
Psycho-Man
TechD tier
Introduction
Psycho-Man is a character in Marvel Contest of Champions. Psycho-Man's role is Tech.
On our Marvel Contest of Champions tier list Psycho-Man is D tier, 288th of the 297 characters ranked, from where 7 current tier lists put Psycho-Man.
Is Psycho-Man good?
Psycho-Man's Control Box runs three modes tied to Heavy Attacks, Special Attacks, and Blocking, and baiting the opponent into the matching action inflicts Concussion, which he can chain into Heal Block and Power Lock. His Doubt-mode Special Attacks are Unblockable too, making it easy to drain, lock, and burn the opponent's Power.
The trouble is his Concussion loses potency for every unique Buff the opponent holds, so Buff-stacking champions resist him, and anyone who leans on strong Basic Attacks instead of triggered abilities can mostly ignore the Control Box entirely, which is why he's D.
Strengths
- Multiple ways to inflict Concussion, making opponent abilities fail before following up with Heal Block and Power Lock
- Doubt-mode Special Attacks are Unblockable, making Power drain, lock, and burn easy
Weaknesses
- Concussion potency drops for every unique Buff the opponent holds, so Buff-stackers resist him
- Opponents who rely on strong Basic Attacks rather than triggered abilities can largely ignore his Control Box
Background
Psycho-Man is a genius scientist and ruler of a technocratic system of worlds in the Microverse.
Obsessed with conquering the normal-sized universe, he crafted a mechanical exoskeleton so he could interact with things not on a microscopic scale.
He carries with him the Control Box, a device capable of creating and controlling the emotions of anyone he chooses, especially feelings of Hate, Fear, and Doubt.
Stats
- HP51,495
- ATK3,965
- Rating18,127
At max level. Each bar is measured against the highest value in the Marvel Contest of Champions roster.
Skills
6Passive
PassiveThe potency of Psycho-Man’s Concussions are reduced by 25% flat for each unique Buff on the Opponent, up to 3. This cannot reduce them below 0%. The potency of Psycho-Man’s Concussions are increased by 75% flat against Mutants. Combat Power Rate is decreased by 10%. Dev Notes: Psycho-Man makes up for this decrease in Combat Power Rate with other Power Gain abilities further in his kit.
Control Box
PassivePsycho-Man carries a Control Box with 3 modes: Hate, Fear, and Doubt, flooding his Opponent’s mind with the selected emotion at all times. The Control Box starts in Hate mode. While fighting as an Attacker, Psycho-Man cycles to the next mode whenever his Fourth Light Attack lands a hit or it strikes into a block. While fighting as a Defender, Psycho-Man cycles to the next mode when the Opponent fills a Bar of Power. If the Bar was filled during Psycho-Man’s Special Attacks, it cycles after the attack is finished. Psycho-Man’s abilities change depending on the current Control Box Mode. Hate: Opponents fight more aggressively, and suffer Passive Concussion during Heavy Charge and Heavy Attack, reducing Ability Accuracy by -75%. Fear: Opponents are 70% more likely to use a Special Attack, and suffer Passive Concussion during Special Attacks, reducing Ability Accuracy by -75%. Doubt: Opponents fight more defensively, are 70% less likely to use a Special Attack, and suffer Passive Concussion while Blocking, reducing Ability Accuracy by -25%. Hate: Striking the Opponent while they are executing or recovering from a Heavy Charge or Heavy Attack grants Psycho-Man 18% of a Bar of Power. Fear: Striking the Opponent while they are recovering from a Special Attack grants Psycho-Man 25% of a Bar of Power. Doubt: Striking the Opponent while they are Blocking grants Psycho-Man 8% of a Bar of Power. Opponent activates a Special Attack Psycho-Man’s mechanical exoskeleton causes his Opponents to suffer Critical Rating during their Special Attacks. Dev Notes: Psycho-Man makes it difficult for Special Attacks to land Critical Hits against him, regardless of what mode he’s in.
Microverse Overlord
Signature AbilityWhenever an Opponent’s Ability fails to trigger while they’re suffering from one of Psycho-Man’s Concussions, they are inflicted with a Heal Block Debuff for 3.5 - 9.51 second(s). If they are already Heal Blocked, and have been so for at least 0.5 second(s), they are Power Locked for 1 - 6 second(s) instead. Whenever the Opponent Heals while Heal Blocked, or gains Power while Power Locked, Psycho-Man gains 5 - 25.01% of a Bar of Power, scaling up or down with how much Health or Power they would have gained.
At tier 6
Special 1 - Waves of Emotion
Special AttackPsycho-Man strikes his Opponent with the Control Box, then unleashes waves of concentrated energy to bring them to heel. Hate: Inflict the Opponent with a Shock Debuff, dealing 3965 Energy Damage over 6 second(s), stacking up to 6 time(s). Inflict an additional Shock for each Fury Buff on Psycho-Man. Fear: Inflict the Opponent with a Cowardice Debuff, reducing Special Attack Damage by 40% for 12 second(s). Doubt: This attack is Passively Unblockable and inflicts the Opponent with a Power Drain Debuff, depleting 30% of their current Power over 8 second(s).
At tier 6
Special 2 - Traumatic Experience
Special AttackPsycho-Man temporarily grows to a massive size and crushes his Opponent, then finishes them off with a trio of energy beams. Hate: Psycho-Man gains a Fury Buff for 20 second(s), increasing Attack Rating by , stacking up to 2 time(s). These Fury Buffs refresh when a new one is gained, and when Psycho-Man cycles modes. At tier 6: 3965 Fear: Inflict the Opponent with a Heal Block Passive for 20 second(s). Doubt: This attack is Passively Unblockable and inflicts the Opponent with a Special Lock Debuff for 12 second(s).
At tier 6
Special 3 - Emotional Breakdown
Special AttackPsycho-Man brings the full force of the Control Box to bear, tearing through his Opponent's mind and forcing them to experience the true depths of their Hate, Fear, and Doubt. Inflict a Stun Debuff and Power Lock Passive on the Opponent for 3 second(s). During the Opponent’s next Special Attack, they suffer Passive Concussion, reducing Ability Accuracy by -100%, and Passive Weakness, reducing Attack Rating by 50%.



