Dr. Strange
Special Attack 2 :
While under Oshtur's Refuge, these flames have a 50% chance to inflict Weakness, decreasing the target's Attack by 15% for 10 seconds.
Green Goblin
Bag of Tricks - Special & Heavy Attacks:
Weakness - reduces the opponent’s Attack by 45% for 12 seconds.
She-Hulk
Special Attack 3 :
100% chance to inflict Weakness, decreasing the target's Attack by 65% for 14 seconds.
Thing
Special Attack 1 :
If Thing has 20 Rock Stacks, inflict Weakness decreasing the Opponent's Attack by X% for 6 second(s).
Abomination (Immortal)
Self Inflicted Poisons:
Max: 10
Every 10th Basic Attack landed by either champion inflicts Abomination with an indefinite Poison Debuff dealing 0 damage.
Each Poison on Abomination grants X Physical Resistance.
While Abomination is Poisoned, each time he Blocks an attack the Opponent is inflicted with a Weakness Debuff, reducing Attack Rating by 30% for 2 seconds.
Apocalypse
Special Attack 1 :
Inflict a Debuff determined by the last Light or Medium Attack thrown. If fighting a Mutant, or if Apocalypse has 4 Genetic Code, trigger both.
Light Attack - Inflict a non-stacking Weakness reducing Attack Rating by 25% for 25 seconds.
Medium Attack - Inflict a non-stacking Poison dealing X Direct Damage and reduce health recovery by 30% over 25 seconds.
Captain America (Infinity War)
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: X% chance on triggering a Special Attack to gain +1 Kinetic Potential.
Skill: X% whenever a Debuff is gained, Consume 1 Kinetic Potential to Purify it.
Science: X% chance on a Well-Timed Block to place a 10% Weakness Debuff on the Opponent for 10 seconds.
Mystic: X% chance to gain 1 Kinetic Potential each time a Buff Expires or is Nullified on the Opponent.
Cosmic: X% chance on a Well Timed Block to place an Armor Break Debuff on the Opponent, reducing their Armor by X for 10 seconds.
Tech: X% chance on a Well Timed Block to place a 25% Petrify Debuff on the Opponent for 10 seconds.
Howard The Duck
Special Attack 2 :
The super-charged B.F.G. fires out a barrage of strange bullets to cause different effects. Each effect has a 30% chance to activate. Possible Effects: Heal Block, Power Drain, Poison, Armor Break, Power Lock, Shock, Weakness
Joe Fixit
Passive :
HEARTS: Joe triggers his accelerated healing ability, granting X health recovery per minute.
SPADES: Mr. Fixit is morally ambiguous at best and knows how to make his punches hurt. Each attack has a 14% chance to Weaken or Fatigue the opponent, reducing attack by 10% and Critical Rating by X.
CLUBS: Joe isn’t some dumb brute and he’s smart enough to take advantage of anyone who thinks he is, granting X Critical Rating for each hit of his combo meter.
DIAMONDS: He may not be as big as the Hulk, but you still won’t like him when he’s angry. Joe gains up to X Attack based on lost health.
Scarlet Witch (Classic)
Veil of Fortune:
Critical Hits
Whenever a Critical Hit occurs for either player, there's a 85% chance the Scarlet Witch triggers her chaos magic, generating 0 - 8 Buffs or Debuffs.
Symbiote Supreme
Special Attack 2 :
While Null’s Shadow is active each hit has a 100% chance to place a Weakness Debuff on the Opponent reducing their Attack by 33% for 10 seconds.
Void
Special Attack 2 :
Inflicts 2 Dark Stings, each lasting for 12 seconds. An opponent with a Dark Sting gains a Weakness or a Degeneration Debuff per Sting when activating a Special Attack.
Weakness - Reduces Attack Rating by 25% for 20 seconds.
Degeneration - Inflicts X Direct Damage over 20 seconds.
Yondu
Centaurian Archery:
Yondu’s high-octave vocal range gives him precise control over his yaka arrows. Enemies activating a Special Attack suffer Weakness for each Debuff effect they’re suffering from at the time of the activation, reducing Attack by X% for X seconds.

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