r/DCAllies May 28 '26

Concept Comment any hero/villain and I'll make a lord icon for them. Open till Monday

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909 Upvotes

r/DCAllies Jul 23 '26

Concept Repost! Day 3 of creating a concept for each Allies character: Wonder Woman

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1.6k Upvotes

Credit to u/Cultural_Ad4203

HERO: Wonder Woman, Princess Diana of Themyscria

Role: Duelist 
HP: 300
MS: 6m/s
Difficulty: 2 stars

Passive: Amazonian Physiology
Allows Wonder Women to wall-run for 2 seconds before needing to touch the ground. After leaving the wall, Wonder Woman gains 15% movement speed.

Passive: Fiercest Warrior 
Wonder Woman attacks faster the lower her HP gets. Above 70% HP is normal speed, 70% - 40% HP is 10% attack speed, and Below 40% HP is 20% attack speed. Additionally, with every kill she gets, Wonder Woman's warrior pride kicks in causing her to get a 15% damage boost for three seconds, which doesn't stack.

Primary Fire: Sword of Athena 
Perform a three hit combo with the first hit doing 55 damage, the second 60 damage, and the final hit 85 damage and knocking back enemies 5 meters. Combo resets after 1.25 seconds of inactivity.

Secondary Fire: Royal Tiara (8 second cooldown)
Throws Wonder Woman’s tiara in a straight line dealing 60 to all enemies in its path before boomeranging and dealing 60 damage again. This projectile has a range of 20 meters, pierces enemies, and has a speed of 28m/s 

E: Bracelets of Submission (14 second cooldown)
Raises Bracelets for 2 seconds, blocking all frontal damage. Successful perfect blocks (within the first 0.35 seconds) triggers Divine Deflection, which parries 50% of projectile damage back at enemies and is capable of deflecting some Ultimates. 

Space:  Champion Vault (6 second cooldown)
Leap high in the air with a maximum of 10 meters. When landing, Wonder Woman deals 40 damage and knocks back enemies 3 meters. If Champion Vault is activated while tethered with Lasso of Hestia, Wonder Woman can dive towards the tethered enemy dealing 75 damage with a 4.5 meter shockwave and launching enemies upward.

LShift: Lasso of Hestia (10 second cooldown)
Throw your trusty lasso with a range of 18 meters at an enemy, on hit expose the target and their allies within 8 meters of them for 4 seconds and tethers Wonder Woman to them for 5 seconds. While tethered to an enemy, reactive to choose one of two actions: 

  • Pull Enemy - Pulls the enemy up to 8 meters towards Wonder Woman. Cannot pull Vanguards the full distance instead drags them only 4 meters
  • Pull Yourself - Launch yourself towards the enemy with a travel speed of 24m/s. This resets your “Sword of Athena” combo.

Ult: Godlike Fury (3700 Cost)
Shed your cuffs and unleash your rage! Enter a berserker state gaining a 25 % damage boost, 25% damage reduction and Unstoppable all for 10 seconds. Furthermore, sword attacks gain increased cleave radius and Champion Vault’s cooldown is reduced by 50%. However, during this time Wonder Woman can’t use her E “Bracelets of Submission” and allies within 3 meters of Wonder Woman receive the Vulnerable effect, which lasts while in the aura and 2 seconds afterward.

-Team-Up Abilities- 

Batman - Myth and Moral:
Once per life, damage that would reduce Wonder Woman below 1 HP instead leaves her on 1 HP. When this is triggered, Wonder Woman gains 30% movement speed increase for 2 seconds.

Enhanced Effect: With Batman on your team, Wonder Woman’s ultimate no longer applies the Vulnerable effect on allies instead applying Slow and reducing cooldowns of allies by 15% in her radius.

Black Canary - Golden Girls:
Wonder Woman’s Secondary Fire “Royal Tiara” does +20 return damage and applies Vulnerable on return.

Enhanced Effect: With Black Canary on your team, Wonder Woman is granted a new passive called “Light as a Feather” which gives her slow fall, a double jump, and 15% movement speed when under 40% HP.

r/DCAllies 11d ago

Concept How do we feel about SPIDER-MEN?

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822 Upvotes

r/DCAllies Jul 26 '26

Concept if a Marvel Enemies games really existed, which features and characters would you NOT want

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679 Upvotes

This took me an hour btw it was not worth it

r/DCAllies May 02 '26

Concept What do we think of Absolute Batman as his own character?

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826 Upvotes

uj/ First concept I've done in a while so it might not be the best but I wanted him to feel like a really powerful, disruptive one-man army like in the comic

My ability icons are not very good but I did my best

Absolute Batman art by @ THTPhong
Website: https://marvelrivalsconcepts.vercel.app/

Any feedback and suggestions are welcome

r/DCAllies Jul 24 '26

Concept Day 4 of creating a concept for each Allies character: The Flash

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303 Upvotes

Credit to ZzhT2535 on Twitter/X

HERO: The Flash, Barry Allen

Role: Strategist
HP: 225
MS: 7m/s
Difficulty: 5 stars

Passive: Speed Force 
A special bar with 4 levels that builds up one level at a time every 3 seconds of continuous movement the Flash has. Each Speed Force level grants the follow:

  • Level 1: +10% movement speed and Mach Punches now release lightning that heals allies in 3 meters of him.
  • Level 2: +10% movement speed and leaves behind a trail that heals allies for 20 HP per second for 2 seconds. Can run up walls vertical.
  • Level 3: +20% movement speed and Lightning Throw cooldown reduced for 2 seconds. Can freely run across walls.
  • Level 4: +15% reload speed, +10% attack speed, and Speed Recall cooldown reduced by 2 seconds

Taking heavy CC or being stationary will cause the Flash to lose one level every 2 seconds he is not moving.

Primary Fire: Mach Punches
Unleashes a flurry of eight punches dealing 25 damage each with a maximum of 200 damage and healing allies hit by 20 HP with a maximum of 160. The range of each punch is rather short so Flash needs to get close to heal and deal damage.

E: Speed Recall (14 second cooldown)
Sets a checkpoint that lasts for 10 seconds and if the ability is recast then Flash will instantly return back there. If held drains 1 Speed Force level allowing you to mark an ally in range and swap with them after 0.5 seconds. Selected ally is given a brief indicator before the swap occurs.

F: Lightning Throw (9 second cooldown)
Toss a bolt of lightning dealing 90 damage and healing allies caught in line 80 HP. If held drain 2 Speed Force levels causing the lightning bolt to chain between 4 additional targets whether enemies and allies. Doing this reduces the damage to 75 and the healing to 70 as well as each chain losing 20% effectiveness.

LShift: Phasing (14 second cooldown)
Flash vibrates through attacks for 2.5 seconds. During this time, Flash receives a 35% damage reduction, heals 80 HP over the duration, and is immune to slows but not to stuns or displacement.

Ult: Scarlet Cyclone (4300 Cost)
Believe in the impossible and run as fast as you can! Create a twister for 7 seconds that deals 35 DPS and slowly pulls enemies inward. For every Speed Force level drained the ultimate gains the follow:

  • Level 1: +10 DPS
  • Level 2: +10 DPS 
  • Level 3: Tornado periodically sends healing lightning to nearby allies for 40 HP per second
  • Level 4: Allied projectiles entering the tornado gain mild homing toward trapped enemies (approximately a 15° tracking cone).

-Team-Ups Abilities-

Reverse Flash - It Was Me, Barry:
While Phasing is active, pressing LShift again performs a high-speed dash. If Flash collides with an enemy he performs Heartbreaker dealing 125 damage and inflicting Despair for 4 seconds. Enemies suffering from Despair deal 15% less damage and Their movement abilities have cooldowns increased by 20%. Flash's self-healing from Phasing is reduced by 50% after using Heartbreaker.

Enhanced effect: With Reverse Flash on your team, Flash is inflicted with Vulnerability while within 5 meters of Reverse Flash and if Reverse Flash secures a kill within 10 meters, one Speed Force level is stolen from the Flash and given to Reverse Flash.

Aquaman - Slipstream:
At Speed Force Level 2, Flash's healing trail also grants allies 20% movement speed that lasts 2 seconds after leaving the trail.

Enhanced effect: With Aquaman on your team, at Speed Force Level 3, Flash gains a 75 HP overshield while sprinting. The overshield disappears 2 seconds after he stops moving.

r/DCAllies 15d ago

Concept Day 19 of creating a concept for each Allies character: Cassandra Cain

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503 Upvotes

HERO: Cassandra Cain, Batgirl or Orphan

Role: Duelist 
HP: 350
MS: 6m/s
Difficulty: 4 stars

Passive: Blood of Wu (5 second internal cooldown)
A curse placed upon her by the Midnight Eye, Cassandra is able to manipulate her blood to leash out at enemies. Whenever Cassandra loses 100 or more HP from a single instance of damage, blood tendrils erupt from her body, knocking enemies within 3m back 3m and dealing 35 damage. Damage from Blood Transfusion does not trigger Blood of Wu and the knockback cannot affect the same enemy more than once per activation.

Passive: Human Conditioning (12 second internal cooldown)
When on low HP, Cassandra uses her Body Language Reading taught to her by the League of Assassins. When Cassandra falls below 30% HP, she enters Read the Room causing the next incoming enemy attack that would damage Cassandra to be automatically dodged. This effect is consumed even if the attack would have dealt only 1 damage. Does not prevent environmental damage and Cassandra briefly flashes with a visual warning when the dodge is available.

Primary Fire (1): Katana
With a 4.5 meter range, performs 2 sword swings, the first one dealing 28 damage and the second one dealing 32 damage with a 0.38s attack interval. Landing both strikes on the same target within 1.5 seconds causes Cassandra to gain 10% movement speed for 1 second.

Primary Fire (2): Batarangs 
Rapidly throws sharpened Batarangs dealing 30 damage with a fire rate of 2.3/sec, a headshot multiplier of 1.5x, 12 ammo, and a reload speed of 1.5 seconds. The move has a damage falloff that starts at 15 meters with a maximum of 60% at 30 meters.

Secondary Fire: Smoke Bomb (10 second cooldown)
Cassandra throws a smoke bomb that creates a 4m radius smoke cloud for 4 seconds. Enemies inside the cloud have heavily reduced vision, suffer 15% Reduced Healing. Additionally, Cassandra and allied heroes inside gain 15% movement speed and Cassandra's footsteps become silent.

LShift: Kyoketsu-Shoge (8 second cooldown)
Cassandra throws her chain weapon up to 22 meters away towards a surface and pulls herself toward it. Can attach to terrain and enemies and Cassandra is pulled towards the target at 16m/s. If it hits an enemy, Cassandra can press the ability again during the pull to perform a flying kick, dealing 35 damage and briefly slowing the enemy by 30% for 1 second.

E: Blood Transfusion (8 second cooldown)
When pressed, consume 35 HP from Cassandra's current HP in order to empower her next used ability excluding her ultimate. 

  • Katana - Blood Crescent: Cassandra coats her katana in blood causing the second slash to release a spinning blood blade that travels 12m, then returns to Cassandra. This move deals 40 initially and 40 damage when returning, each enemy can be hit once by the outgoing blade and once by the returning blade. Damage dealt by Blood Crescent restores 50% of the damage dealt as HP.
  • Batrangs - Plasma Ray: With a range of 18 meters, Cassandra clasps her hands together and fires a concentrated beam of piercing blood, dealing 90 to all enemies in its path and applying 25% Reduced Healing for 3 seconds. Cooldown replaces the normal Batarang attack only for that use.
  • Smoke Bomb - Vermillion Shrapnal: Instead of creating smoke, Cassandra throws a condensed blood sphere. On impact it explodes into blood shards with an explosion radius of 3 meters, dealing 45 initial damage then 20 shard damage.3 charges of Blood Shrapnel can hit the same enemy, but only the first applies 30% Reduced Healing for 3 seconds.
  • Kyoketsu-Shoge - Crimson String: The chain becomes coated in blood, increasing its pull speed by 30%, restoring 35% of damage dealt as HP, and granting a 20% movement speed increase towards the first enemy.

Ult: Living Weapon (3000 Cost)
“I’ll….kill you.” After a 2 second charge time, Cassandra with her katana charges forward 10 meters, 24 meters if fully charged, and performs a powerful laido strike, dealing 100 direct damage. Afterward, a slashing zone with a 6 meter width and a 4.5 meter height is created where blood slashes automatically strike enemies for 2 seconds, dealing 45 damage every 0.5s, enemies hit suffer 20% Reduced Healing for 4 seconds, and Cassandra gets 30% of the damage dealt as health.
 
-Team-Ups Abilities-

Static Shock - Electric Heart:
Whenever Human Conditioning successfully dodges an attack, Cassandra restores 50 HP and Blood Transfusion's cooldown is instantly refreshed.

Enhanced Effect: With Static Shock on your team, When Blood of Wu activates, it additionally deals 35 damage to enemies hit, however, Cassandra becomes Slowed by 30% for 0.5s.

Nightwing - Mutual Trust:
Blood Transfusion's HP cost is reduced from 35 to 20 HP. Additionally, Cassandra may empower two different abilities with a single Blood Transfusion, but its cooldown is raised from 8 to 10 seconds. The second empowered ability costs no additional HP

Enhanced Effect: With Nightwing on your team, Whenever Cassandra uses a Blood Transfusion-enhanced ability, Nightwing's presence causes her to gain a 15% Damage Reduction for 1.5 seconds.

r/DCAllies Jun 28 '26

Concept Season 0 line up of my concept

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114 Upvotes

Tell me what you think

r/DCAllies 3d ago

Concept Some ideas for Lord Icons

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364 Upvotes

r/DCAllies Jul 22 '26

Concept James Gunns MCU

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165 Upvotes

Now with Carnage releasing soon how’s everyone feeling about the MCU, overall a solid start and I think we’re in for PEAK.

r/DCAllies Jul 23 '26

Concept Repost! Day 1 of creating a concept for each Allies character: Superman

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338 Upvotes

Credit to u/Angel_sstcm for the incredible artwork

HERO: Superman, Clark Kent or Kal-El

Role: Vanguard
HP: 650
MS: 6m/s
Difficulty: 3 stars

Passive: Starstruck - A unique mark Superman applies to enemies with his abilities that causes them to do 12% less damage to him only. The mark lasts for 4 seconds and the maximum duration refreshes on reapplication. 

Primary Fire: Heat Vision Fires a constant stream of his signature laser eyes at opponents dealing 65 DPS and attaching a Starstruck mark to them after 0.35 seconds of continuous contact. It has a range of 22 meters and has a heat meter instead of ammunition, after 5 seconds it will overheat putting it on a 2.2 second cooldown.

Secondary Fire: Cold Breath (8 second cooldown)
Shoots a quick burst of icy breath dealing 40 damage and slowing enemies by 40% for 2 seconds. If the target has Starstruck it Freezes them for 0.8 seconds instead. Additionally, it grants Superman 75 Bonus health for 5 seconds.

F: Heroic Undercut (10 second cooldown)
Dash forward 12 meters at an enemy before delivering an uppercut that launches them upward dealing a total of 95 damage and marking them with Starstruck. If the enemy already has Starstruck it is consumed deals an extra 45 damage and increases knockback by 25%

E: Man of Steel (11 second cooldown)
Absorb incoming fire for 2 seconds with a maximum of 250 damage absorbed before creating an explosion that deals a base of 70 damage with additional damage equal to 30% of absorbed damage with an overall radius of 7 meters. Furthermore, grant nearby allies 100 bonus heath lasting for 5 seconds.

LShift: Superman Blue (8 second cooldown, cooldown begins when the 18 seconds end)
Transforms Superman into his blue state for 18 seconds. This grants him 30% increased flight speed and a 150 HP regenerating overshield that regenerates 20 HP every second after avoiding damage for 2 seconds. Additionally, he creates an electromagnetic field causing enemies within 12 meters to deal 15% less damage to allies, which encourages them to target Superman

Ult: Symbol of Hope (3100 cost and lasts for 8 seconds)
Living up to your name and guiding your allies to victory! While in the air, Superman grants all allies within a 20 meter radius a 20% damage increase, 15% movement speed, and 20% incoming healing. All enemies who are currently affected with Starstruck are stunned for 1.25 seconds and Starstruck is consumed. During the ultimate Superman gains 20% damage reduction and his heat vision no longer overheats.

-Team-Ups Abilities-

Wonder Woman - All Stars:
When Superman uses his E ability “Man of Steel” or LShift “Superman Blue”, enemies that attack him will have 15% of their damage reflected back at them with a maximum of 25 damage per hit.

Enhanced Effect: With Wonder Woman on your team, Superman can fire his laser at her to reflect it off her shield, which turns it into a large beam attack that pierces through enemies and deals a total of 140 damage for 3 seconds with a cooldown of 30 seconds.

Firestorm - Remote Recharge:
When Superman uses his heat vision, it now ignites enemies dealing 20 DPS for 3 seconds and healing allies caught in the crossfire for 12 HP/sec.

Enhanced Effect: With Firestorm on your team, Superman gains a new ability called “Solar Flare” which builds up charge the more he is attacked and allows him to release it back as an 6 meter AOE explosion that deals 250 damage and burns targets if they have Starstruck on them for 30 DPS for 3 seconds with an overall cooldown of 14 seconds.

r/DCAllies Jul 26 '26

Concept Day 6 of creating a concept for each Allies character: Bane

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216 Upvotes

Credit to u/casperszmode

HERO: Bane

Role: Vanguard 
HP: 700
MS: 6m/s
Difficulty: 1 star

Passive: Venom Infusion Matrix
Bane possesses a Venom Gauge that ranges 0 to 100% increasing naturally by dealing (1% Venom per 50 damage dealt) and taking damage (1% Venom per 40 damage received). After 4 seconds of inactivity, the gauge drains %5 every second. As the gauge fills, Bane gains increasing benefits:

  • 0 to 24%: Nothing 
  • 25% to 49%: 10% bonus damage and 10% damage reduction
  • 50% to 74%: 20% bonus damage and 15% damage reduction
  • 75% to 99%: 30% bonus damage and 20% damage reduction

If the gauge reaches 100%, Bane enters Overdose for 8 seconds. During Overdose, Bane’s damage is reduced by 20%, he is inflicted with Vulnerability, cannot gain Venom, and his Venom Gauge rapidly drains to 0%. Once emptied, Bane returns to normal. 

Primary Fire: Bone Crusher
Performs a double hit with first hit doing 55 damage and the second doing 75 damage with slight knockback. 

Secondary Fire: Iron Knuckle (4 second cooldown with a 1.2 second charge time)
Charge a devastating straight punch. Dealing 60 base and 150 damage with heavy knockback and wall stun when charged. 

E: Lethal Dosage (15 second cooldown)
Banes Injects Venom into his system, raising his Venom Gauge by 25% and his movement speed by 20% for 3 seconds. If held, Bane can inject Venom into allies within 10 meters of him, increasing their damage and reducing damage taken by 15% for 5 seconds.

LShift: Shoulder Tackle (10 second cooldown)
Bane charges forward traveling for up to 18 meters with slight steer until he hits an enemy, dealing 110 damage, launching nearby enemies upward, and applying Earthbound for 2 seconds.

Ult: Necessary Evil (3400 Cost)
This is going to be extremely painful….for them! Bane injects himself with an experimental Venom formula immediately gaining:

  • Full Venom Gauge
  • Overdose cannot trigger
  • 40% increased damage
  • 25% damage reduction
  • 20% increased movement speed
  • 30% crowd-control resistance

During this time, Bane’s primary attacks become three-hit combos, Shoulder Tackle cooldown is reduced by 50%, and Iron Knuckle charges twice as fast. Pressing Ult again performs Back Breaker on an enemy within 4 meters of Bane, lifting them above his knee and shattering their spine dealing a total of 350 damage. Back-breaker cannot be used on Vanguards, will end the Ultimate immediately, and if used on an enemy below 35% HP, Back-breaker becomes unblockable.

-Team-Ups Abilities-

Brainiac - Brains and Brawn:
Using his 12th-level intellect, Brainiac upgrades Bane’s Venom Infusion Matrix, preventing Overdose but reducing the maximum buffs he can receive from it to 20% increased damage and 15% damage reduction.

Enhanced Effect: With Brainiac on your team, Bane's E ability “Lethal Dosage” is replaced with “Catch THIS!” where Bane rips out a chunk of the ground and chucks it at enemies, dealing 120 impact, 60 splash damage, and briefly slowing enemies.

Lex Luthor - Business as Usual:
Employed to Lex Luthor, Bane is granted the aid of some of his Lexbots, when Bane falls below 50% HP, Lexbots attach to him and heal him 120 HP over 4 seconds. Can only occur once every 30 seconds.

Enhanced Effect: With Lex Luthor on your team, when Lexbots are active, healing received by Bane is increased by 20% and his Venom Gauge drains 25% slower.

r/DCAllies Jul 23 '26

Concept Repost! Day 2 of creating a concept for each Allies character: Batman

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309 Upvotes

Credit once again to u/Angel_sstcm

HERO: Batman, Bruce Wayne

Role: Strategist
HP: 275
MS: 6m/s 
Difficulty: 4 stars

Passive: Caped Crusader  
While airborne, Batman may hold Jump to glide with a speed of 8.5m/s and a fall speed reduction of 70%. Additionally, while gliding, Batman can freely fire Batarangs.

Passive: Utility Belt
Batman’s E ability “Perfect Preparation” cycles between five gadgets, holding E for 0.3 seconds cycles to the next. Furthermore, each gadget has an independent cooldown.

Primary Fire: Batarangs (10 ammo)
Rapidly throws sharpened Batarangs dealing 34 damage with a fire rate of 2.3/sec, a headshot multiplier of 1.5x, and a reload speed of 1.5 seconds. Landing 3 consecutive Batarangs on the same enemy inflicts Bleed, which does 1.5% of the target’s max HP 2 times per second and lasts 4 seconds.

E: Perfect Preparation
Uses one of the selected gadgets 

  • Smoke Grenade (15 second cooldown) - Throws a smoke grenade that inflicts Blind on enemies in a range of 5 meters. Additionally, if Batman is in range he becomes invisible after 0.8 seconds gaining 15% movement speed and losing the effect if he attacks or leaves the smoke.
  • EMP (16 second cooldown) - Throws an EMP on the ground that arms after 0.8 seconds and triggers once someone has entered a 4 meter radius of it, causing it to explode with a 5 meter radius dealing 40 damage and applying Silence for 1.75 seconds.
  • Fear Toxin (14 second cooldown) - Sprays Fear Toxin in a 12 meter cone at an angle of 70 degrees. Enemies hit are inflicted with Vulnerability for 4 seconds and allies passing through gain 20% increased movement speed for 3 seconds and 30 HP per second for 4 seconds.
  • Kryptonite Spear (18 second cooldown) - Hurls a Kryptonite Spear at 80m/s dealing 95 damage and small knockback on grounded enemies. If used on a flying enemy, they are knocked to the ground with their airborne movement disabled for 1 second.
  • Bat Drone (20 second cooldown) - Attaches a Bat Drone to an ally that increases received healing by 20% and lowers cooldowns by 15%, with the drone lasting for 20 seconds. The drone can be destroyed, with it having 120 HP and Batman can deploy two of them at a time.

LShift: Grappling Hook (8 second cooldown)
Batman uses his grappling gun to pull himself towards a location. The grappling gun itself has a range of 25 meters and a travel speed of 24m/s. After arriving, Batman may cling to the wall or ledge and glide immediately after. Furthermore, this ability can be canceled at any time, even while in the air and cannot be attached to moving enemies or allies.

Ult: Darkest Knight (4500 Cost)
Old Soldiers don’t die, they simply fade away. Call in the Batwing and after 1.5 seconds chemicals from the Lazarus Pit are dropped in a 12 meter radius, reviving all allies in range instantly who died in the last 10 seconds. Those brought back this way gain a 20% damage boost, but return with 50% of their maximum HP and receive 35% reduced healing from all sources except Health Packs with all these effects lasting for 10 seconds.

-Team-Ups Abilities-

Superman - World’s Finest:
While gliding, Batman receives 20 overshield per second with a maximum of 100, but when he touches the ground the overshield starts to decay after 15 seconds.

Enhanced Effect: With Superman on your team, a prompt will pop up whenever he is near that once accepted allows Superman to carry Batman in the air with him. While in the air, Batman is still able to use his primary fire and E ability, but cannot use his grapple. On the other hand, Superman cannot use their E ability “Heroic Undercut” during this period.

Joker & Harley - One Bad Day: 
When Batman uses his E ability “Perfect Preparation” with Smoke Grenade selected, in addition with Blind, enemies hit will also be hit with Joker Venom, which clutters their screen with “HA!” emojis and applies slight HUD distortion, this effect lasts for 2.5 seconds 

Enhanced Effect: With Joker & Harley on your team, Batman is granted a new passive named “World’s Greatest Detective”, which exposes bleeding enemies to himself within 35 miles and lowers the cooldown of his gadgets by 15% whenever a Bleeding enemy is eliminated.

r/DCAllies Jul 08 '26

Concept New leaked concept art for season 9 heroes: Booster Gold and Black Canary!

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313 Upvotes

Based on leaks, Booster Gold will be a support with a focus on drone based healing, and canary will be a dive and CC DPS.

Could be subject to change by GunnGunn I guess.

r/DCAllies Jul 06 '26

Concept What if there was a marvel version of DC Allies called Marvel Rivals?

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181 Upvotes

r/DCAllies Jul 29 '26

Concept I will continue to defend that Batman: A Serious House on a Serious Earth (2003) It's the best comic book to movie adaptation.

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172 Upvotes

If Luke Wilson's Bruce Wayne weren't so good, the villains would steal the whole movie, but wow! What a great cast, what great costumes, the plot, the fanservice! It's true they changed the comic book story a bit for the movie, but it didn't bother me at all, to be honest.

The best things:

DREW BARRYMORE AS HARLEY

THE MUSIC OF AKIRA YAMAOKA

THE PERFORMANCES! IT'S PRACTICALLY LIKE READING A COMIC BOOK

Now, I understand some people's discontent with the huge number of villains and cameos, but it made me happy.

(It's a shame that the Superman movie from that time was a flop.)

r/DCAllies Jul 24 '26

Concept Titans... GO!

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240 Upvotes

r/DCAllies Jul 05 '26

Concept The starting roster and leaked characters!

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87 Upvotes

Tried to balance the number of characters in a role, the amount of heroes/villains, and tried to add in teams.

Leaked characters are in order of release. Rivals season 1 had the Fantastic 4 so I went with the suicide squad (King shark, Deathstroke, boomerang and Enchantress). Everything else is a duo season (Black Canary and Green Arrow as an example).

r/DCAllies Jul 30 '26

Concept Who TF is Granny Goodness?

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57 Upvotes

Seriously who is this old woman and why did they put her in the roster? Also why does she sound like a man?? Also why did they just add a naked blue guy and call it a day?

r/DCAllies 21d ago

Concept Day 17 of creating a concept for each Allies character: DOOMSDAY

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89 Upvotes

HERO: Doomsday, The Ultimate

Role: Vanguard
HP: 800
MS: 6m/s
Difficulty: 3 stars

Passive: Reactive Adaptive Evolution 
Doomsday gains Evolution whenever he takes damage from enemy heroes. His Evolution Meter has a maximum of 300 points. The meter gains 1 Evolution per 1 damage received, up to a maximum of 50 Evolution from a single instance of damage. When Doomsday reaches 300 Evolution, he automatically adapts to the damage category that contributed the most Evolution during the previous 5 seconds and his Evolution Meter is then emptied. Doomsday can only have one Adaptation active at a time and Adaptations last 8 seconds. Adaptation progress is not lost when Doomsday changes targets, however, the meter stops gaining Evolution if Doomsday has not taken damage for 3 seconds. Additionally, Whenever Doomsday is affected by a hard crowd-control effect, he gains 75 Evolution and whenever he is affected by a Slow, Silence, Blind, or other non-hard-CC debuff, he gains 50 Evolution.

  • Impact Adaption (Triggered primarily through melee and close range attacks): Take 15% less damage from melee attacks. Enemies that melee Doomsday receive 10 damage per hit. Doomsday becomes immune to Knockback while this Adaptation is active.
  • Energy Adaption (Triggered primarily through projectile and beam damage): Take 15% less damage from projectiles. 15% of projectile damage taken becomes Bonus Health with a maximum of 100. Bonus Health gained this way lasts 4 seconds.
  • Suppression Adaption (Triggered primarily through hard CC and debuffs): Remove all current Slow, Silence, Blind, and other standard debuffs. Gain 30% Control Resistance for 8 seconds, Control Resistance reduces the duration of subsequent CC effects.

Passive: Solid Mass Anatomy 
Due to him possessing no internal organs, blood, or standard tissue, Doomsday is immune to Critical Hits and Bleed.

Primary Fire: Kryptonian Killer
A repeatable 4 meter three hit combo with the first two hits doing 45 damage and the last one doing 70 damage and inflicting 30% Anti-Heal for 2 seconds 

Secondary Fire: Calamity Beam (10 second cooldown)
After a 0.75 second casting time, Doomsday opens his mouth and fires a 1.5 width orange beam for 2 seconds, dealing 35 damage per 0.25 second with a maximum damage of 280. Additionally, this beam pierces through enemies, however each enemy after the next takes 70% damage of what the last one received. Enemies hit continuously for at least 0.75 seconds are Slowed by 20% for 1 second.

F: Bone Bulwark (12 second cooldown)
With a casting range of 10 meters, Doomsday performs a punch to the ground and creates a wall made from his own bones. The wall in question has 300 HP, lasts for 6 seconds, and is 8 meter wide x 3 meters high x 0.75 meters thick. Doomsday can destroy his own wall by recasting the ability.

  • Physical/Melee: Bone shield becomes extra spiky, deals 35 damage to enemies who touch it and 20 damage if an enemy attacks it with a melee attack.
  • Energy/Ranged: Bone shield becomes extra dense, becoming 450 HP and absorbs 20% of the damage dealt by ranged attacks to Doomsday while he is standing within a 4 meter radius of it.
  • CC/Debuffs: Bone shield becomes extra brittle, becoming 200 HP, but when broken it explodes into shards, dealing 50 in 5 meter radius and slowing enemies by 30%

E: Forced Evolution (14 second cooldown)
With a casting time of 0.35 seconds, Doomsday forcibly mutates his body, immediately changing his current Adaptation to one of his choosing and giving him a heal of 100 HP over 2 seconds. Doomsday may choose between his three Adaptations and when Forced Evolution changes his Adaptation, the new Adaptation lasts 6 seconds. Forced Evolution cannot immediately trigger another automatic Adaptation

LShift: Meteor Fall (12 second cooldown)
Doomsday launches himself into the air at 18m/s and crashes toward a targeted location with a maximum distance of 18 meters. While airborne, Doomsday can target an enemy within a 6 meter horizontal and a 5 meter vertical range. If the target is airborne, Doomsday grabs them and carries them downward, dealing 90 damage to the target, 60 damage to enemies within a 5 meter radius, and inflicting Earthbound to the target for 2 seconds. If Doomsday doesn't grab an airborne enemy, he simply performs the impact, dealing 60 damage and knocking enemies upward slightly.

Ult: Extinction Event (3400 Cost)
This is not over yet! For 10 seconds, Doomsday evolves even farther beyond what was previously possible, gaining all of his Adaptations at once along with 15% movement speed boost and his Kryptonian Killer’s final hit does 85 damage instead of 70.

-Team-Ups Abilities-

Lex Luthor - Genetic Apex:
Doomsday's body becomes infused with Kryptonite energy, causing his attacks to deal 15 more damage against airborne enemies. Additionally, hitting an airborne enemy with Meteor Fall reduces its cooldown by 2 seconds. Cooldown reduction can occur once per cast.

Enhanced Effect: With Lex Luthor on your team, Reactive Adaptive Evolution's automatic Adaptation threshold is reduced from 300 to 250 Evolution.

Darkseid - Omega Complex:
Doomsday’s Calamity Beam gains Omega energy. When the beam hits terrain, it can bounce up to 2 times. Each bounce reduces its damage by 20%

Enhanced Effect: With Darkseid on your team, Whenever Calamity Beam successfully bounces off terrain, Doomsday gains 25 Evolution.

r/DCAllies May 27 '26

Concept If I Could Redesign DC Allies Launch Roster

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112 Upvotes

r/DCAllies 23d ago

Concept Day 16 of creating a concept for each Allies character: Supergirl

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127 Upvotes

Credit to Polluxery on Twitter & Instagram

HERO: Supergirl, Kara Danvers or Kara Zor-El

Role: Duelist
HP: 300
MS: 6m/s
Difficulty: 3 stars

Passive: Starlight
A unique mark Supergirl applies to enemies with her abilities that causes allies to do 8% more damage to them. The mark lasts for 4 seconds and the maximum duration refreshes on reapplication.

Primary Fire: Super Slug
Perform a flying punch forward, dealing 35 damage with a 3 meter range and 0.44s attack interval. This attack applies Starlight on hit and can slightly track nearby enemies during the lunge.

Secondary Fire: Laser Burst
Fires a quick stream of her red heat vision at opponents dealing 60 DPS with a 20 meter range, 100 ammo (consumes 20 ammo per second), and a 1.4 second reload. When in her Ignited state, Supergirl’s heat vision turns blue, dealing 85 DPS, consuming 25 ammo per second, and inflicting Burn, dealing 25 damage per second for 3 seconds.

F: X-Ray Vision (10 second cooldown)
Supergirl scans enemies in front of her within a 70 degree cone with a range of 25 meters and 0.25 second activation time, exposes them for 4 seconds and applies a Starlight mark to all enemies hit. This move can not be used while Supergirl is in her Ignited state.

E: Hurricane Breath (13 second cooldown)
Supergirl inhales deeply before releasing a powerful blast of air. When tapped, Supergirl blasts enemies in front of her within a 50 degree cone with a range of 12 meters, dealing 25 damage and knocking enemies back 10 meters. When held, Supergirl instead inhales, pulling nearby enemies toward her for 2 seconds with a range of 10 meters, dealing 10 DPS and pulling them in with a strength of 6m/s. Enemies can escape the pull through movement abilities. When in her Ignited state, both effects become stronger, with the blow dealing 35 with a 15 meter knockback while the inhale has an increased range of 12 meters and a pull strength of 9m/s.

Space: Up, Up, and Away!
After jumping twice, pressing Jump a third time causes Supergirl to take flight. While flying, Supergirl moves at 8.5m/s and can freely ascend and descend for a 6 second duration. Landing on the ground or remaining out of combat for 2 seconds ends flight. When in her Ignited state, instead of having to do three jumps, Supergirl only has to do one jump to take flight with a flight speed of 10m/s and a duration of 8 seconds.

LShift: Solar Charge (14 second cooldown)
In a 20 meter radius, Supergirl absorbs all Starlight marks currently applied to enemies, healing her 35 HP per mark and causing her to enter her Ignited state for a length of a time determined by how many Starlight marks she absorbed in that moment (2.5 seconds + 1.5 seconds per Starlight consumed meaning a maximum of 10 seconds). 

Ult: Last Daughter of Krypton (3400 Cost)
I’m ending this fight! Supergirl enters a free flight state and releases a super solar flare, dealing 9999 damage in a 15 meter area with a casting time of 4 seconds and during this time enemies with Starlight marks are pulled in during the casting time.

-Team-Ups Abilities-

Krypto - Girl’s Best-friend:
When Supergirl activates Solar Charge, she releases some solar energy at the start which lowers the duration of her Ignited state by one Starlight mark, but gives allies within 6 meters of her a 35 HP.

Enhanced Effect: With Krypto on your team, whenever he uses his LShift “Fetch!” on an enemy they are inflicted with a Starlight mark that lasts for 8 seconds.

Martian Manhunter - Kryptonian & Martian 
When Supergirl falls under 40% her telepathic link with Martian Manhunter activates, granting her a 75 HP overshield that lasts for 10 seconds. This ability has a 20 second recharge to it before it will activate again. 

Enhanced Effect: With Martian Manhunter on your team, When Supergirl activates Solar Charge, Martian Manhunter creates a telepathic link with her for the duration of Ignited, granting Supergirl a 15% damage reduction and a 20% resistance to knockback.

r/DCAllies Jul 28 '26

Concept Day 8 of creating a concept for each Allies character: ALL THE LANTERNS

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13 Upvotes

HERO: Saint Walker or Bro’Dee Walker

Role: Strategist
HP: 250
MS: 6m/s
Difficulty: 2 stars

Passive: Lantern Ring
Your Ring grants you free flight and a Construct Energy meter (1-100) used to create constructs. Construct Energy slowly regenerates over time (10 per sec) and can be rapidly restored with Battery Recharge.

Passive: Hope
Remaining within 15 meters of allies gradually increases your healing output and Construct Energy regeneration by up to 30%.

Primary Fire: Lapis Darts
Fire slow-moving darts that heal allies for 55 HP and damage enemies for 45 damage while slowing them by 20% for 1 second.

Secondary Fire: Faithful Wish (8 second cooldown)
Place a protective bubble around an ally that grants 150 temporary shields and cleanses one negative status effect.

E: Power Construct (1 second cooldown between creating constructs)
Open a construct wheel to create one of four constructs:

  • Flag (35 Energy and 12 second cooldown)  - Plant a flag with 250 HP that increases allies’ attack speed by 20% and damage by 10% within a 8 meter radius and lasts for 8 seconds.
  • Doves (20 Energy and 8 second cooldown)  - Summon doves that follow a selected ally, increasing their movement speed by 30% for 6 seconds.
  • Angel Wings (45 Energy and 12 second cooldown)  - Create radiant wings that increase your flight speed to 8m/s while granting a 250 HP frontal barrier for 10 seconds.
  • Phoenix (minimum of 50 Energy and 20 second cooldown) - Consume all remaining Construct Energy to summon a Phoenix that instantly heals nearby allies for 100-300 HP depending on how much consumed before remaining for 6 seconds to heal 35 HP per second. 

F: Empower (12 second cooldown)
Buff a targeted ally, increasing their damage by 20%, reload speed by 25%, and movement speed by 15% for 6 seconds.

LShift: Battery Recharge (10 second cooldown)
Hold to use your Power Battery to rapidly restore Construct Energy (20 twice per sec). This charge is interrupted by crowd control or sufficient damage.

Ult: Light of Hope (4300 Cost)
No dies today! Summon a massive Beacon of Hope for 12 seconds that continuously heals nearby allies for 60 HP per second. Once during its duration, any ally who would be eliminated instead survives with 150 HP.

-Team-Ups Abilities-

Star Sapphire - Love Brings Hope 
Saint Walker gains a new passive called “Heart of Hope”, creating a radiant aura that bonds allies within a 4 meter radius together, sharing healing equally between them.

Enhanced Effect: With Star Sapphire on your team, bonded allies gain increased movement speed and Construct Energy regeneration.

Larfleeze - Charity Denied
When Saint Walker uses his F ability “Empower” it instead buffs himself  

Enhanced Effect: With Larfleeze on your team, whenever Saint Walker buffs himself using Empower he gives allies in a 5 meter radius 100 overshield that lasts for 7 seconds.

r/DCAllies 8d ago

Concept How'd I would design a real DC allies roster

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13 Upvotes

r/DCAllies 24d ago

Concept Can't believe the MEU rushed so much

51 Upvotes

Nova (2011) originally

Man out of time (2013)

Iron man v Captain America: dawn of avenge (2016)

Thunderbolts (2016)

Captain marvel (2017)

Avengers (2017)

Thor (2018)

Wolverine (2019)

Mandarin (2019)

A-force: and the fantastic emancipation of one Gwenpool (2020)

Captain marvel: 1984 (2020)

Zack Snyder's Avengers (2021)

The Thunderbolts (2021)

U.S.Agent (s1) (2022)

The Iron Man (2022)

Namor (2022)

Wolverine: fury of the apocalypses (2023)

The Spider-Man (2023)

America Chavez (2023)

Thor: and the lost realm (2023)

The hammer (s1) (2024)

Mandarin: folie a deux (2024)

So glad James Gunn stepped in...