Spiral is a Mystic Champion. Being a Mystic Champion, she has a Class Bonus against Cosmic Champions, but is weak to Science Champions.
Bio[]
Spiral is a six-armed sorceress and swordswoman originating from Mojoworld. Once a talented stuntwoman named Rita Wayword, she was cybernetically transformed by the loathsome Mojo, whom she was forced to serve. Initially an adversary to Longshot and the X-Men, she eventually made amends, and has fought beside them on many occasions. Her magic is powered by dance-like progressions of Wushu forms, which she further enhances with her many arms and armaments.
Mechanics[]
Need a hand, Summoner? How about six, each one equipped with a deadly weapon? Fresh from Mojoworld, Spiral enters The Contest with her many armaments and magics ready to take on any opponent!
By not repeating actions consecutively, Spiral builds up Fervors, which greatly increase the chance with which her weapon attacks inflict Ruptures on the Opponent.
Stacking these Ruptures quickly is key to empowering Spiral’s Special Attacks, which gain Attack Rating based off of the number of Ruptures on the Opponent.
In addition, Spiral summons her Dancing Blades to protect her with each of her Special Attacks. These blades hover close by, granting passive benefits, and can even be fired as a projectile to strike a vulnerable Opponent at a distance!
Lastly, while Blocking, Spiral can Destroy certain Buffs off of the Opponent and replace them with Rubble Buffs. This Destroy effect can also be triggered at a distance using Dancing Blades, so use it to take care of pesky Buffs before they become a threat!
Stats[]
| Tier | Max Rating | Max Health | Max Attack |
|---|---|---|---|
| 583 | 2350 | 208 | |
| - | - | - | |
| 1550 | 6245 | 552 | |
| - | - | - | |
| 3894 | 15660 | 1384 | |
| 4910 | - | - | |
| 7850 | 31398 | 2775 | |
| 10650 | - | - | |
| 13400 | 53576 | 4735 | |
| 18170 | - | - | |
| 34020 | 136082 | 12026 | |
| - | - | - |
Abilities[]
Deadly Dancer – Always Active
- Spiral’s magical and martial mastery grants her Immunity to Falter, and increases the Ability Accuracy of Stun effects by 100%.
- All of Spiral’s Weapon Attacks have -20% Offensive Combat Power Rate and a 1% chance to inflict a X Rupture Debuff over 10 seconds, paused during Spiral’s Special Attacks.
| Tier | Physical Damage |
|---|---|
| 41.6 | |
| 110.4 | |
| 276.8 | |
| 555 | |
| 947 | |
| 2405.2 |
- When a personal Rupture would be inflicted on the Opponent, if they are not at Max Power, Spiral Power Steals 1% of their Max Power, increased by +3% flat while the Opponent has a Power Gain Buff.
- For each Buff on the Opponent, Spiral’s personal Rupture potency is increased by 10%.
- Spiral does not benefit from the Mystic Dispersion Mastery. Instead, her personal Ruptures gain +1 second duration for each rank invested.
Dev Notes: Yes, that Rupture chance is intentional. It starts low, but by the time Spiral has reached max Fervors, it sits closer to 90%.
Also keep in mind that the Power Steal occurs when a Rupture “would” be inflicted, meaning the Power Steal still happens if the Opponent is Rupture Immune, or something similar. This is very helpful in getting up to Spiral’s Special 3 in such matchups. Those still aren’t good matchups, mind you, be she can take them.
Martial Fervor – Max: 15
- Each time Spiral performs a Light Attack, Medium Attack, Heavy Attack, Dodges back, or Blocks an attack, if it is not the same action as the one performed previously, she gains a 600% Fervor Passive for 13 seconds.
- Fervors are paused during Spiral’s Special Attacks and while the Opponent has a Power Gain Buff.
- Fervors are also paused for 10 seconds upon reaching the stack limit. When the pause expires, 10 Fervors are removed. Does not expire while Fervors are paused by another ability.
- Spiral has X Energy and Physical Resistance for each Fervor she has gained without repeating an action.
| Tier | Energy / Physical Resistance |
|---|---|
| 10.26 | |
| 11.17 | |
| 12.07 | |
| 12.68 | |
| 13.58 | |
| 16.6 |
- Fervors expire 100% faster for each one past the first two gained consecutively without making contact with the Opponent or Blocking an attack.
Dev Notes: Due to their duration, against most Opponents, it is next to impossible to reach Spiral’s Fervor cap by using standard MLLLM Combos. Instead, try using LMLM combos, or repeatedly backdraft intercepting using LML. Once you see the Pause icon come up, you know you’re free to switch back to regular MLLLM Combos for maximum chances at stacking Ruptures. Meticulous combo control is key to mastering Spiral.
In addition, note that the action doesn’t necessarily have to hit the Opponent to count, so experiment with hitting into the Opponent’s Block, and alternating between Dexing and Blocking each hit of an Opponent’s Special Attack. You can even whiff Light Attacks into the air to generate Fervors on the fly, though be careful; attempting to abuse this will result in all of the Fervors speeding up and falling off.
Before the Opponent Lands an Attack
- While Blocking, Spiral’s mystical weapons have a 100% chance to Destroy one of each Fury, Precision, Unblockable, Death Immunity, Immortality, and Indestructible Buff on the Opponent, replacing them with Rubble Buffs lasting 45 seconds.
Dev Notes: Note that because this destroy happens before the attack is Blocked, you will Destroy any Unblockable Buffs on the Opponent and thus be able to Block the attack.
Rubble Buffs are empty Buffs that Spiral can count on the Opponent, which raises her Rupture potency.
Pay special attention to the presence of Death Immunity on that list, which is just one of many reasons Spiral is a stellar option against Serpent.
Dancing Blades
- Against non-Science Opponents, while Dancing Blades are active, Spiral is not struck by attacks while Dodging backwards, and Precisions she would gain from the Dexterity Mastery are granted to the Opponent instead.
- While Spiral is not Blocking an attack or Stunned, Dancing Blades can be fired as a single projectile when Spiral is struck by a Light Attack 2 or swipes up while holding Block. Cannot be fired while Stunned.
- If the Opponent is struck by Dancing Blades, inflict a Stun Passive for 2 seconds as well as a non-stacking X Vulnerability Debuff for 10 seconds.
| Tier | Energy / Physical Resistance |
|---|---|
| 425 | |
| 462.5 | |
| 500 | |
| 525 | |
| 562.5 | |
| 687.5 |
- If the Blades strike the Opponent or their Block, Spiral triggers her Destroy.
- As an Attacker, Dancing Blades cannot be fired for 2 seconds after being summoned by Special Attack 1.
Dev Notes: There’s so much to say about the Dancing Blades, it’s hard to know where to start. Continuing from the “Strengths” section earlier, Spiral’s Blades can intercept the Opponent, interrupt their Heavy Attack, punish their Special Attack, or even be thrown mid-Combo, like a Striker, to create an opening to perform a full combo or anything else. Mastering the timing will be tricky, but doing so will unlock a significant damage increase, and unfathomable fight control.
If that’s not enough, the Blades automatically fire to protect Spiral from being full-Comboed, and they can trigger her Destroy ability, even into Block, allowing for some choice Buff control in sticky situations
Signature Ability[]
Mojoworld Stuntwoman - Always Active
- While Dancing Blades are active, Spiral Instantly Regenerates up to 30 - 60% of damage taken from Blocked hits.
- For each Fervor on Spiral, the durations of incoming Shock, Incinerate, and Poison Debuffs are reduced by 5 - 10%.
Dev Notes: This Regeneration through Block is another trait that makes Spiral an excellent choice against Serpent. Just make sure those Blades are active when he throws a Special Attack.
The second ability makes Spiral a strong Attacker into the Hazard Shift Node(s). Remember that you can quickly ramp your Fervor without striking the Opponent by Dodging, Blocking, and hitting their Block. If you do this cleverly, you should be able to maintain ~100% reduction nearly all of the time.
Special Attacks[]
- Beam hits gain X Attack Rating for each Rupture on the Opponent, increased by 30% for each Bar of Power Spent.
| Tier | Attack Rating |
|---|---|
| 41.6 | |
| 110.4 | |
| 276.8 | |
| 555 | |
| 947 | |
| 2405.2 |
- Spiral summons her Dancing Blades for 10 seconds per Bar of Power spent, paused during Special Attacks.
Dev Notes: That’s right: Spiral’s Special Attacks all do the same thing (with a few caveats below). The big difference is that Special 1 has a lot of Weapon Attack hits, which works well for stacking Ruptures on the Opponent, whereas Special 2 has a lot of Beam hits, which make it great for damage. Deciding which is best to use on fly without losing tempo will separate the good from the great Spiral players.
Special 1 - Blade Dance
Moving through a series of Wushu forms, Spiral deftly creates a myriad of wounds on her Opponent, then casts a powerful beam to exploit the newly created weakness.
Special 2 - Beam Dance
Using the magical energy she has accrued so far, Spiral lets loose a duet of magical beams, perfect for finishing a worn and wounded Opponent.
Special 3 - Fervorous Dance
Drawing from her deepest reserves of her magic, Spiral open a portal to attack the Opponent from above, then channels all of the energy she has created thus far into a massive beam attack, sending them flying.
Dev Notes: Okay, I lied about all the Special Attacks working the exact same way, which is what makes this Special Attack a great option when Spiral is in a fight where her Rupture Debuffs are being disrupted.
Note that this Special Attack does summon Dancing Blades, and both the Blade’s duration and the Attack Rating gain still scale with Bars of Power spent.
Synergy Bonuses[]
Strengths and Weaknesses[]
Strengths[]
- Dancing Blades
- Spiral’s Dancing Blades are an immensely powerful tool both offensively and defensively. While active, they grant her the ability to dodge attacks without the use of the Dexterity Mastery, and if that Mastery is active, the Buffs it normally grants are granted to the Opponent instead, which is a boon for a Mystic. If Spiral is Awakened, the Blades also grant her Block Regeneration while active. These features make her incredibly hard to pin down for Opponents with a lot of Block Penetration. And all that is before acknowledging that Spiral’s ability to launch the Blades as a projectile gives her access to attack openings never before seen in the Contest!
- Power Gain Buff Counter
- Spiral’s weapon attacks constantly sap Power from the Opponent, but their potency is multiplied against an Opponent with a Power Gain Buff. This allows her to keep such Opponents under control while greatly increasing the number of Special Attacks she can throw against them in a short window. In addition, Spiral’s Fervors pause while the Opponent has a Power Gain Buff, meaning she can stay on the offensive more often and bait out Special Attacks without losing tempo.
- High Fervor Potency
- Due to her low Rupture base chance, each of Spiral’s Fervors has an astronomically high potency, which lends her some interesting advantages. Firstly, she is much less affected by Glancing, as the Fervors more than make up for the lost Ability Accuracy. Secondly, if any Node would grant her a chance to inflict a Damage-Over-Time effect (very common in Incursions) it’s chance almost instantly skyrockets to +100%.
Weaknesses[]
- Tempo Loss
- Spiral wants to maintain a near-constant string of non-repetitive actions to fuel a number of duration-based resources, meaning a lull in opportunities for those actions can slow down and even reverse her ramp. It takes skill to slip in extra actions during those moments and maintain tempo.
- Debuff Disruption
- Spiral’s core damage rotation revolves around stacking Rupture Debuffs on the Opponent. If this is prevented in some way, as with an Immunity, she is forced to turn to her Special Attack 3, which does not rely on Debuffs, but deals lower damage overall.
- Power Steal Immunity
- Spiral maintains a high tempo through the use of Power Steal on nearly all of her attacks. Without access to it, her reduction in Offensive Combat Power Rate really starts to hamper her, slowing her rotation to a crawl.
Recommended Masteries[]
- Mystic Dispersion
- Mystic Champions gain 12.0% Power each time a Buff is Nullified or its duration expires off their Opponent.
- While Spiral does not gain Power from this Mastery, her replacement effect is quite strong, since it effectively allows her to stack more Ruptures on the Opponent at once, which further empowers her Special Attacks. I would recommend full ranks.
- Despair
- For each Debuff on the Opponent, their Regeneration Rate is reduced by 15%, up to a maximum of 100%.
- During typical gameplay, Spiral operates with about 10-20 Rupture Debuffs on the Opponent, which is more than enough to keep their Regeneration effects fully under control.
- Inequity
- For each Debuff on the Opponent, their attack is cut by 6%, up to a maximum of 36%.
- As above, Spiral keeps a lot of Debuffs on the Opponent. Even at Rank 1, Spiral can achieve the cap fairly easily and keep it there for the whole fight.
- Dexterity
- While Dodging backward, your Champions are not struck by attacks. Successfully avoiding an attack this way grants an indefinite +250 Precision Buff. Your Champion’s next hit replaces that Precision with a new Precision Buff with identical potency that lasts for 0.2 seconds.
- This one is almost a gimme, but there are some interesting interactions here with Spiral’s Dancing Blades. The Blades change the way that this Mastery works so that the Buffs are granted to the Opponent instead of Spiral. Use this to supply them with a steady stream of Precisions to then Destroy and turn into Rubble. In addition, because Spiral never even attempts to gain the Buff, not only is this a great tool against the Opponent’s Mystic Dispersion Mastery, but also against Neutralize Champions who trigger effects when your Buffs fail. The next time you feel like turning off the Dexterity Mastery for a fight, ask yourself if you could bring Spiral instead.
References[]
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| America Chavez |