Marvel Rivals

Marvel Rivals

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My New Hero Concepts
Obviously, Thanos. He would be a tank (which is perfect since there are not many), swinging that golden sword similar to magic. He is a very popular and well loved character, and could have that golden armor as a skin. One of his abilities would be a powerful gauntlet punch, but he starts with no stones and gains one each time he is able to charge his ult. Basically, he starts off simple, but gains abilities throughout the match in the order shown below:
>Power stone: the gauntlet punch now does way more damage and also stuns similar to doomfist punch.
>Time stone: gives him another ability, a rewind similar to tracer that undoes damage he has taken in the last few seconds, perfect for a tank.
>Space stone: a new ability, a teleport to wherever he wants on the map with a long cooldown, and you choose the location similar to doctor strange's portals.
>Reality stone: a new ability that can instantly repair broken terrain, or destroy it
>Mind stone: a new ability that would be a ranged single target stun
>Soul stone: new passive ability where he gains damage as he racks up kills (but this would reset on death)
If you somehow use your ult 6 times, and then charge up a 7th, from this point on his ult would be the snap that instantly vaporizes half of the members of the enemy team in your line of sight at random (after a moment, similar to cassidy's high noon). Powerful, but randomized. If you let a thanos charge his ult 7 times, he deserves this.

These next two may be a bit of a surprise but I actually think they could work:

Daredevil: Your screen would be mostly black, and you would only see outlines of characters, terrain, and vibrations instead of in full color the way everyone else does. This would make it feel different and like daredevil without being unfun or unplayable, and if any game is able to make a blind hero work, it's this one.

Professor X: A support character with no movement abilities of course (not even a jump), but could have powerful but slow mind spike attacks (100 damage each?). These could also be used on teammates to give them a burst of healing. He would have an ability that boosts the next mind spike to make it also stun enemies, or boosts damage and speed if used on allies. His ult could be that cerebro helmet that amplifies his power to allow him to attack all enemies in line of sight for a few seconds. For MCU accuracy, he would not be able to do this to magnetos (both allied and enemy). I know this would make him a HARD counter, but I think that's fine in the context of this game. Do what no other game would dare!

Juggernaut: A tank with an unstoppable charge forward that knocks enemies back (like mauga), and is just in general immune to ALL slows and stuns?

Edit: Does wolverine not have his healing factor? just that extra health ability? Please fix this and give him a least minor passive healing.
Last edited by President Trump; Jan 8 @ 6:08pm
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Showing 1-6 of 6 comments
Some edits, what does everyone think? This sort of instantly got buried...
Interesting, but that's impossible, kid
Deadpool. all said and done. as a teaser have him 4th wall break your screen by peeking from the edges of it and talking to you
Some more edits to the order of abilities, and expanded on professor x
Rhaowl Apr 26 @ 12:50pm 
I like to share my Forge Concept.

Forge: The Battle Tinker - Hero Overview Profile
Role: Strategist (Support/Damage Hybrid)

Health: 250 HP

Lore: Forge, a Cheyenne inventor and mystic, blends advanced technology with ancestral spirituality to control the battlefield. His Reverberator, a tethered energy weapon, supports allies and damages enemies across physical and spectral planes. With Amplifier Devices, Resonance Turret, and Creative Inventions, he shapes combat dynamics, culminating in his Spirit Realm Overlap, a mystical overlay that isolates key targets. Forge’s tactical genius and cultural heritage make him a versatile force, turning chaos into victory.

Abilities Overview
Primary Weapon: Reverberator

Description: A hitscan energy pistol tethered to Forge’s utility belt, firing projectiles that pierce 1 ally + 1 enemy (base), with +1 ally per Amplifier Device (max 3 allies) and +1 enemy per Turret-tagged enemy (max 3 extra enemies).
Effects:
-Enemies: 50 damage, +20% Reverberator Meter.
-Allies: +100 Overhealth and converts decay half of Overhealth to heals, (decays at 10 HP/sec, 50% decay-to-heal), -25% Reverberator Meter.
-Homing: Slight (10-degree cone) on Turret-tagged enemies, stacks with Targeting Reticle (up to 30-degree max).
-Spirit Realm: Affects spectral entities (Forge, targeted enemy, Amplifier Device allies, Turret-tagged enemies) and non-spectral Amplifier Device allies (Overhealth) and Turret-tagged enemies (damage, homing).
-Stats: 30-meter range, 0.8-second fire rate (1.25 shots/sec), 10-shot ammo, 1.5-second reload (1.2 seconds if Reverberator Meter >50%).
-Visuals: Sleek pistol with glowing cables (bright blue for spectral ally hits, dimmer for non-spectral; bright red for spectral enemy hits, dimmer for non-spectral). Shots fade when passing through non-tagged entities.
▪Reverberator Meter
Resource bar (0–100%) fueling Overhealth and abilities.
Gains 20% per enemy hit (Reverberator, 25% with Energy Capacitor), 5% per Fear stack decay (Repulsor Flare, 6.25% with Energy Capacitor).
Decays at 5%/sec (2.5%/sec with Energy Capacitor).
Visuals: A glowing bar on Forge’s utility belt, pulsing with Cheyenne runes, blue when gaining, fading when decaying.

Secondary Ability: Repulsor Flare

Description: Fires a 1.5-second cone-shaped blast (10-meter range, 45-degree angle).
-Effects: Applies 6 Fear stacks/sec (max 9). At 9 stacks, enemies are Feared (1-second retreat, once per activation). Stacks decay at 5/sec, granting +5% Reverberator Meter per stack.
-Cooldown: 12 seconds.
-Reverberator Meter Cost: 15%.
-Spirit Realm: Affects spectral enemies; repels non-spectral non-tagged enemies.
-Visuals: Orange energy wave, flickering aura on enemies.

E Ability: Amplifier Device (Ally)

Description: Throws a homing device to an ally’s upper back (15-meter range, 10-degree homing cone).
-Effects: Ally counts as +1 Reverberator pierce, gains +100 Overhealth when hit (-25% Reverberator Meter).
-Tether Network: Allies (including Forge) with Amplifier Devices gain +5% movement speed per active device (max +15% for 3 devices). Forge gains +5% movement speed when Resonance Turret is active (max +20% with 3 devices + Turret).
-Hitbox and HP: Device has its own hitbox (small, disc-shaped, ~0.3-meter diameter) with 88 HP (destructible by enemy attacks).
-Duration: Persistent until destroyed, ally dies, or a new Amplifier Device is summoned (replacing the oldest if at 3-device limit).
-Limit: Max 3 Amplifier Devices (allies + Forge).
-Cooldown: 8 seconds (shared with F). Starts when device is destroyed, ally dies, or replaced.
-Spirit Realm: Allies with devices enter and are locked in; non-spectral allies gain Overhealth. Device remains destructible (88 HP).
-Visuals: Disc-like device with blue-glowing cables, pulsing Cheyenne rune patterns. Cracks appear as HP depletes.

F Ability: Amplifier Device (Self)

Description: Attaches an Amplifier Device to Forge’s back, enabling a returning Reverberator shot.
-Effects: Shot travels 40 meters, homes back (15-degree cone), grants +100 Overhealth (-25% Reverberator Meter), counts as +1 ally pierce. Enemy hits deal 50 damage (+20% Reverberator Meter).
-Hitbox and HP: Device has its own hitbox (~0.3-meter diameter) with 88 HP (destructible).
-Tether Network: Allies (including Forge) with Amplifier Devices gain +5% movement speed per active device (max +15% for 3 devices). Forge gains +5% movement speed when Resonance Turret is active (max +20% with 3 devices + Turret).
-Duration: Persistent until destroyed, Forge dies, or a new Amplifier Device is summoned (replacing the oldest).
-Cooldown: 8 seconds (shared with E).
-Limit: Counts toward 3-device limit.
-Spirit Realm: Forge is spectral; non-spectral shots return. Device remains destructible.
Visuals: Device on Forge’s back, vibrant energy arc on return, rune patterns, cracks when damaged.

LShift Ability: Resonance Turret

Description: Throws a turret that anchors to any surface (15-meter homing throw).
-Effects: Targets up to 3 enemies (8-meter radius), granting +1 enemy pierce and 10-degree homing per tagged enemy (spectral/non-spectral).
-Debuff: -5% attack speed for per tagged enemies. -15% Total
-Hitbox and HP: Turret has 175 HP (Summon HP, destructible). Hitbox is medium (~0.5-meter diameter tripod).
-Duration: Persistent until destroyed or a new Turret is summoned (replacing the existing one).
-Cooldown: 16 seconds. Starts when Turret is destroyed or replaced.
-Reverberator Meter Cost: 10%.
-Spirit Realm: Tagged enemies enter and are locked in; effects apply to spectral/non-spectral tagged enemies, regardless of Turret location. Turret remains destructible (175 HP).
-Visuals: Tripod with glowing core, red beams to tagged enemies, eagle-motif energy trails. Core dims and cracks as HP depletes.

Ultimate: Spirit Realm - Hunting Grounds

Description: Projects a 15-meter radius Spirit Realm (8 seconds), isolating Forge and a targeted enemy (20-meter range, 0.5-second channel).
Effects:
-Spectral: Forge, targeted enemy, Amplifier Device allies, Turret-tagged enemies enter and are locked in (entry-only). Immune to non-Spirit Realm damage/healing, can affect each other.
-Non-Spectral: Amplifier Device allies gain Overhealth; Turret-tagged enemies take damage/homing from Reverberator shots fired from inside.
-Reverberator: Affects spectral (full effects) and non-spectral tagged entities outside the Hunting Grounds (Overhealth/damage)
Visuals: Ethereal mist, Cheyenne animal spirits (wolf, eagle), mystic runes on Forge. Spectral shots glow brightly, non-spectral dimmer, pass-through faded.
Charge: Moderate (support-tier).

Passive: Creative Inventions

Description: When Reverberator ammo is full (10 shots), reloading triggers a 3-second interruptible channel to craft one of five gadgets, randomly (max 3 active). Each gadget grants +5% damage reduction (max +15%) and is removed by 25 damage (oldest first). Only one of each gadget type can be active; crafting a fourth replaces the oldest.
Mechanics:
Forge kneels, tinkering with his belt (canceled by damage, stuns, movement).
Cycles through gadgets during channel to select one.
Gadgets:
▪Reverberator Upgrade (Shotgun):
Fires a 30-degree cone of 5 pellets (10 damage each, max 50/shot), 15-meter range. Retains piercing, +4% Reverberator Meter per pellet hit (+20% max). Homing applies.
Visuals: Wider barrel, orange vents, eagle-feather pellet trails.
▪Targeting Reticle:
+10-degree homing on all Reverberator shots, stacks to 20-degree (with Amplifier/Turret), 30-degree max.
Visuals: Visor with red/blue crosshairs, spirit-wisp shot trails.
▪Shoulder Pulsar:
Fires at one secondary enemy (5-meter from primary target, 25 damage, 0.25-second delay after Reverberator/Flare), no Reverberator Meter gain. Fires on primary target if secondary is not available.
Visuals: Shoulder mini-turret, blue bolt, Cheyenne beadwork.
▪Energy Capacitor:
+25% Reverberator Meter per hit (25% Reverberator, 6.25% per Fear stack), 2.5%/sec decay.
Visuals: Belt capacitor, green conduits, pulsing runes.
▪Mystic Ward:
3-meter moving ward, +10% healing received (allies), +10% damage taken (enemies from Forge).
Visuals: Holographic ward, wolf motifs, blue/red glow.
Visuals: Belt glows with runes during crafting. Gadgets appear as tech-mystic attachments.
Last edited by Rhaowl; Apr 26 @ 12:53pm
☭Rosa Apr 26 @ 12:52pm 
i will leave it to the chinese professionals instead of the reddit angloids.
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