Spider-Punk is a Science Champion. Being a Science Champion, he has a Class Bonus against Mystic Champions, but is weak to Skill Champions.
Bio[]
Spider-Punk, A.K.A. Hobie Brown, is a hero to many, although he definitely won’t be the person to tell you that. After thwarting the totalitarian regime of President Norman “Ozzy” Osborn by bashing in his skull and rocking the V.E.N.O.M. symbiote out of this world, Hobie now cranks the amps to 11 whenever the hell he wants.
Mechanics[]
Spider-Punk’s gameplay is centered around two core mechanics: Intercepts and his Special 2 Timing minigame. By performing his counter-evade on a well-timed block, Punk gains a new Counter-Attack Evade whenever struck when mistiming intercepts, allowing you to go bananas with your intercepts. You’ll want to intercept the opponent to inflict Physical Vulnerabilities which then power up your Ruptures inflicted with Special 2.
Abilities[]
Always Active - Rebellious Spirit
- Spider-Punk’s brain and body have been annihilated countless times at concerts, granting him Immunity to Concussion Debuffs and Rupture effects.
- Spider-Punk hates labels. For each #Tag on the Opponent and on Spider-Punk, Spider-Punk gains +10.35 Attack Rating.
- Spider-Punk will Rupture his Opponent’s ears off. Personal Rupture Debuffs deal 4551.8 Physical Damage over 14 seconds. Max stacks: 8. As a Defender, these scale with Base Attack only.
- When Spider-Punk Intercepts his Opponent, he inflicts a 750 Physical Vulnerability Debuff for 15 seconds. Max stacks: 2.
Dev Notes: He hates labels, even his own. Additionally, these two helpful immunities will help Punk deal with numerous Rupture and Concussion based threats across the contest.
Counterculture Counter-Attack
- When performing a Well-Timed Block against Basic Attacks, Spider-Punk has a 100% chance to Evade, inflicting a Stun Passive for 3 seconds. This Stun is removed when the Opponent is struck twice. This Evade then goes on cooldown for 16 seconds.
- While this cooldown is active, when Spider-Punk would be struck by a Light or Medium attack while Dashing forward, he has a 100% chance to Evade the hit, inflicting a Stun Passive for 2 seconds. As a Defender, this ability is always active.
- Inflicting a personal Physical Vulnerability Debuff shortens the active cooldown by 6 seconds.
Dev Notes: Performing this Counter-Attack is key to really maximizing Punk’s damage in a safe manner, while the cooldown is active you gain intercept protection, allowing you to much more safely build up your two Physical Vulnerabilities. This will be a great character if you need some “intercept training wheels”.
Crowd Members
- Spider-Punk gathers a crowd wherever he goes. As a Defender or while fighting in Battlegrounds or Duels, start with 150 Crowd Members. Otherwise, start with 0 Crowd Members.
- When defeating an Opponent, half of Spider-Punk’s Crowd Members stay with him for his next match. If Spider-Punk is defeated, he loses all Crowd Members.
- When either Champion Dodges a Special Attack or Punishes their Opponent’s Special Attack, Spider-Punk gains 10 Crowd Members for each Bar of Power spent on the Special Attack. Cooldown: 0.20 seconds.
- When Spider-Punk Evades after performing a Well-Timed Block, gain 30 Crowd Members.
- Knocking down Spider-Punk causes 15 Crowd Members to leave.
Dev Notes: Keep the crowd hype going! By performing your Counter-Evade and Punishing or Dodging the Opponent’s Specials, you buildup a crowd, and all of the crowd hype will allow your damage to pop off even more.
Crowd Effects
- Crowd hype cranks the amps up to 11, increasing the potency of personal Ruptures by up to 182% based on Crowd Member count.
- Above 200 Crowd Members, when Spider-Punk activates a Special Attack he gains an Unstoppable Passive for 3 seconds, paused until the end of the Special Attack.
Dev Notes: This potency increase that comes with the crowd is freaking bananas with a higher crowd so be sure to gather your audience. The Unstoppable on Specials while the Crowd has your back can pop up every now and then and get you out of a sticky situation even when you forget it’s there. I guess what I’m saying is you may forget about all the small things.
Heavy Attack
- The first hit refreshes all personal Physical Vulnerability Debuffs.
- The final hit inflicts a Taunt Debuff for 2 seconds and grants the Opponent no Power if they are above 1 Bar of Power.
Dev Notes: Chaining Heavy into Special 2 is an incredibly powerful strategy that you should be doing most of the time when learning Punk. Additionally, you’ll probably be throwing Heavy a lot while unsigged, since this’ll be an incredibly powerful tool when it comes to making your Opponent throw Specials, and you want them to do that.
Signature Ability[]
Encore!!
- When the Opponent finishes a Special Attack, inflict an Encore Passive for the corresponding Special. While an Encore is active, the Opponent is 70% more likely to throw the same Special Attack. Max stacks: 3. Encore Passives are removed if the Opponent performs a Special Attack different than the active Encore.
- For each Encore Passive active, the Opponent’s Attack Rating during Special Attacks is reduced by 24%.
- Inflicting an Encore Passive while an Encore is already active has a 100% chance to inflict a personal Rupture Debuff. This is not affected by Ability Accuracy modification.
Dev Notes: Punk’s Sig goes pretty hard, there’s a ton of value in here. Encore encourages the Opponent to throw the same Special multiple times. Attack rating gets lowered for each Encore, and you get more damage with the Ruptures. This can also make your Special 1 go even more crazy.
Special Attacks[]
Special Attack 1 - I'm No Basket Case
- On activation, remove all personal Ruptures on the Opponent. For each Rupture removed, each hit inflicts an instant Rupture dealing a burst of up to 1344.85 Physical Damage based on remaining time left on the Ruptures relative to the base Rupture duration.
Dev Notes: Special 1 is a great grand finale Special to take down Opponents after inflicting a metric ton of Ruptures with Special 2. The fact that they deal more damage based on how much time is left on the Ruptures means that you’ll really want to get to just below 3 bars of power then Rupture the heck out of your opponent’s eardrums if this is your go-to strategy. It may be more valuable to just keep looping Special 2’s.
Special Attack 2 - Blitzkrieg Banger
- The final 3 hits are guitar strum attacks that inflict a personal Rupture Debuff. These can be inflicted through Blocks that are not Well-Timed.
- As an Attacker, three Chords are generated. Swiping up or down while the Chords are active amplifies the hit, bringing in 10 Crowd Members. If all hits are amplified, inflict an additional Rupture.
Dev Notes: Rupture their freaking ears off my guy, gal, or non-binary pal. This Special Attack is Punk’s core damage, and you’ll need to get good at ‘strumming’ by swiping up and down to the rhythm of the hits to really maximize your damage. Get good kid, or we’ll have to kick you off the stage.
Special Attack 3 - Always Rise Against
- Once per fight, personal Ruptures have their duration permanently increased by 25%.
- Inflict 3 personal Rupture Debuffs.
- If a Perfect result is achieved in the Special 3 Mini Game, Spider-Punk gains 150 Crowd Members. This becomes 125 if the result was semi-perfect, or 100 if the Mini Game failed.
Dev Notes: This Special 3 will allow Punk to pop off against extremely large health targets, the increase Rupture duration will allow Special 2 to deal more damage over time, or crank the damage on the Special 1 bursts beyond an 11 (maybe a bit closer to like a 14, mathematically speaking).
Synergy Bonuses[]
Strengths and Weaknesses[]
Strengths[]
- Rupture their eardrums
- A large portion of Punk’s damage comes from his Special 2 Ruptures, dealing some truly devastating damage.
- Taunt and Encore to increase Specials
- Punk’s got a Taunt on his heavy, incredibly useful for baiting Specials, especially considering the final hit does not grant the Opponent Power while they’re above a bar of Power. Additionally, Encore is a Signature Ability effect that makes opponents more likely to throw the same special attack multiple times in a row.
- Counter-Attack Evade
- Punk’s Counter-Attack Evade is incredibly powerful, similar to characters like Elsa Bloodstone and Kate Bishop, this well-time block trigger is incredibly useful and can deal with threatening Unblockable Basic Attacks.
- Rupture Immunity
- Rupture immunity is still quite rare in the contest, and this Immunity will allow Punk to deal with a few threats in Mystic, such as Werewolf by Night and Rintrah.
Weaknesses[]
- Physical Resistance and Rupture Immune
- All of Punk’s damage is Physical, and a large portion of it is in the form of Ruptures, if Punk runs into an Opponent with Physical Resistance or Rupture Immunity, he may struggle to get some damage going.
- Get your timing down
- Punk has a timing minigame in his Special 2 that grants him an additional Rupture if you nail it perfectly. While it isn’t too difficult with a little bit of practice, you may struggle at first to fall into your groove.
- Anti-Evade
- Punk’s intercept protection is locked behind his ability to perform his Well-Timed Block evade, if he can’t perform this, you may be playing with fire for a bit.
- Purify
- Punk’s Ruptures are Debuffs, and can thus be countered with Purify, Cleanse, and Tranquilize. Make sure your target and their quest nodes don’t have these effects or you could see your damage drastically go down.
Recommended Masteries[]
Inequity/Despair[]
- Honestly, Punk ain’t the best Science Champion to take advantage of Inequity and Despair since he won’t hit the caps super easily, however that doesn’t mean these don’t add value to the average fight. The additional attack rating decrease on the opponent can help minimize chip damage a bit more, especially if you rely on Punk’s Unstoppable.
Recommended Relics[]
Hulk[]
- Punk’s kit is oriented heavily around Physical Damage. Additional Physical Vulnerabilities and Bursts of Physical Damage will allow him to shred through his opponents with even more ease.
References[]
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List of Science Champions |
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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 ● 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 ● 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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