#Offensive: Damage Over Time#Defensive: Tank#Metal#Villain#Size: XL#2020#AW: Crush 2.0
Immunities
Attributes
Prestige15,529
Challenge Rating150
Attack3,888
Health63,978
Critical Rating337
Critical Damage Rating956
Armor Penetration0
Block Penetration0
Critical Resistance398
Armor Rating673
Block Proficiency3,832
Physical Resistance0
Energy Resistance0
Attack Details
HITS
DAMAGE
DAMAGE TYPE
Light Attacks(4 hits)
4x
3,888
contactphysical
Medium Attacks(2 hits)
2x
3,888
contactphysical
Heavy Attacks(2 hits)
1x
1,555.2
contactphysical
1x
2,332.8
contactphysical
Special Attack 1(6 hits)
1x
777.6
ContactPhysical
2x
388.8
ContactPhysical
3x
777.6
ProjectileEnergy
Special Attack 2(8 hits)
1x
388.8
ContactPhysical
4x
583.2
ContactPhysical
3x
388.8
ProjectileEnergy
Special Attack 3(1 hit)
1x
13,374.72
contactphysical
Signature Ability
SURVIVAL OF THE FITTESTPassive
When Apocalypse doesn’t participate in a fight he enters his Rejuvenation Chamber to slumber. At the start of his next fight, he Regenerates 1,923.91 - 6,397.8 health for each fight his teammates won while he slumbered. This can stack up to 2 times.
Attack Details
HITS
DAMAGE
DAMAGE TYPE
Light Attacks(4 hits)
4x
3,888
contactphysical
Medium Attacks(2 hits)
2x
3,888
contactphysical
Heavy Attacks(2 hits)
1x
1,555.2
contactphysical
1x
2,332.8
contactphysical
Special Attack 1(6 hits)
1x
777.6
ContactPhysical
2x
388.8
ContactPhysical
3x
777.6
ProjectileEnergy
Special Attack 2(8 hits)
1x
388.8
ContactPhysical
4x
583.2
ContactPhysical
3x
388.8
ProjectileEnergy
Special Attack 3(1 hit)
1x
13,374.72
contactphysical
Abilities
Genetic Enhancement - Max Stacks 4
Start each quest with 1 Persistent Genetic Code. This becomes 2 if Defending, and 3 if Defending a final boss node.
Knocking out a non-#Robot Opponent grants 1 Genetic Code.
Gain 2 Genetic Code at the start of the fight when fighting a Mutant.
At the start of the fight gain 1 indefinite Passive Prowess for each Genetic Code, each increasing Special Attack Damage by 40%.
At 3+ Genetic Code, become Stun Immune while striking.
At 4+ Genetic Code, striking the Opponent’s block with Light Attack inflicts a Stun Debuff for 0.8 seconds. Cooldown 12 seconds. This has no effect against Well-Timed Blocks.
Total Molecular Control
Develop immunity to Bleed, Incinerate and Disorient effects over 8 seconds while suffering from them. Once developed, these immunities persist for the entire quest.
Each time the Opponent Evades, gain +10% chance to bypass Evade. This is not affected by Ability Accuracy reduction and the chance to bypass Evade persists throughout the quest.
Both hits inflict Bleed dealing 1,360.8 Direct Damage over 7 seconds.
Refresh personal Weakness, Poison, Concussion and Degeneration effects on the Opponent.
Special Attacks
If the Opponent is suffering from a Damage Over Time effect, Special Attack Debuffs trigger on activation and last 30% longer.
Each hit deals a burst of 1,049.76 Physical Damage for each personal Weakness, Poison, Concussion or Degeneration on the Opponent.
Special Attack 1
Inflict a Debuff determined by the last Light or Medium Attack thrown. If fighting a Mutant, or if Apocalypse has 4 Genetic Code, trigger both.
Light Attack - Inflict a non-stacking Weakness reducing Attack Rating by 25% for 25 seconds.
Medium Attack - Inflict a non-stacking Poison dealing 7,776 Direct Damage and reduce health recovery by 30% over 25 seconds.
Special Attack 2
Inflict a Debuff determined by the last Light or Medium Attack thrown. If fighting a Mutant, or if Apocalypse has 4 Genetic Code, trigger both.
Light Attack - Inflict a non-stacking Concussion reducing Ability Accuracy by 35% for 25 seconds.
Medium Attack - Inflict a non-stacking Degeneration dealing 13,608 Direct Damage over 25 seconds.
Special Attack 3
All personal Weakness, Poison, Concussion and Degeneration effects on the Opponent are retriggered at +100% Potency and paused indefinitely. This Potency increase does not stack multiple times.
If no personal Weakness, Poison, Concussion or Degeneration effects are active, inflict 2 at random. These will not gain additional potency and will not be paused.
Horseman of Apocalypse - Pre-Fight and Cross-Fight Ability
Once Per Quest If Apocalypse has 4 Genetic Code he can spend them in the Pre-Fight screen to place a on the next fight. The next Mutant teammate excluding Apocalypse to enter this fight becomes a Horseman of Apocalypse for the rest of the quest.
Horsemen gain the following abilities:
+100% Bleed Resistance.
An indefinite Prowess increasing Special Attack Damage by 50%.
+30% Offensive Ability Accuracy.
Go Unblockable for 2 seconds when the Opponent Purifies a Debuff.
Once per fight go Unstoppable for 3 seconds when struck.