M.O.D.O.K. is a Science Champion. Being a Science Champion, he has a Class Bonus against Mystic Champions, but is weak to Skill Champions.
Bio[]
The terrifying result of an unspeakable experiment, M.O.D.O.K. is a grotesque mastermind bent on the destruction of the world. As the sometimes-leader of A.I.M., the Mechanized Organism Designed Only for Killing has tangled many times with his foes, Captain America and the Avengers.
Stats[]
Tier | Max Rating | Max Health | Max Attack |
---|---|---|---|
![]() ![]() |
584 | 2795 | 176 |
![]() ![]() |
- | - | - |
![]() ![]() ![]() |
1542 | 7427 | 467 |
![]() ![]() ![]() |
- | - | - |
![]() ![]() ![]() ![]() |
3872 | 18624 | 1171 |
![]() ![]() ![]() ![]() |
- | - | - |
![]() ![]() ![]() ![]() ![]() |
7803 | 37343 | 2346 |
![]() ![]() ![]() ![]() ![]() |
- | - | - |
![]() ![]() ![]() ![]() ![]() ![]() |
13310 | 63718 | 4004 |
![]() ![]() ![]() ![]() ![]() ![]() |
- | - | - |
Abilities[]
Flux Passive
- M.O.D.O.K.’s attributes fluctuate throughout the fight in a complex and seemingly unpredictable manner. It would take a super-genius to calculate the pattern...
- Up to +120% Attack Rating.
- Up to +X Block Proficiency.
Tier | Block Proficiency |
---|---|
![]() ![]() |
661.11 |
![]() ![]() ![]() |
719.44 |
![]() ![]() ![]() ![]() |
777.78 |
![]() ![]() ![]() ![]() ![]() |
816.67 |
![]() ![]() ![]() ![]() ![]() ![]() |
875 |
- Up to +X Critical Damage.
Tier | Critical Damage |
---|---|
![]() ![]() |
1041.94 |
![]() ![]() ![]() |
1133.87 |
![]() ![]() ![]() ![]() |
1225.81 |
![]() ![]() ![]() ![]() ![]() |
1287.1 |
![]() ![]() ![]() ![]() ![]() ![]() |
1379.03 |
- Up to +80% Combat Power Rate.
- Up to +25% Ability Accuracy.
Force Field Passive
- Start the fight with 1 Force Field charge(s), each Auto-Blocking one attack with +X Block Proficiency. Force Fields do not count as Well-Timed Blocks and therefore cannot trigger Parry.
Tier | Block Proficiency |
---|---|
![]() ![]() |
147.83 |
![]() ![]() ![]() |
160.87 |
![]() ![]() ![]() ![]() |
173.91 |
![]() ![]() ![]() ![]() ![]() |
182.61 |
![]() ![]() ![]() ![]() ![]() ![]() |
195.65 |
- Once depleted, Force Field charges replenish after 7 second(s).
- As long as a Force Field is active, Opponent’s Ability Power Rate is reduced by up to 100% based on Flux.
- If M.O.D.O.K. is not Stunned, Force Field is removed when he is struck.
Passive
- Force Field recharges 0.8 second(s) faster for each alive Champion on the enemy team.
All Attacks
- Every 7th attack is guaranteed to be Critical, but Critical Rating is ignored.
Heavy Attacks
- 40% chance to Incinerate for X damage over 4 seconds.
Tier | Incinerate Damage |
---|---|
![]() ![]() |
105.6 |
![]() ![]() ![]() |
280.2 |
![]() ![]() ![]() ![]() |
702.6 |
![]() ![]() ![]() ![]() ![]() |
1407.6 |
![]() ![]() ![]() ![]() ![]() ![]() |
2402.4 |
Signature Ability[]
Master Plan - Persistent Charge
- M.O.D.O.K. gains +X Block Proficiency for each Class defeated within the same Quest, plus a unique Block bonus for subsequent fights against that Class.
Tier | Block Proficiency |
---|---|
![]() ![]() |
17.48 - 108.44 |
![]() ![]() ![]() |
19.02 - 118.01 |
![]() ![]() ![]() ![]() |
20.56 - 127.58 |
![]() ![]() ![]() ![]() ![]() |
21.37 - 134.03 |
![]() ![]() ![]() ![]() ![]() ![]() |
22.9 - 143.6 |
- Mutant: Reduce X% Special Attack damage.
Tier | Special Attack Damage % |
---|---|
![]() ![]() |
1.06 - 16.19% |
![]() ![]() ![]() |
1.06 - 16.19% |
![]() ![]() ![]() ![]() |
1.06 - 16.19% |
![]() ![]() ![]() ![]() ![]() |
1.03 - 16.09% |
![]() ![]() ![]() ![]() ![]() ![]() |
1.03 - 16.09% |
- Tech: Gain X% Power when struck.
Tier | Power Gain % |
---|---|
![]() ![]() |
1.04 - 5.04% |
![]() ![]() ![]() |
1.04 - 5.04% |
![]() ![]() ![]() ![]() |
1.04 - 5.04% |
![]() ![]() ![]() ![]() ![]() |
1.02 - 5.02% |
![]() ![]() ![]() ![]() ![]() ![]() |
1.02 - 5.02% |
- Cosmic: Reduce X% damage for each unique Buff on the enemy.
Tier | Damage Reduction % |
---|---|
![]() ![]() |
1.04 - 5.04% |
![]() ![]() ![]() |
1.04 - 5.04% |
![]() ![]() ![]() ![]() |
1.04 - 5.04% |
![]() ![]() ![]() ![]() ![]() |
1.02 - 5.02% |
![]() ![]() ![]() ![]() ![]() ![]() |
1.02 - 5.02% |
- Mystic: Steal X% Power when struck.
Tier | Power Steal % |
---|---|
![]() ![]() |
1.04 - 5.04% |
![]() ![]() ![]() |
1.04 - 5.04% |
![]() ![]() ![]() ![]() |
1.04 - 5.04% |
![]() ![]() ![]() ![]() ![]() |
1.02 - 5.02% |
![]() ![]() ![]() ![]() ![]() ![]() |
1.02 - 5.02% |
- Science: Reduce X% damage for each unique Debuff active.
Tier | Damage Reduction % |
---|---|
![]() ![]() |
1.04 - 5.04% |
![]() ![]() ![]() |
1.04 - 5.04% |
![]() ![]() ![]() ![]() |
1.04 - 5.04% |
![]() ![]() ![]() ![]() ![]() |
1.02 - 5.02% |
![]() ![]() ![]() ![]() ![]() ![]() |
1.02 - 5.02% |
- Skill: Why bother? They’re not even superhuman!
Dev Notes: Check ahead on longer Quests for difficult fights. It would be wise to find and defeat an opponent of the same Class earlier in the Quest so that M.O.D.O.K. enters tougher fights with the Class-specific bonus active.
Special Attacks[]
Special 1 SILENCE!
M.O.D.O.K. fires a Mental Bolt from the jewel on his forehead.
- Enemy abilities that grant Power or Health are reversed for the duration of this attack. Up to 150% of what they would have gained is lost instead.
- This attack does not generate any Power for opponents.
Special 2 - Doomsday Blades
A pinnacle of both Science and Technology, the Doomsday Chair uses a mechanized arm to fling two sawblades at opponents.
- 60% chance to inflict Bleed for X damage over 6 seconds.
Tier | Bleed Damage |
---|---|
![]() ![]() |
105.6 |
![]() ![]() ![]() |
280.2 |
![]() ![]() ![]() ![]() |
702.6 |
![]() ![]() ![]() ![]() ![]() |
1407.6 |
![]() ![]() ![]() ![]() ![]() ![]() |
2402.4 |
- Bleed duration is increased by up to 100% based on Flux.
Special 3 - Thermodynamics
Opponents submit to M.O.D.O.K.’s superior mind as he experiments with rockets designed only for killing.
- Each rocket has a 70% chance to inflict a random non-unique Debuff.
Synergy Bonuses[]
Synergy | Partner(s) | Effect(s) |
---|---|---|
Advanced Idea Mechanics | ![]() |
M.O.D.O.K.: Force Field recharges 1 second(s) faster. Taskmaster: Deal 15% more Bleed damage. Unique Synergy: Does not stack with duplicate synergies. |
Chair Larceny | ![]() ![]() |
M.O.D.O.K.: Maximum Flux increases by 25%. Gwenpool and Deadpool: +10% Bleed duration. Unique Synergy: Does not stack with duplicate synergies. |
Cubicle Mates | ![]() |
M.O.D.O.K.: Take 50% less Poison damage. Abomination: Deal 50% more Poison damage. Unique Synergy: Does not stack with duplicate synergies. |
Singularity | ![]() ![]() |
M.O.D.O.K.: Guaranteed Critical Hit occurs in 5 hits instead of 7. Ultron: +200 Critical Damage Rating & +10% Perfect Block Chance. Ultron (Classic): Triggering Function (Critical) also triggers Function (Damage). Unique Synergy: Does not stack with duplicate synergies. |
Masterminds - Level 3 | ![]() |
All Champions: +15% Attack once a combo of 15 or more hits are reached. |
Nemesis - Level 3 | ![]() ![]() |
All Champions: +6% Attack. |
Romance - Level 3 | ![]() |
All Champions: +5% Combat Power Rate. |
Incoming Synergy | Partner(s) | Effect(s) |
Nemesis - Level 3 | ![]() |
All Champions: +6% Attack. |
Madcap Experimentalists | ![]() |
Diablo: Special Attacks have a 70% chance to inflict a Stun Debuff, lasting 1.5 second(s) per level of Special Attack used. M.O.D.O.K.: +20% personal Debuff Duration. Unique Synergy: Does not stack with duplicate synergies. |
Enhanced Forcefield | ![]() |
Doctor Doom: +15% Perfect Block chance. Solo: Only affects this Champion and does not stack. |
Better Luck Next Time | ![]() |
Domino: If Domino never hit with a Special Attack while both Lucky and Unlucky were active, then she has +20% chance to activate them during her next fight. M.O.D.O.K.: Bleed abilities last 2 second(s) longer. Unique Synergy: Does not stack with duplicate synergies. |
Adamantium Arrows | ![]() |
Hawkeye: Arrow Strikes remove all Rock Stacks & Rock Charges from the opponent. Synergy Champions: +7% Attack Rating. Unique Synergy: Does not stack with duplicate synergies. |
Nemesis - Level 3 | ![]() |
All Champions: +6% Attack. |
Rivals - Level 3 | ![]() |
All Champions: +115 Critical Damage Rating. |
My Metallic Antipathy | ![]() |
Magneto: While fighting #Metal Champions, Special Attacks gain +15% Attack rating and cost 15% less Power. Solo: Only affects this Champion and does not stack. |
Masterminds | ![]() |
Mister Sinister, M.O.D.O.K.: Each time the opponent uses a Special Attack they become Power Locked for 6 seconds. Unique Synergy: Does not stack with duplicate synergies. |
Without a Leg to Stand On | ![]() |
Mojo: Heavy attacks Incinerate the Opponent, dealing 80% of Mojo’s Attack Rating as Energy damage over 6 seconds. M.O.D.O.K.: 20% increased Combat Power Rate while below 1 Bar of Power. Unique Synergy: Does not stack with duplicate synergies. |
Enhanced Adamantium | ![]() |
M.O.D.O.K.: +1000 Energy Resistance if Force Field is active. Old Man Logan: +10% Attack rating and attacks have a 20% chance to remove 1 Rock Stack or Rock Shield. Unique Synergy: Does not stack with duplicate synergies. |
Dark Illuminati | ![]() |
All Villains: +20% Armor. Unique Synergy: Does not stack with duplicate synergies. |
Unacceptabull | ![]() |
Rintrah: Inflict 4 Rupture Debuffs dealing 15% Attack Rating as Physical Damage over 15 second(s) on last hit of Special 1. M.O.D.O.K.: On landing a Critical Hit, if both a personal Incinerate and Bleed on Opponent, pause them for 6 second(s). Unique Synergy: Does not stack with duplicate synergies. |
Beat Up the Universe | ![]() |
Squirrel Girl: When Tippy-Toe would Purify all non-damaging Debuffs on Squirrel Girl, also Purify 1 damaging Debuff(s). This can only be used once per fight. M.O.D.O.K.: +10% Attack Rating while fighting Hero Champions. Unique Synergy: Does not stack with duplicate synergies. |
A.I.M. Technology | ![]() |
Science Champions: Increase the Duration and Ability Accuracy of any Exhaustion, Fatigue, Heal Block, Petrify, Slow, and Weakness Debuffs by 10%. Increased to up to 40% based on Sunspot’s Signature Level. Unique Synergy: Does not stack with duplicate synergies. |
Not the Hero… | ![]() |
Villain Champions: +3% Health & Attack Rating. The Hood: Knocking the opponent down loads 3 bullet(s). Unique Synergy: Does not stack with duplicate synergies. |
Strengths and Weaknesses[]
Strengths[]
- Enemies with Power Gain abilities.
- Vision, Hyperion, the Mystic Dispersion Mastery, and especially Doctor Strange are all passively mitigated by M.O.D.O.K.’s abilities, and then actively reversed by M.O.D.O.K.’s Special 1 Attack. Since Doctor Strange has constant Power Gain, it also helps communicate when M.O.D.O.K.’s Flux is at its highest. During maximum Flux, Doctor Strange won’t gain any Power at all.
- Enemies with short bursts of Regeneration.
- Mephisto, Iron Man, Ultron, and Deadpool all trigger a brief but powerful burst of Regeneration. A well-timed Special 1 Attack from M.O.D.O.K. reverses these effects, causing them to deal damage instead. This effect was previously exclusive to Guillotine. Although M.O.D.O.K.’s effect is much shorter than Guillotine’s, it’s also much more potent and doesn’t require the Special Attack to hit.
Weaknesses[]
- Black Widow
- Black Widow’s Signature Subtlety ability is able to bypass Force Field and set it to recharge without having triggered at all. She can comfortably attack into M.O.D.O.K. and regularly sneak past his Force Field.
- Quake
- Quake’s Concussion ability is able to prevent M.O.D.O.K.’s Force Field from re-charging; however Force Field will continue to attempt to recharge, so Quake will have to make sure the Concussions are well-timed.
- Taskmaster
- Heavy Attacks are naturally unblockable, which break M.O.D.O.K.’s Force Field, and Taskmaster’s Exploit Weakness ability can juice up his Heavy Attack to hit really hard and be really reliable in the process. Taskmaster can also achieve an above average Perfect Block chance which increases the duration of Parry’s Stun, therefore less Force Field uptime and easier Heavy Attacks. Once awakened, the Concussion from Taskmaster further inhibits M.O.D.O.K.’s Force Field, making Taskmaster one of the most ideal counters.
- Enemies that deal burst damage
- Anyone can make his Force Field drop, but Champions like Storm that can deal massive amounts of damage in short windows are able to take full advantage of his Force Field being offline.
Recommended Masteries[]
- Block Proficiency, Perfect Block, and Stand Your Ground
- M.O.D.O.K. has more Block uptime than any other Champion in the game thanks to his Force Field counting as an automatic block. He also naturally reaches high Block Proficiency levels due to Flux, Force Field, and his Signature “Master Plan” Ability. Anything you can do to enhance blocking provides a lot of mileage as a result.
- Greater Vitality, Suture, and Coagulate
- Increasing his naturally high Health pool provides great returns, especially when considering his weak Class match-up against Skill Champions who often inflict Bleed with the Deep Wounds Mastery. Suture and Coagulate combine to help mitigate one of his greatest weaknesses, and further increasing his Health minimizes the effectiveness of enemies’ Deep Wounds Mastery in addition to a general increase in durability.
- Despair
- M.O.D.O.K. is able to inflict Debuffs reliably off of his Heavy and Special 2 and up to five different Debuffs from his Special 3. Despair helps these Debuffs work against Willpower and other Regeneration abilities. The Health Penalty from Despair also combines with the reversal effect of his Special 1, further damaging enemies based on the amount they would have healed.
- Limber
- Force Field cannot trigger while M.O.D.O.K. is Stunned, so get those Stuns off you as fast as you can!
- Deep Wounds
- The Bleed from his Special 2 can be devastating when used while Flux is high. Given his large base Health pool, it should also be fairly easy to meet the “more Health points than your opponent” clause of Deep Wounds. It’s especially important to activate his Special 2 Attack while Flux is high because it increases the Bleed damage and duration by up to 100% each (125% if the Chair Larceny Synergy is active) and increases the chance to trigger a Bleed. Each Bleed triggers the Deep Wounds bonus Health Loss effect. If you’re lucky enough to trigger both Bleeds, then a maximum Flux Special 2 Bleed is well over four times more powerful than a minimum Flux Special 2!
External links[]
References[]
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Playable: Abomination ● Abomination (Immortal) ● Ant-Man ● Anti-Venom ● Captain America ● Captain America (Infinity War) ● Captain America (WWII) ● Cassie Lang ● Count Nefaria ● Electro ● Henchpool ● Hulk ● Hulk (Immortal) ● Hulk (Ragnarok) ● Human Torch ● Invisible Woman ● Jessica Jones ● Joe Fixit ● Luke Cage ● M.O.D.O.K. ● Mister Fantastic ● Mister Negative ● Morbius ● Photon ● Quake ● Quicksilver ● Red Guardian ● Red Hulk ● Rhino ● Sandman ● Scorpion ● Sentry ● She-Hulk ● She-Hulk (Deathless) ● Silk ● Spider-Gwen ● Spider-Ham ● Spider-Man (Classic) ● Spider-Man (Miles Morales) ● Spider-Man 2099 ● Spider-Punk ● Spot ● The Overseer ● Thing ● Titania ● Void ● Wasp ● Yellowjacket
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