Captain America (Infinity War)
Science | 2018
Abilities
Armor Break, Bleed, Contact Attacks, Energy Resistance, Fury, Glance, Petrify, Physical Resistance, Weakness, Stagger
*
7* Stat Focus
Attack:
Critical Rating
#AW : Secutor
#AW: Defiance
#Avengers
#Carina's Challengers
#Defensive: Utility
#EQ : Romance
#Hero
#Size: M
Playstyle and Requirements
Awakening Recommended ● High Signature Recommended ● Excels with Synergy
Relics


Signature Ability (Sig 1)
LEADERSHIP
An excellent leader, Captain America learns from his teammates gaining a unique effect, while Kinetically Charged, for each class represented on his team, excluding himself.
Mutant: 40.0% chance on triggering a Special Attack to gain +100.0 Kinetic Potential.
Skill: 40.0% chance whenever a Debuff is gained, Consume 100.0 Kinetic Potential to Purify it.
Science: 40.0% chance on a Well-Timed Block to place a 10.0% Weakness Debuff on the Opponent for 10 seconds.
Mystic: 40.0% chance to gain 100.0 Kinetic Potential each time a Buff Expires or is Nullified on the Opponent.
Cosmic: 40.0% chance on a Well Timed Block to place an Armor Break Debuff on the Opponent, reducing their Armor by -10.0 for 10 seconds.
Tech: 40.0% chance on a Well Timed Block to place a 25.0% Petrify Debuff on the Opponent for 10 seconds.
Abilities
KINETIC POTENTIAL - PASSIVE
Captain America’s vibranium vambraces can store up to 500.0 Kinetic Potential charges. He will not generate any new Kinetic Potential while at this limit.
15.0% Chance when Struck to gain 100.0 Kinetic Potential(s).
50.0% Chance when Blocking to gain +100.0 Kinetic Potential. This chance increases to 100% on a Well Timed Block.
100.0% Chance when Stunned to gain +100.0 Kinetic Potential.
Kinetic Potential falls off over time, falling off faster the longer its been since it last increased.
KINETICALLY CHARGED - PASSIVE
As long as Cap has at least 100.0 Kinetic Potential, he is considered to be Kinetically Charged, and gains the following bonuses as Passive effects:
+50.0 Attack
+25.0 Physical Resistance
+25.0 Energy Resistance
100.0% chance to Nullify all Unstoppable Buffs when striking the Opponent.
+30.0% chance to cause Opponent’s attacks to Glance. This chance increases by 100.0% against Mystic Champions.
WHEN CHARGING A HEAVY ATTACK
Beginning to charge a Heavy Attack grants a Passive Fury granting +50.0 Attack per Kinetic Potential, lasting for 5 seconds.
SPECIAL ATTACKS
After any special Attack, Cap consumes all Kinetic Potential.
SPECIAL ATTACK 1
100.0% chance to inflict Bleed, dealing 25.0 Direct Damage over 3.5 seconds.
Reduces Opponent’s Defensive Ability Accuracy by -100.0% if Kinetically Charged.
SPECIAL ATTACK 2
100.0% chance to inflict a 1 second Stun Debuff.
Each Kinetic Potential charge grants +50.0 Attack and +0.5 second(s) Stun Duration.
SPECIAL ATTACK 3
If Kinetically Charged gain +100.0 Attack for each different Class on Cap’s team, not including himself, up to 2 Classes.
Gain 100.0 Non-Consumable Kinetic Potential charge which lasts 30 seconds.
Synergies
FAMILIAR FACES
Increase the duration of Bleed Debuffs on the Opponent by 1 second(s).
If the last hit of Special Attack 2 strikes a Block, Human Torch will avoid incoming attacks for 0.85 seconds, causing them to Miss.
Critical Hits are improved to have a 100% chance to cause Bleed.
Unique Synergy: Does not stack with duplicate synergies.
LOYAL MINISTER
Clean hits gain +20% Attack rating if the opponent has a Stun, Bleed or Fatigue Debuff.
Clean hits gain +20% Attack rating if the opponent has a Stun, Bleed or Fatigue Debuff.
Clean hits gain +20% Attack rating if the opponent has a Stun, Bleed or Fatigue Debuff.
Begin the fight with 25% additional Battery charge.
Unique Synergy: Does not stack with duplicate synergies.
MAYBE AVENGER
Increase the potency of Fury effects by 25%.
While the Opponent is suffering from Armor Break, they are also inflicted with a Passive Cowardice, reducing Special Damage by 40%.
Increase Block Proficiency by [1000, 1250].
75% chance to Purify any non-Damaging Debuff.
Unique Synergy: Does not stack with duplicate synergies.
ON YOUR LEFT
On Well-Timed Blocks gain a Fury Buff, increasing Attack Rating by 13%. Fury has no duration but it is removed when hit or on a non Well-Timed Block. Max 5 stacks.
On a Well-Timed Block, inflict a Stagger Debuff that lasts for 10 second(s). The Staggered Opponent has their next Buff Nullified. Max 2 Stacks.
On a Well-Timed Block, inflict a Stagger Debuff that lasts for 10 second(s). The Staggered Opponent has their next Buff Nullified. Max 2 Stacks.
Unique Synergy: Does not stack with duplicate synergies.
PATRIOT GARRISON
Each time the Opponent is immune to a Stun effect, gain an Unstoppable Buff for 1 second.
Each time the Opponent is immune to a Stun effect, gain an Unstoppable Buff for 1 second.
Each time the Opponent is immune to a Stun effect, gain an Unstoppable Buff for 1 second.
Unique Synergy: Does not stack with duplicate synergies.
SHIELD BUDDIES
15% chance that a Block is a Perfect Block, reducing all damage to 0.
Intercepting the Opponent grants a non-Stacking Passive Fury, granting 50% Attack Rating for 7 second(s).
Intercepting the Opponent grants a non-Stacking Passive Fury, granting 50% Attack Rating for 7 second(s).
Intercepting the Opponent grants a non-Stacking Passive Fury, granting 50% Attack Rating for 7 second(s).
Unique Synergy: Does not stack with duplicate synergies.
TACTICAL TRAINING
Well Timed Blocks have a 50% chance to apply a Disorient Debuff for 3 seconds.
Well Timed Blocks have a 50% chance to apply a Disorient Debuff for 3 seconds.
Well Timed Blocks have a 50% chance to apply a Disorient Debuff for 3 seconds.
Well Timed Blocks have a 50% chance to apply a Disorient Debuff for 3 seconds.
Unique Synergy: Does not stack with duplicate synergies.
Spotlight & Gameplay
Coming Soon...
























