ironman_movie_featured
IRON MAN
tech_class Tech
Tags
#Control: Counter#Hero#Avengers#Metal#Stark Tech#Size: M#2018#AW: Subdue#House of Mirrors
Immunities
Resistances (Potency)
Resistances (Duration)
Attributes
Prestige
51,186
Challenge Rating
250
Attack
10,071
Health
129,476
Critical Rating
1,236
Critical Damage Rating
1,616
Armor Penetration
0
Block Penetration
0
Critical Resistance
0
Armor Rating
869
Block Proficiency
7,072
Physical Resistance
0
Energy Resistance
0
Signature Ability
DEFLECTOR PROTOCOLPassive
Once per fight, Iron Man’s Model 50 suit executes an emergency protocol if attacked while 15% Health or less remains, creating a hardened exterior by instantly granting 1.04 - 8 stack(s) of Molecular Armor.
While 15% Health or less remains and Iron Man has an Armor effect, gain a Passive that is not affected by Ability Accuracy reduction and grants 3.61 - 6.6% of Max Power per second. Additionally, Iron Man has a 100% chance to Auto-Block attacks without consuming Armor. This Auto-Block triggers .
Abilities
Molecular Arsenal
Tony Stark’s Model 50 suit uses state-of-the-art nanotechnology to change form and mass at will, providing extreme adaptability and a wide array of weaponry including Blade Arm, Hammer Arm, and point-blank Repulsor attacks.
Molecular Armor Passive
Up to 24% chance to activate an Armor Passive when attacking or struck by an attack, increasing Armor by 3,101.06 for 8 seconds. The chance to trigger is reduced for each active Armor Passive.
Start the fight with 1 stack(s) of Molecular Armor.
Critical Resistance increases by 375 for each active Armor effect.
Each Armor effect active on Iron Man reduces the effectiveness of Power Drain, Power Steal, and Power Burn effects by 18%.
After achieving 4 stacks of any Armor effect, Iron Man has a 100% chance to Auto-Block the next attack and then consume 1 Armor effect(s). This Auto-Block triggers .
A stack of Armor is lost each time Iron Man is inflicted by an Armor Break effect.
Molecular Armor provides full immunity to Bleed and effects while active.
Repulsor Attacks
The first Medium hit, the first Heavy hit, and the second and fourth Light attacks employ point-blank Repulsor blasts.
Repulsor hits don’t make contact, cannot be evaded, and deal Energy Damage instead of Physical.
Repulsor hits that strike an opponent suffering from both Shock and fuse those two Debuffs into a new Passive that has the properties of both.
Repulsor hits refresh Incinerate Debuffs and Plasma Passives on opponents.
Repulsor hits that strike an opponent suffering from a Shock or Plasma effect generate zero Power in opponents and drain up to 2.5% of their current stored Power.
Heavy Attacks
The first Repulsor hit has all the properties of a Repulsor Attack and has +10,071 Attack Rating.
The second hit employs a Hammer Arm and has a 100% chance to inflict Armor Break on the opponent, removing one Armor Up and then reducing Armor by 550 for 12 seconds.
The third and final hit employs an Unblockable Blade Arm and inflicts Heal Block for 16 second(s) against targets under the effects of Regeneration.
Special Attack 1
The first hit employs an Unblockable Blade Arm and inflicts Heal Block for 16 second(s) against targets under the effects of Regeneration.
Each energy projectile has all the properties of a Repulsor attack and generates zero Power in opponents.
100% chance to leave opponents Shocked for 10,071 Energy Damage over 16 seconds.
Shock duration increases by up to 50% based on the opponents’ current Power.
Special Attack 2
The first two hits are Hammer Arm Attacks. Each has a 65% chance to inflict Armor Break on the opponent, removing one Armor Up and then reducing Armor by 550 for 12 seconds.
The missile barrage has a 100% chance to ignite the target, inflicting Incinerate for 16,214.31 damage over 8 seconds.
If the target does not ignite, they are instead inflicted by Armor Break, removing one Armor Up and then reducing Armor by 785.71 for 25 seconds.
50% chance for each active Armor Break on the opponent to inflict Stun for 2.2 seconds.
Special Attack 3
100% chance to inflict Armor Break on the opponent, removing one Armor Up and then reducing Armor by 250 for 3 seconds.
100% chance to instantly ignite and electrify the target, inflicting a Plasma Passive that deals 30,213 damage over 10 seconds.
The chance to inflict Plasma decreases by 20% for each Plasma effect already active on the target.
Attack Details
HITS
DAMAGE
DAMAGE TYPE
Light Attacks
(4 hits)
1x
10,071
ProjectileEnergy
1x
10,071
ContactPhysical
1x
10,071
ProjectileEnergy
1x
10,071
ContactPhysical
Medium Attacks
(3 hits)
2x
5,035.5
ContactPhysical
1x
10,071
ProjectileEnergy
Heavy Attacks
(3 hits)
1x
3,021.3
ProjectileEnergy
1x
3,021.3
ContactPhysical
1x
4,028.4
ContactPhysical
Special Attack 1
(3 hits)
1x
2,014.2
ContactPhysical
2x
4,028.4
ProjectileEnergy
Special Attack 2
(4 hits)
2x
1,510.65
ContactPhysical
1x
3,021.3
ProjectileEnergy
1x
4,028.4
ProjectileEnergy
Special Attack 3
(1 hit)
1x
23,928.7
visionvision_movie
iron_manwarmachinehulkbuster_movieironman_superiorironpatriotcivilwarrior
captain_americacaptainamerica_infinitywarcapamerica_wwii
black_panther_cwkillmonger
black_widowpunisher_2099spiderman_movie
serpent
ironheart
ironheart
ironheart
ironman_infamous
quicksilver
quicksilver
wong
thor_ragnarok
thor_ragnarok
thor_ragnarok
gamora
ultron_prime
ultron_prime
ultron_prime
ironman_silvercenturion
civilwarrior
yellowjacket
yellowjacket
yellowjacket
drstrange_realm
sunspot
spiderman_stealth
nickfury
wasp
warmachine
warmachine
warmachine
warmachine
cullobsidian
cullobsidian
cullobsidian
ebonymaw
ebonymaw
ebonymaw
hulkbuster_movie
hulkbuster_movie
hulkbuster_movie
hulkbuster_movie
darkhawk
darkhawk
darkhawk
darkhawk
darkhawk
darkhawk