
Hulk
ScienceA tier
Introduction
Hulk is a character in Marvel Contest of Champions. Hulk's role is Science.
On our Marvel Contest of Champions tier list Hulk is A tier, 93rd of the 297 characters ranked, from where 7 current tier lists put Hulk.
Is Hulk good?
Hulk gains Fury passives from hitting and being hit, with better odds the lower his health drops, and once he hits 15 stacks he snaps into Gamma Rage, where further Fury converts into Physical Vulnerability on the opponent instead. His Special 1 repeatedly Stuns like his classic kit did, and Special 2 adds a Trauma debuff that boosts his Physical damage further.
He deals almost entirely Physical damage and resists Degeneration well, with no natural buffs of his own to worry about being stripped. A tier for a champion who gets more dangerous the worse things look for him.
Strengths
- Physical damage focus
- Stuns repeatedly via Special 1
- Resists Degeneration
Weaknesses
- No natural buffs of his own
Profile
Hulk carries the title "Hulk (Bahamet)".
Background
PUNY HUMAN! Stop pestering Hulk with dumb questions!
Stupid Banner walk into Gamma Bomb blast!
Now not just Banner — but HULK! Hulk will slam, crush, and destroy all puny humans!
Hulk is the strongest there is! None shall defeat Hulk!
Stats
- HP146,651
- ATK10,657
- Rating33,620
At max level. Each bar is measured against the highest value in the Marvel Contest of Champions roster.
Skills
6Fury
PassiveHulk’s Fury Passives grant 1065.7 Attack Rating. They last 2 seconds and expire one at a time during GAMMA RAGE, but are paused otherwise. Their Ability Accuracy cannot be modified, except by Hulk. When striking the Opponent, 50% to 80% chance to gain a Fury Passive based on missing Health. When struck, 40% to 70% chance to gain a Fury Passive based on missing Health. When struck, if Hulk loses more than 10% of his Max Health, gain 5 Fury Passives. Dev Notes: Hulk’s Fury Passives are now also his main resource. He builds them up through regular combat, and they last indefinitely until GAMMA RAGE triggers. When fighting Hulk on Defense, be very aware of how many Fury Passives he has, because snapping into GAMMA RAGE is definitely threatening once he has his Signature Ability.
At tier 7
GAMMA RAGE
PassiveStriking an Opponent with a Heavy Attack while Hulk has 5 or more personal Fury Passives inflicts Stun for 2 seconds and enters GAMMA RAGE. When Hulk has 15 or more personal Fury Passives, he automatically enters GAMMA RAGE. While in GAMMA RAGE, if Hulk would gain a personal Fury Passive, he instead inflicts a 144.74 Physical Vulnerability Debuff for 3 seconds. Max 20. While GAMMA RAGE is active, pause all Trauma and Physical Vulnerability Debuffs on the Opponent. GAMMA RAGE ends when Hulk has no personal Fury Passives, then goes on cooldown for 10 seconds. Dev Notes: GAMMA RAGE is the best time to deal damage as Hulk. Whenever he’d have gained a Fury before, he instead inflicts Physical Vulnerability, increasing his damage even further. Managing GAMMA RAGE against Hulk’s Specials is the key to playing him well.
At tier 7
Gamma Brawler
Signature AbilityWhen Hulk enters GAMMA RAGE, or he strikes the Opponent with a Heavy Attack while it is active, he gains an Unstoppable Passive for 1 - 5.51 seconds. Gain up to 305.56 - 11002.77 Physical Resistance and Critical Resistance while Unstoppable, based on missing health. Potencies for both are reduced by -50% against Skill Champions. Dev Notes: Beware the Unstoppable effect from Hulk’s Signature Ability when he’s on Defense! As soon as he hits 15 Fury, even in the same moment he was struck, he’ll activate GAMMA RAGE and go Unstoppable, allowing for an immediate counterattack. The Physical and Critical Resistance he gains shore up some of his weaknesses while playing at low health, but still don’t help him against the Skill Class.
At tier 7
Groundswell
Special 1Special 1 - Groundswell Hulk Smash! The final hit inflicts a Stun Debuff for 4 seconds. Duration is increased by 100% while in GAMMA RAGE. Each time this Stun is inflicted, its duration is reduced by 60% until the next time Hulk enters GAMMA RAGE. Dev Notes: Special Attack 1 is the key Special for Hulk. The Stun lasts 8 seconds the first time it’s triggered during GAMMA RAGE, which is plenty of time to pummel the Opponent more and perform another Special 1, repeating the Stun effect. Even thought the Stun duration decreases with each iteration, it should be possible to chain a few SP1s back-to-back before the Opponent is able to do anything about it.
Thunderclap
Special 2Special 2 - Thunderclap Hulk. . . SMASH! The last hit inflicts a Trauma Debuff for 3 seconds for each personal Fury Passive currently on Hulk. Trauma lasts for 3 seconds and causes all hits to deal an additional 5% of the damage recently dealt as a burst of Physical Damage. Max: 20. Dev Notes: Special Attack 2 is a great way to kick off Hulk’s damage loop. The Trauma lasts only a short time, but is paused while GAMMA RAGE is active, so you only need to do it once at the start of RAGE.
Worldbreaker
Special 3Special 3 - Worldbreaker HULK! SMASH! If GAMMA RAGE is not active, gain 10 Fury Passives. If GAMMA RAGE is active, inflict a 11000 Physical Vulnerability Debuff for 3 seconds. Dev Notes: Special Attack 3 is handy for filling in some gaps in Hulk’s loop. The 10 Fury Passives he gets are great for accelerating him towards GAMMA RAGE, and the very potent Physical Vulnerability Debuff he inflicts instead during GAMMA RAGE is another great source of damage for him.
At tier 7



