Mole Man
Skill | 2020
Abilities
Bleed, Block Unblockable*, Contact Attacks, Frenzy, Purify, Shock, True Accuracy, Unstoppable
Immunities
Shock Immunity
7* Stat Focus
Attack:
Critical Damage Rating
Defense:
Block Penetration
#AW : Clarity
#AW: Planetary Endurance
#AW: Prowess Power
#Carina's Challengers
#Defensive: Tank
#Forbearance
#RAIDS : Vanguard
#Saga
#Size: XL
#Villain
Playstyle and Requirements
Excels with Suicides
Relics


Signature Ability (Sig 1)
GIGANTO JR.’S REVENGE
Gain up to 70.0 Critical Damage Rating based on missing Health.
Gain up to 20.0 Attack Rating while Unstoppable based on missing Health.
Abilities
PASSIVE
Shock Immunity: Giganto Jr.’s tough monster hide does not conduct electricity granting immunity to Shock effects.
While Frenzy is not active and Mole Man is below 1000.0 Monster Mass, Mole Man’s heightened senses allow him to predict his opponent’s movements granting him passive True Accuracy.
MONSTER MASS - PASSIVE
100.0% chance to gain a Monster Mass when inflicted with a Debuff. This has -70% chance when fighting Mutant Champions. Max 2000.0 Stacks. Debuffs are Purified 1 second(s) after. At 5 Monster Mass or above, this time is decreased to 0.5 second(s).
Each Monster Mass grants +15.0 Physical Resistance.
Blocking Basic Attacks grants an Unstoppable Buff for 0.85 seconds, allowing for an immediate counter-attack. Well-Timed Blocks do not trigger this Unstoppable Buff. This ability removes 1 Monster Mass.
Gain a 75.0% chance to Resist a Block Break while at least 1 Monster Mass is active. Adding points into the Stand Your Ground Mastery also increases this chance. If the chance to Resist a Block Break is raised to 100%, this ability also Resists Unblockable hits. Resisting an Unblockable or a Block Break removes all Monster Mass.
Gain a Monster Mass if a Debuff fails to apply to Mole Man due to an Immunity.
FRENZY
When above 500.0 Monster Mass, activating an Unstoppable effect activates Frenzy, allowing all hits to be guaranteed Critical Hits. Frenzy also activates when reaching Max Monster Mass.
During Frenzy Monster Mass cannot be removed but each Mass expires after 2 second(s) and Debuffs can no longer be Purified.
After Monster Mass falls to zero, Mole Man cannot be Frenzied for 15 seconds.
SPECIAL ATTACK 1
Gain 200.0 Monster Mass.
Inflicts a Shock Debuff dealing 70.0 over 14 seconds.
SPECIAL ATTACK 2
If Frenzied: This attack pauses Unstoppable Buffs and is Unblockable.
SPECIAL ATTACK 3
Gain 1000.0 Monster Mass and become Frenzied if not on Cooldown.
Synergies
FANTASTIC FIENDS
20% chance to Purify a Debuff.
20% chance to Purify a Debuff.
20% chance to Purify a Debuff.
20% chance to Purify a Debuff.
While Frenzied, Mole Man’s attacks lower Defensive Ability Accuracy by 50% fighting against the #Fantastic Four.
Unique Synergy: Does not stack with duplicate synergies.
GOOD VIBRATIONS
+800 Critical Damage Rating when striking Stunned opponents.
+600 Critical Damage Rating & enter the fight with +10 Combo Meter.
While Unstoppable, Basic Attacks have a flat +50% Critical Hit Chance, regardless of Critical Rating.
Unique Synergy: Does not stack with duplicate synergies.
NEW INTELLIGENCIA TAKEDOWN
Inflicting a personal Wither or Spectre Debuff pauses Leader’s Power Dissolve Debuff for 1.5 seconds.
Performing a personal Counter-Evade pauses personal Debuffs for 3 seconds. Firing a Hellfire Round or Behemoth Buster with a Basic Attack shortens the Evade cooldown by 1 second.
Personal Shocks are paused during Moleman’s Special Attacks.
Unique Synergy: Does not stack with duplicate synergies.
MASSIVE GAINS
Gain +57 Block Rating per Muscle Mass.
When activating Frenzy, gain a True Accuracy Buff for 2 seconds per Monster Mass, to a max of 14 seconds.
Reaching 315 Planetary Mass while the Harvest is not active grants a Heavy Attack Stun Charge. While this Charge is active, starting a Heavy Charge while the Opponent is within striking Distance inflicts a Stun Passive for 0.6 seconds and consumes the Charge.
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...





















