Mole Man



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Class

skill

Tier

Low Demi-God

Released

2020-03-12
Frenzy
Monster Mass
Shock Immunity
Unblockable
special attack 2 when frenzied
large benefit from awakened ability
large benefit from high signature level

Tags

#Defensive: Tank
#Size: XL
#Villain

Availability

2* 3* 4* 5* 6*
Premium Hero Crystal: already available (since 2020-06-23)

Hints

  • Strengths
  • Weaknesses
  • All
Strengths added by admin 0 0
  • Debuff Purify: Mole Man and Giganto Jr. are able to shrug off all Debuffs that are thrown at them. Champions that rely on Debuffs as their main source of damage will have to play carefully against Mole Man.
  • Unstoppable on Block: Mole Man does not rely on the use of Parry or Stun Debuffs to get offensive. Any attack he blocks can be immediately turned on his opponent after going Unstoppable.
  • Guaranteed Critical Hits during Frenzy: Critical Hits during Frenzy have a lot of added effects for Mole Man. Critical Hits inflict Bleed as well as deal extra Energy Damage on Shocked opponents. This adds a lot of extra threat when Mole Man and Giganto Jr. are Frenzied.
  • Blocking Heavy and Unblockable Attacks: This champion is able to Block Heavy and Unblockable attacks with the help of the Stand Your Ground Mastery adding an extra layer of protection versus Unblockable champions.
Weaknesses added by admin 0 0
  • Bleed Immune: Mole Man’s main source of damage other than hits are Bleed Debuffs. Any champions that are immune or resistant to Bleeds will give him a significant disadvantage.
  • Purify Punishment Mole Man relies on Purifying Debuffs to power his other abilities. Champions such as Sunspot and Havok are able to take advantage of this ability by dealing extra damage whenever Mole Man Purifies a Debuff.
  • Stagger: Champions who have a reliable Stagger ability are able to nullify Mole Man’s Unstoppable Buffs, keeping his Monster Mass to a manageable level.

Abilities

Signature ability

Giganto Jr.’s Revenge
All Attacks
Gain up to X Critical Damage Rating based on missing Health.
Gain up to X Attack Rating while Unstoppable based on missing Health.

Abilities

Bleed deals a fixed amount of damage over a certain time period. Bleed is an effective counter to Armored Champions.
Critical Hits: 100% chance to inflict a Bleed Debuff dealing X damage over 8 seconds.
Cruelty increases a Champion's Critical Damage when landing a Critical Hit on the opponent.
Special Attack 2: Each hit has +X Critical Damage Rating.
Critical Hits: Deal X as a burst of Energy Damage if the opponent is suffering from a Shock Debuff.
other:
When above 5 Monster Mass, activating an Unstoppable effect activates Frenzy, allowing all hits to be guaranteed Critical Hits. Frenzy also activates when reaching Max Monster Mass.
During Frenzy Monster Mass cannot be removed but each Mass expires after 1.2 second(s) and Debuffs can no longer be Purified.
After Monster Mass falls to zero, Mole Man cannot be Frenzied for 15 seconds.
Fury increases a Champion's Attack power.
Heavy Attacks: If Frenzied: This attack has up to X Attack Rating based on missing Health.
Special Attack 2: This attack gains up to +X Attack Rating based on missing Health.
Heavy Attacks: Gain 1 Monster Mass.
Passive:
100% chance to gain a Monster Mass when inflicted with a Debuff. This has -70% chance when fighting Mutant Champions. Max 15 Stacks. Debuffs are Purified 1 second(s) after. At 5 Monster Mass or above, this time is decreased to 0.5 second(s).
Each Monster Mass grants +X Physical Resistance.
Blocking Basic Attacks grants an Unstoppable Buff for 0.85 seconds, allowing for an immediate counter-attack. Well-Timed Blocks do not trigger this Unstoppable Buff. This ability removes 1 Monster Mass.
Gain a 75% chance to Resist a Block Break while at least 1 Monster Mass is active. Adding points into the Stand Your Ground Mastery also increases this chance. If the chance to Resist a Block Break is raised to 100%, this ability also Resists Unblockable hits. Resisting an Unblockable or a Block Break removes all Monster Mass.
Gain a Monster Mass if a Debuff fails to apply due to an Immunity.
Special Attack 1: Gain 2 Monster Mass.
Special Attack 3: Gain 10 Monster Mass and become Frenzied if not on Cooldown.
Special Attack 1: Inflicts a Shock Debuff dealing X over 14 seconds.
Passive: Giganto Jr.’s tough monster hide does not conduct electricity granting immunity to Shock effects.
Passive: While Frenzy is not active and Mole Man is below 5 Monster Mass, Mole Man’s heightened senses allow him to predict his opponent’s movements granting him True Accuracy, ignoring all Evade and Auto-Block effects.
Special Attack 2: If Frenzied: This attack pauses Unstoppable Buffs and is Unblockable.

Special attacks

1: Monster Prod Strike

Mole Man 'assists' Giganto Jr. for a shockingly powerful strike.
Monster Mass: Gain 2 Monster Mass.
Shock: Inflicts a Shock Debuff dealing X over 14 seconds.

2: Holey Moley Bojutsu

Mole Man goes high in a flurry of bo staff strikes and Giganto Jr. goes low for a surprise subterranean blow.
Cruelty: Each hit has +X Critical Damage Rating.
Fury: This attack gains up to +X Attack Rating based on missing Health.
Unblockable: If Frenzied: This attack pauses Unstoppable Buffs and is Unblockable.

3: Subterranean Frenzy

With monster Adrenaline flowing through Giganto Jr.'s veins, Giganto Jr. shows his opponents the full ferocity of Monster Isle.
Monster Mass: Gain 10 Monster Mass and become Frenzied if not on Cooldown.

Synergies


Fantastic Fiends

Fantastic Fiends

Fantastic Fiends

Fantastic Fiends

Good Vibrations
* Synergy Champions
2* Fantastic Fiends
Mole Man: While Frenzied, Mole Man’s attacks lower Defensive Ability Accuracy by 50% fighting against the #Fantastic Four.
Diablo, Annihilus, Doctor Doom, Terrax: 20% chance to Purify a Debuff.
3* Enemies level 1
All Champions gain +85 Critical Rating
3* Fantastic Fiends
Mole Man: While Frenzied, Mole Man’s attacks lower Defensive Ability Accuracy by 50% fighting against the #Fantastic Four.
Diablo, Annihilus, Doctor Doom, Terrax: 20% chance to Purify a Debuff.
3* Good Vibrations
Mole Man: While Unstoppable Basic Attacks have +50% Critical Hit Chance.
Daredevil (Classic), Daredevil: +800 Critical Damage Rating when striking Stunned opponents.
4* Enemies level 2
All Champions gain +115 Critical Rating
4* Fantastic Fiends
Mole Man: While Frenzied, Mole Man’s attacks lower Defensive Ability Accuracy by 50% fighting against the #Fantastic Four.
Diablo, Annihilus, Doctor Doom, Terrax: 20% chance to Purify a Debuff.
4* Good Vibrations
Mole Man: While Unstoppable Basic Attacks have +50% Critical Hit Chance.
Daredevil (Classic), Daredevil: +800 Critical Damage Rating when striking Stunned opponents.
4* Monster Mash
Mole Man: Increases the duration of Monster Mass while Frenzied by 10%.
Man-Thing: Heavy Attacks are guaranteed Critical Hits while Man-Thing is Unstoppable.
Abomination: When inflicted with a Debuff, gain a Fury Buff increasing Attack by 50% for 12 seconds.
5* Enemies level 3
All Champions gain +155 Critical Rating
5* Fantastic Fiends
Mole Man: While Frenzied, Mole Man’s attacks lower Defensive Ability Accuracy by 50% fighting against the #Fantastic Four.
Diablo, Annihilus, Doctor Doom, Terrax: 20% chance to Purify a Debuff.
5* Good Vibrations
Mole Man: While Unstoppable Basic Attacks have +50% Critical Hit Chance.
Daredevil (Classic), Daredevil: +800 Critical Damage Rating when striking Stunned opponents.
5* Monster Mash
Mole Man: Increases the duration of Monster Mass while Frenzied by 10%.
Man-Thing: Heavy Attacks are guaranteed Critical Hits while Man-Thing is Unstoppable.
Abomination: When inflicted with a Debuff, gain a Fury Buff increasing Attack by 50% for 12 seconds.
6* Enemies level 3
All Champions gain +155 Critical Rating
6* Fantastic Fiends
Mole Man: While Frenzied, Mole Man’s attacks lower Defensive Ability Accuracy by 50% fighting against the #Fantastic Four.
Diablo, Annihilus, Doctor Doom, Terrax: 20% chance to Purify a Debuff.
6* Good Vibrations
Mole Man: While Unstoppable Basic Attacks have +50% Critical Hit Chance.
Daredevil (Classic), Daredevil: +800 Critical Damage Rating when striking Stunned opponents.
6* Monster Mash
Mole Man: Increases the duration of Monster Mass while Frenzied by 10%.
Man-Thing: Heavy Attacks are guaranteed Critical Hits while Man-Thing is Unstoppable.
Abomination: When inflicted with a Debuff, gain a Fury Buff increasing Attack by 50% for 12 seconds.
External synergies:
Champion * Synergy
4*
5*
6*
Excavators
Guardian: Each time Guardian has 0 Force Field Charges and gains a Charge, gain 1 additional Charge(s).
Mole Man: When blocking a hit to gain Unstoppable, do not consume a Monster Mass.
Synergy teams:
N/A

Guides

Preview Kind Author Published
Diving Deep with Mole Man 0 0
guide Marvel Contest of Champions 2020-04-03
--- Champion Spotlight 0 0
spotlight Marvel Contest of Champions 2020-02-24

Relations

N/A

History

Date Game version Title
2020-04-27 27.0 Version 27.0 Fix
Increased the speed of the animation at the end of his Special Attack 2 to resolve the confusion of him being hit while exiting the ground.
Increased the stun duration of the first hit of his Special 1 attack, preventing the opponent from blocking mid special during certain circumstances.

Duel targets

Kind Summoner Rank/Level PI Verified Actions
4* easy Brantheman8 1091 2020-06-16  Copy

Arena

Kind Starts Cutoff
5* featured 2020-03-16
5* featured 2020-03-12
4* featured 2020-03-16
4* featured 2020-03-12
4* basic 2020-09-07
4* basic 2020-09-03
3* featured 2020-03-16
3* featured 2020-03-12

Bio

Socially shunned for his dwarfish appearance and expelled from his academic roots in nuclear engineering for his Hollow Earth theories, Harvey Rupert Elder stumbles upon the Monster Isle and falls deep into the realm of Subterranea, becoming blinded before the Valley of Diamonds. After this discovery, Elder dubs himself the Mole Man, ruler of Subterranea and the caverns of Monster Isle. Riding on the back of his most trusted monster friend, Giganto Jr., the Mole Man burrows his way into the Contest.

Comments

N/A