I did not want to quote the whole thing, but this is exactly what she needs. I use her frequently in campaign and other non PVP settings, and this would let me use her in arena. I hope @Polaris is seeing these so he/she can suggest them to the team, because they are literally perfect.
Hiro Hamada
Skills
Megabot Call
Hiro summons his toy robot, Megabot, to fight for him. Megabot stuns nearby enemies for 5 seconds when it lands. It has HP and does damage with each subsequent attack.
Hiro can only have one active Megabot at a time.
- +50% damage
- Hiro cannot be interrupted while using this skill
This skill is what makes Hiro as good as he is. The ability to distract enemies is extremely helpful but could be better if Megabot actually dealt serious damage to enemies.
Megabot Spin
Hiroās toy robot, Megabot, can now do a spin attack that does damage to all enemies near it and slows their movement and attack speed by 40% for 5 seconds.
Megabot can use this attack every 5 seconds.
- +50% damage
- Increased slow to 60%
This skill helps make Megabot even more deadly by allowing him to reduce to impact that nearby enemies have on the rest of the team. It is by no means weak at the moment but it could still be better.
Microbot Stun
Hiro summons a microbot pillar that deals damage to the furthest enemy and stuns them for 6 seconds.
Hiro gains Skill Power for the rest of the wave whenever he or Megabot stuns an enemy.
- +50% damage
This skill paired with his āDaā disk is really effective for a CC skill. The ability to stun and gain skill power is balanced perfectly and can even turn Hiro into a beast later in the wave however for a single target ability, without the disk, it is a bit lower on the damage side.
Analyse
Hiro and his toy robot, Megabot, have a 30% chance to dodge attacks. Hiro gains 30 energy when he or Megabot dodges an attack.
This effect is reduced when the enemy is above level X.
- Increased dodge chance to 50%
This skill is really helpful to Hiro considering his fragility so if he can dodge even more frequently he would stay alive for longer.
Red Skill Idea: Robotics
While Megabot is in the battle Hiro and Megabot gain 50% attack speed.
Hiro gains X armour while Megabot is in the battle.
+X Armour
+X Reality
+X Max HP
Disks
Baymax - "Robot Mods"
Megabot Shield
Hiroās Megabot starts with an X HP shield that lasts 10 seconds
Bonus starting energy
Hiroās Megabot gets Attack Speed while shielded from any source
- +400% shield HP
- Increased starting energy to 1000 at 5 stars
This disk is helpful for getting Megabot into the battle sooner and keeping him alive longer yet it doesnāt do enough. The shield is really weak and the starting energy should be increased to allow Megabot to be in the battle from the start.
Alice
Role Change:
- Support to Damage
This idea may not be received well but it is almost necessary. The only thing remotely support-like about Aliceās four base skills is a minor speed boost that is weak and lasts 6 seconds. Aliceās main focus is dishing out tons of damage while enormous which is why I propose this change.
Skills
Eat Me
Alice eats a cookie, healing her and making her become āEnormousā for 12 seconds.
- +50% healing
- Enormous duration increased to 15 seconds
The main focus of this skill is Alice becoming enormous however the healing still needs a bit of a buff. The duration of the Enormous is fine but a little extra time canāt hurt.
Flood of Tears
Alice cries, slowing all enemiesā attack speed by 35% for 6 seconds.
While āEnormousā, her giant tear drops instead fall on enemies, dealing damage to each enemy hit.
- Slow increased to 50%
- Slow duration increased to 8 seconds
- +50% damage
This slow really does nothing as it is so it desperately needs a buff same with the speed boost in her blue skill. The damage of the tear drops is pretty good but the more they deal the more potent Alice becomes.
Tantrum
Alice stomps her foot in frustration, increasing all alliesā attack speed by 35% for 6 seconds.
While āEnormousā, Alice instead stomps on enemies, knocking them back and dealing damage to each enemy hit.
- Speed boost increased to 50%
- Speed boost duration increased to 8 seconds.
Same reasons as sentence 1 of green skill. The damage of this skill is really good and doesnāt need to be buffed.
Purple Skill is already insanely good
Curious Change
While Alice is not Enormous, attack speed buffs on allies are 40% more effective.
When Alice uses Eat Me
, she removes 4 disables with the longest remaining durations from allies.
The attack speed increase and disable removal have a chance to fail on allies above level X.
- Disable removal becomes the only level-dependent aspect
This is one of the only parts of Aliceās skillset that makes her a Support hero but it isnāt great. It could, however, be improved by reducing the aspects affected by the level restriction.
Disks
Quorra - "Royal Flush"
Shielded when enormous
+X Max HP
+X Armour to Alice and allies
Allies receive X% of Aliceās Max HP as a shield that lasts 6 seconds the first time she becomes Enormous
- +300% Max HP
- Shield length increased to 8 seconds
- Allies receive the shield each time Alice becomes Enormous
This disk is a joke most of the time. It has minimal use due to the one time only nature but if the shield occurred each time Alice became enormous then it would be quite useful.
Yeah I need this one
Soā¦ as Hiro is my main control character, I donāt really think he needs a major refresh, just some minor stat buffs and a red skill. However, I like this idea, and there are just some things Iād like to talk about.
Iā¦ donāt think a damage boost would help him a lot on this skill.
Rather, Iād make it that the skill animation canāt be interrupted (like Aliceās), as itās really long and itās annoying when it happens. He should just dodge everything, exactly like Alice. A stun duration boost, maybe like 8 seconds, would fit too.
Fair point
Wooow. As much as I would love this. This skill is already capable of shottingā¦ pretty much anything. Maybe this is a little excessive (even tho I see why, as rn it is weak with Baymax disk).
What aboutā¦ 50% more damage, 50% more SP gained and a stun duration increase? (10 seconds?).
Good! This is something Iād love to see! Maybe with an increase in energy gained, 30 is a joke!
So yeah, nice job!
A mike concept refersh should be made
I might eventually do one for him but there is a reason behind the order that Iām doing these in. Iām going from my strongest to weakest heroes and Mike is way way way down in the list.
Finnick
Skills
Remote Controller
Finnick controls his trusty van remotely causing it to drive through all enemies, dealing damage and knocking them back.
When Finnick damages slowed enemies with his van, they are also stunned for 3 seconds.
- +150% damage
- Stun increased from 3 to 5 seconds
This skill has potential with its stun, knockback, and damage combo, however, it is very weak. By boosting the damage output along with the stun duration this skill would have potential to shut down whole teams in PVP settings.
Pummel Pop
Finnick flings Jumbo Pop goo at the nearest enemy doing damage to them and all nearby enemies.
- +250% damage
- Stuns the target for 6 seconds
This skill is very useless due to the fact that it only deals damage and not much of it either. By significantly boosting the damage and adding a stun this skill could be good for controlling frontline heroes.
Jumbo Slam
Finnick smashes his Jumbo Pop sending out a shockwave that does damage to enemies in front of him.
- Adds a knockback effect
Iām always surprised at how strong this skill is given the age of Finnick, in terms of the game. With blue skill upgrades it becomes rather deadly to frontline enemies but it feels a bit empty without any other effect which is where the knockback would help significantly.
Sticky Situation
Finnick gets his Jumbo Pop goo everywhere, causing his basic attacks, Pummel Pop
and Jumbo Slam
to also slow. Slowed enemies have their movement speed reduced by 40% and their attack speed reduced by 40% for 12 seconds.
The slow has a chance to fail against enemies higher than level X.
- Finnick gains X skill power for the rest of the wave whenever he slows an enemy
- Remove level restriction
This skill is what makes Finnick a great Control hero. The rate at which he applies slows is ridiculously good but Iām not a fan of the level restriction. By giving him skill power his skills become increasingly strong and he will always be guaranteed to slow enemies.
Red Skill Idea: Fierce Fluff
Finnick stuns slowed enemies with his basic attack for 4 seconds.
When slowed enemies are slowed again they are dealt X damage.
+X Max HP
+X Armour
+X Basic Damage
Disks
Judy - "Final Hustle"
Boosts ally damage vs. slowed enemies
+X Skill power
Just allies do more damage to slowed enemies
Basic attacks remove energy from enemy
- +200% skill power
This disk has the same flaw as many other earlier ones, lower disk power boosts.
With this Refresh Finnick could start being usefulā¦
Next up:
Jack JackShank- Miguel
- Judy
- Hercules
Jack-Jack
(Sorry for bad quality)
Skills
Bouncing Baby
Jack-Jack turns into a cannonball. He bounces between enemies 4 times, dealing damage to each enemy hit.
There must be multiple enemies near each other in order for Jack-Jack to bounce.
- +50% damage
- Initial hit deals 200% more damage
This skill is only sometimes effective and requires multiple enemies to have an impact. As a damage hero Jack-Jack doesnāt really deal a lot of it so giving him more damage will give him a bigger impact. The reason for the increased initial hit is because without multiple enemies it becomes useless so ensuring that the initial hit deals a lot of damage will make him better.
Snack Break
Jack-Jack drinks his bottle and gains 300 energy. He then throws his bottle at a foe, dealing damage.
- Increased energy gain to 500
- +400% damage
This skill is meh at best. The damage and energy gain is nothing compared to other skills so by significantly increasing the damage Jack-Jack would be effective at taking down single targets.
Rock A Bye
Jack-Jack turns into solid metal and teleports above the enemy with the least HP. He then falls onto their head dealing damage.
- +100% damage
- Scares the enemy for 12 seconds
The damage of this skill is decent however it is still lacking. Also, this skill feels a bit shallow without any other effect which is where the scare comes in.
Jack-Jack Attack
Jack-Jackās Bouncing Baby
and Snack Break
now light enemies on fire, causing them to take damage over 5 seconds. If they were already on fire they take an extra damage.
- +100% damage
- Jack-Jackās basic attacks also light enemies on fire
- While on fire enemies lose X reality
This skill is alright but the damage feels a bit weak. The reason for including the basic attack in this skill is that it is Jack-Jack using laser eyes which would burn enemies.
Disks
Violet - "Babe with the Fire Power"
Attacks Faster
+X Basic Damage
+Y% Attack Speed
Basic attack deals fantastic damage
- +300% basic damage
- 5th star increased to 50% attack speed
This disk is easily the better of the two but it still lacks in basic damage and the attack speed should be increased even more to allow Jack-Jack to deal a lot of damage.
Chief Bogo - "Bogo Buddies"
Rock A Bye
Skill Adds AOE Damage and Stun
+X Skill Power
Rock A Bye
now hits multiple enemies and stuns them for Y seconds
- +1000% skill power (yes, 1000)
- 5th star increased to 5 seconds
This disk is incredibly underpowered with both variables. The skill power is so much lower than others and the 5th star provides a 0.5 second stun.
Shank
Skills
Final Lap
Passive: Shank negates damage from each attack against her and stores 50% of the damage negated. She can store a max amount of damage.
Active: Shank summons her car and barrels through her enemies, dealing damage plus all of the damage stored by her passive. This resets her damage storage.
- Change negated damage from a variable to 30%
- +200% damage dealt
- Car knocks back enemies hit
This skill as its niches but it is really underpowered. By making the negated amount a set percent Shank could be far stronger against higher level teams. The base damage of the car is very weak if minimal excess damage is stored. Shank would be more potent in PVP modes if she could deal a decent amount of damage even if she hadnāt blocked that much.
Toughen Up
When Shank drops to 50% of her Max HP she grants her teammates additional Skill Power for the rest of the wave.
- Grants allies 50% attack and movement speed for the rest of the wave.
This skill is pretty good at the moment with the large amounts of skill power that can be given to allies however it needs a little more impact such as a speed boost.
Piston Slam
Shank rattles enemies with an elbow slam, causing them to take damage over 8 seconds. Shank also heals for 50% of the damage done by Piston Slam
.
- +100% damage
- Remove damage over time
- Reduces enemy armour by X
This skill would be alright if the damage was instantaneous unfortunately this is not the case. Shank also has a lot to do with armour so it would make sense if this skill reduced the enemyās armour as well.
Purple Skill is already really good.
Red Skill Idea: Slaughter Race
Whenever an ally K.Oās an enemy they gain armour equal to 25% of their Max HP for the rest of the wave.
Shank applies three stacks of āFatigueā to enemies hit by Piston Slam
.
Applying āFatigueā has a chance to fail on enemies above level X.
+X Damage dealt by Piston Slam
+X Reality
+X Basic Damage
Disks
Elastigirl - "Lockdown"
Build-up More Energy
+Y% Energy Gain
+X more Damage negated by Final Lap
- Change disk power variable to damage dealt by
Final Lap
- 5th star increased to 50%
This disk is somewhat useful but not really. I donāt think this change would make that big of a difference as the Va disk will always be the better one.
Vanellope - "Get in Gear"
+X Basic damage
- +200% basic damage
The only change needed for this disk is to bring the BD up to scratch.
I would add scaring enemies for 12 seconds here.
1 second per star. 5th star = 5 seconds
Enemies on fire lose X reality.
Thanks . I added your suggestions.
Miguel
Skills
Crescendo
Passive: Instead of doing basic attacks, Miguel puts healing notes above allies. Each Note heals them every second. Also, Miguel cannot be charmed.
Active: Miguel strums his guitar, removing all of his Notes. His Healing Notes heal for when removed.
- +50% healing
- Miguel prefers to target allies without a healing note
This skill is what makes Miguel so much fun to use, the ability to be constantly healing over time is extremely helpful. It could do with a little bit more healing though. The only downside is that not everyone receives a healing note so by ensuring that everyone receives them before someone receives another will even out the healing.
Sharpen
Miguel puts a sharp Note above a random ally, granting them Skill Power. When Miguel uses Crescendo
, the sharp Note is removed and the ally gets 300 Energy.
- Energy increased to 500
This skill is also really good. The skill power boost is not game-breaking but it is enough to make a difference. A little bit more energy can never hurt though.
Blue/Purple skills are both already really good.
Red Skill Idea: Cursed Music
Allies gain 50% attack and movement speed when they have a sharp note from Sharpen
.
Miguel gains X armour from each note present on screen.
+X Max HP
+X Basic Damage
+X Reality
Disks
Jessie - "Lost Dog Found"
Serenade
Grants Attack Speed
Serenade
also grants attack speed per Note in the battle
+X Basic Damage
- +500% basic damage
This change is the same as many other older disks.
Elsa - "Frozen Melody"
Flatten
Freezes; Frozen Enemies Lose Armor
All frozen enemies lose X Armor
Instead of stunning, Flatten
freezes enemies per note
+X Skill Power
- +200% skill power
This change is the same as many other older disks.
Judy Hopps
Skills
Bunny Hop
Judy jumps in the air to kick the closest enemy, knocking them backwards and dealing damage. The enemyās attack speed is slowed by 80% and movement speed is slowed by 80% for 3 seconds.
The slow has a chance to fail against enemies higher than level 190.
- +100% damage
- Slow length increased to 8 seconds
- Remove level restriction
This skill isnāt exactly bad as the damage output is moderate and the knockback/slow are good at keeping away frontline heroes however it is a bit underpowered compared to newer skills. By doubling the damage and increasing the slow duration this skill would be even better at temporarily removing frontline heroes from the battle.
Deputize
Judy inspires her whole team at the start of every wave, giving them Basic Damage, 15% movement speed, and 15% attack speed for 7 seconds.
- +500% basic damage
- Increased speed buff to 50%
- Increased speed buff duration to 12 seconds
This skill is good at giving your team an early boost but it is incredibly weak. It would be far more useful if the basic damage was at least on par with newer skills and if the speed buff actually made a huge difference.
Testify
When an ally knocks out an enemy, Hopps heals them and inspires them for 3 seconds.
The benefits of the inspire are the same as those from Deputize
; the strength of the inspire matches the level of Deputize
.
+500% HP
- Increased Inspire length to 8 seconds
This skill is a joke most of the time with its rather minimal healing. By giving allies a decent boost it would actually be a useful comeback ability.
Play Dead
The first time Judy reaches 0 HP she plays dead. A short time later, she comes back to life with HP. This miraculous trick inspires her whole team for 2 seconds.
Judy is invincible for 1 second(s) after reviving.
The benefits of the inspire are the same as those from Deputize
; the strength of the inspire matches the level of Deputize
.
+200% HP
- Increased invincibility to 5 seconds
- Increased inspire length to 10 seconds
This skill is helpful for keeping Judy in the game for longer but it barely does anything. By allowing her to heal nearly to full and giving decent invincibility afterwards she would be much more competent at boosting allies for longer.
Red Skill Idea: Meter Maid
Whenever an ally falls below 50% of their Max HP, Judy inspires them for 8 seconds.
The benefits of the inspire are the same as those from Deputize
; the strength of the inspire matches the level of Deputize
.
Inspire buffs now also give allies affected 2 stacks of āhardyā.
Inspire only applies 1 stack of āhardyā to allies above level X.
+X Damage dealt by Bunny Hop
+X Skill Power
+X Max HP
This refresh would be amazing.
Tia Dalma
Skills
Bitter Storm
Tia Dalma conjures a storm that deals damage to all enemies and silences them for 4 seconds.
The Silence has a chance to fail against enemies above level X.
- +200% damage
- Silence length increased to 8 seconds
- Remove level restriction
This skill is very weak in terms of both the damage and disable length. If the damage was increased to a point where it was actually useful and the silence length increased then this skill would have potential to shut down whole teams.
Mystic Charm
Tia Dalma charms the furthest enemy for 7 seconds. While charmed, the target gains skill power.
- Charm length increased to 12 seconds
- +300% skill power
This skill helps Tia to fit in with charm teams however it isnāt as good as the modern charming abilities. If the length was increased then Tia could become rather viable in PVP modes.
Tidal Rush
Tia Dalma launches a wave that damages and knocks back enemies. The wave does at least damage. The damage increases as the wave travels, up to a max of damage.
- +800% min. damage
- +200% max. damage
This skill is just sad. It has some potential against backliners but the damage is next to nothing. With the damage being increased this skill would have its uses, especially when combined with a whole team knockback.
Purple/Red skills are fine as they are.
Disks
Yax - "Elephant in the Room"
Silences Damage Enemies
+Y% Silence Length to Tia Dalma and allies
Any silenced enemy takes X fantastic damage per second
- Change description to āDisables Damage Enemiesā
- +Y% Disable length rather than just silence
- Disabled enemies take X fantastic damage per second
This disk is just . It could easily be viable if it was changed to all disables which would make Tia fit into PVP teams.
Next Up:
- Olaf
- EVE
- Sally
- Ursula
Olaf
Skills
Headās Up!
Olaf forms a small blizzard around himself, freezing nearby enemies for 4 seconds while healing himself.
- +50% HP healed
- Increased freeze duration to 6 seconds
This skill is good for what it is. The ability for Olaf to gain back health while stopping nearby enemies is decent but a bit underpowered compared to newer heroes so a slight buff wouldnāt hurt.
On A Roll
Olaf dodges a melee attack and releases a frost cloud that freezes and damages enemies over 7 seconds.
Olaf can only dodge an attack every 7 seconds.
- +200% Damage
This skill is useless in terms of the damage output. If it dealt significantly more damage then it would have a far greater use, especially when combined with the freeze.
Blue Skill is fine
Snowed In
After enemies are frozen by any source, their movement and attack speed is slowed by 15% for 4 seconds.
This has a chance to fail against frozen enemies that are above level X.
- Increased slow to 40%
- Increased length to 6 seconds
This skill is helpful in keeping enemies at bay for a longer period of time but it is almost unnoticeable. By giving the slow a decent impact, Olaf would be far better at controlling enemy teams.
Red Skill Idea: In Summer
Olaf gains X Max HP for the rest of the wave whenever he freezes an enemy.
Frozen enemies are sapped while frozen.
Sap has a chance to fail against enemies above level X.
+X HP healed from Build A Snowman
+X Skill Power
+X Armour
Disks
Felix - "Tool of the Trade"
Evade Debuffs
+X Max HP
25% chance to avoid all negative status effects; +Y Energy gained from avoiding negative status effects
- +50% Max HP
- Increased chance to 50%
I think itās best for the DOT to not be removed. Think of the synergiesā¦
EVE
Skills
Hand Cannon
EVE fires her plasma cannon at the closest disabled enemy, dealing damage. Nearby enemies also take damage. If no enemy is disabled, EVE instead targets the closest enemy.
- +100% Damage
- Resets the timer of the disable
This skill is unique in the way that it targets disabled enemies but that alone does not make up for the low damage output. This skill could be really interesting if the disabled enemy had their disable timer reset which would help EVE fit into CC teams.
Shield Directive
EVE shields her weakest ally, protecting them for the next 7 seconds.
- +100% shield HP
- Increased length to 10 seconds
This skill is helpful for turning EVE into an off-support character and it is for the most part fine. It could do with a longer duration and increased health though.
Ion Shock
EVEās charged blast deals damage to the enemy with the highest skill power and then stuns them for 7 seconds.
The stun has a chance to fail against enemies above 185.
- +400% Damage
- Remove level restriction
If there is already a variable then why does there need to be a second one? This skill is really weak and the stun can fail. By significantly improving the damage and removing the level cap this skill could easily become deadly.
Purple/Red Skills are fine.