Quest: First blood Raid: Shadowstriker Arena: void of life
Heavy attack: Dracula gathers souls around his claws and launches them at the opponent. He then takes out his bloodlust sword to slash once at the enemy -bleed 3s -10% chance for Dracula to activate soul searching
Vampire lord Vlad Dracula, the impaler, tepez is the most dangerous creature to ever grace the night. As his title suggests, he rule over all supernatural creatures and is invincible except in the presence of daylight. However, transportation to the battlerealm and exposure iso-8 has since freed him from the shackles of shades, allowing his monstrous power to step into the light. With no weaknesses, Dracula seeks to recreate his vampire army in the new battleworld, turning it into a domain or eternal death and darkness.
Special 1: soil of unrest Deadly to all who live -wooden spikes shoot out from the ground to impale the enemy. Dracula then blows a poisonous green mist at the opponent before slashing him three times with his bloodlust sword. (Permanent poison, 3 bleed)
Special 2: bleeding sun A shade of chaos -sends out an army of bats to attack the opponent. Dracula then vomits a torrent of black blood at the enemy before extracting a ball of molten lava from the ground and throwing it at the enemy telekinetically. (Armor break for 15s due to the infected blood, 5 burn and 3s stun due to the molten ball)
Special 3: crimson moonlight A breaker of days and the fall of nights -turns into a swarm of bats to visciously bombard the enemy with bites and scratches. The smaller bats then combine to form a giant one to bite the opponent, thrashing him around before spitting him out (Demonic destiny, 5 bleed, cauterize)
Abilities:
Demonic destiny -all buffs and healing on opponent is shared with Dracula. All debuffs on Dracula are shared with the opponent as well -15s
Crown of insanity -at random periods of time, Dracula emits a psychic shield that reduces all damage to zero and prevents the enemy from blocking -active 8s at a time
Shade of shadows -while dodging, Dracula becomes intangible for 1s
Immortal rage -gains 3 fury buffs for 4s after every special attack inflicted on Dracula -gains 40% armor for 8s after every special attack inflicted on the opponent -invulnerable for 5s at 10% health
Soul searching -power gain for 5s or a power leak on the opponent for 5s
Passive: -Immunity to poison and bleed -every attack has 25% chance to cause 3s bleed -Strength reduces by 10% in daylight arenas
Signature: Bloodlust -all bleed debuffs on the opponent heals Dracula by the same amount of damage caused
Synergies:
Cabal -red skull, modok, Hyperion (All gain 10% attack increase)
United struggle -Captain America (5% armor increase for both)
Thicker than water -Black Widow, Hawkeye, Hulk, Captain America (12% health increase for the avengers)
Defiance -Baron blood, Blade, Morbius (Healing factor increase by 5%)
Victory pose- transforms into a swarm of bats which disperses
Quest name: Would I lie to you? Raid name: New legends for old Arena: Would you like to know more?
Heavy attack: turns into a unicorn and rams the opponent -30% chance to inflict charming -50% chance to inflict bleed
Formerly the god of lies, The now reformed and reborn god of stories begins his reign of... heroism and treachery...? Apparently his streak of virtues in service of the all mothers has equaled his old self’s mischief making, and he now descends down a path of righteousness and occasional dishonor. However, such a chance at redemption does come at a price. Teen Loki’s inner demons haunt him at every turn, reminding him of his sins and misdeeds. In his conflict, who knows the difference between his appearance and reality?
Special 1: I cannot lie -yes he can
Slashes two arcs of green energy at the opponent with gram, before transforming into a unicorn and impaling the opponent with his horn. ~nullifies all buffs on the opponent and induces a power lock for 6s ~2 bleed
Special 2: Liar liar pants on fire -The truth hurts doesn’t it?
Blasts the enemy with a beam of frost before stabbing him with gram. Then, gram fires a blast of energy while still embedded inside the opponent. ~if opponent has buffs active, he gains 6 burn debuffs ~power burn and power lock for 6s
Special 3: No resurrections this time -the crime that cannot be forgiven
The spirits of Kid Loki and King Loki emerge from gram and all attack the opponent with magic. Then, teen Loki disperses into a flock of ravens which ravages the enemy. ~5 bleed, 5 burn, 7s stun, 2 armor break
Abilities:
Silver tongue -enemies can block no longer than 2s when active -activates randomly -active for 5s
Intangibility -dodging successfully makes Loki intangible for 1.5s -70% chance
Suckerpunch -dodges automatically and responds with an unblockable counter dash attack -70% chance
Charming -causes the opponent to have a 40% decrease in armor and attack when active -activates after opponent’s special attack -7s
Signature: Omen -a black raven flies around Loki’s head. He steals power and health when in close proximity
Synergies:
Old chum -Mephisto, Dormammu (Power gain for all 3 +10%)
The one who burned -kid Loki, King Loki (All 8% health increase)
Juggernaut and Unstoppable Collosus each are wearing the Helmet of Cythorak, which means you hey are SUPPOSED to be immune to Emma Frost’s Mental powers. Why isn’t this acknowledged In Game? Seems an easy fix, ya know?
Juggernaut and Unstoppable Collosus each are wearing the Helmet of Cythorak, which means you hey are SUPPOSED to be immune to Emma Frost’s Mental powers. Why isn’t this acknowledged In Game? Seems an easy fix, ya know?
They, along with the Magnetos, do not suffer inverted controls in the game because of their helmets. It is already in the game and is a hidden bonus just like how Hoods invisibility doesn't affect the two Daredevils since, you know, they already can't see.
I'm kind of astonished that we don't have a Quicksilver in game yet. My suggestions: Class: Mutants (of course) At his base, he'd have True Accuracy, shrug off debuffs faster (apart from Weakness, Exhaustion, and Slow) 30% chance to Armor Break on Crits, Stun for 1 second every time he reaches 15 hits on a combo, and 100% Evade for 1.5 seconds upon using Dexterity, so provided you many Dex the first hit of any special, he would auto-evade the rest of the special. Quicksilver's evade would ignore True Strike and Ability Accuracy reduction, but would be disabled by Weaknesses, Exhaustion, and Slow debuffs. He would gain Speed Charges by dexing or intercepting the opponent, or by chaining a Special or Heavy attack onto a full combo. Once five Speed Charges are reached, they are converted into a passive 40% Precision buff that lasts until he is struck by the opponent. He can gain up to 2 Precision passives. Without a passive Precision, he doesn't crit.
Awakened ability: Blitz Once Quicksilver has reached 2 Precision passives, five Speed Charges will instead be converted into a percentage of a bar of power (Sig level 1, 10%, level 99/200, 1.5 bars)
Special 1 (5 hits): Each hit has an 80% chance to inflict armor break. This attack also places a Disorient debuff on the opponent, reducing Ability Accuracy by 60%.
Special 2 (10 hits): Each time this attack is activated, the enemy chance to shrug off debuffs is decreased by 20%. It Stuns the opponent for 7 seconds. A heavy attack launched during this stun will grant 5 Speed charges.
Special 3 (6 hits): Refreshes all debuffs on the opponent and removes all negative status effects from Quicksilver. This attack stuns the opponent for 10 seconds and inflict a 5% Disorient debuff for 15 seconds. If the SP1 is launched during the duration of this Disorient, it is removed and converts the SP1 Disorient into a permanent debuff.
Synergies: Siblings:. Quicksilver starts the fight 1 bar of power and 4 Speed Charges. All special attacks gain a 5 second Cruelty. Scarlet Witch:. Gains a permanent 50% Precision buff, and all Buffs and debuffs activated have a chance to be doubled.
Mutant Parentage: Quicksilver: Armor breaks and Disorient are 20% more effective. Magneto (classic): Critical hits inflict armor break and bleed for 5 seconds. Special attacks that inflict bleed double the amount of bleeds on the opponent. Magnetized opponents suffer 30% reduced block proficiency, and Magneto gains a passive fury increasing his attack by 80%.
If Quicksilver, Scarlet Witch, and Magneto are together on a team, they gain a permanent 60% Cruelty and Precision passive. All special attacks are guaranteed to crit.
Bio - Charles Francis Xavier was born to a well-respected nuclear scientist, Dr. Brian Xavier, and his wife, Sharon Xavier. The family lived on a very grand mansion estate in Westchester, NY. He later grew up to attend Oxford University, where he earns a Professorship in Genetics and other science fields. As he enters late adolescence, Xavier inherits the mansion-house he was raised in. After serving in the Korean War, Xavier began traveling around the world as an adventurer. Upon arriving in Cairo, Egypt, he meets a young girl named Ororo Munroe (later known as Storm), who is a pickpocket, and the Shadow King, a powerful mutant who is posing as Egyptian crime lord Amahl Farouk. Xavier defeats the Shadow King, barely escaping with his life. This encounter leads to Xavier's decision to devote his life to protecting humanity from evil mutants and safeguarding innocent mutants from human oppression. Still traveling the world, Xavier arrives in Israel where he meets a man going by the name of Magnus, a Holocaust survivor who works as a volunteer in a clinic aiding other traumatized Holocaust victims. The two become fast friends, but upon discovering they are both mutants, disagree on their visions and fears for the future of mutant-kind. Magnus and Xavier part ways as Magnus takes on a new persona - Magneto. After losing the use of his legs on another of his adventures, Xavier returns to his mansion-home with the intent of turning it into Xavier's School for Gifted Youngsters - a place to help fulfill his dream of teaching mutant children free from oppression, and to fostering good relations between humans and mutants. To protect his vision and the future of mutant-kind he bands together and leads the X-Men, a team selected from his most gifted pupils.
————————————————————— Signature Ability - “Xavier Protocols” - All of Professor Xavier’s Teammates receive a Passive Aptitude Buff which increases the potency of any non-unique Buffs they aquire by a flat 15%. Additionally, for any of Xavier’s teammates who have the #Hero tag, Charles scans their opponent’s mind and isolates weaknesses in their attacks. Teammates with the #Hero tag gain a Passive Exploit Weakness Mechanic that deals direct damage to their opponent based on Professor Xavier’s Signature Level.
***Teammates who are #Robot Champions or Champions with helmets designed to guard against psionic attacks do not receive the Exploit Weakness Mechanic or the Aptitude Buff from Professor Xavier’s presence on the team.***
Unique Ability & Animation - “Astral Projection” - Professor Xavier’s character model consists of two parts in the Contest of Champions - Xavier’s Physical Body & his Astral Projection.
Charles Xavier is a paraplegic and so his physical body always sits in his advanced hover-chair, created for him by the mutant Forge, which is stationed against the wall of the fighting arena. Xavier’s Astral Projection does all the fighting for him. If the Astral Projection is ever forced back against the wall where Xavier sits, the Astral Projection disappears, and Xavier’s physical body is left exposed.
Xavier’s Astral Projection is without physical form, therefore it is immune to all Damage Over Time Effects. Xavier’s physical body does not possess these immunities. Opponents can apply Damaging Debuffs on Professor X at any time, however they will only be effective when the Astral Projection of Professor X is pushed back to the edge of the fighting arena, leaving Charles Xavier’s physical body pinned against the wall and defenseless. When the Astral Projection re-emerges, Charles Xavier stops taking damage from any active Damaging Debuff Effects.
When the physical body of Charles Xavier is struck by the opponent, Forge’s hover-chair Auto-Blocks the attack by activating an extremely weak force field around Xavier’s body - this force field offers no protection whatsoever, having a Block Proficiency Rating of 0, but keeps Xavier from being visibly smacked around. (No Summoner really wants to lay a beat down on Professor X)
Unique Ability - “Mind Reading” - Xavier reads the mind of his opponent while they are Stunned, granting him a Permanent Passive Prowess Buff every second that his opponent is Stunned. These Prowess Buffs can stack without limit, and cannot be removed from him throughout the course of the fight.
Unique Ability - “Stun Immunity” - Possessing one of the most powerful minds in the universe, Charles Xavier cannot be Stunned. Whenever a Stun Debuff would be placed on him, it is immediately Purged at the cost of Draining 50% of Professor X’s current Power Meter.
Unique Weaknesses - When he fights #Robot Champions or Champions with helmets designed to guard against psionic attacks (new tag suggestion #PsionicallyProtected), Professor X’s Attack Damage is reduced by 30%.
Professor X’s Astral Projection is without physical form and therefore has a relatively low Block Proficiency Rating (on par with MODOK).
Charles Xavier takes an additional 100% of the damage inflicted from the opponent’s Damage Over Time Effects while his Astral Projection has retreated back into his body.
Basic Attacks & Animations - Charles Xavier never attacks, he simply sits at the edge of the arena while using his powers to conjure his Astral Projection within the mind of his opponent. The following attack descriptions are for Professor X’s Astral Projection.
Basic Attacks - Having been trained in martial arts extensively and described as a fearsome hand to hand combatant by Magneto before becoming paralyzed, Professor X’s Astral Projection adopts a fighting style similar to that of the Iron Fist.
Heavy Attack - Similar in appearance and animation to Emma Frost’s Heavy Attack. Successful hits with this attack inflicts a Disorient Debuff on the opponent, reducing the opponent’s Defensive Ability Accuracy and Block Proficiency by 50% for 5 seconds.
Special 1 - “Class in Session” - Professor X launches a series of Psionic Bolts at his opponent to confuse them and weaken their defenses. If this attack is Blocked by the opponent, it has a 100% chance to inflict an Inverse Controls Debuff for 4 seconds. If this attack is landed successfully then the Psionic Bolts have an 85% chance to inflict a Paralyze Debuff, which Stuns the opponent and reduces their Regeneration and Power Gain rates by 75% for 3 seconds. If the opponent is suffering from a Disorient Debuff at the time this Special Attack is activated, then this attack is Unblockable.
Special 2 - “Danger Room” - Professor X manifests a set of armor around him, as well as a shield and sword from psionic energy. He first bashes the opponent with the shield and then while they are dazed, knocks the opponent off their feet with two slashes from his sword. The psionic weapons and armor disappear when the Special Attack ends. Each successful hit of the 3 possible from this attack are guaranteed to be Critical, and inflicts Power Burn, draining 11% of the opponent’s Current Power Meter and dealing Direct Damage to the opponent proportionate to the power that was lost. Activating this Attack grants Professor X an Armor Up Buff that lasts for 10 seconds and can stack with multiple activations of this attack.
Special 3 - “School for Gifted Youngsters” - Xavier’s Astral Projection disappears, seemingly leaving him defenseless. As the opponent walks towards the paraplegic Professor X, Charles places a strange apparatus on his head, activating a portable Cerebro he had hidden in his hover-chair. When Xavier puts on the apparatus, a shockwave is sent throughout the arena, causing the opponent to falter. The X-Men (Cyclops [New Xavier School], Storm, Colossus, and Wolverine), who have been in telepathic contact with Xavier, arrive from behind Xavier to offer their mentor an assist. First Storm summons a burst of lightning that launches Xavier’s opponent into the air. While the opponent is airborne, Colossus hurls Wolverine at the opponent using their signature Fastball Special. Wolverine slashes the opponent, making a big X with his claws, and causes the opponent to plummet violently to the ground, creating a crater upon landing. As the opponent lays in a crater, we see from the opponent’s perspective, Cyclops [New Xavier School] walk up to the opponent and unleash a brutal beam attack, driving them deeper into the Earth. At the end of the attack, the screen is engulfed in a ruby red color. This Attack inflicts Shock, Bleed, and Armor Break Debuffs on the opponent. Each of these Debuffs have a 7 second duration. This Attack refreshes the duration of any active Stun Debuffs on the opponent. Additionally, this Attack grants a unique Passive Cerebro Buff to Professor X. The Cerebro Buff has an infinite duration but can be made to end prematurely if the opponent successfully hits Professor X with a Special Attack. Activating a Special 3 Attack again will reapply the Cerebro Buff if it has been lost, but the Cerebro Buff does not stack. While the Cerebro Buff is active, Professor X gains a 1% increase to his Power Rate for every 1 hit in his Combo Meter, reaching its maximum effectiveness at 100 hits. Additionally, while the Cerebro Buff is active, any instance where the opponent would Auto-Evade, Auto-Block, or cause incoming attacks to Miss results in the opponent becoming Stunned for 3 seconds.
————————————————————— Synergies -
“Dark Phoenix” - (Phoenix & Professor X) Phoenix - After Rite of the Phoenix activates, Phoenix is replaced with the Dark Phoenix character model. Opponents Passively Degenerate 0.5% of their Maximum Health per second while in the presence of Dark Phoenix. Professor X - Imbued with cosmic energy by the Phoenix Force as well as his dealings with the Shi’ar Empire, Professor X receives a Class Advantage when facing Tech Champions who do not have the #Robot tag.
“High Value Target” - (Sentinel & Professor X) Sentinel - After activating a Special 3, the original Sentinel is replaced by a far superior model. This newer model of the Sentinel gains Analysis Charges at twice the original’s rate, obtains a Passive True Strike Buff after obtaining 100 Analysis Charges, and gains a Passive Fury Buff when facing an opponent of the Mutant Class. Professor X - Using his extensive knowledge of mutation, Professor X inhibits the Power Gain Rate of Mutant opponents, reducing power gained from any source by 10%.
“Mark of Cain” - (Juggernaut & Professor X) Juggernaut - While under the effects of an Unstoppable Buff, the Crimson Gem of Cytorrak grants Juggernaut the ability to permanently reduce his opponent’s Block Proficiency by 2.5% every time Juggernaut strikes his opponent’s block. Professor X - If any attack other than a Special 3 against Professor X’s Astral Projection were to deal more than 7% of his Maximum Health as damage, the attack is made to Miss. Once this effect activates, it is placed on a 4 second cool-down. This effect never activates when the opponent is striking Charles Xavier’s physical body.
“Friends & Enemies” - (Magneto [Classic] & Professor X) Magneto [Classic] - While the Master of Magnetism charges his Heavy Attack, he gains 1 Passive Prowess Charge every second. These Prowess Charges can be stacked without limit and last for the duration of the fight. If Magneto is successfully struck by the opponent’s Special Attack or if his opponent reaches a Combo Meter of 10, he loses all of his Prowess Charges. Professor X - When teamed with Magneto, Professor X does not receive a penalty to his Attack Damage when he fights #Robot Champions or Champions with helmets designed to guard against psionic attacks (new tag suggestion #PsionicallyProtected).
“X-Men Leaders” - (Magneto [Marvel Now!] & Storm & Wolverine & Cyclops [Both] & Professor X) Magneto [Marvel Now!] - After activating his Special 3 Attack, Magneto shifts the Earth’s magnetic polarity. This shift in polarity inflicts an Inverse Controls Debuff and a Power Leak Debuff on the opponent. Both of these Debuffs last until the opponent’s Power Meter is brought down to 0%. Storm - Storm brings the temperature around her to sub-zero levels, passively applying a Frostbite Debuff to her opponent at the start of each fight and subsequently every 15 seconds. Frostbite Debuffs deal energy damage to the opponent over their 5 second duration. Additionally opponents cannot Passively Evade while the Frostbite Debuff is active. Wolverine - Logan obtains a 5% increase in his Power Rate for every Bleed Debuff that is active on his opponent. Cyclops [Both] - All Debuffs inflicted on the opponent have 1% increased duration for every 1 hit on Cyclops’s Combo Meter. Additionally, successfully hitting the opponent with Beam Attacks allows Cyclops to refresh any active Armor Break Debuffs on the opponent. Professor X - Professor X starts each fight with 2 bars of power.
Bio - Amahl Farouk is an incredibly powerful telepath, and had used his gifts to become a crime lord in Egypt, controlling Cairo’s Thieves Quarter. He was discovered when a young Ororo Munroe picked the pocket of Charles Xavier while under Farouk’s control. After Xavier stopped her and retrieved his wallet, he was struck by a bolt of psionic energy. When he recovered, he discovered that the source of the attack was a nearby tavern, where he met Farouk. Farouk was Xavier's first encounter with an evil mutant. Sitting at separate tables, they conversed telepathically. Farouk told Xavier that he sensed another telepath nearby, and the attack was a warning to stay clear of the area. He then unsuccessfully tried to persuade Xavier to join him in his criminal activities. They assumed astral form, and after an intense battle, Xavier defeated Farouk on the Astral Plane with a fatal psionic attack. His encounter with Xavier left Farouk’s psyche stranded on the Astral plane. Severed from his physical body, Farouk’s twisted personality tapped into and intertwined with the astral manifestation of the dark side of the human consciousnesses, and became the Shadow King.
————————————————————— Signature Ability - “Astral Possession” Shadow King can never truly be defeated so long as evil thoughts persist and host bodies are available. If Shadow King becomes Knocked Out in a quest, all remaining Teammates receive an Astral Possession Buff for the remainder of the Quest. Astral Possession is a Passive Buff and grants Teammate Champions a 10-30% Attack Damage Increase based on Signature Level, as well as a constant 15% increase to Critical Rate. Teammates who are #Hero Champions begin to Degenerate 0.2% of their Maximum Health per second while the Astral Possession Buff is active if they have not received a hit in the past 5 seconds. Teammates who are Neutral Champions with neither the #Hero or #Villain tags Degenerate 0.1% of their Maximum Health per second while the Astral Possession Buff is active if they have not received a hit in the past 5 seconds. Teammates who are #Villain Champions do not receive a Degeneration penalty while the Astral Possession Buff is active.
***Teammates who are #Robot Champions or Champions with helmets designed to guard against psionic attacks (new tag suggestion #PsionicallyProtected) do not receive the Astral Possession Buff after Shadow King is Knocked Out.***
Unique Ability & Animation - “Astral Projection” - The Shadow King’s character model consists of two parts in the Contest of Champions - Amahl Farouk’s Physical body & the Shadow King’s Astral Projection.
Amahl Farouk always stands against the wall of the fighting arena. The Shadow King’s Astral Projection does all the fighting for him. If The Shadow King is ever forced back against his wall where Farouk stands, the Astral Projection disappears, and Farouk’s body is left exposed.
The Shadow King’s Astral Projection is without physical form, therefore it is immune to all Damage Over Time Effects. Amahl Farouk possesses none of these immunities. Opponents can apply Damaging Debuffs on Shadow King at any time, however they will only be effective when the Astral Projection of the Shadow King is pushed back to the edge of the fighting arena, leaving Amahl Farouk’s physical body pinned against the wall and defenseless. When the Shadow King re-emerges, Amahl Farouk stops taking damage from any active Damaging Debuffs.
Unique Ability - Stun Immunity - Possessing one of the most powerful minds in the universe, the Shadow King and Amahl Farouk cannot be Stunned. Whenever a Stun Debuff would be placed on him, it is immediately Purged at the cost of Draining 100% of Shadow King’s current Power Meter.
Unique Weaknesses - When he fights #Robot Champions or Champions with helmets designed to guard against psionic attacks (new tag suggestion #PsionicallyProtected), Shadow King’s Attack Damage is reduced by 30%.
The Shadow King’s Astral Projection is without physical form and therefore has a relatively low Block Proficiency Rating (on par with MODOK).
Amahl Farouk takes an additional 100% of the damage inflicted from the opponent’s Damage Over Time Effects while the Shadow King’s Astral Projection has retreated back into Farouk’s body.
Basic Attacks & Animations - Amahl Farouk never attacks, he simply stands at the edge of the arena and is merely a punching bag for the Shadow King’s opponent. The following descriptions are for the Shadow King’s Astral Projection.
Basic Attacks - Similar animations to Venom’s Basic Attacks.
Heavy Attack - Similar animation to Mephisto’s Heavy Attack. Successfully landing this attack doubles the amount of Power Sting Debuffs on the opponent, but does not reset the timers of any active Power Sting Debuffs.
Evading w/ the Dexterity Mastery - Evading with the Dexterity Mastery inflicts a minor Power Sting Debuff on the opponent for 10 seconds or until activated by the opponent’s Special Attack. These Power Sting Debuffs can stack without limit, and each inflicts 1% of the opponent’s Attack Rating as Direct Damage to the opponent. ***Summoner must possess the Dexterity Mastery***
Special 1 - “Mind Games” - The Shadow King leaps forward at his opponent slashing at them relentlessly with his massive clawed hands. This attack can strike with Critical Hits even when the opponent is blocking. Successful hits from this attack inflict a Taunt Debuff on the opponent for 3 seconds. The duration of Taunt is doubled when applied to a Champion with the #Hero tag. Opponent’s who are Taunted have their Attack reduced by 40% and are 70% more likely to activate a Special Attack.
Special 2 - “In Your Head” - The Shadow King manifests a shield and spear from psionic energy. He first bashes the opponent with the shield and then while they are dazed, knocks the opponent off their feet with a sweeping attack utilizing the spear. The psionic weapons disappear when the Special Attack ends. This attack can strike with Critical Hits even when the opponent is blocking. As unpredictable as he is evil, the effects of Shadow King’s Special 2 Attack change depending on what the last successful attack on the opponent was. If the last successful hit on the opponent before the activation of this Special Attack was a Medium/Dash Attack, then successful hits from this Attack inflict an Inverse Controls Debuff on the opponent for 5 seconds. If the last successful hit on the opponent before the activation of this Special Attack was a Light Attack, then successful hits from this Attack inflict a Disorient Debuff on the opponent for 5 seconds. If the last successful hit on the opponent before the activation of this Special Attack was a Heavy Attack, then successful hits from this Attack inflict a Stun Debuff on the opponent for 5 seconds. If the last successful hit on the opponent before the activation of this Special Attack was a Special Attack, then the Shadow King instantly gains a Prowess Buff upon activation of this Attack, increasing his Special Damage by 75% for 5 seconds. If the Shadow King has been unable to successfully hit his opponent before the activation of this Attack, then this Attack costs no energy to activate, becomes Unblockable, and the Shadow King gains a Passive True Strike Buff for 15 seconds.
Special 3 - “The Astral Plane” - The Shadow King transports his opponent to the Astral Plane - a bleak expanse of black emptiness. As the opponent looks around, a massive smile of crooked jagged teeth appears behind them, shattering the perfect black expanse. As the opponent looks behind them, the camera pulls back revealing the Shadow King as a enormous god within his domain. The Shadow King grabs the opponent and devours them whole before the screen fades to black. This Attack inflicts a Passive Dark Thoughts Debuff on the opponent. The Dark Thoughts Debuff has an infinite duration and can only be purged from the opponent if they achieve a Combo Meter of 15 hits. Opponents who are suffering from Dark Thoughts have the durations of all Debuffs increased by 25%. Additionally, opponents who are suffering from Dark Thoughts have a 100% chance to have any non-unique Active Buff they acquire to be instantly Nullified and replaced with a Debuff of the inverse effect. For example, Regeneration would be Nullified and replaced with Degeneration, Armor Up would be Nullified and replaced with Armor Break, Precision would be Nullified and replaced with Fatigue, and so on.
————————————————————— Synergies -
“Cairo’s Thieves Quarter” - (Storm & Shadow King) Storm - Whenever Storm’s opponent performs a Passive Evade or Evades by utilizing the Dexterity Mastery, they obtain a permanent Passive Static Charge Debuff. Static Charges count as a stack of Shock, but are passive and deal no damage until a Shock Debuff is applied to the opponent, at which point the Static Charges act as a multiplier for the damage inflicted by the Shock Debuff. Shadow King - Critical hits deal twice as much damage through an opponent’s block when the Shadow King has a Combo meter of 15 or more.
“Crimson Dawn” - (Psylocke & Shadow King) Psylocke - If Psylocke has at least 1 full bar of power when she’s knocked out, the Crimson Dawn intervenes and resurrects her with 35% of her Maximum Health. Additionally, after she is resurrected, all of Psylocke’s attacks which utilize her Psi-Blade are guaranteed to be critical when facing an opponent with the #Villain tag. Shadow King - The Shadow King’s opponents suffer from Plagued Mind, losing all of their power every 25 seconds. Champions with helmets designed to guard against psychic attacks as well as #Robot Champions are immune to the effects of Shadow King’s Plagued Mind Debuff.
“Veiled in Shadow” - (The Hood & Shadow King) The Hood - The duration of Invisibility is increased by 35%. Shadow King - If any attack other than a Special 3 against the Shadow King’s Astral Projection were to deal more than 7% of his Maximum Health as damage, the attack is made to Miss. Once this effect activates, it is placed on a 4 second cool-down. This effect never activates when the opponent is striking Amahl Farouk’s physical body.
“Shadow of Bast” - (Black Panther [Classic] & Black Panther [Civil War] & Shadow King) Black Panther [Classic] - T’Challa shouts “Yibambe!” When he falls below 20% health. After the shout, he instantly gains 5 Passive Armor Buffs, and also gains additional Passive Armor Buffs whenever the opponent strikes his block. Well Timed Blocks award 3 Passive Armor Buffs. Each Passive Armor Buff raises T’Challa’s Armor Rating by 30% and lasts for 7 seconds. Black Panther [Civil War] - T’Challa shouts “Wakanda Forever!” when he falls below 20% health. After the shout, all of the Black Panther’s Basic & Heavy Attacks have a 100% chance to inflict a short Bleed Debuff on the opponent. Shadow King - The panther god of Wakanda, Bast, intercedes on behalf of the Shadow King’s #Hero teammates, removing the Degeneration effect for #Hero Champions from Shadow King’s Astral Possession Buff.
Quicksilver is long overdue ever since both Age of Ultron and Days of Future Past at this point id accept either version but would prefer the blue/silver/white spandex comic version
Stats Based on a 5 Star rank 65 Sig 200 Sentry Health 37215 Attack: 2039
Bio: After being mentally attacked by Cranio and Scout, Robert Reynolds embraces the void in him and merges the sentry and void into a new Senry that is finally whole.
Passive: Sentry is immune against all incinerate effects in the contest. Sentry reduces the effects of poison by 70% and his healing abilities cannot be reduced by it. Through molecular manipulation Sentry is immune against fate seal, stagger and nullify effects
Editors note: Robert Reynold's past with illegal substances made him more resistant to poison effects
Sentry's whole Presence: Every 10 Hits Sentry places randomly a debuff on the opponent and a buff on himself Debuffs: Petrify Debuff: reduces the effectiveness of Power Gain and Regeneration by 20% Pacify Debuff: Reduces the enemy's defensive abilities accuracy by 25%. Fatigue Debuff: Reduces critical rating by 900
Buffs: Block up: increases Block proficiency by 400 Precision: 350 increased critical rating cruelty: 250 increased critical damage rating Willpower: reduces the effectiveness of damage over time effects by 3 % Editors note: 3 debuffs for void's debuffs and 4 buffs for each of sentry's states of mind. This buffs and debuffs stack infintely
When attacked; every time Sentry loses his combo, the enemy purifies all detrimental effects and sentry loses all of his buffs.
Heavy Attack: Sentry places a fear passive on the opponent, which inflicts 150 energy damage for every detrimental effect on the opponent, lasting 10 seconds. Editors note: the longer the fight. the stronger this attack gets.
Special 1: trade 3 buffs on sentry for 2 detrimental effects on the opponent.
Special 2: consumes all of Sentrys Buffs and increases the Attack and crit damage rating by 12 % per Buff that was consumed.
Special 3: Sentry evens out all Sentry's Presence detrimental effects on the opponent. editors note: Since all his detrimental effects are random, this is the opportunity for the player to control it - the amount of debuffs the opponent has is the same amount he will have afterwards, but placed evenly.
Signature Ability: Not Bob, Not Sentry, Not Void Not Void: Whenever Sentry is not fighting a skill champion, Sentry converts all of his sentry's whole presence debuffs into passive effects not Sentry: Each buff on Sentry increases his attack rating by 225 not Bob: 100 % chance to start with 2 buffs on Sentry or 2 detrimental effects on the opponent.
Synergies:
good half with sentry Sentry (Classic) whenever sentry uses an unblockable special attack, he gains true strike for 10 seconds. Sentry (All new): 0,01% is healed every 10 hits on sentrys combo per each buff on Sentry
You can't stop me with Hulkbuster Hulkbuster: increases power rate and attack by 10 % Sentry: sentry becomes indestructible for 2 seconds when he loses his combo
bad half with void Void: the duration of fear of the void is increased by 10 seconds sentry: the duration of detrimental effects on sentry is reduced by 50 %
molecules and matters with Mr Sinister Mr. Sinister: After a special 3: Places randomly five of Sentrys buffs on himself for 15 seconds. Sentry: Sentry is able to revert Mr Sinister's healing abilities.
Shadowman is gone with hulk Hulk: Whenever hulk has a fury buff, he becomes immune to debuffs Sentry: all of Sentry's special attacks become unblockable
recommended masteries: Despair: Sentry works with a lot of debuffs, which makes him great for reducing healing and power gain effects. Pacify and petrify: increase the effectiveness of sentrys debuffs Assassin: The longer the fight, the stronger sentry gets. this mastery helps to finish the fight even quicker.
Strenghts: Mr Sinister: With his sinergy and the longer the fight gets, sentry is able to reduce Mr. Sinister's healing below 0. debuff immune champions: Thanks to his awakened ability, Sentry becomes an option for champions that are immune to debuffs.
Weakness: Agent Venom, Kingpin, Korg: They can purify Sentry's detrimental effects Taskmaster: Since he is a skill champion, Sentry's debuffs can't become passive abilities against him Hulk (Ragnarok): Sentry's main damage output comes from his heavy attacks, which will trigger face me against hulk ragnarok.
Ayesha levitates off the ground with three sovereign droids surrounding her. The droids attack the opponent for her.
Heavy: Sovereign droids emit an electric field -2s stun -shock
Special 1: superior ~All defects will be terminated Sovereign droids blast at the opponent rapidly -5 shock, stun for 5s
Special 2: perfection ~the next step of our evolution Sovereign droids fire a concentrated beam of energy before emitting an electric field around Ayesha -activates adaptation -causes stun for 10s and degeneration
Special 3: Omnipotence ~beyond limitation. The most brutal execution ever devised. Sovereign swarm bombards the opponent before crashing into him -10 burn -activates adaptation
Abilities:
Adaptation -gains a permanent healing buff, armor buff and an attack buff -stackable up to 10 times -activates at 80% health, 60% health 40% and 20% health
Signature: No weakness -immunity to all debuffs
Synergies:
Deal -ravagers, nebula (5% health increase to each member)
Creation -Adam warlock (Additional 2 Fury for both Adam and Ayesha)
Revenge -guardians of that galaxy (Gains 10% increase in attack)
Victory pose -walks on a golden carpet carried by her 2 sovereign servants. 2 other servants carry her gown. Finally, the last 2 servants carry jars by her side and honor her like a goddess
Quest name: legacy Raid name: life and death Arena name: Heir of madness
Heavy- a purple blast of energy erupts from the ground to uppercut the opponent, then a yellow blast descends from the sky to knock him downwards. Finally, thane unleashed a fragment of Phoenix energy (like Phoenix’s heavy but with more range)
Son of the almighty thanos and mate of Mistress death, thane wields an awesome amount of power, including his inhuman abilities and access to the Phoenix force.
Special 1: Living Death
Amber spikes rip open the ground to impale the enemy. Then, thane encases him in a cube of orange energy with a blast of energy from his left hand.
-permanent buff nullify and 20s power lock -while in cube form, enemy’s attacks are reduced to 50% of full strength
Special 2: Death
Screams a blast of purple energy at the enemy, then punches him with his right hand.
-gains a permanent death touch
Special 3: inhumane
Phoenix force steals all remaining health from the opponent, killing him instantly, and heals thane with it.
Victory pose: turns into a purple Phoenix force and disperses
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.
. 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
. 35% chance for Cruelty, increasing your Critical Damage by 50% for 10 seconds.
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.
Kraven the Hunter Mysterio Sandman (now that we’re getting Mr Fantastic they can share basic Dr Doom Scorpion Puck Sasquatch Guardian Cloak and Dagger Old school Vulture Valkyrie Hellcat Batroc zee Lepair!!
Shadowcat age of apocalypse would be awesome, sprite with her roller skates would be an absolute perfect fit for a team with Gwen pool, but number one want is Kitty pryde starlord with Lockheed, come on we have the Rasputins where is kitty she’d be the mutant version of ghost and she’s so much cooler
I will admit, I was not a big fan of adding Mystique because I did not see her abilities as something the game could portray dynamically before, but NOW, I can think of a few ways she could ideally work since Emma, Ghost and Hood have different skins to switch between. Now, these suggestions are going to be built around her actual classic abilities of shape-shifting and her use of weapons, and not any replication of powers since she does not have that ability. I reiterate, Mystique does not copy powers, so such things as copying Human Torch and shooting flames will not be included here.
Here are what Mystique would bring to the Contest:
Weapons - one that causes Power Disruption and one that causes Bleed damage, as she is accustomed to ballistic weapons and specialized ones
Shape-shifting - this will work as a reverse set up to Taunt, instead of increasing the chance of launching a special, Mystique's claim to fame will be Suppressing it from being used under certain circumstances
Limited healing ability - attributed to being able to reshape her physiology, at the very least she would have reduced duration of bleed debuffs and armor breaks on her
How she could work:
Mystique takes on the appearance of someone else and tricks the opponent into taking it easy on her (either because she looks like an old lady or someone on her opponent's team). Because she cannot mimic non-physical powers, after she 'changes' during a Sp3 the opponent does not think it is her and does not use a Special Attack unless she uses hers and gives away the deception by using Mystique's recognizable special attack. The opponent does not realize it is her and instead believes they are just sparring with their teammate and goes a easy on her. During this time, Mystique is building back to at least Sp1 but using her Power Disrupter during a heavy attack can take away the risk of Sp3 against her by causing Power Leak (not Power Steal because she is not Rogue).
Here is a list of 4 possible Shapeshifting mechanisms that support my approach in order of simple to complex: 1) Icons of other champs in HUD, 2) fixed second skins (like Emma, Hood, Ghost), 3) pre-fight second skin selection from own or opponent's roster, 4) switch multiple skins during a cut-scene then return
Icons: if it is too code and processing power intensive to have Mystique actually switch back and forth between one or more champions, she could just always look like Mystique, with us accepting she has changed forms by the appearance of an icon under her health meter of the face of person she is impersonating.
Fixed Skin(s) with alpha transparencies active so we do not see it/them until she activates a shift. Using Emma Frost as an example [but really simplified], she is one character frame with two coloring schemes laid over each other instead of one like most other champs. The visibility is turned off her second layer when she must look one way, then on when she must look another but both are always present. These do not have to be the exact same size for Mystique like they are for Emma, but it helps. Since we know this is possible without too much processing power to break the game, make at least one skin (of Destiny/Irene Adler) so when she transforms to a little old lady, the desired effect can be implied. One would suffice to represent her shape-shifting, but two would be even more representational of someone who can take on the appearance of anyone at will
Pre-Fight Second Skins - it may be tricky to additional skins swapped in processed in-game, but if the choice can be made in a less dynamic and intensive environment such as a pre-fight screen, maybe her second skin(s), much like Emma's diamond form, could be loaded to her character model and made invisible until toggled on with her shape-shifting mechanism (Sp2 and/or Sp3) - one skin is definitely doable but multiple skins, like mentioned before, cements that we are dealing with a shapeshifter. In this case, she should load two of the opponent's teammates to accomplish the sparring-instead-of-fighting logic of her intended ability (see below)
In-Fight Switching via Cut-Scenes - if it is too tricky to show transforming while fighting, have a preset animation of transforming that is prepped before the fight so we actually see her morphing using texture-mapped transitions either she stays that way until she triggers it again or another cut-screen happens when she's forced or releases the transformation to return-to-regular-form
Option 3 can have some tweaks: 3A: When Mystique faces someone with a synergy of a member of their team that is friendly/family/romantic/team inspired they lose 10% attack rating when she morphs into that teammate 3B: When she faces someone with a synergy in their team that is antagonistic (rival/enemy/nemesis/etc.) she gains 10% attack rating when imitating that teammate 3C: When Mystique faces someone with no synergy with the member of their team she gets no additional benefit
In all cases, the animation of her Sp2 or 3 which will cause the transformations, will be one that seems to stun the opponent between the first and last hit. The idea is that from the opponent's point of view they were knocked out during a special but then were woken back up by a member of their team to spar. So: hit 1, stunned stance, switch appearance, hit 2, active. Power is gained as normal from hits, but the opponent does not launch their special unless Mystique does or a decently long timer expires, which can probably be refreshed/extended with well-timed blocks that cause stun. As mentioned before, her heavy would involve the Power Disrupter to keep the opponent leaking power instead of reaching or staying at Sp3 level before the special-use suppression wears off.
The character design should be inspired by the comics' white costume with the skull forehead jewelry.
Synergies would involve Rogue (improving Rogue's power steal duration and Mystique's power leak potency); Nightcrawler (increasing the duration of critical buffs for both); Wolverine and Sabertooth (romance synergies); Iron Patriot, Emma Frost and Namor (Dark X-Men unique synergy); Magneto (classic), Mr. Sinister, Cyclops (NXS) (Mutant Faction Leaders); and Ms. Marvel (Danvers)/Captain Marvel (Old Grudges)
I will admit, I was not a big fan of adding Mystique because I did not see her abilities as something the game could portray dynamically before, but NOW, I can think of a few ways she could ideally work since Emma, Ghost and Hood have different skins to switch between. Now, these suggestions are going to be built around her actual classic abilities of shape-shifting and her use of weapons, and not any replication of powers since she does not have that ability. I reiterate, Mystique does not copy powers, so such things as copying Human Torch and shooting flames will not be included here.
Here are what Mystique would bring to the Contest:
Weapons - one that causes Power Disruption and one that causes Bleed damage, as she is accustomed to ballistic weapons and specialized ones
Shape-shifting - this will work as a reverse set up to Taunt, instead of increasing the chance of launching a special, Mystique's claim to fame will be Suppressing it from being used under certain circumstances
Limited healing ability - attributed to being able to reshape her physiology, at the very least she would have reduced duration of bleed debuffs and armor breaks on her
How she could work:
Mystique takes on the appearance of someone else and tricks the opponent into taking it easy on her (either because she looks like an old lady or someone on her opponent's team). Because she cannot mimic non-physical powers, after she 'changes' during a Sp3 the opponent does not think it is her and does not use a Special Attack unless she uses hers and gives away the deception by using Mystique's recognizable special attack. The opponent does not realize it is her and instead believes they are just sparring with their teammate and goes a easy on her. During this time, Mystique is building back to at least Sp1 but using her Power Disrupter during a heavy attack can take away the risk of Sp3 against her by causing Power Leak (not Power Steal because she is not Rogue).
Here is a list of 4 possible Shapeshifting mechanisms that support my approach in order of simple to complex: 1) Icons of other champs in HUD, 2) fixed second skins (like Emma, Hood, Ghost), 3) pre-fight second skin selection from own or opponent's roster, 4) switch multiple skins during a cut-scene then return
Icons: if it is too code and processing power intensive to have Mystique actually switch back and forth between one or more champions, she could just always look like Mystique, with us accepting she has changed forms by the appearance of an icon under her health meter of the face of person she is impersonating.
Fixed Skin(s) with alpha transparencies active so we do not see it/them until she activates a shift. Using Emma Frost as an example [but really simplified], she is one character frame with two coloring schemes laid over each other instead of one like most other champs. The visibility is turned off her second layer when she must look one way, then on when she must look another but both are always present. These do not have to be the exact same size for Mystique like they are for Emma, but it helps. Since we know this is possible without too much processing power to break the game, make at least one skin (of Destiny/Irene Adler) so when she transforms to a little old lady, the desired effect can be implied. One would suffice to represent her shape-shifting, but two would be even more representational of someone who can take on the appearance of anyone at will
Pre-Fight Second Skins - it may be tricky to additional skins swapped in processed in-game, but if the choice can be made in a less dynamic and intensive environment such as a pre-fight screen, maybe her second skin(s), much like Emma's diamond form, could be loaded to her character model and made invisible until toggled on with her shape-shifting mechanism (Sp2 and/or Sp3) - one skin is definitely doable but multiple skins, like mentioned before, cements that we are dealing with a shapeshifter. In this case, she should load two of the opponent's teammates to accomplish the sparring-instead-of-fighting logic of her intended ability (see below)
In-Fight Switching via Cut-Scenes - if it is too tricky to show transforming while fighting, have a preset animation of transforming that is prepped before the fight so we actually see her morphing using texture-mapped transitions either she stays that way until she triggers it again or another cut-screen happens when she's forced or releases the transformation to return-to-regular-form
Option 3 can have some tweaks: 3A: When Mystique faces someone with a synergy of a member of their team that is friendly/family/romantic/team inspired they lose 10% attack rating when she morphs into that teammate 3B: When she faces someone with a synergy in their team that is antagonistic (rival/enemy/nemesis/etc.) she gains 10% attack rating when imitating that teammate 3C: When Mystique faces someone with no synergy with the member of their team she gets no additional benefit
In all cases, the animation of her Sp2 or 3 which will cause the transformations, will be one that seems to stun the opponent between the first and last hit. The idea is that from the opponent's point of view they were knocked out during a special but then were woken back up by a member of their team to spar. So: hit 1, stunned stance, switch appearance, hit 2, active. Power is gained as normal from hits, but the opponent does not launch their special unless Mystique does or a decently long timer expires, which can probably be refreshed/extended with well-timed blocks that cause stun. As mentioned before, her heavy would involve the Power Disrupter to keep the opponent leaking power instead of reaching or staying at Sp3 level before the special-use suppression wears off.
The character design should be inspired by the comics' white costume with the skull forehead jewelry.
Synergies would involve Rogue (improving Rogue's power steal duration and Mystique's power leak potency); Nightcrawler (increasing the duration of critical buffs for both); Wolverine and Sabertooth (romance synergies); Iron Patriot, Emma Frost and Namor (Dark X-Men unique synergy); Magneto (classic), Mr. Sinister, Cyclops (NXS)
I will admit, I was not a big fan of adding Mystique because I did not see her abilities as something the game could portray dynamically before, but NOW, I can think of a few ways she could ideally work since Emma, Ghost and Hood have different skins to switch between. Now, these suggestions are going to be built around her actual classic abilities of shape-shifting and her use of weapons, and not any replication of powers since she does not have that ability. I reiterate, Mystique does not copy powers, so such things as copying Human Torch and shooting flames will not be included here.
Here are what Mystique would bring to the Contest:
Weapons - one that causes Power Disruption and one that causes Bleed damage, as she is accustomed to ballistic weapons and specialized ones
Shape-shifting - this will work as a reverse set up to Taunt, instead of increasing the chance of launching a special, Mystique's claim to fame will be Suppressing it from being used under certain circumstances
Limited healing ability - attributed to being able to reshape her physiology, at the very least she would have reduced duration of bleed debuffs and armor breaks on her
How she could work:
Mystique takes on the appearance of someone else and tricks the opponent into taking it easy on her (either because she looks like an old lady or someone on her opponent's team). Because she cannot mimic non-physical powers, after she 'changes' during a Sp3 the opponent does not think it is her and does not use a Special Attack unless she uses hers and gives away the deception by using Mystique's recognizable special attack. The opponent does not realize it is her and instead believes they are just sparring with their teammate and goes a easy on her. During this time, Mystique is building back to at least Sp1 but using her Power Disrupter during a heavy attack can take away the risk of Sp3 against her by causing Power Leak (not Power Steal because she is not Rogue).
Here is a list of 4 possible Shapeshifting mechanisms that support my approach in order of simple to complex: 1) Icons of other champs in HUD, 2) fixed second skins (like Emma, Hood, Ghost), 3) pre-fight second skin selection from own or opponent's roster, 4) switch multiple skins during a cut-scene then return
Icons: if it is too code and processing power intensive to have Mystique actually switch back and forth between one or more champions, she could just always look like Mystique, with us accepting she has changed forms by the appearance of an icon under her health meter of the face of person she is impersonating.
Fixed Skin(s) with alpha transparencies active so we do not see it/them until she activates a shift. Using Emma Frost as an example [but really simplified], she is one character frame with two coloring schemes laid over each other instead of one like most other champs. The visibility is turned off her second layer when she must look one way, then on when she must look another but both are always present. These do not have to be the exact same size for Mystique like they are for Emma, but it helps. Since we know this is possible without too much processing power to break the game, make at least one skin (of Destiny/Irene Adler) so when she transforms to a little old lady, the desired effect can be implied. One would suffice to represent her shape-shifting, but two would be even more representational of someone who can take on the appearance of anyone at will
Pre-Fight Second Skins - it may be tricky to additional skins swapped in processed in-game, but if the choice can be made in a less dynamic and intensive environment such as a pre-fight screen, maybe her second skin(s), much like Emma's diamond form, could be loaded to her character model and made invisible until toggled on with her shape-shifting mechanism (Sp2 and/or Sp3) - one skin is definitely doable but multiple skins, like mentioned before, cements that we are dealing with a shapeshifter. In this case, she should load two of the opponent's teammates to accomplish the sparring-instead-of-fighting logic of her intended ability (see below)
In-Fight Switching via Cut-Scenes - if it is too tricky to show transforming while fighting, have a preset animation of transforming that is prepped before the fight so we actually see her morphing using texture-mapped transitions either she stays that way until she triggers it again or another cut-screen happens when she's forced or releases the transformation to return-to-regular-form
Option 3 can have some tweaks: 3A: When Mystique faces someone with a synergy of a member of their team that is friendly/family/romantic/team inspired they lose 10% attack rating when she morphs into that teammate 3B: When she faces someone with a synergy in their team that is antagonistic (rival/enemy/nemesis/etc.) she gains 10% attack rating when imitating that teammate 3C: When Mystique faces someone with no synergy with the member of their team she gets no additional benefit
In all cases, the animation of her Sp2 or 3 which will cause the transformations, will be one that seems to stun the opponent between the first and last hit. The idea is that from the opponent's point of view they were knocked out during a special but then were woken back up by a member of their team to spar. So: hit 1, stunned stance, switch appearance, hit 2, active. Power is gained as normal from hits, but the opponent does not launch their special unless Mystique does or a decently long timer expires, which can probably be refreshed/extended with well-timed blocks that cause stun. As mentioned before, her heavy would involve the Power Disrupter to keep the opponent leaking power instead of reaching or staying at Sp3 level before the special-use suppression wears off.
The character design should be inspired by the comics' white costume with the skull forehead jewelry.
Synergies would involve Rogue (improving Rogue's power steal duration and Mystique's power leak potency); Nightcrawler (increasing the duration of critical buffs for both); Wolverine and Sabertooth (romance synergies); Iron Patriot, Emma Frost and Namor (Dark X-Men unique synergy); Magneto (classic), Mr. Sinister, Cyclops (NXS)
Pls add a new and playble thanos . Maby the version of infinity war without armer. It will be a great for the new players who dont have the og thanos and the og players that want a stronger thanos.
Bio - Jamie Madrox is born to a family living near the Los Alamos research facility in New Mexico; the background radiation may have stimulated his mutation. When Jamie is born, the doctor's slap causes him to multiply into two identical babies. Professor Charles Xavier, a friend of the Madrox family, suggests that they move to Kansas to raise the boy in privacy. Dr. Daniel Madrox, Jamie's father, creates a suit for him to wear which is designed to absorb kinetic energy, the source of the duplication. Later, Damian Tryp of Singularity Investigations makes his own offer to look after Jamie, claiming that Jamie is not just a normal mutant, but actually a "changeling", a predecessor to mutants who develop powers at birth. Jamie's parents refuse to give Jamie to Tryp. When Jamie is fifteen years old, his parents are killed by a tornado alleged to have been caused by Tryp, and Jamie begins to run the farm by himself along with his duplicates, or "dupes", until his suit is damaged. He then contacts Professor Xavier, who sends him to Muir Island with Moria McTaggert, to work in her laboratory and help her with research while also exploring his own powers. Eventually he is asked to join the X-Men, but declines. Instead he becomes a member of the second incarnation of the X-Factor team, which is assembled as a U.S. government response team.
————————————————————— Signature Ability - “Autonomous Dupes” - When awakened, Multiple Man starts the first 5 - 20 seconds of each fight with a 0.5% Attack Damage Increase for every Duplication Charge he had at the end of his previous fight, the duration of the Attack Damage Increase is based on his Signature Level. (This only applies to unconverted Duplication Charges, and not to any Prowess Buffs or Dupe Shields gained from converting Duplication Charges.) Additionally, Multiple Man’s Dupes, having minds of their own, offer Jaime Madrox Stun Immunity and Inverse Controls Immunity so long as he has Duplication Charges. If Multiple Man has Duplication Charges and acquires an Inverse Controls Debuff, he Purifies the Debuff at the expense of all of his Duplication Charges. If Multiple Man has Duplication Charges and becomes Stunned, a Dupe will counterattack the opponent on any basic/heavy attack attempted while Multiple Man is Stunned. The counterattack strike is guaranteed to be Critical, and instantly Purifies the Stun Debuff at the expense of all of his Duplication Charges. The mechanics of this counterattack are about the same as Mordo’s Astral Evade.
Unique Ability - “Duplication” - Physical contact (inclusive of blocked physical hits) gives Multiple Man a Passive Duplication Charge. If Multiple Man is Knocked Down by a Physical Attack, he is awarded 2 Duplication Charges (one extra for hitting the floor). These charges can be used offensively upon activation of a Special Attack, which converts all Duplication Charges into minor Prowess Buffs, each of which increase his Special Attack Damage by 1.25% and last for 10 seconds. These charges may also be used defensively by dashing back and holding block uninterrupted for 3 seconds, which will convert all Duplication Charges into Dupe Shields. If the opponent strikes Multiple Man’s Block within 3 seconds after he dashes back, the conversion of Duplication Charge to Dupe Shield will fail, and Multiple Man will have to dash back to try again. Dupe Shields provide Invulnerability from Physical Damage at the cost of 1 Dupe Shield for each instance of Physical Damage nullified. Dupe Shields can also be consumed when blocking, causing all physical attacks to be Perfectly Blocked. Dupe Shields offer no protection from Damaging Debuffs or from Energy Damage. Dupe Shields last until used, or until Multiple Man activates a Special Attack. While Multiple Man has Dupe Shields active he cannot gain Duplication Charges. Dupe Shields are not converted into Prowess Buffs upon activating a Special Attack.
Unique Weakness - Energy Attacks - Energy attacks do not give Multiple Man a Duplication Charge on contact. Additionally, Energy Attacks and Damaging Debuffs bypass Multiple Man’s Dupe Shields.
Unique Weakness - “Critical Mass” - Multiple Man cannot hold full power for more than 5 seconds. If the 5 second timer expires and Multiple Man has not used any power, he instantly loses one bar of power and all current Duplication Charges - instantly taking Direct Energy Damage equal to 1% of his maximum health for every Duplication Charge lost.
Basic Attacks & Animations - Basic Attacks - Similar fighting style to Star Lord.
Heavy Attack - Multiple Man kicks his opponent, and immediately after making contact creates a Dupe just behind himself. The Dupe grabs Multiple Man and twirls him around, allowing Jaimie to kick his opponent again with much more momentum. This second kick sends the opponent to the ground, and the Dupe is reabsorbed into Multiple Man.
Special 1 - “Three’s a Crowd” - Altered version of Ant-Man’s Special 1 Attack, but the 2nd and 3rd hits of this attack are performed by Dupes. Multiple Man backhands his opponent, creates a Dupe who lands an uppercut, and creates another Dupe who kicks the opponent away to create some distance. The original Multiple Man runs towards his Dupes who work together to toss him high up into the air and towards his opponent. While Multiple Man is airborne he reabsorbs all of his Dupes. Multiple Man finishes the attack with a flying kick to his opponent’s face, knocking them down. Each successful hit from this attack has a 75% chance to place a Weakness Debuff on the opponent for 10 seconds.
Special 2 - “Strength in Numbers” - Multiple Man kicks the opponent back to create some distance, then pulls out a gun. Multiple Man creates two Dupes of himself each with guns as well, and then they all open fire on the opponent before being reabsorbed. Each successful hit from this attack has a 70% chance to inflict a Bleed Debuff on the opponent for 3 seconds.
Special 3 - “Dupe Domination” - Multiple Man and his opponent engage in an all out brawl, every time Multiple Man and the opponent make contact a new Dupe is spawned and joins in the fray. Eventually the sheer number of Dupes overpowers the opponent. This attack inflicts a Concussion Debuff on the opponent for 10 seconds.
————————————————————— Synergies -
“Double Agents” - (Black Widow & Crossbones & Multiple Man) Black Widow & Crossbones - Well-timed Blocks have a 33% chance to inflict a Disorient Debuff for 3 seconds. Multiple Man - Having Dupes that have worked within both Hydra and S.H.I.E.L.D., Jaime Madrox is privy to a lot of classified information. Because of this, Multiple Man gains a 75% increase to his Critical Resistance when facing opponents with either the #S.H.I.E.L.D. or #Hydra tags.
“Private Investigators” - (Howard the Duck & Multiple Man) Howard the Duck - Quack-Fu Fury Buffs are 50% more potent. Multiple Man - Multiple Man gains twice the amount of Duplication Charges when struck with Physical Attacks.
“Men of Faith” - (Massacre & Daredevil [Both] & Multiple Man) Massacre & Daredevil [Both] & Multiple Man - Massacre, Daredevil [Both], and Multiple Man take 1% less damage from their opponent’s Special 3 attack for every 1 hit in their Combo Meter at the time of the attack’s activation. This effect does not stack with duplicate synergies.
“Time Travelers” - (Cable & Bishop & Kang & Multiple Man) Cable & Bishop & Kang & Multiple Man - Whenever Cable, Bishop, Kang, or Multiple Man fall below 10% of their Maximum Health, they regain all the Non-Unique Buffs they acquired throughout the fight, these reapplied Buffs have an infinite duration.
“A Sinister Dupe” - (Mr. Sinister & Multiple Man) Mr. Sinister - If his opponent has a Signature Level of 1-50, Mr. Sinister starts the fight with 1 Emergency Shield Buff which reduces the opponent’s first successfully landed Special Attack’s Damage by 60%. If his opponent is unawakened, Mr. Sinister starts the fight with a Passive Emergency Shield Buff which reduces all of the opponent’s successfully landed Special Attack’s Damage by 30%. Multiple Man - Multiple Man gains a Passive 30% increase to his Critical Rating when facing an opponent with the #X-Men tag.
“Teammates” - (Havok & Sabertooth & Multiple Man) All Champions - All Champions gain +5% Perfect Block Chance.
Comments
Quest: First blood
Raid: Shadowstriker
Arena: void of life
Heavy attack: Dracula gathers souls around his claws and launches them at the opponent. He then takes out his bloodlust sword to slash once at the enemy
-bleed 3s
-10% chance for Dracula to activate soul searching
Vampire lord Vlad Dracula, the impaler, tepez is the most dangerous creature to ever grace the night. As his title suggests, he rule over all supernatural creatures and is invincible except in the presence of daylight. However, transportation to the battlerealm and exposure iso-8 has since freed him from the shackles of shades, allowing his monstrous power to step into the light. With no weaknesses, Dracula seeks to recreate his vampire army in the new battleworld, turning it into a domain or eternal death and darkness.
Special 1: soil of unrest
Deadly to all who live
-wooden spikes shoot out from the ground to impale the enemy. Dracula then blows a poisonous green mist at the opponent before slashing him three times with his bloodlust sword.
(Permanent poison, 3 bleed)
Special 2: bleeding sun
A shade of chaos
-sends out an army of bats to attack the opponent. Dracula then vomits a torrent of black blood at the enemy before extracting a ball of molten lava from the ground and throwing it at the enemy telekinetically.
(Armor break for 15s due to the infected blood, 5 burn and 3s stun due to the molten ball)
Special 3: crimson moonlight
A breaker of days and the fall of nights
-turns into a swarm of bats to visciously bombard the enemy with bites and scratches. The smaller bats then combine to form a giant one to bite the opponent, thrashing him around before spitting him out
(Demonic destiny, 5 bleed, cauterize)
Abilities:
Demonic destiny
-all buffs and healing on opponent is shared with Dracula. All debuffs on Dracula are shared with the opponent as well
-15s
Crown of insanity
-at random periods of time, Dracula emits a psychic shield that reduces all damage to zero and prevents the enemy from blocking
-active 8s at a time
Shade of shadows
-while dodging, Dracula becomes intangible for 1s
Immortal rage
-gains 3 fury buffs for 4s after every special attack inflicted on Dracula
-gains 40% armor for 8s after every special attack inflicted on the opponent
-invulnerable for 5s at 10% health
Soul searching
-power gain for 5s or a power leak on the opponent for 5s
Passive:
-Immunity to poison and bleed
-every attack has 25% chance to cause 3s bleed
-Strength reduces by 10% in daylight arenas
Signature: Bloodlust
-all bleed debuffs on the opponent heals Dracula by the same amount of damage caused
Synergies:
Cabal
-red skull, modok, Hyperion
(All gain 10% attack increase)
United struggle
-Captain America
(5% armor increase for both)
Thicker than water
-Black Widow, Hawkeye, Hulk, Captain America
(12% health increase for the avengers)
Defiance
-Baron blood, Blade, Morbius
(Healing factor increase by 5%)
Victory pose- transforms into a swarm of bats which disperses
Quest name: Would I lie to you?
Raid name: New legends for old
Arena: Would you like to know more?
Heavy attack: turns into a unicorn and rams the opponent
-30% chance to inflict charming
-50% chance to inflict bleed
Formerly the god of lies, The now reformed and reborn god of stories begins his reign of... heroism and treachery...? Apparently his streak of virtues in service of the all mothers has equaled his old self’s mischief making, and he now descends down a path of righteousness and occasional dishonor. However, such a chance at redemption does come at a price. Teen Loki’s inner demons haunt him at every turn, reminding him of his sins and misdeeds. In his conflict, who knows the difference between his appearance and reality?
Special 1: I cannot lie
-yes he can
Slashes two arcs of green energy at the opponent with gram, before transforming into a unicorn and impaling the opponent with his horn.
~nullifies all buffs on the opponent and induces a power lock for 6s
~2 bleed
Special 2: Liar liar pants on fire
-The truth hurts doesn’t it?
Blasts the enemy with a beam of frost before stabbing him with gram. Then, gram fires a blast of energy while still embedded inside the opponent.
~if opponent has buffs active, he gains 6 burn debuffs
~power burn and power lock for 6s
Special 3: No resurrections this time
-the crime that cannot be forgiven
The spirits of Kid Loki and King Loki emerge from gram and all attack the opponent with magic. Then, teen Loki disperses into a flock of ravens which ravages the enemy.
~5 bleed, 5 burn, 7s stun, 2 armor break
Abilities:
Silver tongue
-enemies can block no longer than 2s when active
-activates randomly
-active for 5s
Intangibility
-dodging successfully makes Loki intangible for 1.5s
-70% chance
Suckerpunch
-dodges automatically and responds with an unblockable counter dash attack
-70% chance
Charming
-causes the opponent to have a 40% decrease in armor and attack when active
-activates after opponent’s special attack
-7s
Signature:
Omen
-a black raven flies around Loki’s head. He steals power and health when in close proximity
Synergies:
Old chum
-Mephisto, Dormammu
(Power gain for all 3 +10%)
The one who burned
-kid Loki, King Loki
(All 8% health increase)
Unworthy
-Jane foster, Thor
(All attack +10%)
Victory pose: turns into a unicorn and neighs
1. Professor X -- Have him fight using psionic/astral armor
2. Quicksilver
3. Whirlwind
4. Mystique
5. Shadowcat
6. Banshee
7. Sunfire
Skill
1. Baron Zemo
2. Conan
3. Shang-Chi
4. Mockingbird
5. Black Cat
6. Bullseye
7. Jigsaw
8. Agent 13
Science
1. Mister Fantastic
2. Jewel
3. Spider-Woman
4. Viper
5. Leader
6. Cloak
7. Dagger
8. Wonder Man
9. Egghead
Mystic
1. Enchantress
2. Mandarin
3. Captain Britain
3. Hellcat
4. Tigra
5. Blackheart
6. T-Ray
Cosmic
1. Crystal
2. Valkyrie
3. Sif
4. Moondragon
5. Moonstone
6. Mantis
7. Spectrum/Photon
Tech
1. Doctor Doom
2. Misty Knight
3. Songbird
4. Baron Von Strucker
5. Klaw
6. Lady Deathstrike
Combined
1. Beyonder
Class: Mutants (of course)
At his base, he'd have True Accuracy, shrug off debuffs faster (apart from Weakness, Exhaustion, and Slow) 30% chance to Armor Break on Crits, Stun for 1 second every time he reaches 15 hits on a combo, and 100% Evade for 1.5 seconds upon using Dexterity, so provided you many Dex the first hit of any special, he would auto-evade the rest of the special. Quicksilver's evade would ignore True Strike and Ability Accuracy reduction, but would be disabled by Weaknesses, Exhaustion, and Slow debuffs. He would gain Speed Charges by
dexing or intercepting the opponent, or by chaining a Special or Heavy attack onto a full combo. Once five Speed Charges are reached, they are converted into a passive 40% Precision buff that lasts until he is struck by the opponent. He can gain up to 2 Precision passives. Without a passive Precision, he doesn't crit.
Awakened ability: Blitz
Once Quicksilver has reached 2 Precision passives, five Speed Charges will instead be converted into a percentage of a bar of power (Sig level 1, 10%, level 99/200, 1.5 bars)
Special 1 (5 hits): Each hit has an 80% chance to inflict armor break. This attack also places a Disorient debuff on the opponent, reducing Ability Accuracy by 60%.
Special 2 (10 hits): Each time this attack is activated, the enemy chance to shrug off debuffs is decreased by 20%. It Stuns the opponent for 7 seconds. A heavy attack launched during this stun will grant 5 Speed charges.
Special 3 (6 hits): Refreshes all debuffs on the opponent and removes all negative status effects from Quicksilver. This attack stuns the opponent for 10 seconds and inflict a 5% Disorient debuff for 15 seconds. If the SP1 is launched during the duration of this Disorient, it is removed and converts the SP1 Disorient into a permanent debuff.
Synergies:
Siblings:. Quicksilver starts the fight 1 bar of power and 4 Speed Charges. All special attacks gain a 5 second Cruelty.
Scarlet Witch:. Gains a permanent 50% Precision buff, and all Buffs and debuffs activated have a chance to be doubled.
Mutant Parentage:
Quicksilver: Armor breaks and Disorient are 20% more effective.
Magneto (classic): Critical hits inflict armor break and bleed for 5 seconds. Special attacks that inflict bleed double the amount of bleeds on the opponent. Magnetized opponents suffer 30% reduced block proficiency, and Magneto gains a passive fury increasing his attack by 80%.
If Quicksilver, Scarlet Witch, and Magneto are together on a team, they gain a permanent 60% Cruelty and Precision passive. All special attacks are guaranteed to crit.
Professor X
Bio -
Charles Francis Xavier was born to a well-respected nuclear scientist, Dr. Brian Xavier, and his wife, Sharon Xavier. The family lived on a very grand mansion estate in Westchester, NY. He later grew up to attend Oxford University, where he earns a Professorship in Genetics and other science fields. As he enters late adolescence, Xavier inherits the mansion-house he was raised in. After serving in the Korean War, Xavier began traveling around the world as an adventurer. Upon arriving in Cairo, Egypt, he meets a young girl named Ororo Munroe (later known as Storm), who is a pickpocket, and the Shadow King, a powerful mutant who is posing as Egyptian crime lord Amahl Farouk. Xavier defeats the Shadow King, barely escaping with his life. This encounter leads to Xavier's decision to devote his life to protecting humanity from evil mutants and safeguarding innocent mutants from human oppression. Still traveling the world, Xavier arrives in Israel where he meets a man going by the name of Magnus, a Holocaust survivor who works as a volunteer in a clinic aiding other traumatized Holocaust victims. The two become fast friends, but upon discovering they are both mutants, disagree on their visions and fears for the future of mutant-kind. Magnus and Xavier part ways as Magnus takes on a new persona - Magneto. After losing the use of his legs on another of his adventures, Xavier returns to his mansion-home with the intent of turning it into Xavier's School for Gifted Youngsters - a place to help fulfill his dream of teaching mutant children free from oppression, and to fostering good relations between humans and mutants. To protect his vision and the future of mutant-kind he bands together and leads the X-Men, a team selected from his most gifted pupils.
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Class -
Mutant
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Tags -
#Hero #X-Men #Illuminati #Size:M
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Signature Ability - “Xavier Protocols” -
All of Professor Xavier’s Teammates receive a Passive Aptitude Buff which increases the potency of any non-unique Buffs they aquire by a flat 15%.
Additionally, for any of Xavier’s teammates who have the #Hero tag, Charles scans their opponent’s mind and isolates weaknesses in their attacks. Teammates with the #Hero tag gain a Passive Exploit Weakness Mechanic that deals direct damage to their opponent based on Professor Xavier’s Signature Level.
***Teammates who are #Robot Champions or Champions with helmets designed to guard against psionic attacks do not receive the Exploit Weakness Mechanic or the Aptitude Buff from Professor Xavier’s presence on the team.***
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Abilities, Attacks & Animations -
Unique Ability & Animation - “Astral Projection” -
Professor Xavier’s character model consists of two parts in the Contest of Champions - Xavier’s Physical Body & his Astral Projection.
Charles Xavier is a paraplegic and so his physical body always sits in his advanced hover-chair, created for him by the mutant Forge, which is stationed against the wall of the fighting arena. Xavier’s Astral Projection does all the fighting for him. If the Astral Projection is ever forced back against the wall where Xavier sits, the Astral Projection disappears, and Xavier’s physical body is left exposed.
Xavier’s Astral Projection is without physical form, therefore it is immune to all Damage Over Time Effects. Xavier’s physical body does not possess these immunities.
Opponents can apply Damaging Debuffs on Professor X at any time, however they will only be effective when the Astral Projection of Professor X is pushed back to the edge of the fighting arena, leaving Charles Xavier’s physical body pinned against the wall and defenseless. When the Astral Projection re-emerges, Charles Xavier stops taking damage from any active Damaging Debuff Effects.
When the physical body of Charles Xavier is struck by the opponent, Forge’s hover-chair Auto-Blocks the attack by activating an extremely weak force field around Xavier’s body - this force field offers no protection whatsoever, having a Block Proficiency Rating of 0, but keeps Xavier from being visibly smacked around. (No Summoner really wants to lay a beat down on Professor X)
Unique Ability - “Mind Reading” -
Xavier reads the mind of his opponent while they are Stunned, granting him a Permanent Passive Prowess Buff every second that his opponent is Stunned. These Prowess Buffs can stack without limit, and cannot be removed from him throughout the course of the fight.
Unique Ability - “Stun Immunity” -
Possessing one of the most powerful minds in the universe, Charles Xavier cannot be Stunned.
Whenever a Stun Debuff would be placed on him, it is immediately Purged at the cost of Draining 50% of Professor X’s current Power Meter.
Unique Weaknesses -
When he fights #Robot Champions or Champions with helmets designed to guard against psionic attacks (new tag suggestion #PsionicallyProtected), Professor X’s Attack Damage is reduced by 30%.
Professor X’s Astral Projection is without physical form and therefore has a relatively low Block Proficiency Rating (on par with MODOK).
Charles Xavier takes an additional 100% of the damage inflicted from the opponent’s Damage Over Time Effects while his Astral Projection has retreated back into his body.
Basic Attacks & Animations -
Charles Xavier never attacks, he simply sits at the edge of the arena while using his powers to conjure his Astral Projection within the mind of his opponent.
The following attack descriptions are for Professor X’s Astral Projection.
Basic Attacks -
Having been trained in martial arts extensively and described as a fearsome hand to hand combatant by Magneto before becoming paralyzed, Professor X’s Astral Projection adopts a fighting style similar to that of the Iron Fist.
Heavy Attack -
Similar in appearance and animation to Emma Frost’s Heavy Attack.
Successful hits with this attack inflicts a Disorient Debuff on the opponent, reducing the opponent’s Defensive Ability Accuracy and Block Proficiency by 50% for 5 seconds.
Special 1 - “Class in Session” -
Professor X launches a series of Psionic Bolts at his opponent to confuse them and weaken their defenses.
If this attack is Blocked by the opponent, it has a 100% chance to inflict an Inverse Controls Debuff for 4 seconds.
If this attack is landed successfully then the Psionic Bolts have an 85% chance to inflict a Paralyze Debuff, which Stuns the opponent and reduces their Regeneration and Power Gain rates by 75% for 3 seconds.
If the opponent is suffering from a Disorient Debuff at the time this Special Attack is activated, then this attack is Unblockable.
Special 2 - “Danger Room” -
Professor X manifests a set of armor around him, as well as a shield and sword from psionic energy. He first bashes the opponent with the shield and then while they are dazed, knocks the opponent off their feet with two slashes from his sword. The psionic weapons and armor disappear when the Special Attack ends.
Each successful hit of the 3 possible from this attack are guaranteed to be Critical, and inflicts Power Burn, draining 11% of the opponent’s Current Power Meter and dealing Direct Damage to the opponent proportionate to the power that was lost.
Activating this Attack grants Professor X an Armor Up Buff that lasts for 10 seconds and can stack with multiple activations of this attack.
Special 3 - “School for Gifted Youngsters” -
Xavier’s Astral Projection disappears, seemingly leaving him defenseless. As the opponent walks towards the paraplegic Professor X, Charles places a strange apparatus on his head, activating a portable Cerebro he had hidden in his hover-chair. When Xavier puts on the apparatus, a shockwave is sent throughout the arena, causing the opponent to falter. The X-Men (Cyclops [New Xavier School], Storm, Colossus, and Wolverine), who have been in telepathic contact with Xavier, arrive from behind Xavier to offer their mentor an assist. First Storm summons a burst of lightning that launches Xavier’s opponent into the air. While the opponent is airborne, Colossus hurls Wolverine at the opponent using their signature Fastball Special. Wolverine slashes the opponent, making a big X with his claws, and causes the opponent to plummet violently to the ground, creating a crater upon landing. As the opponent lays in a crater, we see from the opponent’s perspective, Cyclops [New Xavier School] walk up to the opponent and unleash a brutal beam attack, driving them deeper into the Earth. At the end of the attack, the screen is engulfed in a ruby red color.
This Attack inflicts Shock, Bleed, and Armor Break Debuffs on the opponent. Each of these Debuffs have a 7 second duration.
This Attack refreshes the duration of any active Stun Debuffs on the opponent.
Additionally, this Attack grants a unique Passive Cerebro Buff to Professor X. The Cerebro Buff has an infinite duration but can be made to end prematurely if the opponent successfully hits Professor X with a Special Attack. Activating a Special 3 Attack again will reapply the Cerebro Buff if it has been lost, but the Cerebro Buff does not stack. While the Cerebro Buff is active, Professor X gains a 1% increase to his Power Rate for every 1 hit in his Combo Meter, reaching its maximum effectiveness at 100 hits. Additionally, while the Cerebro Buff is active, any instance where the opponent would Auto-Evade, Auto-Block, or cause incoming attacks to Miss results in the opponent becoming Stunned for 3 seconds.
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Synergies -
“Dark Phoenix” - (Phoenix & Professor X)
Phoenix -
After Rite of the Phoenix activates, Phoenix is replaced with the Dark Phoenix character model. Opponents Passively Degenerate 0.5% of their Maximum Health per second while in the presence of Dark Phoenix.
Professor X -
Imbued with cosmic energy by the Phoenix Force as well as his dealings with the Shi’ar Empire, Professor X receives a Class Advantage when facing Tech Champions who do not have the #Robot tag.
“High Value Target” - (Sentinel & Professor X)
Sentinel -
After activating a Special 3, the original Sentinel is replaced by a far superior model. This newer model of the Sentinel gains Analysis Charges at twice the original’s rate, obtains a Passive True Strike Buff after obtaining 100 Analysis Charges, and gains a Passive Fury Buff when facing an opponent of the Mutant Class.
Professor X -
Using his extensive knowledge of mutation, Professor X inhibits the Power Gain Rate of Mutant opponents, reducing power gained from any source by 10%.
“Mark of Cain” - (Juggernaut & Professor X)
Juggernaut -
While under the effects of an Unstoppable Buff, the Crimson Gem of Cytorrak grants Juggernaut the ability to permanently reduce his opponent’s Block Proficiency by 2.5% every time Juggernaut strikes his opponent’s block.
Professor X -
If any attack other than a Special 3 against Professor X’s Astral Projection were to deal more than 7% of his Maximum Health as damage, the attack is made to Miss. Once this effect activates, it is placed on a 4 second cool-down. This effect never activates when the opponent is striking Charles Xavier’s physical body.
“Friends & Enemies” - (Magneto [Classic] & Professor X)
Magneto [Classic] -
While the Master of Magnetism charges his Heavy Attack, he gains 1 Passive Prowess Charge every second. These Prowess Charges can be stacked without limit and last for the duration of the fight. If Magneto is successfully struck by the opponent’s Special Attack or if his opponent reaches a Combo Meter of 10, he loses all of his Prowess Charges.
Professor X -
When teamed with Magneto, Professor X does not receive a penalty to his Attack Damage when he fights #Robot Champions or Champions with helmets designed to guard against psionic attacks (new tag suggestion #PsionicallyProtected).
“X-Men Leaders” - (Magneto [Marvel Now!] & Storm & Wolverine & Cyclops [Both] & Professor X)
Magneto [Marvel Now!] -
After activating his Special 3 Attack, Magneto shifts the Earth’s magnetic polarity. This shift in polarity inflicts an Inverse Controls Debuff and a Power Leak Debuff on the opponent. Both of these Debuffs last until the opponent’s Power Meter is brought down to 0%.
Storm -
Storm brings the temperature around her to sub-zero levels, passively applying a Frostbite Debuff to her opponent at the start of each fight and subsequently every 15 seconds. Frostbite Debuffs deal energy damage to the opponent over their 5 second duration. Additionally opponents cannot Passively Evade while the Frostbite Debuff is active.
Wolverine -
Logan obtains a 5% increase in his Power Rate for every Bleed Debuff that is active on his opponent.
Cyclops [Both] -
All Debuffs inflicted on the opponent have 1% increased duration for every 1 hit on Cyclops’s Combo Meter. Additionally, successfully hitting the opponent with Beam Attacks allows Cyclops to refresh any active Armor Break Debuffs on the opponent.
Professor X -
Professor X starts each fight with 2 bars of power.
Shadow King
Bio -
Amahl Farouk is an incredibly powerful telepath, and had used his gifts to become a crime lord in Egypt, controlling Cairo’s Thieves Quarter. He was discovered when a young Ororo Munroe picked the pocket of Charles Xavier while under Farouk’s control. After Xavier stopped her and retrieved his wallet, he was struck by a bolt of psionic energy. When he recovered, he discovered that the source of the attack was a nearby tavern, where he met Farouk. Farouk was Xavier's first encounter with an evil mutant. Sitting at separate tables, they conversed telepathically. Farouk told Xavier that he sensed another telepath nearby, and the attack was a warning to stay clear of the area. He then unsuccessfully tried to persuade Xavier to join him in his criminal activities. They assumed astral form, and after an intense battle, Xavier defeated Farouk on the Astral Plane with a fatal psionic attack.
His encounter with Xavier left Farouk’s psyche stranded on the Astral plane. Severed from his physical body, Farouk’s twisted personality tapped into and intertwined with the astral manifestation of the dark side of the human consciousnesses, and became the Shadow King.
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Class -
Mutant
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Tags -
#Villain #VillainOfTheContest #DimentionalBeing #Size:XL #Counter:Denial
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Signature Ability - “Astral Possession”
Shadow King can never truly be defeated so long as evil thoughts persist and host bodies are available.
If Shadow King becomes Knocked Out in a quest, all remaining Teammates receive an Astral Possession Buff for the remainder of the Quest. Astral Possession is a Passive Buff and grants Teammate Champions a 10-30% Attack Damage Increase based on Signature Level, as well as a constant 15% increase to Critical Rate.
Teammates who are #Hero Champions begin to Degenerate 0.2% of their Maximum Health per second while the Astral Possession Buff is active if they have not received a hit in the past 5 seconds.
Teammates who are Neutral Champions with neither the #Hero or #Villain tags Degenerate 0.1% of their Maximum Health per second while the Astral Possession Buff is active if they have not received a hit in the past 5 seconds.
Teammates who are #Villain Champions do not receive a Degeneration penalty while the Astral Possession Buff is active.
***Teammates who are #Robot Champions or Champions with helmets designed to guard against psionic attacks (new tag suggestion #PsionicallyProtected) do not receive the Astral Possession Buff after Shadow King is Knocked Out.***
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Abilities, Attacks & Animations -
Unique Ability & Animation - “Astral Projection” -
The Shadow King’s character model consists of two parts in the Contest of Champions - Amahl Farouk’s Physical body & the Shadow King’s Astral Projection.
Amahl Farouk always stands against the wall of the fighting arena. The Shadow King’s Astral Projection does all the fighting for him. If The Shadow King is ever forced back against his wall where Farouk stands, the Astral Projection disappears, and Farouk’s body is left exposed.
The Shadow King’s Astral Projection is without physical form, therefore it is immune to all Damage Over Time Effects. Amahl Farouk possesses none of these immunities.
Opponents can apply Damaging Debuffs on Shadow King at any time, however they will only be effective when the Astral Projection of the Shadow King is pushed back to the edge of the fighting arena, leaving Amahl Farouk’s physical body pinned against the wall and defenseless. When the Shadow King re-emerges, Amahl Farouk stops taking damage from any active Damaging Debuffs.
Unique Ability - Stun Immunity -
Possessing one of the most powerful minds in the universe, the Shadow King and Amahl Farouk cannot be Stunned.
Whenever a Stun Debuff would be placed on him, it is immediately Purged at the cost of Draining 100% of Shadow King’s current Power Meter.
Unique Weaknesses -
When he fights #Robot Champions or Champions with helmets designed to guard against psionic attacks (new tag suggestion #PsionicallyProtected), Shadow King’s Attack Damage is reduced by 30%.
The Shadow King’s Astral Projection is without physical form and therefore has a relatively low Block Proficiency Rating (on par with MODOK).
Amahl Farouk takes an additional 100% of the damage inflicted from the opponent’s Damage Over Time Effects while the Shadow King’s Astral Projection has retreated back into Farouk’s body.
Basic Attacks & Animations -
Amahl Farouk never attacks, he simply stands at the edge of the arena and is merely a punching bag for the Shadow King’s opponent.
The following descriptions are for the Shadow King’s Astral Projection.
Basic Attacks -
Similar animations to Venom’s Basic Attacks.
Heavy Attack -
Similar animation to Mephisto’s Heavy Attack.
Successfully landing this attack doubles the amount of Power Sting Debuffs on the opponent, but does not reset the timers of any active Power Sting Debuffs.
Evading w/ the Dexterity Mastery -
Evading with the Dexterity Mastery inflicts a minor Power Sting Debuff on the opponent for 10 seconds or until activated by the opponent’s Special Attack. These Power Sting Debuffs can stack without limit, and each inflicts 1% of the opponent’s Attack Rating as Direct Damage to the opponent.
***Summoner must possess the Dexterity Mastery***
Special 1 - “Mind Games” -
The Shadow King leaps forward at his opponent slashing at them relentlessly with his massive clawed hands.
This attack can strike with Critical Hits even when the opponent is blocking.
Successful hits from this attack inflict a Taunt Debuff on the opponent for 3 seconds. The duration of Taunt is doubled when applied to a Champion with the #Hero tag. Opponent’s who are Taunted have their Attack reduced by 40% and are 70% more likely to activate a Special Attack.
Special 2 - “In Your Head” -
The Shadow King manifests a shield and spear from psionic energy. He first bashes the opponent with the shield and then while they are dazed, knocks the opponent off their feet with a sweeping attack utilizing the spear. The psionic weapons disappear when the Special Attack ends.
This attack can strike with Critical Hits even when the opponent is blocking.
As unpredictable as he is evil, the effects of Shadow King’s Special 2 Attack change depending on what the last successful attack on the opponent was.
If the last successful hit on the opponent before the activation of this Special Attack was a Medium/Dash Attack, then successful hits from this Attack inflict an Inverse Controls Debuff on the opponent for 5 seconds.
If the last successful hit on the opponent before the activation of this Special Attack was a Light Attack, then successful hits from this Attack inflict a Disorient Debuff on the opponent for 5 seconds.
If the last successful hit on the opponent before the activation of this Special Attack was a Heavy Attack, then successful hits from this Attack inflict a Stun Debuff on the opponent for 5 seconds.
If the last successful hit on the opponent before the activation of this Special Attack was a Special Attack, then the Shadow King instantly gains a Prowess Buff upon activation of this Attack, increasing his Special Damage by 75% for 5 seconds.
If the Shadow King has been unable to successfully hit his opponent before the activation of this Attack, then this Attack costs no energy to activate, becomes Unblockable, and the Shadow King gains a Passive True Strike Buff for 15 seconds.
Special 3 - “The Astral Plane” -
The Shadow King transports his opponent to the Astral Plane - a bleak expanse of black emptiness. As the opponent looks around, a massive smile of crooked jagged teeth appears behind them, shattering the perfect black expanse. As the opponent looks behind them, the camera pulls back revealing the Shadow King as a enormous god within his domain. The Shadow King grabs the opponent and devours them whole before the screen fades to black.
This Attack inflicts a Passive Dark Thoughts Debuff on the opponent. The Dark Thoughts Debuff has an infinite duration and can only be purged from the opponent if they achieve a Combo Meter of 15 hits.
Opponents who are suffering from Dark Thoughts have the durations of all Debuffs increased by 25%. Additionally, opponents who are suffering from Dark Thoughts have a 100% chance to have any non-unique Active Buff they acquire to be instantly Nullified and replaced with a Debuff of the inverse effect. For example, Regeneration would be Nullified and replaced with Degeneration, Armor Up would be Nullified and replaced with Armor Break, Precision would be Nullified and replaced with Fatigue, and so on.
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Synergies -
“Cairo’s Thieves Quarter” - (Storm & Shadow King)
Storm -
Whenever Storm’s opponent performs a Passive Evade or Evades by utilizing the Dexterity Mastery, they obtain a permanent Passive Static Charge Debuff. Static Charges count as a stack of Shock, but are passive and deal no damage until a Shock Debuff is applied to the opponent, at which point the Static Charges act as a multiplier for the damage inflicted by the Shock Debuff.
Shadow King -
Critical hits deal twice as much damage through an opponent’s block when the Shadow King has a Combo meter of 15 or more.
“Crimson Dawn” - (Psylocke & Shadow King)
Psylocke -
If Psylocke has at least 1 full bar of power when she’s knocked out, the Crimson Dawn intervenes and resurrects her with 35% of her Maximum Health. Additionally, after she is resurrected, all of Psylocke’s attacks which utilize her Psi-Blade are guaranteed to be critical when facing an opponent with the #Villain tag.
Shadow King -
The Shadow King’s opponents suffer from Plagued Mind, losing all of their power every 25 seconds. Champions with helmets designed to guard against psychic attacks as well as #Robot Champions are immune to the effects of Shadow King’s Plagued Mind Debuff.
“Veiled in Shadow” - (The Hood & Shadow King)
The Hood -
The duration of Invisibility is increased by 35%.
Shadow King -
If any attack other than a Special 3 against the Shadow King’s Astral Projection were to deal more than 7% of his Maximum Health as damage, the attack is made to Miss. Once this effect activates, it is placed on a 4 second cool-down. This effect never activates when the opponent is striking Amahl Farouk’s physical body.
“Shadow of Bast” - (Black Panther [Classic] & Black Panther [Civil War] & Shadow King)
Black Panther [Classic] -
T’Challa shouts “Yibambe!” When he falls below 20% health. After the shout, he instantly gains 5 Passive Armor Buffs, and also gains additional Passive Armor Buffs whenever the opponent strikes his block. Well Timed Blocks award 3 Passive Armor Buffs. Each Passive Armor Buff raises T’Challa’s Armor Rating by 30% and lasts for 7 seconds.
Black Panther [Civil War] -
T’Challa shouts “Wakanda Forever!” when he falls below 20% health. After the shout, all of the Black Panther’s Basic & Heavy Attacks have a 100% chance to inflict a short Bleed Debuff on the opponent.
Shadow King -
The panther god of Wakanda, Bast, intercedes on behalf of the Shadow King’s #Hero teammates, removing the Degeneration effect for #Hero Champions from Shadow King’s Astral Possession Buff.
Stats Based on a 5 Star rank 65 Sig 200 Sentry
Health 37215
Attack: 2039
Bio: After being mentally attacked by Cranio and Scout, Robert Reynolds embraces the void in him and merges the sentry and void into a new Senry that is finally whole.
Passive: Sentry is immune against all incinerate effects in the contest. Sentry reduces the effects of poison by 70% and his healing abilities cannot be reduced by it.
Through molecular manipulation Sentry is immune against fate seal, stagger and nullify effects
Editors note: Robert Reynold's past with illegal substances made him more resistant to poison effects
Sentry's whole Presence: Every 10 Hits Sentry places randomly a debuff on the opponent and a buff on himself
Debuffs:
Petrify Debuff: reduces the effectiveness of Power Gain and Regeneration by 20%
Pacify Debuff: Reduces the enemy's defensive abilities accuracy by 25%.
Fatigue Debuff: Reduces critical rating by 900
Buffs:
Block up: increases Block proficiency by 400
Precision: 350 increased critical rating
cruelty: 250 increased critical damage rating
Willpower: reduces the effectiveness of damage over time effects by 3 %
Editors note: 3 debuffs for void's debuffs and 4 buffs for each of sentry's states of mind. This buffs and debuffs stack infintely
When attacked; every time Sentry loses his combo, the enemy purifies all detrimental effects and sentry loses all of his buffs.
Heavy Attack: Sentry places a fear passive on the opponent, which inflicts 150 energy damage for every detrimental effect on the opponent, lasting 10 seconds.
Editors note: the longer the fight. the stronger this attack gets.
Special 1: trade 3 buffs on sentry for 2 detrimental effects on the opponent.
Special 2: consumes all of Sentrys Buffs and increases the Attack and crit damage rating by 12 % per Buff that was consumed.
Special 3: Sentry evens out all Sentry's Presence detrimental effects on the opponent.
editors note: Since all his detrimental effects are random, this is the opportunity for the player to control it - the amount of debuffs the opponent has is the same amount he will have afterwards, but placed evenly.
Signature Ability: Not Bob, Not Sentry, Not Void
Not Void: Whenever Sentry is not fighting a skill champion, Sentry converts all of his sentry's whole presence debuffs into passive effects
not Sentry: Each buff on Sentry increases his attack rating by 225
not Bob: 100 % chance to start with 2 buffs on Sentry or 2 detrimental effects on the opponent.
Synergies:
good half with sentry
Sentry (Classic) whenever sentry uses an unblockable special attack, he gains true strike for 10 seconds.
Sentry (All new): 0,01% is healed every 10 hits on sentrys combo per each buff on Sentry
You can't stop me with Hulkbuster
Hulkbuster: increases power rate and attack by 10 %
Sentry: sentry becomes indestructible for 2 seconds when he loses his combo
bad half with void
Void: the duration of fear of the void is increased by 10 seconds
sentry: the duration of detrimental effects on sentry is reduced by 50 %
molecules and matters with Mr Sinister
Mr. Sinister: After a special 3: Places randomly five of Sentrys buffs on himself for 15 seconds.
Sentry: Sentry is able to revert Mr Sinister's healing abilities.
Shadowman is gone with hulk
Hulk: Whenever hulk has a fury buff, he becomes immune to debuffs
Sentry: all of Sentry's special attacks become unblockable
recommended masteries:
Despair: Sentry works with a lot of debuffs, which makes him great for reducing healing and power gain effects.
Pacify and petrify: increase the effectiveness of sentrys debuffs
Assassin: The longer the fight, the stronger sentry gets. this mastery helps to finish the fight even quicker.
Strenghts:
Mr Sinister: With his sinergy and the longer the fight gets, sentry is able to reduce Mr. Sinister's healing below 0.
debuff immune champions: Thanks to his awakened ability, Sentry becomes an option for champions that are immune to debuffs.
Weakness:
Agent Venom, Kingpin, Korg: They can purify Sentry's detrimental effects
Taskmaster: Since he is a skill champion, Sentry's debuffs can't become passive abilities against him
Hulk (Ragnarok): Sentry's main damage output comes from his heavy attacks, which will trigger face me against hulk ragnarok.
Quest name: peak condition
Raid name: enhancement
Arena: modification
Ayesha levitates off the ground with three sovereign droids surrounding her. The droids attack the opponent for her.
Heavy:
Sovereign droids emit an electric field
-2s stun
-shock
Special 1: superior
~All defects will be terminated
Sovereign droids blast at the opponent rapidly
-5 shock, stun for 5s
Special 2: perfection
~the next step of our evolution
Sovereign droids fire a concentrated beam of energy before emitting an electric field around Ayesha
-activates adaptation
-causes stun for 10s and degeneration
Special 3: Omnipotence
~beyond limitation. The most brutal execution ever devised.
Sovereign swarm bombards the opponent before crashing into him
-10 burn
-activates adaptation
Abilities:
Adaptation
-gains a permanent healing buff, armor buff and an attack buff
-stackable up to 10 times
-activates at 80% health, 60% health 40% and 20% health
Signature:
No weakness
-immunity to all debuffs
Synergies:
Deal
-ravagers, nebula
(5% health increase to each member)
Creation
-Adam warlock
(Additional 2 Fury for both Adam and Ayesha)
Revenge
-guardians of that galaxy
(Gains 10% increase in attack)
Victory pose
-walks on a golden carpet carried by her 2 sovereign servants. 2 other servants carry her gown. Finally, the last 2 servants carry jars by her side and honor her like a goddess
Quest name: legacy
Raid name: life and death
Arena name: Heir of madness
Heavy- a purple blast of energy erupts from the ground to uppercut the opponent, then a yellow blast descends from the sky to knock him downwards. Finally, thane unleashed a fragment of Phoenix energy (like Phoenix’s heavy but with more range)
Son of the almighty thanos and mate of Mistress death, thane wields an awesome amount of power, including his inhuman abilities and access to the Phoenix force.
Special 1: Living Death
Amber spikes rip open the ground to impale the enemy. Then, thane encases him in a cube of orange energy with a blast of energy from his left hand.
-permanent buff nullify and 20s power lock
-while in cube form, enemy’s attacks are reduced to 50% of full strength
Special 2: Death
Screams a blast of purple energy at the enemy, then punches him with his right hand.
-gains a permanent death touch
Special 3: inhumane
Phoenix force steals all remaining health from the opponent, killing him instantly, and heals thane with it.
Victory pose: turns into a purple Phoenix force and disperses
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, Cruelty, 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
. 35% chance for Cruelty, increasing your Critical Damage by 50% for 10 seconds.
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.
Mysterio
Sandman (now that we’re getting Mr Fantastic they can share basic
Dr Doom
Scorpion
Puck
Sasquatch
Guardian
Cloak and Dagger
Old school Vulture
Valkyrie
Hellcat
Batroc zee Lepair!!
Quicksilver
Stan Lee
Mystique
Class: Mutant | #female #villain #Control: Counter #metal | #Brotherhood, #Dark X-MenI will admit, I was not a big fan of adding Mystique because I did not see her abilities as something the game could portray dynamically before, but NOW, I can think of a few ways she could ideally work since Emma, Ghost and Hood have different skins to switch between. Now, these suggestions are going to be built around her actual classic abilities of shape-shifting and her use of weapons, and not any replication of powers since she does not have that ability. I reiterate, Mystique does not copy powers, so such things as copying Human Torch and shooting flames will not be included here.
Here are what Mystique would bring to the Contest:
How she could work:
Mystique takes on the appearance of someone else and tricks the opponent into taking it easy on her (either because she looks like an old lady or someone on her opponent's team). Because she cannot mimic non-physical powers, after she 'changes' during a Sp3 the opponent does not think it is her and does not use a Special Attack unless she uses hers and gives away the deception by using Mystique's recognizable special attack. The opponent does not realize it is her and instead believes they are just sparring with their teammate and goes a easy on her. During this time, Mystique is building back to at least Sp1 but using her Power Disrupter during a heavy attack can take away the risk of Sp3 against her by causing Power Leak (not Power Steal because she is not Rogue).Here is a list of 4 possible Shapeshifting mechanisms that support my approach in order of simple to complex: 1) Icons of other champs in HUD, 2) fixed second skins (like Emma, Hood, Ghost), 3) pre-fight second skin selection from own or opponent's roster, 4) switch multiple skins during a cut-scene then return
- Icons: if it is too code and processing power intensive to have Mystique actually switch back and forth between one or more champions, she could just always look like Mystique, with us accepting she has changed forms by the appearance of an icon under her health meter of the face of person she is impersonating.
- Fixed Skin(s) with alpha transparencies active so we do not see it/them until she activates a shift. Using Emma Frost as an example [but really simplified], she is one character frame with two coloring schemes laid over each other instead of one like most other champs. The visibility is turned off her second layer when she must look one way, then on when she must look another but both are always present. These do not have to be the exact same size for Mystique like they are for Emma, but it helps. Since we know this is possible without too much processing power to break the game, make at least one skin (of Destiny/Irene Adler) so when she transforms to a little old lady, the desired effect can be implied. One would suffice to represent her shape-shifting, but two would be even more representational of someone who can take on the appearance of anyone at will
- Pre-Fight Second Skins - it may be tricky to additional skins swapped in processed in-game, but if the choice can be made in a less dynamic and intensive environment such as a pre-fight screen, maybe her second skin(s), much like Emma's diamond form, could be loaded to her character model and made invisible until toggled on with her shape-shifting mechanism (Sp2 and/or Sp3) - one skin is definitely doable but multiple skins, like mentioned before, cements that we are dealing with a shapeshifter. In this case, she should load two of the opponent's teammates to accomplish the sparring-instead-of-fighting logic of her intended ability (see below)
- In-Fight Switching via Cut-Scenes - if it is too tricky to show transforming while fighting, have a preset animation of transforming that is prepped before the fight so we actually see her morphing using texture-mapped transitions either she stays that way until she triggers it again or another cut-screen happens when she's forced or releases the transformation to return-to-regular-form
Option 3 can have some tweaks:3A: When Mystique faces someone with a synergy of a member of their team that is friendly/family/romantic/team inspired they lose 10% attack rating when she morphs into that teammate
3B: When she faces someone with a synergy in their team that is antagonistic (rival/enemy/nemesis/etc.) she gains 10% attack rating when imitating that teammate
3C: When Mystique faces someone with no synergy with the member of their team she gets no additional benefit
In all cases, the animation of her Sp2 or 3 which will cause the transformations, will be one that seems to stun the opponent between the first and last hit. The idea is that from the opponent's point of view they were knocked out during a special but then were woken back up by a member of their team to spar. So: hit 1, stunned stance, switch appearance, hit 2, active. Power is gained as normal from hits, but the opponent does not launch their special unless Mystique does or a decently long timer expires, which can probably be refreshed/extended with well-timed blocks that cause stun. As mentioned before, her heavy would involve the Power Disrupter to keep the opponent leaking power instead of reaching or staying at Sp3 level before the special-use suppression wears off.
The character design should be inspired by the comics' white costume with the skull forehead jewelry.
Synergies would involve Rogue (improving Rogue's power steal duration and Mystique's power leak potency); Nightcrawler (increasing the duration of critical buffs for both); Wolverine and Sabertooth (romance synergies); Iron Patriot, Emma Frost and Namor (Dark X-Men unique synergy); Magneto (classic), Mr. Sinister, Cyclops (NXS) (Mutant Faction Leaders); and Ms. Marvel (Danvers)/Captain Marvel (Old Grudges)
Mystique
Class: Mutant | #female #villain #Control: Counter #metal | #Brotherhood, #Dark X-MenI will admit, I was not a big fan of adding Mystique because I did not see her abilities as something the game could portray dynamically before, but NOW, I can think of a few ways she could ideally work since Emma, Ghost and Hood have different skins to switch between. Now, these suggestions are going to be built around her actual classic abilities of shape-shifting and her use of weapons, and not any replication of powers since she does not have that ability. I reiterate, Mystique does not copy powers, so such things as copying Human Torch and shooting flames will not be included here.
Here are what Mystique would bring to the Contest:
How she could work:
Mystique takes on the appearance of someone else and tricks the opponent into taking it easy on her (either because she looks like an old lady or someone on her opponent's team). Because she cannot mimic non-physical powers, after she 'changes' during a Sp3 the opponent does not think it is her and does not use a Special Attack unless she uses hers and gives away the deception by using Mystique's recognizable special attack. The opponent does not realize it is her and instead believes they are just sparring with their teammate and goes a easy on her. During this time, Mystique is building back to at least Sp1 but using her Power Disrupter during a heavy attack can take away the risk of Sp3 against her by causing Power Leak (not Power Steal because she is not Rogue).Here is a list of 4 possible Shapeshifting mechanisms that support my approach in order of simple to complex: 1) Icons of other champs in HUD, 2) fixed second skins (like Emma, Hood, Ghost), 3) pre-fight second skin selection from own or opponent's roster, 4) switch multiple skins during a cut-scene then return
- Icons: if it is too code and processing power intensive to have Mystique actually switch back and forth between one or more champions, she could just always look like Mystique, with us accepting she has changed forms by the appearance of an icon under her health meter of the face of person she is impersonating.
- Fixed Skin(s) with alpha transparencies active so we do not see it/them until she activates a shift. Using Emma Frost as an example [but really simplified], she is one character frame with two coloring schemes laid over each other instead of one like most other champs. The visibility is turned off her second layer when she must look one way, then on when she must look another but both are always present. These do not have to be the exact same size for Mystique like they are for Emma, but it helps. Since we know this is possible without too much processing power to break the game, make at least one skin (of Destiny/Irene Adler) so when she transforms to a little old lady, the desired effect can be implied. One would suffice to represent her shape-shifting, but two would be even more representational of someone who can take on the appearance of anyone at will
- Pre-Fight Second Skins - it may be tricky to additional skins swapped in processed in-game, but if the choice can be made in a less dynamic and intensive environment such as a pre-fight screen, maybe her second skin(s), much like Emma's diamond form, could be loaded to her character model and made invisible until toggled on with her shape-shifting mechanism (Sp2 and/or Sp3) - one skin is definitely doable but multiple skins, like mentioned before, cements that we are dealing with a shapeshifter. In this case, she should load two of the opponent's teammates to accomplish the sparring-instead-of-fighting logic of her intended ability (see below)
- In-Fight Switching via Cut-Scenes - if it is too tricky to show transforming while fighting, have a preset animation of transforming that is prepped before the fight so we actually see her morphing using texture-mapped transitions either she stays that way until she triggers it again or another cut-screen happens when she's forced or releases the transformation to return-to-regular-form
Option 3 can have some tweaks:3A: When Mystique faces someone with a synergy of a member of their team that is friendly/family/romantic/team inspired they lose 10% attack rating when she morphs into that teammate
3B: When she faces someone with a synergy in their team that is antagonistic (rival/enemy/nemesis/etc.) she gains 10% attack rating when imitating that teammate
3C: When Mystique faces someone with no synergy with the member of their team she gets no additional benefit
In all cases, the animation of her Sp2 or 3 which will cause the transformations, will be one that seems to stun the opponent between the first and last hit. The idea is that from the opponent's point of view they were knocked out during a special but then were woken back up by a member of their team to spar. So: hit 1, stunned stance, switch appearance, hit 2, active. Power is gained as normal from hits, but the opponent does not launch their special unless Mystique does or a decently long timer expires, which can probably be refreshed/extended with well-timed blocks that cause stun. As mentioned before, her heavy would involve the Power Disrupter to keep the opponent leaking power instead of reaching or staying at Sp3 level before the special-use suppression wears off.
The character design should be inspired by the comics' white costume with the skull forehead jewelry.
Synergies would involve Rogue (improving Rogue's power steal duration and Mystique's power leak potency); Nightcrawler (increasing the duration of critical buffs for both); Wolverine and Sabertooth (romance synergies); Iron Patriot, Emma Frost and Namor (Dark X-Men unique synergy); Magneto (classic), Mr. Sinister, Cyclops (NXS)
Mystique
Class: Mutant | #female #villain #Control: Counter #metal | #Brotherhood, #Dark X-MenI will admit, I was not a big fan of adding Mystique because I did not see her abilities as something the game could portray dynamically before, but NOW, I can think of a few ways she could ideally work since Emma, Ghost and Hood have different skins to switch between. Now, these suggestions are going to be built around her actual classic abilities of shape-shifting and her use of weapons, and not any replication of powers since she does not have that ability. I reiterate, Mystique does not copy powers, so such things as copying Human Torch and shooting flames will not be included here.
Here are what Mystique would bring to the Contest:
How she could work:
Mystique takes on the appearance of someone else and tricks the opponent into taking it easy on her (either because she looks like an old lady or someone on her opponent's team). Because she cannot mimic non-physical powers, after she 'changes' during a Sp3 the opponent does not think it is her and does not use a Special Attack unless she uses hers and gives away the deception by using Mystique's recognizable special attack. The opponent does not realize it is her and instead believes they are just sparring with their teammate and goes a easy on her. During this time, Mystique is building back to at least Sp1 but using her Power Disrupter during a heavy attack can take away the risk of Sp3 against her by causing Power Leak (not Power Steal because she is not Rogue).Here is a list of 4 possible Shapeshifting mechanisms that support my approach in order of simple to complex: 1) Icons of other champs in HUD, 2) fixed second skins (like Emma, Hood, Ghost), 3) pre-fight second skin selection from own or opponent's roster, 4) switch multiple skins during a cut-scene then return
- Icons: if it is too code and processing power intensive to have Mystique actually switch back and forth between one or more champions, she could just always look like Mystique, with us accepting she has changed forms by the appearance of an icon under her health meter of the face of person she is impersonating.
- Fixed Skin(s) with alpha transparencies active so we do not see it/them until she activates a shift. Using Emma Frost as an example [but really simplified], she is one character frame with two coloring schemes laid over each other instead of one like most other champs. The visibility is turned off her second layer when she must look one way, then on when she must look another but both are always present. These do not have to be the exact same size for Mystique like they are for Emma, but it helps. Since we know this is possible without too much processing power to break the game, make at least one skin (of Destiny/Irene Adler) so when she transforms to a little old lady, the desired effect can be implied. One would suffice to represent her shape-shifting, but two would be even more representational of someone who can take on the appearance of anyone at will
- Pre-Fight Second Skins - it may be tricky to additional skins swapped in processed in-game, but if the choice can be made in a less dynamic and intensive environment such as a pre-fight screen, maybe her second skin(s), much like Emma's diamond form, could be loaded to her character model and made invisible until toggled on with her shape-shifting mechanism (Sp2 and/or Sp3) - one skin is definitely doable but multiple skins, like mentioned before, cements that we are dealing with a shapeshifter. In this case, she should load two of the opponent's teammates to accomplish the sparring-instead-of-fighting logic of her intended ability (see below)
- In-Fight Switching via Cut-Scenes - if it is too tricky to show transforming while fighting, have a preset animation of transforming that is prepped before the fight so we actually see her morphing using texture-mapped transitions either she stays that way until she triggers it again or another cut-screen happens when she's forced or releases the transformation to return-to-regular-form
Option 3 can have some tweaks:3A: When Mystique faces someone with a synergy of a member of their team that is friendly/family/romantic/team inspired they lose 10% attack rating when she morphs into that teammate
3B: When she faces someone with a synergy in their team that is antagonistic (rival/enemy/nemesis/etc.) she gains 10% attack rating when imitating that teammate
3C: When Mystique faces someone with no synergy with the member of their team she gets no additional benefit
In all cases, the animation of her Sp2 or 3 which will cause the transformations, will be one that seems to stun the opponent between the first and last hit. The idea is that from the opponent's point of view they were knocked out during a special but then were woken back up by a member of their team to spar. So: hit 1, stunned stance, switch appearance, hit 2, active. Power is gained as normal from hits, but the opponent does not launch their special unless Mystique does or a decently long timer expires, which can probably be refreshed/extended with well-timed blocks that cause stun. As mentioned before, her heavy would involve the Power Disrupter to keep the opponent leaking power instead of reaching or staying at Sp3 level before the special-use suppression wears off.
The character design should be inspired by the comics' white costume with the skull forehead jewelry.
Synergies would involve Rogue (improving Rogue's power steal duration and Mystique's power leak potency); Nightcrawler (increasing the duration of critical buffs for both); Wolverine and Sabertooth (romance synergies); Iron Patriot, Emma Frost and Namor (Dark X-Men unique synergy); Magneto (classic), Mr. Sinister, Cyclops (NXS)
I would like to see Monica Rambeau in mcoc, especially since they're quite a few variations of different characters
Maby the version of infinity war without armer. It will be a great for the new players who dont have the og thanos and the og players that want a stronger thanos.
Multiple Man
Bio -
Jamie Madrox is born to a family living near the Los Alamos research facility in New Mexico; the background radiation may have stimulated his mutation. When Jamie is born, the doctor's slap causes him to multiply into two identical babies. Professor Charles Xavier, a friend of the Madrox family, suggests that they move to Kansas to raise the boy in privacy. Dr. Daniel Madrox, Jamie's father, creates a suit for him to wear which is designed to absorb kinetic energy, the source of the duplication. Later, Damian Tryp of Singularity Investigations makes his own offer to look after Jamie, claiming that Jamie is not just a normal mutant, but actually a "changeling", a predecessor to mutants who develop powers at birth. Jamie's parents refuse to give Jamie to Tryp. When Jamie is fifteen years old, his parents are killed by a tornado alleged to have been caused by Tryp, and Jamie begins to run the farm by himself along with his duplicates, or "dupes", until his suit is damaged. He then contacts Professor Xavier, who sends him to Muir Island with Moria McTaggert, to work in her laboratory and help her with research while also exploring his own powers. Eventually he is asked to join the X-Men, but declines. Instead he becomes a member of the second incarnation of the X-Factor team, which is assembled as a U.S. government response team.
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Class -
Mutant
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Tags -
#Hero, #X-Factor, #S.H.I.E.L.D., #HYDRA, #Size:M
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Signature Ability - “Autonomous Dupes” -
When awakened, Multiple Man starts the first 5 - 20 seconds of each fight with a 0.5% Attack Damage Increase for every Duplication Charge he had at the end of his previous fight, the duration of the Attack Damage Increase is based on his Signature Level. (This only applies to unconverted Duplication Charges, and not to any Prowess Buffs or Dupe Shields gained from converting Duplication Charges.)
Additionally, Multiple Man’s Dupes, having minds of their own, offer Jaime Madrox Stun Immunity and Inverse Controls Immunity so long as he has Duplication Charges.
If Multiple Man has Duplication Charges and acquires an Inverse Controls Debuff, he Purifies the Debuff at the expense of all of his Duplication Charges.
If Multiple Man has Duplication Charges and becomes Stunned, a Dupe will counterattack the opponent on any basic/heavy attack attempted while Multiple Man is Stunned. The counterattack strike is guaranteed to be Critical, and instantly Purifies the Stun Debuff at the expense of all of his Duplication Charges. The mechanics of this counterattack are about the same as Mordo’s Astral Evade.
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Abilities, Attacks & Animations -
Unique Ability - “Duplication” -
Physical contact (inclusive of blocked physical hits) gives Multiple Man a Passive Duplication Charge. If Multiple Man is Knocked Down by a Physical Attack, he is awarded 2 Duplication Charges (one extra for hitting the floor).
These charges can be used offensively upon activation of a Special Attack, which converts all Duplication Charges into minor Prowess Buffs, each of which increase his Special Attack Damage by 1.25% and last for 10 seconds.
These charges may also be used defensively by dashing back and holding block uninterrupted for 3 seconds, which will convert all Duplication Charges into Dupe Shields. If the opponent strikes Multiple Man’s Block within 3 seconds after he dashes back, the conversion of Duplication Charge to Dupe Shield will fail, and Multiple Man will have to dash back to try again.
Dupe Shields provide Invulnerability from Physical Damage at the cost of 1 Dupe Shield for each instance of Physical Damage nullified. Dupe Shields can also be consumed when blocking, causing all physical attacks to be Perfectly Blocked. Dupe Shields offer no protection from Damaging Debuffs or from Energy Damage. Dupe Shields last until used, or until Multiple Man activates a Special Attack. While Multiple Man has Dupe Shields active he cannot gain Duplication Charges. Dupe Shields are not converted into Prowess Buffs upon activating a Special Attack.
Unique Weakness - Energy Attacks -
Energy attacks do not give Multiple Man a Duplication Charge on contact.
Additionally, Energy Attacks and Damaging Debuffs bypass Multiple Man’s Dupe Shields.
Unique Weakness - “Critical Mass” -
Multiple Man cannot hold full power for more than 5 seconds. If the 5 second timer expires and Multiple Man has not used any power, he instantly loses one bar of power and all current Duplication Charges - instantly taking Direct Energy Damage equal to 1% of his maximum health for every Duplication Charge lost.
Basic Attacks & Animations -
Basic Attacks -
Similar fighting style to Star Lord.
Heavy Attack -
Multiple Man kicks his opponent, and immediately after making contact creates a Dupe just behind himself. The Dupe grabs Multiple Man and twirls him around, allowing Jaimie to kick his opponent again with much more momentum. This second kick sends the opponent to the ground, and the Dupe is reabsorbed into Multiple Man.
Special 1 - “Three’s a Crowd” -
Altered version of Ant-Man’s Special 1 Attack, but the 2nd and 3rd hits of this attack are performed by Dupes.
Multiple Man backhands his opponent, creates a Dupe who lands an uppercut, and creates another Dupe who kicks the opponent away to create some distance. The original Multiple Man runs towards his Dupes who work together to toss him high up into the air and towards his opponent. While Multiple Man is airborne he reabsorbs all of his Dupes. Multiple Man finishes the attack with a flying kick to his opponent’s face, knocking them down.
Each successful hit from this attack has a 75% chance to place a Weakness Debuff on the opponent for 10 seconds.
Special 2 - “Strength in Numbers” -
Multiple Man kicks the opponent back to create some distance, then pulls out a gun. Multiple Man creates two Dupes of himself each with guns as well, and then they all open fire on the opponent before being reabsorbed.
Each successful hit from this attack has a 70% chance to inflict a Bleed Debuff on the opponent for 3 seconds.
Special 3 - “Dupe Domination” -
Multiple Man and his opponent engage in an all out brawl, every time Multiple Man and the opponent make contact a new Dupe is spawned and joins in the fray. Eventually the sheer number of Dupes overpowers the opponent.
This attack inflicts a Concussion Debuff on the opponent for 10 seconds.
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Synergies -
“Double Agents” - (Black Widow & Crossbones & Multiple Man)
Black Widow & Crossbones -
Well-timed Blocks have a 33% chance to inflict a Disorient Debuff for 3 seconds.
Multiple Man -
Having Dupes that have worked within both Hydra and S.H.I.E.L.D., Jaime Madrox is privy to a lot of classified information. Because of this, Multiple Man gains a 75% increase to his Critical Resistance when facing opponents with either the #S.H.I.E.L.D. or #Hydra tags.
“Private Investigators” - (Howard the Duck & Multiple Man)
Howard the Duck -
Quack-Fu Fury Buffs are 50% more potent.
Multiple Man -
Multiple Man gains twice the amount of Duplication Charges when struck with Physical Attacks.
“Men of Faith” - (Massacre & Daredevil [Both] & Multiple Man)
Massacre & Daredevil [Both] & Multiple Man -
Massacre, Daredevil [Both], and Multiple Man take 1% less damage from their opponent’s Special 3 attack for every 1 hit in their Combo Meter at the time of the attack’s activation. This effect does not stack with duplicate synergies.
“Time Travelers” - (Cable & Bishop & Kang & Multiple Man)
Cable & Bishop & Kang & Multiple Man -
Whenever Cable, Bishop, Kang, or Multiple Man fall below 10% of their Maximum Health, they regain all the Non-Unique Buffs they acquired throughout the fight, these reapplied Buffs have an infinite duration.
“A Sinister Dupe” - (Mr. Sinister & Multiple Man)
Mr. Sinister -
If his opponent has a Signature Level of 1-50, Mr. Sinister starts the fight with 1 Emergency Shield Buff which reduces the opponent’s first successfully landed Special Attack’s Damage by 60%.
If his opponent is unawakened, Mr. Sinister starts the fight with a Passive Emergency Shield Buff which reduces all of the opponent’s successfully landed Special Attack’s Damage by 30%.
Multiple Man -
Multiple Man gains a Passive 30% increase to his Critical Rating when facing an opponent with the #X-Men tag.
“Teammates” - (Havok & Sabertooth & Multiple Man)
All Champions -
All Champions gain +5% Perfect Block Chance.