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Characters Buff weaker fighters to make them more fun and useful

moisterrific

Well-Known Member
Joined
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Messages
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Location
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Fighter Name (Signature ability name)
  • Current signature ability part 1
  • Current signature ability part 2
  • Suggested change to current signature ability part 1
  • Suggested change to current signature ability part 2
Bad Hair Day (Razor shears)
  • 5% chance on HIT to inflict BLEED for 7 seconds
  • 10% bonus to CRIT RATE if opponent has BLEED
  • 10% chance on HIT to inflict BLEED for 10 seconds
  • 20% chance on HIT to inflict a random negative COMBAT EFFECT for 5 seconds if opponent has BLEED
Frayed Ends (Cut it out!)
  • 15% chance when HIT to inflict BLEED for 7 seconds
  • Inflict 50% bonus damage against an opponent with BLEED
  • 15% chance when HIT to inflict BLEED for 10 seconds (also applies while blocking)
  • 15% chance on HIT to gain ENRAGE for 10 seconds if opponent has BLEED
Hair Apparent (Hair trigger)
  • COOLDOWN for TAG INS is reduced by 25% for all teammates
  • COOLDOWN for SPECIAL MOVES is reduced by 25% for all teammates
  • 25% chance to instantly reset COOLDOWN for TAG INS when any teammate uses a TAG IN
  • 25% chance to instantly reset COOLDOWN for SPECIAL MOVES when any teammate uses a SPECIAL MOVE
Bad Ms Frosty (Ice to see you)
  • 50% chance on CRITICAL HIT to DISABLE opponent's TAG INS and SPECIAL MOVES for 6 seconds
  • Also DISABLES opponent's BLOCKBUSTER METER for 6 seconds
  • 50% chance on CRITICAL HIT to DISABLE opponent's TAG INS and SPECIAL MOVES for 8 seconds
  • Also DISABLES opponent's BLOCKBUSTER METER for 8 seconds
Dread Locks (Lock Nest Monster)
  • When HIT, reflect 35% of the incoming damage
  • If the opponent lands a CRITICAL HIT, the opponent will receive HEAVY BLEED for 10 seconds
  • If the opponent lands a CRITICAL HIT, the opponent will receive HEAVY BLEED for 6 seconds
  • Reflect 100% of the incoming damage if the opponent has HEAVY BLEED
Sketchy (Running gag)
  • On TAG IN, SLOW opponent's BLOCKBUSTERS for 10 seconds
  • On TAG IN, gain HASTE for all BLOCKBUSTERS for 7 seconds
  • On TAG IN, SLOW opponent's BLOCKBUSTERS for 15 seconds
  • On TAG IN, gain HASTE for all BLOCKBUSTERS for 15 seconds
Inkling (Ganging up)
  • Inflict 15% bonus damage for each living teammate
  • All teammates TAG IN with ENRAGE for 6 seconds
  • Inflict 20% bonus damage for each living teammate
  • All teammates TAG IN with ENRAGE for 10 seconds
That's All Folks! (Slapstick)
  • Getting HIT has a 10% chance to gain ENRAGE for 10 seconds
  • Also inflicts ARMOR BREAK on the opponent for 10 seconds
  • Getting HIT has a 10% chance to gain ENRAGE for 10 seconds (also applies while blocking)
  • Also inflicts ARMOR BREAK on the opponent for 10 seconds
Gray Matter (Hat trick)
  • Start every match with 20% meter for all BLOCKBUSTERS
  • Teammates start every match with 20% meter for all BLOCKBUSTERS
  • Increase METER GAIN by 15% and start every match with 15% meter for all BLOCKBUSTERS
  • Increase teammates METER GAIN by 15% and start every match with 15% meter for all BLOCKBUSTERS
Rusty (Bleed for me)
  • 10% chance on HIT to inflict BLEED for 3 seconds
  • Also converts 2 of the enemy's beneficial COMBAT EFFECT(S) into BLEED
  • 10% chance on HIT to inflict BLEED for 6 seconds
  • Also converts 3 of the enemy's beneficial COMBAT EFFECT(S) into BLEED
Rage Appropriate (Thin skinned)
  • Gain ENRAGE for 10 seconds every time an opponent's attack inflicts more than 10% total HEALTH
  • Once per match, gain HEAVY REGEN for 5 seconds when HEALTH drops below 25%
  • Gain 2x ENRAGE for 10 seconds every time an opponent's attack inflicts more than 10% total HEALTH
  • Once per match, gain 2x REGEN and 2x ARMOR for 10 seconds when HEALTH drops below 25%
Buzzkill (Haemorrhage)
  • 5% chance on HIT to inflict HEAVY BLEED for 10 seconds
  • Gain ENRAGE for 10 seconds when an opponent's HEALTH drops below 25%
  • 5% chance on HIT to inflict HEAVY BLEED for 15 seconds
  • 15% chance on HIT to gain ENRAGE for 10 seconds if the opponent has HEAVY BLEED
Raw Nerv (Death's door)
  • Gain permanent ENRAGE when your HEALTH drops below 25%
  • Attacks quickly build BLOCKBUSTER meter whenever HEALTH is below 50%
  • Once per match when defeated, RESURRECT with 25% HEALTH and gain permanent ENRAGE
  • Also gain HASTE and FINAL STAND for 15 seconds
Scrub (Outpatient)
  • Teammates in reserve regenerate SCRATCH DAMAGE 100% faster
  • Teammates in reserve gain BLOCKBUSTER meter 20% faster
  • Teammates in reserve regenerate SCRATCH DAMAGE 100% faster
  • Teammates in reserve gain BLOCKBUSTER meter 50% faster
Icy Hot (First responder)
  • All teammates TAG IN with REGEN for 6 seconds
  • On TAG IN, all teammates gain 15% meter for ALL BLOCKBUSTERS
  • All teammates TAG IN with REGEN and IMMUNE for 10 seconds
  • On TAG IN, all teammates gain 20% meter for ALL BLOCKBUSTERS
Graveyard Shift (Forensics)
  • Gain REGEN for 15 seconds after defeating an opponent
  • When any teammate is defeated, all remaining teammates gain REGEN for 15 seconds
  • When any teammate defeats an opponent, gain 2x REGEN for 15 seconds
  • When any teammate is defeated, all remaining teammates gain 2x REGEN for 15 seconds
Oh Mai (Deadly fury)
  • Gain ENRAGE for 15 seconds after defeating an opponent
  • When any teammate is defeated, all remaining teammates gain ENRAGE for 15 seconds
  • When any teammate defeats an opponent, gain 2x ENRAGE for 15 seconds
  • When any teammate is defeated, all remaining teammates gain 2x ENRAGE for 15 seconds
Silent Kill (Foggy memory)
  • 20% chance on HIT to REMOVE all negative COMBAT EFFECTS from self
  • 20% chance on HIT to REMOVE all beneficial COMBAT EFFECTS from opponent
  • 25% chance on HIT to REMOVE all negative COMBAT EFFECTS from self
  • 25% chance on HIT to REMOVE all beneficial COMBAT EFFECTS from opponent
Last Hope (Urgent care)
  • Once per match while Valentine is alive, teammates gain HEAVY REGEN for 10 seconds when dropping below 25% HEALTH
  • Once per match when defeated, RESURRECT with 50% health
  • Once per match while Valentine is alive, teammates gain INVINCIBLE and 5x REGEN for 6 seconds when dropping below 25% HEALTH
  • Once per match when defeated, RESURRECT with 50% health and permanent HASTE
Decrypted (Envy)
  • Inflict 50% bonus damage against an opponent with beneficial COMBAT EFFECTS
  • Convert 3 enemy BUFF(S) to BLEED when triggering Sekhmet.
  • 25% chance on HIT to gain ENRAGE for 15 seconds if the opponent has any beneficial COMBAT EFFECTS
  • Sekhmet Mode attacks have a 25% chance on HIT to convert enemy BUFF(S) to BLEED
Bloody Valentine (Pyramid scheme)
  • Regain 10% HEALTH when either Fighter uses a SPECIAL MOVE
  • Regain 15% meter for all BLOCKBUSTERS when either Fighter uses a BLOCKBUSTER
  • Regain 20% HEALTH when either Fighter uses a SPECIAL MOVE
  • Regain 20% meter for all BLOCKBUSTERS when either Fighter uses a BLOCKBUSTER
Scarlet Viper (Seeing red)
  • Inflict BLEED for 15 seconds on both fighters when triggering Sekhmet
  • 50% chance to convet all BLEED effects on self into ENRAGE
  • Sekhmet Mode attacks have a 25% chance on HIT to inflict BLEED on both fighters for 10 seconds
  • 100% chance to convet all BLEED effects on self into ENRAGE
Bloodbath (Sanguine solo)
  • If either Fighter uses a BLOCKBUSTER, both fighters are afflicted with BLEED for 6 seconds
  • 100% chance to convert all BLEED effects on self into REGEN
  • If either Fighter uses a BLOCKBUSTER, both fighters are afflicted with BLEED for 10 seconds
  • 100% chance to convert all BLEED effects on self into REGEN and inflict 100% bonus damage against an opponent with BLEED
Sheltered (Overly critical)
  • Increases CRIT RATE by 10%
  • Increases teammates CRIT RATE by 10%
  • Increases CRIT RATE and CRIT DAMAGE by 20%
  • Increases teammates CRIT RATE and CRIT DAMAGE by 20%
Princess Pride (Tears of joy)
  • Gain REGEN for 6 seconds when spawning a TEAR
  • On TEAR DETONATION, immediately recover 6% HEALTH per active TEAR
  • Gain REGEN for 10 seconds when spawning a TEAR
  • On TEAR DETONATION, immediately recover 10% HEALTH per active TEAR
 
Last edited:
Fix the fact that bronze and silvers have worse stats even when evolved. That absolutely baffles me, making them underpowered on purpose.

I believe bronze and silvers should have signature abilities somewhat equally powerful as the natural gold fighters. This way it would be more fair once they're evolved, to make up for the inferior ATK and HP stats.
 
Okay. A large amount of your suggestions I agree with, but for quite a few of them I think you've forgotten to take some fairly vital factors into account. One example is that you've thought quite thoroughly about how each signature stands up against an opponent on its own, but you've more or less completely overlooked synergies. Apart from Urgent Care elevating Resonant Evil and Armed Forces to godhood and making Big Top useless, having your versions of Hair Trigger, First Responder and Gray Matter would mean that the player would have a compounded 1/64 (1.5625%) chance to get up to 13 or so Blockbusters to 95% meter purely through mashing tag-ins from the word "Showtime!". Up to three Blockbusters can be BB3 unblockables. Now, for there to be the possibility for all three of those to be a light jab away from full (especially with a team-wide 15% meter gain boost) without either side actually having thrown a single meaningful attack is simply ridiculous.

You also seem to have relied quite heavily on regeneration. This is situational. It's insanely overpowered in most cases, but if faced with a Primed Parasoul that can just drop one tear and wipe your whole stack of healing away, it's pathetic (unless Immunity is involved, of course). Also a note on the fact that your version of Pyramid Scheme means a player could equip five Bursts and use them to heal fully without interruption – I don't even want to imagine what Instant Replay would mean for this – and those Tears of Joy mean any combination of a Napalm Shower, Napalm Toss and Napalm Shot resulting in five Tears would provide 50% instant healing and another 50% over ten seconds.

I think what you see as "fun" I see as "Dragon Ball levels of overpowered as heck".

But please, don't get me wrong. I don't mean to insult you. Doubtless you had lots of fun coming up with that set and I sure had fun reading it.
 
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Revision 2 (buffs and balancing changes)

Last Hope (Urgent Care)
  • Once per match while Valentine is alive, teammates gain HEAVY REGEN for 10 seconds when dropping below 25% HEALTH
  • Once per match when defeated, RESURRECT with 50% health
  • Once per match while Valentine is alive, teammates gain 5x ARMOR and 5x REGEN for 5 seconds when dropping below 25% HEALTH
  • Once per match when defeated, RESURRECT with 50% health and permanent HASTE
Oh Mai (Deadly Fury)
  • Gain ENRAGE for 15 seconds after defeating an opponent
  • When any teammate is defeated, all remaining teammates gain ENRAGE for 15 seconds
  • When any opponent is defeated, all teammates gain 2x ENRAGE for 15 seconds
  • When any teammate is defeated, all remaining teammates gain 2x ENRAGE 15 seconds
Graveyard Shift (Forensics)
  • Gain REGEN for 15 seconds after defeating an opponent
  • When any teammate is defeated, all remaining teammates gain REGEN for 15 seconds
  • When any opponent is defeated, all teammates gain 2x REGEN for 15 seconds
  • When any teammate is defeated, all remaining teammates gain 2x REGEN for 15 seconds
Icy Hot (First Responder)
  • All teammates TAG IN with REGEN for 6 seconds
  • On TAG IN, all teammates gain 15% meter for ALL BLOCKBUSTERS
  • On MATCH START and TAG IN, all teammates gain REGEN for 10 seconds
  • On MATCH START and TAG IN, all teammates gain HASTE for 10 seconds
Harlequin (Special Attraction)
  • SPECIAL MOVE damage is increased by 20% for all teammates
  • COOLDOWN for SPECIAL MOVES is reduced by 35% for all teammates
  • While Cerebella is alive, SPECIAL MOVE damage is increased by 50% for all teammates
  • While Cerebella is alive, COOLDOWN for SPECIAL MOVES is reduced by 50% for all teammates
Armed Forces (Diamond Defence)
  • Getting HIT has a 5% chance to grant ARMOR for 15 seconds.
  • Also gain UNFLINCHING for 15 seconds
  • Getting HIT has a 10% chance to grant 2x ARMOR for 5 seconds (also applies while blocking)
  • Also gain UNFLINCHING for 5 seconds
Gray Matter (Hat Trick)
  • Start every match with 20% meter for all BLOCKBUSTERS
  • Teammates start every match with 20% meter for all BLOCKBUSTERS
  • Gain HASTE for 15 seconds after landing 3 consecutive CRITICAL HITS
  • While Cerebella is alive, all teammates gain HASTE for 15 seconds after landing 3 consecutive CRITICAL HITS
Parasite Weave (Entanglement)
  • 50% chance on CRITICAL HIT to STUN opponent for 3 seconds
  • 15% chance on HIT to inflict BLEED if opponent is STUNNED
  • 25% chance on CRITICAL HIT to STUN opponent for 5 seconds
  • 25% chance on HIT to inflict BLEED and SLOW for 5 seconds if the opponent is STUNNED
Bad Ms Frosty (Ice to see you)
  • 50% chance on CRITICAL HIT to DISABLE opponent's TAG INS and SPECIAL MOVES for 6 seconds
  • Also DISABLES opponent's BLOCKBUSTER METER for 6 seconds
  • 25% chance on CRITICAL HIT to DISABLE opponent's TAG INS, SPECIAL MOVES, and BLOCKBUSTER METER for 10 seconds
  • 25% chance on HIT to STUN opponent for 5 seconds if the opponent is suffering from any DISABLE effect
Hair Apparent (Hair Trigger)
  • COOLDOWN for TAG INS is reduced by 25% for all teammates
  • COOLDOWN for SPECIAL MOVES is reduced by 25% for all teammates
  • While Filia is alive, 25% chance to instantly reset COOLDOWN for TAG INS for all teammates when any teammate uses a TAG IN
  • While Filia is alive, 25% chance to instantly reset COOLDOWN for SPECIAL MOVES for all teammates when any teammate uses a SPECIAL MOVE
Dread Locks (Lock Nest Monster)
  • When HIT, reflect 35% of the incoming damage
  • If the opponent lands a CRITICAL HIT, the opponent will receive HEAVY BLEED for 10 seconds
  • If the opponent lands a CRITICAL HIT, the opponent will receive ARMOR BREAK and 5x BLEED for 10 seconds
  • If the opponent lands a CRITICAL HIT, gain INVINCIBLE and 5x REGEN for 5 seconds
Bad Hair Day (Razor Shears)
  • 5% chance on HIT to inflict BLEED for 7 seconds
  • 10% bonus to CRIT RATE if opponent has BLEED.
  • 10% chance on HIT to inflict BLEED for 10 seconds
  • 20% chance on HIT to inflict a random NEGATIVE COMBAT effect for 10 seconds if the opponent has BLEED
Frayed Ends (Cut it out!)
  • 15% chance when HIT to inflict BLEED for 7 seconds
  • Inflict 50% bonus damage against an opponent with BLEED
  • 10% chance when HIT to inflict BLEED for 10 seconds (also applies while blocking)
  • 20% chance on HIT to gain ENRAGE for 10 seconds if the opponent has BLEED
Scarlet Viper (Seeing Red)
  • Inflict BLEED for 15 seconds on both fighters when triggering Sekhmet
  • 50% chance to convet all BLEED effects on self into ENRAGE
  • Sekhmet attacks have a 50% chance to inflict BLEED on both fighters for 10 seconds
  • 100% chance to convet all BLEED effects on self into ENRAGE
Bloodbath (Sanguine Solo)
  • If either Fighter uses a BLOCKBUSTER, both fighters are afflicted with BLEED for 6 seconds
  • 100% chance to convert all BLEED effects on self into REGEN
  • If either Fighter uses a BLOCKBUSTER, both fighters are afflicted with BLEED for 10 seconds
  • 100% chance to convert all BLEED effects on self into ARMOR, ENRAGE, and REGEN
Bloody Valentine (Pyramid Scheme)
  • Regain 10% HEALTH when either Fighter uses a SPECIAL MOVE
  • Regain 15% meter for all BLOCKBUSTERS when either Fighter uses a BLOCKBUSTER
  • Regain 10% HEALTH and gain REGEN for 10 seconds when either Fighter uses a SPECIAL MOVE
  • Regain 20% meter for all BLOCKBUSTERS when either Fighter uses a BLOCKBUSTER
Decrypted (Envy)
  • Inflict 50% bonus damage against an opponent with beneficial COMBAT EFFECTS
  • Convert 3 enemy BUFF(S) to BLEED when triggering Sekhmet.
  • 50% chance on HIT to gain ENRAGE for 15 seconds against an opponent with beneficial COMBAT EFFECTS
  • Sekhmet attacks have a 50% chance on HIT to BLEED for 5 seconds and convert all enemy BUFF(S) to BLEED
No Egrets (Martial Law)
  • On CRITICAL HIT, DISABLE opponent's BLOCKBUSTERS for 4 seconds
  • Also DISABLES opponent's SPECIAL MOVES and TAG INS for 4 seconds
  • On CRITICAL HIT, DISABLE opponent's BLOCKBUSTERS for 5 seconds
  • Also DISABLES opponent's SPECIAL MOVES and TAG INS for 5 seconds
Princess Pride (Tears of Joy)
  • Gain REGEN for 6 seconds when spawning a TEAR
  • On TEAR DETONATION, immediately recover 6% HEALTH per active TEAR
  • Gain REGEN and HASTE for 10 seconds when spawning a TEAR
  • On TEAR DETONATION, regain 10% HEALTH and 10% meter for all BLOCKBUSTERS per active TEAR
That's All Folks! (Slapstick)
  • Getting HIT has a 10% chance to gain ENRAGE for 10 seconds
  • Also inflicts ARMOR BREAK on the opponent for 10 seconds
  • Getting HIT has a 15% chance to gain ENRAGE for 10 seconds (also applies while blocking)
  • Also inflict ARMOR BREAK on the opponent for 10 seconds
Inkling (Ganging Up)
  • Inflict 15% bonus damage for each living teammate
  • All teammates TAG IN with ENRAGE for 6 seconds
  • Inflict 25% bonus damage for each living teammate
  • On MATCH START and TAG IN, all teammates gain ENRAGE for 10 seconds
 
Revision 3 - Dread Locks (because the previous idea would be too OP)
  • When the opponent lands a CRITICAL HIT, inflict CRIPPLE and HEAVY BLEED for 15 seconds
  • Also regain 15% HEALTH and gain HEAVY REGEN for 15 seconds
I think this would make Dread Locks better than she is right now. Her current damage reflect mechanic is, in my opinion - terrible design. Because it sets her up for a playstyle where she becomes a punching bag. She reflects 35% of the damage taken so if you build max defence for her, it would be detrimental to that part of SA since less damage taken equals less damage reflected.

But if Dread Locks could heal a little bit whenever she takes a critical hit while also inflicting heavy bleed and cripple, it would improve her durability greatly. While at the same time this wouldn't make her obnoxious to play against in the sense that she'll kill you with reflected damage if you're using a high crit rate fighter. Instead, she becomes hard to kill herself if you build max defence and high HP while slowing draining away the enemy's HP. She can still be beaten with sufficient DPS and a lower crit rate.

(special thanks to Keebs for his feedback)
 
last hope needs immune, not haste, when she revives

bloodbath should be armor, enrage, or regen, instead of all 3, otherwise she just becomes a better in denile

cant see too many other glaring balance issues, i disagree with some of the archetypes being changed around but eh
 
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Bad Hair Day (Razor shears)
Really good suggestion, utility and thematically.

Frayed Ends (Cut it out!)
Isn't the 50% bonus against bleed better than enrage procs?
Character is described as a Counter.

Hair Apparent (Hair trigger)
Really cool thematically. Instant Replay is 50% isn't it?

Bad Ms Frosty (Ice to see you)
I like V1. V2 seems like a Parasite weave alternate. Keeping them different would better I think.
If you're keen about "freezing", why not Slow?

Dread Locks (Lock Nest Monster)
So far all of your iterations have been overpowered.
Don't have one, what's her archetype?
Maybe something fun would to be a buff if she evades.

Sketchy (Running gag)
Looks like this ablity can actually be used now. Useless in solo though.

Inkling (Ganging up)
Even version 1 seems too strong. In a full team, that's two Enrages.
Useless in solo.

That's All Folks! (Slapstick)
Good, although V2's 15% proc might be a bit much.
There aren't currently any abilities that proc on block are there?

Gray Matter (Hat trick)
Your 2nd version is too gimmicky. Version 1 seems the best upgrade.

Rusty (Bleed for me)
Seems good, though I don't have experience using the converting tools.
Compare to Decrypted.

Rage Appropriate (Thin skinned)
I think gaining Unflinching would be better than Armor because reducing damage would play against her first ability, and Unflinching would be good for a Counter archetype.
I don't think there's a functional difference between Heavy Regen and Regen x2.

Buzzkill (Haemorrhage)
15 seconds of Heavy Bleed should be 30% of your health, which is too much.
Enrage proc is interesting, but I think the original is a more interesting way to secure a kill.
I don't have one, what's the archetype?

Raw Nerv (Death's door)
I like the Haste and Final Stand idea, but I'm not sure about the Resurrect thematically.
It would also outclass Rage Appropriate.

Scrub (Outpatient)
Is the recovery percent per second known for Scratch Damage? 100% still doesn't seem that much.
50% reserve gain is too good compared to Hype Man, 20 - 25% seems more reasonable.

Icy Hot (First Responder)
You're making the Regen too good when compared to Bassline.
I think it should remain as is, but apply to self as well.

Graveyard Shift (Forensics)
I like the idea that any teammate can take advantage of Forensics, but I think x2 stacks is too good.
Maybe Heavy Regen for a teammate being defeated for 10 seconds (20%) ?

Oh Mai (Deadly fury)
Similar to Graveyard Shift: x2 Enrage is too good.
Is there something more interesting that could be done? Feels like an offensive Graveyard Shift.

Silent Kill (Foggy memory)
Seems a little too good. How does it compare to other buff removal abilities?
Otherwise solid.

Last Hope (Urgent Care)
I think giving team mates functional invincibility on top of a powerful heal is too much.
Clearing all debuffs at 25% might be good though.
I do like the idea of a limited Haste after a revive better. Compare to Big Top.

Decrypted (Envy)
V1 seems like a nerf, as its even more situational/RNG based.
V2's second part is too good, compare to Rusty.

Bloody Valentine (Pyramid scheme)
OG seems much more sane. The 20% healing per special in either version is too good.
A Heavy Regen for 10 seconds might be okay because that wouldn't be stackable.
20% BB gain is also too much I feel, even though I don't have one.
OG's 15% seems a little too good also. What's her archetype?

Scarlet Viper (Seeing red)
This actually seems more useful, but effectively becomes a better Blood Drive.
100% conversion makes her immune to Bleed effects. Shouldn't be guaranteed conversion.

Bloodbath (Sanguine Solo)
You're effectively adding 10% damage to your BB, and when your opponent uses one. Too good.
Somebody else mentioned the idea of converting Bleed to a Buff. I'd agree with that.

Sheltered (Overly critical)
I agree with Crit Damage, but not the increased percentage.

No Egrets (Martial Law)
Good. More usable.

Princess Pride (Tears of Joy)
Absurd self healing, even at V1. Haven't used her though, is OG not good enough if you spec for Tear generation?

Harlequin (Special Attraction)
Special Move damage is too high. Imagine if paired with Peashooter or Understudy.
Honestly, OG stats seem fine. Abilities should modify your play style, not overtake it.
 
you have the potential for enrage procs to surpass permanant 50% damage bonus, as well as the fact that enrage affects you even when the enemy isn't beleding

dread locks is in a weird spot and we're constantly putting out various ideas to give her a spot that feels both fun to play as and against

buzzkill already has so much (potential) damage output that the bleed is really just a way to proc enrage, you aren't going to hit them with a bleed then block for 15 seconds

natural golds tend to be more generalist than natural silvers and bronzes, its fine if raw nerv is better overall but rage appropriate is more niche, rage is better if you have 50% defense and dont need the raw offensive output, nerv is better for a less wealthy player

scrub having 50% bonus gain is fine imo since passive gain when not active is so low anyways, and stalling isn't really rewarded outside of niche SAs like this

bassline has other issues besides being outclassed by icy hot, buffing the heal makes swapping teammates in and out more viable, and the haste change makes it more interactive

given the stats of oh mai and graveyard shift, they become more viable support characters, and oh mai has always been an offensive graveyard shift variant

again, given the stats of silent kill, it makes her more reliable in her niche, you still aren't going to use her much though

maybe 2/3 stacks of armor for last hope instead of invuln, but with 25/50% defense that's effective invuln anyways so its the same overall effect, haste doesnt help her too much because of the potential of stunlocking and the fact that most fighters can blow through her full hp bar and her revive in a single go anyways

cant really compare scarlet viper and blood drive too much because painwheel is capable of much higher damage output than eliza, especially with how hard it is to land sekhmet hits beyond the first combo, the conversion proc rate should be a bit lower though

buffing both crit rate and crit damage is a negligable damage buff unless you have heavy investment in both already

princess pride is garbage not because she doesnt heal enough, but because she cant output damage fast enough
 
Revision 3

Bad Hair Day (Damage Over Time) - RAZOR SHEARS
  • After EVADING, inflict BLEED for 10 seconds
  • 20% chance on HIT to inflict a random negative COMBAT EFFECT for 10 seconds if opponent has BLEED

Frayed Ends (Counter) - CUT IT OUT!
  • 25% chance when HIT to inflict BLEED and CRIPPLE for 10 seconds
  • 25% chance on HIT to gain ENRAGE for 10 seconds against an opponent with BLEED

Hair Apparent (Team Assist) - HAIR TRIGGER
  • COOLDOWN for SPECIAL MOVES and TAG INS are reduced by 25% for all teammates
  • All teammates gain INVINCIBLE for 5 seconds when using a SPECIAL MOVE or TAG IN

Dread Locks (Counter) - LOCK NEST MONSTER
  • After EVADING, gain ARMOR and IMMUNE for 15 seconds
  • If the opponent lands a CRITICAL HIT, inflict BLEED for 15 seconds. Also DISABLE the opponent's SPECIAL MOVES, BLOCKBUSTERS, and TAG INS for 15 seconds if you have ARMOR or IMMUNE

Sketchy (Counter) - RUNNING GAG
  • On MATCH START, TAG IN, and after EVADING, SLOW opponent's BLOCKBUSTERS for 15 seconds
  • On MATCH START, TAG IN, and after EVADING, gain HASTE for all BLOCKBUSTERS for 15 seconds

Inkling (Damage) - GANGING UP
  • Inflict 25% bonus damage for each living teammate
  • On MATCH START and TAG IN, all teammates gain ENRAGE for 10 seconds

That's All Folks! (Counter) - SLAPSTICK
  • Getting HIT has a 20% to grant ARMOR and ENRAGE for 10 seconds
  • Also inflicts ARMOR BREAK and CRIPPLE on the opponent for 10 seconds

Gray Matter (Team Assist) - HAT TRICK
  • While Cerebella is alive, all teammates gain HASTE for 15 seconds after landing 3 consecutive CRITICAL HITS
  • Also gain 15% meter for all BLOCKBUSTERS

Icy Hot (Team Assist) - FIRST RESPONDER
  • On MATCH START and TAG IN, all teammates gain REGEN and IMMUNE for 10 seconds
  • Also gain 20% meter for all BLOCKBUSTERS

Last Hope (Healing) - URGENT CARE
  • Once per match while Valentine is alive, teammates gain 5 stacks of REGEN for 15 seconds when dropping below 25% HEALTH
  • Once per match when defeated, RESURRECT with 50% health and permanent HEAVY REGEN

Decrypted (Damage) - ENVY
  • 50% chance on HIT to gain ENRAGE for 10 seconds against an opponent with beneficial COMBAT EFFECTS
  • Convert 3 enemy beneficial COMBAT EFFECTS to permanent BLEED when triggering Sekhmet

Bloodbath (Damage Over Time) - SANGUINE SOLO
  • If either Fighter uses a BLOCKBUSTER, both fighters are afflicted with BLEED for 15 seconds
  • 100% chance to convert all temporary BLEED and HEAVY BLEED on self into REGEN and HEAVY REGEN

Sheltered (Damage) - OVERLY CRITICAL
  • Increases CRIT RATE by 10% and CRIT DAMAGE by 20% for each active TEAR
  • On TEAR DETONATION, gain a stack of ENRAGE for 10 seconds per active TEAR

Princess Pride (Healing) - TEARS OF JOY
  • Reduces incoming DAMAGE by 15% for each active TEAR
  • On TEAR DETONATION, gain a stack of REGEN for 15 seconds per active TEAR
 
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Bad Hair Day (Damage Over Time) - RAZOR SHEARS
I see you like Windswept. Evasion, I feel is an advanced technique, probably better if it weren't on a bronze.
Hinging the SA solely on Evasion would modify the playstyle too much for less skilled players with only Bronzes.
I liked your version 2 best, butI don't think OG is bad considering Filia has a lot of ways to Bleed, definately underwhelming though.

Frayed Ends (Counter) - CUT IT OUT!
I like adding Cripple to the mix, but I think 25% is a bit high for the debuffs.
Given a 10 hit combo, that's 2-3 tics average.
Cripple reduces damage received, meaning the attacker might end up losing more health than Filia.
I still think 50% straight bonus is stronger than stackable 25%, but 10 seconds sounds too strong
considering Filia has a lot of multi-hitting attacks. 5 seconds sounds a bit more reasonable.
Frayed Ends is a bit like Twisted Mettle; if you're suggesting Cripple here, I'd suggest Armor there.

Hair Apparent (Team Assist) - HAIR TRIGGER
The second ability is ridiculously strong, effectively protecting bad calls on Specials and Tag ins.
Doesn't make sense to me from a naming perspective why Hair Trigger would protect you also.

Dread Locks (Counter) - LOCK NEST MONSTER
This doesn't seem well thought out.
To make use of the second part you have to Evade, then get put back into a combo.
Furthermore, Disables are indicitive of Control archetypes, not Counters.

Sketchy (Counter) - RUNNING GAG
Sketchy is Control, not Counter. I like adding cases for solo usage of the SA.
I think the durations are longer than they should be though. 10 seconds sounds better.

Inkling (Damage) - GANGING UP
Up to two nigh permanent Enrages is absurd, especially with being able to take advantage of Enrage.
I do like some capabilty of solo SA usage though.

That's All Folks! (Counter) - SLAPSTICK
I like this. 20% is probably too much though.

Gray Matter (Team Assist) - HAT TRICK
3 crits in a row is too much of a gimmick, abusable at high levels and useless at low levels.
Would make her the ultimate support for crit characters.

Icy Hot (Team Assist) - FIRST RESPONDER
This is effectivaly a better Bassline. I think OG First Responder would be fine if the SA also effected herself.
Some usabilty in solo is fine.

Last Hope (Healing) - URGENT CARE
This is a better G.I. Jazz. At lower levels this is hardly killable.

Decrypted (Damage) - ENVY
This is pretty absurd to use in fight with a lot of enemy buffs.
How does converting enemy buffs work? Is converts (up to) 3? Or needs 3 to convert?
I'd like to see stealing buffs worked in.
Something like convert enemy buffs to a short bleed and get a random buff for a med duration.

Bloodbath (Damage Over Time) - SANGUINE SOLO
10 seconds seems more reasonable

Sheltered (Damage) - OVERLY CRITICAL
How many seconds do tears last? This SA seems like a choice for 25% crit rate & 50% crit dmg
and 10 seconds of 75% dmg increase and building crit rate again soon after.
This sounds like an avalanche for a Bronze character.
I also don't like the crit assist removal which helps low level players.

Princess Pride (Healing) - TEARS OF JOY
This sounds more like a Survival archetype than Healing, not a bad thing, but different.
This also quickly out classes Underdog.
You could probably maintain regen through the majority of a fight, I think it's too strong.
OG sounds really strong to me too, but I haven't got one to see.
 
Dragon Brawler (damage)
Current SA:
  • While in hype mode: +35% crit rate and +75% crit damage
  • Gain 50% meter when using a blockbuster to defeat an enemy
Proposed buff:
  • When activating hype mode, regain +25% meter and gain +25/50/75% blockbuster damage while in hype mode
  • Gain 25/50/75% meter when using a blockbuster to defeat an enemy

Regally Blonde (control)
Current SA:
  • 50% chance to reduce the enemy’s meter by 75% when they use a blockbuster
  • Disable tag ins or specials or blockbusters for 8s when detonating tears
Proposed buff:
  • Steal the enemy’s meter by 10/15/20% per tear when spawning a tear
  • Disable tag ins, specials, and blockbusters for 6/8/10 seconds when detonating tears

Surgeon General
Current SA: team assist
  • While she’s alive, gain permanent Enrage every 30s
  • While she’s alive, teammates gain heavy regen and immune for 15s every 30s
Proposed buff:
  • While she’s alive, gain permanent Enrage at match start and every 30s
  • While she’s alive, all teammates gain heavy regen and immune for 15s every 30s

G.I. Jazz (survivor)
Current SA:
  • Once per match, gain 5x regen for 10s when below 25% health
  • Also gain 3x armor for 10s
Proposed buff:
  • once per match, gain 5x regen for 5/10/15s when below 25% health
  • also gain 5x armor for 5/10/15s

Red Velvet (control)
Current SA:
  • Inflict Hex for 8s when triggering Sekhmet
  • If opponent tags out with hex, next opponent will be inflicted with Hex for 15s
Proposed buff:
  • remove all enemy beneficial combat effects and inflict Hex for 5/10/15s when triggering Sekhmet
  • every 15/10/5 combo hits, inflict a random negative combat effect for 10s if enemy already has a negative combat effect
 
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Can I just point out that anything with 5x armour is the most unfun, unpleasing and unrewarding experience in this game. Sure, there are ways to counter it, but if you are fighting tank characters that take 3 minutes (looking at you armed forces) to kill on some characters, it's just plain unfun. :3 I am opposed to buffing any character to give it more tank stats. I feel the fun factor in this game is high damage high reward as opposed to low damage long fights... :3

"
  • also gain 5x armor for 5/10/15s" for Big Band GI" --- plz no t.t
 
Dragon Brawler: I agree its disappointing that grabs can't crit, and going for all non-grab BBs/specials for Beo isn't great.
I don't know if making super saiyan blockbuster man is the best solution either.

Regally Blonde: How would you expect to be able to get a blockbuster off when facing a RB? 1st part steals meter, and 2nd blanket disables for 10s at leisure? Absurd control ability.

Surgeon General: A permanent enrage at match start is absurd. Especially when compared to the necessary conditions for Raw Nerv's.

GI Jazz: You'd better be able to break armor or get rid of buffs, because otherwise your buffs put GI Jazz back at full health after 15s of invincibility. Way too much tank.

Red Velvet: I like the 1st part. The second part seems oppressive with the duration, but otherwise pretty good.
 
Revision 4

Bad Hair Day
-10% chance on hit to inflict bleed for 10s
-50% bonus damage against an opponent with bleed

Frayed Ends
-15% chance when hit to inflict bleed for 8s
-reduce opponent damage by 50% if they have bleed

Bad Ms Frosty
-increase debuff durations from 6s to 8s

Hair Apparent
-all teammates have a 20% chance on hit to instantly reset cooldown for special moves and tag ins
-all teammates have a 20% chance on hit to set the opponent’s special move and tag ins on cooldown

Windswept
-increase buff durations from 10s to 15s

Dread Locks
-when the opponent lands a critical hit, inflict 3 random debuffs for 15s
-also gain 3 random buffs for 15s

Understudy
-While Cerebella is alive, increase all teammates throw damage by 50%
-While Cerebella is alive, reduce all opponent’s throw damage by 50%

Headstrong
-increase debuff duration from 7s to 8s

Grey Matter
-While Cerebella is alive, all teammates throws have a 50% chance to gain 15% meter for all blockbusters
-While Cerebella is alive, all teammates throws have a 50% chance to gain haste for 15s

Harlequin
-While Cerebella is alive, increase all teammates special move damage by 35%

Armed Forces
-5% chance on hit to gain armor and unflinching for 15s
-take 25% less damage from blockbuster attacks

In Denile
-remove all debuffs and gain armor and immune for 15s when triggering Sekhmet
-100% chance to convert all bleed effects into armor

Decrypted
-attacks have a 50% chance to ignore armor and defence if the opponent has any buffs
-when triggering Sekhmet, gain Enrage for 15s if the opponent has any buffs

Bloody Valentine
-increase SA1 heal from 10% to 15%

Red Velvet
-inflict hex and a random debuff for 15s when triggering Sekhmet
-if the opponent tags out while suffering from any debuff, inflict 3 random debuffs on the next opponent for 15s

Bloodbath
-inflict bleed on both fighters for 15s if either fighter uses a blockbuster
-100% chance on to convert bleed into regen and heavy bleed into heavy regen

That’s All Folks
-15% chance when hit to gain enrage and inflict armor break on the opponent for 15s
-if defeated with any buffs, revive with 25% health

Last Hope
-once per match while valentine is alive, all teammates gain heavy regen and 5 random buffs for 15s when dropping below 25% HP
-once per match when defeated, resurrect with 50% hp and 50% meter for all blockbusters

Private Dick
-5% chance on hit to inflict a random debuff (excluding stun) for 15 seconds
-50% chance to resist all debuffs

Weekend Warrior
-gain immunity and haste for 15s when activating hype mode
-also gain final stand and unflinching for 15s

Dragon Brawler
-inflict 100% more damage while in hype mode
-gain 10% blockbuster meter per second when at max hype (before activating hype mode)

Sheltered
-increase crit rate by 75%
-increase teammates crit rate by 25%

Heavy Reign
-non blockbuster critical hits have a 50% chance to gain 15% meter
-critical hits have a 50% chance to deplete the opponent’s blockbuster meter by 15%

No Egrets
-increase debuff duration from 4s to 5s

Princess Pride
-Gain regen for 15s when spawning a tear
-on tear detonation, gain a random buff for 15s per tear detonated

Regally Blonde
-SA1 unchanged
-50% chance to disable the opponent’s blockbusters, special moves and tag ins for 15s when the opponent uses any of them

Temple Tyrant
-gain 50% HP when transmuting to an elemental advantage
-SA2 unchanged

Raw Nerv
-gain 2 stacks of permanent Enrage when dropping below 50% HP
-gain permanent haste when below 50% HP

Oh Mai
-While valentine is alive, all teammates gain 2 stacks of enrage for 15s after defeating an opponent
-when any teammate is defeated, all remaining teammates gain 2 stacks of enrage for 15s

Icy Hot
-all teammates tag in with armor and regen for 15s
-all teammates tag in with 25% meter for all blockbusters

Scrub
-While valentine is alive, teammates in reserve regenerate all damage and gain meter 100% faster
-While valentine is alive, when any teammate gains a buff, extend its duration by 5s

Underdog
-gain haste for 15s when inflicted with a debuff
-reduce damage taken by 50% if you have haste

Rusty
-10% chance on hit to inflict bleed for 5s
-also convert 5 buffs to bleed

Twisted Mettle
-inflict bleed for 15s when taking a critical hit
-50% chance on hit to inflict bleed for 5s if opponent has bleed
 
Revision 4


Dread Locks
-when the opponent lands a critical hit, inflict 3 random debuffs for 15s
-also gain 3 random buffs for 15s
I'd like to see an SA1 of -when the opponent lands a critical hit, reflect 100% of damage taken back to opponent
along with your SA2.
 
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I honestly think that keeping bronze characters noticeably weaker to the point where gold characters are just out preforming is just something that shouldn't be touched on. As bad as it sounds, Bronze characters shouldn't be viable in general for top tier play. IMO it should stay this way. Buffing the abilities might make support Bronze characters better than support Gold's.
 
I honestly think that keeping bronze characters noticeably weaker to the point where gold characters are just out preforming is just something that shouldn't be touched on. As bad as it sounds, Bronze characters shouldn't be viable in general for top tier play. IMO it should stay this way. Buffing the abilities might make support Bronze characters better than support Gold's.
That shouldn't be the case considering you can evolve your fighters. Maybe they shouldn't have the best stats, but they should be competitive in SAs.

Revision 4
My view is that a SA should be supplementary or complimentary to doing damage and surviving by playing well, not by making up for bad play, or using it as a crutch.

Bad Hair Day
-10% chance on hit to inflict bleed for 10s
-50% bonus damage against an opponent with bleed

I think both a proc increase and a DoT increase is a little excessive, but I think the SA2 is better than than her current Crit increase.
Filia has a lot of ways to inflict Bleed already.
Though I wonder if that SA2 wouldn't be more fitting on a Damage or Counter archetype.

Frayed Ends
-15% chance when hit to inflict bleed for 8s
-reduce opponent damage by 50% if they have bleed

Every 7 or so hits, the attacker loses 8% health? That seems fair, can't really speak for or against the current 7s.
I like the SA2 in conjuction with SA1, but it seems more like a Survival archetype than a Counter one.
Especially since Filia has a number of ways to Bleed.

Bad Ms Frosty
-increase debuff durations from 6s to 8s
OG Ice To See You already seems like decent disable based control, 8s and high crit sounds like it'd be close to a complete shutdown.
If 6s is too unreliable, maybe 7s wouldn't be too much. I still haven't rolled one up though.

Hair Apparent
-all teammates have a 20% chance on hit to instantly reset cooldown for special moves and tag ins
-all teammates have a 20% chance on hit to set the opponent’s special move and tag ins on cooldown

I really like the SA1, would make it feel like a hair trigger when you can get that lucky double-tap.
SA2 doesn't seem well thought out, it's a disable without debuffing on a Team Assist archetype.
Way too powerful on Hit and all teammates.

Windswept
-increase buff durations from 10s to 15s

10s is pretty good already? Does Windswept need a buff?
I feel like it's part of her Counter playstyle to quickly capitalize on an evade.

Dread Locks
-when the opponent lands a critical hit, inflict 3 random debuffs for 15s
-also gain 3 random buffs for 15s

15s is oppressive, especially with 3 buffs/debuffs on EVERY crit.
I like the idea more than OG Dread Locks Counter archetype with a DoT flavor.
Haven't rolled one.

Understudy
-While Cerebella is alive, increase all teammates throw damage by 50%
-While Cerebella is alive, reduce all opponent’s throw damage by 50%

The Cerebella being alive conditinal is decent balance with that buff to SA1.
Would make her one of the best supports probably.
SA2 doesn't really fit on a Damage archetype though.
At least SA2 wouldn't apply to all teammates.

Headstrong
-increase debuff duration from 7s to 8s

I do find it a little hard to capitalize on Armor Break after a throw.
Good with specials and BBs though.
Curious as what 8s would allow you to do that 7s doesn't already.
What's the reasoning for increasing the durations, for both SAs' cases?

Grey Matter
-While Cerebella is alive, all teammates throws have a 50% chance to gain 15% meter for all blockbusters
-While Cerebella is alive, all teammates throws have a 50% chance to gain haste for 15s

This seems really good, but I can't tell if it's too good.
Throws are harder to land against harder AI, but special throws would see a lot of benefit.

Harlequin
-While Cerebella is alive, increase all teammates special move damage by 35%

OG Harlequin is already good. Why the buff? Even with the condition of Bella being alive for SA1.

Armed Forces
-5% chance on hit to gain armor and unflinching for 15s
-take 25% less damage from blockbuster attacks

WAY too tanky. Unflinching is countered with BBs, making this tactic weaker is poor play.
I think the most interesting idea you had with Diamond Defense was Immune instead of Unflinching.

In Denile
-remove all debuffs and gain armor and immune for 15s when triggering Sekhmet
-100% chance to convert all bleed effects into armor

OG In Denile already has a pretty functional SA. Your SA2 would see use outside of Sekhmet builds though, which is interesting.
I think your combined SA1 is too functional, and SA2 too situational. Plus 100% conversion is too good I think.

Decrypted
-attacks have a 50% chance to ignore armor and defence if the opponent has any buffs
-when triggering Sekhmet, gain Enrage for 15s if the opponent has any buffs

At Bronze level, SA1 would see almost no use. Your SA2 seems hard to use too.
Current Decrypted seems more usable. Always thought a steal buff ability would be cool for her, but we have Doublicious now though.

Bloody Valentine
-increase SA1 heal from 10% to 15%

Probably too much healing, especially on a Counter archetype (I guess there is precedent for mixed archetypes)
Is an opponent's Special attack generally going to take away more than 15% health?
I think using a Special Attack against Pyramid Scheme should be discouraged, but not necissarily a mistake.

Red Velvet
-inflict hex and a random debuff for 15s when triggering Sekhmet
-if the opponent tags out while suffering from any debuff, inflict 3 random debuffs on the next opponent for 15s

This seems a lot more useful than current. Befitting of the Witch of Elrit.

Bloodbath
-inflict bleed on both fighters for 15s if either fighter uses a blockbuster
-100% chance on to convert bleed into regen and heavy bleed into heavy regen

I think you're right about 6s being too short, 15s is probably too long, considering you can get a unconvertable regen off of it.
Heavy Bleed should probably count as Bleed and convert to a Regen. Maybe 2x.

That’s All Folks
-15% chance when hit to gain enrage and inflict armor break on the opponent for 15s
-if defeated with any buffs, revive with 25% health

Not gameplay but, having a revive ability on a character called That's All Folks sounds strange.
15% is a pretty good spot I think. 15s might be too long on ability that can proc multiple times in a combo.
It's a temporary 50% atk bonus on the first proc.

Last Hope
-once per match while valentine is alive, all teammates gain heavy regen and 5 random buffs for 15s when dropping below 25% HP
-once per match when defeated, resurrect with 50% hp and 50% meter for all blockbusters

Actually sounds pretty fun for a clutch comeback. 1+5 random 15s buffs is too good probably.
SA2 sounds great.

Private Dick
-5% chance on hit to inflict a random debuff (excluding stun) for 15 seconds
-50% chance to resist all debuffs

SA is called Stunning Performance with no chance to Stun, huh?
I admitedly like both of your versions better from a gameplay perspective.
He doesn't seem like much of a Control in either case though.

Weekend Warrior
-gain immunity and haste for 15s when activating hype mode
-also gain final stand and unflinching for 15s

This is a more aggressive version of what we currently have.
Final Stand Hype Mode might see use to press on, rather than using it as a clutch survive on a big combo/BB and try and to make a comeback fueled by haste.
Unflinching is a little too good I think, does sound fun though.
SA1 improvement seems good to me.

Dragon Brawler
-inflict 100% more damage while in hype mode
-gain 10% blockbuster meter per second when at max hype (before activating hype mode)

Absurd damage potential: build hype, build BBs, then destroy for a limited time.
That's pretty easy to do too.
SA2 is too good, Hype Man variant is far below your proposal, even if they do different things.

Sheltered
-increase crit rate by 75%
-increase teammates crit rate by 25%

I like it. I wonder she'd compare to every other Bronze in damage though.
I like keeping the team support aspect too.
My idea would be something like 50% crit and 20% crit dmg, 20% and 10% for teammates.

Heavy Reign
-non blockbuster critical hits have a 50% chance to gain 15% meter
-critical hits have a 50% chance to deplete the opponent’s blockbuster meter by 15%

SA2 would outclass Ivy League with a high crit rate. I think Hevy Reign's in a bad spot for damage potential.
I do want BB crits counted in SA1 though. I don't think they currently do?
I do wonder why there aren't any Parasouls with SAs based on Egret usage though.

No Egrets
-increase debuff duration from 4s to 5s

Haven't rolled one, but I wonder how nice No Egrets is to use with Sundae School.
4s is hard to use though.

Princess Pride
-Gain regen for 15s when spawning a tear
-on tear detonation, gain a random buff for 15s per tear detonated

Sounds more fun than the current one, at the cost of raw healing.

Regally Blonde
-SA1 unchanged
-50% chance to disable the opponent’s blockbusters, special moves and tag ins for 15s when the opponent uses any of them

The "and" (rather than "or") in SA2 is pretty harsh for 15s. The original 8s sounds more reasonable for your version.

Temple Tyrant
-gain 50% HP when transmuting to an elemental advantage
-SA2 unchanged

Current version is too low, your's is too high. 25%?

Raw Nerv
-gain 2 stacks of permanent Enrage when dropping below 50% HP
-gain permanent haste when below 50% HP

I like the idea of getting an Enrage at 50% and another at 25% health.
Her SA2 existed before Haste? I wonder what the difference between the two are.

Oh Mai
-While valentine is alive, all teammates gain 2 stacks of enrage for 15s after defeating an opponent
-when any teammate is defeated, all remaining teammates gain 2 stacks of enrage for 15s

I'm not sure if I like that Oh Mai and Graveyard shift are so similar.
I would love for Regen to proc on any teammate that gets a kill, rather than Val getting the kill.
This would also be like half of Robocopy's SA1 for 15s, rather than 10s.

Icy Hot
-all teammates tag in with armor and regen for 15s
-all teammates tag in with 25% meter for all blockbusters

I think current Icy Hot is in a good niche. This is a superior Second Wind in everyway.

Scrub
-While valentine is alive, teammates in reserve regenerate all damage and gain meter 100% faster
-While valentine is alive, when any teammate gains a buff, extend its duration by 5s

Ever since Sundae School came out, I'd love for a way to extend buffs. 5s is huge though.
A passive 100% reserve meter gain is probably too high (and Hype Man is too low).

Underdog
-gain haste for 15s when inflicted with a debuff
-reduce damage taken by 50% if you have haste

Taunt and Wulfamania! would see use here. The current 25% reduction is fine I think though.
Also, the ability is called On The Ropes, it makes sense for it to be tied to being debuffed, not buffed.

Rusty
-10% chance on hit to inflict bleed for 5s
-also convert 5 buffs to bleed

The Bleed conversion takes place each time Bleed For Me takes effect, ie 10% of hits.
How many fight are there where so there are many buffs at once? Maybe switching in on a stacked Resonant Evil.
3 seems powerful enough.

Twisted Mettle
-inflict bleed for 15s when taking a critical hit
-50% chance on hit to inflict bleed for 5s if opponent has bleed

15s is a huge amount of time to take advantage of.
Even current Twisted Mettle can melt people pretty well if you can take advantage of Bleeds.
She's a classic DoT.
 
Parasoul buffs

Sheltered
Damage
Overly Critical
  • While Parasoul is alive, increase all teammates CRIT RATE by 20/35/50%
  • While Parasoul is alive, increase all teammates CRIT DAMAGE by 25/50/100%

Heavy Reign
Damage
Overcast
  • 20/35/50% chance on CRITICAL HIT to gain 15% BLOCKBUSTER METER
  • CRITICAL HITS have a 20/35/50% chance to ignore the opponent’s ARMOR and DEFENCE

No Egrets
Control
Martial Law
  • On CRITICAL HIT, DISABLE the opponent’s BLOCKBUSTERS and SPECIALS MOVES for 4/5/6 seconds
  • If the opponent tags out with any DISABLE effects, the next opponent will be inflicted with the same DEBUFFS for 8/10/12 seconds

Princess Pride
Healing
Tears of Joy
  • Gain REGEN for 4/5/6 seconds and immediately recover 4/5/6% HEALTH when spawning a TEAR
  • On TEAR DETONATION, each active tear grants IMMUNE, INVINCIBLE, or UNFLINCHING for 8/10/12 seconds

Regally Blonde
Control
On Ice
  • Spawning a TEAR has a 50% chance to drain the opponent’s BLOCKBUSTER METERS by 15/20/25%
  • On TEAR DETONATION, each active tear disable the opponent’s BLOCKBUSTERS, SPECIAL MOVES, or TAG INS for 5/10/15 seconds
 
I really like your No Egrets, Princess Pride, and Regally Blonde.
OG Martial Law disables Tag-Ins too, but that would be bad for your version, necessitating a Tag Out move, not inherently bad, but gives the player less options which is bad gameplay-wise. Your version avoids that issue. I like the idea of tagging out forcing even harsher enforcement too.
Princess Pride looks like it has decent healing if you play to that ability, and the "or" in the SA2 brings it more in-line, from a gameplay perspective.
Regally Blonde looks like a blend of Ivy League and No Egrets, an interesting generalist, if you will.

Sheltered's 50% team damage bonus is absurd, why would you ever have a different 3rd slot?
Would shift meta to crit happy teams.
Heavy Reign is cool, but from a Bronze perspective, when would her SA2 ever come into play?