User blog:Oneanimal/Character and gear wishlist

Hello, all! This is my character/gear wishlist. My user page was getting a bit crowded, so I moved it all into a blog post. I am still working on it, so new characters/gears will be added with regularity. I try to make all of the characters relatively balanced: If they have a damage mitigation effect, they usually will have a lower health; if they have some damage-boosting effect, they will have lower damage. All of my characters also don't have out-of-this-world base stats; they range from 2000 (with a wicked damage and health boosting passive) to 2800, which is intended to allow them to be playable in today's meta. If you have any thoughts or recommendations on any of my characters, please let me know.
 * Shazam Regime (still working up a passive)
 * Insurgency Ares (same as above)
 * Deadshot; 1300,1300; Passive: Sharpshooter (All special attacks have a chance [30%] to deal a headshot, doubling the damage [even if the special was a crit] of the ENTIRE special and delivering a 5-second bleed).
 * Batman/Animated; 1200,1400; Passive: I am vengeance (Batman takes 25% less damage from all sources; if he is the only character left on his team; he regains 25% of his health and 1.5 power bars)
 * Batman/The Dark Knight; 1400, 1400; Passive: Silent Guardian (Batman heals himself and his teammates by 1.5% health per second at all times [even tagged out] and damages all opponents by the same [does not count as DOT, like LC Set full effect]). Note: This is not dampened by KF or Healing/Regen Suppression. He is designed to be very usable in Survivor to counter the Suppressions.
 * Poison Ivy; 1200, 1400; Passive: Gotham Siren (Ivy's Supermove disables her current opponent's passive for 15 seconds. Increases by 7.5 seconds for every Gotham Siren on her team [all versions of Ivy, Harley Quinn, Catwoman count as Sirens]). Note: Her passive is technically triggered just before the Supermove (so if the Super were to trigger a low-health or on-death passive, the effect would be negated). Super does 40% of normal damage.
 * Poison Ivy/Arkham Knight; 1100, 1600; Passive: Natural Immunity (Ivy is immune to all status effects [DOT, Power Drain, Stun, Freeze, Slow, Snare, Block Disable, and Disabled Specials and Gear] but takes 15% more damage from specials. Reaching more than 180% on SP2 unleashes a toxin on her opposing team, dealing a DOT [20% spread out over 5 seconds] which multiplies by every Arkham Knight teammate [up to 40% DOT]).
 * Lex Luthor/Red Son; 1000, 1000 (without passive); Passive: US President (All of Luthor's teammates [including him] have a 25% increase to damage and health, which goes up to 35% when battling Superman and 50% against Superman/Red Son). Note: This boost is applied for the whole match, not just against that opponent. If facing RSSM, his team will have that bonus for the whole match.
 * Lex Luthor/Superman (movie); 1300, 1200; Passive: Kryptonite (Lex Luthor's opponents' health is lowered by 20% and Superman's by 35%. Lex also takes 15% less damage from specials).
 * Nightwing/Arkham Knight; 1400, 1200; Passive: Bludhaven Protector (Nightwing and his teammates take 40% less damage from basic attacks and 20% less damage from specials. Arkham Knight teammates can power drain on their Specials) Note: Nightwing's power drain on both of his specials would come from his passive, not the special itself, so neither of his specials would deal reduced damage (like Kahndaq Black Adam).
 * Atrocitus; 1350, 1350; Passive: Feline companion (Atrocitus' combo-ender and specials call in Dex-Starr who performs a special action [combo-ender effect: drains .25 power bars from enemy; S1 effect: shield that reflects all basic damage back onto enemy {Atrocitus takes none himself} for 7 seconds; S2 effect: gives Atrocitus and teammates .5 power bars and 15% heal]).
 * Zod/Superman 2; 1200, 1300; Passive: Kneel before Zod (Upon defeating one enemy, Zod regains .5 power bars and gains a 20% damage boost for 10 seconds; upon defeating two enemies, Zod gains 1 power bar, a 50% damage boost for 15 seconds and regains 25% of his health, every enemy tag-out against Zod gives him .25 power bars)
 * The Joker/Dark Knight; 1300, 1300; Passive: What Doesn't Kill You... (After fighting the same enemy for more than 7 seconds, Joker applies a DOT to the opponent [2% health per second] that continues until the opponent tags out. If Joker fights the same enemy for more than 15 seconds, he gains a 50% damage boost against them and disables their specials after using his specials for 5 seconds). Note: the two second effects are permanent against the enemy and will continue even if they tag out and tag back in.
 * Doomsday/Dawn of Justice; 1000, 1500; Passive: Energy Absorption (After taking damage from any unblocked special, Doomsday and his team regain half of the damage dealt, he gains a 100% damage boost to ALL damage and all unblocked specials will crit for 7 seconds).
 * Gorilla Grodd/The Flash; 1400, 1200; Passive: Telephathic Attacks {I recognize the resemblance to MM Prime's name} (Grodd has a 30% chance of using telepathy on his opponent upon they activate a special [Grodd will take no damage from the special, and the opponent who launched the special will take half of the damage from it. However, Grodd will still retain any status effects from the special]. Note: this effect is like lifedrain in that the reflected damage is based on the damage taken so if any special is blinked and Grodd's passive activates, there will be no reflected damage.
 * GEAR (Legendary): Batman's Utility Belt (Evolved), Equipment belt (Unevolved): Effect: 15-35% damage increase; Batman effect: 10-30% power generation increase; Evolved effect: Adds another gear slot to user; Batman evolved effect: .25-.75 power bars given upon every tag-in
 * GEAR (Epic): Dual Wrist Guns (Evolved), Pistols (Unevolved): Effect: 8-18% damage boost to S2; Deadshot effect: 1-6% unblockable chance on S2; Evolved effect: 20-40% crit chance on S2
 * GEAR (Epic): Carnivorous Plant (Evolved), Potted Plant (Unevolved): Effect: 12-22% max health increase; Poison Ivy effect: 100% chance to heal team 15-25% on S2; Evolved effect: 15-25% chance to reflect S2 while blocking
 * GEAR (Epic): Supercharged Red Power Ring (Evolved): Red Power Ring (Unevolved): Effect: 50-70% damage boost to basic attacks; Atrocitus effect: 30-50% more damage on Crit attacks; Evolved effect: 10-20% AOE on S2
 * GEAR (Epic): ???... This is supposed to be Grodd's sig gear, but I'm not quite sure what to make it.. He doesn't seem to utilize that many physical objects, and it's hard to put "psionic abillites" as a gear.