Onslaught is a Mutant Champion. Being a Mutant Champion, he has a Class Bonus against Skill Champions, but is weak to Tech Champions.
Bio[]
In a moment of inconsolable rage, Professor Xavier lashed out at Magneto rendering him catatonic. This violent psionic act merged Xavier’s own suppressed negativity with the furor of Magneto’s mind, giving birth to a new and malevolent psychic entity known as Onslaught. Armed with the powers of both Professor X and Magneto, Onslaught has no allegiances and seeks only the destruction and subjugation of all before him.
Mechanics[]
Onslaught needs to inflict as many Neuroshocks as possible with basic attacks and at least one Special 1 Attack, while keeping those Neuroshocks paused for as long as possible by hitting a non-stunned opponent with a Heavy Attack. Once the opponent is suffering from lots of Neuroshocks, strike them with a Special 2 so the Neuroshocks are converted into Degeneration. These Degeneration are shorter and deal more damage than the Neuroshocks, so keeping them paused leads to a lot more damage. Additionally, Onslaught’s ability named Daunted increases all the damage the opponent takes during Special Attacks, so throwing lots of Special 1 Attacks will cause paused Degenerations to do even more damage during those Specials.
Abilities[]
Always Active
- First Light and first Medium Attacks do not make contact with the Opponent.
- Incoming Bleed, Incinerate, and Shock potency is reduced by 150%.
- Onslaught’s Debuffs gain 50% increased Ability Accuracy against Skill Champions.
- If a personal Debuff or the Stun from the Parry Mastery is Purified or prevented due a Debuff Immunity, re-inflict the Debuff as a Passive.
Dev Notes: All these abilities are useful both as an Attacker and Defender, but the increased Ability Accuracy for Debuffs against Skill Champions stands out a little bit because it also affects Debuffs from nodes, making very difficult for Skill Attackers to completely shut down Node Debuffs when Onslaught is the Defender.
Crush
- When the Opponent’s Combo Meter passes a multiple of 10, gain a non-stacking Crush Charge. When starting an attack consume the Charge and inflict a Crush Debuff for 3 seconds. When struck by a Special Attack the Crush Charge is removed.
Dev Notes: As long as you are frequently striking Onslaught with a Special Attack, this Crush Debuff will not trigger, but this may throw off the loop of many Champions and consequently the fight slows down a bit.
Daunted
- When either Champion Well-Timed Blocks, inflict an indefinite Daunted Debuff of 15% potency. Max: 10.
- While Daunted is active, Onslaught disables the Opponent’s Willpower Mastery.
Dev Notes: This damage increase affects all sources of damage, including hits, personal Damaging Debuffs and any damaging effects from Quest Nodes.
Neuroshock
- Either Champion’s attacks have 15% chance to inflict a Neuroshock Passive, dealing X Energy Damage over 12 seconds. Critical Hits and Unblockable Special Hits have their chance increased by +40% flat, or double against Skill Champions.
- If Onslaught is the Defender, Dodging backward removes one Neuroshock. #Metal Champions cannot remove Neuroshocks. This effect has a 2.5 second cooldown.
- While suffering from Shock, Incinerate, Plasma, or Coldsnap, inflict a Neuroshock every 1 second.
Dev Notes: When fighting against Onslaught if you can’t let too many Neuroshocks accumulate, since removing Neuroshocks by dashing backwards only removes a single Neuroshock at a time, and that might not make too much of a difference against many stacks.
Heavy Attack
- The first hit pauses all personal Damaging effects for 1.5 seconds. If the Opponent is not suffering from a Stun Debuff, inflict a Daunted Debuff and the pause lasts for 10 seconds instead.
Dev Notes: In order to get the highest damage possible with Onslaught, it is imperative to keep this pause active as often as possible by stringing a non-stunned opponent with a Heavy Attack. An important detail is that the long pause will trigger if the opponent is suffering from a passive Stun.
Signature Ability[]
Pure Psionic Entity - Passive
- Onslaught can Block Unblockable Special Attack from Skill Champions.
- Daunted Potency is increased by X%.
- For each non-Damaging Debuff or personal non-Damaging Passive on the Opponent, Onslaught’s Special Attacks gain +X Block Penetration.
Special Attacks[]
Special 1 – Shrapnels
Sharp metal fragments are pulled from the surrounding environment and propelled across the arena.
- Each hit has a 100% chance plus a flat 50% chance to inflict a personal Neuroshock Passive, and an Organic Magnetism Debuff of 2.6% potency for 16 seconds. These can be inflicted through Block. Max: 8.
- While Organic Magnetism is active, this Special costs 33% less Power and is more likely to be activated.
- If the duration of Organic Magnetism Debuff is reduced by any means, on expiration it re-inflicts itself as a Passive.
Dev Notes: Special 1 is the most efficient way to inflict Neuroshocks on the opponent. A single Special 1 inflicts enough Neuroshocks to increase the damage potential of Special 2 substantially, but those Neuroshocks need to be kept paused all the way to the Special 2.
Special 2 - Overpowering Mind
Onslaught launches a series of relentless mental attacks, nearly lobotomizing his Opponent.
- On activation, inflict a Delirium Debuff of 30% potency for the duration of the Special. This will not trigger when fighting an Opponent with #Psychic Shielding.
- On hit, replace all Neuroshocks with Degeneration Passives, each dealing X Direct Damage over 6 seconds. On the first hit of this Special, this effect can trigger through Block. Max 25
Dev Notes: In order to make the most of this Special, it is good practice to inflict a dot pause on the Opponent before activating this Special, so the Degenerations start already paused.
Special 3 - Master of the Astral Plane
Onslaught forcibly pulls his helpless Opponent into the Astral Plane where he can siphon an endless amount of psychic energy to destroy his enemy.
- Inflict a Stun Passive for 3 seconds.
- This Special cost 4.5% less Power for each personal Neuroshock on the Opponent, to a max of 33% less Power.
- Inflict 20 Neuroshock Passives and refresh all existing stacks.
Synergy Bonuses[]
Strengths and Weaknesses[]
Strengths[]
- Resistance to lots of dots
- Onslaught takes no damage from these dots but he isn’t immune to them, this means he can benefit from Willpower when hit by some dots.
- Few defenses against Neuroshock or Degeneration
- Currently no Champion is immune to Neuroshock, this means no champion can stop his damage. Also very few champions are resistant to Degeneration effects
- Daunted
- Non contact first Light and first medium
Weaknesses[]
- Energy Resistance
- High Energy resistance can reduce a lot of his damage, but not all of it. Avoiding his Special 2 is still necessary as Degeneration deals Direct Damage.
- Reverse Control immunity
- His Special 2 always inflicts Reverse Controls, which makes it very difficult to avoid it. Immunity to this ability makes the fight a lot easier.
- No Crits
- Neuroshocks have a higher chance to trigger on crits, so low or no crit chance makes the fight a lot more manageable.
Recommended Masteries[]
- Double Edge
- Onslaught takes no damage from the Bleed Debuff, he might even benefit from it if he has the Willpower Mastery.
- Despair and Inequity
- Onslaught inflicts a large number of indefinite Debuffs plus many more Debuffs with duration, making good use of these Masteries.
References[]
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List of Mutant Champions |
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