Kingpin/Secret Wars

## Kingpin

 Command

 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.*

*"Oh, and you have no ambition suddenly?"*
*"No, of course not, I am the Kingpin."*
-Arno Stark and Kingpin, "Armor Wars" #2 (2015)

In the wake of the final incursion, Battleworld was formed as a combination of numerous alternate universes. Within this reality exists a city called Technopolis where most wear armor thanks to a disease that spread throughout the city. Kingpin was one of the major players in the Armor Wars between Arno and Tony Stark, publicly aligned to Arno but secretly employed by Tony.

Kingpin packs firepower with his armor. Like his Combat counterpart, Blingpin, as most players like to call him, is an above average character. He's not a fast clearer nor does he have a huge amount of survivability, but he does have good damage.

Other than the stat boosts a uniform gives, the Uniform also grants Kingpin a chance to gain a Physical Shield for 10 seconds. The summons are still strong. Unfortunately, because his summons don't also change class to Blast, he's not very useful in Shadowland. So, if you plan to use him there, you'll have to take off the uniform

When building Kingpin, thanks to his long ranged 3rd skill, the additional range on his 1st-skill and auto-attack, and the additional attack power granted to him by the Blast Class, you might need to build him defensive instead of offensive. However, if you prefer him to be flexible, having him change between Combat and Blast for Alliance Battle and Shadowland, you can build offensive.

## Acquiring

The uniform can be bought for 1250 , 750  on uniform sale days, or 500  if you buy it as your first uniform.

## Skills

When upgrading Kingpin's skills, keep in mind that your skill rotation will mostly just be consisting of **Criminal Mastermind**. You'll be kiting and running to find an opening for your skills, mostly **Channeled Beams** (or **Body Slam** if Physical Damage is more effective on the target).

### 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.*

**Uniform Bonus - Secret Wars: Armor Wars**

10% chance to activate a shield for Physical Damage. It can take 20% of Kingpin's Max HP for 10 seconds and has a Cooldown Time of 30 seconds.

### Active Skills

* Skill Lvl 1
* Skill Lvl 2
* Skill Lvl 3
* Skill Lvl 4
* Skill Lvl 5
* Skill Lvl 6
 **1st Skill - Blast Barrage**
Deals Energy Damage 59% of Kingpin's Physical Attack plus an additional 36 Energy Damage

Cooldown Time is 7 seconds

*Hits 5 times. The last, delayed strike functions a small area of effect and damage is separated between all characters hit*

 **2nd Skill - Jump Strike**
Deals Physical Damage 100% of Kingpin's Physical Attack plus an additional 71 Physical Damage

Cooldown Time is 8 seconds

*Hits thrice. The first 2 strikes function as a small area of effect. The last functions as an area of effect. Separates damage among all who are hit in the area of effect*

 **3rd Skill - Channeled Beams**
Deals Energy Damage 63% of Kingpin's Physical Attack plus an additional 24 Energy Damage

Cooldown Time is 10 seconds

*Ranged attack. Deals damage to all hit by the beams*

 **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 - Blast Barrage**
Deals Energy Damage 59% of Kingpin's Physical Attack plus an additional 73 Energy Damage

Cooldown Time is 7 seconds

*Hits 5 times. The last, delayed strike functions a small area of effect and damage is separated between all characters hit*

 **2nd Skill - Jump Strike**
Deals Physical Damage 100% of Kingpin's Physical Attack plus an additional 146 Physical Damage

Cooldown Time is 8 seconds

*Hits thrice. The first 2 strikes function as a small area of effect. The last functions as an area of effect. Separates damage among all who are hit in the area of effect*

 **3rd Skill - Channeled Beams**
Deals Energy Damage 63% of Kingpin's Physical Attack plus an additional 49 Energy Damage

Cooldown Time is 10 seconds

*Ranged attack. Deals damage to all hit by the beams*

 **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 - Blast Barrage**
Deals Energy Damage 59% of Kingpin's Physical Attack plus an additional 111 Energy Damage

Cooldown Time is 7 seconds

*Hits 5 times. The last, delayed strike functions a small area of effect and damage is separated between all characters hit*

 **2nd Skill - Jump Strike**
Deals Physical Damage 100% of Kingpin's Physical Attack plus an additional 221 Physical Damage

Cooldown Time is 8 seconds

*Hits thrice. The first 2 strikes function as a small area of effect. The last functions as an area of effect. Separates damage among all who are hit in the area of effect*

 **3rd Skill - Channeled Beams**
Deals Energy Damage 63% of Kingpin's Physical Attack plus an additional 74 Energy Damage

Cooldown Time is 10 seconds

*Ranged attack. Deals damage to all hit by the beams*

 **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 - Blast Barrage**
Deals Energy Damage 59% of Kingpin's Physical Attack plus an additional 148 Energy Damage

Cooldown Time is 7 seconds

*Hits 5 times. The last, delayed strike functions a small area of effect and damage is separated between all characters hit*

 **2nd Skill - Jump Strike**
Deals Physical Damage 100% of Kingpin's Physical Attack plus an additional 296 Physical Damage

Cooldown Time is 8 seconds

*Hits thrice. The first 2 strikes function as a small area of effect. The last functions as an area of effect. Separates damage among all who are hit in the area of effect*

 **3rd Skill - Channeled Beams**
Deals Energy Damage 63% of Kingpin's Physical Attack plus an additional 99 Energy Damage

Cooldown Time is 10 seconds

*Ranged attack. Deals damage to all hit by the beams*

 **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 - Blast Barrage**
Deals Energy Damage 59% of Kingpin's Physical Attack plus an additional 186 Energy Damage

Cooldown Time is 7 seconds

*Hits 5 times. The last, delayed strike functions a small area of effect and damage is separated between all characters hit*

 **2nd Skill - Jump Strike**
Deals Physical Damage 100% of Kingpin's Physical Attack plus an additional 371 Physical Damage

Cooldown Time is 8 seconds

*Hits thrice. The first 2 strikes function as a small area of effect. The last functions as an area of effect. Separates damage among all who are hit in the area of effect*

 **3rd Skill - Channeled Beams**
Deals Energy Damage 63% of Kingpin's Physical Attack plus an additional 124 Energy Damage

Cooldown Time is 10 seconds

*Ranged attack. Deals damage to all hit by the beams*

 **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 - Blast Barrage**
Deals Energy Damage 59% of Kingpin's Physical Attack plus an additional 267 Energy Damage

Cooldown Time is 7 seconds

*Hits 5 times. The last, delayed strike functions a small are of effect and damage is separated between all characters hit*

 **2nd Skill - Jump Strike**
Deals Physical Damage 100% of Kingpin's Physical Attack plus an additional 534 Physical Damage

Cooldown Time is 8 seconds

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

 **3rd Skill - Channeled Beams**
Deals Energy Damage 63% of Kingpin's Physical Attack plus an additional 178 Energy Damage

Cooldown Time is 10 seconds

*Ranged attack. Deals damage to all hit by the beams*

 **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 - High-Powered Blaster**

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 - Kingpin's Armor**

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 - Arc Reactor**

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**

Critical Rate/Critical Damage 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
**Physical Attack**: 27

**Energy Attack**: 19

**Physical Defense**: 17

**Energy Defense**: 17

**HP**: 140* Attack Stats
* Defense Stats
* Debuff Stats
**Physical Attack:** 48

**Energy Attack:** 35

**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:** 12

**Energy Defense:** 32

**HP:** 268

**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:** 3700

**Energy Attack:** 2722

**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:** 2878

**Energy Defense:** 2878

**HP:** 12248

**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:** 4541

**Energy Attack:** 3523

**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:** 3580

**Energy Defense:** 3580

**HP:** 14910

**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:** 4653

**Energy Attack:** 3923

**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:** 4142

**Energy Defense:** 4142

**HP:** 17040

**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 Enhancement

## 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%

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### Same Leadership

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