Champion Improvement Suggestions [edited by Mod for clarity]

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  • BodhizenBodhizen Member Posts: 304 ★★
    Going back to an older redesign again, because I had some new thoughts...



    Champion Redesign: Ms Marvel (Kamala Khan) (Based upon a Rank 5/50 4-Star Champion; Sig Level 99)



    review_msmarvel_1.jpg



    Why she needs to be redesigned: Let's face it. As a Champion in the contest, Kamala Khan is nearly useless. Her mechanics are clunky, and her abilities are easily taken away from her. Her greatest advantage is that she's poison immune. Her fury stacks go away the moment she takes a hit, and the only way to get them is to either use Special Attacks, or to charge them up by holding a heavy attack, making her extremely vulnerable. She has next to no utility at all, her special attacks are easy to dodge, and there's not a node in War that makes her worth placing.

    This particular rework is intended to make her a much better defender, and a really solid attacker if she can keep her Morphogenetic counters up. It's easier for her to gain them than it was for her to gain Fury Buffs, harder for them to be taken away than her Fury Buffs were (they can't just simply be nullified), and she'll pack quite the punch while they're in play!




    Health: 14596
    Attack: 1216
    Crit Rate: 703
    Crit Damage: 858
    Armor: 273
    Block Prof.: 3129


    Signature Ability - Morphogenetic Defenses: Whenever Ms. Marvel (Kamala Khan) has at least one Morphogenetic Counter and is struck by a Critical Hit (including a Critical Hit that triggers through her Block), she has a 60% chance to automatically Parry the attack as her body bounces back against the blow, stunning the opponent for 1.0 seconds. This Stun duration stacks with the Parry and Stupefy masteries. Developer's Note: Good luck taking Champions with a high crit rate up against her. She's got a good chance to automatically Parry them, allowing her to turn the tides and quickly counterattack. This will make her an annoying defender on par with Champions like Wasp or Mordo. However, Champions that don't rely upon Critical Hits, such as Crossbones, will not be bothered by this at all.
    • By Dashing Back and idling for 1.0 seconds, Ms. Marvel (Kamala Khan) can activate her healing factor, consuming all Morphogenetic counters and recovering 255 Health per tick for each Morphogenetic counter consumed. Her healing automatically stops whenever Ms. Marvel (Kamala Khan) has more than 70% of her Max Health, or when she gains a Morphogenetic counter, whichever comes first. Developer's Note: Kamala Khan has a healing factor in the comics, and she can use it here, but be careful! This ability uses up all of your Morphogenetic counters at once, decreasing your offensive and defensive capabilities, and it can be prematurely shut down before you gain the full benefit!

    ABILITIES

    Electromagnetic Vulnerability (Passive): Ms. Marvel (Kamala Khan) is particularly susceptible to electromagnetic pulses. Whenever she is Power Drained by an opponent that uses electromagnetic pulses (such as Winter Soldier), she loses all Morphogenetic counters. Developer's Note: This makes her a poor match up against the Winter Soldier!

    Morphogenetic Structure (Passive): Ms. Marvel (Kamala Khan) uses her ability to shift her form to enhance her prowess in combat. Each time she successfully lands a Medium attack, her body alters its structure to deliver a more powerful blow, granting her 1 Morphogenetic counter. Against Tech Champions, each time she successfully lands a Light attack, she also gains 1 Morphogenetic counter. [Max Stacks: 20]
    • Each Morphogenetic counter grants Ms. Marvel (Kamala Khan) +182.4 Attack Rating, and +92 Armor Penetration.
    • For every 5 Morphogenetic counters Ms. Marvel (Kamala Khan) has, she gains +469.35 Block Proficiency.
    • When Ms. Marvel (Kamala Khan) has 10 or more Morphogenetic counters, she gains +500 Critical Resistance.
    • While Ms. Marvel (Kamala Khan) has 20 Morphogenetic counters, she becomes immune to Armor Break and Armor Shattered Debuffs. Developer's Note: This makes Champions like Corvus Glaive, Iron Fist, and Medusa far less effective against her while she's at full charges.
    • One Morphogenetic counter is lost every time Kamala Khan takes a hit.
    • Using her Morphogenetic Structure, Kamala can alter her size. This allows her to count as any size Champion to take advantage of the best benefits that size can grant when affected by Buffs or Debuffs that depend upon the Champion's size. Developer's Note: This would allow Ms. Marvel (Kamala Khan) to count as a Size: XL Champion when global buffs like Size Matters, Runaway Express, or Cultivating Mass are active.
    Poison Immunity (Passive): An enhanced immune system provides full immunity to the Poisons of the Battlerealm.

    Heavy Attacks: Whenever Ms. Marvel (Kamala Khan) lands a Heavy Attack, she gains a Fury Buff, increasing her Attack by 145.92 for 10.0 seconds.
    Against Tech Champions, Heavy Attacks also have a 100% chance to inflict a Critical Hit.

    Special Attacks: While Ms. Marvel (Kamala Khan) has 11 or more Morphogenetic Counters, her Special Attacks have a 100% chance to inflict an Armor Break Debuff, reducing the opponent's Armor Rating by 251.25 for 3.5 seconds. One additional Armor breaks is inflicted for every 4 Morphogenetic Counters Ms. Marvel (Kamala Khan) has.

    SPECIAL ATTACKS

    Special 1 - Morpho-Punch — With an upsize to her fists, Ms. Marvel (Kamala Khan) delivers two unpleasant shots to the chops.
    • This attack Staggers her opponent for 8.5 seconds, preventing them from gaining their next Buff.
    • This attack grants Ms. Marvel (Kamala Khan) one Morphogenetic Counter, with a 75% chance to grant one additional Morphogenetic Counter.
    Special 2 - Stretchy Cosmic Kick — Ms. Marvel (Kamala Khan) shows off her own version of Carol Danvers' Cosmic Kick, but not before backhanding her opponent.
    • This attack Dazes her opponent, reducing their Defensive Ability Accuracy by 40% for 10.0 seconds.
    • Opponents that auto-block or auto-parry this attack are Stunned for 2.5 seconds.
    • This attack grants Ms. Marvel (Kamala Khan) two Morphogenetic Counters, with an 85% chance to grant one additional Morphogenetic Counter.
    Special 3 - Fake Out — Coming in from the right! No, the left! Betcha didn't see that one coming!
    • This attack has a 100% chance to grant a Passive Fury effect, increasing Attack Rating by 405.29 for the remainder of the fight.
    • This attack grants Ms Marvel (Kamala Khan) a True Strike buff for 6.5 seconds.
    • This attack grants Ms. Marvel (Kamala Khan) five Morphogenetic Counters.

    SYNERGIES
    • Idol with Captain Marvel (Classic), Captain Marvel, or Miss Marvel: All Champions gain +4% Health and Attack.
    • Teammate with Spider-man (Miles Morales), Thor (Jane Foster), Vision, Vision (Age of Ultron), or Wasp: All Champions gain +5% Perfect Block Chance.
    • Terrigen Warriors with Black Bolt, Medusa, or Karnak: Ms. Marvel (Kamala Khan): All of Ms. Marvel's basic attacks gain a 3% chance to trigger a Fury buff, increasing her Attack Rating by 550 for 5.0 seconds. Black Bolt: Special 2 deals True Damage, ignoring all Armor. Medusa: Medusa gains +350 Critical Rating against opponents who are suffering from an Armor Break or Armor Shattered debuff. Karnak: Whenever Karnak loses Focus, he gains a Fury buff that increases his Attack Rating by 355 for 6.0 seconds. Unique Synergy: Does not stack with duplicate synergies.
    • Champions Team-Up with Black Widow, Falcon, Cyclops (Blue Team), or Cyclops (New Xavier School): Ms. Marvel (Kamala Khan): Healing effects are increased by 15% when fighting against Villain or Mercenary Champions. Black Widow: If Black Widow charges a Heavy Attack for 1.0 seconds, she gains a Cruelty buff, increasing her Critical Damage Rating by 15% for 4.5 seconds. Falcon: Falcon begins the fight locked on for 7.0 seconds versus Villain Champions. Cyclops (Both): Cyclops' Special 3 Attack inflicts +10% damage versus Villain Champions. Unique Synergy: Does not stack with duplicate synergies.

    PREVIOUS REVISIONS (minus Champions that Kabam has already revised):
    1. Unstoppable Colossus
    2. Magneto
    3. Captain Marvel
    4. Iron Fist
    5. Falcon
    6. War Machine
    7. Superior Iron Man
    8. Black Panther
    9. King Groot
    10. Spider-Man (Miles Morales)
    11. Karnak
    12. Iron Patriot
    13. Hulkbuster



    Feedback is welcome and appreciated.


    Best wishes!

  • Normax_XNormax_X Member Posts: 565 ★★★
    Tbh i guess we need a revamp for captain marvel (MCU)'s profile picture and posture, don't touch her abilities they're insanely good, but as they first said "Movie Version" it has to at least look a bit like Brie Larson, so just like change her profile pic or at least her posture on her info page it looks really wack, it shouldn't be much trouble to do her profile pic a bit better in a next update or something and just adjust her pose and maybe change it cz she looks really small and far compared to like dusa, gamora, BW, domino etc.
  • rockstar323rockstar323 Member Posts: 57
    Gambit needs a buff. He doesn't need a full rework but a slight tweak, similar to what's being discussed with Human Torch and Annihilus,

    He's capable of decent damage with his prowess charges but getting to high level is very difficult and requires you to take a good deal of block damage to achieve it.

    My suggestion is to either remove the increase in time takes to build charges after the previous charge, or make it so the charges don't stop building if your block gets hit.
  • BahamutBahamut Member Posts: 2,307 ★★★★
    Howard the Duck

    Class: Tech

    Signature Ability: Mash ALL the Buttons!
    Three seconds after dropping below 60% and 30% of his maximum HP, Howard panics and hits the first button he sees, causing a different effect depending on his actions.
    Using a special attack: Howard causes a Thunderquack debuff, dealing X damage over 9 seconds, even if the attack doesn’t connect. The damage from this attack can never be increased above it’s original damage rating by nodes, synergies, or boosts.
    Using a heavy attack: Howard gains a Fury buff, increasing his attack by X for the rest of the fight.
    Getting struck by 5 attacks: Howard gains an Armor Up buff, increasing his armor rating and critical resistance by X for the rest of the fight.
    Well-timed blocks: Howard gains a Self-repair buff, causing him to regenerate X% of his maximum HP over 7 seconds.

    Passive:
    The air-conditioning and heater in Howard’s mech cause him to take 85% less damage from Incinerate and Coldsnap effects.

    New Plan:
    Every 8 seconds, Howard gains a New Plan passive. When either Howard or his opponent lands 5 hits, New Plan is consumed and Howard gains a permanent buff.
    If his opponent lands 5 hits, he gains an Armor Up buff, increasing his armor rating by X.
    If Howard lands 5 hits, he gains a Fury buff, increasing his attack by X.
    Howard can have up to 10 of these buffs in a single fight, and he carries the 3 most recently obtained buffs to the next fight as Persistent Charges.

    Heavy attacks:
    Heavy attacks consume all active Armor Up and Fury buffs on Howard, and he regenerates 5% of his maximum HP for each buff consumed (20 second cooldown).

    Special 1:
    The ISO Loader’s specialized metal punches out a portion of the opponent’s ISO-8, permanently reducing the opponent’s armor, attack, block proficiency, regeneration rate, and power gain by 3% for each Fury and Armor Up buff on Howard (stacks up to 10).

    Special 2:
    Howard’s blaster causes debuffs through the opponent’s block, and the debuffs caused vary depending on Howard’s buffs.
    Howard has no buffs: No effects.
    Howard has more Fury buffs than Armor Up buffs: Howard causes a Slow debuff, preventing the opponent from evading or becoming unstoppable for 6 seconds, and an Armor Break debuff, reducing the opponent’s armor rating by X for 6 seconds.
    Howard has more Armor Up buffs than Fury buffs: Howard causes a Weakness debuff, reducing the opponent’s attack by 25% for 6 seconds, and a fatigue debuff, reducing the opponent’s critical rating by 35% for 6 seconds.
    Howard has an equal amount of Fury and Armor Up buffs: Howard causes all of the debuffs listed above.

    Special 3:
    Any buffs that Howard has lost throughout the fight are reactivated for 5 seconds.

    New synergies:

    COMIC RELIEF with Deadpool, Deadpool X-Force, and Gwenpool.
    Deadpool and Deadpool X-Force: Whenever Deadpool gains a Regeneration or Power Gain effect or causes a Bleed effect, he has a 70% chance to cause a Taunt debuff, causing the opponent to take 30% more damage and making them 65% more likely to use a special attack for 7 seconds.
    Gwenpool: Bleed debuffs reduce the opponent’s power gain by 5%.
    Howard the Duck: Howard’s buffs have +10% potency against Mutant class and #Villain champions.

    BREADLUSTED with Venom the Duck.
    Venom the Duck: Opponent’s suffer 8% ability accuracy reduction for each buff on Venom the Duck.
    Howard the Duck: Howard gains +35% attack for each debuff he’s afflicted with, but he takes 20% more damage from damage over time effects.
  • BahamutBahamut Member Posts: 2,307 ★★★★
    Bahamut said:

    Howard the Duck

    Class: Tech

    Edit: Special 1’s ability reduction is not increased by Fury and Armor Up.
  • MagrailothosMagrailothos Member Posts: 6,031 ★★★★★
    Bahamut said:

    Howard the Duck

    Some nice ideas there! Might need to tone down the Heavy Regen; but otherwise really interesting and looks fun.
  • MagrailothosMagrailothos Member Posts: 6,031 ★★★★★
    Joe Fixit

    Mr Fixit. Not at the top of anyone's 'must rank up' list, for many reasons. Joe isn't released as a five star or six star champ - why? What about him doesn't scale well? Maybe he needs fewer bleeds on that SP1, to prevent him doing Deep Wounds damage like Blade's SP2. That's an easy fix. Inequity tops out at 36% regardless of the number of debuffs, so that's okay. The Devs are constantly touting the benefits of the Despair mastery in Spotlights, so that shouldn't be a barrier. .. What else is there?... Why does he need to be reworked?

    Well, Joe's damage output is basically poor, and extremely dependent on bleed, for a Hulk.
    His basic ability set (Suits) grants him some pretty unsubstantial abilities:
    • Hearts gives a very slow, if reliable regen. It's about half the speed of Old Man Logan's (before he gets buffed), so not exactly a source of enormous recovery
    • Diamonds gives a low-level Attack boost; but, like Original Hulk, it requires you to lose health to gain the benefits. Boo!
    • Clubs gives you loads of debuffs, half of which (Fatigue) achieve very little aside from triggering various masteries. The weakness has it's uses, I suppose.
    • Spades at least gives you a decent crit rate boost; but the effect is limited by Diminishing Returns, and also by Joe's low Critical Damage Rating.
    As well as his weak skill set, Joe's base SP3 damage is incredibly feeble. It does cause a fairly decent bleed (if your opponent bleeds), but only about 10% more than an equal-rank Hawkeye does on his SP1.

    So Joe has weak abilities, poor damage, and isn't available as a 5/6*. Surely that demands a rework! Thus, here's my adjusted Joe Fixit, aiming to make him at least a little useful to a questing team; but without giving him access to Sunspot levels of damage.



    Health - 16,888
    Attack - 1202

    Passive - Gamma Resilience:
    Joe is immune to poison; and reduces the duration of Weakness, Exhaustion and Fatigue debuffs by 50%.

    Gambler's Ruin:
    At the beginning of the fight, and whenever he lands a Heavy attack, Joe gains a Poker suit, and lets loose a different aspect of the gamma-powered gangster he is. The odds of each suit are equal, except when fighting Skill champions; when cunning Joe stacks the deck, and the chance of drawing Diamonds is reduced by half.
    • Hearts: Joe digs down deep to activate his Gamma-powered regeneration; passively healing for 3038 health per minute. He still loves to inflict pain though; and adrenaline surges boost his regeneration by 50% for 3 seconds when he inflicts a critical hit.
    • Diamonds: Joe gets defensive, using careful jabs and blows to weaken his opponent. Each successful attack has a 14% chance to Weaken or Enervate his opponent, reducing their attack or their defensive power gain by 12%. On critical hits, the chance to inflict one of these debuffs increases by 50%.
    • Clubs: Joe may not be as big as the Green Hulk, but he's still got plenty of Gamma-fuelled Rage to punish his opponents. Every second that Clubs is active, his Attack rises by 8.4, to a maximum bonus of 840. Against XL opponents, Joe gains these benefits 50% faster.
    • Spades: Joe focuses his rage to icy cold, gaining +32 critical rating per hit on his combo meter. Against XL opponents, Joe gains +44 critical rating instead.
    I've switched Joe's benefits around to make Red suits essentially defensive and Black suits mostly offensive; which will tie into subsequent changes to his Special attacks. I think it's fairly well-recognised that his old Fatigue debuff was fairly useless for skilled players; whereas a partial Enervate effect should be a lot more useful. I also thought it might be interesting to give him a bit of a boost against the biggest opponents.

    Debuffs: Any given Debuff stacks a maximum of four times. Identical debuffs gained from other sources (chaos nodes, long distance relationship nodes, Resonate mastery, etc) count towards this limit.

    Signature - They call me Mister Fixit
    Once Awakened, Joe Fixit gains additional benefits depending on the suit he has activated.
    • Hearts - Joe's passive healing accelerates, increasing his health gain by up to 20%; which increases to a 40% increase when he is below 25% health. His healing ability also enables him to reduce the duration of all debuffs and Warlock's Virus charges by up to 40%.
    • Diamonds - Joe's no dumb brute; and uses his sharp intellect to sharpen up on his defense as well; gaining up to +22 block proficiency per hit of his combo meter. Against XL opponents, he gains +29 block proficiency per hit instead. Maximum boost at a combo of 80
    • Clubs - Getting angrier than ever, whenever either he or his opponent activates a special attack, Joe has up to a 60% chance to trigger a Fury buff, granting +400 Attack for six seconds. Does not stack.
    • Spades - Each critical hit has up to a 60% chance to gain +400 Critical Damage Rating.
    Joe's signature has changed; to enhance his existing poker suit, rather than simply gaining a second one. Each of these Awakened benefits is meant to build on his pre-existing Gambler's Ruin abilities.

    Special attacks
    Special-1: This machine-gun attack can inflict up to four stacks of bleed; 60% chance to inflict each, for 420 direct damage over six seconds.
    Special-2: If Joe is utilising a red suit (Hearts or Diamonds), he has a 100% chance to inflict Stun for 2.5s. In a black suit, he has a 100% chance to inflict Armour Break (-500/5s).
    Special-3: This brutal attack inflicts Bleed (2244 Damage over six seconds). Additionally:
    If Joe is utilising a red suit, his battered opponent has a 60% chance to suffer a Power Leak Debuff (losing 40% of total Power over six seconds).
    In a black suit, Joe has a 60% chance to inflict Concussion (-70% Ability Accuracy for eight seconds).
    I've slightly reduced Joe's stacks of bleeds on SP1, and the intensity on his SP3 bleed; so he gets less benefit from Deep Wounds. This damage reduction should counterbalance the new effects I've added to his SP2 and SP3, to broaden his utility.

    Synergies
    Abomination/Rhino
    - Forgotten Villains (Unique Synergy, does not stack):
    • Joe becomes Unstoppable on Dash attacks
    • Rhino - when Unstoppable, Critical hits have a 70% chance to inflict Armour Break (-400/5s)
    • Abomination - Critical hits have a 25% chance to inflict Poison (Intensity as if Abomination were bleeding) if the opponent has three or fewer poison stacks
    Hulk - Because I'm better than you! (Unique Synergy, does not stack):
    • Hulk's Fury effects gain +33% Potency
    • Joe gains +120 to his Critical Rating and Critical Damage Rating
    Other synergies: unchanged
  • BahamutBahamut Member Posts: 2,307 ★★★★
    Diablo

    Class: Mystic

    Signature Ability: Arcane Innovation
    Advanced methods of Alchemy make it so that defeating an opponent has an X% chance of yielding an extra Persistent Charge.

    Passive:
    Diablo’s self-experimentation has strengthened his immune system over time, causing him to take 95% less damage from poison effects.

    Concoctions:
    Diablo begins each quest with 4 Persistent Charges, each acting as a single Concoction. Diablo can drink any amount of his Concoctions before the fight, but then loses each pre-fight ability used. When Diablo defeats an opponent, he takes some of their DNA to use in his concoctions, granting a pre-fight ability depending on his opponent’s class.
    The DNA of Cosmic class champion’s is full of potential, and yields 2 random concoctions.
    Defeating a Skill class champion grants one Emberboon concoction.
    Defeating a Mystic class champion grants one Counterflow concoction.
    Defeating a Mutant class champion grants one Lifestitch concoction.
    Defeating a Tech class champion grants one Ironskin concoction.
    The DNA of Science class champions is mangled beyond belief, and yields no concoctions.

    Pre-Fight Ability: Emberboon:
    Diablo begins the fight with a permanent passive Emberboon effect, causing the following effects:
    After using a Special 1, Diablo gains a Fury buff, increasing his attack by X for 10 seconds, and his medium attacks are unblockable for the duration of the Fury buff.
    All attacks deal 15% of the damage dealt as additional energy damage.

    Pre-Fight Ability: Counterflow.
    Diablo begins the fight with a permanent passive Counterflow effect, causing the following effects:
    Critical hits have a 70% chance to nullify one buff on the opponent, and each hit on a special attack has a 100% chance to nullify one buff on the opponent.
    Whenever Diablo’s opponent triggers a buff, Diablo gains 10% of his missing power.

    Pre-Fight Ability: Lifestitch:
    Diablo begins the fight with a permanent passive Lifestitch effect, causing the following effects:
    Using a Special 1 causes a Regeneration buff, causing Diablo to regenerate 6% of his maximum HP over 3 seconds.
    Special attacks cause a Heal Block passive, preventing the opponent from regenerating for 10 seconds.

    Pre-Fight Ability: Ironskin:
    Diablo begins the fight with a permanent passive Ironskin effect, causing the following effects:
    Critical hits cause an Armor Break debuff, reducing the opponent’s armor rating by X for 8 seconds. If Diablo’s opponent is under the effect of an Armor Break debuff, his Special 2 causes a Fate Seal passive, preventing the opponent from gaining buffs for 10 seconds.
    Diablo is immune to stun and bleed effects.

    Heavy Attacks:
    Causes a Poison debuff, dealing X damage and reducing regenerative effects over 10 seconds.

    Special 3:
    Diablo causes a Poison debuff, dealing X damage and reducing regenerative effects over 10 seconds.
    If the opponent is already under the effects of a Poison debuff, Diablo expends all of his Persistent charges and converts it into an Enhanced Poison debuff, dealing +100% damage for each persistent charge expended.

    His synergies would remain the same for other synergy members, but would have different effects for him. I can’t think of anything at the moment.

    I REALLY want Diablo to be buffed, he’s really fun to play, and I’d rank him up in a heartbeat if he was viable.
  • Ksp_2099Ksp_2099 Member Posts: 735 ★★★
    Ksp_2099 said:

    This is my first time here. My one of the favorite character in marvel is Daredevil. I think that he should be buffed. At least make him a decent champion like Luke cage, venom, she-hulk, etc. Please KABAM.

    Who: DD Netflix

    Why: he has no utility in the game right now, also he is one of the awesome characters in comics and tv series.

    He deserves to be a hard hitter. Increase his damage output and evade chances.

    Change his specials animations

    Passive:

    After every specials he should gain a true accuracy buff as passive buff for 15 to 20 sec. As he doesn't rely on eyesight, so during true accuracy buff no evasion by opponents and it can not be suppressed by any ability accuracy.
    Also, during this buff he gains evasion by 80℅ from projectiles attack as well as normal physical attacks.

    When attacking, He has 30% chances to gain a fury passive buff increasing his attck by 25% and stacks up to 10.
    Also when attcked, he gains more physical resistance passive buffs due to his suit increasing his physical resistance by 20%. Max stack to 5.
    Also, this suit helps him decresing the chance of bleed by 25% or 35%.

    Sp1
    Gains cruelty and precision buff passive for 15 sec. Also it activates true accuracy buff for 15 to 20 sec.
    Critical hits have 100% chances to stun for 2 sec.

    Sp2
    Gains cruelty and precision buff passive for 15 sec. Also it activates true accuracy buff for 15 to 20 sec.
    Critical damage have 70% chances to inflict bleed around 60% of his attack rating and concussion for 12 sec.
    Critical hits have 100% chances to stun for 3 sec.

    Sp3
    Increase the next buff duration by 30% and reset all the buffs on him. Put weakness and armor break decresing armor rating of opponents by 80% for 15 sec.
    Critical hits have 100% chances to stun for 4.5 sec.
    Gains cruelty and precision buff passive for 15 sec. Also it activates true accuracy buff for 15 to 20 sec.

    @Kabam Miike It's been very long time, you guys buffed Luke Cage and made him useful
    Please buff DD NETFLIX please.
    He deserves to be a hard hitter. He is not even useful in any content of the game.
    Please involve him in the rework champion.
    At least make him hard hitter. So many champions rework but he is ignored all the time why?
  • graintraingraintrain Member Posts: 12
    Hey Kabam you need to make a buff on Agent Venom.
  • graintraingraintrain Member Posts: 12
    I mean we need an agent venom buff
  • PoorlyMadePoorlyMade Member Posts: 55
    Abomination (Science)
    (Tags stay)

    Passive:

    Immune to Poison

    If MODOK is on your team grant +{0} Energy Resistance

    When Attacked:
    Grants a BuildUp charge every time Abomination is hit by a special attack

    Light Attacks:
    Have a 80% chance to inflict Poison dealing {1}% damage over 20 seconds

    Medium Attacks:
    Increases Poison duration by 1 seconds

    Heavy Attacks:
    The Opponent take {2} more damage per Poison on the Opponent

    Special Attacks:
    Gain 1 BuildUp passive

    While Charging Heavy:
    Consumes BuildUp Charges exponentially (over 2 seconds) to Inflict a Poison dealing {3} damage per BuildUp consume over 4 seconds

    Special 1:
    Inflicts 3 Poison that deal 0 damage over 30 seconds

    Special 2:
    Inflicts 1 Poison per buff on Opponent that deals {4} damage over 20 seconds

    Special 3:

    Deals 20% more damage per Poison on Opponent

    If there are no Poison on the Opponent gain a Obliteration buff which keeps your power locked on 2 bars for 15 seconds

    Signature Ability
    Radiation Field

    When the Opponent is close to Abomination deal a Poison inflicting {5} damage until they move away for 3 seconds (stacks)

    Poison is {6}% more potent

    Synergies
    Loyal Minion
    M.O.D.O.K.- Auto Block has 80% Block Proficiency
    Abomination- Poison deals 20% more damage

    Worst Enemies
    Abomination
    - Start the fight with 5 BuildUp Charges
    Hulk- Fury is 20% more potent
    Red Hulk- Deals 10% more damage per heat charge

    Genetic Abominations
    Abomination
    - Every 5 Poisons the opponent gets inflicted over the fight increases special damage by 20%
    Rocket Raccoon- All shield types now have double charges


  • PoorlyMadePoorlyMade Member Posts: 55
    Black Panther Civil War
    Skill
    Hero, Medium, Avengers, Metal
    Utility: Control

    Passive:

    Enhanced Armor that becomes more protective with power gives these varying effects when at different bars of power. Lose these effects when entering a different bar of power.

    When under 1 Bar of Power- Immune to Power Lock, Power Drain, and Stun
    When above 1 Bar of Power- Immunity to Bleed and 100% reduced Crit rate
    When above 2 Bars of Power- Incinerate, Armor Break, Fate Seal Immunity, and 75% crit chance
    When at 3 Bars of Power- +{0} Physical Resistance, 80% decreased special damage, and every 15 seconds remove 1 debuff

    When Dashing Back and Holding Block for 2 Seconds:

    Gain a Permanent Passive Power Lock
    If you already have the Power Lock Passive remove it

    Light Attacks:

    Above or Below 1 Bar of Power- 60% to drain 5% of the opponent’s power
    Below or at 3 Bars of Power- 35% to inflict a bleed dealing {0} damage over 5 seconds


    Medium Combo Enders:

    Under 3 bars of Power- Inflict a 0 damage incinerate for 10 seconds
    At 3 bars of Power- Inflict a Slow debuff decreasing all evade chance by 100% for 7 seconds

    Special 1:
    Gain a Armor Up increasing Armor by {0} for 60 seconds (Max: 5)

    Special 2:
    Inflict a Stun for 3 seconds

    Special 3:
    Deals Increased damage per Armor Up buff by 50% ad consumes all Armor Up and gives you 10% power per Armor Up consumed


    Signature Ability:
    Kinetic Power
    Shuri has spent time working on a upgrade for the suit’s kinetic power and now you get more effects per level of Power
    Under 1- {0} Poison resistance, Hold heavy for 2 seconds to consume all Armor Up buffs and gain 15% power for each
    Above 1- {1} chance every time you enter this state of power to gain 3 Armor up buffs
    Above 2- Gain up to max of 3 Furies increasing your attack rating by {2} every time you charge your Heavy attack. Lose these when losing this state of power
    At 3- Inflicts a 2 second stun every time you charge a Heavy attack




    Synergies
    Holders of the Throne:
    Black Panther- Deals increased damage based on power up to 60%
    Black Panther Civil War- Passive debuffs increase attack by 20%

    Greatest Warriors:
    CapIW- Increase the max amount of Kinetic Charges by 1
    Black Panther Civil War- Parrying gives Black Panther Civil War 1 Armor up Buff for 30 seconds

    Wielders of the Gauntlet:
    Black Panther CW, Thanos, Iron Man IW, and Hulk- 100% increased power rate at the beginning of the fight

    Wakandian Loyalty
    Winter Soldier, Black Panther CW- 100 percent damage increase at 100 hits on the combo meter

  • Jh_DezJh_Dez Member Posts: 1,307 ★★★
    edited September 2019
    Magneto

    Passive:

    Whenever his health is below 85%, 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 40% chance to inflict bleed dealing 75% of Magneto's attack as 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.
  • CapIceCapIce Member Posts: 63
    edited September 2019
    Nice strategy document plan for the Abomination in Marvel Contest of Champions.
  • PoorlyMadePoorlyMade Member Posts: 55
    CapIce said:

    Nice strategy document plan for the Abomination in Marvel Contest of Champions.

    Thanks I enjoy making these if you have any ideas for improvements let me know
  • CapIceCapIce Member Posts: 63
    I'm planning to make a strategy idea document for Ares in Marvel Contest of Champions. I already made one for Hercules, you can take a look at it on the link, https://forums.playcontestofchampions.com/en/discussion/comment/985032/#Comment_985032
  • CapIceCapIce Member Posts: 63
    Brilliant. I like it.
  • Colonaut123Colonaut123 Member Posts: 3,091 ★★★★★
    It has been a while since I've made a rework. It is nice people still make reworks. So let's just pick up where I left off.

    Name of the Champion you would like to be changed

    Howard The Duck

    Which features or abilities about them don't you like at the moment and why

    He is quite an underwhelming champion, but I do see a lot of potency. His AU buffs make him a great counter to Havok. He does need some better damage output and utility.

    How exactly would you change them and why would you make the said changes, try to be specific

    For starters, increase his base attack rating to be on par with Gamora and increase his critical hit and damage rating to be on par with Killmonger. Raise his base armor rating to be on par with Sentinel.

    Let the ISO-Loader start the fight with 10 AU buffs. The current meta makes removing AU buffs so much easier that he needs more at the start. The total armor rating also should amount to roughly the same as Red Skull. Like Red Skull, he gains one AU buff when he fills a bar of power (but he can only have maximum 10). As a passive effect, 25% of the armor rating is added to the special attack damage and every stack has a 10% chance to resist a block break or unblockable attack. Offensively, it benefits skillful players who can keep the stacks at 10 while defensively he hits progressively less hard with each stack removed, while having the ability to regain some lost AU back.

    The Quack-Fu Fury is so weak and unreliable, it takes ages to ramp him up (it falls off after like 10 seconds) and 10% is barely noticeable. Increase it to +20% attack and critical damage, increase the chance to trigger to 13% when attacking and when attacked and decrease the gradual falling off to 20 seconds. His heavy attack increases the chance to trigger to 33%. That is similar to Hyperion, so there is a reliable way to gain them.

    Special attack 1: I'll be short about it. 6% per stack of ISO-8 with a maximum of 24%, is Kabam kidding me? Howard cannot compete with Void, or anything else, with that! I suggest to keep the maximum amount but increase its potency: 10% for attack, critical hit rating, critical damage (new) and special attack damage (new), and 20% for power gain (new), ability accuracy (new), regen, armor rating, block proficiency and physical resistance. Also, make sure that when it interacts with the heal block or power lock, it reverses. It stays a passive effect so it doesn't interact with despair or willpower nor can it be purified. For balancing purposes, it doesn't last indefinitely but it gradually falls off. It starts at 60 seconds but subsequent stacks reduce the duration of all stacks by 16.67% each. So stack 1 lasts 60 seconds, but stack two only 50 seconds while simultaneously reducing duration of stack 1 as well. 5 stacks would only last 10 seconds. As such, it takes more maintenance for high reward. Probably the best one is 3.

    Special attack 2: it has 9 hits with a 30% chance to activate Heal Block, Power Drain, Poison, Armor Break, Power Lock and Shock. I imagine that with every hit, every effect could theoretically activate. In reality, it is one or two or even none of any of those 6 effects. In a fight, you cannot have this kind of unreliability.

    I suggest the current base chance is kept, but every stack of Quack-Fu Fury increase it by 10%. So at 5 stacks, this should be 80%, that's reliable enough. However, it would be bad if all 6 debuffs would activate. Thus, every hit goes like this: based on trigger chance it either has an effect or not. If it does, it will be randomly one of these six. In case of power lock or heal block, the debuffs will refresh. The rest stacks. As you have 9 shots, there should be reliably 3 till 4 unique effects triggered, as long you've enough Quack-Fu Fury.

    Special attack 3: depending on the class, Howard activates a buff for 9 seconds and gains a special effect on his crits. The exact buff is not in the ability description, but according to the spotlight:
    • Cosmic – Fury Buff + Critical Hits ignore Armor
    • Tech – Armor Up + Chance to Heal Block on Critical Hits
    • Mutant – Regeneration + Chance to Armor Break on Critical Hits
    • Skill – Precision Buff + Chance to Bleed on Critical Hits
    • Science – Evasion buff + Chance to Poison on Critical Hits
    • Mystic – Power Gain + Chance to Nullify on Critical Hits
    Chances are not specified for the critical hits but I think 80% should be enough (I did increase his crit rating on the level of Killmonger). I don't know about the buffs and effects though, some seem not helpful when fighting that class. The potency is also not really specified. It does seem to remind me of She-Hulk, only she has those abilities when awakened, right at the beginning of the fight and lasting indefinitely.

    I suggest the following: let's switch the special 3 and the sig. So the special 3 gets 87% chance to activate Self-Repair (restoring 20% health), Thunderquack or both for 7 seconds. I suggest Thunderquack to switch to a buff that deals 135% of the damage dealt as an extra burst of energy damage, similar to Red Hulk and Bishop. That is more on par of a SP3.

    The sig gives a permanent buff and effect when fighting certain champions. The Catalyst Absorber adopts and adapts to that class. As such he activates a buff common to that class and can inflict a debuff counteracting it:
    • Cosmic – Fury Buff increasing attack rating by +50-100% + 80% Chance to Weakness on Critical Hits, reducing attack rating by 10-20% for 9 seconds (stacks).
    • Tech – Armor Up increasing armor rating equal to 1-5 AU ISO-Loader buffs (this ignores the max amount of AU buffs) + 80% Chance to Armor Break on Critical Hits, reducing armor rating by 200-500 for 9 seconds (stacks).
    • Mutant – Regeneration of 0.10-0.25% health per second + 80% Chance to Despair (new debuff with the same icon as heal block or a new icon to separate it) that reduce healing by 10-20% for 9 seconds on Critical Hits (stacks).
    • Skill – Precision Buff increasing critical rating by +50-100% + 80% Chance to Fatigue on Critical Hits, reducing critical hit rating by 200-500 (stacks).
    • Science – Evasion buff, 9-13% chance to evade an attack + 80% Chance to Slow on Critical Hits, reducing chance to trigger evade or unstoppable by 10-20% for 9 seconds (stacks).
    • Mystic – Power Gain of 0.5-1% power per second + 80% Chance to Power Leak on Critical Hits, leaking 25-50% of a bar of power over 9 seconds (stacks).
    If the buff is removed or prevented from triggering by an effect, it is instead placed on cooldown for 20 seconds. The effect of the critical hit is attached to the buff, so no buff means no special effect on the crit!

    When Howard defeated a class, he stores the permanent buff and associated effect into the Catalyst Absorber. The next fight, Howard reactivates the buff and effect, regardless of that class on top of the buff and effect he would gain because of facing that class. Buffs of the same kind cannot stack.

    How does it exactly work? For instant: Howard The Duck begins the first fight against a mutant. As such, he activates a regen buff and he can HB. He defeats the mutant, the and the second fight is against a tech champion. As such, he activates a AU buff and he can AB, and he gains the regen buff and can HB. The next fight is another mutant. He activates the regen because of the class and the AU buff from the Catalyst Absorber, but he doesn't activate the first regen buff stored. He has 80% chance to HB and 80% chance to AB. He doesn't get a persistent charge of that fight. In theory, he can build-up to all 6 buffs and effects.

    I designed Howard the Duck to be hybrid of Venom The Duck (persistent charge mechanic), She-Hulk (class-dependent effects) and CAIW (multiple stackable debuffs depending on class).

    This has potentially massive utility, but he can easily be countered by mystic champions or cosmic champions that take advantage of buffs (Ronan, Venom, Venompool). Armor Break cosmic champions can remove AU buffs, he is not immune to heal/power (b)lock or reversal, his debuffs can be purified or taken advantage off (Willpower).

    Lastly, Howard The Duck gains some new unique synergies. The first one is with, of course, Venom The Duck. VTD has already a solo synergy with +2% attack rating per buff stored in the RNA bank. This unique synergy will give both ducks +2% attack rating per buff. For VTD this means even more damage at the start of the fight, while for HTD it is at least +20% (AU buffs) to +32% damage (incl. sig buffs), and any other buff activated.

    The second one is with Rocket Raccoon, that other talking animal. I'd like Rocket to gain +10% attack rating per shield charge, while HTD base chance of triggering the SP2 effects is increased by +20%.

    The third one is with She-Hulk. The potency of both their sig abilities is increased by 20%.

    The fourth one is with The Champion (due to his relation with The Collector). The Champion has the potency of his Fury buffs increased by 25% while HTD gains an Unblockable buff making all the hits of the Special Attacks Unblockable lasting 7 seconds when he or the opponent goes below 60% and 30% health.

    This will all make Howard The Duck have the same or better utility as Void and with good damage output. He will become the perfect counter to Havok. He also has some potential as a defender.

    ---------------------------------------------------------------------

    Do you like this champion improvement? Then also check out my others:


    M.O.D.O.K.
    Mephisto
    Sentinel
    Iron Man (Infinity War)
    Red Hulk
    Angela
    Mordo
    Ronan the Accuser
    Dormammu
    Storm
    Taskmaster
    Colossus (redundant)
    Juggernaut
    Kingpin
    Abomination
    Yellowjacket
    Morningstar
    Green Goblin
    Civil Warrior
    Hulkbuster


    Feedback is always welcome!
  • MegamindMegamind Member Posts: 19
    Spidey Villains Rework

    Green Goblin:
    Madness is now granted for every 10 hits on the combo meter, and increases attack rating by the equivalent of 15-20%. The charges are permanent instead of temporary.
    Cunning is now granted every 16.5% of max power gained, and increases critical rating by about half of the original amount. The charges are permanent instead of temporary.
    All Pumpkin bomb attacks place a gassed debuff on the opponent, reducing the ability accuracy of evade effects by 100% for 10 seconds.
    SP1: Whenever an attack fails to power drain, inflict shock, dealing 279 energy damage over 5 seconds.
    SP2: 100% chance to trigger bag of tricks incinerate effect.
    SP3: If super bomb is triggered, duplicate all effects twice (3 incinerates, 3 poisons, etc.)
    Super Bomb Awakened ability is now a passive effect.
    Suit grants poison immunity.
    New Awakened Ability: Goblin Arsenal
    Choose from multiple different pre-fight abilities to modify the Goblin Gear.
    Chain Tunic: Increase physical resistance by 20% and armor rating by 15%.
    Incendiary Grenades: All pumpkin bomb attacks have a 100% chance to trigger the bag of tricks incinerate effect with +100% potency.
    Goblin Serum 2.0: Increase attack rating, critical damage rating, physical resistance, and offensive ability accuracy by 15%.
    Glider Tech: All attacks made with the goblin glider have a 50% chance to inflict bleed, dealing 350 direct damage to the opponent over 3 seconds.
    Rhino:
    Bleed, Incinerate, Frostbite, Armor Break, and Coldsnap immune.
    When Fighting Smaller Champions:
    Gain up to a flat 50% perfect block chance based on opponent size.
    Petrify the opponent, reducing their offensive ability accuracy by 90% and increasing their chance to throw a special attack by 70%.
    When Fighting Champions of the same size:
    Gain +20% attack rating.
    Dash Attacks:
    90% chance to inflict bleed, dealing 200 damage over 2 seconds.
    If the opponent is bleed immune or bleed does not trigger, inflict stun for 4 seconds, reducing armor rating to 0 for the duration.
    5-Hit combo Furies:
    No longer have to have the opponent against a wall, and stack up to 5.
    When evaded or dodged with the dexterity mastery:
    Gain unstoppable for 6 seconds if above 50% health, and Fury, increasing attack rating by 75% for 8 seconds, if below. If the opponent is suffering from bleed, gain unblockable for twice the maximum duration of the bleed(s).
    SP1: 100% chance to stun for 3 seconds.
    SP2: Each hit inflicts armor break, reducing armor rating by 50.8 for 7 seconds. If the opponent's armor rating is reduced to zero, remove all armor break effects and apply armor shattered, reducing the opponent's armor rating by 100% for 35 seconds. Stun effects pause the timer of this debuff for their duration.
    SP3: Gain Rhino Armor and Rhino Fury.
    Rhino Armor increases physical resistance by up to 150%, based the opponent's lost health, for 25 seconds.
    Rhino Fury increase attack rating and critical damage rating by 100% for 35 seconds.
    Rhino Armor AA is now a passive effect with 80% of the original's potency.
    New Awakened Ability:
    Rhino Armor 2.0
    Increase armor rating by up to 2758.2 based on current health.
    If Rhino started the fight at maximum health, apply an identical effect, except increasing block proficiency.
    Electro:
    Heals 200% of damage taken from shocks instantly.
    Enemy shock effects gain 100% ability accuracy and infinite duration.
    While under a shock effect, increase power gain by 20%, attack rating by 10%, and all attacks deal energy damage.
    Electro's unique physiology allows him to drain enemy power constantly, increasing his attack rating as his power levels increase. At the start of the fight, place a power drain passive on the opponent, draining 1% of their max power every second, stealing 75% of the power drained. Increase attack rating by up to 100% based on current power. While above 1 bar of power, apply a permanent passive shock effect to electro, dealing 0 damage.
    Electro can manipulate electromagnetic fields, allowing himself to fly when in somewhat close proximity with conductors and manipulate conductive objects.
    While near #metal champions, apply shock, dealing 20 energy damage every second. If Electro deals 100 damage from this ability with one shock debuff, apply it permanently as passive with -50% potency. Instead of stealing their power, he weaponizes it, draining all power gained and dealing damage equivalent to the amount drained.
    SP1: Inflict Shock, dealing 45 energy damage a second for 20 seconds. This damage is multiplied by up to 3 times the original amount based on enemy power levels. Inflict a shock passive on Electro if he is not already underneath one. If he is, instead reduce the power cost of this attack by 33.3%.
    SP2: 100% chance to stun, reducing defensive power gain by 100% for the duration (5 seconds)
    SP3: For every hit, deal up to 10% of the opponent's maximum health as a burst of energy damage. The more power the enemy had before the attack was activated, the more damage this deals. Drain all enemy power, increasing all base stats by 30% each. Drain all power the enemy gains for the next 20 seconds, further increasing this effect.
    Awakened Ability:
    Master of Energy
    Absorb all energy damage taken. (Take no damage from energy attacks)
    40% of the damage that would have been dealt is immediately healed.
    40% is converted into power.
    20% is converted into a Fury effect, increasing attack rating by 1.5 for every 1 damage that would have taken from the 20% fraction.
  • NewDawnDebNewDawnDeb Member Posts: 106
    "Ghost Rider in addition to Bleed Immune must be Coldsnap, Frostbite, Incinerate and Novaflame immune because he is made up of 'Hellfire' which is equal to or more than intensity of Novaflame.
  • PoorlyMadePoorlyMade Member Posts: 55
    My 2 newest reworks along with synergies to make a Hulk Buff just because Hulk needs some extra damage
    Btw these reworks would add these champions to the 5 and 6 star pool

    Joe Fixit- I think this just adds to the Gambler aspect without making it complete rng character
    https://docs.google.com/document/d/1cJwoqDtZCt7CF1aoaYGLIzNEbcUr30GFVU3pFqhAPwQ/edit?usp=sharing

    Wolverine- Adds his new mutant power from the comics and reduces regen so he isn't broken
    https://docs.google.com/document/d/1gmZ-F-XxjkIvHuO6US1K3ouFUIC78bTJbWWrqua7x6w/edit?usp=sharing
  • MegamindMegamind Member Posts: 19
    Megamind said:

    Spidey Villains Rework

    Green Goblin:
    It goes without saying that the Green Goblin is Peter Parker's greatest enemy. He's killed Gwen Stacy, threatened the life of others including Aunt May, and left behind a legacy of Hobgoblins and Green Goblin successors when he faked his own death. Sadly, his depiction in the game is mid-tier at best. His warring personality buffs aren't that effective, and are hard to control. This is in large part due to their vastly differing durations, and overall lackluster buff potential. My goal here is to increase his offensive potential to be a high-demigod tier champion, while changing the way his defensive potential works, making more susceptible to combos of decent damage and more resistant to bursts of crazy damage (think Havok's SP2 or SP3).
    Madness is now granted for every 10 hits on the combo meter, and increases attack rating by the equivalent of 15-20%. The charges are permanent instead of temporary.
    Cunning is now granted every 16.5% of max power gained, and increases critical rating by about half of the original amount. The charges are permanent instead of temporary.
    All Pumpkin bomb attacks place a gassed debuff on the opponent, reducing the ability accuracy of evade effects by 100% for 10 seconds.
    He now passively heals 0.33% of his maximum health per second, increasing to 5% of his maximum health for a short time (maybe 3-5 seconds) whenever he takes more than 15% of his health from a single attack.
    SP1: Whenever an attack fails to power drain, inflict shock, dealing 279 energy damage over 5 seconds.
    SP2: 100% chance to trigger bag of tricks incinerate effect.
    SP3: If super bomb is triggered, duplicate all effects twice (3 incinerates, 3 poisons, etc.)
    Super Bomb Awakened ability is now a passive effect.
    Suit grants poison immunity.
    New Awakened Ability: Goblin Arsenal
    Choose from multiple different pre-fight abilities to modify the Goblin Gear.
    Chain Tunic: Increase physical resistance by 20% and armor rating by 15%.
    Incendiary Grenades: All pumpkin bomb attacks have a 100% chance to trigger the bag of tricks incinerate effect with +100% potency.
    Goblin Serum 2.0: Increase attack rating, critical damage rating, physical resistance, and offensive ability accuracy by 15%.
    Glider Tech: All attacks made with the goblin glider have a 50% chance to inflict bleed, dealing 350 direct damage to the opponent over 3 seconds.

    The Rhino is, without a doubt, Spider-Man's strongest and toughest "Rogues Gallery" foe. You'd think that a guy who can lift 100 tons and tank ANTI-tank weaponry would be unstoppable. But, that's about all he has. His damage output is comical, considering that he should be light-years stronger than most champions in base stats alone, and his Rhino armor somehow suffers bleed from Black Panther's claws. His physical resistance is impressive, but energy damage counters, and just plain damage counters, have quickly been made. This rework suggestion should increase his tankiness to the utmost potential, while granting him a respectable damage output. Defensively, he should mostly just require high damage and skill to defeat. Upgrades to his Rhino armor will make him extremely resistant to damage and draw out a fight, while keeping the opponent on edge with his dash attacks. Offensively, he'll have good bleed damage and Fury on par with a mildly stacked Hyperion.
    Rhino:
    Bleed, Incinerate, Frostbite, Armor Break, and Coldsnap immune.
    When Fighting Smaller Champions:
    Gain up to a flat 50% perfect block chance based on opponent size.
    Petrify the opponent, reducing their offensive ability accuracy by 90% and increasing their chance to throw a special attack by 70%.
    When Fighting Champions of the same size:
    Gain +20% attack rating.
    Dash Attacks:
    90% chance to inflict bleed, dealing 200 damage over 2 seconds.
    If the opponent is bleed immune or bleed does not trigger, inflict stun for 4 seconds, reducing armor rating to 0 for the duration. Are unstoppable as normal. If the opponent is size M or smaller, 100% chance to be unblockable. If they are larger, 20% chance.
    5-Hit combo Furies:
    No longer have to have the opponent against a wall, and stack up to 5.
    When evaded or dodged with the dexterity mastery:
    Gain unstoppable for 6 seconds if above 50% health, and Fury, increasing attack rating by 75% for 8 seconds, if below. If the opponent is suffering from bleed, gain unblockable for twice the maximum duration of the bleed(s).
    SP1: 100% chance to stun for 3 seconds.
    SP2: Each hit inflicts armor break, reducing armor rating by 50.8 for 7 seconds. If the opponent's armor rating is reduced to zero, remove all armor break effects and apply armor shattered, reducing the opponent's armor rating by 100% for 35 seconds. Stun effects pause the timer of this debuff for their duration.
    SP3: Gain Rhino Armor and Rhino Fury.
    Rhino Armor increases physical resistance by up to 150%, based the opponent's lost health, for 25 seconds.
    Rhino Fury increase attack rating and critical damage rating by 100% for 35 seconds.
    Rhino Armor AA is now a passive effect with 80% of the original's potency.
    New Awakened Ability:
    Rhino Armor 2.0
    Increase armor rating by up to 2758.2 based on current health.
    If Rhino started the fight at maximum health, apply an identical effect, except increasing block proficiency.

    Electro can control all of electricity. Realistically, he should be able to wipe the floor with a lot of champions. Frustratingly, his simplistic, outdated design (compared to more complex modern champs) just doesn't allow him to do much. He should be a beyond-godly power drain champ, with massive power gain and tons of energy damage trickery. On defense, he should practically prevent Special Attacks from happening, while constantly ramping up his abilities and damage. On offense, he should be Hyperion and other power gain champs' worst nightmare, treating Havok and Bishop like jokes and healing, gaining power, and increasing attack rating all the while.
    Electro:
    Heals 200% of damage taken from shocks instantly.
    Enemy shock effects gain 100% ability accuracy and infinite duration.
    While under a shock effect, increase power gain by 20%, attack rating by 10%, and all attacks deal energy damage.
    Electro's unique physiology allows him to drain enemy power constantly, increasing his attack rating as his power levels increase. At the start of the fight, place a power drain passive on the opponent, draining 1% of their max power every second, stealing 75% of the power drained. Increase attack rating by up to 100% based on current power. While above 1 bar of power, apply a permanent passive shock effect to electro, dealing 0 damage.
    Electro can manipulate electromagnetic fields, allowing himself to fly when in somewhat close proximity with conductors and manipulate conductive objects.
    While near #metal champions, apply shock, dealing 20 energy damage every second. If Electro deals 100 damage from this ability with one shock debuff, apply it permanently as passive with -50% potency. Instead of stealing their power, he weaponizes it, draining all power gained and dealing damage equivalent to the amount drained.
    SP1: Inflict Shock, dealing 45 energy damage a second for 20 seconds. This damage is multiplied by up to 3 times the original amount based on enemy power levels. Inflict a shock passive on Electro if he is not already underneath one. If he is, instead reduce the power cost of this attack by 33.3%.
    SP2: 100% chance to stun, reducing defensive power gain by 100% for the duration (5 seconds). If this deals more than 2% of the opponent's max health, deal twice this attack's damage output as a
    SP3: For every hit, deal up to 10% of the opponent's maximum health as a burst of energy damage. The more power the enemy had before the attack was activated, the more damage this deals. Drain all enemy power, increasing all base stats by 30% each. Drain all power the enemy gains for the next 20 seconds, further increasing this effect.
    Awakened Ability:
    Master of Energy
    Absorb all energy damage taken. (Take no damage from energy attacks)
    40% of the damage that would have been dealt is immediately healed.
    40% is converted into power.
    20% is converted into a Fury effect, increasing attack rating by 1.5 for every 1 damage that would have taken from the 20% fraction.

  • CozyqailCozyqail Member Posts: 15
    Can we pls have spawn in mcoc my freind wont download unless there is spawn in the game i really want him to play
  • MegamindMegamind Member Posts: 19
    The original Spider-Man is still a god on defense in lower-level alliances, and is decent on offense. However, he's undeniably been aged out. As both of his MCU variants tower over him, with a solid 20-25 strong group of beyond god-tier champions dealing 10 thousand damage with a flick of their wrist dominating over those two. He's Marvel's greatest character, and is known by fans across the world. The old-school version should get some love and rise up to take his place as a solid god tier champion.

    Spider-Man Classic (Science)

    When using the dexterity mastery:
    Taunt the opponent, increasing their chance to launch a special attack by 50% for 12 seconds.
    Gain a quip charge, increasing attack rating by 697 until hit.
    This effect allows Spider-Man to build up confidence and an edge on the opponent, but quickly lose it when they finally strike back and he realizes his big mouth gets him into trouble, mirroring many of his fights.
    Critical Hits: Armor break, reducing armor rating by 19.63% for 5 seconds. These stack up to 5, at which point they combine into an armor shattered debuff, reducing armor rating by 100% for 20 seconds. Armor break utility is armor break utility.

    Spider-Sense: When a block or well-timed block would not prevent an attack, there is a 60% chance to evade attacks. +40% chance on special attacks.

    Spider-Strength:
    Spider-Man has learned to control his strength in fights, only using his full potential against superhuman adversaries.
    When fighting skill champions and non-robot tech champions, cap damage to 20% of opponent's maximum HP. Gain +1500 critical rating against these champions, and -200 attack rating. When fighting Cosmic, Mutant, Science, Mystic, and robot Tech champions: Gain +575 attack rating and +1000 critical rating. This is something he is known for doing, and it causes him to not be able to quickly dispatch dangerous, glass-cannon-esque human enemies. The flip-side is that when he finally is forced to go all out, he often one-shots them. Plus, it grants unique utility against alliance war defenders. Critical hit city against Korg, big damage boost and even more critical hits against Thing.

    Special 1: Inflict weakness, reducing attack rating by 50% for 8 seconds. This refreshes every time 5 hits are added to the combo meter. Inflict blinded, which grants a 70% chance to miss. This can only be removed if the opponent dashes back and holds block for 2.5 seconds. While doing this, Spider-Man gains +100% attack rating. This revamped special attack means that bosses can have their damage completely halved for the entire fight if you play aggressively enough, and forces the opponent to either miss their attacks and get destroyed or risk a Spider-powered heavy attack trying to undo it.

    Special 2: Unblockable, cannot be evaded by non-spider verse champions. Gains +50% attack and critical damage rating. If this attack breaks a block or deals more than 5% of the opponent's max HP, stun for 3.5 seconds. Unblockable, and a bonus if you get to use that mechanic?! Nuff said.

    Special 3: Ignores all armor, and has a 5% chance to deal 100% of the opponent's current HP. for every quip charge. Instant K.O if you've performed 20 dexterity avoids, and a high chance if any lower.

    Signature Ability: With Great Power
    Spider-Man always gets up, no matter how hard he's hit, and no matter how many times he's knocked down.
    When knocked down or hit by a special attack at 20% health or lower, or getting reduced to that amount by those, gain a burst of 30% maximum HP and 1 bar of power, as well as regain all quip charges with 120% potency, and a passive unstoppable effect that lasts for 4 seconds. When he would be knocked out, 40% chance to revive at 25% max HP and gain all above effects (minus regen) if knocked out by a villain champion. +2.5% chance for every Hero champion on the team.

  • RaaRaa Member Posts: 317 ★★
    Iron Fist and Cyclops. Cyclops has been underpowered long enough, dude is omega level. Only the comics really do him justice. Tired of seeing him being ridiculed in this game and x-men movies.
  • Thi101Thi101 Member Posts: 807 ★★★
    Raa said:

    Iron Fist and Cyclops. Cyclops has been underpowered long enough, dude is omega level. Only the comics really do him justice. Tired of seeing him being ridiculed in this game and x-men movies.

    According to the official Omega Level Mutants list, the only Omega mutants on the contest are Magneto and Storm
  • Whododo872Whododo872 Member Posts: 1,042 ★★★
    Thi101 said:

    Raa said:

    Iron Fist and Cyclops. Cyclops has been underpowered long enough, dude is omega level. Only the comics really do him justice. Tired of seeing him being ridiculed in this game and x-men movies.

    According to the official Omega Level Mutants list, the only Omega mutants on the contest are Magneto and Storm
    So are iceman and jean
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