Image 1 — Sentry Concept Kit
Image 2 — Sentry Concept Kit
Image 3 — Sentry Concept Kit
▲ 65 r/RivalsWaitingRoom+1 crossposts

Sentry Concept Kit

I made this using this editor

Its an old concept of mine on how Sentry could be implemented for the game

additionally some notes on how i envision it

Visual Effects (VFX) & Aesthetic Identity

Sentry’s visual language is a core pillar of his gameplay, cleanly telegraphing his mental state and form to both allies and enemies through distinct thematic lighting and particle behavior:

  • Golden Sentry (The Golden Guardian):
    • Theme: Classic heroic silver-and-gold styling with blinding, pristine solar energy.
    • VFX Profile: Radiates pure, brilliant golden-yellow and bright white light. His flight trail is a glowing trail of sun-fire, his punches crackle with radiant solar flares, and Golden Presence manifests as a majestic, translucent golden-yellow force dome that leaves a warm, glowing aura on teammates standing within it.
  • Dark Sentry (The Dark Avengers Era):
    • Theme: Sinister, corruptive malice inspired by his infamous Norman Osborn Dark Avengers run.
    • VFX Profile: The color palette violently shifts to smoky black and toxic, burning orange. His eyes glow with fierce amber embers, his primary punches leave scorched dark-matter impact craters, and Entropic Tendril lashes out as jagged, writhing strands of dark energy laced with glowing orange fault lines.
  • The Void (The Living Nightmare):
    • Theme: Pure psychological terror pulled straight from Jae Lee’s haunting horror artwork.
    • VFX Profile: Complete visual distortion. The bright colors vanish entirely, replaced by a suffocating void of pitch-black smoke, shifting shadows, and violent crimson red accents. His claws drip with jagged red energy, his aura warps the surrounding air like heat-haze over a dying star, and his Universal Void ultimate plunges the screen into absolute, pitch-black sensory deprivation hemmed in by glowing crimson edges.

How He Would Play

Rather than locking you into a single rigid playstyle, his kit is meant to be played as a rhythm-based battlefield force:

  • Anchor Phase (Golden Sentry): You begin team fights holding down the front line like a traditional Anchor Tank. You project your 800 HP Golden Presence shield to burn away incoming projectile spam, soak enemy pressure, and carefully monitor your team's positioning. Every hit you land or channel you maintain actively cleanses your psyche, keeping you stable and reliable.
  • Escalation Phase (Dark Sentry): When the enemy commits or a chokepoint needs to be cracked, you flip the switch. You pivot from an anchor into a hyper-aggressive Space-Taker Tank, diving into the fray with your dual-input grab-and-slam dash (You Won't Escape!). With a 10% damage boost and native lifesteal, you bully enemy backliners and carve out territory, accepting the heavy trade-off that every aggressive action drives your Fracture meter higher.
  • Ticking Time Bomb (The Void): Your enemies cannot ignore you, because your Fracture meter functions as a constant, looming threat. If you manage it well, you drop back into Golden form to cool down. If you push too far, or if you are caught out and triggered via One Must Fall, you snap into The Void, like a raid boss straight into their backline. For 8 seconds, you are a terrifying and your survival depends entirely on whether you can secure a kill before the timer expires and you come back from the brink or leaves you collapsing to 1 HP or dead.
u/Professional-Time-94 — 6 days ago

Dr Strange Kit Refresh

New Ability: Invoke The Octessence

The eight Octessence principalities become selectable modes. One is invoked at a time, changing what Strange's existing kit means rather than adding a new resource on top of it.

Inputs

  • Tap F: casts the invoked entity's active ability.
  • Hold F: opens an 8-way invocation wheel.
  • Both are separately rebindable, following the Black Cat / Gilded Deal precedent. Players who dislike the stacked bind can split them onto different keys.
  • The invocation cast begins on release, not on selection. Releasing without a selection cancels for free.
  • Active binds: shared by default, splittable by choice. A single "Invocation Active" bind covers all eight out of the box. Settings expose eight per-principality binds for players who want the cage and the wall on different keys.

Invocation cast time: 2 seconds, always. No exceptions, no reduced cast in spawn or out of combat. Switching is a between-fights, setup-phase, or behind-cover action rather than a mid-duel snap-swap. The wheel is unavailable while dead, a respawning Strange returns on the principality he died with, and pays the full cast to change it.

Dormant cooldown penalty. Each active carries its own cooldown. While a principality is not invoked, its cooldown parses 33% slower.
The rate is blended, not locked at cast: a cooldown ticks at whatever rate matches Strange's current state, so time spent invoked parses at full speed and time spent dormant at 67%. This closes the hole where firing an active immediately before swapping would dodge the penalty entirely. It should display as a progress bar rather than a countdown number, since a number that jumps upward on swap reads as a bug.

The 2-second cast is doing most of the work discouraging reactive swaps; the dormant penalty is a secondary deterrent rather than the main one.

The Eight Invocations

1. Balthakk

VFX*:* electric blue-white plasma crackling off his hands.

Static Brand(Passive). Primary projectiles apply stacking overcharge DOT. Consuming Dark Magic purges active stacks to detonate them for immediate burst damage.

Bolts of Balthakk (Active -10s). Sweeping cone of energy bolts from both hands, leaving a lingering static field under every enemy struck that applies the same overcharge.

2. Cyttorak

VFX*:* heavy ruby bands wrapping his arms and rippling down the cape.

Immovable(Passive). At 50+ Dark Magic, complete immunity to displacement, hooks and knockbacks. Consuming Dark Magic with Maelstrom also applies a heavy slow to everything in the blast.

Crimson Bands of Cyttorak (Active -18s). Heavy bands thrown forward. The primary target is stunned, and two further bands lash out to tether up to two nearby enemies(like the Magik teamup).

3. Farallah

VFX*:* bone-white and black, shadow wisps trailing.

Fangs Of Farallah(Passive). Spending Dark Magic through Maelstrom leaves a zone of spectral fangs that slash repeatedly. More Dark Magic spent, longer duration.

Pentagram of Farallah (Active -90s). Unchanged from live in every respect. The one addition: active portals collapse immediately if Strange invokes another principality. Swapping away mid-duration closes them, so the portal cannot be placed and abandoned.

4. Ikonn

VFX*:* mirage shimmer with prismatic refraction.

Refraction(Passive). Maelstrom spawns hard-light illusions scaled to Dark Magic consumed; they hold position and fire spectral daggers. While building Dark Magic, a scaling distortion chance (1% to 10%) turns incoming headshots into body shots, or body shots into illusions dealing zero damage.

Images of Ikonn (Active -15s). Two mirrors placed at target locations, refracting his presence and mimicking his abilities.

A negated hit should produce a visible shimmer on Strange, so the shooter reads an illusion rather than assuming broken hit registration.

5. Krakkan

VFX*:* deep violet chains, dragging and clinking.

Shatterweight(Passive). Spending Dark Magic on Maelstrom unleashes a seismic shockwave that does extra damage to (over)shields and detroys placeables.

Crucible of Krakkan (Active -30s). An inescapable arena of crushing force. Enemies inside are grounded, no dashes, movement abilities or flight. Vulnerability applies on cast to those caught, and on entry to anyone who walks in, lasting ~3 seconds with no reapplication while they remain inside.

6. Raggadorr

VFX*:* interlocking gold rings of ancient geometry rotating around him.

Sevenfold Ward(Passive). Spending Dark Magic through Maelstrom converts it into overshield for Strange and nearby allies, scaling with the amount consumed, capped at 150.

Rings of Raggadorr (Active -20s). A vertical column shield (400 HP) that blocks projectiles, hitscan and passage of enemies entirely from both directions.

7. Watoomb

VFX*:* pale cyan air currents, cloak billowing, visible wind streaks.

Quickening(Passive). A movement speed aura whose radius and intensity scale with Dark Magic. Using Maelstrom increases ability recharge rate for allies inside the aura, proportional to Dark Magic spent. Does not affect ultimate charge.

Winds of Watoomb (Active -18s). A wall of wind surging forward, blocking projectiles and hitscan, knocking back enemies on contact or collision.

8. Valtorr

VFX*:* emerald and charcoal mist rolling off his shoulders.

Miasmic Veil(Passive). Spending Dark Magic on Maelstrom emits a choking cloud that slows enemy ability recharge (~30-40% for 3-4s) and applies a decaying poison, while granting Strange and nearby allies partial concealment against enemy tracking and outlines.

Vapors of Valtorr (Active -20s). A rolling fog bank that lingers. Enemies inside are nearsighted(blinded) and suffer continuous DOT.

The rest of the kit remains the same. So what do you think?

reddit.com
u/Professional-Time-94 — 25 days ago
▲ 1 r/MRTheHoodMains+2 crossposts

The Hood's Half demon state conspiracy theory

The only reason they made it as is is cause they are testing if Mr Fantastic mains would be ok with Elasticity having no drop off instead of outright making the Rocket Team-up part of his kit.

Why? Because somehow they are convinced its a good mechanic.

Spoilers Alert: >!It's not!<.

My evidence you ask? Half Demon state exit key is F. The same one as Fantastic. Additionally the primary fire of the state in the ability page is a separate ability instead of just additional text in the normal primary fire.

My guess is they were originally gonna have the half demon state on F, but when they went through Mr Fantastic something happened(i dont know what) and stopped them from adding the manual inflated state button.

They did not want to release The Hood with a better version of Mr Fantastics mechanic so they f-ed up him too.

reddit.com
u/Professional-Time-94 — 2 months ago
▲ 34 r/RivalsVanguards+1 crossposts

[Hero Concept] Sentry / Dark Sentry / The Void- Vanguard with a Fractured Mind

DISCLAIMER: Images are in no way mine, i just googled Sentry, Dark Sentry and Void.

Designing Bob Reynolds is tricky because his power set is basically "Superman with severe mental instability," so a standard Vanguard kit wouldn't do him justice.

Instead, I wanted to lean heavily into his comic-accurate duality: balancing the radiant Golden Sentry, the aggressive Dark Sentry(from the dark Avengers run), and the terrifying ticking clock of The Void.

Here is my pitch for how he could play:

Overview

Role: Vanguard (Anchor & Space-Taker Hybrid)

Health: 600 Total (450 Base Health / 150 Regenerative Shield)

Movement Speeds:

  • Base Ground Speed: 6 m/s (Standard Vanguard ground movement)
  • Standard Flight / Hover Speed: 8 m/s (Effortless mid-air hovering and maneuvering)
  • High-Speed Flight Boost (Shift): 18 m/s (High-speed 3D energy-propelled flight across the map)

Abilities

Fractured Mind(PASSIVE):
A black Fracture Bar (0–100%) is displayed directly over your health bar in the UI, visibly fracturing your health pool as it fills up from using dark abilities. Fractured health can still be healed by your Supports, but at 50% effectiveness.
When you're out of combat for 3 seconds, Bob slowly stabilizes and the bar decays.
If your Fracture Bar hits 100%, Bob’s psyche completely snaps, immediately transforming you into The Void for 8 seconds.
When the 8 seconds of The Void expire, your survival is bound to your violence. Securing at least 1 K/O or Assist allows Bob to revert himself to his pre-transformation state if triggered. Securing 0 K/Os or Assists means the darkness consumes you entirely, causing you to collapse to 1 HP.

Molecular Flight(PASSIVE):
Holding Jump while grounded initiates a directional energy dash into the air (similar in trajectory to Hulk's leap), after which you transition into flight state. Holding Jump longer charges the dash, increasing your launch distance.

One Must Fall(PASSIVE):
“He cannot live without me; I cannot live without him.” When you take fatal damage, Bob’s mind shatters and you are immediately resurrected as The Void for 8 seconds instead of dying. (150-second cooldown).
When the 8 seconds of The Void expire, securing at least 1 K/O or Assist allows Bob to pull himself back from the brink reviving at 50% HP. Securing 0 K/Os or Assists means the darkness consumes you, thus dying normally.

Embrace/Reject the Darkness (F / O/ B):
Instantly toggle between Golden Sentry and Dark Sentry.

  • Golden Sentry (Reject the Darkness): The baseline state. Abilities purge your Fracture Bar
  • Dark Sentry (Embrace the Darkness): Unleashes suppressed malice. Grants life-steal on all attacks (which ignores the fractured health healing penalty) and a 10% base damage boost, and every ability builds your Fracture Bar.

Primary Fire (Left Click / R2 / RT):

  • Molecular Assault (Grounded): Heavy and wide 3-hit brawling combo (75 damage per hit). In Golden Form it purifies 2.5% Fracture per hit, in Dark Form it adds +5% Fracture per hit.
  • Force Punch (Flight): Heavy kinetic shockwave punches hurled forward while soaring in mid-air (80 damage, 10 meter range). In Golden Form it purifies 2% Fracture per hit, in Dark Form it adds +4% Fracture per hit.

Secondary Fire (Right Click / L1 / LB):

  • Photo-kinetic Beam (Golden Sentry): Channel a 15m continuous solar beam (45 DPS, infinite ammo) that purifies 3% Fracture per second channeled. Pressing Primary Fire while channeling fires a wide push-back burst, putting the ability on a 2-second cooldown.
  • En-tropic Tendril (Dark Sentry): Tap to snap a strike; hold to tether and leach life (45 DPS / healing, infinite ammo, leach ignores fractured hp healing penalty). While holding, pressing Primary Fire yanks the tethered enemy closer. Releasing or completing places it on a 2-second cooldown.

Ability 1 (E / R1 / RB):

  • Golden Presence (Golden Sentry): Toggle-able ability that projects an 8-meter radiant solar field around Sentry boasting an 800 HP energy pool. Any incoming projectiles entering the field are "burned away". Furthermore, all allies and Sentry standing within the field gain a flat 50% damage reduction. As enemy attacks drain the 800 health pool, the absorbed energy actively purifies your Fracture meter.
    • Manual Detonation Interaction (Recast Ability 1): Manually pressing Ability 1 again while the field is active triggers a radiant burst that blinds all enemies within and around the field, while instantly jump-starting the passive regeneration and reset of the shield pool.
    • Darkness Swap Interruption: If you swap from Golden to Dark while your Golden Presence field is active, the field violently overloads, blinding and dealing damage to enemies within (scaling in damage and blind duration based on your remaining shield pool), draining the shield health down to 0, and saddling you with an extra +15% Fracture corruption cost from the volatile transition.
  • You Won't Escape! (Dark Sentry): A dual-input aggressive dark matter dash (+15% Fracture).
    • First Input: Dashes forward, grabbing the first enemy hit and slamming them down into the ground for 85 damage.
    • Second Input: Re-pressing the ability triggers a leaping slam down to target location, dealing 40 damage and knocking away surrounding enemies. If the target or enemies caught were already knocked down, they take 25 extra bonus damage from the impact.

Ability 2 | Flight Boost (Shift / L2 / LT):
Engages high-speed flight across the map with a glowing trail. You cannot use other abilities while in flight boost.

  • Crash Landing Interaction: Aiming to the ground and using Primary while high-speed flight is active triggers a kinetic Crash Landing (50 AOE damage + upward knock-up from 8m+ height) to the targeted location, ending the high-speed boost and returning you to the ground.

Ultimate | The Power of a Million Exploding Suns (Q / L3+R3 / L+R):
Sentry channels the full, unstable weight of his power, planting his feet and expanding his physical mass into a towering, blinding star slowly ascending upwards or descending downwards based on your input.

  • Phase 1 (The Pull): Sentry pulls all surrounding enemies and enemy projectiles inward toward his central pillar over 4 seconds. In this state he has a 75% damage resistance. If he absorbs more damage than he can handle he explodes early. He cannot manually explode when he wants
  • Phase 2 (The Explosion): Sentry violently detonates in shockwave across a 20-meter radius, dealing heavy burst damage, Destroying placeables and walls, and instantly executing any enemy caught inside whose health falls below 30% max health.
  • Fracture Penalty: The sheer energetic strain immediately sets your Fracture meter straight to 80% upon cast (or adds +75% if you were already above 5%), driving you terrifyingly close to awakening The Void.

Form 3: The Void (Triggered via Fractured Mind or One Must Fall)

When your Fracture Bar hits 100% or you trigger One Must Fall upon taking fatal damage, your model morphs into the classic Jae Lee comic silhouette, a terrifying, formless mass of pure darkness for 8 seconds.
While in this form, your health pool is restored to full alongside a massive 75% damage resistance, though external healing and over-shield generation from teammates are completely locked off.
Furthermore, you have no ground state and remain perpetually airborne in flight mode utilizing identical flight boost mechanics.

Primary Fire | Claws of the Depths (Left Click / R2 / RT):
Standard: A wide cone 2-hit combo of rapid shadow talons (95 total damage) that applies a heavy movement slow to targets.
During High-Speed Flight Boost (Shift): A wider, more devastating version of Crash Landing that slams downward into terrain, dealing AOE damage and applying a hard knockdown instead of a knock-up.

Secondary Fire | Infinitendrils (Right Click / L1 / LB):
A wide cone of dark tendrils with infinite ammo that continuously lashes out at enemies' bodies and minds. Sustaining attacks on a single enemy for 1.5 seconds causes their mind to unravel, locking them into a 1.5-second stun.
While holding, pressing Primary Fire yanks all enemies in range closer and each one suffers a small implosion pull each other closer. Releasing or completing places it on a 2-second cooldown.

Ability 1 | Terrifying Presence (E / R1 / RB):
Envelops you in a dread aura that grants a large chunk of over-shield and does chiping damage to all enemies inside. It causes any enemy who strikes you from within to be slowed.
While this ability is active, your input transforms into an amplified, longer-range, and harder-hitting variant of Dark Sentry's You Won't Escape! dash.

Ability 2 | Living Darkness (F / O/ B):
Dissolve completely into shadows, becoming intangible for 3 seconds while retaining the ability to attack. Attacking enemies while intangible inflicts a blinding effect on them.

Ultimate | Universal Void (Q / L3+R3 / L+R):
Unleashes a massive 40-meter wide sphere of absolute darkness that violently pulls all enemies from the outside toward its perimeter.
Enemies trapped inside experience total sensory deprivation, their vision is restricted entirely to pitch-black darkness save for the terrifying silhouette of the Void, while taking continuous damage over time.

Team-Ups

  1. Hulk & Sentry – "Radiant Bond: Two Sides of the Monster": Bruce intimately understands the crushing, agonizing weight of harboring a destructive "monster" within, while the Hulk genuinely considers the "Golden Man" to be a trusted friend and one of the very few people he actually likes. In return, Bob views both Bruce and the Hulk as steadfast comrades who share his unique burden. When they stand side by side, that mutual respect and resonance of power forces a stabilizing feedback loop through Bob's fractured psyche.
    • Base Effect (Always Active): All golden purification values are doubled (2x effectiveness), and Golden Presence pulses a small heal to allies inside every 1.5s.
    • Enhanced Effect (Hulk Present): World-breaker Impact (C / Δ / Y) – Dual-input activation lets Hulk and Sentry slam their fists together to unleash a cataclysmic shockwave that flings enemies, instantly shatters all enemy placeables and destructible map terrain, and completely wipes Sentry's Fracture meter down to 0% in a blinding flash of golden light.
  2. Mr. Fantastic & Sentry – "Watchtower-Baxter Systems Sync" : Reed Richards hooks his advanced Baxter Building mainframe directly into C.L.O.C., networking the Watchtower defense protocols with Earth's finest scientific network. The automated monitoring system instantly identifies Bob's psychological instability spikes and deploys specialized counter-measures.
    • Base Effect (Always Active - Active Skill) (C / Δ / Y) : Pressing the team-up button deploys C.L.O.C. Interlink Field, a personal active grid around Sentry that temporarily prevents Dark Sentry abilities from building your Fracture meter for its duration. Additionally, all Dark Sentry abilities and primary fire attacks generate over-shield for Sentry while active.
    • Enhanced Effect (Mr. Fantastic Present - Ability Upgrade): Reed fully calibrates the linked subroutines, allowing C.L.O.C. to deploy a Negative Zone Projector at a target location of Sentry's choosing. The projector continuously gravitational-pulls nearby enemies toward its center until it is destroyed by the enemy team. Furthermore, while Sentry remains near the active projector or while the interlink field is running, he gains the 10% damage boost applied universally to both Golden and Dark Sentry forms, turning the zone into a lethal brawling anchor.

Visual Effects (VFX) & Aesthetic Identity

Sentry’s visual language is a core pillar of his gameplay, cleanly telegraphing his mental state and form to both allies and enemies through distinct thematic lighting and particle behavior:

  • Golden Sentry (The Golden Guardian):
    • Theme: Classic heroic silver-and-gold styling with blinding, pristine solar energy.
    • VFX Profile: Radiates pure, brilliant golden-yellow and bright white light. His flight trail is a glowing trail of sun-fire, his punches crackle with radiant solar flares, and Golden Presence manifests as a majestic, translucent golden-yellow force dome that leaves a warm, glowing aura on teammates standing within it.
  • Dark Sentry (The Dark Avengers Era):
    • Theme: Sinister, corruptive malice inspired by his infamous Norman Osborn Dark Avengers run.
    • VFX Profile: The color palette violently shifts to smoky black and toxic, burning orange. His eyes glow with fierce amber embers, his primary punches leave scorched dark-matter impact craters, and Entropic Tendril lashes out as jagged, writhing strands of dark energy laced with glowing orange fault lines.
  • The Void (The Living Nightmare):
    • Theme: Pure psychological terror pulled straight from Jae Lee’s haunting horror artwork.
    • VFX Profile: Complete visual distortion. The bright colors vanish entirely, replaced by a suffocating void of pitch-black smoke, shifting shadows, and violent crimson red accents. His claws drip with jagged red energy, his aura warps the surrounding air like heat-haze over a dying star, and his Universal Void ultimate plunges the screen into absolute, pitch-black sensory deprivation hemmed in by glowing crimson edges.

How He Would Play

Rather than locking you into a single rigid playstyle, his kit is meant to be played as a rhythm-based battlefield force:

  • Anchor Phase (Golden Sentry): You begin team fights holding down the front line like a traditional Anchor Tank. You project your 800 HP Golden Presence shield to burn away incoming projectile spam, soak enemy pressure, and carefully monitor your team's positioning. Every hit you land or channel you maintain actively cleanses your psyche, keeping you stable and reliable.
  • Escalation Phase (Dark Sentry): When the enemy commits or a chokepoint needs to be cracked, you flip the switch. You pivot from an anchor into a hyper-aggressive Space-Taker Tank, diving into the fray with your dual-input grab-and-slam dash (You Won't Escape!). With a 10% damage boost and native lifesteal, you bully enemy backliners and carve out territory, accepting the heavy trade-off that every aggressive action drives your Fracture meter higher.
  • Ticking Time Bomb (The Void): Your enemies cannot ignore you, because your Fracture meter functions as a constant, looming threat. If you manage it well, you drop back into Golden form to cool down. If you push too far, or if you are caught out and triggered via One Must Fall, you snap into The Void, like a raid boss straight into their backline. For 8 seconds, you are a terrifying and your survival depends entirely on whether you can secure a kill before the timer expires and you come back from the brink or leaves you collapsing to 1 HP or dead.
u/Professional-Time-94 — 3 months ago
▲ 11 r/MisterFantasticMains+1 crossposts

[Rework Concept] Mister Fantastic: Making him the hero that can solve everything but never all at once.

I’ve been thinking a lot about Reed’s current state in the game.

Right now, he has a massive skill-skew problem.

In lower ranks, he’s a pub-stomping menace because his passive over-health and brainless "fat mode" make him an unkillable brawling stat-check.

But once you hit high elo, he’s almost a throw pick. Good players just out-position his linear tethers, ignore him when he’s stalling in stationary forms, and abuse his lack of real tactical utility.

I wanted to design a complete rework that drops his passive, training-wheel survivability and replaces it with high-level decision-making.

The goal is to make Reed feel like a literal genius scientist, giving him a sandbox of physics options where he has a counter for everything, but only if you pick the exact right tool for the situation.

Here is the rework i came up with:

Reworked Right-Click: Distended Grip (Interactive Grabs)

Instead of only pulling someone or clucking two people together automatically, dragging someone with Distended Grip now gives Reed a micro-sandbox of secondary buttons to press depending on what you need:

  • Tap Right-Click (Linear Pull): Your classic hook. Snaps your arms back and drags them straight to your face.
  • Left-Click an Enemy other than theone being held (Tactical Smash): Your current dual-grab. You stretch your other arm out to snag a second enemy and smash them both together for a stun.
  • Left-Click anywhere else (Elastic Slam): You whip the held target over your head like a ragdoll and smash them into the floor, dealing heavy damage and knocking down anyone nearby.
  • Tap E (Slingshot Launch): You wind up and violently spin the enemy in a wide circle before yeeting them across the map. While you’re spinning them, their flailing body acts as a wrecking ball that damages and knocks back their own teammates. When you release, you can chuck dive tanks off cliffs or throw squishies straight into your team's firing line. Additionally hitting an enemy with the thrown enemy damages and knocks down both. However this adds an additional 3 seconds to the cool-down.

Core Resource: Elasticity Meter & Toggles

  • Reed now runs on a manual Elasticity meter that is built by his passive as normal and ticks down every second you stay in a special form.
  • Control: You press Shift to pull up your stance choices, and you can hit Shift again at any split second to cancel out and pop right back into normal form. No more getting stuck in automatic animations.

Shift Ability: Elastic Equilibrium

Hitting Shift lets you toggle into two main active forms, each with its own kit:

1. Left-Click ➔ Inflated State: This is his current inflated form, costing elasticity per second.

  • Left-Click: You still use your basic heavy punches.
  • Right-Click: Inflated Leap: lets you slam the ground for a massive high-mobility leap to chase or escape. He damages all enemies in a 5 meter radius both at the start and at the end of the leap.
  • Ultimate: Brainiac Bounce: This is his current ultimate completely unchanged. You bounce high into the air and slam down repeatedly, dealing area damage, crushing enemies, and stacking slows. Using your Ultimate, instantly drains your Elasticity meter and ends the form.
  • Passive: Kinetic Snapback: Every punch you land and every Elastic Leap (Right-Click) you take while inflated builds momentum, stacking up to a 30% speed boost. This speed boost carries over for 5 seconds after you drop the form. Ending the form with your ultimate, gives you the max 30% speed boost the second you land regardless.

2. Right-Click ➔ Reflexive Rubber: Reed condenses into an invincible, slow vibrational block(Fridge Form) that absorbs projectiles, costing elasticity per second. You also get a secondary Kinetic Meter that fills based on how much damage you absorb.

  • Left-Click :Kinetic Release: fires all that stored absorbed damage back at the enemy in a blast. Damage scales based on Kinetic Meter.
  • Right-Click: Shield Expand: lets you stretch yourself out into a massive physical wall(Double Door Fridge Form) to body-block lanes and protect your team. Costs 50% of max Kinetic Meter.
  • Ultimate: Constrictor Coil: Reed violently snaps outward in a massive rubber ring, literally coiling around all enemies in a 20 meter radius area and dragging them into a tight, clustered pile at the center. Caught enemies are stunned for 2 seconds, and the damage scales exponentially the more bodies you trap inside the coil. Using your Ultimate, instantly drains your Elasticity meter and ends the form.
  • Passive (Potential Release): The higher your Kinetic Meter is when you manually cancel out of this mode with Shift, the bigger the damage boost Reed gets when he returns to normal form. Ending the form with your ultimate, guarantees the maximum possible damage buff.

New Normal Form Ultimate: Leaning into Reed’s lore as a scientist opening rifts to the antimatter dimension.

Negative Zone Dis-placer: Reed slows down and channels a beam from a negative zone dis-placer onto a single target for 1.5 seconds. If you pull it off, the target is violently banished to the Negative Zone(dies) instantly destroying them and slapping them with a +3 second penalty to their respawn timer while they navigate back to the timeline.
This leaves a rift in place of the banishment that continually pulls and damages all enemies nearby for 6 seconds after the banishment. If an enemy dies from damage from this rift they gain a +1 second penalty to their respawn timer.

Season 9 Selectable Team-Up Loadouts

Option A: Fantastic Amplifier(with Rocket Racoon)

  • Base Effect: Reed gains a +50% larger max Elasticity pool.
  • Enhanced Effect (With Rocket Raccoon): Weaponizes all three of his Ults.
    • Brainiac Bounce now sucks enemies inward like a vortex on every crash,
    • Constrictor Coil applies a 60% slow for 3 seconds after the stun wears off, and
    • The Negative Zone Displacer loses its tracking channel time and instantly upgrades into a high-speed hitscan beam.

Option B: Clobberin’ Research Dept(with The Thing)

  • Base Effect: All of Reed's elasticity forms permanently cost 30% less resource per second automatically. Additionally unlocks a third form via his Shift Menu (E).
    • Golemic Form: Reed hardens his cells to mimic Ben Grimm's heavy brawling style mixed with his own strategic intellect.(He gains an absurd bodybuilder muscular form)
      • Left-Click: Slingshot Punches: Heavy, wind-up rubber strikes that stretch out and snap forward with crushing momentum for massive damage. Every landing punch grants you a temporary overshield. (Basically the current punches of the team-up).
      • Right-Click: Destructive Dash: You charge forward in a 25 meter straight line, and every stomping footstep sends out a kinetic shockwave that staggers nearby enemies and gives you even more stacking overshields.
  • Enhanced Effect (With The Thing): As long as Ben Grimm is on your team the Golemic Form gains an Ultimate Ability and a Passive.
    • Ultimate: "It's Science Time!": Reed leaps into the air, turns his lower half into a massive dense rubber boulder, and crashes straight down. It sends out a massive 15-meter tectonic wave that instantly shatters and obliterates all enemy shields, barriers, and placeables (like turrets or walls) and damage and knock down enemies inside. Plus, it leaves a cracked ground effect for 6 seconds that continuously damages enemies standing on it and completely grounds them. Using your Ultimate, instantly drains your Elasticity meter and ends the form.
    • Passive: Unyielding Density: While in this stance, Reed is completely immune to basic knockbacks and staggers. This density carries over even after you leave the form, lasting longer the more continuous time you spent actively holding the Golemic Stance to a mximum of 8 seconds. Ending the form with your ultimate, guarantees the maximum possible duration of the effect.

Let me know what you guys think!

u/Professional-Time-94 — 3 months ago
▲ 18 r/WolverineMains+1 crossposts

Wolverine is awesome, but his anti-tank kit is way too niche. He needs anl update/rework.

Don't get me wrong, cutting people down as Wolverine feels amazing and he definitely isn't bad.

His actual design is kind of stuck in a weird spot though.

Because his percentage-HP shred is permanently tied to his basic left-clicks, his entire value depends on the enemy team running a heavy health/tank focused team.

If they run a squishier comp, or you just can't stick to the tanks, you're better off playing a different Duelist.

Instead of locking him into a niche counter-pick role, NetEase should move that tank-shredding power to a high-stakes finisher and give him an actual resource-driven tracking system.

Here is a full rework layout that shifts his anti-tank burst to his ultimate, adds map verticality, and turns him into an absolute apex hunter:

The Passives

Claw Climb(NEW): Logan can vertically climb walls, horizontally wall-run, or just hang onto a vertical surface indefinitely.
Doing a Vicious Rampage from a wall-cling sends you 30% further.
Feral leap from a wall becomes a straight lunge that does AOE damage at the location and cuts the cool-down by 5 seconds

Serrated Edges(NEW): Wolverine’s adamantium claws leave devastating wounds dealing 35 damage per Claw strike(no longer percentage based). Berserk Claw strike remains percentage based.
Both Savage Slashes/Berserk Claw Strike (Primary Fire) and Vicious Rampage (Alternate Fire) inflict a stack-able Bleed status effect.
The bleed caps at 3 stacks and deals 5 DPS per stack (max 15 DPS), it lasts for 5 seconds and each new stack refreshes the duration.
Feral Leap applies bleed once when kidnapping the target and again when landing and smashing them to the ground, and when done from the wall the aoe also applies bleed to all affected.

Scent of Blood(NEW): Wolverine constantly sniffs out the wounded. Any enemy below 100% health automatically leaves a glowing blood trail on the ground that only Logan can see. Also based on you Rage:

  • 0–50 Rage: Blood trails from enemies affected by your Bleed turn into a thick, pulsing crimson fog. Being within 15 meters of an enemy afflicted by your Bleed completely freezes your Rage decay.
  • 51–100 Rage: Standing near a bleeding enemy actively generates 5 Rage per second automatically, pushing you toward peak power just by closing in on your prey.

Regenerative Healing Factor(REWORKED): You don't have to wait until you hit zero health for this to work anymore. Logan constantly restores health over time based on his current Rage, topping out at a maximum of 50 HP/second mid-combat at max Rage.
Additionally, his regeneration instantly hits its maximum 50 HP/s rate if he stays out of combat for 5 seconds, letting him heal up rapidly between fights.

(Note: To balance this out, Logan gets zero baseline regenerative shields like other heroes, his raw HP healing factor essentially takes the place of that mechanic).

Adamantium Skeleton(NEW): His skull is bulletproof, meaning he takes zero bonus critical damage from head-shots. His heavy skeleton also gives him knock-back resistance that scales with Rage, capping at 75% total resistance at max Rage so heavy ultimates can still budge him a little.(Cinematics and grabs work as normal of course)

Active Ability

Undying Animal (Shift Key, REWORKED): Active crowd-control immunity and dynamic survival drive for 5 seconds (20-second base cool-down).
The lower his current health, the more incoming damage reduction he gets (scaling from a baseline 30% up to 60% damage reduction at critical health) and grants a temporary health shield that scales based on his missing health, maxing out at a 300 HP bonus health shield if he triggers it at 50 health or lower. This bonus health converts into a direct heal after 3 seconds.
Additionally, if he takes fatal damage while this is off cool-down, it consumes his remaining Rage meter to trigger automatically and cheat death.

Ultimate Rework

Weapon X Onslaught (Ultimate - Q Key, 4500 energy): Logan goes into pure blood-lust frenzy for 8 seconds. Your Rage locks at 100% (instantly giving you the 50 HP/s heal and 75% knock-back resistance) and his active tools change dynamically during the ult:

  • Primary Fire turns into Berserk Claw Strike for the full duration, stripping delays from his slashes and ramping up his attack speed exponentially.
  • Vicious Rampage drops to a 1-second cool-down, allowing you to continuously leap, bounce off walls, and stick to targets.
  • Undying Animal drops to a 5-second cool-down, letting you refresh your damage reduction and CC immunity mid-frenzy if the fight drags out. The cheat death does not consume his rage meter in this state.

Last Stand (Ultimate Finisher - Q during Ult): You can press Q again to cancel your frenzy early. Logan launches into the air, grabs nearby enemies, and slams them down.
This is where his anti-tank power lives now: the slam deals massive, max-HP percentage scaling burst damage and a 1.5-second stun. Landing the slam locks your Rage at 100% for 3 extra seconds post-ult so you don't instantly get melted right after hitting the ground.

Team-Up Update: The Fastball Special (with Hulk)

Hulk picks up Wolverine and launches him like a rocket across the map. When Logan slams down at the end of the throw, he now emits a massive AoE shock-wave that inflicts Bleed on all enemies caught in the blast. This immediately kicks off his Scent of Blood trail tracking and freezes his Rage decay the exact second he enters a team fight.

Team-Up Update: Balst Slash (with Cyclops)

Kinetic Claws lets him apply a stack of Serrated Edges Bleed to multiple enemies at the same time during a single engage. Even better, if you launch this off a wall-cling via Claw Climb, the cooldown is still slashed by 2 seconds, turning him into a high-ground(HELICOPTER, HELICOPTER!), AoE bleed-applying menace.

Team-Up Update: Pair of Threes (with Gambit)

This solves the "anti-tank kit is too niche" problem perfectly by making his neutral game way more viable against bunker comps thus it remains as is(with some numbers tuning).
He can shred a Vanguard's barrier with kinetic explosions, and because it generates double Rage, it forcefully accelerates him past that 50 Rage threshold way faster, instantly unlocking your Scent of Blood automatic tracking and ramping up his Regenerative Healing Factor and Adamantium Skeleton resistances before the enemy team can even react.

New Game Flow

By moving the percentage damage off his basic left-clicks and putting it onto the Last Stand ultimate finisher and only Berserk Claw strike, he stops being a situational counter-pick.

Your neutral game becomes an actual hunt. You use Claw Climb to stalk people from the high ground, pick a target or reach a brawl from an off-angle, and dive down with a wall-boosted Vicious Rampage/Feral Lunge.

Because they apply Bleed, your tracking starts the same time you hit them.
The moment anyone on the enemy team dips below full HP, their glowing blood trails guide you straight to your prey while fueling your meter automatically, cranking your 50 HP/s healing and 75% knock-back resistance before you even touch your ultimate.

Managing Undying Animal becomes a high-skill mini-game: using it right at death’s door at 50 HP guarantees a massive 300 HP shield and huge damage reduction, but wait too long against high-burst enemies and you might mistime it.

When you pop your Q, your left-click becomes the hyper-fast Berserk Claw Strike. You can spam 1-second rampages to hunt down squishy flyers and use a 5-second Undying Animal to stay aggressive, or wait for the Vanguards to group up and wipe them out instantly by slamming them into the dirt with Last Stand.

The Cyclops Team Up: You choose this for maximum mobility and dive. You use the wall-boosted horizontal spin to apply wide-spread bleeds, instantly lighting up the enemy backline with blood trails.

The Gambit Build: You choose this for a brawlier, fast-paced playstyle. You sacrifice the crazy mid-air spin-dash for pure shield-shredding explosive damage, letting you hit your 100 Rage maximum and pop Weapon X Onslaught much faster in the match.

What do you guys think?

How would you change Wolverine?

Would you completely change his play-style niche or simply giving him more options?

u/Professional-Time-94 — 3 months ago
▲ 5 r/RivalsVanguards+1 crossposts

[Hero Concept] 💀 Ghost Rider (Johnny Blaze) - Vanguard with a Drifting Hell Cycle

Disclaimer: Images are in no way mine, i just googled Ghost rider marvel rivals and got the ones i liked.

Here is my pitch for Ghost Rider (Johnny Blaze) as a Vanguard.

The main hook here is a Stance Shift system.

You’re swapping between a mid-range, projectile-denying brawler on foot and a high-speed, momentum-heavy initiator on his bike.

Hero: Ghost Rider

  • Real Name: Johnny Blaze
  • Role: Vanguard (Tank)
  • Health: 650 HP (On Foot) / Hell Cycle has its own independent 450 HP bar when summoned.

Passive Abilities

Spirit of Vengeance (Core Passive)

  • Guilt Gauge: Whenever enemy heroes deal damage to Ghost Rider (or hit his Whirling Deflector shield), they accumulate stacks of Guilt, tracked via a burning eye indicator on Johnny's UI and above enemies' heads.
  • Vengeance Mode: Upon reaching max Guilt stacks, Johnny instantly activates Vengeance Mode for 8 seconds.
    • Johnny’s skull erupts into a roaring, blinding white-hot flare.
    • Gains a flat +20% bonus damage on all attacks.
    • Unlocks 50% Lifesteal on all damage dealt.
    • All abilities automatically unlock their maximum supercharged bonuses for the duration.

Crash Test / Daredevil's(the stuntman not the blind lawyer) Curse (On-Foot Passive)

  • Curse: Johnny cannot be executed by single-source burst damage. If an enemy landing a lethal blow would drop Johnny to 0 HP while he is on foot, his human body refuses to break.
  • Eruption: Instead, he is locked at 1 HP for 1.5 seconds, and his body violently detonates in a localized Hellfire Backfire explosion. This blast deals 80 damage and inflicts a heavy knockback to all nearby enemies, clearing out anyone trying to crowd his body.
  • VFX: The flaming skul becomes smoking and the fire is put out for the duration.
  • Cooldown: 75-seconds.

Hell-Bound Traction (Mounted Passive)

  • While riding the Hell Cycle at Top Speed, driving directly into a flat vertical surface allows Ghost Rider to defy gravity, riding right up walls or driving horizontally along them.

Fire Trail (Mounted Passive)

  • While driving at Top Speed, the rear tire automatically spews a continuous line of hellfire that deals 35 damage per second to enemies standing in it. If wall-riding, the fire falls down onto enemies below.
  • Vengeance Mode Bonus: The width of this fiery hazard trail is doubled.

Hell Cycle Vehicle Physics & Driving Rules

When mounted on the bike, Ghost Rider utilizes an intuitive, camera-driven control scheme:

  • W / Left Stick Up (Accelerate): Holds down the throttle, ramping up your speed over 2.5 seconds until hitting Top Speed (2x faster than on-foot speed). If acceleration is stopped, the bike slowly loses speed until fully stopping in 3 seconds.
  • S / Left Stick Down (Brake / Reverse): Slams the brakes for a sudden stop, or backs up if used at a complete standstill.
  • Crosshair / Camera Steering (The Drift): You steer the bike entirely with your camera. Moving your crosshair left or right guides your path. Pulling a sharp, high-velocity turn with your crosshair automatically slides the rear tire out into a Camera-Driven Drift, allowing you to whip around corners instantly without losing forward momentum. using A / Left Stick Left and D / Left Stick right tightens the drift.
  • Spacebar / A Button / Cross (Stunt Jump): While driving, launches the bike into a stunt jump to clear map gaps or access high ground. The greater the current speed the higher/longer the jump.
  • Collision Rules:
    • Walls: Scraping a wall at an angle causes sparks and a slight speed reduction. Ramming a wall head-on at Top Speed deals 100 damage to the bike and stops you dead.
    • Enemy Heroes: Ramming any enemy hero causes a guaranteed knockback. It deals scaling damage to the enemy based on velocity (up to 100 damage at Top Speed). Upon colliding with a hero, the bike decelerates down to on-foot speed.

Character Kit (Stance-Adaptive Abilities)

Stance Shift (L-SHIFT / LB / L1)

  • On-Foot: Summons and mounts the Hell Cycle, instantly switching Johnny into his high-speed vehicular stance(does not lose speed if moving).
  • Mounted (Ejector Seat): Johnny leaps high into the air, manually dismounting. The Hell Cycle acts like a homing missile, launching straight ahead and exploding for 150 AoE damage on impact. (Does NOT trigger the penalized cooldown).
  • Risk (Bike Destruction): If enemies deplete the bike's 400 HP while you're riding it, it explodes. You suffer a 1s knockdown, a 1.5s slow, and this ability goes on a brutal 10-second cooldown.

Primary Fire: Chains of Perdition (L-Click / RT / R2)

  • On-Foot (Chain Whip / Whirling Deflector):
    • Tap: Swings the hellfire chain in horizontal sweeping arcs. Deals 45 damage per swing with an 8-meter range, capable of hitting multiple enemies.
    • Hold: Johnny rapidly spins the chain directly in front of him to create a glowing Whirling Deflector shield. This completely vaporizes incoming physical projectiles and reduces all incoming energy/beam damage by 60%. All damage absorbed fills up Johnny’s Guilt meter at double the normal rate. (Governed by a recharging stamina bar).
  • Mounted (Chain Whip-Crack / Blazing Spin):
    • Tap: Johnny violently snaps his chain in the direction of your crosshair without interrupting your steering. Deals 50 damage per crack with a 10-meter range—perfect for weaving attacks between camera-guided drifts.
    • Hold: Johnny stands on his foot pegs and continuously spins his chain in a wide, horizontal overhead circle around the bike. This creates a moving 6-meter radius zone that deals 30 damage per second to all nearby enemies. Furthermore, spinning the chain over his head spews extra hellfire onto the asphalt, creating a temporary fire trail underneath his path regardless of his current driving speed. (Uses a recharging stamina bar).

Secondary Fire: Hellfire Shotgun (R-Click / LT / L2)

  • On-Foot: Fires a devastating point-blank blast. Deals 80 base damage with heavy pellet spread. Holds 2 ammo capacity on a 4-second cooldown.
    • Vengeance Mode Bonus: Creates a massive explosive impact expanding damage to 10, and applies a burn dealing 25 damage/sec over 3 seconds.
  • Mounted (Mounted Shotgun / Recoil Dodge): Fires a one-handed shotgun blast on a 3-second cooldown.
    • Fires a cone damaging blast, dealing 80 damage to targets in your crosshairs.
    • Aiming Left / Right: Fires to your flank, using the heavy gun recoil to violently shove the entire bike sideways in the opposite direction. This serves as a rapid kinetic dodge to instantly clear incoming projectiles, dive around obstacles, or reposition mid-drift.
    • Vengeance Mode Bonus: Left/Right recoil displacement distance is completely doubled, and all shotgun blasts deal 100 damage with an added burn effect.

Ability 1: Retribution Shackle/ Lasso (E / RB / R1) — 10s Cooldown

  • On-Foot (Retribution Shackle): Throws his chain straight out on an 8-second cooldown, adapting perfectly based on your target:
    • Snagging Enemy Heroes: The chain tethers the target, inflicting 25 damage per second as soul-burning hellfire courses down the links. Pressing again violently snaps the chain taut, ripping the enemy backward directly to Johnny's feet. (Vengeance Mode Bonus: The final pull dazes and slows the target by 40% for 1.5s).
    • Snagging Walls / Geometry (The Daredevil Pull): Hooking a ledge, wall, or high structure instantly pulls Ghost Rider up and toward the target location, giving him vertical mobility to scale high ground on foot.
  • Mounted (Retribution Lasso): Throws his chain out on a 10-second cooldown, utilizing his environment or enemies to maintain momentum:
    • Snagging Geometry (Wall/Ground Swing): Hooking a wall, building corner or ground anchors the bike to that point. Johnny executes a perfect, high-speed orbital pivot around the corner on the ground without losing Top Speed.
    • Snagging Enemy Heroes: The chain wraps around a target as you blast past, dealing continuous 35 damage per second while you pivot your bike around them. Pressing E again violently snaps the chain taut, dealing an extra 50 impact damage as it slingshots the enemy backward right into your blazing rear Fire Trail.

Ability 2: Hell-Bent (F / X) — Cooldown: 12 seconds

  • On-Foot(Tackle): Johnny surges forward in a sudden, high-speed explosive dash (5 meters).
    • Instant Self-Cleanse: The kinetic shockwave of starting the dash instantly snaps him out of any active slows, roots, or stuns.
    • Impact: The first enemy hero hit is grabbed by the throat, dragged to the end of the dash, and slammed into the dirt causing a 1.5-second hard knockdown / stun.
    • Shield Breaker: If the target is currently hiding behind a physical shield or barrier, the tackle instantly shatters the barrier completely, dealing bonus damage to the target behind it.
  • On-Mount (Burnout) Johnny activates an overdrive burst on the Hell Cycle, rocketing straight forward at 200% top speed for 2 seconds. He has full steering control but cannot use weapons during the charge.
    • Instant Group Cleanse: As the bike breaks the sound barrier, it emits a sonic boom of pure heat that instantly cleanses all crowd-control effects from allies within a 10-meter radius of his starting point.
    • Impact: Johnny rams directly through enemy lines. Any enemy heroes clipped by the bike are knocked aside violently (heavy displacement) and suffer a 75% slow for 2 seconds as they try to recover their footing.
    • Trail Synergy: Passing through enemies instantly applies a 50% anti-heal effect to them

Quick Melee (V / R3 / RS)

  • On-Foot (Hellfire Knuckles): Delivers a rapid, fiery punch combo wrapped in hellfire for 30 damage.
  • Mounted (Wheelie Slam): Pops a vertical wheelie, then slams the front tire down onto enemies directly in front of him. Deals 50 impact damage and releases a small explosive burst of hellfire that shatters destructible geometry.

Ultimate: The Penance Stare (Q / Y / Triangle )

Johnny targets a single enemy at close range (5 meters), locking himself and the target in a brutal face-to-face cinematic sequence to channel his stare for 2.5 seconds. Damage scales dynamically based on the target's class "sins":

  • Against Duelists (Sin of Wrath): Scales off total damage dealt to your team.
  • Against Strategists (Sin of Deceit): Scales off total healing and shielding provided.
  • Against Vanguards (Sin of Pride): Scales off total damage blocked/absorbed.

Stance Animations:

  • On-Foot: Johnny lashes his chain around the target’s neck, yanks them violently into point-blank range, and leans in deep as his skull ignites into a blinding white-hot flare.(Cinematic)
  • Mounted (The Daredevil Ghost-Jump): When activated at Top Speed, Johnny stands up on the seat and leaps high into the air forward, hurling his chain down to snag the target. The empty Hell Cycle continues ghost-riding forward, plowing through and knocking down anyone else in its path, while Johnny pulls himself down, landing squarely on the target’s chest to pin them to the dirt for the stare.(Cinematic)

Passenger & Team-Up Synergy Mechanics

Unique Mounted Feature: Sidecar Taxi

  • The Activation: While riding, Ghost Rider presses the Interact Key (G / L3 / LS) to whistle. A flaming sidecar materializes next to the bike for 4 seconds, and a prompt appears on nearby allies' screens.
  • The Accept: Any ally who presses their own Interact Key (G) instantly spawns into the sidecar.
  • The Exception: Devil Dinosaur is the only hero who cannot ride in the sidecar due to his massive physical size.
  • Class Weight System:
    • Strategist/Duelist Passenger: Grants the bike a +100 HP shield.
    • Vanguard Passenger: Grants the bike a +200 HP shield, but decreases bike acceleration by 50%.

Team-Up: Prehistoric Hellfire (C / Pad Down / D-Pad Down)

>

When Ghost Rider and Devil Dinosaur are on the same team, activating this synergy lets Ghost Rider hop directly onto Devil Dinosaur's back to ride him!

  • Visual Transformation: Devil Dinosaur’s entire skull erupts into roaring, supernatural mystical hellfire.
  • Devil Dinosaur Buffs: Gains a permanent +20% Movement Speed boost. His secondary fire transforms into Hellfire Breath, shifting from a narrow projectile beam into a massive, wide-reaching cone of continuous fire that melts physical shields and applies heavy burning damage-over-time.
  • Ghost Rider Restrictions: Johnny can only use his primary and secondary fire from atop the dinosaur: Chain Whip to fend off close-range enemies, and Hellfire Shotgun to soften up targets before Devil Dino bites them.

Team-Up: Spirit of Justice

>

When the Man Without Fear’s absolute moral conviction filters through the curse of Johnny Blaze, the shattered pieces of the Medallion of Power align. This temporarily purges Zarathos's ancient demonic malice, allowing Daredevil to wield a true, uncorrupted instrument of justice.

  • Ghost Rider (The Anchor Bonus): Ghost Rider acts as the heavy spiritual anchor, gaining a permanent passive buff of +100 Max HP. +50 of that is part of his base health and the other +50 is added to his Hell-Cycle
  • Daredevil (Active Ability Unlock - C / D-Pad Down**):** Daredevil gains access to a brand-new active synergy ability on a 18-second cooldown: "Flame of Justice".

Active Ability: Flame of Justice

  • Activation: Daredevil claps his twin billy clubs together, in the sign of the Cross. The moment he activates the ability, a brilliant shockwave of pure white-and-blue flame erupts from him, instantly cleansing all crowd-control effects, burns, and negative status ailments from himself and all allies within a 10-meter radius.
  • Effect: For the next 6 seconds, Daredevil’s weapons are coated in this celestial fire. Every melee strike he lands inflicts stacking holy fire damage-over-time (DoT), melting the enemy's raw health bar. The DoT effect ignores shields.

I would love to know what you think.

I personally think the bike is an indispensable part of Ghost Rider and i went with Johnny Blaze cause that's the one i am most familiar with.

u/Professional-Time-94 — 5 months ago
▲ 12 r/RivalsVanguards+1 crossposts

[Hero Concept] Colossus - The Unstoppable Organic Steel Vanguard

Note: This is a repost of the concept posted a little while before but apparently AI images are triggering in this place so here is the actual concept in full text as best as i can write it. I also made some changes to make him more Anchor focused since the only legitimate comment i had on the previous post was too many Brawlers.

This is a comprehensive, highly detailed character concept for Colossus (Piotr Rasputin) as a frontline Vanguard (Brawler). Instead of giving him generic sci-fi energy barriers or basic health shields, his entire kit is built from the ground up around his iconic comic book lore: Organic Steel.

Role: Vanguard

Passive: Organic Metal Form

Piotr transforms into his living organic steel form, which acts as a secondary health bar sitting right over his actual human health.

Organic Metal Skin: 800 HP (Absorbs 75% of incoming damage)
True Health: 500 HP (Takes 25% bleed-through damage)

Because a bit of damage always slips through the metal, he will slowly bleed raw HP during long teamfights, meaning he can't just solo-survive forever without his team.

Bullet Ricochet: Bullet/kinetic projectiles that hit his body automatically bounce off. The direction depends on where he gets hit (front hits bounce straight back, side hits bounce off at weird angles). It doesn't do perfect sniper damage back.

Healing: Healing Piotr's true health also repairs his metal skin.

  • Standard healing gives him 50% True HP and repairs 50% Armor Skin.
  • If his true health is completely full, 100% of all healing goes straight into repairing his metal armor.
  • Getting Overhealth or Shields from allies instantly gives him a flat +100 Armor Skin boost(if already on full Metal Skin then this bonus last as long as the shield/ovehealth)

Metallic Luster: To keep the screen clean, you don't even need to look at his UI bar to know how close he is to dying. His character model changes based on his armor health:

  • Broken State (0% Armor): The metal literally shatters off, exposing human Piotr. He loses his bullet ricochet and takes 100% damage to his true health. (Getting healed speeds up his metal regrow timer).
  • Low Armor: The metal looks dull, scratched up, and you can see human skin through cracks in his chest/arms.
  • Normal State: Standard polished metal look.
  • Max Reinforcement: When his armor is maxed or he has Overhealth, he gets a blinding, mirror-like chrome finish. His footsteps crack the ground and the bullet ricochet sparks are more visible.

Primary Fire: Metallic Maul

A massive, heavy melee swing combo in a wide cone. Thethird hit creates a shockwave that slows enemies by 15%.

Secondary Fire: Earthen Rampart / Boulder Toss (Cooldown: 6s)(By popular demand)

Shield: Piotr digs his hands into the ground and tears up a massive slab of concrete or asphalt, holding it up in front of him. While holding it, his movement speed is reduced by 50%, but the slab acts as a solid, breakable wall that absorbs 100% of incoming frontal damage, giving his Organic Steel Skin a chance to breathe. Also the slab is wider than him so it also works as mobile cover for his Allies(unlike Mag's or strange's shield enemies cant simply pass through it)

Throw: Pressing the button again has him hurl the massive slab forward like a boulder. It travels in a straight line, crushing and knocking down any enemies it rolls over before shattering on impact.

Ability 1: Siberian Charge (Cooldown: 5s)

He lowers his shoulder and charges in a straight line, pinning the first enemy he runs into. While dragging them he can press the appropriate button to either:

  • Giant Swing: Swing them from the leg(s) and throw them towards his crosshair. If they hit a wall, they get extra damage.
  • Body Slam: Slam the on the ground.

While charging, his bullet ricochet angle tightens up so he can safely push down narrow choke points.

Ability 2: Brace(Cooldown: 10s, Duration: 8s)

Colossus digs his heels in and enters a defensive posture. 100% of damage now goes to his metal skin (0% hits his human health).
Also upon activating Brace, Colossus instantly gains 150 temporary Overhealth for the duration of the ability

Any healing he gets during Brace goes 100% into rebuilding his metal armor.

Ability 3: Thunderous Clap (Cooldown: 8s)

This is his iconic crowd-control and anti-projectile tool from the comics.

Piotr slams his massive palms together with enough force to create a deafening sonic boom.

It unleashes a heavy, short-range cone shockwave. Any projectiles mid-air in front of him are instantly deflected back, and any enemies caught in the blast are staggered and have their screen blurred (deafened) for 1.5 seconds. It also does extra damage to enemy barriers and shields.

For every projectile destroyed/deflected, and for every enemy barrier damaged by the clap, Colossus instantly generates +25 temporary Overhealth (up to a max of +150)

Ultimate: The Siberian Avalanche

Piotr uses his sheer mass as a rotating wrecking ball.

Colossus winds up and begins a devastating, high-speed spin, transforming into a whirlwind of organic steel.

He can move freely during the spin. He automatically draws in nearby projectiles, absorbing their kinetic energy to completely max out his Organic Steel Skin and hit peak chrome luster. Any enemies caught in his radius take continuous heavy damage and are violently knocked back.

At the end of the spin, he slams both fists down into the earth, fracturing the ground and creating a permanent circular ring of impassable rubble terrain that traps the remaining enemies inside with him for 6 seconds.

Team-Up Abilities

Fastball-Speial: Added as part of it

Protective instincts

A fiercely protective brotherly bond that pushes Piotr's structural durability to absolute limits.

Team-Up Anchor: Colossus: While Magik is on the team, the passive regeneration delay on Colossus's Organic Metal Skin after taking damage is reduced by 1.5 seconds, allowing his armor to reform much faster during downtime.

Team-Up Member: Magik
Magik gains the Stepping Disc Rescue ability. Magik can target any ally to instantly open a small Limbo portal beneath thir feet, teleporting them 10 meters backward towards her location.

I would appreciate thought on this.

u/Professional-Time-94 — 5 months ago

Devil Dinosaur has put me in a crisis...

More specifically, Devil Dino is very easy to play right for me.

One of the few Vanguards i didn't need to start at bot matches to learn, and i can get value from plays really easily with him.

My problem is this:

Is that because Devil Dinosaur is really overtuned?
Is it because the other Vanguards are more difficult?
Or is it cause i simply suck at the others still and need to learn them more?

FYI Strange and Thor are my main tanks.

reddit.com
u/Professional-Time-94 — 5 months ago