Me gustaría que se añadieran: Ángel antes de ser transformado Mística El hombre de arena Lagarto Apocalipsis Antivenom Azazel Polaris Adam Warlock Sapo Lady Sif y los guardianes de Asgard Blink Profesor X Dr Doom Silver Surfer Kitty Pride Hulkling Me parece que todos estos podrían ser personajes bastante interesantes y que podrían gustar a los jugadores
Mystique, Speed, Quicksilver, Wicaan, Lightspeed, Adam Warlock, Blue Marvel, Korvac, Hydro Man, Molten Man, Sandman, Kraven the Hunter, Chameleon, Scorpion, Prowler, Jackal, Mr. Fantastic, Ben Richards, A-Bomb, the Lizard, Morbius the Vampire, Nightmare, Nova Prime, Shocker, Skaar, Valkyrie, Wonder Man.
The community says Doom, Apocalypse, Galactus, Silver Surfer, and Sandman are the highest priorities. A few champs I'd like to see (among many) include Spider Woman, Dazzler, Mandarin, Squirrel Girl, and Morbius. Didn't I mention your favorite? There are more than 500 champs who need votes on this list. Your suggestion is probably already there, waiting for your vote. If it isn't, you can add it.
Sandman idea: Immune to all physical damage. Energy damage stuns for 3.5 seconds, scaling down the higher star rating he is. Immune to bleed, poison, frostbite, reversed controls, coldsnap, exhaustion, concussion, fatigue, and incinerate up to 3 stacks. After 3 incinerate stacks has been reached or surpassed, he becomes glass at the cost of purifying the incinerates, and takes 200% damage from physicals, and energy damage stuns 1.5 seconds longer. Has passive complete block penetration with zero perfect block chance on the enemy, no matter what. Crit resistance when not glass is high, drops to zero when glass. Heavies stun the opponent for half a second, scaling up the higher star rating he is. Special 1 is a sand hammer, gain Cruelty for 5 seconds. Special 2 is a sandstorm, Degeneration on the opponent for 10 seconds, dealing 0.5 percent of their maximum health per second, scaling up to 1.8 percent at a 6 star rating. Special 3 is a mix of every well-known Sandman tactic from all of media, gain Fury that increases attack rating by 25.0 at a 1 star, 900 at a 6 star for the rest of the fight, and passively increased critical rating for the rest of the fight. If he parries a physical contact attack, the enemy takes 40% if the damage they would have or did deal. If he is glass, this effect is ignored. Instead of having his health be reduced, he stays at maximum health, but his maximum health decreases by the same amount of damage dealt by the attack, as his supply of sand runs out. This counters percentage-based abilities like Elektra’s precision buff. Basically, he would have immunity to a majority of Champs, making him unbeatable unless you have energy damage or easily applied incinerate, but if you do, he would be pretty much defenseless due to the stun allowing you to combo him forever, or the incinerate taking away his physical resistance. He would have above average base damage, health, attack rating, block proficiency,and of course physical resistance.
Passive: Antimatter generation: Every 7seconds blue Marvel generates 5 antimatter charges (max 40 charges)
Antimatter absorption:
Dash and block: Whenever blue Marvel has at least one charge, dashing back and holding block for 1second converts the charge into power (each charge =. 1.5% of maximum power)
Heavy: Using a heavy attack when at 20 antimatter charges converts the charges into a permanent passive fury effect increasing attack by 20% (max: 5stacks)
/*US Marine/trained combatant...: All special attacks receive a bonus 50% critical rating and 70% critical damage increase*/
Signature Ability: Persistent charge Blue Marvel is able to carry antimatter charges from previous fight to the next. Additionally, whenever blue Marvel consumes Antimatter charges, he regenerates a percentage of his health. Each charge grants 0.5% health.
Fantomex
Signature Ability E.V.A Fantomex gains a predictive evade mechanic. In the course of a fight, if an opponent repeats a combo in a particular sequence, fantomex registers it by gaining an evade charge. Should that combo sequence be initiated again, fantomex will evade the final hit and counter attack, inflicting a random debuff on the opponent. Debuff could either be shock, bleed, incinerate (dealing 85% of his attack as damage) or stun (1.5seconds)
Medium attacks: (gunshots) Don't make contact, hence they're immune to parry. Also, medium attacks have a 45% chance to inflict bleed dealing 65% of his attack as damage over 4seconds
Light attacks: Critical light attacks have a 75% chance to shock the opponent dealing 45% of his attack as damage over 2seconds
Passive: Misdirection: Dashing back and holding block for 1.5seconds gives fantomex a misdirection charge. When the opponent uses a special attack, the charge is consumed, and fantomex evades the special attack.
Special 1: Fantomex shows the opponent just how strong he is This special involves a barrage of melee attacks (5hits) Each attack has a 55% chance to disorient the opponent for 9seconds Final hit has a 65% chance to stun the opponent for 2.5seconds
Special 2: Lock and unload: Fantomex fires at the opponent with his gun and launches a grenade at the opponent. The grenade attack has a 100% chance to incinerate the opponent dealing 130% of his attack as damage This special attack also receives +800 critical rating and damage
Special 3: Using this attack grants fantomex a regeneration passive Dashing back and holding block for 1.2seconds causes fantomex to regenerate 40% of his missing health.
Jean Grey
Signature ability:
Jean awakened becomes a master of her psionic abilities making her immune to inverted controls Also, when jean stays close to the opponent for more than 2seconds she psiphons power from the opponent, gradually increasing her attack rating by 70-125% the longer she remains close to the opponent and increasing her power rate from attacking the opponent by 30% and at the same time reducing opponents power gain from attacks by same amount.
Passive Abilities:
When jean is to be knocked out, she gains a telekinetic shield that absorbs damage till it breaks (max of 8hits,blocked attacks included). During this period jeans attack deals extra energy damage and she also gets a prowess buff.
Special 1: Host of the Phoenix: Jean shows the opponent just how powerful her telekinetic blasts are. She launches 2 consecutive telekinetic blasts at the opponent before levitating and launching a final raptor like blast at the opponent.
This attack has an 85% chance to stun the opponent for 2.5seconds
Special 2: No Psychic Barriers:
Jean draws her opponent in with her telekinesis and uses telepathy to project the opponents fears, terrifying them before using tk to blast them away. This attack is class based. By that I mean the fears of the opponent is the class they'd get class disadvantage from. If jean fights a cosmic, she projects the fears of a cosmic which is mystic champions. Cosmics fear getting their buffs nullified so jean does what a mystic does. Any buff active on a cosmic gets nullified immediately and replaces them with a corresponding debuff. If it's fury, she nullifies and places weakness, if it's precision, she nullifies and places exhaust and so on.
Against mystic, she projects science. Jean places a power sting on the opponent dealing 70% of her attack as direct damage if the opponent uses a special attack. Sting lasts for 8seconds.
Against tech, jean projects cosmic and inficts armor break on the opponent removing a maximum of 2stacks of armor
Against science, jean projects skill and places a concussion debuff on the opponent reducing ability accuracy by 45% for 15sec
Against skill, why bother. She's already far superior than the regular homo sapien
Against mutant, she reduces their special attack damage by 15% for the rest of the fight
*Has no effect on robots
Special 3: Marvel Girl Jean unleashes the full extent of her abilities. This attack drains 100% of the opponents power and power locks them for 10seconds. It also has a 100% chance to stun the opponent if jeans signature ability is active.
Magneto
Passive:
Whenever his health goes below 80%, he begins to generate magnetic field charges per second (max 50 charges) Each charge increases his special attack damage by 1.2% (max 60%) When stunned, charge generation is paused for the duration of the stun.
Light attacks This attack cannot be parried as magneto uses sharp metal objects in this attack similar to yondu's arrow. Additionally, light attacks have a 30% chance to inflict bleed dealing 1035 damage over 3seconds
Signature Ability: Max charges is increased to 60 When Erik's health goes below 50%, magneto expends 5charges to prevent him from taking more than 10% of his health as damage. Additionally, dashing back and holding block for 1.5seconds, grants magneto a fury buff that lasts for 20seconds increasing attack by 2.5% per magnetic charge (doesn't consume charges) Once the fury expires, this ability goes into cooldown for 30-20seconds.
Synergy: On and off mentor Jean Grey, Beast, Iceman, Cyclops, Archangel Magneto- chance to inflict bleed increases by a flat 20% chance. Iceman: when cold snap expires, it deals direct damage - 2% of the opponents max health. Cyclops: ??? Archangel: gains a prowess buff increasing special attack damage by 10% Beast: Bleed damage increases by 30% Jean Grey: Special 3 deals an additional 20% damage
idea: Passive ability to stun the opponent (like she has an in-built Mesmerize node) but at a very low percentage, which increases each time she uses Dexterity to evade an attack. In addition, she must not be holding block in order to stun the opponent via this ability.
Character Idea: Spider-Man (2099) Class: Science Abilities
15% for Cruelty to activate while attacking
30% for Evade to activate while being attacked
10% for Fury to activate while being attacked
Poison Immunity
Signature Ability
Clawed Fingers: Spider-Man (2099) has claws protruding from his fingers that have an X% chance to cause Bleed for X seconds or has an X% chance to cause Poison for X seconds.
Special 1: Spider-Strike
Spider-Man (2099) shows foes that he’s not playing around. Spider-Man (2099) extends his claws and dashes forward, slicing through the opponent. Always causes Bleed for X seconds and an X% chance to cause Weakness for X seconds
Special 2: Half Spider
Spider-Man (2099) shows off the powers he has gained. Spider-Man (2099) shoots multiple webs at the opponent and when they are tied up he will jump forward and digs both his finger and toe talons into the opponent before jumping back. Has an X% chance to cause Bleed and Weakness for X seconds
Special 3: Once Bitten
Spider-Man (2099) gets a little hungry, Spider-Man (2099) fire webs at the opponent and ties them up, he will then pull up his mask to reveal his mouth, showing off his fangs, he will then jump forward and bite down onto their throat before kicking off of them. Always causes Poison for X seconds also has an X% chance to cause Bleed, Weakness and Stun for X seconds.
Victory Pose: Spider-Man (2099) flips backward and strikes a spider pose Synergies Friends (Level 1) with Spider-Man (Miles Morales), Spider-Gwen & Spider-Man (Classic)
Passive Abilities: Dream State, Energy Absorption, Damage Reflection, Immune to Bleed, Poison and Incinerate.
Passive #1:
Dream State
When the Opponent is not engaging in battle, Nightmare inflicts a Dream State Debuff for every 0.30 Seconds they are Stationary. These Debuffs reduce the Ability Accuracy of the Opponent's Attack by 5% per Debuff.
Throwing a Heavy Attack whilst inflicting 5 Debuffs will trigger a Degeneration Debuff which Drains 280.50 over 4 Seconds.
Energy Absorption:
Energy Attacks fuel Nightmare's Strength so for every 1 Energy Attack received, gain Health equal to that Attack back.
Damage Reflection:
Nightmare can use dreams to his advantage by inducing a Fear State where 100% of all Damage Received from his Opponent is reflected back as Direct Damage.
Immunity: Bleed Poison Incinerate
Special Attack 1: Fear Me!
Nightmare uses Dreams to trick the Opponent to fall asleep and while doing so, opens a Dimensional Portal for them to fall through.
Melekith(cosmic) 1.power Of Efir : When Melekith lost 50%Of his heals he activates POWER OF Efir. What is it doing? Damege Of his attacks be higher on 40%(Damege Of special attacks not make higher), make degenerations on 10 seconds, and hang weakening on opppnents. 2.evade He has 5%chanse to evade 3.Miss : He has 5%chanse to call on opponent miss 4.Imunne to shock and frost bite SPECIAL ATTACK 1: Invokes on opppnent Bleed on 4 seconds, and hang passive cruelty on him on 6 seconds SPECIAL ATTACK 2: Invokes on opppnent stun on 2 seconds, hang weakening on opppnents on 7 seconds, hang passive accuracy on him on 6 seconds, and hang heal block on 5 seconds SPECIAL ATTACK 3: Make Melekith demage on 12% higher, and hang passive Fury on 6 seconds SIGNATURE ABILITY: Special attack 3 make Melekith demage on 12%+6%(18%) higher SYNERGIES: Opponent (tror, Thor Ragnarok) +2%to chanse to evade Hunter on Reality Stone (Corvus, Proxima, Ebony, Cull) +2% to chanse to miss. Thank you for attention! I hope Kabam Will see that and add my champion, Goodbye!
I want this dude to dwarf Sentinel as Sentinel dwarfs normal characters, lol. If this seems too ridiculous, maybe limit it to his boss node in his event quest, wherein he grows in stages (where there's a cut scene in between the growth spurts). I figure maybe different percentages of his life total dictate how large he becomes. ex: 100%-70% hp: normal size 69%-30%: Sentinel size 1%-29%: (desperation mode) GIANT SIZE
Or maybe each execution of sp3 makes him grow (thereby eliminating the need for a cut scene)
At giant size i suppose a totally different animation set is needed, like him stomping on his now ant-sized adversaries. Or crouching down and swatting at his foes like flies.
How about Thor (infinity war) with storm breaker, Thor (endgame) with storm breaker, long hair and beard and Captain America (endgame) with shield and mjolnir
After the fantastic 3 members of the fantastic 4 try to find read they find 4 mysterious figures emerge it's Mister Negative Hobgoblin Doctor Doom and supergiant with the cabal they try to steel the powers of mr.fantastic and Captain Marvel's powers can the band stop them or will they be toast
idea: On contact: Grey Gargoyle applies a "stone stack" on his victim. The more stacks there are, the more messed up the victim's controls get (i.e. failed parries, delayed inputs, and the normal 5-hit combo degrades into a 1-hit combo as the victim gradually turns to stone.)
When stacks reach a certain number, the opponent is completely turned to stone and automatically loses no matter how many hit-points he has remaining.
The stone stacks have a drawback: they actually increase the victim's armor and physical resistance, but this doesn't matter because of Grey Gargoyle's unique win condition.
Can we get Zarathos (The Spirit of Vengeance) one day. I’ve recently got intrigued by this character and it would be incredible to see him translated to MCOC!!!
When the 3 members of the fantastic try to free mr.fantastic and Captain Marvel from their chambers they find Adam Warlock Captain America(Infinity War) nick fury and talos trying to free there Allie Captain Marvel from the cabal but they could be facing a much greater danger with the cabal stealing powers their power stealing chambers read more about this in the last comment that this comment is connected to
Soooooooo if someone could do this it would a huge favor, also the name I'm thinking of for the quest is Dr.Dooms Day and the boss could be the one who obsorbes the powers of the champions Mr.fantastic and Captain Marvel rendering them weak and the Beginner to Normal title could be (Libreia Skrull's) and the strong Heroic to Master to Uncollected title could be (Ender of the Cabal) note: the 2nd title does not mean that the Cabal will end and there's no guarantee that the Kabam people will go with my idea but I hope they do they might change a few things if they do but that's just opportunity if they choose this I'd appreciate it if they didn't change to everything and I hope mr.fantastic gets added next
Mabey Ægon should have an Arch nemesis œzuan an (Organic-techno-Nano-Black ISO-8-virus-infection-Bound-Subject) or (O.T.N.B8.V.I.B.S) For short and he has Armor made from the tech and metal used make frome warlocks robot species wich gives him the ability to transform but his special Attacks are different from Warlocks because he has additional powers he can make Purple energy weapons and blasts because he has been eating the Tech and Basic ISO-8 since the beginning of the Battlerealm before there was even a contest of champions before the Maestro he used his Cosmic abilities and Crazy Tech to create the ISO-spell and edit the ISO-8's genetic code to create class ISO-8 during the 4th contest he Summoned an unknown number of versions of himself to compete in the contest he is more powerful than the Maestro his power is like a thousand Maestro's and he has a version of the ego stone from Dimension 20-Z a dimension were Captain Marvel and Ultron and Thanos and Heimdall all got into a fight hero against villain and they all blowup morang and with it the soul stone with a cosmic blast and all died and with morang gone it left a hole to the ultravese of that dimension leaving an opportunity for œzuan to take the ego stone and make it back to the battle realm right on time for the first contest of champions he is native to the heart of infinity and went to a dimension were Maestro had fallen to be in jail for the rest of his life when he was 10 years old he is currently 300 billion years-old and when the Collector brought Warlock into the contest he Grabed Warlock by the taking him sixteen light years away from the Battlerealm and flew back smashing him right in the same spot where Warlock was standing and he was smashed to pieces so œzuan could use the metal that was compatible with his armor to create a belt capable harnessing the energy of Tech so he can never get tired and gives him super speed and electricity he is a Tech Champion and no one knows wich one is the real him exept Ægon and the people of the contest and this comment might beway to long
There's two characters who I think would be great for Contest of champions, the Spiderman villain Shocker and the Captain America villain Master Man,
Master Man can have a temporary status boost as his special ability given his powers only last a short time,
And Shocker can use long range attacks for his special attacks in nature with his vibroshock gloves. Thank you and I hope you consider these two for the game! I'd love to play as them.
Banshe his hit can just be a normal hit His block his cross pose and 1 s Is him gliding to enemy 2 s Can be him swoop upercut and his final s Can be hil swooping up geting the enimey in the air the him screaming pushing emin down
Comments
Ángel antes de ser transformado
Mística
El hombre de arena
Lagarto
Apocalipsis
Antivenom
Azazel
Polaris
Adam Warlock
Sapo
Lady Sif y los guardianes de Asgard
Blink
Profesor X
Dr Doom
Silver Surfer
Kitty Pride
Hulkling
Me parece que todos estos podrían ser personajes bastante interesantes y que podrían gustar a los jugadores
Just a reminder to vote on the community poll for most desired new champs.
The community says Doom, Apocalypse, Galactus, Silver Surfer, and Sandman are the highest priorities. A few champs I'd like to see (among many) include Spider Woman, Dazzler, Mandarin, Squirrel Girl, and Morbius. Didn't I mention your favorite? There are more than 500 champs who need votes on this list. Your suggestion is probably already there, waiting for your vote. If it isn't, you can add it.
========
NEW: SUMMONER COMMUNITY'S ...MOST DESIRED CHAMP BUFFS!
In other news, there is a brand new poll: which existing champs most badly need a buff/improvement/update?
Has passive complete block penetration with zero perfect block chance on the enemy, no matter what. Crit resistance when not glass is high, drops to zero when glass.
Heavies stun the opponent for half a second, scaling up the higher star rating he is.
Special 1 is a sand hammer, gain Cruelty for 5 seconds.
Special 2 is a sandstorm, Degeneration on the opponent for 10 seconds, dealing 0.5 percent of their maximum health per second, scaling up to 1.8 percent at a 6 star rating.
Special 3 is a mix of every well-known Sandman tactic from all of media, gain Fury that increases attack rating by 25.0 at a 1 star, 900 at a 6 star for the rest of the fight, and passively increased critical rating for the rest of the fight.
If he parries a physical contact attack, the enemy takes 40% if the damage they would have or did deal. If he is glass, this effect is ignored.
Instead of having his health be reduced, he stays at maximum health, but his maximum health decreases by the same amount of damage dealt by the attack, as his supply of sand runs out. This counters percentage-based abilities like Elektra’s precision buff.
Basically, he would have immunity to a majority of Champs, making him unbeatable unless you have energy damage or easily applied incinerate, but if you do, he would be pretty much defenseless due to the stun allowing you to combo him forever, or the incinerate taking away his physical resistance. He would have above average base damage, health, attack rating, block proficiency,and of course physical resistance.
Poison immunity
Passive:
Antimatter generation:
Every 7seconds blue Marvel generates 5 antimatter charges (max 40 charges)
Antimatter absorption:
Dash and block:
Whenever blue Marvel has at least one charge, dashing back and holding block for 1second converts the charge into power (each charge =. 1.5% of maximum power)
Heavy:
Using a heavy attack when at 20 antimatter charges converts the charges into a permanent passive fury effect increasing attack by 20% (max: 5stacks)
/*US Marine/trained combatant...:
All special attacks receive a bonus 50% critical rating and 70% critical damage increase*/
Signature Ability:
Persistent charge
Blue Marvel is able to carry antimatter charges from previous fight to the next.
Additionally, whenever blue Marvel consumes Antimatter charges, he regenerates a percentage of his health. Each charge grants 0.5% health.
Fantomex
Signature Ability
E.V.A
Fantomex gains a predictive evade mechanic.
In the course of a fight, if an opponent repeats a combo in a particular sequence, fantomex registers it by gaining an evade charge. Should that combo sequence be initiated again, fantomex will evade the final hit and counter attack, inflicting a random debuff on the opponent.
Debuff could either be shock, bleed, incinerate (dealing 85% of his attack as damage) or stun (1.5seconds)
Medium attacks: (gunshots)
Don't make contact, hence they're immune to parry.
Also, medium attacks have a 45% chance to inflict bleed dealing 65% of his attack as damage over 4seconds
Light attacks:
Critical light attacks have a 75% chance to shock the opponent dealing 45% of his attack as damage over 2seconds
Passive:
Misdirection:
Dashing back and holding block for 1.5seconds gives fantomex a misdirection charge.
When the opponent uses a special attack, the charge is consumed, and fantomex evades the special attack.
Special 1:
Fantomex shows the opponent just how strong he is
This special involves a barrage of melee attacks (5hits)
Each attack has a 55% chance to disorient the opponent for 9seconds
Final hit has a 65% chance to stun the opponent for 2.5seconds
Special 2:
Lock and unload:
Fantomex fires at the opponent with his gun and launches a grenade at the opponent.
The grenade attack has a 100% chance to incinerate the opponent dealing 130% of his attack as damage
This special attack also receives +800 critical rating and damage
Special 3:
Using this attack grants fantomex a regeneration passive
Dashing back and holding block for 1.2seconds causes fantomex to regenerate 40% of his missing health.
Jean Grey
Signature ability:
Jean awakened becomes a master of her psionic abilities making her immune to inverted controls
Also, when jean stays close to the opponent for more than 2seconds she psiphons power from the opponent, gradually increasing her attack rating by 70-125% the longer she remains close to the opponent and increasing her power rate from attacking the opponent by 30% and at the same time reducing opponents power gain from attacks by same amount.
Passive Abilities:
When jean is to be knocked out, she gains a telekinetic shield that absorbs damage till it breaks (max of 8hits,blocked attacks included). During this period jeans attack deals extra energy damage and she also gets a prowess buff.
Special 1:
Host of the Phoenix:
Jean shows the opponent just how powerful her telekinetic blasts are.
She launches 2 consecutive telekinetic blasts at the opponent before levitating and launching a final raptor like blast at the opponent.
This attack has an 85% chance to stun the opponent for 2.5seconds
Special 2:
No Psychic Barriers:
Jean draws her opponent in with her telekinesis and uses telepathy to project the opponents fears, terrifying them before using tk to blast them away.
This attack is class based. By that I mean the fears of the opponent is the class they'd get class disadvantage from.
If jean fights a cosmic, she projects the fears of a cosmic which is mystic champions. Cosmics fear getting their buffs nullified so jean does what a mystic does. Any buff active on a cosmic gets nullified immediately and replaces them with a corresponding debuff. If it's fury, she nullifies and places weakness, if it's precision, she nullifies and places exhaust and so on.
Against mystic, she projects science. Jean places a power sting on the opponent dealing 70% of her attack as direct damage if the opponent uses a special attack. Sting lasts for 8seconds.
Against tech, jean projects cosmic and inficts armor break on the opponent removing a maximum of 2stacks of armor
Against science, jean projects skill and places a concussion debuff on the opponent reducing ability accuracy by 45% for 15sec
Against skill, why bother. She's already far superior than the regular homo sapien
Against mutant, she reduces their special attack damage by 15% for the rest of the fight
*Has no effect on robots
Special 3:
Marvel Girl
Jean unleashes the full extent of her abilities.
This attack drains 100% of the opponents power and power locks them for 10seconds.
It also has a 100% chance to stun the opponent if jeans signature ability is active.
Magneto
Passive:
Whenever his health goes below 80%, he begins to generate magnetic field charges per second (max 50 charges)
Each charge increases his special attack damage by 1.2% (max 60%)
When stunned, charge generation is paused for the duration of the stun.
Light attacks
This attack cannot be parried as magneto uses sharp metal objects in this attack similar to yondu's arrow.
Additionally, light attacks have a 30% chance to inflict bleed dealing 1035 damage over 3seconds
Signature Ability:
Max charges is increased to 60
When Erik's health goes below 50%, magneto expends 5charges to prevent him from taking more than 10% of his health as damage.
Additionally, dashing back and holding block for 1.5seconds, grants magneto a fury buff that lasts for 20seconds increasing attack by 2.5% per magnetic charge (doesn't consume charges)
Once the fury expires, this ability goes into cooldown for 30-20seconds.
Synergy:
On and off mentor
Jean Grey, Beast, Iceman, Cyclops, Archangel
Magneto- chance to inflict bleed increases by a flat 20% chance.
Iceman: when cold snap expires, it deals direct damage - 2% of the opponents max health.
Cyclops: ???
Archangel: gains a prowess buff increasing special attack damage by 10%
Beast: Bleed damage increases by 30%
Jean Grey: Special 3 deals an additional 20% damage
idea:
Passive ability to stun the opponent (like she has an in-built Mesmerize node) but at a very low percentage, which increases each time she uses Dexterity to evade an attack. In addition, she must not be holding block in order to stun the opponent via this ability.
Class: Science
Abilities
- 15% for Cruelty to activate while attacking
- 30% for Evade to activate while being attacked
- 10% for Fury to activate while being attacked
- Poison Immunity
Signature Ability- Clawed Fingers: Spider-Man (2099) has claws protruding from his fingers that have an X% chance to cause Bleed for X seconds or has an X% chance to cause Poison for X seconds.
Special 1: Spider-Strike- Spider-Man (2099) shows foes that he’s not playing around. Spider-Man (2099) extends his claws and dashes forward, slicing through the opponent. Always causes Bleed for X seconds and an X% chance to cause Weakness for X seconds
Special 2: Half Spider- Spider-Man (2099) shows off the powers he has gained. Spider-Man (2099) shoots multiple webs at the opponent and when they are tied up he will jump forward and digs both his finger and toe talons into the opponent before jumping back. Has an X% chance to cause Bleed and Weakness for X seconds
Special 3: Once Bitten- Spider-Man (2099) gets a little hungry, Spider-Man (2099) fire webs at the opponent and ties them up, he will then pull up his mask to reveal his mouth, showing off his fangs, he will then jump forward and bite down onto their throat before kicking off of them. Always causes Poison for X seconds also has an X% chance to cause Bleed, Weakness and Stun for X seconds.
Victory Pose: Spider-Man (2099) flips backward and strikes a spider poseSynergies
Friends (Level 1) with Spider-Man (Miles Morales), Spider-Gwen & Spider-Man (Classic)
Class: Mystic
Passive Abilities: Dream State, Energy Absorption, Damage Reflection, Immune to Bleed, Poison and Incinerate.
Passive #1:
Dream State
When the Opponent is not engaging in battle, Nightmare inflicts a Dream State Debuff for every 0.30 Seconds they are Stationary. These Debuffs reduce the Ability Accuracy of the Opponent's Attack by 5% per Debuff.
Throwing a Heavy Attack whilst inflicting 5 Debuffs will trigger a Degeneration Debuff which Drains 280.50 over 4 Seconds.
Energy Absorption:
Energy Attacks fuel Nightmare's Strength so for every 1 Energy Attack received, gain Health equal to that Attack back.
Damage Reflection:
Nightmare can use dreams to his advantage by inducing a Fear State where 100% of all Damage Received from his Opponent is reflected back as Direct Damage.
Immunity:
Bleed
Poison
Incinerate
Special Attack 1: Fear Me!
Nightmare uses Dreams to trick the Opponent to fall asleep and while doing so, opens a Dimensional Portal for them to fall through.
Inflicts:
Armor Shatter (2 Seconds)
Concussion (3 Seconds)
Gains:
Fury (5 Seconds)
Special Attack 2: I've put a Spell on you.
Nightmare attacks his Enemy by charging at them and engaging them in hand to hand combat. The Enemy gets worn out and Nightmare headbutts them.
Inflicts:
Stun (3 Seconds)
Concussion (3 Seconds)
Gains:
Cruelty (3 Seconds)
Precision (3 Seconds)
1.power Of Efir :
When Melekith lost 50%Of his heals he activates POWER OF Efir. What is it
doing?
Damege Of his attacks be higher on 40%(Damege Of special attacks not make higher), make degenerations on 10 seconds, and hang weakening on opppnents.
2.evade
He has 5%chanse to evade
3.Miss :
He has 5%chanse to call on opponent miss
4.Imunne to shock and frost bite
SPECIAL ATTACK 1:
Invokes on opppnent Bleed on 4 seconds, and hang passive cruelty on him on 6 seconds
SPECIAL ATTACK 2:
Invokes on opppnent stun on 2 seconds, hang weakening on opppnents on 7 seconds, hang passive accuracy on him on 6 seconds, and hang heal block on 5 seconds
SPECIAL ATTACK 3:
Make Melekith demage on 12% higher, and hang passive Fury on 6 seconds
SIGNATURE ABILITY:
Special attack 3 make Melekith demage on 12%+6%(18%) higher
SYNERGIES:
Opponent (tror, Thor Ragnarok)
+2%to chanse to evade
Hunter on Reality Stone
(Corvus, Proxima, Ebony, Cull)
+2% to chanse to miss.
Thank you for attention!
I hope Kabam Will see that and add my champion, Goodbye!
I want this dude to dwarf Sentinel as Sentinel dwarfs normal characters, lol.
If this seems too ridiculous, maybe limit it to his boss node in his event quest,
wherein he grows in stages (where there's a cut scene in between the growth spurts).
I figure maybe different percentages of his life total dictate how large he becomes.
ex:
100%-70% hp: normal size
69%-30%: Sentinel size
1%-29%: (desperation mode) GIANT SIZE
Or maybe each execution of sp3 makes him grow (thereby eliminating the need for a cut scene)
At giant size i suppose a totally different animation set is needed, like him stomping on his
now ant-sized adversaries.
Or crouching down and swatting at his foes like flies.
idea:
On contact:
Grey Gargoyle applies a "stone stack" on his victim. The more stacks there are, the more messed up the victim's controls get (i.e. failed parries, delayed inputs, and the normal 5-hit combo degrades into a 1-hit combo as the victim gradually turns to stone.)
When stacks reach a certain number, the opponent is completely turned to stone and automatically loses no matter how many hit-points he has remaining.
The stone stacks have a drawback: they actually increase the victim's armor and physical resistance, but this doesn't matter because of Grey Gargoyle's unique win condition.
Captain America(Infinity War) nick fury and talos trying to free there Allie Captain Marvel from the cabal but they could be facing a much greater danger with the cabal stealing powers their power stealing chambers read more about this in the last comment that this comment is connected to
Vote Redskull
Vote Kingpin
Vote Yellowjacket
Vote Iron-Patriot
Vote Joe Fixit
Vote Punisher 2099
Vote Loki
Vote Super Adaptoid(Hydra)
New members:
Vote Doctor-Doom
Vote supergiant
Vote Hobgoblin
Vote Mister negative/Charles Lee
Allie:
Master Man can have a temporary status boost as his special ability given his powers only last a short time,
And Shocker can use long range attacks for his special attacks in nature with his vibroshock gloves. Thank you and I hope you consider these two for the game! I'd love to play as them.