Whenever an Opponent’s ability fails to trigger while they’re suffering from one of Psycho-Man’s Concussions, they are inflicted with a Heal Block Debuff for 3.5 - 9.5 second(s).
If they are already Heal Blocked, and have been so for at least 0.5 second(s), they are Power Locked for 1 - 6 second(s) instead.
Whenever the Opponent Heals while Heal Blocked, or gains Power while Power Locked, Psycho-Man gains 5 - 25% of a Bar of Power, scaling up or down with how much Health or Power they would have gained.
Attack Details
HITS
DAMAGE
DAMAGE TYPE
Light Attacks(4 hits)
4x
3,965
contactphysical
Medium Attacks(2 hits)
2x
3,965
contactphysical
Heavy Attacks(1 hit)
1x
3,965
contactphysical
Special Attack 1(3 hits)
1x
1,586
ProjectilePhysical
2x
1,189.5
ProjectileEnergy
Special Attack 2(5 hits)
1x
396.5
ContactPhysical
1x
991.25
ContactPhysical
2x
991.25
ProjectileEnergy
1x
594.75
ProjectileEnergy
Special Attack 3(1 hit)
1x
12,846.6
contactphysical
Abilities
Always Active
The potency of Psycho-Man’s Concussions are reduced by 25% flat for each unique Buff on the Opponent, up to 3. This cannot reduce them below 0%.
The potency of Psycho-Man’s Concussions are increased by 75% flat against Mutants.
is decreased by 10%.
Control Box
Psycho-Man carries a Control Box with 3 modes: Hate, Fear, and Doubt, flooding his Opponent’s mind with the selected emotion at all times. The Control Box starts in Hate mode.
While fighting as an Attacker, Psycho-Man cycles to the next mode whenever his Fourth Light Attack lands a hit or it strikes into a block.
While fighting as a Defender, Psycho-Man cycles to the next mode when the Opponent fills a Bar of Power. If the Bar was filled during Psycho-Man’s Special Attacks, it cycles after the attack is finished.
Psycho-Man’s abilities change depending on the current Control Box Mode.
Control Box - Passive
Hate: Opponents fight more aggressively, and suffer Passive Concussion during Heavy Charge and Heavy Attack, reducing Ability Accuracy by -75%.
Fear: Opponents are 70% more likely to use a Special Attack, and suffer Passive Concussion during Special Attacks, reducing Ability Accuracy by -75%.
Doubt: Opponents fight more defensively, are 70% less likely to use a Special Attack, and suffer Passive Concussion while Blocking, reducing Ability Accuracy by -25%.
Control Box - Champion Attacks
Hate: Striking the Opponent while they are executing or recovering from a Heavy Charge or Heavy Attack grants Psycho-Man 18% of a Bar of Power.
Fear: Striking the Opponent while they are recovering from a Special Attack grants Psycho-Man 25% of a Bar of Power.
Doubt: Striking the Opponent while they are Blocking grants Psycho-Man 8% of a Bar of Power.
Opponent activates a Special Attack
Psycho-Man’s mechanical exoskeleton causes his Opponents to suffer -642.86 Critical Rating during their Special Attacks.
Special Attack 1
Hate: Inflict the Opponent with a Shock Debuff, dealing 3,965 Energy Damage over 6 second(s), stacking up to 6 time(s). Inflict an additional Shock for each Fury Buff on Psycho-Man.
Fear: Inflict the Opponent with a Cowardice Debuff, reducing Special Attack Damage by 40% for 12 second(s).
Doubt: This attack is Passively Unblockable and inflicts the Opponent with a Power Drain Debuff, depleting 30% of their current Power over 8 second(s).
Special Attack 2
Hate: Psycho-Man gains a Fury Buff for 20 second(s), increasing Attack Rating by +3,965, stacking up to 2 time(s). These Fury Buffs refresh when a new one is gained, and when Psycho-Man cycles modes.
Fear: Inflict the Opponent with a Heal Block Passive for 20 second(s).
Doubt: This attack is Passively Unblockable and inflicts the Opponent with a Special Lock Debuff for 12 second(s).
Special Attack 3
Inflict a Stun Debuff and Power Lock Passive on the Opponent for 3 second(s).
During the Opponent’s next Special Attack, they suffer Passive Concussion, reducing Ability Accuracy by -100%, and Passive Weakness, reducing Attack Rating by 50%.