks while he has an Unstoppable buff.

    When Attacked

    - 50% chance to gain a Fury passive, increasing Attack by 59. If Blob is Unstoppable, gain 2 Fury passives.

    Special 1

    - Despite his size, Blob can move incredibly quick, catching opponents off guard and inflicting Stun for 3 seconds with a 70% chance.

    Special 2

    - Blob unleashes his superhuman strength, battering the opponent and inflicting Weakness and Disorient.
    - Weakness lowers the opponent’s Attack by 15% for 12 seconds.
    - Disorient lowers the opponent’s defensive ability accuracy and block proficiency by 50% for 6 seconds.

    Special 3

    - The Immovable Blob lets the opponent wear themself out, then pounds them into the ground, with a 100% chance to inflict Weakness, Fatigue, Disorient, and Stun.
    - Weakness lowers the opponent’s Attack by 50% for 18 seconds.
    - Fatigue lowers the opponent’s critical rating by 15%.
    - Disorient lowers the opponent’s defensive ability accuracy and block proficiency by 70% for 12 seconds.
    - Stun lasts for 4.5 seconds.

    Dev note: The special 3 animation could kind of be like Colossus’s where Blob let’s his opponent hit him over and over but he doesn’t flinch, then he punches them down like Kingpin’s special 3.
  • Marvel2289Marvel2289 Posts: 464 ★★
    edited March 7
    Deathlok



    Class tech
    Signature ability
    Locked on target
    Deathlok scans for his Target and locks on to them with percision
    Whenever Deathlok enters the fight he locks on to the target making all evade and phasing abilities fail. In addition each critical hit has a 30% chance to power lock the opponet for 2 seconds
    Deathlok also gains a 25% chance to evade incoming attacks and a 50% chance to evade special attacks
    __________________
    Passive
    Resistance
    Deathlok gains a permanent physical and energy resist passive every 3 seconds
    Endurance
    Deathlok gains 1 endurance charge every 2 seconds. Once at 5, the endurance charges convert into a indestructible passive lasting 4 seconds.
    Armor up
    Deathlok starts the fight with 5 armor up buffs, one buff is removed every 5 hits the opponet lands.
    Immune
    Deathlok is immune to bleed, poison and ability accuracy reduction
    Crits
    Critical hits have a 25% chance to inflict bleed dealing x amount of damage over 3 seconds

    Attacks
    Heavy
    Deathlok uppercuts his opponet then slashes them with his dagger.
    50% chance to inflict bleed dealing x amount of damage over 3 seconds. If a bleed debuffs are already active, Deathlok has a 100% chance to reset them

    Special 1
    Deathlok blast his opponet with his dual machine guns
    50% chance to stack up to 5 bleed debuffs inflicting x amount of damage over 2.5 seconds
    Special 2
    Deathlok blast his opponet with his laser
    100% chance to power burn the opponet
    100% chance to cauterize any active bleed debuffs turning them into direct damage increased based on how many bleed debuffs are active
    50% chance to power lock opponet for 3.5 seconds
    Special 3
    Deathlok delivers a few damaging punches before blasting his opponet with a missle
    100% chance to inflict bleed dealing x amount of damage over 7 seconds
    25% chance to inflict a permanent armor break debuff
    If Deathlok has any endurance charges active, they are consumed and this attacks damage is increased based on how many charges were consumed

    Not sure what his synergies could be so I'll leave that to kabam







  • Marvel2289Marvel2289 Posts: 464 ★★
    edited March 7
    Skaar



    Class Cosmic
    Signature ability
    Skaars rage- skaar channels his anger into his attacks making him hit harder
    Every 5 seconds skaar gains a permanent fury buff, furys cap at 5
    Skaar gains a rage charge every 3 seconds, once he reaches 5 rage charges skaars attacks become unblockable for 1.5 seconds, after the unblockable runs off the rage charges reset to 0
    __________________________________________
    Passive
    Prowess skaar gains one prowess charge every 2 seconds
    Armor up
    Skaar gains an armor up buff every 3 seconds. Armor up caps at 5
    Unstoppable
    Skaar begins the fight with an unstoppable passive active for 5 seconds, once the timer runs out unstoppable has a 10 second cool off before it reactivates
    Special attacks
    Whenever skaar uses a special attack he consumes all prowess charges active, for each prowess consumed skaars special attack increases by x amount.
    Heavy attack
    Skaar uppercuts his opponet with his sword. 40% chance to inflict bleed dealing x amount of damage over 3 seconds
    Skaars heavy cannot be interrupted
    Medium attacks
    Medium attacks have a 100% chance to inflict an armor break debuff lasting 3 seconds. Once at 6 armor break debuffs, the armor break debuff are replaced with armor shatter lasting 6 seconds

    Special 1
    Skaar smashes the ground before swinging a boulder into his opponet
    100% chance to armor break opponet for 3 seconds
    Special 2
    Skaar rips up the ground right into his opponet before slashing them several times with his sword
    100% chance to stack 5 bleed debuffs dealing x amount of damage over 3 seconds
    100% chance to armor shatter opponet lasting 7 seconds
    Special 3
    Skaar smashes his opponet around, before tossing them into the wall and impaling them with his sword
    100% chance to inflict bleed dealing x amount of damage over 7 seconds
    100% chance to inflict armor shatter lasting 6 seconds




  • Kobi_Bhediya1Kobi_Bhediya1 Posts: 14
    I always wonder why the god of thunder "THOR" get shock damage in mcoc world. :D :D
  • Boomfiend527__Boomfiend527__ Posts: 83
    edited March 7
    Kraven
    Skill
    #Offensive: Burst #Defensive: Utility #Villain #Sinister Six #Size: L
    ___________________________________
    Stats (Based on a 5/50 4*)

    Health - 1,576
    Attack - 1,385
    Critical Rating - 21%
    Critical Damage - 213.5%
    Critical Resistance - 48%
    Block Proficiency - 63%
    Armor Rating - 4%
    ___________________________________
    Synergies

    Animal Instincts (Sabertooth) (Wolverine)

    Kraven: +20% special damage while Tracking.

    Sabertooth: Triggering a Fury has a 50% chance to trigger True Strike for 6 seconds.

    Wolverine: +10% Critical Rating against opponent’s suffering from a debuff.

    Dead Accurate (Hawkeye)

    Kraven: Special Attacks get +17% Critical Rating.

    Hawkeye: Special attacks have True Strike.

    Jungle Herbs (Black Panther) (Black Panther (CW))

    Kraven: Auto blocks get +20% block proficiency.

    Black Panther: +50% Critical Damage while the opponent is Bleeding.

    Black Panther (CW): Special attacks are Unblockable while Black Panther is storing damage.
    ___________________________________
    Basic Abilities

    🔄Ultra Instinct
    ⚛️True Accuracy
    🔺Bleed
    🤢Poison
    ✴️Cruelty
    ___________________________________
    Sig Ability: Ultra Instinct lv 99

    Kraven readies his arsenal, gaining power whenever he begins tracking.

    Passive

    - Whenever Kraven begins Tracking, he gains 15%** max power instantly.

    **Depends on sig levels
    ___________________________________
    Abilities

    Passive

    - Constant use of a jungle potion grants Kraven +20% Physical Resistance and additional Critical Resistence in his base stats.
    - Whenever the opponent evades or dashes back, Kraven begins Tracking them for 6 seconds.
    - While Tracking the opponent, Kraven gets +9.5% Critical Rating and has a 50% chance to auto block any incoming attacks. Auto block triggers Parry.
    - This ability’s potency and ability accuracy is doubled if the opponent is Bleeding.
    - If Kraven lands an attack while Tracking, he pauses Tracking and gains True Strike until the end of his combo.
    - If Kraven is attacked while Tracking, Tracking expires with no additional effects.
    - Once Kraven Tracks the opponent up against a wall, he gains +203 Attack and True Accuracy for as long as they are against the wall.

    Medium Attacks

    - Kraven slashes with his hunting knife, with a 50% chance to inflict Bleed.
    - Bleed deals 692 damage over 12 seconds.

    Special 1

    Kraven disables the opponent with a blow dart, then Tracks them down to finish them off.

    - 100% chance to inflict Poison, dealing 951 damage over 16 seconds. Poison also reduces the potency of enemy healing effects by 35% while it’s active.
    - 100% chance to gain a Cruelty buff, increasing Critical Damage by 22.5% for 9 seconds.
    - Begin Tracking the opponent.

    Special 2

    Kraven throws his hunting knife, then follows through with a savage series of blows.

    - 100% chance to inflict Bleed, dealing 747 damage over 12 seconds.
    - If the opponent was already Bleeding, instead convert that Bleed into a new Bleed that deals 1,358 damage over 24 seconds.
    - If Kraven was tracking the opponent upon activating this attack, it is Unblockable.

    Special 3

    Kraven takes out his hunting rifle and sets his sights on the opponent.

    - This attack gets +47.5% Critical Damage.
    - 100% chance to inflict Bleed, dealing 1,494 damage over 24 seconds.
    - If Kraven was Tracking the opponent upon activating this attack, Bleeds triggered by this attack have a chance to benefit from Kraven’s Critical Damage bonuses equal to his Critical Rating.
  • Marvel2289Marvel2289 Posts: 464 ★★
    edited March 8
    Odin class Cosmic


    Signature ability- odinforce, the all father defends himself with the odinforce
    Odinforce activates at the beginning of the fight lasting 6 seconds, once the timer runs off, odinforce has a 10 second cooloff before it reactivates.
    Whenever Odinforce is active Odin becomes indestructible. In addition Odin gains a power gain passive that last the duration of odinforce
    During odinforce all of odins special attacks are unblockable
    _____________________________________
    Passive true strike
    Odin gains a true strike passive after using a special attack (if one is not already active). Odin loses the true strike the next time he is struck
    Armor up
    Odin starts the fight with 7 armor up buffs, he loses 1 armor up every 3 hits his opponet lands
    Fury
    Odin begins the fight with 4 active fury buffs increasing his attack by x amount for 5 seconds. Once the timer runs out the fury buffs are removed after 10 seconds Odin will gain the fury buffs back
    Heavy
    Odin slashes the opponet with his Lance several times
    100% chance to stack up to 3 armor break debuffs
    Medium attacks
    50% chance to steal 1/8th of a bar of power from the opponent

    Special 1 Odin blast his opponet with a beam of energy from his spear
    100% chance to stack up to 3 incineration debuffs, dealing x amount of damage over 3 seconds
    Special 2 Odin slams the ground with his Lance sending a shockwave into his opponet
    100% chance to armor shatter opponet for 4 seconds
    Special 3 Odin repeatedly slashes his opponet with his Lance before blasting them with a massive burst of energy
    100% chance to armor shatter lasting 6 seconds
    50 % chance to inflict power leak, draining opponent power for 2.5 seconds
  • elgaberinoelgaberino Posts: 48


    Another busy week for me, but here's a quick reminder to drop over to the Summoner community's Ranker page to give (or update) your input on who MCOC should add in the future. Other than the big news that Doom has re-taken the #1 spot from Apocalypse, I'll keep the update light this time.

    Most of the newer additions to the list are ranked between #200-#300 and could use upvotes. There's a "load more" button you can click to keep ranking lower-ranked characters. You can also add ones you don't see there.

    A few champs I think should be ranked higher: Hit Monkey (currently ranked #108), Machine Man (#132), Negasonic Teenage Warhead (#133), Mister Negative (#213), and Kurse (#256).

    Higher-ranked big names to vote for include Dazzler, the Super-Skrull, Valkyrie (MCU), Namor the Submariner, and Silver Sable. Thanks for your vote!

  • TheSovietDJTheSovietDJ Posts: 51
    MCOC name: Trooper 118(or Void Trooper)
    Class: Cosmic
    Offensive, Raw damage(all abilities and times are based upon a 5/50 awakened 4 star champion with no masteries)


    Bio:Ex military special operative that was suspended and stranded in the void for decades after a disastrous Space exploration program gone wrong. Being able to accept the power of an infinite nothingness that he had just barely survived in,gives Trooper 118(or Void Trooper) a surprisingly strong will and immense power. But he’s just a merc that could care less about power and potential. Who needs strength when you’re filthy rich from killing things all day,right?



    Character Model: All black military fatigues, bulletproof vest, face and head are just black flames on something reminiscent of a human head( Not like Ghost Rider!). Size(m), black military beret on head, black cargo pants; A knife similar to Nick Fury’s and engulfed in a black glow.



    Health: 14,674
    Attack: 1392
    Rank: 5/5
    Level: 50/50


    Abilities: Invisibility,bleed,fatigue,exhaustion,energy feedback,incinerate immune,poison immune,coldsnap immune,incinerate,health reversal,and vacuum charge

    Signature Ability: Infinite potential (level 99)

    Trooper 118 has a change at gaining a bar of power back after activating a special attack. Additionally, if the opponent is a hero or cosmic, power burn all of the opponents current power and convert each bar into a Vacuum charge

    Heavy attack: Trooper 118 takes out and arms a falshbang grenade(animation similar to Spider-man Stark enhanced)

    When charging a heavy attack(all debuffs stack) for 0.5 seconds and releasing,inflict a fatigue debuff lasting 5 seconds. When charging for 1.5 seconds,inflict an exhaustion debuff on the opponent lasting 5 seconds.When charging a heavy attack for 2.5 seconds,gain a vacuum charge.

    Vacuum charge(passive): Every 15 seconds gain a vacuum charge that stacks with a max cap of three passive vacuum charges per fight. Vacuum charges are consumed when using a third special attack.(additional charges can be stacked from signature ability)

    Special attack 1: Trooper 118 punches his opponent once with both arms, then hits his opponent with a knee while simultaneously pulling out a void charged bowie knife,stabbing his opponent once and kicking them away.

    This attack does energy damage based upon opponent power meter and Trooper 118’s current health.

    Physical attacks are 40% more effective if the opponent is L or XL in size.

    Every ending medium atack has a chance to place a permanent bleed that deals 96 damage a second. Debuff is removed when Trooper 118 gets parried or is hit by a special attack.

    If the opponent is not a robot or of the Mystic class, this attack inflicts a bleed doing 989 damage over 6 seconds

    Special attack 2: Trooper 118 shows his opponent what the vacuum of empty space can really do. Trooper 118 punches the opponent away in a frenzie and then teleports to his opponent and releases a torrent of Void Flame(much like Ghost Rider’s flame)

    This attack inflicts a random debuff(Bleed,Incinerate,or Health Reversal).

    Damaging debuffs inflicted by this attack both deal 2158 damage over 7 seconds.

    Special attack 3: Trooper 118 performs a routine kill. Trooper 118 fires 5 shots from his pistol, swaps magazines, and fires three powerful Void shots. Then, he throws a flashbang grenade at the opponent; as the camera shifts to Trooper 118, he pulls out two “smoke grenades” and as he pulls the pins, the flashbang goes off. The fight resumes as normal and Trooper 118 has an invisibility buff that lasts 10 seconds.( this entire animation lasts 8 seconds)

    This attack consumes each Vacuum charge and deals an additional amount of energy damage based on amount of charges(7 charges is the maximum and deals an additional 7421 damage plus base attack damage)

    When invisible(like the Hood or DarkHawk after his special 2) opponent has a 65% chance to miss an attack and take 344.7 energy damage for every miss.



    Synergies



    Power of Nothingness
    Void: Placing a debuff passively takes 1.5 seconds less as well as increased damage from debuffs.

    Trooper 118: +350 damage on every damaged based attack

    Unique Synergy! Does not stack.




    Hands off! (Ghost,Hood,Darkhawk,Wasp: + 7% damage)

    (Trooper 118): instead of dealing damage, when the opponent misses Trooper,they gain an exhaustion debuff as well as receive a stun at the end of Trooper 118’s invisibility phase(seconds stunned correlates to amount of debuffs on the opponent and a base stun duration of 3.5 seconds)


    Untold Strength (Red hulk,Hyperion,Deadpool OG)

    Red hulk(consume no heat charges when activating special two and do 1.5x more damage based on heat charges. Additionally at 10 heat charges,gain a True strike that is removed when struck or is stolen)

    Hyperion(Special 1 incinerate debuff has a 100% chance to activate at least 3 times and duration is extended by 2 seconds.)


    Trooper 118 and Deadpool( 100% chance to heal to 25% health when they would of been knocked out)




    This is my two months of ideas and thoughts. This is not a character in the marvel universe and I personally think it would be a great addition. Please consider adding!

  • Troy_Elric123Troy_Elric123 Posts: 165
    I see the community always welcomes spiderman characters so just gonna suggest two. Scarlet Spidey and Cosmic Spiderman / Captain UNiverse
  • elgaberinoelgaberino Posts: 48
    I have a different idea. I have been holding my tongue, but it's time.

    I say this with love. I am beyond pumped you sent us all a free 2* version of this new Captain Marvel character. (That's not tongue-in-cheek excitement. I maxed her immediately. My alliance will attest that I get unreasonably excited about new 2* champs.) Captain Marvel, so far, looks like a genuinely fun champ to play. That's really what's important.

    But look, guys. Summoners (arguably) warmed up to stupid-lip Gambit, and Rogue's very wide-set eyes. We don't mind that Colossus looks like some kind of rectangle-chin voodoo mask. We kept it to ourselves that famously-attractive attorney She-Hulk's journey to the Battlerealm turned her into a kinda pretty neanderthal. We allowed ourselves to get excited about Omega Red, even though he looks like Rebel Wilson with abs. We even stayed quiet last month when Havok came out as a slightly more handsome Team America Matt Damon puppet.

    But it's probably time for the intervention we've been contemplating.

    I'll just say it. Kabam really struggles with faces sometimes. My suggestion is a partnering with Phil Noto or a similarly talented artist to please fix some of the particularly rough face designs.

    That said, you guys deserve props. You tried to make a movie Captain Marvel. It was an honorable move. She's not over-sexualized like the traditional comics outfits and physiques tend to be, and frankly, I couldn't be more pleased. I hope to have daughters someday, and I'd prefer to bring them up in a world in which not all of their heroic archetypes have measurements that would require any human woman to have extensive surgery. And honestly you tried harder than Strike Force's generic Scandinavian fashion model, or the slightly Japanese Barbie that Future Fight rolled out. But you accidentally made a gremlin. She looks like post-automobile accident Mark Hamill, Return of the Jedi era, had a sex change.



    I do mock, but I mock in love. This is an ingenious game with a huge fan base and we're grateful for your creativity. All we're requesting is you hire someone who can help with some of the faces that didn't come out quite right.







  • Marvel2289Marvel2289 Posts: 464 ★★
    Thor (stormbreaker)
    Class Cosmic

    Signature ability- asgaurds might
    Thor begins the fight with 6 fury buffs active for 7 seconds, once they expire they run on a 10 second cooloff timer before they reactivates. In addition Thor gains a burst if power once every 15 seconds giving him 1 bar of power.
    _______________________________________
    Passive
    Armor up: Thor gains 3 permanent armor up buffs
    Overcharge(animation- Thor's eyes become solid white and his body becomes covered in electricity like in the movie): Thor goes into overcharge mode at the beginning of the fight for 7 seconds, once overcharge runs off it has a 10 second cooldown before it will reactivate.
    During overcharge Thor gains a true strike passive that last the duration of overcharge. In addition during overcharge Thor has a 100% chance to shrug off any debuffs. Also during overcharge Thors critical hits have a 20% chance to inflict stun for 1.5 seconds and whenever struck even through a block Thor has a 25% chance to inflict a shock debuff, dealing x amount of damage over 3 seconds.

    Heavy attack: Thor uppercuts his opponet with stormbreaker and then smashes the ground. 100% chance to stagger opponets active buffs
    Medium attacks: medium attacks have a 25% increased chance to be a critical hit

    Special 1: Thor smashes his opponet three times with stormbreaker.
    Each hit has a 100% chance to inflict armor break
    35% chance to inflict stun( if overcharge is active this chance increases to 75%)
    Special 2: Thor hits his opponet backwards before blasting them with a lightning bolt
    100% chance to stack up to 3 shock debuffs dealing x amount of damage over 3 seconds
    Special 3: Thor flies up into the air hitting his opponet backwards on the way up before blasting them with a massive bolt of lightning and then throwing a charged stormbreaker into them
    100% chance to inflict stun for 4 seconds
    100% chance to stack 5 shock debuffs dealing x amount of damage over 5 seconds
    If overcharge is active this attacks damage increases by 50%

  • KenesAllDayKenesAllDay Posts: 4
    What's the formatting preference here? I've seen some people just list off the abilities of their chosen champions, others have organized them to appear like the "showcase" posts, and some have just linked google docs that have their champions in blocks representing how they would look in the game. Is there something preferred?
  • shadow_lurker22shadow_lurker22 Posts: 2,085 ★★★★

    What's the formatting preference here? I've seen some people just list off the abilities of their chosen champions, others have organized them to appear like the "showcase" posts, and some have just linked google docs that have their champions in blocks representing how they would look in the game. Is there something preferred?

    No people just like to do it differently do it whatever way you want to
  • Morgoth666Morgoth666 Posts: 49
    Werewolf by night son of Satan Mobius Danny Keck gr. Silver surfer kraven sand man balder the brave. Dr Doom
  • RahhBRahhB Posts: 5
    I think it would be sweet if you added a playable Skrull. Have a Skrull per class. And for the Skrull SP3, when activated, it morphs into either a random champion of the respective class or the players top champion of that class and performs their SP3.

    Hope you actually see this. Thanks.
  • Roguefrogger13Roguefrogger13 Posts: 177
    I've requested this a couple other times and I know these Champions have been requested by other players as well but here goes:

    PLEASE DO A TWO MONTH LONG MOJOVERSE EQ!!!

    There are plenty of related characters to choose from but my top 9 choices follow below.

    Must bring in these 4 characters so you would definitely need two months:
    Mojo- Tech
    Spiral- Mystic
    Longshot- Skill
    Dazzler- Mutant

    Five more possible characters to think about if you can squeeze in five Champions over the two months:
    Shatterstar- Mutant
    Warwolves- Tech
    Gatecrasher- Cosmic
    Captain Britain- Mystic
    Meggan- Mutant

    This would be something very fun and would be perfect for November and December since in December you guys like to use obscure fun characters such as Groot, Howard the duck and Modok. Mojo would fit in perfect.

    Obviously you might only be able to do one month with this so obviously drop dazzler but Longshot mojo and spiral all need to be introduced in order for it to really work.

    Mojo could also be used as the next alliance Quest boss and the war wolves could replace the sentinels. 😁
  • PjangoPjango Posts: 3
    I know some people are up in arms about "fixing" Joe Fix-it, but could we maybe get him as a 5 or 6 star, I feel he is one of the more fun champions to mess around with and it's a shame I can't bring him to act 6, if not oh well, I'll work around it.
  • elgaberinoelgaberino Posts: 48
    Quick weekly note reminding Summoners to continue to vote on what champs you most want to see in the future. Add your favorite characters if you cannot find them on the list!

    Summoners have recently added Mutants Mammomax, Dust, and Rockslide, A.I.M. villain M.O.D.A.M., and Mystic/Magik/Nightcrawler magician characters Daytripper, Margali, and Belasco.

  • KyboseKybose Posts: 5
    Infinite War version of Bruce Banner/Hulk would be funny if they were just like in between Bruce and the hulk.

    His first special attack would be he jumps in the hulk buster suit then while running toward the opponent he trips and falls on them inflicting armor break.

    His second special attack would be he jump in the hulk buster suit then while running toward the opponent he accidentally fire his hand repulsors knocking the opponent into the wall behind them inflicting stun.

    I don’t know what his third attack would be but I’ll leave that up to the masters at KABAM.
  • I think galactus should be added , the living tribunal, eternity, one above all ,
  • HuntspyjHuntspyj Posts: 78
    Add Stan Lee
  • Incitatus666Incitatus666 Posts: 150

    Ghost Rider 2099
    Tech

    #Defensive: Utility #Mercenary #Robot #Metal #Size: M
    ________________________________
    Stats (Based on a 5/50 4*)

    Health - 15,365
    Attack - 1,572
    Critical Rating - 19%
    Critical Damage - 179%
    Block Proficiency - 66%
    Armor Rating - 16%
    ________________________________
    Synergies

    Out for Vengeance (Ghost Rider (Classic))

    Ghost Riders: +50% Critical Damage while the opponent suffers from any detrimental effect.

    Futuristic Tech (Punisher (2099))

    Ghost Rider (2099): Deal guaranteed critical hits while Stealth Mode is active.

    Punisher (2099): +10% power gain rate while below 1 bar of power.

    Under the Radar (Daredevil (Classic)) (Daredevil)

    Ghost Rider (2099): All attacks reduce the chance of triggering enemy’s abilities by 50% while Stealth Mode is active.

    Daredevils: Special Attacks get +10% Critical Rating
    _________________________________
    Sig Ability: Mr. Fusion lv 99

    Upon being shut down, Ghost Rider kicks on his Mr. Fusion portable power generator.

    Passive

    - Whenever Ghost Rider would be Stunned, 100%** chance to activate a Power Gain buff and Purify the Stun.
    - Power Gain fills 1** bar of power over 4 seconds.

    ** depends on sig levels
    ________________________________
    Abilities

    Passive

    - Advanced robotics provide full immunity to Poison and Bleed effects.

    Heavy Attacks

    - The first and third hits employ Ghost Rider’s chainsaw arm, and the second hit uses Ghost Rider’s claw arm.
    - Chainsaw hits emit energy blasts that have a 25% chance to drain up to 50% of the opponent’s max power.
    - Claw hits cut on an atomic level, ignoring all armor, and resistances and inflicting Armor Break, reducing enemy armor by 33.3% for 16 seconds.

    Special 1

    - Optic blasts have a 100% chance to inflict Heal Block and a 70% to inflict Incinerate.
    - Heal Block prevents the opponent from recovering health for 12 seconds.
    - Incinerate deals 1,258 energy damage over 6 seconds. This effect also removes Perfect Block chance and reduces block proficiency by 50% while it’s active.
    - Activate Stealth Mode for 7 seconds.
    - Stealth Mode shields Ghost Rider from even the most advanced targeting systems, giving all incoming attacks both a 60% chance to Miss and 50% reduced ability accuracy.
    - While Stealth Mode is active, gain up to 50% Attack based on how low the opponent’s armor is.

    Special 2

    - 3 claw hits are followed by an optic blast.
    - If above 25% health, activate Stealth Mode for 7 seconds. If not, activate Self Repair, recovering 2,305 health over 6 seconds.

    Special 3

    - 100% chance to remove all Armor buffs and effects and inflict Incinerate, dealing 1572 energy damage plus 550 energy damage per buff or effect removed by this attack over 12 seconds. This effect also removes Perfect Block chance and reduces block proficiency by 50% while it’s active.
    - Drain 100% of the opponent’s current power and Power Lock them for 7 seconds.
    - Stun the opponent 1.5 seconds for each bar of power drained by this attack.

    Developer’s note: Ghost Rider 2099’s special 3 is the same as classic Ghost Rider’s special 3. Also, since buffs are paused during special 3s, armor abilities triggered by this attack aren’t removed.

    I like this except the l3, it shouldnt be the same as og GR, it should be new.
Sign In or Register to comment.