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As first appeared on the Marvel: Avengers Alliance Wiki with the name "AscendedEvincar's Custom Movesets", March 19, 2013

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Foreword


Hi everyone. AscendedEvincar here. Wearingglasses has lead the charge of creating custom movesets. I'm just following, like many before me.

Like my other blog posts, this is a work in progress and the community's input is very much appreciated. I'll apologize in advance if I make a character OP since I'll be guilty of being a fanboy of many characters I'll be adding here. That's where your input will come in. You can suggest how they can be more balanced.

I don't own any of the characters here.

Reference


Damage Output (Gauge of damage, ceteris paribus, before bonuses and deductions)
  1. Low - lower than 14%
  2. Below Average - 15-25%
  3. Average - 26-40%
  4. Above Average - 41-60%
  5. High - 61% and up

Movesets


Characters
  1. Dante (Capcom - Devil May Cry)
  2. Monkey D. Luffy (One Piece)
  3. Speedball (Marvel)
  4. Iron Spider (Marvel)
  5. Nova (Marvel)
  6. Crovax (Magic: the Gathering)
  7. Doctor Doom (Marvel) - This one is just for novelty purposes
  8. Taskmaster

Dante


I'll be using his Devil May Cry 4 appearance. I refuse to acknowledge that reboot punk or whatever as Dante. Gameplay is good, though. Anyway, here goes. There are a lot of things you can do with Dante on the Devil May Cry games, but due to the difference in game genre, we will have to limit them. I narrowed my choices down to two options: Would he change weapons or change styles? Since there would be more modes if we have him change weapons, I chose style in the end.


Bio:
Dante is a half-human, half-demon son of the Dark Knight Sparda. This gave him supernatural abilities way beyond humans. Using these abilities, he chose to become a demon hunter with the objective of hunting down the demons who killed his mother, Eva, and corrupted his brother, Vergil. Even though he has great physical capabilities, his formidable fighting style is based on his expert wielding of demonic weapons.


Class: Bruiser

Stats

  • Health: 4/5
  • Stamina: 4/5
  • Attack: 4/5
  • Defense: 3/5
  • Accuracy:4/5
  • Evasion: 2/5

Passive Abilities
Son of Sparda: His confident demeanor makes Dante immune to lowering of some of his stats. Being a half-demon also gives him immortality.

  • Dante's Attack and Accuracy cannot be lowered.
  • Dante has a 50% chance to survive fatal damage. Can only activate once per round.

Stylish: Dante switches moves and abilities depending on his current Style, which he can change through his level 2 move, Style Shift. (Sorry, I couldn't think of a creative name.)


We'll start with his level two move since all his L1 and L6 moves will change depending on the style.

Level 2 Move: Style Shift

  • No stamina cost, No cooldown (Just like how you can change styles in the DMC games)
  • Quick Action
  • I acknowledge that this is very similar to Punisher's L2. Well, the similarity is intentional in the sense that you can choose what to do each turn. In the case of Punisher, you can choose his class while with Dante, you can choose which style. I think I've given Dante a different play style. This style shifting is patterned from the DMC game. I don't mean to rip off Punisher. :)


Level 9 Move: Devil Trigger
Oh, as if you didn't see this coming. :]

  • Quick Action
  • Not available for the first two rounds
  • Cooldown: None, can only be used once every battle
  • Animation: Dante transforms into Devil Trigger form
    • All stats increased (equivalent to about 5 stacks of Full of Doom)
    • Restores 15% Health and Stamina every round
    • Unlocks special abilities for Dante's moves.
    • A different move will replace the L9 slot when in Devil Trigger.
    • All Debuff duration decreased by one round
    • Lasts 3 rounds

When in Devil Trigger Mode, L9 move changes depending on the Style.

  • Swordmaster L9: Roundtrip
    • Animation: Dante throws the Rebellion hitting all enemies and goes back to him.
    • Stamina Cost: 20%
    • Damage: Average
    • Type: Ranged Slashing
    • AOE, 2 hits each
    • Cooldown: 1 Round
  • Gunslinger L9: PF666: Omen
    • Animation: Dante unleashes Pandora's form number 666. Damage all enemies with a barrage of missiles.
    • Stamina Cost: 50%
    • Damage: High
    • Type: Ranged
    • AOE, 5 hits each
    • Catastrophic
    • Cooldown: 3 Rounds
  • Royal Guard L9: Remains as Devil Trigger, but appears as "Not Usable"
  • Trickster L9: Devil Must Die
    • Animation: Dante performs a combo using his weapons. Slashes with Rebellion, followed by Weasel Shot, and finishes up by spawning 5 swords from Lucifer which explode at the end of the move.
    • Stamina Cost: 50%
    • Damage: High
    • Type: Melee Slashing
    • Single-target
    • Stealthy
    • Cooldown: 3 Rounds

Styles:
Swordmaster:

  • Dante goes Melee. This is the default style.
  • Dante has a 40% chance to do a follow-up attack on his single-target attacks.
    • The follow-up is a Rebellion combo. Slashes 3 times, average damage, low crit rate)
  • Level 1 move: Stinger
    • Animation: If you are familiar with the game, you'll pretty much know this. Dante dashes forward, Rebellion tip first.
    • Stamina Cost: 15%
    • Damage: Average
    • Type: Melee
    • Single target, 1 hit
    • Deadly Crits (Multiplier: 2.5)
    • Causes Exposed
    • Devil Trigger Mode: Has an 80% chance to follow-through with Million Stab upon impact (Several hits with low damage, up to 10 hits)
  • Level 6 move: Shock!
    • Animation: Dante uses Gilgamesh and punches the ground.
    • Stamina Cost: 40%
    • Damage: Below Average
    • Type: Ground
    • AOE, 1 hit
    • Causes Staggered and Slowed
    • Devil Trigger Mode: 80% chance to continue into Kick 13 on a random opponent.

Gunslinger:

  • In this style, Dante favors his ranged weapons.
  • Dante's single-target attacks are all guaranteed hits.
  • Level 1 Move: Ebony and Ivory
    • Animation: Dante draws E&I and proceeds to shoot an opponent.
    • Stamina Cost: 10%
    • Damage: Average
    • Type: Ranged Magic
    • Single-target, 6 hits
    • High Crits
    • This is Dante's default counter and follow-up when in Gunslinger Style.
    • Devil Trigger Mode: Has Pressure Points
  • Level 6 Move: Fireworks
    • Animation: Dante draws out the Coyote-A and spins it around his body firing spread shots towards all enemies.
    • Stamina Cost: 30%
    • Damage: Below Average
    • Type: Ranged Magic
    • AOE, 1 hit
    • Causes Weakened
    • Devil Trigger Mode: 60% chance to cause Stun

Royal Guard:

  • Dante goes on the defensive.
  • In this Style, Dante would have no usable offensive move.
  • Passive: Royal Block
    • Will block any offensive move except those with Catastrophic and Subtle
    • Higher priority than any protection abilities
    • Receives 30% less damage
    • Cannot dodge when active
    • Whenever attacked, Dante gains "Royal Charge"
      • Stacks up to three times, counts as a buff
      • Removed when Dante changes style
      • When full, Dante releases all charges into a high damaging Catastrophic attack to all enemies and reverts to Swordmaster Style. He then can't change to Royal Guard Style for three turns.
  • Devil Trigger Mode: Royal Block becomes Dreadnaught.
    • Damage received is reduced by 60%.
    • 10% chance to gain 3 charges of Royal Charge instead of 1 when attacked.

Trickster:

  • Dante uses dashes and teleports to trick opponents.
  • Passive: Air Trick
    • Gains +10% Evasion
    • When targeted, Dante has a 20% chance to teleport behind his enemy to do a preemptive strike.
      • Attack is Helm Breaker
      • Does not stack with other counter-attacks (e.g. Counter Strike item is used, or gains Combat Awareness from a Teammate)
  • Level 1 Move: Rebellion Slash
    • Animation: Dante gets close to the target, slashing with the rebellion three times.
    • Stamina Cost: 30%
    • Damage: Average
    • Type: Melee Slashing
    • Single Target, 3 hits
    • Causes Tenderized (not when used as a follow-up or counter-attack)
    • Default Counter and Follow-up when in Trickster or Swordmaster style
    • Devil Trigger Mode: No change
  • Level 6 Move: Helm Breaker
    • Animation: Dante teleports above the enemy and comes down slashing with Rebellion.
    • Stamina Cost: 20%
    • Damage: Above Average
    • Type: Melee Slashing
    • Single Target, 1 hit
    • Stealthy
    • Causes Dizzy and Off-Balance
    • Devil Trigger Mode: Ignores Defense

Some Final Notes
Whew! Looks like a complicated character, but I think that would only be in paper because of the numerous moves and mode switches. I could've made him as a simple character with a straightforward moveset, maybe using a different weapon for each move. But, I felt it would be boring that way. Anyway, let me know what you think.

Monkey D. Luffy


Protagonist of One Piece. I've met many comic fans who think the love for western comics and manga should be mutually exclusive. I'm not one of those people. I love both western comics and manga. So here, Monkey D. Luffy, the Captain of the Strawhat Pirates. I'll be basing him on his post-time skip incarnation.

Bio:
Monkey D. Luffy accidentally ate the Gomu Gomu Cursed Fruit as a young boy. He gained a rubber body but lost the ability to swim. That loss would have been a very huge obstacle for his aspiration to become a pirate. However, his strong resolve and his promise to surpass his dear friend Shanks drove him to set sail to become the most powerful person in the sea, the Pirate King.

Class: Scrapper (alternate may be Bruiser)

Stats

  • Health: 3/5
  • Stamina: 4/5
  • Attack: 3/5
  • Defense: 3/5
  • Accuracy:4/5
  • Evasion: 4/5


Passive Abilities
Cursed Fruit Power: Luffy's body has the properties of rubber.(In the manga and anime, Luffy is claimed to not be hurt by physical attacks unless powered with Haki or shock waves, but if we implement that as absolutely canonical, he would upset the balance of the game.)

  • May receive reduced damage from non-energy and/or non-slashing attacks. (Sounds familiar? It's derived from Mr. Fantastic's Malleable.)
  • Immune to Electric Attacks.
  • Damage received from Water and Shock Wave type attacks are increased by 10%.

Special Antibodies: Luffy's encounter with Impel Down warden Magellan made his body develop a natural antidote to poison.

  • Immune to Poison and Biofeedback

Haki: Luffy is able to use three Hakis

  • At the start of every battle and at the beginning of a new wave, Luffy will unleash his Conqueror's Haki (Haoshoku Haki).
    • Causes Weakened Will
      • Diminishes stats by 20%
      • Does not affect bosses, agents, and heroes
  • Before Luffy attacks, he has a 25% chance to activate Busoshoku Haki.
    • Grants Luffy with Busoshoku: Koka
      • Luffy's next attack deals 25% more damage, ignores defense and inflicts Weak Point
  • Kenbonshuku Haki gives Luffy the ability to predict opponent moves.
    • 20% chance to dodge.
    • Counts as an Avoidance Effect.
    • When Luffy evades attack this way, he will perform a counterattack

Gear Second

  • Activates when Luffy's HP drops below 60%.
  • +10% Evasion
  • Grants an immediate extra turn upon activation. (Counts towards exhaustion)
  • Luffy's attacks become Stealthy
  • Lasts 3 Rounds
  • Animation of attacks become those of his "Jet Attacks"

Gear Third

  • Activates when Luffy's HP drops below 30%
  • Can activate at the same time as Gear Second
  • Luffy's single-target attacks by default all becomes AOE, All attacks has Catastrophic
  • Damage increased by 30%
  • Lasts 3 Rounds
  • Animation becomes those of his "Giganto Attacks"

Level 1 Move: Gomu Gomu no Pistol!

  • Animation: Just Luffy doing what I prefer to call his very basic attack
  • Stamina Cost: 15%
  • Damage: Above Average
  • Type: Melee Unarmed
  • Target: Single
  • Number of Hits: 1
  • Cooldown: 0
  • Effects: None
  • This is his default counter-attack and follow-up
  • Gear Second: Becomes Gomu Gomu no Jet Pistol
    • Adds High Crits
    • Causes Break Armor - Same effect as Melt Armor
  • Gear Third: Becomes Gomu Gomu no Giganto Pistol
    • Causes Knockback - Cannot use Melee Attacks for 1 round

Level 2 Move: Gomu Gomu no Gatling

  • Animation: Luffy throws multiple fast punches at the opponent
  • Stamina Cost: 20%
  • Damage: Above Average
  • Type: Melee Unarmed
  • Target: Single
  • Number of Hits: 6
  • Cooldown: 0
  • Effects: Dizzy
  • Gear Second: Becomes Gomu Gomu no Jet Gatling
    • Adds Deadly Crits
  • Gear Third: Becomes Gomu Gomu no Giganto Gatling
    • Inflicts Staggered

Level 6 Move: Gomu Gomu no Storm

  • Animation: Luffy jumps up and unleashes a flurry of punches and kicks
  • Stamina Cost: 50%
  • Damage: Above Average
  • Type: Melee Unarmed
  • Target: All Enemies
  • Number of Hits: 10 each
  • Cooldown: 2
  • Effects: 50% chance to cause Stun
  • Gear Second: Becomes Gomu Gomu no Jet Storm
    • Ignores Avoidance Effects
    • Has High Crits
  • Gear Third: Becomes Gomu Gomu no Giganto Storm
    • Has Deadly Crits. Multiplier - x2.5

Level 9 Move: Gomu Gomu no Bazooka

  • Animation: Luffy extends both of his arms backward and snaps it back to deliver a strong blow to the opponent
  • Stamina Cost: 40%
  • Damage: High
  • Type: Melee Unarmed
  • Target: Single
  • Number of Hits: 1
  • Cooldown: 1
  • Effects: Off Balance.
  • Gear Second: Gomu Gomu no Jet Bazooka
    • Causes Break Armor (see Gomu Gomu no Pistol above)
  • Gear Third: Gomu Gomu no Giganto Bazooka
    • Causes Dizzy, Weakened, Slowed, and Exposed
Additional Ability Mechanics
  • When Luffy has both Gear Second and Gear Third Active, his attacks would have the combined benefits of both gears and will be named with "Jet Giganto-".
  • Gear Second and Gear Third both count as buffs, and thus, can be removed by buff removal (e.g. Scroll of Angolob).
  • Gear Second and Gear Third will not vanish if Luffy is healed above the set thresholds. However, they will reactivate if Luffy drops below the thresholds again.



Some Final Notes
There, straight offensive. He has a lot of moves, but I hope I made a good selection. I decided to leave the Hakis to the randomization factor. If we become fully faithful to the Kenbonshuku Haki, it can enable Luffy to even evade Subtle and Stealthy Attacks, but I decided not to do that. That just screams Overpowered. Luffy has also displayed a good deal of durability. I also decided to leave that out.

Speedball


I just like how this character got enriched in his stories. I don't know him pre-Civil War, though. Anyway, his stories were a good read. He endured all the blame for what happened in Stamford. His transformation into Penance and back to Speedball, along with his continued battle with guilt and efforts for repentance, made him a very interesting character for me. His Penance costume looks cooler but I decided to use the Modern Speedball - his costume as an Avengers Academy teacher.

Speedball_zpsb072330c.png Speedball_zps8c8054da.jpg
Bio

Robbie Baldwin was an angst-ridden teenager who grew up feeling smothered by his parent's guidance. When he sneaked in an experiment, he was accidentally irradiated with an unknown kind of energy. He gained superpowers as a result. He became a local superhero for a while before moving towards battling new leagues of villains alongside other superheroes.

Class: Blaster

Stats

  • Health: 2/5
  • Stamina: 4/5
  • Attack: 3/5
  • Defense: 3/5
  • Accuracy:4/5
  • Evasion: 2/5

Passive Abilities

  • Speedball Effect: Speedball has the superhuman ability to create a kinetic field around himself that absorbs kinetic energy directed against him.
    • 50% chance to reduce damage taken from physical attacks by 75%
      • When it successfully procs, Speedball regenerates 10% stamina per hit
  • Penance: An incident evolved Speedball's powers in a way that it is fueled by Pain.
    • Whenever attacked, Speedball gains one Hyperkinetic charge
      • Stacks up to 10 times
      • Each charge increases Speedball's Attack by 5%

Level 1 Move: Kinetic Fists

  • Animation: Speedball gets close and punches the target twice
  • Stamina Cost: 25%
  • Damage: Average
    • Type: Melee Energy
  • Target: Single
  • Number of Hits: 2
  • Cooldown: 0
  • Effects: Exposed
  • Consumes 1 Hyperkinetic Charge to form a small kinetic shield around Speedball
    • About the same size as Invisible Woman's Reactive Shields
    • Last two rounds
    • Does not override other shield effects

Level 2 Move: Kinetic Projectiles

  • Animation: Speedball goes in the middle and unleashes a flurry of his kinetic bubbles
  • Stamina Cost: 30%
  • Damage: Below Average
  • Type: Ranged Energy
  • Target: All Enemies
  • Number of Hits: 3
  • Cooldown: 0
  • Effects: None
  • Consumes up to 2 Hyperkinetic charges
    • 1 charge: Causes Dizzy, additional damage
    • 2 charges: Causes Dizzy, Off-Balance, additional damage and small kinetic shield

Level 6 Move: Kinetic Slam

  • Animation: Speedball bounces aorund the battlefield to hit opponents
  • Stamina Cost: 30%
  • Damage: Average
  • Type: Melee Energy
  • Target: All Enemies
  • Number of Hits: 1
  • Cooldown: 1
  • Effects: Adds 1 Hyperkinetic charge per enemy hit
  • Forms small kinetic shield

Level 9 Move: Hyperkinetic Shockwave

  • Animation: Speedball focuses his energy in one hand and fires a kinetic energy beam at the opponent
  • Stamina Cost: 50%
  • Damage: Above Average (Initial), Below Average (Spread)
  • Type: Ranged Energy
  • Target: 1
  • Number of Hits: 1
  • Cooldown: 2
  • Effects: Melt Armor
  • Deadly Crits
  • Consumes all Hyperkinetic charges to deal additional damage
  • After the initial hit, a splash will hit the other opponents apart from the target. This splash damage inflicts Staggered.

Some Final Notes
I designed Speedball having in mind that he'd be a 48 CP hero. Not much to discuss.

Iron Spider


Why haven't Playdom released an Iron Spider alternate? This one's very popular. I have a theory. So far, all alternate uniforms does not change the moveset of the hero. They just add some passive abilities and a different class option. If an Iron Spider alternate uniform would be released like that, it just wouldn't feel like Iron Spider. In the forum, we had suggestions of alternate persona. That would make more sense. When the uniform is bought, it wouldn't simply add a passive ability, it would also give a new moveset. Maybe the whole moveset, or just some of it. I had the same idea for War Machine, back when I read an Iron Man 2.0 issue where Tony Stark gave a new armor to Rhodes. It has stealth capabilities and the big guns and missiles on the shoulders were removed. Thus, if that armor is implemented in the game, it won't feel right if it doesn't bring in additional moves. Well, enough of that. I know you get what I'm trying to say. So, here. Let's call it a suggestion.

IronSpiderrevised_zps809a656c.png IronSpiderrevised_zps18cd3b54.jpg


Uniform Bakground:
"After Peter Parker resurrected from a battle to death against Morlun, his friend and teammate Tony Stark built him a new suit, using Stark Tech, and obviously influenced by the colors of Stark's Iron Man Armor."
- from the Marvel Wikia

Class Options: Tactician/Blaster

"AE! No Infiltrator??? Why???"

Okay, since we're trying to do something new here, why don't we do another one? This time, let's not add the original class. Aside from that, I just feel the colors of the uniform itself just don't feel Infiltrator to me. Well, not saying that it doesn't have stealth capabilities in the comics. In any case, if I'd have the honors, I'd do it this way.

Stats

  • Health: 2/5 (same as original)
  • Stamina: 4/5 (same as original)
  • Attack: 3/5 (added one bar)
  • Defense: 4/5 (added one bar)
  • Accuracy: 4/5 (added one bar)
  • Evasion: 5/5 (same as original)

Basis for decisions: Health and Stamina remains the same because it's still Peter Parker in there. I gave additional attack, defense, and accuracy because of the enhancements of the suit. Evasion remains the same.

Passive Abilities

  • Spider Sense: When I first played with Spidey in M:AA, I was like "Why does he need to activate Spider-Sense? It doesn't make sense." Well, except for game balance, of course. Just imagine if the current Spider Sense buff is always on. Getting extra turn every time attacked? With through the roof evasion? That just screams overpowered. If we want it to be a permanent passive, we have to change it.
    • High crit resistance. (The idea is that Spidey being able to sense danger, he can move his vital spots out of the way. Mostly. I didn't add evasion anymore. Let's just say the evasion from Spider Sense is already incorporated in his Evasion stat.)
    • 50% chance to protect. (He senses the danger so he jumps in to save an unknowing teammate. Works like Great Responsibility, except it doesn't turn into Great Power. Now you already know I discarded it. Hehe.)
    • 20% chance to ignore additional effects of attacks. (Like being able to avoid crits by getting vital spots out of the way, Spidey may also avoid effects by getting his targeted body parts out of the way. This does not apply to DoTs.)
    • 20% chance to gain an extra turn when attacked. Counts towards exhaustion.
  • Waldo Technology
    • 60% chance to strike with Waldoes when attacking.
    • Counts as additional hit.
    • Causes Bleeding.

Level 1 Move: Web ball

  • This is exactly like his original Web Shot in terms of total damage, effect, and stamina cost. The only difference is that it is one hit.

Level 2 Move: Spider Sting

  • Animation: Spidey uppercuts the opponent then punches him downward
  • Stamina Cost: 20%
  • Damage: Above Average
  • Type: Melee Unarmed
  • Target: Single
  • Number of Hits: 2
  • Cooldown: 0
  • Effects: Exploits Webs, Off-Balance, Next attack will be guaranteed to proc Waldo Technology.

Level 6 Move: Spider Glide

  • Animation: Shoots a web upwards, then glides towards an opponent.
  • Stamina Cost: 30%
  • Damage: High
  • Type: Melee
  • Target: Single
  • Number of Hits: 1
  • Cooldown: 2
  • Effects: Exploits Webs, Dizzy
  • Spidey gains Flying for 1 round after this move is used.

Level 9 Move: Web Swing

  • Same as the original.


Some Final Notes
I feel there's a lot of room for improvement for this one. The uniform adds a Blaster option, but his moves doesn't have anything that feels like a Blaster. I'm reading back on Civil War to see if I can find an attack he did that has a Blaster feel. If you have any suggestions, do put it in the comments.

Nova


Richard Rider is a very interesting character for me. From a normal human in his teenage years, he suddenly received a power which put him in a duty that he didn't even know. What I like in reading his comic books is his struggles when he gets depowered (that's why I like reading the aftermath of House of M as well). After the Annihilation story line, his power loss is not as simple as "being an ordinary human again". He'd die in two days. He faced it like a man. Anyway, the Nova Force is a badass power. It'd bring awesome things in the game, IMO.

Nova_zps74e8e00f.png Nova_zps3cd88c28.jpg
Pay no attention to the text in the ad-type image. I don't really care what story they use in the Spec Op. Just put a lean on New Warriors since I'm not very familiar with that time in his life so it'd would be interesting for me to see a glimpse of that. Well, guess I should just read them in the comics. Most of what I've read about Nova is on his cosmic endeavors (Annihilation, Secret Invasion, War of Kings, Thanos Imperative, etc.).

Bio:
Richard Rider was chosen at random to receive the Nova Force from a dying Nova Prime. He didn't understand what duty he had for receiving the powers, but he used it to become a hero of Earth. The duty of leading the space peace-keeping force Nova Corps eventually became clear to him. He has made many accomplishments that proves him worthy of the title Nova Prime.

Class: Blaster

Stats

  • Health: 2/5
  • Stamina: 5/5
  • Attack: 3/5
  • Defense: 4/5
  • Accuracy: 4/5
  • Evasion: 3/5

Basis for Decisions: Low health, since he's just a normal human inside and to compensate for his healing. Full stamina because of the backing up of Nova Force. Midway attack is not canonical with the comics. That would have been full, but I decided to keep it at that level to compensate for the damage amplification of his attacks (mostly due to his passive ability, see Worldmind below). High defense because of the durability that Nova Force gives him. High Accuracy because of the Worldmind's capabilities. Midway evasion to balance out the evasion he gains from other abilities while still incorporating his evasive capabilities in the comics.

Passive Abilities

  • Human Rocket
    • Has the benefits of the Flying status.
    • Has a 10% chance to avoid ranged attacks.
  • Nova Prime: As Nova Prime, Richard Rider hosts the entire Nova Force. This nearly limitless energy source gives him a host of Superhuman abilities.
    • Regenerates Stamina every turn (15%)
    • Stamina cannot be drained (e.g. Sign Post, Deathfrost, Draining Lash)
    • Has a small chance to heal Nova when attacked (15% heal, 30% chance)
    • May reduce energy damage by half and absorb it as Stamina (20% chance)
  • Worldmind: The Xandarian Wolrdmind is a sentient collective containing a vast range of knowledge.
    • At the start of his every turn, Nova has a 70% chance to gain Tactical Strike (aka Tactician Bonus)
    • Before performing a single target-attack, Nova may apply Weak Point to his original target (50% chance)
    • Resistant to Psychic Attacks
    • Cannot be afflicted with Dizzy, Blinded, or Distraction
    • 20% chance to remove targeting status from himself at the start of the turn (Pinpoint target, Widowmaker, etc.)

Level 1: Gravimetric Pulse

  • Animation: Gathering Nova Force from his hands, Nova shoots an energy projectile at the opponent.
  • Stamina Cost: 25%
  • Damage: Below Average
  • Type: Energy Ranged
  • Target: Single
  • Number of Hits: 1
  • Cooldown: 0
  • Effects: Gives Nova a Gravimetric Shield
    • Negates the next energy attack

Level 2: Energy Javelin

  • Animation: Forms a javelin from the Nova Force and throws it in the air. Then, it comes down to hit the opponent.
  • Stamina Cost: 40%
  • Damage: Average
  • Type: Energy Ranged
  • Target: Single
  • Number of Hits: 1
  • Cooldown: 2
  • Effects: Distraction, Staggered
  • Ignores most avoidance effects
  • Consumes Gravimetric Shield to consume 50% less stamina and do 15% additional damage.

Level 6: Activate Life-Support

  • Animation: Nova does some nice pose (what it is, I leave to your imagination), then some light effects thingies goes off
  • Stamina Cost: 30%
  • Damage: None
  • Type: Buff Heal
  • Target: Self
  • Number of Hits: None
  • Cooldown: 3
  • Effects: Quick Action
    • Heals Nova up to 40%, removes DOTs from Nova
    • Nova Force Life Support status (2 Rounds)
      • Healing from the Nova Prime passive is increased to 20% and the chance is now 100%
      • Damage reduction from energy attacks increased to 70% and the chance is now 100%, halves the amount of stamina restored to restore health as well

Level 9: Power of the Nova Corps

  • Animation: Nova unleashes a sphere of Nova Force
  • Stamina Cost: 50%
  • Damage: High
  • Type: Energy Ranged
  • Target: All Enemies
  • Number of Hits: 5 each
  • Cooldown: 3
  • Effects: Off-Balance, Blinded, Slowed
    • Consumes Gravimetric Shield to consume 20% less stamina and deal 15% additional damage


Some Final notes:
The idea is that you will want to have a Gravimetric Shield when doing Nova's level 2 and Level 9 moves. The intention is that, most of the time, you'd really not want that shield for its protection but rather a way to save stamina and cause additional damage. With the high chance of gaining Tactical Strike each turn, you'd be able to create a Gravimetric Shield often. Stamina might not be that big of an issue because of his base stat and the restoration from his passive but that should be balanced out by the extra turns he gets. Otherwise, stamina costs should be revised after play-testing, so that you'd really want to save stamina.

Crovax


Anyone familiar with the Magic: the Gathering storyline of Gerrard Capashen's adventure will know who Crovax is. He is an epitome of a "good-gone-bad" character. From one of Weatherlight's premier crews, he became one of their greatest adversaries. The Ascendant Evincar of Rath, Crovax hosts a number of dark abilities. (You'll notice that's where I based my username. He's the guy on my avatar.)

Bio:
Crovax Windgrace was an aristocrat in Urborg. His whole life, Phyrexia has tried to drive him into madness and turn him against Urza. This eventually became successful. The curse turned Crovax into a powerful vampire. An encounter with a planeswalker resulted into him waking up in a strange world unlike any he had seen before - heroes and villains in costumes and masks, physics-driven technology. He figured that these heroes would get in the way of his plans if he acted against them. He decided to hide his true plans and joins S.H.I.E.L.D. to bide his time and create a plan on how to return to Rath.

Class: Bruiser

Stats

  • Health: 5/5
  • Stamina: 3/5
  • Attack: 4/5
  • Defense: 4/5
  • Accuracy: 3/5
  • Evasion: 1/5

Basis for Decisions: Basically an abomination, Crovax receives full health. Stamina midway since his stamina is low in comparison to the likes of Greven il-Vec and he actually had to absorb life-force from the spectators to best Volrath in battle. The guy is bulky backed up with enhanced abilities giving him high attack and defense. Accuracy average for balance, Evasion low since he's not an evasive guy.

Passive Abilties

  • Flying
  • Ascendant Evincar
    • At the start of battle, Crovax gives his allies Unholy Strength.
      • Gives a bonus to attack, but reduces defense (both 10%)
      • Only to teammates.
    • Necromantic abilities give Crovax a chance to raise an undead spawn before his single target attacks.
      • 20% chance
      • Demon does a one-hit, unarmed melee attack for low damage.


Level 1: Cleave

  • Animation: Crovax swings his weapon at the target.
  • Stamina Cost: 20%
  • Damage: Above average.
  • Type: Melee Slashing
  • Target: Single
  • Number of Hits: 1
  • Cooldown: 0
  • Effects: Tenderize, Bleeding

Level 2: Absorb Life-Force

  • Exactly like Sign Post

Level 6: Reign of Terror

  • Animation: Some pose
  • Stamina Cost: 30%
  • Damage: None
  • Type: Debuff
  • Target: All Enemies
  • Number of Hits: None
  • Cooldown: 3
  • Effects: Intimidate
  • Gives Crovax Reign of Terror
    • Lasts 2 Rounds
    • Increases the chance of summoning an undead spawn to 60%
    • Increases Attack (30%), Decreases Defense (30%)
    • Crovax cannot be stunned
    • Consume becomes Quick Action

Level 9: Consume

  • Animation: Crovax comes close to an opponent and bites him
  • Stamina Cost: 40%
  • Damage: High
  • Type: Melee Unarmed Magic
  • Target: Single
  • Number of Hits: 1
  • Cooldown: 2
  • Effects: Weakened, Slowed, Drain Stamina (10%)
    • Crovax restores Health and Stamina based on damage done and stamina drained.


Some Final Notes
Well, pretty straightforward character. Share your thoughts.

Doctor Doom


Now this is just for fun.

Bio:
Doom runs a country, b*tch!

Class: Blaster

Stats

  • Health: 5/5
  • Stamina: 5/5
  • Attack: 5/5
  • Defense: 5/5
  • Accuracy: 5/5
  • Evasion: 5/5


Passive Abilities

  • I AM DOOM!
    • Doom runs a country, b*tch!
    • I answer to no one!
  • My Pony Collection!
    • 15% chance for Dr. Doom to remember his pony collection and leave the battle at the start.
    • Always KO'd when attacked by Ponies.

Level 1: Wind Blast!

  • Animation: Fires a plasma beam at the opponent
  • Stamina Cost: 25%
  • Damage: High
  • Type: Energy Ranged
  • Target: 1
  • Number of Hits: 3
  • Cooldown: 0
  • Effects: Burning, Static Charge

Level 2: The Finger Lasers!!!

  • Animation: Doom fires his finger lasers at the enemies
  • Stamina Cost: 30%
  • Damage: High
  • Type: Energy Ranged
  • Target: All Enemies
  • Number of Hits: 5
  • Cooldown: 2
  • Effects: Off-Balance, Blinded

Level 6: Foot Dive!

  • Animation: Doom kicks his opponent in the face! With both feet!
  • Stamina Cost: 25%
  • Damage: High
  • Type: Melee Unarmed
  • Target: 1
  • Number of Hits: 1
  • Cooldown: 0
  • Effects: Stealthy, Weakened, Exposed, Dizzy, Slowed
  • When used three times in a row, gains "I'M SO TOP TIER!!!!11!1"
    • Doom becomes the number one hero in every poll in the whole interwebs.

Level 9: The Human Blender!

  • Animation: Doom sits on his throne and summons his Human Blender to punish an opponent.
  • Stamina Cost: 50%
  • Damage: High
  • Type: Ranged Tech
  • Target: 1
  • Number of Hits: 10
  • Cooldown: 2
  • Effects: Bleeding x3, Staggered

Taskmaster


Bio:
Tony Masters injected himself with the SS-Hauptsturmführer Horst Gorscht’s primer which enhanced his mind's procedural memory. With this, he gained the ability to absorb knowledge instantaneously. This ability is connected to his muscle memory allowing him to replicate physical movement of other combatants. With this ability, he went to a life of crime, becoming a mercenary. He also used this to teach other mercenaries. He has acted as a villain, but he is primarily a mercenary. Now, he agrees to work for S.H.I.E.L.D. on this ISO-8 problem. What would be the ultimate goal of the Taskmaster?

Class: Generalist

Stats

  • Health: 3/5
  • Stamina: 3/5
  • Attack: 3/5
  • Defense: 3/5
  • Accuracy: 3/5
  • Evasion: 3/5


Passive Abilities

  • Photoreflexive Memories
    • Taskmaster neither triggers counter-attacks or receives follow-up attacks.
    • Has a 25% chance to preemptively counter enemy physical attacks.
  • I can see through that!
    • Taskmaster has an 80% chance to evade physical attacks that an enemy already used against him.
  • Combat Mastery
    • Taskmaster changes fighting style depending on his stance.

Like with Dante, we'll start with Taskmaster's L2 move since moves and passives would depend on this.
Level 2: Stance Switch

  • Animation: Taskmaster does some pose. I'll leave that to your imagination again.
  • Stamina Cost: 0
  • Damage: n/a
  • Type: Buff
  • Target: Self
  • Number of Hits: n/a
  • Cooldown: 0
  • Effects: Subtle. Switches Taskmaster's stance. Cycles through: Aim Master, Guard Master, Brawl Master, Sneak Master, Trick Master, and Prep Master (default stance)

Aim Master

  • Taskmaster's attacks have Guaranteed Hit and High Crits.

Level 1: Aim of Hawkeye

  • Animation: Taskmaster takes out a bow and fires an arrow at an enemy.
  • Stamina Cost: 12%
  • Damage: Low
  • Type: Ranged
  • Target: One enemy
  • Number of Hits: 1
  • Cooldown: 0
  • Effects:
    • Distraction
    • Has a 50% chance to Rapid fire if target has a targeting debuff (Pinpoint Target, Targeted...)

Level 6: Gunshot

  • Animation: Taskmaster takes out a pistol and fires at an enemy.
  • Stamina Cost: 10%
  • Damage: Below Average
  • Type: Ranged
  • Target: One enemy
  • Number of Hits: 3
  • Cooldown: 0
  • Effects:
    • Applies Targeted to the enemy.

Level 9: Legion Arrow

  • Animation: Taskmaster fires multiple arrows to all enemies.
  • Stamina Cost: 30%
  • Damage: Average
  • Type: Ranged
  • Target: All Enemies
  • Number of Hits: 6
  • Cooldown: 2
  • Effects:
    • Staggered
    • Exploits Targeted

Guard Master

  • Taskmaster has a 50% chance to block attacks, reducing damage by 70%.
  • Blocked attacks don't apply any debuff.

Level 1: Shield Skills

  • Animation: Taskmaster bashes the target with his shield.
  • Stamina Cost: 12%
  • Damage: Average
  • Type: Melee
  • Target: One enemy
  • Number of Hits: 1
  • Cooldown: 0
  • Effects:
    • Off-Balance
    • Cornered
    • Knockback (Cannot use melee attacks for 1 round.)

Level 6: Just like Cap!

  • Animation: Taskmaster throws his shield.
  • Stamina Cost: 20%
  • Damage: Average
  • Type: Ranged
  • Target: All Enemies
  • Number of Hits: 1
  • Cooldown: 0
  • Effects:
    • Lock-On

Level 9: Shield Block

  • Animation: Taskmaster raises his shield.
  • Stamina Cost: 20%
  • Damage: n/a
  • Type: Buff
  • Target: Self
  • Number of Hits: n/a
  • Cooldown: 2
  • Effects:
    • Gives Taskmaster the 'Blocking' status.
      • Raises the chance to block from Guard Master to 75%.
      • Protects allies from single-target attacks.
      • Lasts 1 Round.

Brawl Master

To be continued...

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