#Captain America (Sam Wilson)

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About Captain America (Sam Wilson)
Sam Wilson, formerly known as the Falcon, took the mantle of Captain America when his friend and mentor Steve Rogers went into retirement. At first Sam gave the Shield away, believing that the legacy belonged to Steve alone, but when world peace and stability was threatened by Super Soldiers, he decided to accept the title of Captain America and make a stand for what he believed was right.

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Captain America’s Mechanics
Captain America (Sam Wilson) wants to remain Locked-On the Opponent for as long and as often as possible. Locked-On pauses the Debuffs from his Special 1 which helps keep the Debuffs up all the way to Special 2. Armor Ups also increase the damage of his Special 2, so he also wants to make sure to build up as many of those as possible to maximize the potential damage of a Special 2 attack.

Character Class: tech Tech
Basic Abilities: Armor, Auto-Block, Power Drain, Rupture

Strengths:
Cannot Critically Hit
Captain America inflicts Ruptures instead of doing normal Crits, therefore the Opponent cannot trigger any critical counter measures against him.

Defense against Specials
Special Attacks are less threatening to him since he reduces the Opponent’s Special damage with a Cowardice Passive and he has a chance to Auto-Block Special Attacks. This Auto-Block triggers Parry.

Bulwark
When this Buff is active, not only does his Block Proficiency increase but his Opponents have -100% Ability Accuracy when hitting Captain America’s block, this allows him to bypass nodes that punish Parry.

Weaknesses:
Armor Break
His Special 2 damage is proportional to his Armor Rating, if his Armor is reduced so is the damage from the Special Attacks.

True Strike
True Strike bypasses his Auto-Block and ignores his extra Armor, essentially bypassing all his defenses.

**Disorient **
As a defender, the Disorient Debuff won’t allow Captain America to build up Armor Ups and consequently his Auto-Blocks won’t trigger.

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Abilities
Armor Up:
When Attacking or when Hit by Basic Attacks, 30% chance to gain an Armor Up Buff, increasing Armor Rating by 300, lasting indefinitely up to 5 stacks. Additional stacks last for 10 second(s). This Buff turns into a Passive when nullified by something other than Armor Break.

While Armor Up is active, Captain America can trigger the Parry Mastery against non-contact attacks and he can block Unblockable Specials from mutants.

Each Armor Up reduces the Opponent’s Bleed Ability Accuracy by 25%.

10% chance per Armor Up effect to Auto-Block incoming Special Attacks, up to 75%. This Auto-Block counts as a Well-Timed Block and removes all personal Armor Ups.

Auto-Block Chance is also increased by 25% per Prowess effect on the Opponent. This chance is capped at 100% while the Opponent has Prowess.

Armor Up is the main resource Captain America uses, it gives him a number of advantages. Try to keep as many Armor Ups active as often as possible in order to maximize his defensive and offensive capabilities.
Dev Notes

Always Active:
Captain America cannot land Critical hits naturally, however every time he would have landed a Critical Hit he inflicts an instant Rupture, dealing Physical Damage. This ability scales with Critical Damage Rating.

Ruptures also inflict a Sapped Charge that lasts for 15 second(s), or indefinitely as a Defender. Consume all charges when reaching 25 stack(s), and replace them with a Power Drain Passive, draining 50% of the Opponent Power over 15 second(s).

Since Captain America does not critically hit his Opponents, this allows him to bypass effects that would punish Critical Hits. The trade off is that this ability can be affected by Ability Accuracy reduction.
Dev Notes

Recon Scan – Redwing:
Dodging back and holding Block for 1.2 second(s), inflicts a Lock-On charge for 16 second(s), but pauses on his Specials. Once Lock-On ends, it goes on Cooldown for 12 second(s). As a Defender, Cap inflicts a Lock-On Charge in 16 second(s) if not Locked-On.

When entering Lock-On, Cap passively inflicts Cowardice for the duration of Lock-On, reducing Special Attack damage by 40%.

While Locked-On, Cap gains 900 Critical Rating and his attacks cannot Miss

Striking the Opponent while Locked-On pauses Sapped Charges for 5 second(s).

Recon Scan is very powerful and should be kept active as often and as long as possible, but depending on the Opponent, there are situations where building up some Power before activating Recon Scan can be advantageous.
Dev Notes

On a Heavy or Intercept:
Consume an Armor Up Buff and gain a non-stacking Bulwark Buff, increasing Block Proficiency by 900 for 15 second(s). While this Buff is active, Opponents have -100% Ability Accuracy when hitting Captain America’s block.

This piece of utility allows Captain America to avoid many quest nodes that punish blocking attacks.
Dev Notes

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Special 1 – Fly by Attack:
Last hit inflicts a Physical Vulnerability Debuff, decreasing Physical Resistance by 233.33 for 14 second(s), pauses while Lock-On.

Lock-On: Inflict an extra Physical Vulnerability Debuff.

Physical Vulnerability substantially increases Captain America’s damage from his Ruptures. Keeping this ability up for as long as possible is a key aspect to maximize his damage output potential.
Dev Notes

Special 2 – Airstrike:
Gain a Precision Buff, granting 8400 Critical Rating for 8 second(s), but pauses for 0.5 second(s) on a Hit. Captain America can crit through blocks while this Buff is active.

Consume all stacks of Armor Up, and gain 10% chance per Armor Up to inflict an extra Sapped Charge on a Rupture for the duration of the Precision Buff. Reaching max stacks of Sapped Charges while this effect is active causes the lost Armor Ups to return.

Lock-On: Inflicts a Special Lock, preventing Specials from being activated for 10 second(s).

The Special 3 offers less damage potential than Special 2 since the Precision Buff does not last long enough to be capitalized by the rest of his kit, however if you time it well with the Sapped Charges, you can lock the Opponent from using Special 3 for a very long time.
Dev Notes

Signature Ability – Vibranium Enhanced Exo-8 Falcon:
Redwing Lock-On lasts 2 second(s) longer, Attack Rating is increased by 920.41 and allows Captain America to inflict Ruptures from Special 2 through blocks.

When either Champion performs a Well-Timed Block, Captain America inflicts a Sapped Charge on the Opponent.

When an Opponent Miss fails or when their Ability fails due to low Ability Accuracy, an instant Rupture is inflicted, dealing 690.29 Physical Damage. Damage scales with Base Attack only.

Recommended Masteries
classtech Collar Tech:
This Mastery improves Captain America’s already substantial ability to reduce incoming damage from Special attacks.