Red Skull
Tech | 2018
Abilities
Armor, Auto-Block*, Contact Attacks, Critical Resistance, Energy Resistance, Heal Block, Power Drain, Shock, Unstoppable
Immunities
Ability Accuracy Reduction Immunity*, Fate Seal Immunity, Nullify Immunity, Stagger Immunity
7* Stat Focus
Attack:
Critical Rating
Defense:
Block Penetration
#AW : Secutor
#AW: Sturdy
#AW: Sugar Pill
#Cabal
#Control: Denial
#Frightful
#Hydra
#Metal
#RAIDS : Vanguard
#Size: M
#Villain
Playstyle and Requirements
Awakening Recommended
Relics


Duel Targets
DUCKFINGER
(7*
R3)
●
J.errelle
(7*
R4)
Signature Ability (Sig 1)
CUBE AFFINITY
While charging a Heavy Attack, generate 3.0% Power per second and Red Skull’s Heavy Attack can be charged for an extended duration.
Every 10th Basic Attack grants Red Skull 1 Armor Up Buff.
Abilities
ALWAYS ACTIVE
Red Skull is Immune to Nullify, Fate Seal, and Stagger effects from Champions.
Against Mutants, Red Skull’s Ability Accuracy cannot be modified.
ARMOR UP - MAX: 10
Start each fight with 5 indefinite Armor Up Buffs, each increasing Armor Rating by 10.0.
When either Champion fills a Bar of Power, gain 1 Armor Up Buff.
OVERWHELMING PRESENCE - PASSIVE
For each Armor Up Buff, Red Skull gains the following bonuses:
+5.0 Attack Rating.
+5.0 Critical Resistance.
+5.0 Energy Resistance.
--10.0% Opponent Stun Ability Accuracy.
BLOCKING A BASIC ATTACK
Consume 1 Personal Armor Up Buff to Power Drain 10% of the Opponent’s Max Power and deal 10.0 Direct Damage for each Armor Up Buff on Red Skull.
HEAVY ATTACKS
Inflict a non-stacking Heal Block Debuff for 12 seconds.
SPECIAL ATTACK 1
On activation, gain an Auto-Block Passive granting a 100% chance to Auto-Block Basic Attacks for 3 seconds. Duration is paused until the Special Attack ends, and is consumed when triggered. Auto-Block will not trigger while Red Skull is Unstoppable.
The first hit pauses all Shock Debuffs on the Opponent for 6 seconds.
Each hit deals a burst of 60.0 Energy Damage. Deal an additional burst of Energy Damage if the Opponent is suffering from a Shock Debuff.
SPECIAL ATTACK 2
On activation, gain an Unstoppable Buff for 2 seconds, plus 0.5 seconds per Armor Up Buff on Red Skull. Duration is paused until the Special Attack ends, and is consumed when struck.
Each hit inflicts a Shock Debuff dealing 18.0 Energy Damage over 6 seconds, plus 1 second per Armor Up Buff on Red Skull.
SPECIAL ATTACK 3
Drain 100% of the Opponent’s Power. For every 10.0% of Max Power Drained this way, gain an Armor Up Buff.
Synergies
CUBE WIELDERS
8% chance per Armor Up to inflict an Armor Break Debuff on Special 2 attacks, reducing Armor Rating by [525, 562] for 15 second(s).
Fury also grants a Power Gain Buff, gaining half of a bar of Power over 7 second(s).
50% chance to gain an Indefinite Gamma Power when the Opponent launches a Special while Taunted.
Unique Synergy: Does not stack with duplicate synergies.
IMMORTAL RULERS
The Basic Attacks required to trigger a Self-Poison are reduced by 2.
Each Armor-Up Buff grants +5% Attack Rating. Additionally, every 10th Basic Attack triggers 1 personal Armor-Up Buff, these count toward Red Skull’s Armor cap.
Unique Synergy: Does not stack with duplicate synergies.
SEEING RED
Well Timed Blocks have a 100% chance to inflict 1 Death Spore up to a max of 30 Spores total.
+25% Power Rate against Incinerated opponents.
While under 1 Bar of Power, Charging Red Skull’s Heavy Attack grants an Unstoppable Buff for 2 seconds. If Hit while Unstoppable, the Buff is removed and Red Skull immediately executes the Heavy Attack.
Unique Synergy: Does not stack with duplicate synergies.
TWO MORE SHALL TAKE ITS PLACE
While in a fight, Captain America counts as #Hydra and a #Villain instead of a #Hero.
#Hydra Champions: Start each fight with an indefinite Lying In Hate Passive, increasing Attack Rating by +10%. When struck by a Special Attack 1 or 2, Lying in Hate is consumed to grant an Indestructible Passive for the remainder of the Special Attack.
Unique Synergy: Does not stack with duplicate synergies.
Unique Synergy: Does not stack with duplicate synergies.
HYDRA REBEL
Against Mystic Champions, gaining a Buff inflicts a 50% Concussion Passive for 0.5 seconds which cannot affect Nodes. While in a fight, count as #Hydra and a #Villain instead of a #Hero.
The final hit of Special Attack 1 inflicts a Root Debuff for 3 seconds.
On a Well-Timed Block, 25% chance to not lose an Armor Up Buff.
While Overrun is on cooldown, Intercepts trigger Crossbones’ Fury pause ability.
Unique Synergy: Does not stack with duplicate synergies.
Spotlight & Gameplay
Coming Soon...











