Design a character!

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  • Wouldn't it be crazy if any of these characters show up in the game?

    IceIX, if you ever publish Mojo, you need to give all the covers and Iso to max that tinykitty through the roof.
  • Spider-Man 2099****(Marvel 2099)
    Med-High Health
    Green->Blue->Black

    Spider-Slash(Green)
    Miguel uses his superhuman strength and spider talons to shred his opponents defenses.
    L1 / Costs 6 AP. Creates 3 strike tiles and destroys 5 random tiles that don't generate AP. Deals additional damage for each web tile destroyed.
    L2 / Costs 5 AP and destroys 7 tiles.
    L3 / Costs 4 AP. Destroys a random row of tiles instead now. More damage dealt for each web tiles destroyed.
    L4 / Costs 3 AP. Destroy 2 random rows.
    L5 / Destroys 3 rows and stuns your current target a turn for 3 turns if a web tile is destroyed. Deals even more damage for each web tile destroyed.

    Spinneret Strike(Blue/Passive)
    Miguel stuns his target when he makes a match.
    L1 / Stuns the current target for a turn. Creates a blue web tile.
    L2 / Generate 1 additional AP for each web tile matched.
    L3 / Effect now occurs with black matches. Creates black web tile with black matches.
    L4/ Generates 2 AP for each web tile matched.
    L5/ Stuns target for 2 turns. Generates 3 additional AP for each web tile matched.

    Spider Bite(Black)
    Miguel uses his fangs to paralyze his opponents.
    L1 / Costs 9 AP. Deals damage for each web tile on the board. Stuns for 1 turn. Steals 1 AP of each color.
    L2 / Costs 12 AP. Deals more damage per web tile.
    L3 / Costs 15 AP. Stuns for 2 turns. Steals 2 AP.
    L4 / Costs 12 AP. Deals more damage per web tile.
    L5/ Costs 9 AP. Stuns target for 3 turns. Steals 3 AP. Destroys all web tiles and generates AP for each tile destroyed.(Tiles destroyed this way don't stack with the passive.)


    Forge ***(****?) (Marvel NOW!/Cable and X-Force)
    Low/Med Health
    Green->Purple->Black
    Very High Crit Multiplier and environment tile reward

    Repurposing(Purple)
    Forge is siphoning energy from the enemy with some new machine. He's still tweaking the machine while figuring out how it works.
    L1 /Costs 9 AP. Steals 1 of each color AP. (Purple included).
    L2 / Costs 8 AP.
    L3 / Costs 7 AP. Steals 2 of each color.
    L4 / Costs 6 AP.
    L5 / Costs 4 AP. Steals 3 of each color.

    Fire Support(Black Passive)
    Forge uses his arsenal to help deal additional damage each time his teammates strike.
    L1 / Forge deals damage to the enemy each time an ally attacks and there more than 7 black tiles on board.(Damage dealt based on his black match strength.)
    L2 / Tile count reduced to 6.
    L3 / Tile requirement reduced to 5.
    L4 / Tile requirement reduced to 4.
    L5 / No Tile Requirement.
    Had some ideas for Deadpool involving countdown tiles that would revive him unless you destroyed them/they keep showing up until you kill the team.
    Also had an idea involving Gambit with an ability similar to Loki's Trickery. Except Gambit destroys multiple random 2x2 blocks.
    Was trying to think of something involving Blade but I don't know if he would fit with the game.
  • Despite being 4/3* they both sound quite overpowred with low ap cost, especially spidermans green.
  • Oh well, here goes:

    She was not in Dark Reign really, but she was in bridge story from end of Siege to start of Marcel Now!

    Amora
    Star Rating: ***
    Health: Medium
    Crit multiplier: 3X


    Death-Song of a Goddess
    Green 11 AP
    Level 1 -- Does a lot of AOE damage to enemy team, ends turn and stuns herself for 1 turn (meaning she cant act next turn)
    Level 2 -- Reduce AP cost by 1 (so now 10 AP)
    Level 3 -- Reduce AP cost by 1 (so now 9 AP)
    Level 4 -- No longer stuns herself
    Level 5 -- No longer ends turn.

    I was originally going for turn ending at level 4 and stun at 5, but I think turn ending is usually more powerful. Name is actually something she used in comics and it was rather spectacular aoe damage there too.

    Healing Kiss
    Yellow 11 AP
    Level 1 -- Heals team for some amount. Each green gem on board adds to the power of the heal.
    Level 2 -- reduces cost by 1 AP (so now 10 AP)
    Level 3 -- Increases effect of green gems
    Level 4 -- reduces cost by 1 AP (so now 9 AP)
    Level 5 -- Purifies the team removing any debuffs on them.

    I am unsure if that 5th is doable, but I suppose could do simple increase effect of green gems again. It is kinda weaker and more situational 5th. If possible maybe make it to useable to remove those extra 20% damage on special targets - for example 20% more damage to avengers, the 10% more damage overall would not be affected as would not the color specific boosts. I originally thought it as just removing stuns, but it kinda helps to more broader.


    Now this is probably not doable, but I just want to put it in anyways as it is so fitting in my opinion:

    Charming Kiss
    Purple 14 AP
    Level 1 -- Charms the target for 1 turn. Gain access to target abilities and can use them using your own team AP of course. Also target takes next turn damage from enemy team
    Level 2 -- reduces cost by 1 AP (so now 13 AP)
    Level 3 -- reduces cost by 1 AP (so now 12 AP)
    Level 4 -- after charm ends still stunned for 1 turns.
    Level 5 -- after charm ends still stunned for 2 turns.
  • Do you think you could do mystique, ms.marvel, or deadpool?
  • Unity wrote:
    Do you think you could do mystique, ms.marvel, or deadpool?

    I'll try to get a Deadpool up by the end of the day!
  • Deadpool

    2* character

    Just shoot them! (9 AP / Red)
    They're standing right there! Bang! Deadpool shoots target dealing X damage and ending turn.
    Level 2: Bang! Bang! Deadpool shoots target twice.
    Level 3: Bang! Bang! Bang! Deadpool shoots each opponent once.
    Level 4: Bang! Bang! Bang! Bang! Deadpool shoots each opponent once and target twice.
    Level 5: Bang! Bang! Bang! Bang! Bang! Bang! Deadpool shoots each opponent twice.

    Breaking the fourth wall! (6 AP / Black)
    Deadpool shatters the fourth column, does not generate AP.
    Level 2: Breaks the fifth wall too. Costs 8 AP.
    Level 3: Breaks the third wall too. Costs 10 AP.
    Level 4: Breaks the sixth wall too. Costs 12 AP.
    Level 5: Can't I just shoot them? Also shoots target.

    Regenerates (Passive / Yellow)
    When Deadpool's health is below 50% and he has 30 AP, he regenerates to full health, draining all Yellow AP.
    Level 2: Activates at 40% health and 28 AP
    Level 3: Activates at 30% health and 26 AP
    Level 4: Activates at 20% health and 24 AP
    Level 5: Activates when downed as well.
  • Please don't use this as an excuse to turn this thread into a string of joke character builds, but I can't help myself on this one...

    Galactus
    Color damage: 9999 each

    (All) Destroyer of Worlds - Passive
    Galactus devours your world! Each time a match is made Galactus unfriends one person from your facebook account.

    Level 2: Also deletes your lowest level character.
    Level 3: Unfriends all your friends on facebook.
    Level 4: Deletes all your game characters (except Galactus)
    Level 5: Deletes your facebook account and crashed the world wide web...that's right...all of it.
  • Deadpool (Dark Reign I guess)

    Star Rating: ***
    Health: Medium
    Tile Affinity: Red > Black > Yellow
    Crit Multiplier: 5

    [Red] Let's Dance - 12ap
    Deadpool is sick of the team-ups. He draws his twin pistols and shoots any non-targeted enemies, reducing their health by 40% and damaging any allies by 25% of their own health.
    Lvl2: Increase ally damage to 50% Costs 9ap.
    Lvl3: Increase enemy damage to 60%, ally damage to 100% Costs 6ap.
    Lvl4: Increase enemy damage to 80%. Costs 9ap.
    Lvl5: Increase enemy damage to 100%. Costs 12ap.

    [Black] Passive Loneliness - Passive
    Wade wants to get in on the passive shtick. Any time a passive is triggered by the enemy team Wade converts a tile of a basic color to a strike tile of value x.
    Lvl2: Also converts a tile of a basic color to a protect tile of value .5x.
    Lvl3: Also converts a tile of basic color to a 3 turn countdown tile (when the timer runs out one ap of that color is gained).
    Lvl4: Also increases any enemy countdown timers by 2.
    Lvl5: Also converts a tile of basic color to an attack tile of value x.

    [Yellow] The Voices - Passive
    The voices inside Deadpool's head can't make up their mind. If there are more than 10 yellow tiles on the board there is a 50% chance that Wade will either (with equal probability) heal for x or teleport his team to safety completely avoiding any damage done that turn.
    Lvl2: Increase to 75% chance.
    Lvl3: Lower required yellow tiles to 7.
    Lvl4: Wade also damages the current target by 2x.
    Lvl5: Wade damages the entire enemy team by x.

    The ap cost on Let's Dance is higher because I was trying to avoid the situation of going in with two lvl1 teammates and boosts to immediately kill off the two strongest enemies on the first turn. His black passive only takes in to account the enemy team so it wouldn't trigger for his yellow passive.

    I should say I rarely if ever use boosts (mainly for horrible pve battles) so I know most powers I post on here aren't balanced when you include the use of boosts.
  • I know we all think deadpool is the ultimate character, but both writeups on him so far are hugely overpowered...especially "Let's Dance". No ability should be able to kill 2 characters outright even on a 5* character.
  • SuperRag wrote:
    I know we all think deadpool is the ultimate character, but both writeups on him so far are hugely overpowered...especially "Let's Dance". No ability should be able to kill 2 characters outright even on a 5* character.

    You mean 4 characters icon_lol.gif
  • SuperRag wrote:
    I know we all think deadpool is the ultimate character, but both writeups on him so far are hugely overpowered...especially "Let's Dance". No ability should be able to kill 2 characters outright even on a 5* character.

    I think theoretical characters tend to be overpowered because they are a wish list of what you want to use. Still, I'm not sure what is overpowered on mine, except maybe regenerate, which is just kinda clunky. Maybe it should regenerate 50% of total health? That might make more sense.
  • Super Ultra Premium Giant Venti Nonfat Pumpkin Spice Daken
    4-Star
    Colors: Purple, Black, Yellow, Red, Green, Blue, Env

    Health: 9999
    Damage: 1/1/1/1/1/1/1

    Mega Healing & Very A Lot of Heat - Black Passive
    (PASSIVE) Daken’s healing factor allows him to recover 100% of his health every turn. If there are fewer than 8 Yellow tiles on the board, the animation on this terrible ability fires TWICE, and he only recovers 99% + 0.9% of his health instead.

    Level Upgrades
    Level 2: Heals +5% per turn.
    Level 3: The animation on this ability fires THREE TIMES!!!
    Level 4: Heals +15% per turn.
    Level 3: The animation on this ability fires FIVE TIMES!!!



    Super Really Awesome Pheremone Rage - Purple Passive
    (PASSIVE) Daken releases a scent that sets his enemies on edge, using their anger to his advantage. Whenever there are green, red, yellow, purple, blue, or environmental tiles on the board, add a Red Strike tile (strength 0) to the board. The animation on this terrible ability is played THREE TIMES!!

    Level Upgrades
    Level 2: The animation on this terrible ability is played FOUR TIMES!!
    Level 3: The animation on this terrible ability is played TEN TIMES!!!!
    Level 4: All other players who are actively playing MPQ at the time have their current game interrupted by the animations on this ability, which play TEN TIMES!!!
    Level 5: All other non-active players who are not currently playing MPQ at the time receive a push notification on their mobile device or a pop-up message on Steam that urges them to open the game. When they open the game, they are shown the animations on this ability TEN TIMES!!!
  • someguy wrote:
    Super Ultra Premium Giant Venti Nonfat Pumpkin Spice Daken
    4-Star
    Colors: Purple, Black, Yellow, Red, Green, Blue, Env

    Health: 9999
    Damage: 1/1/1/1/1/1/1

    Mega Healing & Very A Lot of Heat - Black Passive
    (PASSIVE) Daken’s healing factor allows him to recover 100% of his health every turn. If there are fewer than 8 Yellow tiles on the board, the animation on this terrible ability fires TWICE, and he only recovers 99% + 0.9% of his health instead.

    Level Upgrades
    Level 2: Heals +5% per turn.
    Level 3: The animation on this ability fires THREE TIMES!!!
    Level 4: Heals +15% per turn.
    Level 3: The animation on this ability fires FIVE TIMES!!!



    Super Really Awesome Pheremone Rage - Purple Passive
    (PASSIVE) Daken releases a scent that sets his enemies on edge, using their anger to his advantage. Whenever there are green, red, yellow, purple, blue, or environmental tiles on the board, add a Red Strike tile (strength 0) to the board. The animation on this terrible ability is played THREE TIMES!!

    Level Upgrades
    Level 2: The animation on this terrible ability is played FOUR TIMES!!
    Level 3: The animation on this terrible ability is played TEN TIMES!!!!
    Level 4: All other players who are actively playing MPQ at the time have their current game interrupted by the animations on this ability, which play TEN TIMES!!!
    Level 5: All other non-active players who are not currently playing MPQ at the time receive a push notification on their mobile device or a pop-up message on Steam that urges them to open the game. When they open the game, they are shown the animations on this ability TEN TIMES!!!

    I'm unclear on the triggering of Super Really Awesome Pheremone Rage. Is it once a turn where there are tiles of that type on the board? It too confusing. I think it should be for every green, red, yellow, purple, blue, or environmental match made. Also, I'm sick of having all the red tiles saturated, so why doesn't it just make one strike tile of any color?
  • TheVulture
    TheVulture Posts: 439 Mover and Shaker
    LOL indeed - some creative posts here.

    I really like Mojo being such a jerk that his passive just sucks the momentum out of everyone equally; he'd be so nifty in an attention-deficit team, where if he's not being entertained by a Thunderclap or Feral Claws right this minute he's scuppering everyone's moves.

    - - - - - - - -

    I had a flash of inspiration at lunch-time today, and while this pair didn't feature in Dark Reign I'd LOVE to see similar powers for-real to shake up the meta. icon_e_geek.gif

    Mark I Sentinel (Days of Future Past)

    Star Rating: 1
    Health: Ultra (Juggernaut)
    Tile Affinity: Purple > Red > Blue

    [Red] HIS WILL BE DONE - 6 AP
    The Sentinel unleashes energy blasts against it's target. Deals nnn damage.
    Level 2: Costs 1 AP less.
    Level 3: Costs 1 AP less.
    Level 4: Costs 1 AP less.
    Level 5: Deals 50% more damage if target is stunned.

    [Purple] TARGETS IDENTIFIED - Passive
    The Sentinel constantly scans it's surrounding for super-powered targets. When an enemy activates a power, stun that enemy for 1 turn.
    Level 2: When this power is triggered, there is a 10% chance that the enemy is targeted by HIS WILL BE DONE.
    Level 3: When this power is triggered, there is a 25% chance that the enemy is targeted by HIS WILL BE DONE.
    Level 4: When this power is triggered, there is a 40% chance that the enemy is targeted by HIS WILL BE DONE.
    Level 5: When an enemy's passive power is triggered, there is a 25% chance that the enemy is targeted by HIS WILL BE DONE.
    (N.B. I'm considering passive powers to "trigger" and AP powers to be "activated" - only AP powers trigger this, therefore.)

    It would be a great twist to throw in some powers that punish/obstruct the spammable powers that dominate the meta currently - Thunderclap, All Tied Up, Magnetic Field, etc. - and I think Sentinels would be qualified for the job.
    The 'ultra' level health is for 3 reasons 1] I want Sentinel to be a tenacious nuisance and 2] available to everyone but 3] not a powerhouse - the idea is to slow rapid-attack strategies and make Sentinel a damage sponge (should be the first target for such teams), not to make it capable of actually taking the opposition out.
    "HIS WILL BE DONE" - Would be an utterly mediocre 1* attack only; whittles away foes for a few hundred points, not a new Thunderclap.
    "TARGETS IDENTIFIED" - This is my vision for a spamming counter; stop the particular character from taking any more action that turn, but don't disable the opponent overall.
    (I originally had levels 2-4 granting 1 > 2 > 3 Red AP, but that was just inviting Thunderclap-mania!)

    Nimrod (Days of Future Past)

    Star Rating: 2
    Health: Ultra
    Tile Affinity: Purple > Red > Blue

    [Red] Adaptive Arsenal - 9 AP
    The shape-shifting android Nimrod is capable of adapting his armaments to any & all opposition. Deals nnn damage to all enemies.
    Level 2: Deals 25% more damage to stunned enemies.
    Level 3: Deals 50% more damage to stunned enemies.
    Level 4: Deals 75% more damage to stunned enemies.
    Level 5: Deals 100% more damage to stunned enemies.

    [Blue] Temporal Pursuit - 18 AP (or maybe less)
    Such is Nimrod's dedication to his goal, it will pursue it's targets across time itself and neutralize opposition pre-emptively. Stun each enemy for 1 turn for each power they have sufficient AP to activate.
    Level 2: Costs 1 AP less.
    Level 3: Costs 1 AP less.
    Level 4: Costs 1 AP less.
    Level 5: Enemies are stunned for 1 turn for each passive power they possess.

    [Purple] Advanced Sentinel - Passive
    Nimrod is the most advanced Sentinel ever created, and as such is a truly implacable foe. When an enemy activates a power, stun that enemy for 1 turn.
    Level 2: When this power is triggered, there is a 10% chance that Nimrod's Adaptive Arsenal is unleashed.
    Level 3: When this power is triggered, there is a 25% chance that Nimrod's Adaptive Arsenal is unleashed.
    Level 4: When this power is triggered, there is a 40% chance that Nimrod's Adaptive Arsenal is unleashed.
    Level 5: When an enemy's passive power is triggered, there is a 25% chance that Nimrod's Adaptive Arsenal is unleashed.

    Nimrod is of course the uber-Sentinel, but I lean towards 2* with ultra-health over 3* with high - just to reign his offensive power in.
    "Adaptive Arsenal" - Again completely mediocre, on par with HIS WILL BE DONE but vs all enemies and benefiting from the higher level-cap.
    "Temporal Pursuit" - This is Nimrod's key twist; suppress the enemy but, if they hold on to AP for too long, eventually take advantage by locking down their whole team for free moves.
    "Advanced Sentinel" - I rejected various AP powers (impractical to create tiles on opponent's turn), and settled on a similar ability to the Sentinels from which Nimrod originated.

    Important N.B.: Stuns aren't cumulative, so pairing Sentinel and Nimrod together doesn't double stuns - it just gives 2 chances of activating retaliatory powers.
  • Kelbris
    Kelbris Posts: 1,051
    IceIX (****)

    Blue: Moderate (8 AP)

    removes all enemy strike tiles from the board, and does 25 damage per strike tile. if there are more than 8 strike tiles owned by any single enemy character, down that character. if there are no strike tiles, stun the next character that attacks his team for 3 turns.

    2: Costs 1 AP less.
    3: Costs 1 AP less.
    4: Strike tiles required to down character reduced to 6.
    5: Characters downed due to excess of strike tiles are unable to participate in the next fight.

    Yellow: Sleep (23 AP)

    IceIX gets some much needed rest. Stuns self for 2 turns, and after 2 turns restores 10% health.

    2: Costs 1 AP less.
    3: Costs 1 AP less.
    4: reduces stun To 1 turn. Heal after one turn.
    5: Restores full health. +10 AP cost.

    I'll come up with the third later; posting from my phone is annoying. Oh, and make sure you max his yellow.

    (keep in mind that he is a four star)
  • The third would have to be:

    Purple : Dev mode hacks (5 AP)

    Max AP +1

    2: +1 AP max
    3: +1 AP max
    4: +2 AP max
    5: +3 AP max
  • Kelbris
    Kelbris Posts: 1,051
    but that kills the yellow skill jokeill joke
  • I am Elementalor, joke slayer.
  • So here's my two:

    Iron Fist (Immortal)
    Star Rating: **
    Health: Low
    Tile Affinity: Yellow > Green > Purple
    Crit Multiplier: 10

    [Yellow] Immortal Weapon - 10 AP
    1: Iron Fist creates a Protective tile for every 3 green AP, consumes the green AP
    2: Iron Fist creates a Protective tile for every 2 green AP, consumes the green AP
    3: Consumes 3 less green AP
    4: Consumes 4 less green AP
    5: Iron Fist creates a Protective tile for every 1 green AP, consumes the green AP

    [Green] Chi Strike - 16 AP
    1: Iron Fist focuses his Chi powers, striking the enemy for 10% of their remaining health and stuns them for 1 turn
    2: Iron Fist focuses his Chi powers, striking the enemy for 15% of their remaining health and stuns them for 1 turn
    3: Iron Fist focuses his Chi powers, striking the enemy for 15% of their remaining health and stuns them for 2 turns
    4: Iron Fist focuses his Chi powers, striking the enemy for 20% of their remaining health and stuns them for 2 turns
    5: Iron Fist focuses his Chi powers, striking the enemy for 20% of their remaining health and stuns them for 3 turns

    [Purple] Legacy of Kun-lun - Passive
    1: If there are more than 1 protect tile on the table to start the turn Iron Fist generates 2 Green AP for each one
    2: If there are more than 2 protect tiles on the table to start the turn Iron Fist generates 2 Green AP for each one
    3: If there are more than 3 protect tiles on the table to start the turn Iron Fist generates 2 Green AP for each one
    4: If there are more than 4 protect tiles on the table to start the turn Iron Fist generates 2 Green AP for each one
    5: If there are more than 5 protect tiles on the table to start the turn Iron Fist generates 2 Green AP for each one

    Luke Cage (New Avengers)
    Star Rating: **
    Health: High
    Tile Affinity: Black > Yellow > Blue
    Crit Multiplier: 3

    [Yellow] Sweet Christmas - 6 AP
    1: Luke Cage swings his chain, destroying 3 tiles in a line, generating AP
    2: Luke Cage swings his chain, destroying 4 tiles in a line, generating AP
    3: Luke Cage swings his chain, destroying 5 tiles in a line, generating AP
    4: Luke Cage swings his chain, destroying 6 tiles in a line, generating AP
    5: Luke Cage swings his chain, destroying 7 tiles in a line, generating AP

    [Black] Bulletproof - Passive
    1: Takes 10% less damage from attacks
    2: Ignores damage from 2 attack tiles
    3: Takes 15% less damage from attacks
    4: Ignores damage from 4 attack tiles
    5: Takes 20% less damage from attacks

    [Blue] The Heavy Fist - 10 AP
    1: Destroys a 3 X 3 block of tiles, stunning the target for 1 turn
    2: Destroys a 3 X 3 block of tiles, stunning the target for 2 turns
    3: Destroys a 5 X 5 block of tiles, stunning the target for 2 turns
    4: Destroys a 5 X 5 block of tiles, stunning the target for 3 turns and the rest of the enemy team for 1 turn
    5: Destroys a 5 X 5 block of tiles, stunning the target for 4 turns and the rest of the enemy team for 1 turn

    These are probably OP, but i'm just throwing out my ideas.