Captain America (Infinity War)


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Class

science

Tier

Beyond God

Released

2018-05-10
playable character
large benefit from awakened ability
large benefit from high signature level
large benefit from synergies

Bio

Since opposing the Sokovia Accords, the super-soldier has lost his shield and been forced underground. But with the help of friends new and old, he’s managed to re-equip and remain under the radar; all the while continuing to do what he believes is right — saving the world one clandestine mission at a time.

Tags

#Avengers
#Defensive: Utility
#Hero
#Size: M

Hints

Strong Matchups 0 0

Dormammu

  • Dormammu is a good matchup for Cap, who doesn’t trigger any Buffs naturally, and his Science Experiment Synergy will reduce the damage he takes from Dormammu’s Degeneration if it does trigger.

Juggernaut

  • As long as Cap can remain Kinetically Charged, he will remove Juggernaut’s unstoppable effects simply by attacking into him.

Magik

  • Cap’s Petrify Debuffs will help counter both Limbo and Mystic Dispersion. Combine this with his Special 1 Attack’s Ability Accuracy reduction to help prevent Limbo from even triggering in the first place.
Weak Match-Ups 0 0

Crossbones

  • Crossbones’ ability to convert Debuffs into Fury effects, as well as reduce Defensive Ability Accuracy, makes him well equipped to deal with Cap’s Debuffs, reduce the chance of him gaining Kinetic Potential, and triggering his Glance.

Taskmaster

  • Taskmaster’s ability to resist Debuffs, as well as his Concussions and bonus damage based on Debuffs let him bypass many of Cap’s abilities.

Rogue

  • Rogue’s ability to quickly shrug off Debuffs keeps Captain America from being able to build up multiple stacks of them, and her ability to control when she steals Health or Power lets her avoid the reduction of Cap’s Petrifies.

Abilities

Signature ability

Leadership
Passive
An excellent leader, Captain America learns from his teammates gaining a unique effect, while Kinetically Charged, for each class represented on his team, excluding himself.
Mutant: 40% chance on triggering a Special Attack to gain +1 Kinetic Potential.
Skill: 40% whenever a Debuff is gained, Consume X Kinetic Potential to Purify it.
Science: 40% chance on a Well-Timed Block to place a X% Weakness Debuff on the Opponent for 10 seconds.
Mystic: 40% chance to gain X Kinetic Potential each time a Buff Expires or is Nullified on the Opponent.
Cosmic: 40% chance on a Well Timed Block to place an Armor Break Debuff on the Opponent, reducing their Armor by X for 10 seconds.
Tech: 40% chance on a Well Timed Block to place a 25% Petrify Debuff on the Opponent for 10 seconds.

Abilities

Kinetic Potential
Passive
Captain America’s vibranium vambraces can store up to 5 Kinetic Potential charges. He will not generate any new Kinetic Potential while at this limit.
15% Chance when Struck to gain 1 Kinetic Potential(s).
50% Chance when Blocking to gain +1 Kinetic Potential. This chance increases to 100% on a Well Timed Block.
100% Chance when Stunned to gain +1 Kinetic Potential.
Kinetic Potential falls off over time, falling off faster the longer its been since it last increased.
Kinetically Charged
Passive
As long as Cap has at least 1 Kinetic Potential, he’s is considered to be Kinetically Charged, and gains the following bonuses as Passive effects:
+X Attack
+X Physical Resist
+X Energy Resist
100% chance to Nullify Unstoppable Buffs when striking the Opponent.
+30% chance to cause Opponent’s attacks to Glance. Glancing Hits cannot be Critical, deal 50% reduced damage, and suffer -100% Offensive Ability Accuracy. This chance increases by 100% against Mystic Champions.
Bleed deals a fixed amount of damage (usually a percentage of your Attack Rating) over a certain time period. Bleed is an effective counter to Armored Champions.
Special Attack 1: 100% chance to inflict Bleed, dealing X Direct Damage over 1 seconds.
Fury increases a Champion's Attack power.
While Heavy Attack Charging: Beginning to charge a Heavy Attack grants a Passive Fury granting +X Attack per Kinetic Potential, lasting for 5 seconds.
Stun prevents Champions from being able to move for several seconds. When a Champion is Stunned, it leaves them vulnerable to attack.
Special Attack 2: 100% chance to Stun for 1 seconds.

Special attacks

1: My Ally's Claws

Cap shows his new vibranium hardware is good for offence as well as defence.
Ability Accuracy Reduction: Reduces Opponent’s Defensive Ability Accuracy by 100% if Kinetically Charged.
Bleed: 100% chance to inflict Bleed, dealing X Direct Damage over 1 seconds.

2: Kinetic Discharge

Smashing together his vambraces Cap unleashes a wave of kinetic energy.
Each Kinetic Potential charge grants +X Attack and +0.5 second(s) Stun Duration.
Stun: 100% chance to Stun for 1 seconds.

3: Lead from the Front

Cap leads by example, sending his enemy crashing to the mat!
If Kinetically Charged gain +X Attack for each different Class on Cap’s team, not including himself, up to 2 Classes.
Gain 1 Non-Consumable Kinetic Potential charge which lasts 30 seconds.
All Special Attacks
After any Special Attack, Captain America consumes all Kinetic Potential.

Availability

3* 4* 5* 6*
Premium Hero Crystal: already available (since 2018-08-21)

Synergies


Tech Breakthrough
other

Tech Breakthrough
other

Tech Breakthrough
other

Mutant Evolution
other

Mutant Evolution
other
  • 3*
  • 4*
  • 5*
  • 6*
  • All
* Synergy Champions
3* Cosmic Power
Cosmic Champions increase their Buff Duration by +25%.
3* Mutant Evolution
Mutant Champions gain a permanent Passive +20% Prowess.
3* Mystic Craft
Mystic Champions deal 30% of their Attack as Direct Damage to their Opponent when Nullifying one of their Buffs.
3* Science Experiment
Science Champions place a Passive Weakness on the Opponent reducing their Attack by 50% except while being struck by them.
3* Skill Training
Skill Champions gain +250 Critical Rating on Basic Attacks.
3* Tech Breakthrough
Tech Champions drain 100% of the Opponent's Max Power after the Opponent uses a Special Attack.
4* Cosmic Power
Cosmic Champions increase their Buff Duration by +25%.
4* Mutant Evolution
Mutant Champions gain a permanent Passive +20% Prowess.
4* Mystic Craft
Mystic Champions deal 30% of their Attack as Direct Damage to their Opponent when Nullifying one of their Buffs.
4* Science Experiment
Science Champions place a Passive Weakness on the Opponent reducing their Attack by 50% except while being struck by them.
4* Skill Training
Skill Champions gain +250 Critical Rating on Basic Attacks.
4* Tech Breakthrough
Tech Champions drain 100% of the Opponent's Max Power after the Opponent uses a Special Attack.
5* Cosmic Power
Cosmic Champions increase their Buff Duration by +25%.
5* Mutant Evolution
Mutant Champions gain a permanent Passive +20% Prowess.
5* Mystic Craft
Mystic Champions deal 30% of their Attack as Direct Damage to their Opponent when Nullifying one of their Buffs.
5* Science Experiment
Science Champions place a Passive Weakness on the Opponent reducing their Attack by 50% except while being struck by them.
5* Skill Training
Skill Champions gain +250 Critical Rating on Basic Attacks.
5* Tech Breakthrough
Tech Champions drain 100% of the Opponent's Max Power after the Opponent uses a Special Attack.
6* Cosmic Power
Cosmic Champions increase their Buff Duration by +25%.
6* Mutant Evolution
Mutant Champions gain a permanent Passive +20% Prowess.
6* Mystic Craft
Mystic Champions deal 30% of their Attack as Direct Damage to their Opponent when Nullifying one of their Buffs.
6* Science Experiment
Science Champions place a Passive Weakness on the Opponent reducing their Attack by 50% except while being struck by them.
6* Skill Training
Skill Champions gain +250 Critical Rating on Basic Attacks.
6* Tech Breakthrough
Tech Champions drain 100% of the Opponent's Max Power after the Opponent uses a Special Attack.
External synergies:
Champion * Synergy
3*
Enemies level 2
All Champions gain +115 Critical Rating
4*
5*
6*
Enemies level 3
All Champions gain +155 Critical Rating
4*
5*
6*
Familiar Faces
Human Torch: If the last hit of Special Attack 2 strikes a Block, Human Torch will avoid incoming attacks for 0.75 seconds, causing them to Miss.
Captain America (Infinity War): Increase the duration of Bleed Debuffs on the Opponent by 1 second(s).
Killmonger: Critical Hits are improved to have a 100% chance to cause Bleed.
3*
4*
5*
Familiar Insight
Iron Man: Blocking reduces 10% more damage.
Captain America: Weakness, Fatigue, Bleed, and Petrify Debuffs last 15% longer.
3*
4*
5*
Tactical Training
Captain America (Infinity War), Cyclops, Star-Lord: Well Timed Blocks have a 50% chance to apply a Disorient Debuff for 3 seconds.

Duel targets

Kind Summoner Rank/Level PI Verified Actions
5* hard Moshne 5/65 12800 2019-02-08  Copy
5* hard Suanki 5/65 13450 2019-09-17  Copy

Arena

Kind Starts Cutoff
5* featured 2018-05-14 40 811 002
5* featured 2018-05-10 42 100 000
4* featured 2018-05-14 11 838 915
4* featured 2018-05-10 13 283 631
4* basic 2019-09-23
4* basic 2019-09-19
4* basic 2018-11-05 3 105 380
4* basic 2018-11-01 3 454 033
3* featured 2018-05-14 861 108
3* featured 2018-05-10 1 056 513

Guides

  • All
Preview Kind Author Published
Captain America (Infinity War) Is A Variant 2.0 God!! - Nick Fury 0 0
gameplay Seatin Man of Legends 2019-05-13
6 Star Captain America Infinity War God Tier Unawakened Gameplay 0 0
gameplay Seatin Man of Legends 2019-04-24
5 Star Captain America Infinity War Rank 4 Rank Up & Gameplay 0 0
review Seatin Man of Legends 2018-11-20
Player Guide 0 0
guide DarkZodiacINC 2018-09-02
Captain America (Infinity War) Rank Up & Gameplay! 0 0
gameplay Seatin Man of Legends 2018-05-14
Captain America (Infinity War) Special Moves 0 0
spotlight Marvel Contest of Champions 2018-05-09
--- Champion Spotlight 0 0
spotlight Marvel Contest of Champions 2018-05-04
Captain America (Infinity War) - Abilities Breakdown & Early Thoughts 0 0
review Seatin Man of Legends 2018-04-28

History

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Relations

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