When Howard was whisked away from his detective agency in New York City to the battle realm, he didn't know what to expect. He certainly didn't expect to be shoved into some back warehouse, organizing the Collector's Crystals all day. Well, an insult like this won't just run off this duck's back. He's "borrowed" a spare ISO-Loader, made some upgrades, and attached an old friend; his famous Big Freaking Gun. It's time for Howard to introduce these so-called Champions to the ultimate fighting style of his home universe, Quack-Fu!
Note: This section is incomplete. If you have the stats for Howard the Duck at Rank 1 Level 1, or the stats for his Signature Ability at Level 1, 8, or 20, please add them below. The Marvel Contest of Champions Wikia appreciates.
When Attacked & When Attacking: As Howard takes and deals damage, his temper builds, increasing his Attack and Crit Damage by X% per stack. These stacks are lost over time as Howard eventually cools off.
% ATK/Crit Increase
Passive: The ISO-Loader begins the fight with 8 stacks of Armor Up active, each increasing Armor by X%. Each time the Loader is struck, there's a 13% chance for a piece of Armor to fall off.
Resonate: For long duration fights, Howard has the ability to launch multiple Special 1 attacks and reduce his opponent's Attack by 24%. Combine this with the Weakness effect caused by Resonate and Howard gains much higher survivability.
Precision: While using the Catalyst Absorber on his Special 3, Howard gains powerful effects on his Critical Hits. Grabbing this Mastery will allow Howard to trigger these effects more often for added benefit.
The B.F.G. in Howard's Special 2 is a possible reference to the BFG9000 from the Doom franchise.
Whenever Howard is struck, bits of armor flake off.
In Howard's bio, the Battlerealm is mistakenly identified as the "battle realm."
The effect for Howard's Special 2 uses the word "outs" instead of the correct "out."