Human Torch Champion and Main here, super bummed that your New Skin wasn't a Legendary.
▲ 225 r/MRTheHoodMains+3 crossposts

Human Torch Champion and Main here, super bummed that your New Skin wasn't a Legendary.

Literally, I saw that the New Blade Halloween Skin wasn't Legendary, and it really bummed me out, but hey, I think maybe you'll get a Summer Legendary or something sooner, but still, y'all got a sick Skin.

u/DeathlishhMR — 5 days ago

"CaN yOu GuEsS wHo ThEy Are?"

Literally, he shouldn't of asked a Stupid Question, if his Comments are LITERALLY Disabled for almost everyone LOL, screw Danny Gooner.

u/DeathlishhMR — 8 days ago

Keeping It Hot In QP

These are just 2 Games I had with a Friend, who is a Streamer, really fun Games as well might I add, not the best Accuracy, but apparently, when you play Torch, as like, annoying and from the skies in their Backline, they become incredibly confused, and silly. Not everyone can be in GM, some of us gotta hold it down in Quick Match! Flame on!

u/DeathlishhMR — 26 days ago

W Skin either way.

I am a Count on Moon Knight, and although I rarely play him, this should've been Legendary, it deserves to, but no, they chose a Pyjama Party GIRL, to be Legendary, sorry.

u/DeathlishhMR — 30 days ago

Gambit Guide, by Deathlish (me).

{-- ♦ Gambit Guide for S9.5 ♠ --}

---

{-- ♦ Kinetic Cards ♠ --}

- The spread the Kinetic Cards, is a Projectile, meaning you have to lead your shots with you Crosshair.

- A useful tip, do not hold down the Kinetic Cards, because it does ruin your aim, instead, click the Ability, and also, do not consistently jump, seeing as this also, ruins your aim.

- Another way to reload the Kinetic Cards, is after you use one of your Healing Heart Abilities, or, Breaking Spades Abilities, and once used, the Ammo for Kinetic Cards, instantly resets itself.

- Another useful tip, is because of the spread of the Kinetic Cards, being in an Arc Shape, it fires 3 consecutive Cards, so, try and aim at least 2 of those Cards, to do extra Healing, and Damage.

---

{-- ♦ Cajun Charge ♠ --}

- The Cajun Charge is your Average Movement Ability (2 Charges), but when paired with Bayou Bash, you propel yourself mid-air (spindash) at faster speeds, this is known as the Big Easy Impact.

- When using the Big Easy Impact, if directed at Enemies, or Allies, it will either Heal, or, do Damage.

- Because of the short distance the Cajun Charge dashes you, it makes it easier to prepare Combos, for example:

3 Clicks of Kinetic Cards -> Cajun Charge -> 1 Bayou Bash.

- Cooldown: 12.5secs per Charge.

---

{-- ♦ Bayou Bash ♠ --}

- Whenever using Bayou Bash (2 Charges), you smash Gambit's Bo-Staff onto the ground, which either Heals (self-heals yourself instantly), or Damages the surrounding area where you currently are.

- The Radius of Bayou Bash is small, so it's recommended to use the Ability when your Team backs-up, to Heal them, or, use the Ability if being dove, to deal some extra Damage in.

- Because of the constant sustain that Bayou Bash offers, this Ability is one of Gambit's best, and that is because of how it's paired with Cajun Charge, as mentioned above.

- Cooldown: 8secs per Charge.

---

{-- ♦ Sleight of Hand ♠ --}

- The Sleight of Hand, which are the 4 Card Icons, beneath your Crosshair, indicates how many times you're able to utilise your Extended Abilities.

- Cooldown: Per Card Icon, 8secs.

---

{-- ♦ Healing Hearts (Sleight Of Hand) ♠ --}

- When activating the Healing Hearts Ability, after using 1 stack of the Sleight of Hand, the Ability in itself, is really good for sustaining yourself, with constant Self-Healing, and is great for overall Utility, and lasts for 6secs.

- Pairing Healing Hearts with Bridge Boost, allows you to send a quick burst of Healing within the form of a Ricochet, which deals a lot of Healing to your Allies, and also yourself.

- When Bridge Boost is used, think of it as a last resort, and not a primary function of Healing, because of how overpowered it is, in a small group of Allies, so reserve it.

- Whereas, if your pair Healing Hearts with the Purifying Pick-Up, you gain a small Area of Effect Ability, which Heals yourself, and Allies within it, but also, Purifying them any Enemy Ultimate Stuns (Groot, Dr Strange, Angela etc.)

- Most times often than not, you won't exactly be needing to use the Purifying Pick-Up, because it's very situational, but if you have top notch awareness, you'll know when to use it.

---

{-- ♦ Breaking Spades (Sleight Of Hand) ♠ --}

- When activating the Breaking Spades Ability, after using 1 stack of the Sleight of Hand, you'll gain a 10% Overall Damage Boost, which is active for 6secs.

- When Pairing Breaking Spades, with Explosive Trick, you'll shoot a set of Cards, which upon impact, deal Damage on the Enemy, but also inflict Reduced Healing on them.

- You should really be using the Explosive Trick, for Final Hits, seeing as it is a heavy impact Ability, or, use it in Brawl Fights, to put Reduced Healing on your Enemies within a Group.

- When Pairing Breaking Spades with the Bidding Barrage Ability, which this Ability is similar to the Purifying Pick-Up, but instead, Bidding Barrage knocks the Enemies in the air, and stuns them quickly, whilst inflicting Damage on the Enemies.

- If you use the Bidding Barrage, it's essential for if you're stuck in tight spaces, such as a 1v1, or a Group of Enemies are nearby you, just to create some distance.

---

{-- ♦ Ragin' Royal Flush (Ultimate Ability) ♠ --}

- This Ultimate is Line of Sight, meaning that you have to see your Allies, in order to Enhance them with your Ultimate Abilities Effects, which is Purification, Enhanced Movement Speed, and Enhanced Jump Boost, Ultimate Charge Acceleration and Enhanced Healing, and you also get these Effects as well upon using the Ability.

- A tip, this Ultimate also works behind walls as well, but only if you're close as to 35 Meters near them, only then, can you grant them your Ultimate.

- When the Ultimate Ability ends, every Ally and yourself, will release an Explosion of Kinetic Energy, so you and your Allies, should be close to Enemies once the Ultimate ends, to deal that extra Damage.

- This Specific Ultimate Ability, is not a Defence Ultimate, but an Ultimate that should be used to push an objective and take out Enemies quicker.

---

{-- ♦ Gambit's Season 9.5 Team-Ups ♠ --}

- Base Favourable Odds, this is Gambit's Team-Up with Magneto, and you gain a New Ability, which allows you to throw a set of Cards, which upon impact, creates a Spherical Shield Radius, which Heals your Allies, and knocks your Enemies back, if they walk into the Spherical Shield Radius.

- Enhanced Favourable Odds, when this Ability is Enhanced, with Magneto on your Team, the Healing of the Ability is increased, and also, each Enemy hit by them walking into the Spherical Shield Radius takes increased Damage, and also stuns them.

- Preferably, you should be using the Favourable Odds Ability, in grouped up area, where both your Allies, and the Enemies are.

- Cooldown: 15secs.

- Base Sparkling Staff, this is Gambit's Team-Up with Jubilee, and you gain a New Ability, where it is basically just Bayou Bash all over again, but you twirl you Bo-Staff, and it deals Healing to nearby Allies, and Damage to close-ranged Enemies, but it also reflects incoming Projectiles.

- Enhanced Sparkling Staff, when this Ability is Enhanced, with Jubilee on your Team, the Bayou Bash, and Big Easy Impact Abilities gain an additional Healing Aura around them.

- Preferably, you should be using the Sparkling Staff Ability if you're dealing with heavy divers on you.

- Cooldown: 12secs.

---

{-- ♦ Preferred Playstyle ♠ --}

- For Gambit, he's a mix of many things, which is Heal-Bot, and also, perhaps even Flank if anything, but if you want value of Gambit, you need to stick with you Team, and keep them as Healed as much as you can, and also, keep a HEAVY EYE on your Sleight Of Hand, that's the most crucial thing, to master Gambit.

- Guide made by Deathlish.

https://preview.redd.it/klwdpnj49zlh1.png?width=1920&format=png&auto=webp&s=7a540684ccaa96b1b9728eddb20eb787db74cdf9

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u/DeathlishhMR — 2 months ago

Human Torch Guide, made by me!

**🔥 Human Torch Guide S9.5**
- Fire Cluster (Primary Fire):
-This is a Shotgun Spread, so it deals more Damage Upfront.

-The Fire Cluster, is a Projectile, so lead your shots to when your Enemy will be.

-The only way to reload Fire Cluster, is to use Plasma Body after each shot, or wait 1.8secs for normal reloading.

-For Fire Cluster, always click to shoot, never hold down the Fire Cluster button, because it ruins the aim.

- Blazing Blast (Secondary Fire):
-The Blazing Blast is a Projectile, that once has hit the ground, creates a small fire radius, which stays on the floor for 7 secs, and deals damage to anyone that walks/stands on it.

-Upon direct hit of a Blazing Blast on an Enemy, the small fire radius, summons itself immediately where the Enemy was.

-The Blazing Blast has 3 charges to it, which each take 2.5secs, to recharge the Ability, so be careful how you use them.

- Plasma Body (Movement Ability):
-The Plasma Body, has 2 charges which only recharge, after 1 charge has been used to its max usage, the duration of 1 charge is 4 secs, and the cooldown, of 1 charge, is 10 secs.

-Plasma Body, should be used to engage and disengage, but always remember, to keep 1 charge of Plasma Body, alive to escape.

-The Plasma Body, is a quick dash, which lasts 4 secs of continued quick movement, and it also makes you harder to hit, during continued attacks.

- Pyro-Prison (Ability 1):
-The Pyro-Prison works alongside Blazing Blast, but only if you have 3 existing Blazing Blasts, which one Pyro-Prison is activated, will create a wall of fire on the ground, where the Blazing Blasts were placed.

-During Pyro-Prison, it will deal continuous damage, to those that enter its domain, allowing for quicker combos to be made.

-In addition to Pyro-Prison, it accelerates the time that the Blazing Blasts are active for, so, you could have the Blazing Blasts alive for 6 secs, and activating Pyro-Prison at the last second, makes the Blazing Blasts live for another 6 secs.

-The Pyro-Prison supports up to 5 existing Blazing Blasts on the field, so if you time your cooldowns for Blazing Blast, you can deal more damage.

- Flaming Meteor (Ability 2):
-The Flaming Meteor, is a quick tool for diving, and also, disengaging wild fights.

-For Flaming Meteor, it has a cooldown of 12 secs, which makes it almost a consistent Ability.

-When activated, the Flaming Meteor gives you +50 Bonus Health, which makes this Ability great for surviving sticky situations.

-If up to 3 Blazing Blasts are existing on the field, you're able to use Flaming Meteor, to explode those Blazing Blasts, which increases the damage output per-Blazing Blast, which is a great tool for taking out Support Enemies in their Ultimates.

- ☁️ Supernova (Ultimate Ability):
-During Supernova, each Blazing Blast, will create a Fire Tornado, which will deal increased damage, to anyone caught in the Fire Tornados path.

-When Supernova is active, you're able to consistently use Blazing Blast, but be cautious, you're only allowed 4 Fire Tornados, on the field.

-Here's a tip!, during Blazing Blast's Projectile Travel Time, before it hits the ground, activate Supernova, and a Fire Tornado will spawn, where the Blazing Blast would've been.

-Another tip!, use Plasma Body, right before you activate Supernova, for consistent air-time, and bonus speed.

-A final tip!, considering the Fire Tornado, is still an extension of a Blazing Blast, use your Flaming Meteor Ability, when the Fire Tornados are stacked in 1 area.

- Human Torch's Teamups:
-Base Storming Ignition: Once activated, Johnny gains the Fire Vortex, which allows him another Ability, that once used, summons a projectile spherical radius, which pulls Enemies inside of it upon landing on the field, and deals consistent damage.

-Enhanced Storming Ignition: If Storm is on the Team, once she activates her Ultimate, you're able to ignite it with your Blazing Blasts, and if you're in Supernova, then you're allowed up to 6 Fire Tornados.

-Base Fiery Sparks: Once activated, Johnny gains the Firework Sparks Ability, that once activated, creates a spherical radius around Johnny, that if you're near any Enemy, will deal consistent damage, with fireworks attacking the Enemies.

-Enhanced Fiery Sparks: If Jubilee is on the Team, once you use the Firework Sparks Ability, any Enemy that is hit with the fireworks around, you gain consistent Bonus Health, which stacks up to 300HP for you.

- Human Torch's Playstyle:
-Torch is a Dive Duellist, clean and simple, he goes in, releases his Blazing Blasts, pairs it with Flaming Meteor, and that's a kill secured, but also, he's mixed in with Crowd Control, using his Pyro-Prison to wreak havoc on the field, and also to capture a point, and weaken Enemies, as well as playing him should be around corners, which allows you to not be poked around by Hitscan Enemies.

-Guide by Deathlish.

https://preview.redd.it/lzweifc49ykh1.png?width=1920&format=png&auto=webp&s=1eb73a2837e90114f094cc84194fef2716c8636a

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u/DeathlishhMR — 2 months ago

Lorded Iron Dihh

Easiest Lord ever lol, jus too bad that people never heal me in the skies, but guess i side with u peeps now, as this is my 3rd flier lorded, torch was first, clanka was second and now iron dihh is third.

u/DeathlishhMR — 3 months ago

Human Torch Changes for Season 8.5 Ideas.

**__Changes for Human Torch in Season 8.5 of Marvel Rivals:__**

**Base Stats:**

- Movement Speed Increased from 6m/s to 8m/s.

**Fire Cluster:**

- Increase Falloff-Damage from 15m to 18m.

- Decrease recovery for Recharge-Speed from 1secs to 0.8secs.

**Blazing Blast:**

- Increase Projectile-Speed from 80m/s to 90m/s.

- Increase Damage from 45 to 48.

**Flaming Meteor:**

- Decrease Cooldown from 20secs to 14secs.

- Increase Bonus Health from 50 to 55.

**Plasma Body:**

- Upon activation, the Recharge starts after 1.5secs.

- Increase Flight-Duration from 4secs to 7secs.

- New Addition: Torch gains 15 Bonus Health (Fall-Off begins after 4secs) after each Activation Charge.

**The Backstory of Human Torch in Rivals:**

Human Torch for the longest time, hasn't been great, let's be Honest-

Most of us Human Torch Mains, have loved the way he's played-

But recently, we just got a Nerf (disguised as a Buff) to Johnny's Mobility-

As well as Human Torch, getting a ton of Micro-Buffs along the way.

**Why these changes?:**

The Changes I've offered, bring a bit more of a "Rough" version of Johnny-

In the changes, it gives him a tad bit more Burst-Damage-

As well as his Mobility got a few needed Tweaks to it-

And that pesky 20secs for his **Flaming Meteor** is off the table.

**But these Changes look very OP!:**

Honestly, at first glance, they very much do-

But the reason they're not is because I don't want a Rework of Johnny-

No one would want a Rework off him-

But also, Johnny is one of those "Ride-or-Die" Characters-

He is the Hot-Head of the Fantastic-Four-

So I think, his Gameplay should mirror that Heat that is loved-

And to add, I've tested how I personally want Johnny to feel.

-Deathlish

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u/DeathlishhMR — 5 months ago