captainamerica_movie_featured
CAPTAIN AMERICA
chemical_class Science
Tags
#Defensive: Utility#Hero#Avengers#Size: M#2018#Carina's Challengers#RAIDS: Vanguard#EQ: Romance#Secutor
Attributes
Prestige
42,251
Challenge Rating
250
Attack
9,973
Health
136,082
Critical Rating
822
Critical Damage Rating
1,547
Armor Penetration
0
Block Penetration
0
Critical Resistance
0
Armor Rating
688
Block Proficiency
8,829
Physical Resistance
0
Energy Resistance
0
Signature Ability
LEADERSHIPPassive
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: 40.1 - 100% chance on triggering a Special Attack to gain +1 Kinetic Potential.
Skill: 40.1 - 100% chance whenever a Debuff is gained, Consume 1 Kinetic Potential to Purify it.
Science: 40.1 - 100% chance on a Well-Timed Block to place a 10% Weakness Debuff on the Opponent for 10 seconds.
Cosmic: 40.1 - 100% chance on a Well Timed Block to place an Armor Break Debuff on the Opponent, reducing their Armor by 250 for 10 seconds.
Tech: 40.1 - 100% chance on a Well Timed Block to place a 25% Debuff on the Opponent for 10 seconds.
Mystic: 40.1 - 100% chance to gain 1 Kinetic Potential each time a Buff Expires or is Nullified on the Opponent.
Abilities
Kinetic Potential - Passive
Captain America’s vibranium vambraces can store up to 5 Kinetic Potential charges. He will not generate any new Kinetic Potential while at this limit.
15% Chance when Struck to gain 1 Kinetic Potential(s).
50% Chance when Blocking to gain +1 Kinetic Potential. This chance increases to 100% on a Well Timed Block.
100% Chance when Stunned to gain +1 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 1 Kinetic Potential, he is considered to be Kinetically Charged, and gains the following bonuses as Passive effects:
+4,986.5 Attack
+916.67
+916.67
100% chance to Nullify all Unstoppable Buffs when striking the Opponent.
+30% chance to cause Opponent’s attacks to . This chance increases by 100% against Mystic Champions.
When Charging a Heavy Attack
Beginning to charge a Heavy Attack grants a Passive Fury granting +4,986.5 Attack per Kinetic Potential, lasting for 5 seconds.
Special Attacks
After any special Attack, Cap consumes all Kinetic Potential.
Special Attack 1
100% chance to inflict Bleed, dealing 2,493.25 Direct Damage over 3.5 seconds.
Reduces Opponent’s Defensive Ability Accuracy by 100% if Kinetically Charged.
Special Attack 2
100% chance to Stun for 1 second(s).
Each Kinetic Potential charge grants +4,986.5 Attack and +0.5 second(s) Stun Duration.
Special Attack 3
If Kinetically Charged gain +9,973 Attack for each different Class on Cap’s team, not including himself, up to 2 Classes.
Gain 1 Non-Consumable Kinetic Potential charge which lasts 30 seconds.
Attack Details
HITS
DAMAGE
DAMAGE TYPE
Light Attacks
(4 hits)
4x
9,973
contactphysical
Medium Attacks
(2 hits)
2x
9,973
contactphysical
Heavy Attacks
(2 hits)
1x
2,991.9
contactphysical
1x
6,981.1
contactphysical
Special Attack 1
(4 hits)
2x
2,991.9
ContactPhysical
1x
3,989.2
ContactPhysical
1x
Zero
contactphysical
Special Attack 2
(1 hit)
1x
9,973
ProjectileEnergy
Special Attack 3
(1 hit)
1x
32,312.52
contactphysical
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