Spider-Man (Stealth Suit) is a Skill Champion. Being a Skill Champion, he has a Class Bonus against Science Champions, but is weak to Mutant Champions.
Bio[]
Peter Parker is on a Midtown High summer trip to Europe, and he had hoped to leave Super Heroics behind for a few weeks, not to mention the classic Red-and-Blue suit Tony Stark made for him. When Spidey is recruited by Nick Fury to investigate a series of Elemental Creature attacks throughout Europe, he is given his own tactical Stealth Suit, made for him by the very same agent who outfits Nick Fury, Maria Hill, and the rest of their team.
Mechanics[]
Ending combos in a Light attack or utilizing Special 2 allows Spider-Man to throw unique Debuffs on his opponent while dishing out damage.
Depending on the Web Cartridge players bring into a fight using the Pre-Fight Ability will allow Spider-Man to shut down powerful defensive Abilities such as Unstoppable and Evade, stop Defensive Power Gain, or increase Critical Damage.
Since Web Cartridges are limited, you will want to strike fast and end the fight quickly — or you can use Special Attack 3 to reload.
Stats[]
| Tier | Max Rating | Max Health | Max Attack |
|---|---|---|---|
| 580 | 1871 | 191 | |
| - | - | - | |
| 1537 | 4911 | 512 | |
| - | - | - | |
| 3862 | 12163 | 1294 | |
| 4852 | - | - | |
| 7759 | 24387 | 2595 | |
| 10639 | - | - | |
| 13239 | 41612 | 4427 | |
| 18150 | - | - | |
| 33600 | 105695 | 11244 | |
| - | - | - |
Abilities[]
Passive
- Spider-Man gains +X Critical Rating versus Sinister Six and Symbiote Champions.
| Tier | Critical Rating |
|---|---|
| 1133.33 | |
| 1233.33 | |
| 1333.33 | |
| 1400 | |
| 1500 | |
| 1833.33 |
- When a Web Cartridge Debuff is replaced, gain a Fury Passive, increasing Attack Rating by X for 25 seconds.
| Tier | Attack Rating |
|---|---|
| 286.5 | |
| 768 | |
| 1941 | |
| 3892.5 | |
| 6640.5 | |
| 16866 |
- Spider-Man uses his web-shooters at point-blank range for some of his Basic Attacks. These Hits do not make contact.
Dev Notes: Replacing a Debuff occurs when a Debuff is inflicted while the same Debuff is already active on the opponent. Be sure to inflict a Web Cartridge Debuff a moment before your last one expires to replace it and gain a Fury Passive. Choose the right moment to replace the Debuff to maximize Debuff and Fury up-time.
Spider-Sense
- Spider-Man begins the fight with a Spider-Sense Charge, granting him a Passive 100% chance to Evade incoming Basic Attacks when not Blocking.
- When Spider-Man Evades an attack with his Spider-Sense, it goes on cooldown for 7 seconds.
- Dashing back pauses Fury and Precision Passives for 3.5 seconds.
Dev Notes: This ability provides a great deal of offensive power when the Evade is never triggered and attacks are dodged instead. If an attack is dodged or Evaded, any Active Fury or Precision passives are paused which can increase your overall damage output.
S.H.I.E.L.D. Web-Shooters - Pre-Fight Ability
- Spider-Man has 1 Persistent Charge which can be consumed before the fight to load either a Tranquilizer, Web-Foam, or Flash Bang Cartridge into his web-shooters. Only 1 type of Cartridge may be loaded.
- Spider-Man starts the fight with 5 Charges of his loaded Web Cartridge.
- If no Cartridge type is loaded, Spider-Man brings Flash Bang Web Cartridges by default.
- Spider-Man expends Web Cartridge Charges inflicting Web Cartridge Debuffs when striking with Light Attack 4 or Special Attack 2.
- At the start of the fight, gain back 1 Persistent Charge if it was spent.
Dev Notes: The first Pre-Fight Ability debuted with Human Torch, and we hope to expand on this new mechanic with Spider-Man (Stealth Suit) . Instead of this ability acting as an on/off switch for the Human Torch’s Flame On! Ability, Spider-Man (Stealth Suit)’s Pre-Fight Ability is split into 3 different Web Cartridge Debuffs the player can choose to enter a fight with. For Spider-Man (Stealth Suit), the Pre-Fight Ability gives him three possible debuffs to inflict on his Opponent: Slow, Enervate, or Vulnerability. Slow counters Evade and Unstoppable, Enervate shuts down opponents gaining power when struck, and Vulnerability increases damage output.
S.H.I.E.L.D. Web Cartridge Debuffs
- Tranquilizer - 100% chance to inflict Enervate, preventing the Opponent from gaining Power when struck for 3.75 seconds.
- Web-Foam - 100% chance to inflict a Slow Debuff for 12 seconds. While the Opponent is Slowed Spider-Man cannot Miss.
- Flash Bang - 100% chance to inflict a Fragility Debuff. When attacking a Fragile Opponent, increase Critical Damage Rating by X and decrease their Block Proficiency by 50% for 12 seconds.
| Tier | Critical Damage Rating |
|---|---|
| 956.25 | |
| 1040.63 | |
| 1125 | |
| 1181.25 | |
| 1265.63 | |
| 1546.88 |
Dev Notes: The Tranquilizer Web Cartridge is useful in situations versus opponents with potent Power Gain abilities that make it dangerous to attack them. Bring Web-Foam when facing champions that rely on Unstoppable or Evade to strike back. When either of the above are not needed, the Flash Bang Web Cartridge will significantly increase your damage output.
Signature Ability[]
S.H.I.E.L.D. Enhanced Spider - Passive
- Increases the Potency of Fury Passives by X%.
| Tier | Potency % |
|---|---|
| 10 - 30% | |
| 10 - 30% | |
| 10 - 30% | |
| 10 - 40% | |
| 10 - 40% | |
| 10 - 40% |
Dev Notes: Spider-Man’s damage increases drastically when this sig is maxed out. Increasing the Potency of his Fury Passives also increases the damage done with critical hits when paired with the Flash Bang Web Cartridge and Special 1.
Special Attacks[]
Special 1 - Stealth with a Kick
Jump kick! Smoke bomb! Smoke Bomb with a Kick!
- Re-activates Spider-Sense if it is on cooldown.
- If Spider-Sense is not on cooldown, gain a Precision Passive, increasing Critical Rating by X for 20 seconds.
| Tier | Critical Rating |
|---|---|
| 6800 | |
| 7400 | |
| 8000 | |
| 8400 | |
| 9000 | |
| 11000 |
Dev Notes: Time this ability after a Web Cartridge Debuff is replaced to gain a quick spike in damage output. Avoid getting hit to gain the Precision Passive and maximize Spider-Man’s damage output.
Special 2 - S.H.I.E.L.D. Web Slinger
Woah! These gadgets are awesome! Mr. Stark's Suit never had these!
- The last two hits of his attack each expend a Web Cartridge Charge to inflict a Web Cartridge Debuff. These Debuffs have 250% duration.
- The duration increase lasts until a Web Cartridge Debuff expires. Debuffs that are replaced do not count as having expired.
Dev Notes: If a Web Cartridge Debuff is replaced using this attack, any subsequent replacements will be replaced at increased duration so it is possible to keep a Web Cartridge Debuff active for the majority of a fight.
Special 3 - Lights Out
Night Vision too? They'll never see me coming!
- Gain back all spent Web Cartridge Charges.
Dev Notes: This is the only way for Spider-Man (Stealth Suit) to gain back his Cartridges once they have been spent. The key to playing Spider-Man correctly is managing when and where to spend your Web Cartridges so that you can reload them without having to wait to build to this attack.
Synergy Bonuses[]
Strengths and Weaknesses[]
Strengths[]
- Utility
- Spider-Man (Stealth Suit) is able to bring one of three unique abilities into a fight. Access to a Slow Debuff shuts down opponents who Evade or become Unstoppable.
- The Enervate Debuff stops the enemy from gaining Power when struck and the Vulnerability Debuff can be used as a significant damage boost.
- Evade
- Using his Spider-Sense, Spider-Man (Stealth Suit) has a high chance to Evade incoming Basic Attacks.
- This ability goes on cooldown but can be reactivated using Special Attack 1 giving him a reliable way to avoid damage.
Weaknesses[]
- True Strike / True Accuracy
- Champions that can ignore Evade effects with True Strike and True Accuracy have an easier time dealing damage to Spider-Man (Stealth Suit). Likewise, effects such as Slow can also provide the same effect.
- Purify
- Opponents who can reliably Purify Debuffs will limit Spider-Man (Stealth Suit)’s damage as Spider-Man (Stealth Suit) needs to replace the Debuffs on his Opponent in order to boost his damage output.
Recommended Masteries[]
- Glass Cannon
- Spider-Man (Stealth Suit) hits his opponents hard right after expending his Web Cartridges. Adding in Glass Cannon will give him a welcome boost in damage while clever use of his Spider-Sense prevents him from taking damage.
- Assassin
- The added damage and Ability Accuracy reduction make Spider-Man (Stealth Suit) deadly versus weakened bosses. Take Assassin in versus Bosses with low health pools to burst them down in a short amount of time.
- Despair
- If you want to add even more utility to Spider-Man (Stealth Suit), Despair is a great choice. His Special Attack 2 significantly increases the duration of his Web Cartridge Debuffs, to the point where the Opponent’s healing and Regeneration will almost be permanently reduced for the whole fight.
References[]
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Playable: Ægon ● Agent Venom ● Anti-Venomoid ● 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) ● Doombot ● Elektra ● Elsa Bloodstone ● Falcon ● Franken-Castle ● Gwenpool ● Hawkeye ● Henchpool ● Hit-Monkey ● Jabari Panther ● Karnak ● Kate Bishop ● Killmonger ● Kingpin ● Korg ● Kraven ● Lumatrix ● Mantis ● Masacre ● Misty Knight ● Mole Man ● Moon Knight ● Moondragon ● Mr. Knight ● Nick Fury ● Night Thrasher ● Okoye ● Patriot ● Punisher ● Ronin ● Shang-Chi ● Sentinelbot ● Silver Sable ● Spider-Man (Stealth Suit) ● Squirrel Girl ● Star-Lord (Stellar-Forged) ● Symbioid ● Taskmaster ● Thor (Ragnarok) ● Valkyrie ● Winter Soldier ● Yelena Belova
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| Adam Warlock |
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Heroes: Peni Parker Sinister Six Villains: Doctor Octopus Symbiotes: Agent Venom |
| Peni Parker |