howardmech_featured
HOWARD THE DUCK
tech_class Tech
Tags
#Control: Counter#Hero#Metal#Defenders#Size: L#2016#Carina's Challengers#AW: Armor Burn#RAIDS: Tactician#AW: Sturdy#Secutor
Immunities
Attributes
Prestige
52,689
Challenge Rating
250
Attack
10,217
Health
137,403
Critical Rating
448
Critical Damage Rating
1,179
Armor Penetration
0
Block Penetration
0
Critical Resistance
0
Armor Rating
688
Block Proficiency
4,125
Physical Resistance
0
Energy Resistance
0
Signature Ability
QUACK-FUAlways Active
If Howard is fighting in any fight with a Class Advantage, he breaks out his legendary Quack-Fu to gain the following:
Critical Resistance equal to 8 - 40% of Howard’s Armor Rating.
Base Ability Accuracy of 115% instead of the normal 100%.
Incoming Debuffs suffer -0.2 - 1.3 second(s) duration.
Abilities
Always Active
The bulky ISO-Loader suit provides Immunity to Bleed effects.
Howard’s personal Buffs and Debuffs each expire 1 at a time.
Button Masher Extraordinaire
Rapidly pressing the Block button at different times in the fight grants Howard special MASH! bonuses. Each MASH! bonus requires more presses of the Block button than the last within the same window.
In the Pre-Fight Menu, Howard can activate the Auto-Masher which lasts for the duration of the fight. While Auto-Masher is active, all MASH! bonuses will be handled automatically for Howard.
While fighting as a Defender, Auto-Masher is always active.
Before the Fight Starts
Gain 1 indefinite Dormant Armor. MASH! Gain additional Dormant Armors. When the fight starts each Dormant Armor is converted into an indefinite Armor Up Buff, increasing Armor Rating by +339.89.
While Either Champion is Stunned
100% chance to gain a Fury Buff, increasing Attack Rating by +1,021.7 for 10 seconds. Max Stacks: 50. MASH! Gain additional Fury Buffs.
Heavy Attacks
100% chance to inflict an Armor Break Debuff, removing an Armor Up Buff and reducing Armor Rating by 93 for 5 seconds. Max Stacks: 10. MASH! Additional hits can inflict additional Armor Break Debuffs.
Special Attack 1
100% chance to inflict 2 Heal Block Debuffs, each lasting 2.5 seconds. MASH! Inflict additional Heal Block Debuffs.
Special Attack 2
80% chance to inflict a Suppression Debuff, reducing by 10% for 4 seconds. MASH! Additional hits can inflict additional Suppression Debuffs.
Special Attack 3
100% chance to inflict a 3 second Stun Debuff.
If Howard gets a Perfect result in the Special 3 Mini Game, this Stun Debuff becomes Passive and lasts 4 seconds.
Attack Details
HITS
DAMAGE
DAMAGE TYPE
Light Attacks
(4 hits)
4x
10,217
contactphysical
Medium Attacks
(2 hits)
2x
10,217
contactphysical
Heavy Attacks
(5 hits)
4x
1,021.7
contactphysical
1x
6,130.2
contactphysical
Special Attack 1
(2 hits)
1x
3,065.1
ContactPhysical
1x
7,151.9
ProjectilePhysical
Special Attack 2
(9 hits)
1x
2,043.4
ContactPhysical
8x
1,021.7
ProjectileEnergy
Special Attack 3
(1 hit)
1x
33,103.08
contactphysical
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