Rhino

Rhino

ScienceD tier

Introduction

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

On our Marvel Contest of Champions tier list Rhino is D tier, 296th of the 297 characters ranked, from where 8 current tier lists put Rhino.

Is Rhino good?

Rhino's kit is built around dashing in and out: he builds Fury on the way in, inflicts Debuffs to gain Physical Resistance, and deals big Trauma Debuff damage the more aggressively he plays. Despair and Resonate both pair well with him since he piles on a ton of Debuffs, and Resonate specifically helps ramp his Physical Resistance even faster.

He's a high-speed, high-commitment champion without much room for error, which is part of why he's D.

Strengths

  • Builds Physical Resistance by inflicting Debuffs on the dash in
  • Deals significant damage through Trauma Debuffs
  • Piles on enough Debuffs to get real value from Despair and Resonate

Weaknesses

  • Demands an aggressive, high-commitment playstyle with little room for mistakes
  • Playing him passively wastes most of what his kit offers

Profile

Rhino's full name is Aleksei Sytsevich.

Background

Aleksei Sytsevich's life changed the moment he stepped into an experimental suit — and became the rampaging Rhino!

What he lacks in brainpower, he makes up in strength, speed, and a thick hide.

And whatever you do, don't get him angry — or you'll end up on the wrong side of his razor-sharp horns!

Stats

  • HP57,737
  • ATK4,004
  • Rating15,150

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

Skills

8
  • Passive - Bleed Resistance and Fury Scaling

    Passive

    Rhino’s thick hide reduces the Ability Accuracy of incoming Bleed effects by 75%. Rhino gains no benefits from Critical Rating, and instead increases his personal Fury duration by up to 2 seconds based on Critical Rating bonuses. Max bonus gained at 5000 Critical Rating.

  • Physical Resistance

    Passive

    When Rhino inflicts a Debuff, is struck, or Blocks a hit, he gains a 57.69 Physical Resistance Passive for 15 seconds, refreshed when he gains a new one. Multiple Physical Resistances cannot be gained from a single trigger. If struck while under the effect of a personal Unstoppable, consume 5 personal Physical Resistances to reduce the hit damage by 60%. This does not trigger against Special Attack 3. As a Defender, when the Opponent Dodges back, remove 1 personal Physical Resistance. Cooldown: 2.5 seconds.

    At tier 6

  • Rhinoceros Resistances

    Passive

    Rhino gains cumulative benefits based on how many personal Physical Resistances are active. 5+ Physical Resistance: When gaining a personal Physical Resistance, inflict a 5% Trauma Debuff for 10 seconds. Max stacks: 5.10+ Physical Resistance: When starting a Dash or Medium Attack, gain an Unstoppable Passive for 1.5 seconds. If struck while this Unstoppable is active, it goes on cooldown for 5 seconds. 15+ Physical Resistance: Rhino becomes Stun Immune while Unstoppable.

  • Charge!

    Passive

    When Rhino Dashes forwards, he inflicts a non-stacking 5% Taunt Debuff for 5 seconds. As a Defender, he instead inflicts a Breach Debuff for 2 seconds. This Breach will not trigger while already active. Performing a first Medium Attack grants Rhino 1 Fury Passive, and he gains up to 6 more while Dashing forward based on the distance travelled. Each Fury grants 300.3 Attack Rating, and lasts 2. These Furies are refreshed when Rhino starts a Dash, Intercepts the Opponent, or Punishes their Heavy or Special Attacks. These Furies are paused while Rhino is Dashing, and during the Opponent’s Special Attacks. If Rhino starts a Dash while at max Furies, pause them for 2 seconds after the Dash, and inflict a Breach Debuff for 2 seconds. This Breach will not trigger while already active.

    At tier 6

  • Rhino Armor

    Signature Ability

    Gain Critical Resistance equal to 10 - 50% of Physical Resistance. While at 15+ personal Physical Resistances, making contact with the Opponent pauses personal Breach, Taunt, and Trauma Debuffs for 0.1 - 0.5 seconds.

  • Special 1 - Stomp

    Special Attack

    When the Rhino puts his foot down, everyone listens. On hit, inflict a Stun Debuff for 1.75 seconds. On activation, if at 10+ personal Physical Resistances, gain an Unstoppable Passive for 5 seconds.

  • Special 2 - Slam

    Special Attack

    Some heavy hits make mincemeat outta anyone. Each hit inflicts an 8.75% Trauma Debuff for 10 seconds. Max stacks: 8. The final hit refreshes all personal Trauma Debuffs.

  • Special 3 - Ram

    Special Attack

    He's Rhino. He knocks things down. That's what he does. That's who he is. Inflict a 20% Intimidate Debuff for 10 seconds.

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