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February 26, 2016 Patch Notes[]
New Lockbox Hero: Electro[]
Bio: Maxwell Dillon was an unambitious man working as a lineman for the local power company. When one of his co-workers was knocked unconscious at the top of an utility pole, Max only agreed to save him as long as he was paid for it. Saving the other lineman, Max was suddenly struck by lightning, awakening the power to channel electricity. Realizing he could use these powers for his own selfish goals, he dubbed himself Electro and turned to a life of crime, often conflicting with the Amazing Spider-Man. As a founding member of the Sinister Six, Electro is considered one of the Webhead's deadliest foes. Under an arrangement by Nick Fury, Electro was apprehended and is now working with S.H.I.E.L.D. to aid against the Worthy and the Incursion crisis.
- Class: Blaster
- Passive: Electric Potential
- Gains a Volt while affected by Electric effects
- Gains a Volt from nearby Electric attacks
- Passive: Megavolt
- Takes reduced damage from Electricity type attacks and effects
- Passive: Sinister Six
- Other former Sinister Six members gain High Voltage, granting a chance for an Extra Turn
- Passive: Electric Potential
- Action 1: Static
- Unlocked at Level 1
- Targets One Enemy
- Type: Ranged, Electric
- One Enemy
- Static Charge (3 rounds)
- Nearby electric attacks may chain to this target, causing extra damage
- Crackle (3 rounds)
- Chance to trigger an electric shock after performing a hostile action
- Removes 1 stack of Crackle when triggered
- This effect can be applied 3 times
- Static Charge (3 rounds)
- Action 2: Discharge Electricity
- Unlocked at Level 2
- Special Properties
- Multi-Function
- Can be used to perform different actions
- Multi-Function
- Action 2A: Surge
- Targets All Enemies
- 3 Round Cooldown
- Type: Debuff
- Special Properties
- Quick Action
- Grants an immediate free turn after using
- Does not trigger follow-up attacks
- Can only use 1 Quick Action each round
- Quick Action
- All Enemies
- Live Wire (2 rounds)
- Attacks gain the Electricity Type
- Prevents Crackle from Discharging
- Disadvantage
- Creates a negative effect according to the class and beneficial buffs of the target
- Live Wire (2 rounds)
- Action 2B: Supercharge
- Targets All Allies
- 2 Round Cooldown
- Type: Buff
- Special Properties
- Quick Action
- Grants an immediate free turn after using
- Does not trigger follow-up attacks
- Can only use 1 Quick Action each round
- Quick Action
- All Allies
- Live Wire (2 rounds)
- Attacks gain the Electricity Type
- Prevents Crackle from Discharging
- Live Wire (2 rounds)
- Self
- Supercharged (expires next round)
- Taking two actions after a full round
- Energized Reserves (3 rounds)
- Restores Stamina every round
- Supercharged (expires next round)
- Action 3: Lightning Rod
- Unlocked at Level 6
- Targets All Enemies
- 2 Round Cooldown
- Type: Ranged, Electric
- All Enemies
- Polarized (3 rounds)
- Attacks from this character can't crit
- Can't dodge attacks
- Ozone (3 rounds)
- Taking additional damage from Electricity attacks and effects
- Shocking Development
- Chance to cause Ozone, Crackle, Fired Circuits, and Static Charge
- Polarized (3 rounds)
- Action 4: Killerwatts
- Unlocked at Level 9
- Special Properties
- Multi-Function
- Can be used to perform different actions
- Multi-Function
- Action 4A: Fry
- Targets One Enemy
- 1 Round Cooldown
- Type: Ranged, Electric
- Special Properties
- Shocking
- Deals extra damage against targets with Crackle, Ozone, and Static Charge
- Exploit Opportunity
- Deals extra damage against opponents with Cornered, Exhausted, Impaired, Neutralized, Off-balance, Staggered or Winded
- Exploit Magnetism
- Deals extra damage against Magnetized targets
- Shocking
- Action 4B: Ball Lightning
- Targets All Enemies
- 4 Round Cooldown
- Starts cooled down
- Type: Ranged, Electric
- Special Properties
- Catastrophic
- Can't be Protected against
- Ignores most Avoidance effects
- Guaranteed to hit
- Power Surge
- All Allies' Electric effects are consumed for extra damage
- Catastrophic