Gentle is a Mutant Champion. Being a Mutant Champion, he has a Class Bonus against Skill Champions, but is weak to Tech Champions.
Bio[]
Nezhno Abidemi is a Wakanda-born mutant that suffered persecution and rejection for most of his early life. At the behest of his wife Ororo Munroe, King T'Challa eventually sent Nezhno to Xavier’s School for Gifted Youngsters where he earned the nickname Gentle for his calm and non-violent nature.
Mechanics[]
Gentle builds up Muscle Mass while striking the Opponent and using the Special 1, if he strikes a non-stunned Opponent the Muscle Mass pauses for a little while, making it easier to maintain it. When you reach a good amount of Muscle Mass, just loop the Special 2 for damage. Keep in mind that every 15 hits in the Combo Meter Gentle gains an Unstoppable Passive, and while Unstoppable, Gentle’s Special Attacks deal a bit more damage and cost a bit less Power.
Stats[]
| Tier | Max Rating | Max Health | Max Attack |
|---|---|---|---|
| 582 | 2601 | 158 | |
| - | - | - | |
| 1548 | 6912 | 418 | |
| - | - | - | |
| 3893 | 17332 | 1047 | |
| 4905 | - | - | |
| 7858 | 34751 | 2098 | |
| 10680 | - | - | |
| 13400 | 59297 | 3580 | |
| 18220 | - | - | |
| 34040 | 150615 | 9093 | |
| - | - | - |
Abilities[]
Always Active
- Gentle is Immune to Bleed, and while performing a Well-Timed Block he is Immune to Stun.
- When an Immunity triggers, or when the Opponent Purifies or Cleanses a Debuff, gain a Pursuit Passive for 15 seconds.
- When Critically Hit through Block, struck by a Guaranteed Critical Hit, or if struck by 2 Critical Hits within 2 seconds of each other, gain a Reinforce Passive for 20 seconds.
Dev Notes: Gentle does not have to worry about Stun reflection thanks to his Stun Immunity during Well-Timed Blocks. Additionally, he can easily become Immune to Critical Hits for most of the fight,which can be particularly useful against Champions that Crit through the block.
Unstoppable
- When either Champion’s Combo Meter passes a multiple of 15, gain an Unstoppable Passive for 3 seconds.
- When the Opponent Purifies or Cleanses a Stun Debuff, or triggers a Stun Immunity, gain Unstoppable and Indestructible Passives for 2 seconds. This effect has a 5 seconds cooldown, and the Opponent’s Special Attack 3 removes the Indestructible.
Dev Notes: Block your Opponent without fear, for you cannot be damaged or stopped by them if they shrug the Stun or are Immune to it.
Muscle Mass - Max: 12
- When striking with or being struck by Basic Attacks, Gentle has a 31.8% chance to gain Muscle Mass, granting +X Attack Rating for 15 seconds, paused during Special Attacks.
| Tier | Attack Rating |
|---|---|
| 13.11 | |
| 34.69 | |
| 86.9 | |
| 174.13 | |
| 297.14 | |
| 754.72 |
- For each active Muscle Mass, inflict a 5% Daunted Passive.
- When struck and when starting a Combo against a non-Stunned Opponent, Muscle Mass is paused for the duration of the Combo, plus 4 seconds if it was a 5-Hit Combo.
- Heavy Attacks pause Muscle Mass for 3 seconds. This effect has a 15 second cooldown if striking a Stunned Opponent.
- Gentle’s fourth Light Attack does not grant Muscle Mass but consumes one Muscle Mass to inflict a X Rupture Debuff for 15 seconds. Max: 3.
| Tier | Physical Damage |
|---|---|
| 142.2 | |
| 376.2 | |
| 942.3 | |
| 1888.2 | |
| 3222 | |
| 8183.7 |
- At max Muscle Mass, inflict an extra 60% Daunted Passive, but Gentle loses 10% of his Base Health when finishing a Special Attack. Gentle does not benefit from the Recoil Mastery, but each point increases this Daunted’s potency by +10% flat.
Dev Notes: Muscle Mass is Gentle’s main resource, and while you can gain Muscle Mass with Basic Hits, in most fights you will need to throw at least one Special 1 in order to reach its Max Stack. While maintaining Muscle Mass pauses is very important, you do not need to pause Muscle Mass on every 5 hit combo, you will do just fine by pausing every other Combo, or even just every two Combos.
Additionally, at Max Muscle Mass you do a lot of damage but you can hurt yourself, if you don’t want to take that damage, before the Special you can just consume one Muscle Mass by inflicting a Rupture.
Signature Ability[]
Vibranium Tatoos - Passive
- Reduce the health lost when finishing a Special Attack at max stack of Muscle Mass by X%. While Unstoppable this damage reduction is increased by 50%.
| Tier | Health Loss Reduction % |
|---|---|
| 5 - 40% | |
| 5 - 40% | |
| 5 - 40% | |
| 10.41 - 50% | |
| 10.41 - 50% | |
| 10.41 - 50% |
- While Unstoppable, Special Attacks cost X% less Power. This potency is doubled against Skill Champions.
| Tier | Special Attack Cost % |
|---|---|
| 1 - 8% | |
| 1 - 8% | |
| 1 - 8% | |
| 2.84 - 10% | |
| 2.84 - 10% | |
| 2.84 - 10% |
- Gain +X Block Penetration per Muscle Mass.
| Tier | Block Penetration |
|---|---|
| 17.17 - 34.69 | |
| 18.69 - 37.75 | |
| 20.2 - 40.81 | |
| 21.52 - 42.85 | |
| 23.06 - 45.91 | |
| 28.18 - 56.11 |
Dev Notes: The Signature Ability gives even more importance to activating Specials while Unstoppable. Now, not only do you do more damage, but the Specials also costs less Power and reduces the recoil damage taken from Max Stacks of Muscle Mass. To make the most of this kit you must align Specials and the Unstoppable.
As a Defender the Signature Ability can give him a lot of Block Penetration, so if you want to avoid that don’t let him pause his Muscle Mass, and you can do that by not finishing up 5 Hit Combos.
Special Attacks[]
- Pause Unstoppable effects for the duration of the Special Attack. This pause does not trigger against Tech Champions.
- While Unstoppable, gain +X Attack Rating.
| Tier | Attack Rating |
|---|---|
| 79 | |
| 209 | |
| 523.5 | |
| 1049 | |
| 1790 | |
| 4546.5 |
Dev Notes: Because you gain extra Attack Rating during Specials while Unstoppable, it is very important to line up your Special Attacks with Gentle Unstoppable, or in other words, line up your Specials when your Combo Meter reaches Multiples of 15. Also keep in mind, due the way Daunted and Reverb synergize with each other, this Attack Rating is added twice to your damage.
Special 1 - Rock Throw
Gentle rips a huge piece of rock from the ground and throws it at his Opponent.
- The final hit inflicts a Fear Passive for 15 seconds.
- When this attack ends, gain 5 Muscle Mass.
Dev Notes: This Special is mostly used to gain Muscle Mass, but occasionally it can be used to counter Unblockable Champions.
Special 2 - Gentle Assault
Gentle combines his incredible power and his X-Men training to quickly overrun his Opponent with a series of powerful melee attacks.
- For the duration of this Special Attack gain +X Critical Rating, but Critical Damage Rating is reduced by 50%.
| Tier | Critical Rating |
|---|---|
| 3400 | |
| 3700 | |
| 4000 | |
| 4200 | |
| 4500 | |
| 5500 |
- On activation, gain a non-stacking 25% Reverb Passive for 15 seconds and refresh any personal Fear Passives
- When this attack ends, gain non-stacking X Physical Resistance Passive for 20 seconds, or 30 seconds as Defender.
| Tier | Physical Resistance |
|---|---|
| 6800 | |
| 7400 | |
| 8000 | |
| 8400 | |
| 9000 | |
| 11000 |
Dev Notes: Once you have inflicted enough Daunted on the Opponent, the Special 2 is the attack that will generate the most damage. As a Defender, this Attack is easy to dodge, but if you let Gentle activate this Special, he will gain so much Physical Resistance that this fight will become a long drag.
Special 3 - Muscle Mass Expansion
Gentle uses his overwhelming strength to beat down his Opponent.
- On activation, gain a non-stacking 35% Reverb Passive for 25 seconds.
- Gain 12 Muscle Mass.
Dev Notes: For the most part the damage really is on the Special Attack 2, but if for whatever reason you lost all your hard earned Muscle Mass, you can quickly ramp up with a single Special Attack 3.
Synergy Bonuses[]
Strengths and Weaknesses[]
Strengths[]
- Double use of Attack Rating
- Mixing Daunted and Reverb causes his Attack Rating to count twice during Special Attacks. The Special Hit damage is increased by the Daunted, then the burst of damage that comes from that hit, is also increased by the Daunted.
- Counter Stun Immunity
- Gentle has the ability to work around Stun Immunity.
- Bullseye counter
- Gentle can counter Bullseye pretty hard.
- Tankiness
- Gentle can ignore Critical hits and can gain lots of Physical Resistance, making him pretty tanky.
Weaknesses[]
- No crits
- Champions that don’t crit bypass one of Gentle’s defenses.
- Energy Damage
- Gentle has a lot of resistance to Physical Damage, but not resistance to Energy Damage.
- Unstoppable counter
- His Unstoppable can get you off-guard, any counter to Unstoppable is of great help against him.
Recommended Masteries[]
- Liquid Courage and Double Edge
- Gentle negates some of the negative effects of these masteries since he is immune to Bleed.
- Recoil
- Gentle replaces the Recoil Mastery with his own ability, but each point in it increases the potency of the Daunted his Recoil replacement gives.
Recommended Stat Focus[]
Offensive[]
- Critical Damage Rating
- Special Damage gets double value on the Special 2 due the synergy of Daunted and Reverb.
Defensive[]
- Block Proficiency and Energy Resistance
- As an Attacker Block Proficiency helps to mitigate some damage.
- As a Defender, he has no need for more Physical Resistance, so Energy Resistance helps to cover all bases.
Recommended Relics[]
- Gambit
- His already high Physical and Critical Resistance gets even more stupidly high, and the extra physical damage from the High Stakes Game pairs well with Daunted.
- Mister Sinister
- It offers another avenue to trigger his Pursuit by self inflicting Bleed, plus the Cruelty the relic offers pairs really well with the very high Critical Rating Special 2.
References[]
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