Lightning Rounds! Aka How many tournaments?!

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  • Ranzera wrote:
    DumDumDugn wrote:
    ive been throwing storm as my 3rd (with rags and mags) to deter attackers because you either need to 1) take some damage 2) delay your onslaught or 3) waste a thunderclap on her. Plus my storm is low enough level that a high level mag or rag will always trigger her tempest with just a simple match 3.

    My strategy is the 6AP start, one clear of reds or greens, 1 feral strikes, Thunderclap = Dead Storm with no damage taken. These kinds of teams always make me lol.

    hey forcing someone to thunderclap storm means more greens for my own rag to thunderclap ya back lol
  • DumDumDugn wrote:
    Ranzera wrote:
    DumDumDugn wrote:
    ive been throwing storm as my 3rd (with rags and mags) to deter attackers because you either need to 1) take some damage 2) delay your onslaught or 3) waste a thunderclap on her. Plus my storm is low enough level that a high level mag or rag will always trigger her tempest with just a simple match 3.

    My strategy is the 6AP start, one clear of reds or greens, 1 feral strikes, Thunderclap = Dead Storm with no damage taken. These kinds of teams always make me lol.

    hey forcing someone to thunderclap storm means more greens for my own rag to thunderclap ya back lol
    My opponents don't get a turn after they match red. I've chunked through 50k hp on turn 2 before.
  • Ranzera wrote:
    DumDumDugn wrote:
    Ranzera wrote:
    DumDumDugn wrote:
    ive been throwing storm as my 3rd (with rags and mags) to deter attackers because you either need to 1) take some damage 2) delay your onslaught or 3) waste a thunderclap on her. Plus my storm is low enough level that a high level mag or rag will always trigger her tempest with just a simple match 3.

    My strategy is the 6AP start, one clear of reds or greens, 1 feral strikes, Thunderclap = Dead Storm with no damage taken. These kinds of teams always make me lol.

    hey forcing someone to thunderclap storm means more greens for my own rag to thunderclap ya back lol
    My opponents don't get a turn after they match red. I've chunked through 50k hp on turn 2 before.

    Thats a lot of thunderclaps.
  • DumDumDugn wrote:
    Ranzera wrote:
    DumDumDugn wrote:
    Ranzera wrote:
    My strategy is the 6AP start, one clear of reds or greens, 1 feral strikes, Thunderclap = Dead Storm with no damage taken. These kinds of teams always make me lol.

    hey forcing someone to thunderclap storm means more greens for my own rag to thunderclap ya back lol
    My opponents don't get a turn after they match red. I've chunked through 50k hp on turn 2 before.

    Thats a lot of thunderclaps.

    Thunderclaps and Feral Strikes. Wolverine makes those buffed Thunderclaps hit even harder. Having 2200 damage Thunderclaps is pretty common for me.
  • Ranzera wrote:
    DumDumDugn wrote:
    My strategy is the 6AP start, one clear of reds or greens, 1 feral strikes, Thunderclap = Dead Storm with no damage taken. These kinds of teams always make me lol.

    hey forcing someone to thunderclap storm means more greens for my own rag to thunderclap ya back lol
    My opponents don't get a turn after they match red. I've chunked through 50k hp on turn 2 before.[/quote]

    Thats a lot of thunderclaps.[/quote]

    Thunderclaps and Feral Strikes. Wolverine makes those buffed Thunderclaps hit even harder. Having 2200 damage Thunderclaps is pretty common for me.[/quote]

    strike tiles are great for rags outside of lightning rounds but with the already 200% boost i dont find strike tiles that much more useful. But hey it works for you icon_e_smile.gif

    I'd still rather attack a wolv than a storm because i'm likely to take less damage plus i don't have to think as much icon_e_smile.gif
  • DumDumDugn wrote:
    Ranzera wrote:
    DumDumDugn wrote:
    Ranzera wrote:
    My opponents don't get a turn after they match red. I've chunked through 50k hp on turn 2 before.

    Thats a lot of thunderclaps.

    Thunderclaps and Feral Strikes. Wolverine makes those buffed Thunderclaps hit even harder. Having 2200 damage Thunderclaps is pretty common for me.

    strike tiles are great for rags outside of lightning rounds but with the already 200% boost i dont find strike tiles that much more useful. But hey it works for you icon_e_smile.gif

    I'd still rather attack a wolv than a storm because i'm likely to take less damage plus i don't have to think as much icon_e_smile.gif

    Storm tickles at that level. I can't think of anything less threatening with 2 characters with more than 10000 hp and a third that regenerates.
  • Hmm maybe i'll stick spidey as my 3rd. I just want somebody annoying there with mag and rag doing the heavy lifting.
  • DumDumDugn wrote:
    Hmm maybe i'll stick spidey as my 3rd. I just want somebody annoying there with mag and rag doing the heavy lifting.
    Spidey is much better imo. He can survive at least 2 Thunderclaps and he's enough of a priority to take out first.
  • Ranzera wrote:
    DumDumDugn wrote:
    Hmm maybe i'll stick spidey as my 3rd. I just want somebody annoying there with mag and rag doing the heavy lifting.
    Spidey is much better imo. He can survive at least 2 Thunderclaps and he's enough of a priority to take out first.

    And while the AI cannot stunlock your team with Spidey in one turn, it does use him reasonably well -- it'll stun as soon as it can, and if it gets enough blue it'll stun your heroes one after the other (and can result in your entire team locked in a few turns if you're unlucky).

    Makes it so that Spidey is generally my first target -- which is probably what you want on defense since that gives your heavy hitters a chance at getting enough AP to be dangerous.
  • Ranzera wrote:
    Ranzera wrote:
    DumDumDugn wrote:
    Ranzera wrote:
    My opponents don't get a turn after they match red. I've chunked through 50k hp on turn 2 before.


    Thunderclaps and Feral Strikes. Wolverine makes those buffed Thunderclaps hit even harder. Having 2200 damage Thunderclaps is pretty common for me.

    strike tiles are great for rags outside of lightning rounds but with the already 200% boost i dont find strike tiles that much more useful. But hey it works for you icon_e_smile.gif

    I'd still rather attack a wolv than a storm because i'm likely to take less damage plus i don't have to think as much icon_e_smile.gif

    Storm tickles at that level. I can't think of anything less threatening with 2 characters with more than 10000 hp and a third that regenerates.

    From a non rag perspective, storm is a much easier opponent. By turn 3 she is down having almost always done nothing except require the use of a skill and a few matches. High level gets matched 2-3 times then thundered by Thor, low lvl get either mjolnir turn 1, matched till mjolnir kills, or avoided until thunder is built if she is at that annoying lvl where she cannot be 1 shot easily but cannot be attacked with matches without power activation (sometimes its worth it to just take the low damage she will deal in those cases though since her lvl, ergo damage, is lower.

    Wolverine on the other hand requires you generally to avoid for 3-4 turns to build enough to 1 shot him with 2 powers (1 if you have anti xmen buff). During those turns of waiting storm basically does nothing exceptaybe make the machine go for greens and blues it might not have on other characters. 1 matched green and wolvie gets a tile or two out which makes the damage dealt by each vastly in wolverine's favor (0 vs. Some).

    Spidey better be a better choice than wolvie or storm lol. None of the 3 are very scary though. Spidey gives at least mild pause in case its a leveled 5 blue variety or a 5 purple (no way to know with their checking being bugged. Not too much pause though..he is still squishy enough to kill by turn 3 just like the others... For those of us without rag/high lvl mag