Apocalypse Ability Rundown As Fast As Possible, First Impressions/Thoughts - MCOC (mini-rant....)

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Category:
First Impressions
Duration: 18:17
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Forum: https://playcontestofchampions.com/champion-spotlight-apocalypse/

Skip to first thoughts/impressions:
03:12

My Notes:
Apocalypse (Mutant)
Atk: 2279 (very low), HP: 37495 (Top 5), PI: 10650 (top 5)

Genetic Enhancement:
Max 4 stacks
Start each quest with 1 persistent genetic code, 2 if defending, and 3 if defending a final node
knocking out a non-#robot opponent grants 1 genetic code
start a fight vs a mutant grants 2 genetic code

Start the fight with 1 indefinite passive 40% prowess for each genetic code
at 3+ genetic code, becomes stun-immune while striking
at 4+ Genetic code, striking the opponent's block with a light attack inflicts a 0.8s stun debuff (12s cd), no effect vs well timed blocks

Total Molecular Control:
Develop immunity to bleed, incinerate, and disorient effects over 8s while suffering from them, these immunities persist for the entire quest
each time the opponent evades gain a +10% chance to bypass evade, persists through the quest
opponents suffer 100% reduced purify AAR

Heavy Attacks:
Both hits inflict a 7s bleed
refresh personal weakness,poison, concussion, and degeneration effects on the opponent

Special attacks:
if the opponent is suffering from a DOT, special attacks debuffs trigger on activation and last 30% longer.
each hit deals a burst of physical damage for each personal weakness, poison, concussion, or degeneration on the opponent
If fighting a mutant, trigger both effects of special attacks

SP1: inflict a debuff based on last light or medium attack
if light attack: non-stacking 25% 25s weakness
if medium attack: non-stacking 25s poison

SP2: Inflict a debuff based on last light or medium attack
If light: non-stacking 35% 25s concussion
If medium: non-stacking 25s degeneration

Sp3:
All personal Weakness,Poison,Concussion, and degeneration effects are retriggered at 100% potency, and paused indefinitely. Potency increase does not stack
If none of the above are active, inflict 2 at random.

Prefight/Crossfight:
once per quest, apocalypse can use 4 genetic codes to place a crossfight on the next fight. The next mutant teammate to enter the fight (excluding apocalypse) becomes a horseman of apocalypse for the rest of the quest. gaining
100% bleed resistance
indefinite 50% prowess
+30% offensive ability accuracy
2s of unblockablility when opponent purifies a debuff
once per fight 3s unstoppable when struck

awakened ability: when apocalypse doesn't participate in a fight he heals at the start of the next fight he starts. heal value stacks twice.




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Tags:
Apocalypse
MCOC
Marvel Contest of Champions
Marvel
Kabam
As Fast As Possible
Ability Rundown
First Impressions



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