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Character Ideas #9

Welcome to Empeqor's Character Ideas, where I have fun throwing around concepts for characters that aren't in the game yet! Click the links to view other instalments:
#1 Atom, Misfit, Jericho#2 Heat Wave, Saint Walker, Angle Man, Jericho \R])#3 Fire, Gentleman Ghost, Silencer#4 Vibe, Dolphin, Elongated Man#5 Ice, Gypsy, Captain Boomerang, Elongated Man \R])#6 Weather Wizard, Amethyst, Hourman#7 Blight, Abigail Arcane, Jesse Quick#8 Ted Kord, Blackfire, Catman, Fire \R])

Tempest, Garth of Atlantis (Mystic)

A founding member of the Teen Titans, Garth is an Atlantean prodigy who worked as a protege to Aquaman. In his heroic career he spent most of his time in the surface world, but eventually he'd return to the sea and enroll in the Silent School of Atlantean sorcery. Being pushed to pursue the forbidden arts and accidentally killing a fellow student caused him to renounce magic and join a elite black ops team called The Drift. Down the line, he'd help reinstate Aquaman as king of Atlantis and reunite with the Titans.
Tempest plays with Intelligence, applying Int Downs and gaining Int Ups through various means. Even though his damage isn't very impressive even with Int Ups, he has utility in buff purging and stealing, zero-turn True Sight, and Turn Meter control. How I'd take his Legendary order: 41325
1 - Eldritch Blast (Basic) - Special Damage to enemy. [Animation: Uses dynamic camera. The tattoos on Tempest's right arm light up and manifest swirls of energy that concentrate into his hand, which he then fires as a blast of bright blue and red energy at his target.]
L1 - Sea Spray - Purge buff from target per Int Up on Tempest (max 6).
Damage isn't great; maximum value is to be had with the legendary.
2 - Eyes of the Deep (3 CD) - Apply True Sight (2T) and 4 Int Ups (2T) to ally. [Animation: Tempest performs occult hand gestures as his body lights up, conjuring a bright blue glow that erupts from beneath his target and swirls upwards, eventually forming a pair of glowing cyan eyes above the target that dissipate shortly after.]
L2 - Protective Enchantment - Also apply 15% Shield and Debuff Immunity (2T).
Support power, enables his basic. Also enables Shield toons and any high-damage Int-based toon.
3 - Tempestuous Whirlpool (2 CD) - Special Damage to all enemies. +100% Damage if all enemies have at least 1 Int Up. [Animation: Uses dynamic camera. Tempest steps forward and brings his hands upwards. Suddenly, his eyes and tattoos start glowing a bright cyan, as a destructive whirl of water and wind rips through the enemy team.]
L3 - Torrential Transfer - Always steal a maximum of 2 Int Ups from each enemy.
Deals decent damage if condition is met.
4 - Skilled Spellcaster (Passive) - 65% chance to gain Int Up (2T) for each enemy hit on Tempest's turn.
L4 - Silently Trained - Use Eyes of the Deep on self at the start of battle (applies cooldown).
This can cause Tempest to gain lots of Int Ups if he uses Tempestuous Whirlpool. Legendary is a must.
5 - Arcane Compression (Passive) - If an enemy has at least 4 buffs, 55% chance to convert 4 buffs into 1 Int Up on enemy at the start of their turn.
L5 - Deep Sea Pressure - On every ally turn, 33% chance to apply -10% Turn Meter to random enemy.
Basically purges three buffs and leaves one buff to be taken advantage of by Tempest. Soft-counters buff comps,

Roulette, Casino Queen (Physical)

Veronica Sinclair runs The House, a casino. Its main attraction is a fighting ring that pits superpowered people against each other, as its insidious patrons bet on the results. She has captured and pit many superheroes against each other through the use of various means, including teleporting technology and aggression-inducing drugs. When threatened, Roulette has numerous resources including robotic security hounds, traps, and loyal staff that fight on her behalf. When found in an actual fight, she's a skilled martial artist, and is capable of calculating odds extremely well.
Roulette is a leader who integrates Bleeds and Crits into her playstyle, being able to pit her allies against the enemy in the hopes of a good outcome. How I'd take her Legendary order: 345]21; take 5 earlier if you want to use her as a leader.
1 - Hair Pin Daggers (Basic) - Damage and apply 2 Bleeds to enemy. +30% increased Crit Damage if target is already bleeding. [Animation: Uses dynamic camera. Roulette takes out two hairpins out of her hair, then twirls around, flinging the two in rapid succession at the enemy.]
L1 - Down On Your Luck - Apply 4 Crit Chance Downs (3T).
Nothing special to say about this power.
2 - Security Hounds (2 CD) - Deal 2 Light Damage bursts on an enemy. Apply 2 Bleeds on each burst. [Animation: Roulette points her hand at the enemy. Afterwards, a robotic canine rushes in from behind her and runs at the target to bite them before taking off. Second animation is the same, but with a differently--designed canine.]
L2 - Effective Security - Gain Critical Immunity (2T).
Important to her two passives.
3 - Pit Against (3 CD) - Gain Invisibility (2T), apply Taunt (2T) to an ally. Call ally's assist on target, then enemy attacks assisting ally. [Animation: Roulette steps forward, raises her right hand into the air, then cuts it downwards in a sort of "go ahead" gesture. The animations of the ally and enemy involved then play out.]
L3 - Rigged Match - Apply Death Immunity (2T) to assisting ally.
Turn your ally into a Diet Arkkis for one turn! If ally is already Arkkis, press F to pay respects to enemy. Unfortunately the ally who assists is randomised, but that's what the Legendary's for.
4 - Place Your Bets (Passive) - Apply 4 Crit Chance Ups (2T) and 4 Strength Ups (2T) to an ally whenever Roulette buffs an enemy.
L4 - To The Victor, The Spoils - Whenever an ally kills an enemy, apply 15% True Overheal and purge 5 Debuffs from Roulette and ally.
Works in conjunction with her 3rd power for destructive results.
5 - House Rules (Leader) - All allies gain +15% Critical Chance and +20% Critical Damage against Bleeding targets.
L5 - Guarded House - Whenever an ally is attacked, 55% chance to use Security Hounds on attacker.
Legendary makes 2nd power help enable this power. Run with a bleed team, and you're gonna swim in crits.

Geo-Force, Prince Markov (Energy)

The Markovian prince Brion Markov had his metahuman abilities awakened by Dr. Helga Jace in an effort to fight off an insurrection led by his uncle, Baron Bedlam. In this endeavour, he crossed paths with a bunch of various other heroes and decided to form a team of heroes - The Outsiders. With his powers of gravitational and geokinetic manipulation, Geo-Force acts as the protector of his country.
Geo-Force is a force to be reckoned with, building up Stamina Ups and Shields while also building up to his devastating 3rd power. If placed in the leader position, he helps hamper Evasion teams. How I'd take his Legendary order: 31452
1 - Gravity Slam (Basic) - Special Damage to enemy. 70% chance to decrease cooldown on Explosive Eruption by -1. [Animation: Geo-Force, cloaked in a dim orange light, flies forth and slams into the enemy with rock particulates trailing behind him.]
L1 - Add Density - Gain 2 Stamina Up (3T).
Geo-Force's only way of decreasing 3rd power cooldown. Legendary helps his first passive.
2 - Aggregative Assault (3 CD) - Heavy Special Damage and gain 5 Stamina Ups (3T). [Animation: Uses dynamic camera. Geo-Force holds his hands up and then pumps them downwards into fists, gathering and covering himself in earth. Afterwards, he flies up off-screen and slams back down on top of the enemy, breaking off the earth around himself before flying back to his usual position. ]
L2 - Collapsed Rock - Apply -15% Turn Meter to target.
Big damage, allows Geo-Force to gain Stamina.
3 - Explosive Eruption (7 CD) - Special Damage and apply Buff Immunity (2T) to all enemies. Starts on cooldown. [Animation: Uses dynamic camera. Geo-Force hunches down and places his hands into the ground, causing the earth around him to rupture. The cracks then begin to travel towards the enemy team and spread. Afterwards, an explosive burst of flames and lava shoot out of the cracks.]
L3 - Molten Lava - Also apply Heal Immunity (2T).
Powerful ability. I feel like cooldown is long enough to offset its pros.
4 - Geo Mending (Passive) - 100% chance to gain a Light Heal whenever Geo-Force gains Stamina Ups. +10% Heal for each Stamina Up gained.
L4 - Earthen Armour - At the start of Geo-Force's turns, lose all Stamina Ups and gain 4% Sheild per Stamina Up lost.
Increases Geo-Force's survivability so that he can last long enough to use his 3.
5 - Earth Link (Leader) - 100% chance to apply 2 Evasion Down (3T) on each enemy at the end of Geo-Force's turns. Apply additional Evasion Down (3T) if Evasion Up is on at least one enemy.
L5 - Seismic Feedback - 80% chance to use Gravity Slam on enemies that attack Geo-Force.
Threw this in here so that he's themed a bit similarly to to Terra.

[REWORK] Dolphin, Atlantean Deviant (Mystic)

Reworking my Dolphin concept because I felt like it. Emphasising bleeds and slipperiness while making her more squishy.
1 - Deep Sea Cut (Basic) - Damage to an enemy and apply 3 Bleeds. +9% Damage per Hit Chance Down on target (max 5). [Animation: Dolphin runs up to an enemy and claws at them.]
L1 - Blinding Claws - Apply 2 Hit Chance Downs (2T).
Decreased Bleeds in consideration of her second passive. Also decreased Hit Chance Downs on legendary.
2 - Blinding Flash (2 CD) - Light Special Damage and apply 4 Hit Chance Downs (2T) to all enemies. 60% chance to Stun a random enemy. [Animation: Dolphin steps forward and spreads her hands, releasing a bright flash from her entire body.]
L2 - Disorienting Glare- +40% Stun chance.
Removed TM Down, increased Hit Chance Downs and Stun chance.
3 - Concussive Burst (2 CD) - Heavy Special Damage and apply 4 Hit Chance Downs (2T). [Animation: Uses dynamic camera. Dolphin readies herself and pulls her hands back before firing a pulse of bright blue light at her target.]
L3 - Blast Away - Also apply -30% Turn Meter.
Decreased effectiveness, but also decreased cooldown.
4 - Radiant Glow (Passive) - Whenever Dolphin is attacked, apply 2 Hit Chance Downs (2T) to target.
L4 - Dancing Lights - At the start of Dolphin's turns, apply 3 Hit Chance Downs (2T) randomly spread across the enemy team.
Replaced TM control with more Hit Chance Downs. Makes her real annoying.
5 - Seachanged (Passive) - Gain 2 Int Ups (3T) whenever Dolphin is attacked.
L5 - Searing Light - Whenever Dolphin attacks an enemy on her turn, apply 3 Bleeds if enemy has 4+ Hit Chance Downs.
Decided that Int Ups make more sense and would be more beneficial to her kit than Agility Ups. Also increased bleed potential.

So that was them all!

What do you guys think? Are there things here that need tweaking? Perhaps an overhaul? What are your legendary orders for these characters? Feel free to let me know, I'd love to hear other opinions!
submitted by Empeqor to DCComicsLegendsGame [link] [comments]

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