Kingpin/Modern

## Kingpin

 Strong

***In-Game Bio**: Wilson Fisk, New York's kingpin of crime, is as cunning as he is brutal One of the Marvel Universe's most powerful and feared crime lords, he will stop at nothing until the city is under his thumb.*

*"I'm just a man with a dream"*
-Wilson Fisk, "Daredevil" (2015)

Kingpin is the infamous crime lord who has served as Daredevil's arch-nemesis as well as a recurring villain for Spider-Man. A calculating mastermind, Kingpin's body may seem to just be cushioned with fat. However, his incredibly massive body is simply compressed, hard muscle. While being a villain, he has retired from crime a few times for his love, Vanessa.

As new characters and game modes get released, Kingpin has fallen behind, but he is still a pretty strong character. He can definitely hold his own in Alliance Battle, Battleworld, and even solo some Shadowland stages once maxed out. Without his uniform Kingpin, he can still be useful for ABX Combat Villain day for free-to-play players, especially if you are just starting out.

Kingpin's real strength is his 5th Skill summons, which become even stronger at Tier-2, buffing them in HP, Attack, Defense, and more. Kingpin can easily just summon his ninjas and kite until you find the opportune moment to use his other skills. This is especially useful in modes with single enemies such as World Boss Invasion, Co-Op, Villain Siege, and of course World Boss.

It's worthy to note that Kingpin does have good DPS, so if you are planning on upgrading him, you'll want to up his damage with the Obelisks and ISO-8 sets. However, if you plan to move more, you'll want to up your defense instead.

## Acquiring

Kingpin can be acquired at 2-Star Rank by using 20 Biometrics. You can get the Biometrics from 2 Story Missions, Chapter 4-10 - The Beginning of the Windstorm and Chapter 7-6 - Kingpin's Plans #3, as well as Biometric Selectors.

You can also get Kingpin from the Hero's Journey and the First Mission Fail Reward

## Skills

When upgrading Kingpin's skills, keep in mind that your skill rotation will mostly just be consisting of **Criminal Mastermind**. You'll first be kiting before hitting them with a barrage of attacks, starting with **Stick Shot**, since it's a ranged attack. You'll then charge in **Body Slam**. If **Criminal Mastermind** is still not done cooling down, you'll want to do **Jump Strike** and then **Knock-Out**.

### Passive Skills

 **Leadership - King of Darkness**

Increases the HP of all Allies by a percentage equal to 5 multiplied by Kingpin's Mastery Rank.

 **Skillset Passive - Strengthen Muscle**

Increases by Kingpin's Physical Attack by 5% of Physical Attack.

 **Tier-2 - Dark Empire**

Increases All Attack, All Defense, and duration of Kingpin's Illusions by 10%. Also increases the HP of the Illusions by 25%

Increases Skill Damage by 25%. Also increases Bonus Damage and decrease All Damage received by 20%

*It's not necessary to advance Kingpin to Tier-2. If you simply like the character, then by all means advance him. However, it could also be a good idea to advance Kingpin if you are just starting out, to maintain a bit of points in Timeline, have an additional World Boss clear, as well as have a Combat Super Villain when you do get to ABX on no restriction day. If you also upgrade Doctor Octopus, as well as get the Superior Spider-Man uniform, you can use them to clear the a strong floor of Shadowland weekly. Because his DPS is good, you can also upgrade him enough to be 1st place in Co-Op and in World Boss Invasion.*

### Active Skills

* Skill Lvl 1
* Skill Lvl 2
* Skill Lvl 3
* Skill Lvl 4
* Skill Lvl 5
* Skill Lvl 6
 **1st Skill - Stick Shot**
Deals Physical Damage 59% of Kingpin's Physical Attack plus an additional 48 Physical Damage.

Cooldown Time is 6 seconds

*Hits thrice*

 **2nd Skill - Jump Strike**
Deals Physical Damage 186% of Kingpin's Physical Attack plus an additional 142 Physical Damage.

Cooldown Time is 9 seconds

*Separate's damage among all who are hit in the area of effect*

 **3rd Skill - Knock-Out**
Deals Physical Damage 91% of Kingpin's Physical Attack plus an additional 71 Physical Damage

Cooldown Time is 7 seconds

*Damage separated between the 2 individual strikes as well as all characters hit by the are of effect*

 **4th Skill - Body Slam**
Deals Physical Damage 52% of Kingpin's Physical Attack plus an additional 48 Physical Damage

Applies "Stun" to all enemies hit with a duration of 3 seconds

Cooldown Time is 12 seconds

*The charge area in front of Kingpin counts as a small area of effect. Damage separated between all characters hit.*

 **5th Skill - Criminal Mastermind**
Summons 5 hand ninjas (Illusions of the  Combat class) with 60% of Kingpin's stats. They despawn after 10 seconds.

Cooldown Time is 20 seconds

*Needs a target in order to use skill. The illusions have their own skills that deal physical damage.* **1st Skill - Stick Shot**
Deals Physical Damage 59% of Kingpin's Physical Attack plus an additional 98 Physical Damage.

Cooldown Time is 6 seconds

*Hits thrice*

 **2nd Skill - Jump Strike**
Deals Physical Damage 186% of Kingpin's Physical Attack plus an additional 292 Physical Damage.

Cooldown Time is 9 seconds

*Separate's damage among all who are hit in the area of effect*

 **3rd Skill - Knock-Out**
Deals Physical Damage 91% of Kingpin's Physical Attack plus an additional 146 Physical Damage

Cooldown Time is 7 seconds

*Damage separated between the 2 individual strikes as well as all characters hit by the are of effect*

 **4th Skill - Body Slam**
Deals Physical Damage 52% of Kingpin's Physical Attack plus an additional 98 Physical Damage

Applies "Stun" to all enemies hit with a duration of 3 seconds

Cooldown Time is 12 seconds

*The charge area in front of Kingpin counts as a small area of effect. Damage separated between all characters hit.*

 **5th Skill - Criminal Mastermind**
Summons 5 hand ninjas (Illusions of the  Combat class) with 72% of Kingpin's stats. They despawn after 10 seconds.

Cooldown Time is 20 seconds

*Needs a target in order to use skill. The illusions have their own skills that deal physical damage.* **1st Skill - Stick Shot**
Deals Physical Damage 59% of Kingpin's Physical Attack plus an additional 148 Physical Damage.

Cooldown Time is 6 seconds

*Hits thrice*

 **2nd Skill - Jump Strike**
Deals Physical Damage 186% of Kingpin's Physical Attack plus an additional 442 Physical Damage.

Cooldown Time is 9 seconds

*Separate's damage among all who are hit in the area of effect*

 **3rd Skill - Knock-Out**
Deals Physical Damage 91% of Kingpin's Physical Attack plus an additional 221 Physical Damage

Cooldown Time is 7 seconds

*Damage separated between the 2 individual strikes as well as all characters hit by the are of effect*

 **4th Skill - Body Slam**
Deals Physical Damage 52% of Kingpin's Physical Attack plus an additional 148 Physical Damage

Applies "Stun" to all enemies hit with a duration of 3 seconds

Cooldown Time is 12 seconds

*The charge area in front of Kingpin counts as a small area of effect. Damage separated between all characters hit.*

 **5th Skill - Criminal Mastermind**
Summons 5 hand ninjas (Illusions of the  Combat class) with 84% of Kingpin's stats. They despawn after 10 seconds.

Cooldown Time is 20 seconds

*Needs a target in order to use skill. The illusions have their own skills that deal physical damage.* **1st Skill - Stick Shot**
Deals Physical Damage 59% of Kingpin's Physical Attack plus an additional 197 Physical Damage.

Cooldown Time is 6 seconds

*Hits thrice*

 **2nd Skill - Jump Strike**
Deals Physical Damage 186% of Kingpin's Physical Attack plus an additional 591 Physical Damage.

Cooldown Time is 9 seconds

*Separate's damage among all who are hit in the area of effect*

 **3rd Skill - Knock-Out**
Deals Physical Damage 91% of Kingpin's Physical Attack plus an additional 296 Physical Damage

Cooldown Time is 7 seconds

*Damage separated between the 2 individual strikes as well as all characters hit by the are of effect*

 **4th Skill - Body Slam**
Deals Physical Damage 52% of Kingpin's Physical Attack plus an additional 197 Physical Damage

Applies "Stun" to all enemies hit with a duration of 3 seconds

Cooldown Time is 12 seconds

*The charge area in front of Kingpin counts as a small area of effect. Damage separated between all characters hit.*

 **5th Skill - Criminal Mastermind**
Summons 5 hand ninjas (Illusions of the  Combat class) with 96% of Kingpin's stats. They despawn after 10 seconds.

Cooldown Time is 20 seconds

*Needs a target in order to use skill. The illusions have their own skills that deal physical damage.* **1st Skill - Stick Shot**
Deals Physical Damage 59% of Kingpin's Physical Attack plus an additional 247 Physical Damage.

Cooldown Time is 6 seconds

*Hits thrice*

 **2nd Skill - Jump Strike**
Deals Physical Damage 186% of Kingpin's Physical Attack plus an additional 741 Physical Damage.

Cooldown Time is 9 seconds

*Separate's damage among all who are hit in the area of effect*

 **3rd Skill - Knock-Out**
Deals Physical Damage 91% of Kingpin's Physical Attack plus an additional 371 Physical Damage

Cooldown Time is 7 seconds

*Damage separated between the 2 individual strikes as well as all characters hit by the are of effect*

 **4th Skill - Body Slam**
Deals Physical Damage 52% of Kingpin's Physical Attack plus an additional 247 Physical Damage

Applies "Stun" to all enemies hit with a duration of 3 seconds

Cooldown Time is 12 seconds

*The charge area in front of Kingpin counts as a small area of effect. Damage separated between all characters hit.*

 **5th Skill - Criminal Mastermind**
Summons 5 hand ninjas (Illusions of the  Combat class) with 108% of Kingpin's stats. They despawn after 10 seconds.

Cooldown Time is 20 seconds

*Needs a target in order to use skill. The illusions have their own skills that deal physical damage.* **1st Skill - Stick Shot**
Deals Physical Damage 59% of Kingpin's Physical Attack plus an additional 356 Physical Damage

Cooldown Time is 6 seconds

*Hits thrice*

 **2nd Skill - Jump Strike**
Deals Physical Damage 186% of Kingpin's Physical Attack plus an additional 1067 Physical Damage

Cooldown Time is 9 seconds

*Separate's damage among all who are hit in the area of effect*

 **3rd Skill - Knock-Out**
Deals Physical Damage 91% of Kingpin's Physical Attack plus an additional 534 Physical Damage

Cooldown Time is 7 seconds

*Damage separated between the 2 individual strikes as well as all characters hit by the are of effect*

 **4th Skill - Body Slam**
Deals Physical Damage 52% of Kingpin's Physical Attack plus an additional 356 Physical Damage

Applies "Stun" to all enemies hit with a duration of 3 seconds

Cooldown Time is 12 seconds

*The charge area in front of Kingpin counts as a small area of effect. Damage separated between all characters hit.*

 **5th Skill - Criminal Mastermind**
Summons 5 hand ninjas (Illusions of the  Combat class) with 120% of Kingpin's stats. They despawn after 10 seconds.

Cooldown Time is 20 seconds

*Needs a target in order to use skill. The illusions have their own skills that deal physical damage.*
## Gears

 **Attack Gear - The Walking Stick**

Physical Attack

Critical Rate

*Roll the 1st and 2nd slot for Physical Attack Per Level. Roll the rest for Physical Attack. It's unnecessary to have Energy Attack or All Attack since Kingpin has no skill that uses Energy Attack.*

 **Defense Gear - White Suit**

Physical Defense

Dodge

*Because of your native Physical Defense, you'll want Energy Defense per Level on the 1st (or 1st and 2nd, if you need to be tankier against Energy Damage characters) slot and then All Defense on the rest.*

 **Vitality Gear - Pure Muscle**

Critical Damage

HP

*This gear is standard. Roll HP per Level on the 1st and 2nd slots then HP on the rest.*

 **Buff Gear - Diamond Stickpin**

Ignore Defense

Skill Cooldown

*Roll all for Skill Cooldown. If you want to pour more into your offensive/defensive build, or at some point your Skill Cooldown is already 50%, perhaps roll the last 2 or remaining slots to Critical Rate/Recovery Rate.*

 **Extreme Obelisk**

Ignore Defense/Critical Rate or MAX HP

*Min-Max here depending depending on your build. If you're building offensive, do Ignore Defense (or if your Critical Rate is still pretty low with the cards, below 45%, then Critical Rate), especially one with a Damage PROC. However, if building defensive, use a Max HP Obelisk, and especially one with an Invincibility PROC.*

     **Enchanted Uru**

*You want to be sure you can put your Skill Cooldown Reduction at 50%, so prioritize this first until you reach the 50% cap. Then your next choice of Uru here will depend on your build. If building offensive, build Critical Rate (or Critical Damage if CR is already at the cap of 75%) and Physical Attack. If building defensive, build MAX HP and then Critical Rate.*

## Stats

* Rank-2 Lvl-1
* Rank-6 Lvl-1
* Rank-6 Lvl-60
* Mastery-6 Lvl-60
* Tier-2
* Attack Stats
* Defense Stats
* Debuff Stats
**Physical Attack:** 28

**Energy Attack:** 18

**Attack Speed:** 100.00%

**Critical Rate:** 1.00%

**Critical Damage:** 115.00%

**Ignore Defense:** 0.00%

**Ignore Dodge:** 0.00%

**Fire Damage:** 0.00%

**Cold Damage:** 0.00%

**Lightning Damage:** 0.00%

**Poison Damage:** 0.00%

**Mind Damage:** 0.00%**Physical Defense:** 17

**Energy Defense:** 16

**HP:** 143

**Recovery Rate:** 100.00%

**Dodge:** 1.00%

**Fire Resist:** 0.00%

**Cold Resist:** 0.00%

**Lightning Resist:** 0.00%

**Poison Resist:** 0.00%

**Mind Resist:** 0.00%**Movement Speed:** 100.00%

**Reduce Debuff Duration:** 0.00%

**Reduce Cooldown Duration:** 0.00%* Attack Stats
* Defense Stats
* Debuff Stats
**Physical Attack:** 55

**Energy Attack:** 38

**Attack Speed:** 100.00%

**Critical Rate:** 1.00%

**Critical Damage:** 115.00%

**Ignore Defense:** 0.00%

**Ignore Dodge:** 0.00%

**Fire Damage:** 0.00%

**Cold Damage:** 0.00%

**Lightning Damage:** 0.00%

**Poison Damage:** 0.00%

**Mind Damage:** 0.00%**Physical Defense:** 30

**Energy Defense:** 28

**HP:** 277

**Recovery Rate:** 100.00%

**Dodge:** 1.00%

**Fire Resist:** 0.00%

**Cold Resist:** 0.00%

**Lightning Resist:** 0.00%

**Poison Resist:** 0.00%

**Mind Resist:** 0.00%**Movement Speed:** 100.00%

**Reduce Debuff Duration:** 0.00%

**Reduce Cooldown Duration:** 0.00%

* Attack Stats
* Defense Stats
* Debuff Stats
**Physical Attack:** 4324

**Energy Attack:** 2884

**Attack Speed:** 100.00%

**Critical Rate:** 1.00%

**Critical Damage:** 115.00%

**Ignore Defense:** 0.00%

**Ignore Dodge:** 0.00%

**Fire Damage:** 0.00%

**Cold Damage:** 0.00%

**Lightning Damage:** 0.00%

**Poison Damage:** 0.00%

**Mind Damage:** 0.00%**Physical Defense:** 2738

**Energy Defense:** 2464

**HP:** 12641

**Recovery Rate:** 100.00%

**Dodge:** 1.00%

**Fire Resist:** 0.00%

**Cold Resist:** 0.00%

**Lightning Resist:** 0.00%

**Poison Resist:** 0.00%

**Mind Resist:** 0.00%

**Movement Speed:** 100.00%

**Reduce Debuff Duration:** 0.00%

**Reduce Cooldown Duration:** 0.00%

* Attack Stats
* Defense Stats
* Debuff Stats
**Physical Attack:** 5285

**Energy Attack:** 3524

**Attack Speed:** 100.00%

**Critical Rate:** 1.00%

**Critical Damage:** 115.00%

**Ignore Defense:** 0.00%

**Ignore Dodge:** 0.00%

**Fire Damage:** 0.00%

**Cold Damage:** 0.00%

**Lightning Damage:** 0.00%

**Poison Damage:** 0.00%

**Mind Damage:** 0.00%**Physical Defense:** 3440

**Energy Defense:** 3096

**HP:** 15724

**Recovery Rate:** 100.00%

**Dodge:** 1.00%

**Fire Resist:** 0.00%

**Cold Resist:** 0.00%

**Lightning Resist:** 0.00%

**Poison Resist:** 0.00%

**Mind Resist:** 0.00%

**Movement Speed:** 100.00%

**Reduce Debuff Duration:** 0.00%

**Reduce Cooldown Duration:** 0.00%

* Attack
* Defense
* Debuff
**Physical Attack:** 5349

**Energy Attack:** 3567

**Attack Speed:** 100.00%

**Critical Rate:** 1.00%

**Critical Damage:** 115.00%

**Ignore Defense:** 0.00%

**Ignore Dodge:** 0.00%

**Fire Damage:** 0.00%

**Cold Damage:** 0.00%

**Lightning Damage:** 0.00%

**Poison Damage:** 0.00%

**Mind Damage**: 0.00%**Physical Defense:** 4001

**Energy Defense:** 3601

**HP:** 18190

**Recovery Rate:** 100.00%

**Dodge:** 1.00%

**Fire Resist:** 0.00%

**Cold Resist:** 0.00%

**Lightning Resist:** 0.00%

**Poison Resist:** 0.00%

**Mind Resist:** 0.00%**Movement Speed:** 100.00%

**Reduce Debuff Duration:** 0.00%

**Reduce Cooldown Duration:** 0.00%
## ISO-8

* Power of the Angry Hulk
* Drastic Density Enhancment

## Power of the Angry Hulk

### Set Bonuses

Critical Rate: 8.5%

Attack Speed: 7.65%

All Defense: 8.5%

All Attack: 8.5%

Ignore Defense: 8.08%

### Set PROC

12% chance when attacking:

Increase All Attack by 40% (20 Sec.)

## Drastic Density Enhancement

### Set Bonuses

Critical Damage: 8.5%

Crowd Control Time: 8.08%

MAX HP: 8.5%

All Attack: 8.5%

Ignore Defense: 8.08%

### Set PROC

12% chance when attacking:

Gains a Shield with 32% of MAX HP (20 Sec.)

*If building offensive, Power of Angry Hulk. Kingpin needs the Ignore Defense and Attack Speed that it offers over the other All Attack ISO-8 sets. If you're building defensive, use Drastic Density Enhancement for the Shield PROC plus the boost to his HP.*

## Team-Up Bonuses

**Armor Wars**

Increase All Defense by 5.4%

Increase MAX HP by 5.2%

Increase Critical Rate 4.9%

**Essence of Evil**

Increase All Attack by 6.1%

Increase All Defense by 6.1%

Increase MAX HP 6.1%

**Living Weapons**

Increase All Attack by 5.1%

Increase Critical Damage by 5.1%

Increase Attack Speed 6.1%

**POWER**

Increase All Attack by 4.8%

Increase Critical Damage by 4.4%

Increase Attack Speed 4.3%

**Leadership of Evil**

Increase All Attack by 5.5%

Decrease Cooldown Duration by 5.1%

Increase Attack Speed 4.9%

**The King's Guard**

Decrease Cooldown Duration by 5.5%

Increase Ignore Defense by 5.1%

Decrease Crowd Control Time 4.9%

**Old Enemies**

Increase Critical Rate by 4.9%

Increase Critical Damage 4.9%

**Arachnophobia**

Increase MAX HP by 4.9%

Increase Dodge by 5%

## Similar Characters

### Same Leadership

 **Captain America - Master Combatant**

 **Doctor Octopus - Critical Electric Arm**

 **Giant-Man - Larger Than Life**

 **Sif - Asgardian Virtue**