Onslaught
Mutant · 2023
Abilities
Incoming Bleed potency is reduced by 150%.
Can block unblockable special attacks while fighting Skill Champions.
Crush
Daunted
Delirium
Incoming Incinerate potency is reduced by 150%.
Neuroshock
First Light and first Medium Attacks do not make contact with the Opponent.
Orgnaic Magnetism
Incoming Shock potency is reduced by 150%.
Duel Targets
Counters
Tags
#AW: Crush
#Defensive: Tank
#Offensive: Damage Over Time
#Psychic Shielding
#Size: XL
#Villain
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.
ALWAYS ACTIVE
First Light and first Medium Attacks do not make contact with the Opponent.
Incoming Bleed, Incinerate, and Shock potency is reduced by 1.5%.
Onslaught’s Debuffs gain 50% 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 10, 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% potency. Max: 10.
While Daunted is active, Onslaught disables the Opponent's Willpower Mastery.
NEUROSHOCK
Either Champion’s attacks have 15% chance to inflict a Neuroshock Passive, dealing 1256.2 Energy Damage over 94212 seconds. Critical Hits and Unblockable Special Hits have their chance increased by +40% 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 1 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 10 seconds instead.
SPECIAL ATTACK 1 SP1
Each hit has a 100% chance plus a flat 50% 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: 8.
While Organic Magnetism is active, this Special costs 33% 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 SP2
On activation, inflict a Delirium Debuff of 30% 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 5103.1 Direct Damage over 47106 seconds. On the first hit of this Special, this effect can trigger through Block. Max 20.
SPECIAL ATTACK 3 SP3
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 20 Neuroshock Passives and refresh all existing stacks.







