Being made entirely of super-heated slag, magma and metal, Molten Man is immune to Bleed, Poison, Coldsnap and Frostbite and takes no damage from Incinerates
If Molten Man would be incinerated or take an attack that has incinerate based damage he gains a Fury increasing attack by +252 for 12 seconds, this can stack up to ten times.
In addition to gaining a fury, Molten Man gains 15% a bar of power every time he would be incinerated or take incinerate based damage.
Magma Armour Passive:
Molten Man gains a passive Magma Armour buff at the start of the fight increasing armour by +840
Molten Man ignores 70% of recoil damage while this is active
If Molten Man loses this buff due to an Armour Break or Armour Shattered debuff, he will regain it after 20 seconds
When Attacked:
40% chance to incinerate the opponent dealing 252 damage and reduces Block Proficiency by 30% over 4 seconds
This raises to 100% if Magma Armour is not active and Incinerate damage gets increased by +252
Basic Attacks:
Molten Man's attacks inflict energy damage instead of physical, his first medium and fourth and fifth light attacks don't make contact with the opponent
20% chance to incinerate the opponent dealing 405 damage and reduces Block Proficiency by 40% over 7 seconds
Special Attacks:
Convert active all furies into passive furies increasing attack by the same amount
Max: 30
Special 1: Magma Burst Visuals: Molten Man strikes the opponent twice before firing a pulse of lava at the opponent Molten Man wants to see things heat up a bit by coating you in liquid magma
This inflicts a passive Magma Coating buff on the opponent for 15 seconds turning all the opponent's physical attacks into incinerate based attacks for the duration the buff
Magma Coating cannot apply on the opponent if they are incinerate immune or take no damage from incinerates
Special 2: Flaming Fissure Visuals: Molten Man slams his fists into the ground and then thrusts his arms into it sending a column of magma at the opponent Molten Man reaches deep into the earth to send a large column of magma
This inflicts a passive Molten Slag debuff on the opponent dealing 2521 damage over 25 seconds, reduces Block Proficiency by 60% and consumes all Armour Up and Physical Resistance buffs on the opponent dealing 405 damage for each buff consumed
Special 3: Volcanic Reaction Visuals: Molten Man stamps his foot into the ground cracking the ground, he then thrusts his fists into the floor sending massive columns of magma No one is safe from Molten Man's volcanic anger especially when you're on solid ground
This burns up to five non-passive buffs and deals 810 damage for every buff removed
Signature Ability: Superheated Molten Magma As Molten Man gets stronger, his magma does as well
Increase Incinerate Damage by +1% (at Max Sig it becomes 5%) for every fury up to 15
Being made entirely of super-heated slag, magma and metal, Molten Man is immune to Bleed, Poison, Coldsnap and Frostbite and takes no damage from Incinerates
If Molten Man would be incinerated or take an attack that has incinerate based damage he gains a Fury increasing attack by +252 for 12 seconds, this can stack up to ten times.
In addition to gaining a fury, Molten Man gains 15% a bar of power every time he would be incinerated or take incinerate based damage.
Magma Armour Passive:
Molten Man gains a passive Magma Armour buff at the start of the fight increasing armour by +840
Molten Man ignores 70% of recoil damage while this is active
If Molten Man loses this buff due to an Armour Break or Armour Shattered debuff, he will regain it after 20 seconds
When Attacked:
40% chance to incinerate the opponent dealing 252 damage and reduces Block Proficiency by 30% over 4 seconds
This raises to 100% if Magma Armour is not active and Incinerate damage gets increased by +252
Basic Attacks:
Molten Man's attacks inflict energy damage instead of physical, his first medium and fourth and fifth light attacks don't make contact with the opponent
20% chance to incinerate the opponent dealing 405 damage and reduces Block Proficiency by 40% over 7 seconds
Special Attacks:
Convert active all furies into passive furies increasing attack by the same amount
Max: 30
Special 1: Magma Burst Visuals: Molten Man strikes the opponent twice before firing a pulse of lava at the opponent Molten Man wants to see things heat up a bit by coating you in liquid magma
This inflicts a passive Magma Coating buff on the opponent for 15 seconds turning all the opponent's physical attacks into incinerate based attacks for the duration the buff
Magma Coating cannot apply on the opponent if they are incinerate immune or take no damage from incinerates
Special 2: Flaming Fissure Visuals: Molten Man slams his fists into the ground and then thrusts his arms into it sending a column of magma at the opponent Molten Man reaches deep into the earth to send a large column of magma
This inflicts a passive Molten Slag debuff on the opponent dealing 2521 damage over 25 seconds, reduces Block Proficiency by 60% and consumes all Armour Up and Physical Resistance buffs on the opponent dealing 405 damage for each buff consumed
Special 3: Volcanic Reaction Visuals: Molten Man stamps his foot into the ground cracking the ground, he then thrusts his fists into the floor sending massive columns of magma No one is safe from Molten Man's volcanic anger especially when you're on solid ground
This burns up to five non-passive buffs and deals 810 damage for every buff removed
Signature Ability: Superheated Molten Magma As Molten Man gets stronger, his magma does as well
Increase Incinerate Damage by +1% (at Max Sig it becomes 5%) for every fury up to 15
idea: Based on his powers depending on his level of Confidence: Captain Britain's attack rating, armor and physical resistance are directly proportional to his Confidence.
if the enemy dashes back twice in a row (with no attacks in between), Captain Britain interprets this as cowardice, thus raising his confidence.
Conversely, if the enemy manages to do 2 combos in a row without him retaliating in between, or if Capt. Britain dashes back twice in a row, this lowers his confidence.
Kraven the Hunter (Skill) Signature ablitity: The Hunt Whenever the opponent is bleeding they cannot evade and while under bleed effects kraven's attack is increased by 367.90 for every stack of bleed on the opponent. Ablitities Kraven uses vast potions to increase his power Strength elixir- 70% chance to grant a fury buff increasing attack by 1234.89 max stacks of 5 Power Elixir- Grants a power gain buff increasing power by 10% Regen Elixir- regens for 25% of his max health Special 1 activates strength elixir Special 2 activates power gain elixir Special 3 has a 100% chance stun and inflicts a concussion reducing defensive ability accuracy by 100% Heavy Attack has 100% chance to activate regen elixir If kraven gets stun he loses the current potion buff he has on him He can only Activate two potion buffs at a time. This is a rough draft go easy on me ik damn well this is all over the place just a couple ideas i thought would be cool this definitely isnt perfect but it was a good attempt tho Synergies im all ears for i will update in the future
Being made entirely of water, Hydro Man is immune to Bleed, Poison and Incinerate
Shock and Coldsnap Debuffs on Hydro Man last 100% longer
All incoming hits are guaranteed to miss if the opponent is Unstoppable
Hydro Man's attacks generate 30% less power in opponents
When Attacked:
20% to Exhaust the opponent reducing the opponent's critical damage rating by 15% for 10 seconds, only 5 exhaustion debuffs can be on the opponent at once
0% chance to have the opponent miss an attack, this chance raises by +10% for every exhaustion debuff on the opponent, incoming hits are guaranteed to hit if they are critical.
Basic Attacks:
Only Hydro Man's first attack makes contact with the opponent
20% chance to fatigue the opponent lowering their Critical Rating by 15%
Ending a Combo on a Light Attack gives you a Precision buff raising critical rating by +230 for 15 seconds
Ending a Combo on a Medium Attack gives you a Cruelty buff raising critical damage by +250 for 15 seconds
You can only have 5 of these buffs at a time
Heavy Attacks:
40% chance to nullify a buff on the opponent, this chance raises by +10% for every fatigue or exhaust on the opponent
You gain +50% more power from this attack
Special 1: Storming Seas Visuals: Hydro Man punches the opponent before sending a wave towards the opponent
This attack stuns the opponent for 2 seconds
Nullify a buff on the opponent
Special 2: Compressed Water Visuals: Hydro Man punches the opponent twice before firing a blast of compressed water at them
This Special Attack becomesUnblockable if you have 5 or more Precision or Cruelty buffs
This Attack gains +704 attack rating for every Precision and Cruelty active, consume all non passive Precision and Cruelty buffs.
Inflict a Concussion on the opponent, reducing Defensive Ability accuracy by 50% for 20 seconds
Special 3: Tidal Wave Hydro Man begins to increase in size and starts to rush at the opponent with the force of a tidal wave, hit them multiple times before crashing down on them with the force of a boulder
Turn an Active Cruelty and Precision buff into a passive indefinite cruelty or precision, you may only have 4 passives at once
Signature Ability: Flow Like Water
When a buff expires on Hydro Man, gain a power gain buff that gives you 25% of a bar of power over 5 seconds
(Max Sig 50%)
time to make some revolutionary investments into the mystic class guys
idea: His Heavy Attack is a bear-hug (like E.Honda's bear hug) and the opponent needs to tap rapidly to escape the hold. Would be cool if you introduce holds into the game.
To make it more interesting, maybe the bear-hug only triggers if the opponent is really close or if the opponent is cornered.
Bio - Dr. Chen Lu was his country's foremost researcher in nuclear radiation and its effect on humans. When the select members of the Chinese military sought out ways to create a costumed champion with enough power to defeat Thor, they turned to Chen Lu. They sought revenge for Thor's success in stopping an invasion of India, but Chen hoped that he could use the opportunity to give himself power enough to take over the world. Chen turned his experiments upon himself, transforming him into the powerful Radioactive Man. Radioactive Man spent many years playing the part of a villain, coming into conflict with Earth’s Mightiest Heroes, and was a member of a few iterations of the Masters of Evil. After a period of introspection, Chen Lu came to realize that the energy fluctuations that came with his powers was often tied to emotional imbalances. As such, he returned to the People’s Republic of China, offering to work as the people’s champion in penitence of past deeds, which he called “the Count,” the number of every person who died or suffered, directly or indirectly, from the use of his powers. During this time, Radioactive Man has also been a key player on the Thunderbolts, proving to be one of the most noble members on the team of reformed villains.
————————————————————— Signature Ability - “The Count” - Every time the opponent activates a Special Attack, their Special Attack Damage is Passively reduced by 2-7.5% for the remainder of the fight, based on Signature Level. This effect stacks with multiple activations of the opponent’s Special Attacks, however the effect cannot exceed a Maximum Special Attack Damage Reduction of 75%.
Unique Ability - “Variable Energy Resistance Bonus” - Radioactive Man gains a 30% increase to his already high base Energy Resistance Rating for every full bar of power he has stored.
Unique Ability - “Poison Immunity” - Radioactive Man is immune to all of the poisons of the Battlerealm.
Basic Attacks & Animations - Basic & Heavy Attacks - The same as Colossus’s updated attack animations.
Blocking & Passive Radiation Sickness - Visually the same as Sunspot’s block, but green. While blocking the opponent’s basic attacks, Radioactive Man has a 25% chance to Nullify and Convert one of his opponent’s Active Buffs into a Permanent Passive Radiation Sickness Debuff that deals 2.5% of Radioactive Man’s Attack as Direct Poison Damage every second for the remainder of the fight. These Debuffs can be stacked without limit.
Special 1 - “Nuclear Strike” - Radioactive Man hurls two green fireballs at his opponent. This attack has a 100% chance to transfer any Non-Damaging Debuffs from Radioactive Man to his opponent for 4 seconds. This ability activates even if this attack is Blocked or Evaded. If this attack is landed successfully, each fireball has a 90% chance to inflict an Incinerate Debuff which deals 75% of Radioactive Man’s Attack as Direct Energy Damage over 4 seconds.
Special 2 - “Radioactive Aura” - Radioactive Man punches the ground sending a small shockwave throughout the arena and engulfs himself and his surrounding area in a Radioactive Aura which is represented by green flames emanating from his skin. This attack is animated similarly to Civil Warrior’s Special 1 Attack. This attack is Unblockable. Chen Lu gains a Passive Radioactive Aura Buff that lasts for 6 seconds after the Special Attack animation ends. While under the effects of Radioactive Aura, Radioactive Man inflicts a Weakness Debuff onto his opponent every time they make physical contact. Each Weakness Debuff lasts for 6 seconds and reduces the opponent’s Attack Rating by 7.5% for the duration of the Debuff. Additionally, while Radioactive Man is under the effects of Radioactive Aura and below 30% of his Maximum Health, every successful attack against his opponent has a 75% chance to Purify one Passive Radiation Sickness Debuff from his opponent and instantly Regenerate 2% of Radioactive Man’s Maximum Health.
Special 3 - “Walking Reactor” - Radioactive Man floods the fighting arena with green radioactive flames. Chen Lu’s opponent begins to cough and falls to their knees, sickened by the rapid increase in radiation. Radioactive Man walks up to his weakened opponent, and pummels them into the ground with a massive blast of Radioactive Energy. The opponent gains no power from this attack. This attack inflicts an additional effect on the opponent based on their Power Meter at the time of activation. If the opponent has less than 1 bar of power at the time of activation, the number of Passive Radiation Sickness Debuffs on the opponent are doubled. If the opponent has 1 bar of power at the time of activation, this attack inflicts an Incinerate Debuff on the opponent that deals 250% of Radioactive Man’s Attack as Direct Energy Damage over 6 seconds. If the opponent has 2 bars of power at the time of activation, this attack inflicts an Enervate Debuff on the opponent, reducing all power gained defensively by 100% for 8 seconds. If the opponent has 3 bars of power at the time of activation, damage to the opponent from this attack is reduced by 50%, however Radioactive Man gains an Indestructible Buff for 5 seconds afterwards.
————————————————————— Synergies -
“Hostile Work Environment” - (Iron Patriot & Radioactive Man) Iron Patriot- After activating his Arc Overload, Norman Osborn vents harmful radiation out of his suit’s imperfect arc reactor. This inflicts a Permanent Passive Poison Debuff on his opponent for the remainder of the fight. The damage inflicted from this Debuff varies depending on how much Power the Iron Patriot has stored in his Power Meter at any given time. Having 3 full bars of power deals 60% of Iron Patriot’s attack as Poison Damage every second, having 2 full bars of power deals 40% of Iron Patriot’s attack as Poison Damage every second, having 1 full bar of power deals 20% of Iron Patriot’s attack as Poison Damage every second, and having less than 1 full bar of power deals 5% of Iron Patriot’s attack as Poison Damage every second. Radioactive Man - When Radioactive Man’s opponent activates a Special Attack, they have a 50% chance to be inflicted with a Passive Toxic Armor Debuff for 8 seconds. Toxic Armor raises the opponent’s Armor Rating by 30%, however any Direct Damage inflicted onto the opponent from any source is increased by up to 75% based on how high the opponent’s Armor Rating is.
“Weapons of Communism” - (Black Widow & Winter Soldier & Radioactive Man) Black Widow - When facing Male opponents, every 5 hits in Black Widow’s Combo Meter allows Natasha to Purify any active Debuffs that have been placed on her, and instantly transfers them onto her opponent for 5 seconds. Winter Soldier - Having been cryogenically frozen throughout the years to serve as the Soviet Union’s living weapon across multiple generations, Bucky Barnes becomes Immune to the effects of Frostbite and Coldsnap and gains a stackable Permanent Passive Fury Buff that raises his Attack by 15% whenever he would be inflicted with these Debuffs. Radioactive Man - Any time that Radioactive Man incurs an Inverse Controls Debuff, Dr. Chen Lu gains a Passive Unstoppable Buff as well as a Passive 50% increase to both his Physical and Energy Resistances for the duration of the Debuff.
“Heroes of Nations” - (Captain America [Classic] & Colossus & Magneto [Classic] & Namor & Black Panther [Classic] & Radioactive Man) Captain America [Classic] - The Star-Spangled Avenger has defended America throughout the ages with his mighty shield. Each Blocked attack grants Steve Rodgers a Passive Prowess Buff that raises his next Special Attack’s Damage by 1% each. Colossus - The Earth quakes at the might of Colossus - Russia’s favorite son! Colossus places a Passive Aftershock Charge Debuff on his opponent after activating his Special 3 Attack. This Aftershock Charge Debuff lasts for 10 seconds, and has no effect on the opponent until it expires. Once the Aftershock Charge Debuff expires, the opponent instantly takes 25% of Colossus’s Attack Rating as Direct Physical Damage, and has a 15% chance to be inflicted with a Stun Debuff for 3 seconds. Magneto [Classic] - The leader of the Mutant Nation of Genosha punishes any who would foolishly attack Mutant-kind. Magneto activates a Magnetic Reverberation Buff for 5 seconds after being knocked to the ground. Magnetic Reverberation functions similarly to Killmonger’s Reverberation Buff, dealing damage back to the opponent when Magneto is Struck or Blocks an Attack. Magnetic Reverberation reflects 60% of the Incoming Damage back onto the opponent as Direct Energy Damage. Magnetic Reverberation does not stack. If Magneto is knocked to the ground while Magnetic Reverberation is active, it restarts the Buff’s timer. Namor - The King and Protector of Atlantis gains an advantage over surface-dwellers who heavily rely on inferior technology. When Namor is fighting opponents of the Tech Class, successfully landed Special Attacks drench his opponent in water and inflicts a Passive Power Sting Debuff that lasts 5 seconds and deals 5% of Namor’s Attack as instant Direct Damage if the opponent activates a Special Attack. Black Panther [Classic] - The King and Protector of Wakanda is given the divine right to rule from the Panther God Bast. Bast’s Blessing grants Black Panther total Damaging Debuff Immunity while his opponent is under the effects of a Bleed Debuff. Radioactive Man - The hero of the People’s Republic of China ensures the safety of his people by any means. If any Damaging Debuff that Dr. Chen Lu places on his opponent fails due to the immunities of his opponent, a Passive Degeneration Debuff is instead placed on the opponent that has the same duration but half of the damage output of the originally intended Damaging Debuff.
“Enemies” - (Thor [Classic] & Iron Man [Classic] & Namor & Radioactive Man) All Champions - All Champions gain +155 Critical Rating.
“Thunderbolts” - (Red Hulk & Luke Cage & Sentry & Electra & Radioactive Man) All Champions - All Champions on the Summoner’s team take -10% less Special Attack Damage.
Those are not the classic Gamora or Drax. I'd like to see Infinity Watch people with the power of their gems. Pip the troll would be hilarious, the real Drax a powerhouse, Moondragon messing with heads, Gamora cutting everything in her path, and Adam doing whatever he wants.
Passive Squirrel Girl's Regenerative Healing Activates Whenever Inflicted with Bleed Recovering 35% of Damage Dealt Over the Duration of the Bleed.
Whenever Squirrel Girl Gains a Buff, She Also Recovers x% of Her Attack of 3 Seconds (Light but All Most constant Healing)
All of Squirrel Girls Buffs are Passive and Drain a Small Amount of Enemy Power When They Expire (Basically Nulifing Pun Intended Mystic Dispersion)
Squirrel Unbeatable Personality Grants Her an Additional x% Power Rate and Regeneration Rate Based at Random
Against Superior Champions and Mystic Champions the Strength of Squirrel Unbeatable Personality is Increased by ×% (Making Her Another Champ Like spider Gwen who Gain Bonuses Against Superior Class Champions)
Pre Fight Ability Squirrel Girls Can Gain One of the 4 Bonuses at Fight Start
1. +10% Fury Ability Accuacy
2. +5% Bleed Ability Accuacy
3. +5% Regeneration Rate
4. Enemy Gains 15% Less Power
All Attacks 100% Chance to Bleed Dealing 5% Damage over 30 Seconds, Only Activates on Enemy Not Bleeding.
Medium Attacks if Enemy is Bleeding or Is Bleed Immune Gain Fury Increasing Attack by x% for 12 Seconds
Otherwise 20% Chance to Fury
Heavy Attack Gain x% Power for Each Bleed on Enemy
25% Chance to Bleed Dealing 125% Damage over 5 Seconds
Scorpion (Science) #Villain #Sinister Six #Offensive: Raw Damage I'm not sure what his stats would be exactly, but here are the descriptions of them if anyone can fill them in for me: Health: Average Armor Rating: Slightly Above average Physical Resistance: Above Average Block Proficiency: Average Block Penetration: High Attack Rating: Above Average Critical Rating: High Critical Damage Rating: High Critical Resistance: Above Average Note, this is a 4-star version of him. Signature Ability: Enhanced Tail All attacks made with Scorpion's tail, including special attacks, have a passive +10% critical rating and +15% block penetration. When evaded, blocked, or auto-blocked: 100% chance to gain Fury for 8 seconds, increasing attack rating by 25%. This cannot be affected by ability accuracy reduction. After being auto-blocked or evaded for the 3rd time: Become unblockable and unstoppable for 3.5 seconds and gain Fury for 10 seconds, increasing attack rating by 50%. This cannot be affected by ability accuracy reduction. Tail Attacks The first medium, third light, and second medium are all tail attacks. These have passive plus 5% attack rating and a 20% chance to trigger bleed for 1.2 seconds, increasing by 10% for every time Scorpion has triggered a Fury buff this fight. Special 1: Scorpion mauls the opponent before blasting them with a beam from his tail. All physical contact attacks have a 25% chance to trigger bleed for 3 seconds, increasing by 25% with every hit. Tail blast has a 100% chance to cauterize any bleed effect the opponent is currently under, dealing 3% of their max health in direct damage for every bleed removed. Special 2: Scorpion punches the opponent in the chest with the same hand that has punctured concrete, before slashing them with his tail. Gain true strike for the duration of the attack, ignoring all armor, resistances, auto-block, or evade effects. Punch has +100% attack rating for every bleed effect that has expired on the opponent this fight. Tail slash has a 50% chance to poison the opponent, increasing up to 100% based on the enemy's lost health. Special 3: Scorpion whips the opponent with his tail, beating them to a pulp with a devastating follow-up combo before wrapping them up in his tail and delivering them to his incoming fist. Gain +20% attack rating for every blow (total: 14), with 50% potency for every Fury effect that has expired or been nullified on Scorpion this fight. If the opponent survives this attack, keep the buff as a passive Fury effect for 5 seconds. Synergies: All Spider-Men: Enemies All champions gain +10% attack rating
Rhino, Vulture, and Doctor Octopus: Bestial Spider-Foes Rhino: Gain Fury for every 5 hits on the combo meter, stacking up to 5 furies each increasing attack rating by 15% Vulture: Generate 1 Chitauri Energy per second for 180 seconds. Doctor Octopus: Breakthrough Effects gain +20% duration and potency Scorpion: Fury Effects gain +35% potency, bleed effects gain +10% duration
Shocker (Tech) #Villain #Sinister Six #Offensive: Burst See Scorpion's stat explanation Health: Average Armor Rating: Above Average Physical Resistance: High Block Proficiency: High Block Penetration: Above Average Attack Rating: Average Critical Rating: Average Critical Damage Rating: Average Critical Resistance: Above Average Note, this is a 4 star version of him. Signature Ability: Vibro-Tech 2.0 At the start of the fight, gain a permanent passive shock effect, which does the following: Allows complete block penetration, dealing the same damage even if the opponent is blocking. Permanently increases all vibro-effect's potency by 10%. Become immune to the unsure debuff effect, and replace it with a cocky buff, which makes the enemy 60% more likely to launch a special attack. If they do while the effect is active, gain +50% Block Proficiency and Armor Rating. Passive: Vibro-absorbing armor Against physical attacks, take 50% less damage. Against vibrational attacks, take 100% less damage. 2 or more stacks of armor break will take away this effect for their combined durations, even if one is almost expired. Vibro-Emitter gauntlets All attacks use the vibro-emitter gauntlets. These attacks deal Shocker's current total attack rating, including effects such as Fury, as a burst of energy damage. When blocked, auto-blocked, or 10 hits in to a combo: Gain a confidence passive, increasing attack rating by 20% and block penetration by 30%. This lasts until struck by the enemy and increases in potency by 5% with every hit the enemy blocks or receives. When evaded: Gain an enraged passive, increasing attack rating by 25%. This lasts until the enemy has received 10 hits in a row. Gain an unsure passive, decreasing critical rating by 25%. This will also decrease the potency of vibro-emitter and vibro-absorbing effects by 3% every second until Shocker lands a successful critical hit. Special 1: Shocker uses both his gauntlets to deliver a powerful blast. Unblockable if the enemy blocked a blow within the last 5 seconds, and permanently Unblockable if this special attack has been blocked before. This attack deals 200% of his current attack rating as a burst of energy damage. It has a 50% chance to stun. Special 2: Shocker ups the ante, delivering a stunning combo to the opponent before delivering a brutal uppercut, intercepting their fall with a shockwave-risen pile of rubble. 100% chance to stun for 4 seconds. The first five attacks gain +20% attack rating and deals 225% of Shocker's current total attack rating as direct damage. The final blow applies armor shattered, decreasing armor rating by approximately 80%. Once the stun expires, place a permanent passive shocked debuff to the opponent. This decreases attack rating, critical rating, critical damage rating, healing rate, and block proficiency by 10%. Special 3: Shocker proves why he's a professional criminal to the enemy, shaking the very ground beneath their feet, leaving them exposed to a powerful burst of punches and blasts. Change Shocker's attack rating to match exactly 10% of his max health for the duration of this attack, and every blow deals 200% of that attack rating as a burst of energy damage. Synergies: Greatest Foe All Spider-Men All champions gain +10% attack rating Self-Made Spidey Villains Vulture, Kingpin, Mysterio, Doctor Octopus, Green Goblin Vulture: Gain +1% attack rating for every Chitauri energy currently stored. Kingpin: Convert all weakness, fatigue, and armor break debuffs into Rage buffs with a 100% chance. Mysterio: Degenerate for 80% of Poison damage if enemies are poison immune. Doc Ock: Gain +3 breakthrough charges for every 1 gained. Green Goblin: Gain +20% attack rating for every Madness charge active, and +20% critical rating for every Cunning charge active. Shocker: Increase all buff durations by 15%, or +30% duration if passive or permanent.
Comments
Class: Mystic
Tags: #Size: XL #BleedImmune #PoisonImmune #Spiderverse #Def: Tank #Dimensional #Villain
Stats based on 5/65 champion
Prestige: 7721 (Unawakened) 8609 (Sig Level 1) 10627 (Max Sig)
Health: 32009
Attack: 2521
Crit Rate: 201
Crit Damage: 450
Armour: 420
Block Proficiency: 3015
Passive:
Being made entirely of super-heated slag, magma and metal, Molten Man is immune to Bleed, Poison, Coldsnap and Frostbite and takes no damage from Incinerates
If Molten Man would be incinerated or take an attack that has incinerate based damage he gains a Fury increasing attack by +252 for 12 seconds, this can stack up to ten times.
In addition to gaining a fury, Molten Man gains 15% a bar of power every time he would be incinerated or take incinerate based damage.
Magma Armour Passive:
Molten Man gains a passive Magma Armour buff at the start of the fight increasing armour by +840
Molten Man ignores 70% of recoil damage while this is active
If Molten Man loses this buff due to an Armour Break or Armour Shattered debuff, he will regain it after 20 seconds
When Attacked:
40% chance to incinerate the opponent dealing 252 damage and reduces Block Proficiency by 30% over 4 seconds
This raises to 100% if Magma Armour is not active and Incinerate damage gets increased by +252
Basic Attacks:
Molten Man's attacks inflict energy damage instead of physical, his first medium and fourth and fifth light attacks don't make contact with the opponent
20% chance to incinerate the opponent dealing 405 damage and reduces Block Proficiency by 40% over 7 seconds
Special Attacks:
Convert active all furies into passive furies increasing attack by the same amount
Max: 30
Special 1: Magma Burst
Visuals: Molten Man strikes the opponent twice before firing a pulse of lava at the opponent
Molten Man wants to see things heat up a bit by coating you in liquid magma
This inflicts a passive Magma Coating buff on the opponent for 15 seconds turning all the opponent's physical attacks into incinerate based attacks for the duration the buff
Magma Coating cannot apply on the opponent if they are incinerate immune or take no damage from incinerates
Special 2: Flaming Fissure
Visuals: Molten Man slams his fists into the ground and then thrusts his arms into it sending a column of magma at the opponent
Molten Man reaches deep into the earth to send a large column of magma
This inflicts a passive Molten Slag debuff on the opponent dealing 2521 damage over 25 seconds, reduces Block Proficiency by 60% and consumes all Armour Up and Physical Resistance buffs on the opponent dealing 405 damage for each buff consumed
Special 3: Volcanic Reaction
Visuals: Molten Man stamps his foot into the ground cracking the ground, he then thrusts his fists into the floor sending massive columns of magma
No one is safe from Molten Man's volcanic anger especially when you're on solid ground
This burns up to five non-passive buffs and deals 810 damage for every buff removed
Signature Ability: Superheated Molten Magma
As Molten Man gets stronger, his magma does as well
Increase Incinerate Damage by +1% (at Max Sig it becomes 5%) for every fury up to 15
Tis time to make the Mystic Class Great Again
idea:
Based on his powers depending on his level of Confidence:
Captain Britain's attack rating, armor and physical resistance are directly proportional to his Confidence.
if the enemy dashes back twice in a row (with no attacks in between), Captain Britain interprets this as cowardice, thus raising his confidence.
Conversely, if the enemy manages to do 2 combos in a row without him retaliating in between, or if Capt. Britain dashes back twice in a row, this lowers his confidence.
Signature ablitity: The Hunt
Whenever the opponent is bleeding they cannot evade and while under bleed effects kraven's attack is increased by 367.90 for every stack of bleed on the opponent.
Ablitities
Kraven uses vast potions to increase his power
Strength elixir- 70% chance to grant a fury buff increasing attack by 1234.89 max stacks of 5
Power Elixir- Grants a power gain buff increasing power by 10%
Regen Elixir- regens for 25% of his max health
Special 1 activates strength elixir
Special 2 activates power gain elixir
Special 3 has a 100% chance stun and inflicts a concussion reducing defensive ability accuracy by 100%
Heavy Attack has 100% chance to activate regen elixir
If kraven gets stun he loses the current potion buff he has on him
He can only Activate two potion buffs at a time. This is a rough draft go easy on me ik damn well this is all over the place just a couple ideas i thought would be cool this definitely isnt perfect but it was a good attempt tho
Synergies im all ears for i will update in the future
Class: Mystic
Tags: #Size: XL #Villain #BleedImmune #PoisonImmune #Spiderverse #Dimensional #Off: Burst
Stats based on a 5/65 champion
Prestige: 7599 (Unawakened) 8476 (Sig 1) 10334 (Max Sig)
Health: 29053
Attack: 2816
Crit Rate: 690
Crit Damage: 500
Armour: 420
Block Proficiency: 3369
Passive:
Being made entirely of water, Hydro Man is immune to Bleed, Poison and Incinerate
Shock and Coldsnap Debuffs on Hydro Man last 100% longer
All incoming hits are guaranteed to miss if the opponent is Unstoppable
Hydro Man's attacks generate 30% less power in opponents
When Attacked:
20% to Exhaust the opponent reducing the opponent's critical damage rating by 15% for 10 seconds, only 5 exhaustion debuffs can be on the opponent at once
0% chance to have the opponent miss an attack, this chance raises by +10% for every exhaustion debuff on the opponent, incoming hits are guaranteed to hit if they are critical.
Basic Attacks:
Only Hydro Man's first attack makes contact with the opponent
20% chance to fatigue the opponent lowering their Critical Rating by 15%
Ending a Combo on a Light Attack gives you a Precision buff raising critical rating by +230 for 15 seconds
Ending a Combo on a Medium Attack gives you a Cruelty buff raising critical damage by +250 for 15 seconds
You can only have 5 of these buffs at a time
Heavy Attacks:
40% chance to nullify a buff on the opponent, this chance raises by +10% for every fatigue or exhaust on the opponent
You gain +50% more power from this attack
Special 1: Storming Seas
Visuals: Hydro Man punches the opponent before sending a wave towards the opponent
This attack stuns the opponent for 2 seconds
Nullify a buff on the opponent
Special 2: Compressed Water
Visuals: Hydro Man punches the opponent twice before firing a blast of compressed water at them
This Special Attack becomesUnblockable if you have 5 or more Precision or Cruelty buffs
This Attack gains +704 attack rating for every Precision and Cruelty active, consume all non passive Precision and Cruelty buffs.
Inflict a Concussion on the opponent, reducing Defensive Ability accuracy by 50% for 20 seconds
Special 3: Tidal Wave
Hydro Man begins to increase in size and starts to rush at the opponent with the force of a tidal wave, hit them multiple times before crashing down on them with the force of a boulder
Turn an Active Cruelty and Precision buff into a passive indefinite cruelty or precision, you may only have 4 passives at once
Signature Ability: Flow Like Water
When a buff expires on Hydro Man, gain a power gain buff that gives you 25% of a bar of power over 5 seconds
(Max Sig 50%)
time to make some revolutionary investments into the mystic class guys
idea:
His Heavy Attack is a bear-hug (like E.Honda's bear hug) and the opponent needs to tap rapidly to escape the hold. Would be cool if you introduce holds into the game.
To make it more interesting, maybe the bear-hug only triggers if the opponent is really close or if the opponent is cornered.
Bio -
Dr. Chen Lu was his country's foremost researcher in nuclear radiation and its effect on humans. When the select members of the Chinese military sought out ways to create a costumed champion with enough power to defeat Thor, they turned to Chen Lu. They sought revenge for Thor's success in stopping an invasion of India, but Chen hoped that he could use the opportunity to give himself power enough to take over the world. Chen turned his experiments upon himself, transforming him into the powerful Radioactive Man. Radioactive Man spent many years playing the part of a villain, coming into conflict with Earth’s Mightiest Heroes, and was a member of a few iterations of the Masters of Evil.
After a period of introspection, Chen Lu came to realize that the energy fluctuations that came with his powers was often tied to emotional imbalances. As such, he returned to the People’s Republic of China, offering to work as the people’s champion in penitence of past deeds, which he called “the Count,” the number of every person who died or suffered, directly or indirectly, from the use of his powers. During this time, Radioactive Man has also been a key player on the Thunderbolts, proving to be one of the most noble members on the team of reformed villains.
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Class -
Science
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Tags -
#Villain, #Hero, #Thunderbolts, #Defensive:Tank, #Size:L
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Signature Ability - “The Count” -
Every time the opponent activates a Special Attack, their Special Attack Damage is Passively reduced by 2-7.5% for the remainder of the fight, based on Signature Level.
This effect stacks with multiple activations of the opponent’s Special Attacks, however the effect cannot exceed a Maximum Special Attack Damage Reduction of 75%.
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Abilities, Attacks & Animations -
Unique Ability - “Variable Energy Resistance Bonus” -
Radioactive Man gains a 30% increase to his already high base Energy Resistance Rating for every full bar of power he has stored.
Unique Ability - “Poison Immunity” -
Radioactive Man is immune to all of the poisons of the Battlerealm.
Basic Attacks & Animations -
Basic & Heavy Attacks -
The same as Colossus’s updated attack animations.
Blocking & Passive Radiation Sickness -
Visually the same as Sunspot’s block, but green.
While blocking the opponent’s basic attacks, Radioactive Man has a 25% chance to Nullify and Convert one of his opponent’s Active Buffs into a Permanent Passive Radiation Sickness Debuff that deals 2.5% of Radioactive Man’s Attack as Direct Poison Damage every second for the remainder of the fight. These Debuffs can be stacked without limit.
Special 1 - “Nuclear Strike” -
Radioactive Man hurls two green fireballs at his opponent.
This attack has a 100% chance to transfer any Non-Damaging Debuffs from Radioactive Man to his opponent for 4 seconds. This ability activates even if this attack is Blocked or Evaded.
If this attack is landed successfully, each fireball has a 90% chance to inflict an Incinerate Debuff which deals 75% of Radioactive Man’s Attack as Direct Energy Damage over 4 seconds.
Special 2 - “Radioactive Aura” -
Radioactive Man punches the ground sending a small shockwave throughout the arena and engulfs himself and his surrounding area in a Radioactive Aura which is represented by green flames emanating from his skin.
This attack is animated similarly to Civil Warrior’s Special 1 Attack.
This attack is Unblockable.
Chen Lu gains a Passive Radioactive Aura Buff that lasts for 6 seconds after the Special Attack animation ends.
While under the effects of Radioactive Aura, Radioactive Man inflicts a Weakness Debuff onto his opponent every time they make physical contact. Each Weakness Debuff lasts for 6 seconds and reduces the opponent’s Attack Rating by 7.5% for the duration of the Debuff.
Additionally, while Radioactive Man is under the effects of Radioactive Aura and below 30% of his Maximum Health, every successful attack against his opponent has a 75% chance to Purify one Passive Radiation Sickness Debuff from his opponent and instantly Regenerate 2% of Radioactive Man’s Maximum Health.
Special 3 - “Walking Reactor” -
Radioactive Man floods the fighting arena with green radioactive flames. Chen Lu’s opponent begins to cough and falls to their knees, sickened by the rapid increase in radiation. Radioactive Man walks up to his weakened opponent, and pummels them into the ground with a massive blast of Radioactive Energy.
The opponent gains no power from this attack.
This attack inflicts an additional effect on the opponent based on their Power Meter at the time of activation.
If the opponent has less than 1 bar of power at the time of activation, the number of Passive Radiation Sickness Debuffs on the opponent are doubled.
If the opponent has 1 bar of power at the time of activation, this attack inflicts an Incinerate Debuff on the opponent that deals 250% of Radioactive Man’s Attack as Direct Energy Damage over 6 seconds.
If the opponent has 2 bars of power at the time of activation, this attack inflicts an Enervate Debuff on the opponent, reducing all power gained defensively by 100% for 8 seconds.
If the opponent has 3 bars of power at the time of activation, damage to the opponent from this attack is reduced by 50%, however Radioactive Man gains an Indestructible Buff for 5 seconds afterwards.
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Synergies -
“Hostile Work Environment” - (Iron Patriot & Radioactive Man)
Iron Patriot-
After activating his Arc Overload, Norman Osborn vents harmful radiation out of his suit’s imperfect arc reactor. This inflicts a Permanent Passive Poison Debuff on his opponent for the remainder of the fight. The damage inflicted from this Debuff varies depending on how much Power the Iron Patriot has stored in his Power Meter at any given time. Having 3 full bars of power deals 60% of Iron Patriot’s attack as Poison Damage every second, having 2 full bars of power deals 40% of Iron Patriot’s attack as Poison Damage every second, having 1 full bar of power deals 20% of Iron Patriot’s attack as Poison Damage every second, and having less than 1 full bar of power deals 5% of Iron Patriot’s attack as Poison Damage every second.
Radioactive Man -
When Radioactive Man’s opponent activates a Special Attack, they have a 50% chance to be inflicted with a Passive Toxic Armor Debuff for 8 seconds. Toxic Armor raises the opponent’s Armor Rating by 30%, however any Direct Damage inflicted onto the opponent from any source is increased by up to 75% based on how high the opponent’s Armor Rating is.
“Weapons of Communism” - (Black Widow & Winter Soldier & Radioactive Man)
Black Widow -
When facing Male opponents, every 5 hits in Black Widow’s Combo Meter allows Natasha to Purify any active Debuffs that have been placed on her, and instantly transfers them onto her opponent for 5 seconds.
Winter Soldier -
Having been cryogenically frozen throughout the years to serve as the Soviet Union’s living weapon across multiple generations, Bucky Barnes becomes Immune to the effects of Frostbite and Coldsnap and gains a stackable Permanent Passive Fury Buff that raises his Attack by 15% whenever he would be inflicted with these Debuffs.
Radioactive Man -
Any time that Radioactive Man incurs an Inverse Controls Debuff, Dr. Chen Lu gains a Passive Unstoppable Buff as well as a Passive 50% increase to both his Physical and Energy Resistances for the duration of the Debuff.
“Heroes of Nations” - (Captain America [Classic] & Colossus & Magneto [Classic] & Namor & Black Panther [Classic] & Radioactive Man)
Captain America [Classic] -
The Star-Spangled Avenger has defended America throughout the ages with his mighty shield.
Each Blocked attack grants Steve Rodgers a Passive Prowess Buff that raises his next Special Attack’s Damage by 1% each.
Colossus -
The Earth quakes at the might of Colossus - Russia’s favorite son!
Colossus places a Passive Aftershock Charge Debuff on his opponent after activating his Special 3 Attack. This Aftershock Charge Debuff lasts for 10 seconds, and has no effect on the opponent until it expires. Once the Aftershock Charge Debuff expires, the opponent instantly takes 25% of Colossus’s Attack Rating as Direct Physical Damage, and has a 15% chance to be inflicted with a Stun Debuff for 3 seconds.
Magneto [Classic] -
The leader of the Mutant Nation of Genosha punishes any who would foolishly attack Mutant-kind.
Magneto activates a Magnetic Reverberation Buff for 5 seconds after being knocked to the ground. Magnetic Reverberation functions similarly to Killmonger’s Reverberation Buff, dealing damage back to the opponent when Magneto is Struck or Blocks an Attack. Magnetic Reverberation reflects 60% of the Incoming Damage back onto the opponent as Direct Energy Damage.
Magnetic Reverberation does not stack. If Magneto is knocked to the ground while Magnetic Reverberation is active, it restarts the Buff’s timer.
Namor -
The King and Protector of Atlantis gains an advantage over surface-dwellers who heavily rely on inferior technology.
When Namor is fighting opponents of the Tech Class, successfully landed Special Attacks drench his opponent in water and inflicts a Passive Power Sting Debuff that lasts 5 seconds and deals 5% of Namor’s Attack as instant Direct Damage if the opponent activates a Special Attack.
Black Panther [Classic] -
The King and Protector of Wakanda is given the divine right to rule from the Panther God Bast.
Bast’s Blessing grants Black Panther total Damaging Debuff Immunity while his opponent is under the effects of a Bleed Debuff.
Radioactive Man -
The hero of the People’s Republic of China ensures the safety of his people by any means.
If any Damaging Debuff that Dr. Chen Lu places on his opponent fails due to the immunities of his opponent, a Passive Degeneration Debuff is instead placed on the opponent that has the same duration but half of the damage output of the originally intended Damaging Debuff.
“Enemies” - (Thor [Classic] & Iron Man [Classic] & Namor & Radioactive Man)
All Champions -
All Champions gain +155 Critical Rating.
“Thunderbolts” - (Red Hulk & Luke Cage & Sentry & Electra & Radioactive Man)
All Champions -
All Champions on the Summoner’s team take -10% less Special Attack Damage.
VARIANT: Drax classic
Passive Squirrel Girl's Regenerative Healing Activates Whenever Inflicted with Bleed Recovering 35% of Damage Dealt Over the Duration of the Bleed.
Whenever Squirrel Girl Gains a Buff, She Also Recovers x% of Her Attack of 3 Seconds (Light but All Most constant Healing)
All of Squirrel Girls Buffs are Passive and Drain a Small Amount of Enemy Power When They Expire (Basically Nulifing Pun Intended Mystic Dispersion)
Squirrel Unbeatable Personality Grants Her an Additional x% Power Rate and Regeneration Rate Based at Random
Against Superior Champions and Mystic Champions the Strength of Squirrel Unbeatable Personality is Increased by ×% (Making Her Another Champ Like spider Gwen who Gain Bonuses Against Superior Class Champions)
Pre Fight Ability
Squirrel Girls Can Gain One of the 4 Bonuses at Fight Start
1. +10% Fury Ability Accuacy
2. +5% Bleed Ability Accuacy
3. +5% Regeneration Rate
4. Enemy Gains 15% Less Power
All Attacks
100% Chance to Bleed Dealing 5% Damage over 30 Seconds, Only Activates on Enemy Not Bleeding.
Medium Attacks
if Enemy is Bleeding or Is Bleed Immune Gain Fury Increasing Attack by x% for 12 Seconds
Otherwise 20% Chance to Fury
Heavy Attack
Gain x% Power for Each Bleed on Enemy
25% Chance to Bleed Dealing 125% Damage over 5 Seconds
Scorpion (Science) #Villain #Sinister Six #Offensive: Raw Damage
I'm not sure what his stats would be exactly, but here are the descriptions of them if anyone can fill them in for me:
Health: Average
Armor Rating: Slightly Above average
Physical Resistance: Above Average
Block Proficiency: Average
Block Penetration: High
Attack Rating: Above Average
Critical Rating: High
Critical Damage Rating: High
Critical Resistance: Above Average
Note, this is a 4-star version of him.
Signature Ability: Enhanced Tail
All attacks made with Scorpion's tail, including special attacks, have a passive +10% critical rating and +15% block penetration.
When evaded, blocked, or auto-blocked: 100% chance to gain Fury for 8 seconds, increasing attack rating by 25%. This cannot be affected by ability accuracy reduction.
After being auto-blocked or evaded for the 3rd time: Become unblockable and unstoppable for 3.5 seconds and gain Fury for 10 seconds, increasing attack rating by 50%. This cannot be affected by ability accuracy reduction.
Tail Attacks
The first medium, third light, and second medium are all tail attacks. These have passive plus 5% attack rating and a 20% chance to trigger bleed for 1.2 seconds, increasing by 10% for every time Scorpion has triggered a Fury buff this fight.
Special 1: Scorpion mauls the opponent before blasting them with a beam from his tail.
All physical contact attacks have a 25% chance to trigger bleed for 3 seconds, increasing by 25% with every hit. Tail blast has a 100% chance to cauterize any bleed effect the opponent is currently under, dealing 3% of their max health in direct damage for every bleed removed.
Special 2: Scorpion punches the opponent in the chest with the same hand that has punctured concrete, before slashing them with his tail.
Gain true strike for the duration of the attack, ignoring all armor, resistances, auto-block, or evade effects.
Punch has +100% attack rating for every bleed effect that has expired on the opponent this fight.
Tail slash has a 50% chance to poison the opponent, increasing up to 100% based on the enemy's lost health.
Special 3: Scorpion whips the opponent with his tail, beating them to a pulp with a devastating follow-up combo before wrapping them up in his tail and delivering them to his incoming fist.
Gain +20% attack rating for every blow (total: 14), with 50% potency for every Fury effect that has expired or been nullified on Scorpion this fight. If the opponent survives this attack, keep the buff as a passive Fury effect for 5 seconds.
Synergies:
All Spider-Men: Enemies
All champions gain +10% attack rating
Rhino, Vulture, and Doctor Octopus: Bestial Spider-Foes
Rhino: Gain Fury for every 5 hits on the combo meter, stacking up to 5 furies each increasing attack rating by 15%
Vulture: Generate 1 Chitauri Energy per second for 180 seconds.
Doctor Octopus: Breakthrough Effects gain +20% duration and potency
Scorpion: Fury Effects gain +35% potency, bleed effects gain +10% duration
Shocker (Tech) #Villain #Sinister Six #Offensive: Burst
See Scorpion's stat explanation
Health: Average
Armor Rating: Above Average
Physical Resistance: High
Block Proficiency: High
Block Penetration: Above Average
Attack Rating: Average
Critical Rating: Average
Critical Damage Rating: Average
Critical Resistance: Above Average
Note, this is a 4 star version of him.
Signature Ability: Vibro-Tech 2.0
At the start of the fight, gain a permanent passive shock effect, which does the following:
Allows complete block penetration, dealing the same damage even if the opponent is blocking.
Permanently increases all vibro-effect's potency by 10%.
Become immune to the unsure debuff effect, and replace it with a cocky buff, which makes the enemy 60% more likely to launch a special attack. If they do while the effect is active, gain +50% Block Proficiency and Armor Rating.
Passive: Vibro-absorbing armor
Against physical attacks, take 50% less damage.
Against vibrational attacks, take 100% less damage.
2 or more stacks of armor break will take away this effect for their combined durations, even if one is almost expired.
Vibro-Emitter gauntlets
All attacks use the vibro-emitter gauntlets. These attacks deal Shocker's current total attack rating, including effects such as Fury, as a burst of energy damage.
When blocked, auto-blocked, or 10 hits in to a combo:
Gain a confidence passive, increasing attack rating by 20% and block penetration by 30%. This lasts until struck by the enemy and increases in potency by 5% with every hit the enemy blocks or receives.
When evaded:
Gain an enraged passive, increasing attack rating by 25%. This lasts until the enemy has received 10 hits in a row.
Gain an unsure passive, decreasing critical rating by 25%. This will also decrease the potency of vibro-emitter and vibro-absorbing effects by 3% every second until Shocker lands a successful critical hit.
Special 1: Shocker uses both his gauntlets to deliver a powerful blast.
Unblockable if the enemy blocked a blow within the last 5 seconds, and permanently Unblockable if this special attack has been blocked before. This attack deals 200% of his current attack rating as a burst of energy damage.
It has a 50% chance to stun.
Special 2: Shocker ups the ante, delivering a stunning combo to the opponent before delivering a brutal uppercut, intercepting their fall with a shockwave-risen pile of rubble.
100% chance to stun for 4 seconds. The first five attacks gain +20% attack rating and deals 225% of Shocker's current total attack rating as direct damage. The final blow applies armor shattered, decreasing armor rating by approximately 80%. Once the stun expires, place a permanent passive shocked debuff to the opponent. This decreases attack rating, critical rating, critical damage rating, healing rate, and block proficiency by 10%.
Special 3: Shocker proves why he's a professional criminal to the enemy, shaking the very ground beneath their feet, leaving them exposed to a powerful burst of punches and blasts. Change Shocker's attack rating to match exactly 10% of his max health for the duration of this attack, and every blow deals 200% of that attack rating as a burst of energy damage.
Synergies:
Greatest Foe
All Spider-Men
All champions gain +10% attack rating
Self-Made Spidey Villains
Vulture, Kingpin, Mysterio, Doctor Octopus, Green Goblin
Vulture: Gain +1% attack rating for every Chitauri energy currently stored.
Kingpin: Convert all weakness, fatigue, and armor break debuffs into Rage buffs with a 100% chance.
Mysterio: Degenerate for 80% of Poison damage if enemies are poison immune.
Doc Ock: Gain +3 breakthrough charges for every 1 gained.
Green Goblin: Gain +20% attack rating for every Madness charge active, and +20% critical rating for every Cunning charge active.
Shocker: Increase all buff durations by 15%, or +30% duration if passive or permanent.