Attuma
Skill | 2022
Abilities
Bleed, Cleanse, Contact Attacks, Cruelty, Energy Resistance, Physical Damage, Physical Vulnerability, Precision, True Accuracy, Unstoppable
Immunities
Incinerate Immunity
7* Stat Focus
Attack:
Special Damage
Defense:
Energy Resistance
#AQ: Ramp
#AW : Clarity
#AW: Prowess Power
#AW: Sturdy
#Cabal
#Cul's Worthy
#Genesis
#Offensive: Raw Damage
#Size: L
#Villain
Playstyle and Requirements
Awakening Recommended ● High Signature Recommended
Relics



Duel Targets
yobrowenson
(7*
R3)
●
Brawlgate2
(7*
R4)
Counters

Signature Ability (Sig 1)
TERROR OF THE DEEP
Always Active
Attuma has a 91.9% chance to start the fight with a personal Concussion Debuff. It is paused until he gains a personal Concussion from another ability.
Incoming Bleed Debuffs suffer 49.6% reduced potency.
Attuma’s rough skin can now also deal damage any time he strikes his Opponent. In addition, its damage is increased by 5.0% for each Bleed effect on either Champion.
Abilities
ALWAYS ACTIVE
Attuma’s plans can make the best out of the worst situation, or the worst out of the best. All Ability Accuracy modification effects on him have their potencies reversed.
While one of Attuma’s personal abilities with a listed chance has over a 100% chance to trigger, the ability has a chance to trigger additional times. Each time, the chance is equal to the former chance -100%. This repeats until the ability fails due to chance.
Attuma’s rough Talokanil skin abrades his Opponents with a 25.0% chance to deal 22.0 Physical Damage when they strike him or his Block with a contact attack. Damage scales with Base Attack only.
Whenever an Opponent Evades Attuma while he has less than 1 Bar of Power, he has a 100.0% chance to instantly gain 10.0% of his Max Power and passively go Unstoppable for 0.5 seconds.
Attuma’s Base Regeneration Rate is 25.0% instead of the usual 100%. It cannot be lowered further.
HYDRATION - MAX STACKS: 20
The water in Attuma’s Special Attacks grants him stacks of Hydration, which are Passives that fall off one at a time over 7 seconds as Attuma dries out.
With every stack of Hydration, Attuma’s Attack Rating is increased by 6.0, and his Regeneration Rate is increased by 1.8%.
At -1 stacks of Hydration, Attuma becomes immune to Incinerate and gains a Precision Passive increasing his Critical Rating by by 50.0.
At -1 stacks of Hydration, Attuma becomes passively Unstoppable.
When he is inflicted with or immune to an Incinerate or Shock, Attuma loses 100.0 stack of Hydration, and Hydration falls off 30.0% faster while suffering from Coldsnap.
HEAVY ATTACKS
100.0% chance for Attuma to attempt to Purify 1 non-damaging Debuff, excluding Concussions, and replace it with a Concussion Debuff, reducing Attuma’s Ability Accuracy by 50.0% for 25 seconds. If there are no eligible Debuffs, this ability consumes the oldest stack of Hydration instead.
This ability also triggers when Attuma is inflicted with a Stun or Infuriate Debuff.
SPECIAL ATTACK 1
100.0% chance to gain 300.0 stacks of Hydration.
On activation, 120.0% chance to gain a True Accuracy Passive. These Passives last 7 seconds and fall off one at a time.
SPECIAL ATTACK 2
200.0% chance to gain 200.0 stacks of Hydration.
Each hit has a 50.0% chance to grant Attuma a Cruelty Passive, increasing his Critical Damage Rating by 8.0 for 16 seconds. Can trigger though Block.
Triggering one of these Cruelties pauses Attuma’s existing personal Concussions for the Cruelty’s duration.
SPECIAL ATTACK 3
110.0% chance to gain 500.0 stacks of Hydration.
100.0% chance to inflict a Bleed Debuff on the Opponent, dealing 150.0 Direct Damage over 20 seconds.
When one of these Bleeds fails to apply due to an Immunity, instead inflict a Physical Vulnerability Debuff that reduces the Opponent’s Physical Resistance by -30.0 for 10 seconds.
Synergies
FEAR ITSELF
Gain +20% Attack Rating when fighting at Class Advantage, and regain the Attack Rating penalty when fighting at Disadvantage.
Gain +20% Attack Rating when fighting at Class Advantage, and regain the Attack Rating penalty when fighting at Disadvantage.
Gain +20% Attack Rating when fighting at Class Advantage, and regain the Attack Rating penalty when fighting at Disadvantage.
Gain +20% Attack Rating when fighting at Class Advantage, and regain the Attack Rating penalty when fighting at Disadvantage.
Gain +20% Attack Rating when fighting at Class Advantage, and regain the Attack Rating penalty when fighting at Disadvantage.
Gain +20% Attack Rating when fighting at Class Advantage, and regain the Attack Rating penalty when fighting at Disadvantage.
Unique Synergy: Does not stack with duplicate synergies.
FREQUENT KIDNAPPER MILES
Power gained from the Opponent Evading is increased by a flat 15%.
Landing a Heavy Attack while Invisibility is unpaused repauses it.
Heavy hits grant 2 Phoenix Force Charges.
+10% flat chance to trigger personal Purify for each Debuff on her.
Unique Synergy: Does not stack with duplicate synergies.
SHINING, SHIMMERING, SPLENDOR
Start the fight with a dormant Hydration charge that, while active, grants a 50% chance to gain up to 10 stacks of Hydration on a Well-Timed Block. When Hydration is gained this way, the charge is consumed and is reapplied when Attuma gains Hydration from another source.
The delay before Empathetic Agitation begins to fall off is doubled.
Landing a Heavy Attack refreshes all Poison Debuffs on the Opponent.
Unique Synergy: Does not stack with duplicate synergies.
Spotlight & Gameplay
Coming Soon...

