Joe Fixit

Joe Fixit

ScienceB tier

Introduction

Joe Fixit is a character in Marvel Contest of Champions. Joe Fixit's role is Science.

On our Marvel Contest of Champions tier list Joe Fixit is B tier, 156th of the 297 characters ranked, from where 7 current tier lists put Joe Fixit.

Is Joe Fixit good?

Joe Fixit's Special Attacks carry real Bleed damage, and choosing card suits before a fight lets him pick which buffs he gains and which debuffs he applies, so he can adapt to the matchup somewhat. Deep Wounds pairs well with his short-duration Bleeds, and Inequity gets solid value from how quickly he stacks Bleed and Dead Man's Hand debuffs.

Bleed Immunity cuts a big chunk of his damage, and Power Drain or Burn stops him from throwing the Specials his Dead Man's Hand debuffs depend on. B tier for an adaptable Science champion with a real Bleed-immunity weakness.

Strengths

  • Significant Bleed damage through Special Attacks
  • Card suit choice lets him adapt buffs and debuffs to the matchup

Weaknesses

  • Bleed Immunity strongly cuts his damage
  • Power Drain/Burn stops his Special-dependent debuffs

Profile

Joe Fixit's full name is Robert Bruce Banner. Joe Fixit is a male Human.

Background

Working as an enforcer for organized crime in Las Vegas, the dark incarnation of the Hulk named Joe Fixit is morally ambiguous at best, and downright cruel at worst.

Dressed impeccably in his trademark suits, Mr.

Fixit enjoys the finer things in life, like money, women, gambling, and gunning down his enemies with his dual Tommy Guns.

He may be a weaker version of the Hulk, but he more than makes up for it with his firepower and sinister intelligence.

Stats

  • HP146,651
  • ATK10,168
  • Rating32,950

At max level. Each bar is measured against the highest value in the Marvel Contest of Champions roster.

Skills

6
  • Poison Immunity

    Passive

    An enhanced Immune system provides full Immunity to the Poisons of the Battlerealm.

  • Gambler's Draw

    Passive

    Joe Fixit can hold 4 cards at a time. At max capacity, new cards replace old cards in the same order they were acquired. Cards are drawn even if the attack was blocked. Hearts: End Combo with Light, +7% Life Steal. Spades: End Combo with Medium, Attack Rating. At tier 7: 4067.2 Clubs: Heavy Hit, +25% Combat Power Rate. Diamonds: Well-Timed Block, +25% Block Penetration. When Defending a Quest Node, cards are acquired based on the Attacking Champions actions.

    At tier 7

  • Dead Man's Hand

    Passive

    If Joe’s hand consists of one of the following combinations, inflict the respective Debuff for 10 seconds. +5 seconds per bar of Power spent. One Pair: Disorient, reducing Defensive Ability Accuracy and Block Proficiency by 40%. Three of a Kind: Weakness, reducing Attack Rating by 30%. Flush: Petrify with a potency of 60%. Playing a hand removes all cards on the last hit of the Special Attack.

  • Special 1 - Place Your Bets

    Special

    First Mr. Fixit introduces you to his forehead, then he introduces you to one of his Chicago Typewriters. What a nice fellow. On Hit, 50% chance to Inflict a Bleed Debuff dealing 3558.8 Direct Damage over 10 seconds. +1 per Dead Man’s Hand Debuff.

    At tier 7

  • Special 2 - Shorten the Odds

    Special

    With a stomp of his foot and a slap of his hand, Mr. Fixit sends two boulders slamming into his opponent's head at high speed. The final hit has a 100% chance to inflict a 2.75 second Stun Debuff. Replay the last Dead Man’s Debuff that was played.

  • Special 3 - The House Always Wins

    Special

    Joe Fixit lets loose a massive barrage from his twin Tommy Guns, then beats his opponent to a messy pulp with them. Never bet against the house. Inflict a random Dead Man’s Hand Debuff. Until the Opponent is no longer suffering any Dead Man’s Hand Debuffs, Gambler’s Draw card effects have +30% Potency.

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