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Tacticianicon  Captain Confusing
[[File:|Captain Confusing]]
Base Stats
Health: Bar01 Bar01 Bar01 Bar02 Bar02  
Stamina: Bar01 Bar01 Bar01 Bar02 Bar02  
Attack: Bar01 Bar01 Bar01 Bar01 Bar02  
Defense: Bar01 Bar01 Bar01 Bar01 Bar02  
Accuracy: Bar01 Bar01 Bar01 Bar01 Bar02  
Evasion: Bar01 Bar01 Bar01 Bar01 Bar02  
Effects:
Cost and Requirements:

90 Command point icon

Organization/s:

Avant-Garde

Bio:
After finding a mysterious staff in the result of a time paradox, Larolon Raleniak got his memories all rearranged into a mental knot. Not knowing who he really was anymore, he created the persona Captain Confusing. Now, he leads the team known as Avant-Garde.
Staff of Complexity Staff of Complexity 50px link= Puzzling Details Level 2
Stamina Cost: 10% Stamina Cost: 10%
Target: One Enemy Target: One Enemy
Total Damage: n/a Total Damage: n/a
Cooldown: n/a Cooldown: n/a
# of Hits: 2 # of Hits: 4
Hit/Critical: 91% / 18% Hit/Critical: 91% / 18%
Type: Melee Type: Ranged

One Enemy

Manipulated (2 rounds) - Suppresses most effects that prevent or remove debuffsManipulated (2 rounds) - Suppresses most effects that prevent or remove debuffs Manipulated
Hindrance - Creates an Opportunist debuff according to the disadvantage class of the targetHindrance - Creates an Opportunist debuff according to the disadvantage class of the target Hindrance
Sabotage - Creates a Havoc debuff according to the class of the targetSabotage - Creates a Havoc debuff according to the class of the target Sabotage

One Enemy

Disadvantage - Creates a negative effect according to the class of the targetDisadvantage - Creates a negative effect according to the class of the target Disadvantage
Disrupt - Creates a Havoc debuff according to the disadvantage class of the targetDisrupt - Creates a Havoc debuff according to the disadvantage class of the target Disrupt
Disabled - The next action executed becomes locked out for two rounds; This does not lock out counter-attacks or trigger off of counter-attacksDisabled - The next action executed becomes locked out for two rounds; This does not lock out counter-attacks or trigger off of counter-attacks Disabled

Self

Toe-to-Toe (2 rounds) - Next melee attack deals extra damageToe-to-Toe (2 rounds) - Next melee attack deals extra damage Toe-to-Toe
50px link= Convoluted Level 6 50px link= Grand Entanglement Level 9
Stamina Cost: 15% Stamina Cost: 25%
Target: All Enemies Target: One Enemy
Total Damage: n/a Total Damage: n/a
Cooldown: 2 Rounds Cooldown: 3 Rounds
# of Hits: 3 # of Hits: 1
Hit/Critical: 89% / 15% Hit/Critical: 100% / 11%
Type: Melee Type: Melee

All Enemies

Hurdle - Creates an Opportunist debuff according to the advantage class of the targetHurdle - Creates an Opportunist debuff according to the advantage class of the target Hurdle
Destabilize - Creates a Havoc debuff according to the advantage class of the targetDestabilize - Creates a Havoc debuff according to the advantage class of the target Destabilize

Special Properties

Stealthy - Does not trigger counter-attacks or protect abilitiesStealthy - Does not trigger counter-attacks or protect abilities Stealthy
Guaranteed Hit - 100% chance to hit..Guaranteed Hit - 100% chance to hit.. Guaranteed Hit
Exploit Havoc - Deals extra damage against targets with Brittle Armor, Enmeshed, Flanked, Fumbling, Rampage, or TargetedExploit Havoc - Deals extra damage against targets with Brittle Armor, Enmeshed, Flanked, Fumbling, Rampage, or Targeted Exploit Havoc
Exploit Opportunity - Deals extra damage against opponents with Cornered, Exhausted, Impaired, Neutralized, Off-balance, Staggered or WindedExploit Opportunity - Deals extra damage against opponents with Cornered, Exhausted, Impaired, Neutralized, Off-balance, Staggered or Winded Exploit Opportunity




Generalisticon  Generic Man
[[File:|Generic Man]]
Base Stats
Health: Bar01 Bar01 Bar01 Bar01 Bar02  
Stamina: Bar01 Bar01 Bar01 Bar02 Bar02  
Attack: Bar01 Bar01 Bar01 Bar01 Bar02  
Defense: Bar01 Bar01 Bar01 Bar01 Bar02  
Accuracy: Bar01 Bar01 Bar01 Bar02 Bar02  
Evasion: Bar01 Bar01 Bar01 Bar01 Bar02  
Effects:
Cost and Requirements:

90 Command point icon

Organization/s:

Avant-Garde

Bio:
Bob Smith woke up one morning and found out he had a incredible array of superhuman abilities.
Punch Punch 50px link= Rising Power Level 2
Stamina Cost: 15% Stamina Cost: 10%
Target: One Enemy Target: All Allies
Total Damage: n/a Total Damage: n/a
Cooldown: n/a Cooldown: 1 Round
# of Hits: 2 # of Hits: n/a
Hit/Critical: 81% / 11% Hit/Critical: n/a
Type: Unarmed Melee Type: Buff

Self

Rising Power - Increases all stats by 5%; This effect can be applied up to 20 timesRising Power - Increases all stats by 5%; This effect can be applied up to 20 times Rising Power x2

Special Properties

Quick Action - Grants an immediate free turn after using; Does not trigger follow-up attacksQuick Action - Grants an immediate free turn after using; Does not trigger follow-up attacks Quick Action

All Allies

Rising Up - Has a chance to gain Focused, Fortified, Agile, or StrengthenedRising Up - Has a chance to gain Focused, Fortified, Agile, or Strengthened Rising Up

Self

Rising Power - Increases all stats by 5%; This effect can be applied up to 20 timesRising Power - Increases all stats by 5%; This effect can be applied up to 20 times Rising Power
50px link= Energy Laser Level 6 50px link= Super Punch Level 9
Stamina Cost: 15% Stamina Cost: 25%
Target: All Enemies Target: One Enemy
Total Damage: n/a Total Damage: n/a
Cooldown: n/a Cooldown: n/a
# of Hits: 2 # of Hits: 1
Hit/Critical: 89% / 15% Hit/Critical: 81% / 11%
Type: Energy Ranged Type: Unarmed Melee

All Enemies

Melt Armor (2 rounds) - All attacks against this target ignore defenseMelt Armor (2 rounds) - All attacks against this target ignore defense Melt Armor

Special Properties

Deadly Crits - Deals extra damage on critical hitsDeadly Crits - Deals extra damage on critical hits Deadly Crits
Mighty Strike - Consumes three stacks of Rising Up to deal extra damage and Finest Hour!Mighty Strike - Consumes three stacks of Rising Up to deal extra damage and Finest Hour! Mighty Strike
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