Champion Spotlight: Spider-Man (Stealth Suit)


About Spider-Man (Stealth Suit):
Peter Parker is on a Midtown High summer trip to Europe, and he had hoped to leave Super Heroics behind for a few weeks, not to mention the classic Red-and-Blue suit Tony Stark made for him. When Spidey is recruited by Nick Fury to investigate a series of Elemental Creature attacks throughout Europe, he is given his own tactical Stealth Suit, made for him by the very same agent who outfits Nick Fury, Maria Hill, and the rest of their team.
Spider-Man (Stealth Suit)’s Mechanics:
- Ending combos in a Light attack or utilizing Special 2 allows Spider-Man to throw unique Debuffs on his opponent while dishing out damage. Depending on the Web Cartridge players bring into a fight using the Pre-Fight Ability will allow Spider-Man to shut down powerful defensive Abilities such as Unstoppable and Evade, stop Defensive Power Gain, or increase Critical Damage. Since Web Cartridges are limited, you’ll want to strike fast and end the fight quickly, or you’ll need to use Special Attack 3 to reload.
BASE STATS & ABILITIES
* All stats based on 4-Star, Rank 5, Level 50, Signature Level 99
Health: 12163 |
Attack: 1294 |
MAX PI: |
WITHOUT SIGNATURE: 3862 WITH SIGNATURE (99): 4852 |
HEALTH: 24387 |
ATTACK: 2595 |
MAX PI: |
WITHOUT SIGNATURE: 7759 WITH SIGNATURE (200): 10640 |
Character Class: Skill
Basic Abilities: Pre-Fight Ability, Evade, Enervate, Slow, Vulnerability, Precision
Abilities:
STRENGTHS
- Utility
- Spider-Man is able to bring one of three unique abilities into a fight. Access to a Slow Debuff shuts down opponents who Evade or become Unstoppable. The Enervate Debuff stops the enemy from gaining Power when struck and the Vulnerability Debuff can be used as a significant damage boost.
- Evade
- Using his Spider-Sense, Spider-Man has a high chance to Evade incoming Basic Attacks. This ability goes on cooldown but can be reactivated using Special Attack 1 giving him a reliable way to avoid damage.
- True Strike / True Accuracy
- Champions that can ignore Evade effects with True Strike and True Accuracy have an easier time dealing damage to Spider-Man. Likewise, effects such as Slow can also provide the same effect.
- Purify
- Opponents who can reliably Purify Debuffs will limit Spider-Man’s damage as a Spider-Man needs to replace the Debuffs on his Opponent in order to boost his damage output
Passive:
- Spider-Man gains +1333.33 Critical Rating versus Sinister Six and Symbiote champions.
- When a Web Cartridge Debuff is replaced, gain a Fury Passive increasing Attack Rating by 1941 for 25 seconds.
- Spider-Man uses his web-shooters at point-blank range for some of his Basic Attacks. These Hits do not make contact.
Spider-Sense:
- Spider-Man begins the fight with a Spider-Sense Charge granting him a Passive 70% chance to Evade incoming Basic Attacks when not Blocking.
- When Spider-Man Evades an attack, Spider-Sense goes on cooldown for 25 seconds.
- Dodging or Evading incoming hits pauses Fury and Precision Passives for 3.50 seconds.
S.H.I.E.L.D. Web-Shooters - Pre-Fight Ability:
- Spider-Man has 1 Persistent Charge which can be consumed before the fight to load either a Tranquilizer, Web-Foam, or Flash Bang Cartridge into his web-shooters. Only 1 type of Cartridge may be loaded.
- Spider-Man starts the fight with 5 Charges of his loaded Web Cartridge.
- If no Cartridge type is loaded, Spider-Man brings in Flash Bang Web Cartridges by default.
- Spider-Man expends Web Cartridge Charges inflicting Web Cartridge Debuffs when striking with Light Attack 4 or Special Attack 2.
- At the start of the fight, gain back 1 Persistent Charge if it was spent.
S.H.I.E.L.D. Web Cartridge Debuffs:
- Tranquilizer - 100% chance to inflict Enervate preventing the Opponent from gaining Power when struck for 3.75 seconds.
- Web-Foam - 100% chance to inflict a Slow Debuff, reducing the Ability Accuracy of Unstoppable and Evade effects by 100% for 12 seconds. Opponents with a natural Class Advantage cannot be Slowed. Additionally, while the opponent is Slowed Spider-Man cannot Miss.
- Flash Bang - 100% chance to inflict a Vulnerability Debuff. When attacking a Vulnerable opponent, increase Critical Damage Rating by 1125 and decrease their Block Proficiency by 50% for 12 seconds.
SPECIAL ATTACKS
Special 1 - Stealth with a Kick:
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Special 2 - S.H.I.E.L.D. Web Slinger:
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Special 3 - Lights Out:
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Signature Ability - S.H.I.E.L.D. Enhanced Spider:
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SYNERGY BONUSES
Bad for Business (2* and up): With Vulture
- Spider-Man (Stealth Suit): Striking an Enervated Opponent deals 10% of the Damage dealt as Energy Damage.
- Vulture: Start the fight with a Decoy Buff and Vulture stores 5 Chitauri Energy when striking an Opponent suffering from Siphon Charge Debuff.
- Unique Synergy: Does not stack with duplicate synergies.
Spider-Men in Black (3* and up): With Spider-Man (Symbiote) and Spider-Man (Miles Morales)
- Spider-Man (Stealth Suit): +100% Evade Ability Accuracy against Unblockable attacks while the Opponent has a Vulnerability Debuff.
- Spider-Man (Symbiote and Miles Morales): Evade does not trigger while Blocking.
- Spider-Man (Miles Morales): Special Attack 2 inflicts Power Sting for 8 seconds, dealing 100% of Attack as Direct Damage when the Opponent activates a Special Attack.
- Spider-Man (Symbiote): Heavy Attack inflicts a Vulnerability Debuff for 9 second(s).
- Unique Synergy: Does not stack with duplicate synergies.
Stark Internship (4* and up): With Iron Man (Infinity War)
- Spider-Man (Stealth Suit): Slowed Opponents also have the Ability Accuracy of Shock and Incinerate effects reduced by 100%.
- Iron Man (Infinity War): The duration of Incinerate and Plasma effects is increased by 50%.
- Unique Synergy: Does not stack with duplicate synergies.
Culture Shock (5* and up): With Electro
- Spider-Man (Stealth Suit): Increases the potency of Fury, and Precision effects that trigger while Spider-Sense is active by 15%.
- Electro: When one of Electro’s Stun abilities fail to trigger, he inflicts a Shock Debuff instead dealing 40% of Attack over 7 seconds.
- Unique Synergy: Does not stack with duplicate synergies.
RECOMMENDED MASTERIES
Glass Cannon
- Stealth Spider-Man hits his opponents hard right after expending his Web Cartridges. Adding in Glass Cannon will give him a welcome boost in damage while clever use of his Spider-Sense prevents him from taking damage.
- The added damage and Ability Accuracy reduction make Spider-Man deadly versus weakened bosses. Take Assassin in versus Bosses with low health pools to burst them down in a short amount of time.
- If you want to add even more utility to Spider-Man, Despair is a great choice. His Special Attack 2 significantly increases the duration of his Web Cartridge Debuffs, to the point where the Opponent’s healing and Regeneration will almost be permanently reduced for the whole fight.
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Comments
Spider-Men in Black (3* and up): With Spider-Man (Symbiote) and Spider-Man (Miles Morales)
What are the stats of the vulnerability debuff on spidey symbiotic
@Kabam Zibiit
Anyway, what does it mean in his L2 ability that replaced debuffs do not expire? I've tried it and the debuffs don't become permanent.
I have skill rank up gems for 2-3 and 3-4 and was initially saving for Aegon or Nick Fury but who knows when or if I ever pull them. I also have a t5b in overflow, but have around 28 days before that expires.
Just curious if anyone else that has played around with him more than me thinks he is worthy for r4 or r5 (I may have better r5 options though)?