Spoit wrote: Yeah, don't underestimate the strength of Lcap's blue , just one of them is enough to block pretty much all match damage. Also, it's the closest we have now to being able to "stun lock" a single opponent (only being able to move 1 out of every 3 turns is...not very much)
Pylgrim wrote: Spoit wrote: Yeah, don't underestimate the strength of Lcap's blue , just one of them is enough to block pretty much all match damage. Also, it's the closest we have now to being able to "stun lock" a single opponent (only being able to move 1 out of every 3 turns is...not very much) The closest we have to stun lock a single character is still Spidey. With 10 AP you have 3 turns to find another 5 AP to stun for three more turns more and so on. That is only one more match that what Cap needs to keep his blue going.
Spoit wrote: Pylgrim wrote: Spoit wrote: Yeah, don't underestimate the strength of Lcap's blue , just one of them is enough to block pretty much all match damage. Also, it's the closest we have now to being able to "stun lock" a single opponent (only being able to move 1 out of every 3 turns is...not very much) The closest we have to stun lock a single character is still Spidey. With 10 AP you have 3 turns to find another 5 AP to stun for three more turns more and so on. That is only one more match that what Cap needs to keep his blue going. Well, unless you get to 24 blue for 2 simultaneous casts (which....you almost kind of do to establish the 3 s in the first place), the 'cycles' for each are both 3 turns, where you need 2 blue for cap, or 5 for spidey. Which is an average of 0.66 AP a turn compared to 1.66. I.e. in order to maintain spidey's stun you need more than half your matches to be blues!
Red Panda wrote: daibar wrote: Wind Storm is also my 3rd vote. That one skill carries you through so much of 1*-3* transition land, especially after you get MNMags. I often wish Mohawk Storm had a version of Windstorm
daibar wrote: Wind Storm is also my 3rd vote. That one skill carries you through so much of 1*-3* transition land, especially after you get MNMags.
Pylgrim wrote: Spoit wrote: Pylgrim wrote: Spoit wrote: Yeah, don't underestimate the strength of Lcap's blue , just one of them is enough to block pretty much all match damage. Also, it's the closest we have now to being able to "stun lock" a single opponent (only being able to move 1 out of every 3 turns is...not very much) The closest we have to stun lock a single character is still Spidey. With 10 AP you have 3 turns to find another 5 AP to stun for three more turns more and so on. That is only one more match that what Cap needs to keep his blue going. Well, unless you get to 24 blue for 2 simultaneous casts (which....you almost kind of do to establish the 3 s in the first place), the 'cycles' for each are both 3 turns, where you need 2 blue for cap, or 5 for spidey. Which is an average of 0.66 AP a turn compared to 1.66. I.e. in order to maintain spidey's stun you need more than half your matches to be blues! You only need 10 AP to get the ball rolling with Spidey; those 10 AP give you your first 3 turns of stun as well and ensure your next ATU will cause another 3-turn stun. Sure, it forces you into more blue matches afterwards to keep it up, but I have hardly needed to keep the thing going for too long before that character is dead.