Mister Sinister
Mutant | 2019
Abilities
Bleed Resistance, Block Unblockable*, Bulwark, Concussion, Contact Attacks, Cruelty, Degeneration, Power Leech, Regeneration, Stun, Power Lock
 
 
*
Immunities
Reverse Control Immunity, Taunt Immunity
7* Stat Focus
Attack:
Critical Rating
Defense:
Energy Resistance
#AW : Provocateur
#AW: Conduit
#Control: Denial
#Psychic Shielding
#Size: L
#Villain
Playstyle and Requirements
Awakening Recommended ● High Signature Recommended ● Excels with Suicides
Relics


Duel Targets
Jaymcbee
(7*
R4)
Counters

Signature Ability (Sig 1)
ENGINEERED PERFECTION
Persistent Charge
Each time Mister Sinister defeats an opponent, he extracts their genetic code, gaining a different Passive ability for the rest of the quest depending on the defeated Champion’s Class. [Max 3.0 of each Passive, 1000.0 Passives total.]
Mister Sinister starts each fight with 3 of these effects at random. These do not persist between fights and do not count toward the max Passives.
Mutant: Prowess, increasing Special Attack Damage by 9.9%.
Skill: Precision, increasing Critical Rating by 4.9.
Science: Regen Rate, increasing Regeneration Rate by 4.9%.
Mystic: Combat Power Rate, increasing Power Rate by 4.9%.
Cosmic: Fury, increasing Attack Rating by 9.9.
Abilities
ALWAYS ACTIVE
Mister Sinister’s Telepathic Mastery renders him Immune to Taunt and Reversed Controls.
Mister Sinister reduces the potency of incoming Bleed effects by 100%.
Mister Sinister’s Telekinetic Powers allow him to Block Unblockable Special Attacks, except against Tech Champions.
Well-Timed Blocks grant a Bulwark Passive, increasing Block Proficiency by +10.0 for 10 seconds. Max: -1.
Whenever a Skill Champion Purifies a Debuff, reduce the Ability Accuracy of their Purify Abilities by 2500.0%, up to -100%.
MOLECULAR REGENERATION - PASSIVE
Regeneration Rate is increased by 1.0% for every hit on the opponent’s Combo Meter up to 5000.0 hits.
Mister Sinister’s Regeneration Rate cannot be reduced.
100.0% chance to Regenerate 70.0% of damage dealt by enemy Critical Hits over 0.5 seconds. Abilities cannot modify the Ability Accuracy, Duration, or Potency of this ability, aside from effects that would modify Mister Sinister's Regeneration Rate.
WHILE CHARGING A HEAVY ATTACK
Pauses the duration of Damaging Debuffs, Stun, Concussion, and Power Steal on the Opponent.
Charging a Heavy Attack for 1 second grants a Vicious Passive, increasing the potency of Damaging Debuffs by 30% for 8 seconds.
Charging a Heavy Attack for an additional 1 second triggers Mister Sinister's Genetic Manipulation. For the next 7 seconds, he inflicts a 10 second Bleed Debuff on himself every 0.7 seconds.
SPECIAL ATTACK 1
Transfer all Damaging Debuffs on Mister Sinister to non-#Robot Opponents, converting them into Degeneration Debuffs dealing 90.0 Direct Damage over 6 seconds. This ability activates even if this attack is Blocked or avoided.
Mister Sinister inflicts himself with a non-stacking 0 potency Bleed Debuff for 20 seconds.
SPECIAL ATTACK 2
100.0% chance to inflict Concussion, reducing the opponent’s Ability Accuracy by -100.0% for 6 seconds. This ability activates even if this attack is Blocked or avoided.
Synergies
MASTERMINDS
Each time the opponent uses a Special Attack they become Power Locked for 6 seconds.
Each time the opponent uses a Special Attack they become Power Locked for 6 seconds.
Each time the opponent uses a Special Attack they become Power Locked for 6 seconds.
Each time the opponent uses a Special Attack they become Power Locked for 6 seconds.
Unique Synergy: Does not stack with duplicate synergies.
NO MORE PATIENTS
Whenever an Opponent heals, gain a 2% Regen Passive for 2 seconds. This goes on Cooldown for 5 seconds. Once this has been triggered 4 times, Inflict Heal Block Passive for 12 seconds.
Whenever an Opponent heals, gain a 2% Regen Passive for 2 seconds. This goes on Cooldown for 5 seconds. Once this has been triggered 4 times, Inflict Heal Block Passive for 12 seconds.
Whenever an Opponent heals, gain a 2% Regen Passive for 2 seconds. This goes on Cooldown for 5 seconds. Once this has been triggered 4 times, Inflict Heal Block Passive for 12 seconds.
Unique Synergy: Does not stack with duplicate synergies.
RUNS IN THE FAMILY
Gain 2 Plasma Charge(s) after each Special Attack.
Armor Breaks effects increase their Duration by 100%.
Armor Breaks effects increase their Duration by 100%.
Well timed Blocks against contact attacks inflict Degeneration, dealing 30% of Attack as Direct Damage over 1 second(s).
Unique Synergy: Does not stack with duplicate synergies.
YOUR FATE IS MINE
Start the first fight in a quest with maximum Genetic Code.
Incinerate Debuffs gain +150% Potency. Additionally, Heavy Attacks now inflict Degeneration on each hit and their stack limit is removed.
Every 4 seconds, Kang Gains an indefinite Fury Buff granting 20% Attack Rating. This ends when reaching 20 stacks of Fury.
Degeneration Debuffs gain +50% Potency.
Unique Synergy: Does not stack with duplicate synergies.
CRAZY SCIENTISTS
Personal Unstoppable lasts +2 seconds.
At the end of Special 1, inflict a non-stacking 100% Petrify Debuff for 4 seconds.
When the Opponent fails to Purify one or more Debuffs due to reduced Ability Accuracy, self-inflict a personal Bleed Debuff.
Against Mystic Champions, gain a Steadfast Passive while at or above 3 Gamma Power.
Unique Synergy: Does not stack with duplicate synergies.
Spotlight & Gameplay
Coming Soon...






