onslaught_featured
ONSLAUGHT
mutant_class Mutant
Tags
#Villain#Psychic Shielding#Size: XL#2023#Offensive: Damage Over Time#Defensive: Tank#AW: Crush 2.0
Resistances (Potency)
Attributes
Prestige
78,895
Challenge Rating
250
Attack
9,191
Health
146,651
Critical Rating
448
Critical Damage Rating
1,179
Armor Penetration
0
Block Penetration
145
Critical Resistance
145
Armor Rating
822
Block Proficiency
6,733
Physical Resistance
-305
Energy Resistance
0
Signature Ability
PURE PSIONIC ENTITYPassive
Onslaught can Block Unblockable Special Attacks from Skill Champions.
Daunted Potency is increased by 5.12 - 33%.
For each non-Damaging Debuff or personal non-Damaging Passive on the Opponent, Onslaught’s Special Attacks gain +10.76 - 120.56 Block Penetration.
Abilities
Always Active
First Light and first Medium Attacks do not make contact with the Opponent.
Incoming Bleed, Incinerate, and Shock potency is reduced by 150%.
Onslaught’s Debuffs gain 50% increased Ability Accuracy against Skill Champions.
If a personal Debuff or the Stun from the Parry Mastery is Purified or prevented due a Debuff Immunity, re-inflict the Debuff as a Passive.
Crush
When the Opponent’s Combo Meter passes a multiple of 10, gain a non-stacking Crush Charge. When starting an attack consume the Charge and inflict a Debuff for 3 seconds. When struck by a Special Attack the Crush Charge is removed.
Daunted
When either Champion Well-Timed Blocks, inflict an indefinite Debuff of 15% potency. Max: 10.
While Daunted is active, Onslaught disables the Opponent's Willpower Mastery.
Neuroshock
Either Champion’s attacks have 15% chance to inflict a Passive, dealing 3,676.4 Energy Damage over 12 seconds. Critical Hits and Unblockable Special Hits have their chance increased by +40% flat, or double against Skill Champions.
If Onslaught is the Defender, Dodging backward removes one Neuroshock. #Metal Champions cannot remove Neuroshocks. This effect has a 2.5 second cooldown.
While suffering from Shock, Incinerate, Plasma, or Coldsnap, inflict a Neuroshock every 1 second.
Heavy Attacks
The first hit pauses all personal Damaging effects for 1.5 seconds. If the Opponent is not suffering from a Stun Debuff, inflict a Daunted Debuff and the pause lasts for 10 seconds instead.
Special Attack 1
Each hit has a 100% chance plus a flat 50% chance to inflict a personal Neuroshock Passive, and an Debuff of 2.6% potency for 16 seconds. These can be inflicted through Block. Max: 8.
While Organic Magnetism is active, this Special costs 33% less Power and is more likely to be activated.
If the duration of Organic Magnetism Debuff is reduced by any means, on expiration it re-inflicts itself as a Passive.
Special Attack 2
On activation, inflict a Debuff of 30% potency for the duration of the Special. This will not trigger when fighting an Opponent with #Psychic Shielding.
On hit, replace all Neuroshocks with Degeneration Passives, each dealing 5,974.15 Direct Damage over 6 seconds. On the first hit of this Special, this effect can trigger through Block. Max 20.
Special Attack 3
Inflict a Stun Passive for 3 seconds.
This Special cost 4.5% less Power for each personal Neuroshock on the Opponent, to a max of 33% less Power.
Inflict 20 Neuroshock Passives and refresh all existing stacks.
Attack Details
HITS
DAMAGE
DAMAGE TYPE
Light Attacks
(4 hits)
3x
9,191
ContactPhysical
1x
9,191
ProjectilePhysical
Medium Attacks
(2 hits)
1x
9,191
ProjectilePhysical
1x
9,191
ContactPhysical
Heavy Attacks
(2 hits)
2x
4,595.5
ProjectilePhysical
Special Attack 1
(8 hits)
1x
1,838.2
ContactEnergy
1x
919.1
ProjectileEnergy
5x
919.1
ProjectilePhysical
1x
1,838.2
ProjectilePhysical
Special Attack 2
(6 hits)
2x
919.1
EnergyPsychic
3x
1,378.65
EnergyPsychic
1x
3,216.85
EnergyPsychic
Special Attack 3
(1 hit)
1x
29,778.84
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