Onslaught
Mutant | 2023
Abilities
Bleed Resistance*, Block Unblockable*, Crush, Daunted, Delirium, Incinerate Resistance*, Neuroshock, Non Contact Attacks*, Orgnaic Magnetism, Shock Resistance*
7* Stat Focus
Attack:
Special Damage
Defense:
Block Penetration
#AW: Crush
#Defensive: Tank
#Offensive: Damage Over Time
#Psychic Shielding
#Size: XL
#Villain
Playstyle and Requirements
Awakening Recommended ● High Signature Recommended ● Excels with Suicides
Relics


Duel Targets
LegendMartel888
(7*
R5)
Counters

Signature Ability (Sig 1)
PURE PSIONIC ENTITY
Onslaught can Block Unblockable Special Attacks from Skill Champions.
Daunted Potency is increased by 3.0%.
For each non-Damaging Debuff or personal non-Damaging Passive on the Opponent, Onslaught’s Special Attacks gain +0.1 Block Penetration.
Abilities
ALWAYS ACTIVE
First Light and first Medium Attacks do not make contact with the Opponent.
Incoming Bleed, Incinerate, and Shock potency is reduced by -150.0%.
Onslaught’s Debuffs gain 50.0% increased Ability Accuracy against Skill Champions.
If a personal Debuff or the Stun from the Parry Mastery is Purified or prevented due a Debuff Immunity, re-inflict the Debuff as a Passive.
CRUSH
When the Opponent’s Combo Meter passes a multiple of 1000.0, gain a non-stacking Crush Charge. When starting an attack consume the Charge and inflict a Crush Debuff for 3 seconds. When struck by a Special Attack the Crush Charge is removed.
DAUNTED
When either Champion Well-Timed Blocks, inflict an indefinite Daunted Debuff of 15.0% potency. Max: -1.
While Daunted is active, Onslaught disables the Opponent's Willpower Mastery.
NEUROSHOCK
Either Champion’s attacks have 15.0% chance to inflict a Neuroshock Passive, dealing 16.0 Energy Damage over 12 seconds. Critical Hits and Unblockable Special Hits have their chance increased by +-1% flat, or double against Skill Champions.
If Onslaught is the Defender, Dodging backward removes one Neuroshock. #Metal Champions cannot remove Neuroshocks. This effect has a 2.5 second cooldown.
While suffering from Shock, Incinerate, Plasma, or Coldsnap, inflict a Neuroshock every 100.0 second.
HEAVY ATTACKS
The first hit pauses all personal Damaging effects for 1.5 seconds. If the Opponent is not suffering from a Stun Debuff, inflict a Daunted Debuff and the pause lasts for 1000.0 seconds instead.
SPECIAL ATTACK 1
Each hit has a 100% chance plus a flat 50.0% chance to inflict a personal Neuroshock Passive, and an Organic Magnetism Debuff of 2.6% potency for 16 seconds. These can be inflicted through Block. Max: -1.
While Organic Magnetism is active, this Special costs -33.0% less Power and is more likely to be activated.
If the duration of Organic Magnetism Debuff is reduced by any means, on expiration it re-inflicts itself as a Passive.
SPECIAL ATTACK 2
On activation, inflict a Delirium Debuff of 30.0% potency for the duration of the Special. This will not trigger when fighting an Opponent with #Psychic Shielding.
On hit, replace all Neuroshocks with Degeneration Passives, each dealing 65.0 Direct Damage over 6 seconds. On the first hit of this Special, this effect can trigger through Block. Max -1.
SPECIAL ATTACK 3
Inflict a Stun Passive for 3 seconds.
This Special cost 4.5% less Power for each personal Neuroshock on the Opponent, to a max of 33% less Power.
Inflict 2000.0 Neuroshock Passives and refresh all existing stacks.
Synergies
CHARMED, I’M SURE
Charm effects last an additional +10 seconds.
+10% Attack Rating, but -20% Attack Rating when fighting Enchantress.
+10% Attack Rating, but -20% Attack Rating when fighting Enchantress.
+10% Attack Rating, but -20% Attack Rating when fighting Enchantress.
Unique Synergy: Does not stack with duplicate synergies.







