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
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?
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
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.
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
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
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.
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
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!
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.
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
(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!
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.
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%
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?
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
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.
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. 😁
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.
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.
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.
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.
Forge is a Native American of the Cheyenne Indian tribe. He is a mutant with an innate superhuman talent for inventing mechanical devices and an intuitive genius, — Hold up — let me tell something..! "it is as natural as breathing for me..! "- Continue - He is trained in mysticism by his tribe's shaman, Naze, to become a great sorcerer and to defeat their nemesis The Adversary. Although he is both inventor and sorcerer, he has primarily relied upon technology rather than mysticism to accomplish his tasks and he must continue to do so in the Battlerealm.
Base Stats & Abilities
*All stats based on 4 Star, Rank 5, Level 50, Signature Level 99
. Health: 15432 . Attack: 1321 . Max PI: . Without Signature: 3987 . With Signature (99): 4765
Character Class: Mutant
Passive – Synthetic Stretch Fabric:
.Forge's synthetic stretch fabric backed by micro-thin bulletproof Kevlar and thermal insulation makes him resistant to Bleed and Incinerate effects, decreasing their Potency and Duration by 85%
Passive - Scanning Device:
.When against superhuman beings and aliens, Scanning Device activates and grants Forge 50% Critical Hit Chance while also reducing the opponent’s Power Gain by 35%.
Passive – Mechanical Energy:
.Each time Forge performs a well timed block he gains 25 Mechanical Energy for later use. .When the Energy reaches 100, Forge will consume all Mechanical Energy and gains 5 Feedback Charges. .If your opponent has any active damage dealing Debuff place on him, Feedback Charges are converted into 5 different Buffs which last for 15 seconds granting Forge: .Cruelty: +1722 Critical Damage Rate .Fury: +1280 Attack .Power Gain: +25% Power Gain .Precision: +1223.5 Critical Rate .True Strike .If your opponent has not any active damage dealing Debuff place on him, 2 Feedback Charges are consumed to increase the next damage dealing Debuff duration and potency by 200%. .The other 3 Feedback Charges are converted to 3 different Debuffs which last for 15 seconds granting opponent: .Trauma: -65% Ability Accuracy .Coma: -65% Block Proficiency .Heal Block .Once spent Mechanical Energy takes 5 seconds to regain.
Medium Attack:
.50% chance to cause your opponent to Shock for 717.5 Direct Damage over 10 seconds.
Heavy Attack:
.A heavy strike inflicts Armor Break, reducing the opponent’s Armor Rating by 333 for 10 seconds.
Special 1 : Plasma Blaster
.This attack has 100% chance to cause your opponent to Shock for 1000 Direct Damage over 10 seconds.
Special 2 : Incendiary Bomb
.This attack has 100% chance to cause your opponent to Incinerate for 1000 Direct Damage over 10 seconds. .Burns up to 35% of the target's max Power and inflicts Direct Damage proportionate to the amount lost.
Special 3 : Neutralizer Gun
.This attack has 100% chance to cause your opponent to Degenerate for 2000 Direct Damage over 10 seconds.
Signature Ability: Shaman's Heritage - Forge has considerable mystical powers as a result of the training Naze gave him.
Astral Form
.To enter into Astral Form for 10 seconds, Dodge back and hold Block for 2 seconds. While in Astral Form, Forge cannot lose more than 50% of her current health per hit from Special Attacks.
Buff Burn - Passive
.80% chance that Forge automatically counters enemy Status Effects by burning them and inflicting 250 Direct Damage, per Buff burnt.
Thanos: infinity war please!!! Or some modern version with the gauntlet Dr doom Apocalypse Hawkeye(Rodin) Continue fantastic 4 characters Silver surfer Galactus !!! Thor storm-breaker Mystique Valkyrie !!! Odin !!! Nova !!! Namor !!! Adam warlock !!! Wong Mysterio Zeus Ares Hercules Beta ray bill Skaar Quicksilver Kraven The rest of Spider-Man rogue gallery (sandman etc) Celestials Franklin Richards Cosmic characters are a stretch but livin tribunal and death etc would be pretty cool
Comments
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
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?
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.
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Class -
Due to his origin via Loki’s potion, Absorbing Man would be classed as Mystic.
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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%.
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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.
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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
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.
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
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
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.
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
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!
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!
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.
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%
Hope you actually see this. Thanks.
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. 😁
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.
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.
About Forge:
Forge is a Native American of the Cheyenne Indian tribe. He is a mutant with an innate superhuman talent for inventing mechanical devices and an intuitive genius, — Hold up — let me tell something..! "it is as natural as breathing for me..! "- Continue - He is trained in mysticism by his tribe's shaman, Naze, to become a great sorcerer and to defeat their nemesis The Adversary. Although he is both inventor and sorcerer, he has primarily relied upon technology rather than mysticism to accomplish his tasks and he must continue to do so in the Battlerealm.
Base Stats & Abilities
*All stats based on 4 Star, Rank 5, Level 50, Signature Level 99
. Health: 15432
. Attack: 1321
. Max PI:
. Without Signature: 3987
. With Signature (99): 4765
Character Class: Mutant
Passive – Synthetic Stretch Fabric:
.Forge's synthetic stretch fabric backed by micro-thin bulletproof Kevlar and thermal insulation makes him resistant to Bleed and Incinerate effects, decreasing their Potency and Duration by 85%
Passive - Scanning Device:
.When against superhuman beings and aliens, Scanning Device activates and grants Forge 50% Critical Hit Chance while also reducing the opponent’s Power Gain by 35%.
Passive – Mechanical Energy:
.Each time Forge performs a well timed block he gains 25 Mechanical Energy for later use.
.When the Energy reaches 100, Forge will consume all Mechanical Energy and gains 5 Feedback Charges.
.If your opponent has any active damage dealing Debuff place on him, Feedback Charges are converted into 5 different Buffs which last for 15 seconds granting Forge:
.Cruelty: +1722 Critical Damage Rate
.Fury: +1280 Attack
.Power Gain: +25% Power Gain
.Precision: +1223.5 Critical Rate
.True Strike
.If your opponent has not any active damage dealing Debuff place on him, 2 Feedback Charges are consumed to increase the next damage dealing Debuff duration and potency by 200%.
.The other 3 Feedback Charges are converted to 3 different Debuffs which last for 15 seconds granting opponent:
.Trauma: -65% Ability Accuracy
.Coma: -65% Block Proficiency
.Heal Block
.Once spent Mechanical Energy takes 5 seconds to regain.
Medium Attack:
.50% chance to cause your opponent to Shock for 717.5 Direct Damage over 10 seconds.
Heavy Attack:
.A heavy strike inflicts Armor Break, reducing the opponent’s Armor Rating by 333 for 10 seconds.
Special 1 : Plasma Blaster
.This attack has 100% chance to cause your opponent to Shock for 1000 Direct Damage over 10 seconds.
Special 2 : Incendiary Bomb
.This attack has 100% chance to cause your opponent to Incinerate for 1000 Direct Damage over 10 seconds.
.Burns up to 35% of the target's max Power and inflicts Direct Damage proportionate to the amount lost.
Special 3 : Neutralizer Gun
.This attack has 100% chance to cause your opponent to Degenerate for 2000 Direct Damage over 10 seconds.
Signature Ability: Shaman's Heritage - Forge has considerable mystical powers as a result of the training Naze gave him.
Astral Form
.To enter into Astral Form for 10 seconds, Dodge back and hold Block for 2 seconds. While in Astral Form, Forge cannot lose more than 50% of her current health per hit from Special Attacks.
Buff Burn - Passive
.80% chance that Forge automatically counters enemy Status Effects by burning them and inflicting 250 Direct Damage, per Buff burnt.
Dr doom
Apocalypse
Hawkeye(Rodin)
Continue fantastic 4 characters
Silver surfer
Galactus !!!
Thor storm-breaker
Mystique
Valkyrie !!!
Odin !!!
Nova !!!
Namor !!!
Adam warlock !!!
Wong
Mysterio
Zeus
Ares
Hercules
Beta ray bill
Skaar
Quicksilver
Kraven
The rest of Spider-Man rogue gallery (sandman etc)
Celestials
Franklin Richards
Cosmic characters are a stretch but livin tribunal and death etc would be pretty cool
Mit der neuen Waffe sturmbrecher, ist THOR nicht mehr der gleiche...
eine neue Kraft die in durchströmt macht in nahezu unbesiegbar!
Rocket muss natürlich dann synergy geben ...