Attuma is a Skill champion. Being a Skill champion, he has a class advantage against Science champions but a disadvantage against Mutant champions.
Bio[]
Attuma is a stalwart protector of Talokan, aiding king Namor in protecting its people from threats below and above. Attuma is proud and strong, with a knack for grasping opportunity, and the iron will to never fully surrender, even when his plans go awry. Now, with Talokan under threat from surface dwellers, Attuma will resort to any means necessary to defend his people and culture, even if those he supports do not agree with his methods.
Mechanics[]
Beware the terrors of the deep! Attuma enters The Contest with a host of deadly abilities as powerful and wide-reaching as the sea itself!
Attuma’s trademark ability is Ability Accuracy reversal, which is exactly what it sounds like. Any and all Ability Accuracy modifications effects targeted at him have their potencies reversed. If you try to make his Ability Accuracy go down, it will go up instead. And if you try to make it go up, it will go down. This represents Attuma’s strong will in the face of insurmountable odds, but also his legendary pride that can cause him to recklessly cast aside a winning hand if provoked.
A complimenting effect is Attuma’s multi-trigger ability, which allows him to trigger his other chance-based abilities multiple times based on his Ability Accuracy. In essence his abilities trigger an additional time for each extra 100% Ability Accuracy they have. So, for example, an Ability with 250% Ability Accuracy will activate 2 times guaranteed, and then have a 50% chance to activate 1 more time.
To fuel these abilities, Attuma makes use of the Purify attached to his Heavy Attack. This attack Purifies non-damaging Debuffs, and converts them into Concussion Debuffs that actually raise his Ability Accuracy because of his reversal effect. This ability is also chance-based, meaning that the higher Attuma’s Ability Accuracy is, the more times this ability will activate per use, and the more Debuffs will be Purified.
As a Talokanil, Attuma’s strength and vitality increases dramatically with exposure to water, which he makes ample use of in his Specials. Each time he throws a Special, he gains stacks of Hydration, which increases his Attack Rating and Regeneration Rate. At certain thresholds of Hydration, he also gains extra benefits, such as increased Critical Rating, Unstoppable, and even Incinerate Immunity. In addition, in the absence of non-damaging Debuffs, Attuma’s Heavy Attack converts Hydration into Concussions instead.
These abilities form Attuma’s core loop: gain Hydration through throwing his Specials, then convert that Hydration into Concussions using his Heavy Attack. Because all of his Special Abilities are chance-based, they all scale up with the number of Concussions on him, meaning each successive Special will be more devastating than the last, and grant more Hydration!
Stats[]
Tier | Max Rating | Max Health | Max Attack |
---|---|---|---|
591 | 2419 | 174 | |
- | - | - | |
1568 | 6427 | 461 | |
- | - | - | |
3946 | 16116 | 1156 | |
- | - | - | |
7963 | 32313 | 2318 | |
- | - | - | |
13580 | 55136 | 3955 | |
- | - | - |
Abilities[]
Always Active
- Attuma’s plans can make the best out of the worst situation, or the worst out of the best. All Ability Accuracy modification effects on him have their potencies reversed.
- While one of Attuma’s personal abilities with a listed chance has over a 100% chance to trigger, the ability has a chance to trigger additional times. Each time, the chance is equal to the former chance -100%. This repeats until the ability fails due to chance.
- Attuma’s rough Talokanil skin abrades his Opponents with a 25% chance to deal X Physical Damage when they strike him with a contact attack. Damage scales with Base Attack only.
Tier | Physical Damage |
---|---|
38.28 | |
101.42 | |
254.32 | |
509.96 | |
870.1 |
- Whenever an Opponent Evades Attuma while he has less than 1 Bar of Power, he has a 100% chance to instantly gain 10% of his Max Power and passively go Unstoppable for 0.5 seconds.
- Attuma’s Base Regeneration Rate is 25% instead of the usual 100%. It cannot be lowered further.
Dev Notes: The most important things to understand about Attuma’s kit is his Ability Accuracy reversal and Multi-Triggers. Remember, if an effect attempts to make Attuma’s Ability Accuracy go down, it goes up instead, and vice-versa.
Hydration – Max Stacks: 20
- The water in Attuma’s Special Attacks grants him stacks of Hydration, which are Passives that fall off one at a time over 7 seconds as Attuma dries out.
- With every stack of Hydration on him, Attuma gains X Attack Rating and +1.75% Regeneration Rate.
Tier | Attack Rating |
---|---|
10.44 | |
27.66 | |
69.36 | |
139.08 | |
237.3 |
- At 10 stacks of Hydration, Attuma becomes immune to Incinerate and gains a Precision Passive increasing his Critical Rating by X.
Tier | Critical Rating |
---|---|
1700 | |
1850 | |
2000 | |
2100 | |
2250 |
- At 19 stacks of Hydration, Attuma becomes passively Unstoppable.
- When he is inflicted with or immune to an Incinerate or Shock, Attuma loses 1 stack of Hydration, and Hydration falls off 30% faster while suffering from Coldsnap.
Dev Notes: When we set out to start making this guy, we knew we had to represent the Talokanil trait of gaining strength with exposure to water. Attack Rating is one of the things that increases, but also Regeneration Rate, which allows Attuma to heal off of sources like Willpower while at high levels of Hydration.
Heavy Attack
- 100% chance for Attuma to attempt to Purify 1 non-damaging Debuff, excluding Concussions, and replace it with a Concussion Debuff, reducing Attuma’s Ability Accuracy by 50% for 25 seconds. If no non-damaging Debuffs are present, this ability consumes the oldest stack of Hydration instead.
- This ability also triggers when Attuma is inflicted with a Stun or Infuriate Debuff.
Dev Notes: This ability is the keystone of Attuma’s kit. It links his Hydration with the ability to get Concussions which, thanks to his reversal effect, raise his Ability Accuracy and in turn the amount of Hydration and other effects he gets from his Special Attacks. Remember, every time this ability triggers, it removes one Debuff (or if there are none, one Hydration) and replaces it with one Concussion Debuff. As with the other chance-based abilities in his kit, this ability will trigger multiple times as Attuma’s Ability Accuracy rises. Essentially, it will trigger 1 additional time for each 2 personal Concussion effects on Attuma.
Signature Ability[]
Tyrant Of The Deep - Always Active
- Attuma has a 100-205% chance to start the fight with a personal Concussion Debuff. It is paused until he gains a personal Concussion from another ability.
- Incoming Bleed Debuffs suffer -50-90% reduced potency.
- Attuma’s rough skin can now also deal damage any time he strikes his Opponent. In addition, its damage is increased by X% for each Bleed effect on either Champion.
Tier | Damage increase |
---|---|
5 - 10% | |
5 - 10% | |
5 - 10% | |
5 - 17.5% | |
5 - 17.5% |
Dev Notes: Just like Attuma’s thorns on struck, this thorns also scales up with Attuma’s Ability Accuracy meaning it can start doing some serious damage when Attuma is ramped up. It also increases the damage of Attuma’s Special 3 loop considerably, pulling it more in line with his Special 2.
Special Attacks[]
Special 1 - Hydro-Bomb Bash
Attuma brings down his club with enough intensity to fling an arc of water into the Opponent's face, temporarily blinding them. He then slams them with a Hydro-Bomb and detonates it at point-blank range.
- 100% chance to gain 3 stacks of Hydration.
- On activation, 120% chance to gain a True Accuracy Passive. These Passives last 7 seconds and fall off one at a time.
Dev Notes: Attuma’s Specials are the primary way for him to gain Hydration. This one gives a consistent and fairly predictable amount, especially at lower Ability Accuracy. It also gives a True Accuracy Passive for dealing with those pesky Evaders and Autoblockers. Because these Passives fall off one at a time, more triggers actually adds up to longer duration. Remember, because of the way non-flat Ability Accuracy increases works, this chance increases by 60% with each of Attuma’s personal Concussions.
Special 2 - Raging Typhoon
Hurling a Hydro-Bomb to stun his Opponent, Attuma follows up by rushing forward atop a rolling mass of water. Using the water's centripetal force to augment his own brute strength, he delivers a crushing series of devastating blows.
- 200% chance to gain 2 stacks of Hydration.
- Each hit has a 50% chance to grant Attuma a Cruelty Passive, increasing his Critical Damage Rating by X for 16 seconds.
Tier | Critical Damage Rating |
---|---|
27.64 | |
30.08 | |
32.52 | |
34.15 | |
36.59 |
- Triggering one of these Cruelties pauses Attuma’s existing personal Concussions for the Cruelty’s duration.
Dev Notes: The Hydration from this Special scales much better with increased Ability Accuracy. In fact it triggers 1 additional time per 1 of Attuma’s personal Concussion Debuffs. The cruelties it grants have a lower trigger rate, and they scale up slower, but this attack has 4 hits, so these can add up fairly quickly. It’s not uncommon to end a medium length fight with 40 – 50 of these things. Remember that while you have these, you don’t have to worry about your Concussion Debuffs expiring, so feel free to cut loose and attack to your heart’s content!
Special 3 - What Dwells Below
Opening a rift into the depth of the ocean through unknown means, Attuma brings his Opponent on an involuntary expedition to the darkest crevices of the sea, then leaves them to a grisly fate in the briny depths.
- 110% chance to gain 5 stacks of Hydration.
- 100% chance to inflict a Bleed Debuff on the Opponent, dealing X Direct Damage over 20 seconds.
Tier | Direct Damage |
---|---|
261 | |
691.5 | |
1734 | |
3477 | |
5932.5 |
- When one of these Bleeds fails to apply due to an Immunity, instead inflict a Physical Vulnerability Debuff that reduces the Opponent’s Physical Resistance by X for 10 seconds.
Tier | Physical Resistance reduction |
---|---|
728.57 | |
792.86 | |
857.14 | |
900 | |
964.29 |
Dev Notes: Turn your Opponent into fish food with this devastating attack! This attack scales extremely heavily with Ability Accuracy increases, and you should aim to have as many Concussions as possible when you throw this Special. It’s good to keep in mind that, in the long term, Hydration falls off much more slowly than Concussions (at high amounts) so try to bank Hydration on the way to Special 3, and then convert it to Concussions all at once before throwing the attack. This is a great way to deal damage when the Opponent has high Resistances, or only takes damage from Bleed.
Synergy Bonuses[]
Strengths and Weaknesses[]
Strengths[]
- Ability Accuracy Reversal
- In most situations, Attuma’s Ability Accuracy reversal is a stronger Ability Accuracy counter than an Immunity. In almost any situation where an Opponent or Node Buff attempts to lower Attuma’s Ability Accuracy, he will actually get stronger, and trigger his abilities even more!
- Purify Non-Damaging Debuff
- Attuma’s Heavy Attack will cause him to Purify one or more non-damaging, non-Concussion Debuffs, and then convert those Debuffs into Concussions that increase Ability Accuracy. In fights with lots of non-damaging Debuffs like Ant Man, Titania or Photon, he ramps up much faster than normal.
- Evade and Autoblock Counter
- Attuma’s Special 1 grants him temporary True Accuracy, and the more Ability Accuracy he has, the longer his True Accuracy will stay active. After a certain point in the fight, the effect is near permanent. In addition, when Attuma does get Evaded, he goes Unstoppable and gains Power to protect himself and get him closer to that True Accuracy.
- Strong Defender
- Attuma has some seriously powerful abilities for use on Defense. He has a low chance to deal thorns damage when struck by a contact attack (which is increased if he is Awakened), and his ability to trigger his Purify automatically when Stunned grants him pseudo-Stun immunity. In addition he can also go Unstoppable if the opponent tries to Evade or if he gets enough Hydration. Set this bad boy up on your War Map, or in Battlegrounds to really give your Opponent a run for their money!
Weaknesses[]
- Passive Stun
- Attuma is nearly immune to Stun Debuffs, as his personal Purify triggers immediately when one is inflicted and instantly converts it into a Concussion, which empowers Attuma. Passive Stuns however, do not trigger this effect, meaning that they are better at keeping Attuma under wraps.
- Ability Accuracy Increase
- Attuma’s Ability Accuracy reversal is seriously powerful in a lot of situations, but it has one big catch, which is that effects in the game which would normally be very beneficial to a Champion, such as some Incursions Hacks that increase Ability Accuracy, become detrimental to Attuma.
- Punish Ability Failures
- It’s important to remember that the way Attuma’s Multi-Trigger ability works is that the ability runs multiple times, over and over, until the ability fails due to chance. What this means is that any of his chance-based abilities will always fail due to chance/Ability Accuracy reduction exactly one time each time they trigger. This can be dangerous when facing Opponents such as Domino who punish the failure of abilities, even though her Ability Accuracy effects are still reversed.
- Heavy Reliance
- Attuma’s loop relies heavily on his Heavy Attack, and in fights where that is more difficult to pull off, his performance slows down. Fortunately his Heavy Attack has a large reach, which means he can use it to punish his Opponent’s own Heavy attacks and Specials.
- Thorns Counter
- Opponents with Non-Contact attacks such as Ebony Maw, Negasonic Teenage Warhead, Shuri, Havok, or do not take Thorns damage such as Stryfe and Gambit will avoid Attuma's Talokani Skin thorns damage.
Recommended Masteries[]
- Willpower
- Because Attuma’s Concussion is essentially an empty Debuff, he receives near-constant healing from the Willpower Mastery. His Regeneration Rate is tuned down to balance this, but because it raises back up with each stack of Hydration, an evasive player can actually net positive on Health.
- Double Edge
- Attuma’s Signature Ability reduces the amount of Bleed damage he takes. This allows him to withstand the downside of the Double Edge Mastery without taking much damage, and still reap the full benefits.
- Coagulate
- Since Attuma’s Signature Ability grants him up to 90% Bleed Resistance, adding the extra 10% from 1 Rank in Coagulate means that Attuma takes absolutely no damage from Bleed effects. This allows him to further benefit from the Double Edge and Willpower Masteries, and also safely increase the amount of damage he deals with the thorns damage from his Sig.
References[]
[]
List of Skill Champions |
---|
[v ● e]
Playable: Ægon ● Agent Venom ● Attuma ● Baron Zemo ● Black Cat ● Black Panther ● Black Panther (Civil War) ● Black Widow ● Black Widow (Deadly Origin) ● Blade ● Bullseye ● Chee'ilth ● Crossbones ● Daredevil (Classic) ● Daredevil (Hell's Kitchen) ● Elektra ● Elsa Bloodstone ● Falcon ● Gwenpool ● Hawkeye ● Henchpool ● Hit-Monkey ● Jabari Panther ● Karnak ● Kate Bishop ● Killmonger ● Kingpin ● Korg ● Kraven ● Mantis ● Masacre ● Misty Knight ● Mole Man ● Moon Knight ● Moondragon ● Nick Fury ● Night Thrasher ● Punisher ● Ronin ● Shang-Chi ● Silver Sable ● Spider-Man (Stealth Suit) ● Squirrel Girl ● Taskmaster ● Thor (Ragnarok) ● Valkyrie ● Winter Soldier
|