Howard The Duck
Tech | 2016
Abilities
Armor, Armor Break, Contact Attacks, Fury, Heal Block, Regeneration, Stun, Suppression, Prowess
 
 
 
*
Immunities
Bleed Immunity
7* Stat Focus
Attack:
Critical Rating
Defense:
Armor Rating
#AW : Secutor
#AW: Armor Burn
#AW: Planetary Endurance
#AW: Sturdy
#Carina's Challengers
#Control: Counter
#Defenders
#Forbearance
#Hero
#Metal
#Saga
#Size: L
Playstyle and Requirements
Awakening Recommended ● Excels with Synergy
Relics

Signature Ability (Sig 1)
QUACK-FU
Always Active
If Howard is fighting in any fight with a Class Advantage, he breaks out his legendary Quack-Fu to gain the following:
Critical Resistance equal to 7.0% of Howard’s Armor Rating.
Base Ability Accuracy of 115% instead of the normal 100%.
Incoming Debuffs suffer --19.0 second(s) duration.
Abilities
ALWAYS ACTIVE
The bulky ISO-Loader suit provides Immunity to Bleed effects.
Howard’s personal Buffs and Debuffs each expire 1 at a time.
BUTTON MASHER EXTRAORDINAIRE
Rapidly pressing the Block button at different times in the fight grants Howard special MASH! bonuses. Each MASH! bonus requires more presses of the Block button than the last within the same window.
In the Pre-Fight Menu, Howard can activate the Auto-Masher which lasts for the duration of the fight. While Auto-Masher is active, all MASH! bonuses will be handled automatically for Howard.
While fighting as a Defender, Auto-Masher is always active.
BEFORE THE FIGHT STARTS
Gain 1 indefinite Dormant Armor. MASH! Gain additional Dormant Armors. When the fight starts each Dormant Armor is converted into an indefinite Armor Up Buff, increasing Armor Rating by +11.0.
WHILE EITHER CHAMPION IS STUNNED
100.0% chance to gain a Fury Buff, increasing Attack Rating by +10.0 for 10 seconds. Max Stacks: 50. MASH! Gain additional Fury Buffs.
SPECIAL ATTACK 1
100.0% chance to inflict 2 Heal Block Debuffs, each lasting 2.5 seconds. MASH! Inflict additional Heal Block Debuffs.
SPECIAL ATTACK 2
80.0% chance to inflict a Suppression Debuff, reducing Combat Power Rate by -10.0% for 4 seconds. MASH! Additional hits can inflict additional Suppression Debuffs.
SPECIAL ATTACK 3
100.0% chance to inflict a 3 second Stun Debuff.
If Howard gets a Perfect result in the Special 3 Mini Game, this Stun Debuff becomes Passive and lasts 4 seconds.
Synergies
FEARSOME FOUR
Special 2 gains +25% Ability Accuracy.
If Struck by a Basic Attack while under the effect of an Unstoppable Buff 100% chance to gain an Indestructible Buff lasting 0.5 second(s).
Striking a Stunned Opponent with a Heavy Attack grants a Fury Buff increasing Attack by 100% of her Base Attack for 1 second(s).
Unique Synergy: Does not stack with duplicate synergies.
NOT SO UNCANNY
Knocking the opponent down removes all their Prowess effects and grants Howard 1 Prowess Buff for each effect removed this way, each increasing Special Attack Damage by 10% for 10 seconds.
Other Synergy Champions: +12% Prowess duration and Potency.
Unique Synergy: Does not stack with duplicate synergies.
Unique Synergy: Does not stack with duplicate synergies.
GET OUT OF MY DIMENSION!
Activating Special 1 at 3 Bars of Power inflicts 3 Energy Vulnerabilities.
Parry Mastery Stun duration gains +0.4 seconds.
Whenever a personal effect is refreshed via Bleed consumption, gain an indefinite +15% Fury Passive. Max: 5.
Untouchable expires 50% slower during the Opponent’s Special Attacks.
Unique Synergy: Does not stack with duplicate synergies.
I DISAGREE WITH THE IMPLICATION
Synergy Champions: Start each fight with a 5% Safeguard Buff for 2 seconds that begins paused until it prevents damage, and is removed when the Opponent activates a Special Attack 3. When it ends for any reason, it returns after 45 seconds.
Unique Synergy: Does not stack with duplicate synergies.
Unique Synergy: Does not stack with duplicate synergies.
Spotlight & Gameplay
Coming Soon...













