Design a character!

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  • Love that Daredevil. I especially like the idea of a char that can do damage with environmental tiles.
    Good job!
  • Gotta agree with everyone complimenting the Daredevil design, really nice work!

    Bishop (Classic)
    2-Star
    Health: Moderate/High
    Black/Yellow/Red, Normal Env/Crit rates

    (Black) Energy Absorption - Passive
    Bishop absorbs all energy attacks directed at him, taking reduced damaged from special attacks and absorbing their force as Yellow AP.

    L1 - Special attacks deal 75% damage to Bishop, gain 3 Yellow AP when Bishop is hit by a damaging special attack
    L2 - Gain 4 Yellow AP
    L3 - 67% damage
    L4 - Gain 5 Yellow AP
    L5 - 50% damage

    (Yellow) Biokinetic Blast - 9 AP
    Bishop channels all of his stored biokinetic energy into a concussive blast, completely draining his Yellow AP.

    L1 - Deals nnn damage plus an additional nn damage for each Yellow AP consumed beyond the base cost.
    L2 - Base cost reduced to 8 AP
    L3 - Base damage + 25%
    L4 - Base cost reduced to 7 AP
    L5 - Base damage + 25%

    Someone to punish attack spam, especially Thor's Mjolnir's Might as the Yellow generated may wind up fueling a big counter blast.
  • Gambit
    3 Star Rarity (Rare)

    At Max Level:
    HP: 5600
    Tile damage: Purple, Black, Blue

    Card Toss - Black 5 AP
    Gambit tosses out a charged card, destroying a selected tile and dealing 100 damage. Does not generate AP.

    Level Upgrades

    Level 2: Does 15% more damage
    Level 3: Costs 4 AP
    Level 4: Does 15% more damage
    Level 5: Geneates AP
    Max Level: 700 damage

    Full Charge - Purple 10 AP
    Gambit is charging up something big. Places a charged purple purple countdown tile that builds charge every 3 turns, converting one basic tiles to a charged tile for every charged tile on the board. When the countdown tile is shattered by Gambit or his teammates, all charged tiles are shattered and deal an additional 50 damage to target. Does not generate AP

    Level Upgrades

    Level 2: 1 additional charged tile converted for each countdown
    Level 3: 2 additional charged tiles converted for each countdown
    Level 4: 3 additional charged tiles converted for each countdown
    Level 5: Charge builds every 2 turns
    Max Level: 600 additional damage

    Hypnotic Charm - Blue Passive
    (PASSIVE) Remy gets what he wants. When an opponent generates 6 or more Blue or Yellow AP at once, he takes 1 AP if the opponent has more AP than he does.

    Level Upgrades

    Level 2: He also takes 1 AP if the opponent has more than 10 AP of that color
    Level 3: He also takes Red and Green.
    Level 4: He always takes at least 1 AP
    Level 5: He also takes Black and Purple
  • Upping this awesome thread!

    Juggernaut (Ultimate)
    3 Star Rarity (Rare)
    HP: High
    Tile damage: Red, Black, Green

    Momentum - Green 6 AP
    Juggernaut needs to gain momentum to activate his power.
    Transforms a random basic tile into a momentum tile for every momentum tile into play, plus one.
    You can have a maximum of 3 momentum tiles in play at any moment.

    Level Upgrades
    Level 2: max 7 momentum tiles.
    Level 3: max 15 momentum tiles.
    Level 4: no limit to momentum tiles.
    Level 5: if there are no momentum tiles on the board, adds an additional one.

    Running headbutt! - Red 12 AP
    Juggernaut runs into the enemy head first, shattering their defenses and wreaking havock on their surroundings!
    Destroys all the momentum tiles, dealing 50 additional damage for each momentum tile destroyed. Does not generate AP

    Level Upgrades
    Level 2: 75 damage per momentum tile.
    Level 3: destroys enemy protect tiles. Does not generate AP.
    Level 4: 150 damage per momentum tile.
    Level 5: destroys all environmental tiles too. For every tile destroyed this way, the Juggernaut deals 50 additional damage to the whole enemy team. Does not generate AP.

    Unstoppable force - Black (PASSIVE)
    The Juggernaut is physically unstoppable once in motion!
    The Juggernaut deals 10 additional damage for every momentum tile in play.

    Level Upgrades

    Level 2: the Juggernaut receives 10 less damage for every momentum tile in play.
    Level 3: the Juggernaut deals 20 additional damage for every momentum tile in play.
    Level 4: the Juggernaut receives 20 less damage for every momentum tile in play.
    Level 5: as long as there is at least 1 momentum tile in play, the Juggernaut cannot be stunned.
  • Ooh, been thinking about this for a while, so here's one of my favourite Marvel characters.....

    Silver Surfer
    3 Star Rarity (Rare)
    HP: Medium-High
    Tile Affinity: Red, Yellow, Purple

    Cosmic Blast - Red - 8AP
    The Surfer produces a concentrated blast of Cosmic energy to decimate his opponent. Attacks for nnn damage and destroys a targeted 2x2 block of tiles. Does not generate AP.
    Level 2: Damage increased by 25%
    Level 3: Destroys a 3x3 block of tiles
    Level 4: Damage increased by 50%
    Level 5: Attack hits all enemies. Ends turn. AP increased to 10.

    Cosmic Healing - Yellow - 10AP
    Norin calls on the Power Cosmic to heal himself and his allies for 10% of their max HP. The strain causes Norin to Stun himself for 1 turn.
    Level 2: Damage healed increased to 15% of max HP. AP increased to 11
    Level 3: Damage healed increased to 20% of max HP. AP increased to 12
    Level 4: Damage healed increased to 25% of max HP. AP increased to 13
    Level 5: Damage healed increased to 30% of max HP, and no longer stuns Surfer. AP increased to 15.

    Cosmic Manipulation - Purple - 10 AP
    The Surfer draws on the Power Cosmic to manipulate the battlefield. Removes all enemy countdowns, and drains 1 AP from all colours.
    Level 2: Now also removes enemy Attack tiles. AP increased to 11. Drains 2 AP from all colours.
    Level 3: Now also removes enemy Protect tiles. AP increased to 12. Drains 3 AP from all colours.
    Level 4: Now also removes enemy Strike tiles. AP increased to 13. Drains 4 AP from all colours.
    Level 5: Now also removes environmental tiles, causing nn damage per tile. AP increased to 15.

    I've tried to keep in line with the current trend of powers that also have a side effect to your own character or team, such as Surfer's red at level 5 ending the turn, or the heal that stuns himself, or the removal of enemy tiles for a reduction in AP. I've also tried to make level 5 of all skills appealing, so that each player might be faced with a difficult decision in which skills to max out. I envisage him as one of the most powerful 3* characters, as he should be really.
  • Iceman (Classic)
    2*
    Health: Medium Low - Medium Tiles: Blue, Yellow, Green

    Freeze- Blue Passive
    With his ability to control ice, Bobby can freeze anything he chooses and put them into stasis. When an Ice tile is destroyed by matching, current target is stunned for 1 turn. Maximum of 2 Ice tiles out at any time.

    Rank 2: Maximum of 3 Ice tiles can be created.
    Rank 3: Stuns target for 2 turns.
    Rank 4: Maximum of 4 Ice tiles can be created.
    Rank 5: Stuns target for 3 turns.

    Arctic Blast- 8 Yellow AP
    Channeling his power, Iceman focuses a beam of icy energy into his enemy. Deals damage to his target, and creates a random Ice tile.

    Rank 2: Damage increased by 50%. +1 AP.
    Rank 3: Choose tile to be turned into Ice tile. +1 AP.
    Rank 4: Ice tile locks choosen tile in place. +1 AP.
    Rank 5: Damage increased by 100%. +1 AP.

    Ice Boulder- 10 Green AP
    Gathering together the humidity in the surrounding air, Iceman forms an enormous boulder made entirely of ice and hurls it at his enemies. Deals damage to enemy team and destroys every Ice tile on the board for additional damage. Gain AP for destroyed tiles.

    Rank 2: Ability damage increased by 15%.
    Rank 3: Also destroys the 2 tiles in a row that are touching an Ice tile. +1 AP.
    Rank 4: Ability damage increased by 15%.
    Rank 5: Also destroys the 2 tiles in a column that are touching an Ice tile. +1 AP.
  • Unknown
    edited January 2014
    Professor X

    Star Rating: 3
    Health: Low
    Tile Affinity: Purple > Yellow > Blue


    [Yellow] Psychic Link - 8 AP
    Charles concentrates to help his teamates in battle. He converts a basic tile into a 3 turn countdown tile that generates 4 AP of the color of the tile.
    Level 2: Creates 2 tiles
    Level 3: Creates 3 tiles
    Level 4: Creates 4 tiles
    Level 5: He chooses which tiles to convert.

    [Blue] Telepathic Cloak - Passive
    Professor X clouds the minds of his opponents. When he is attacked for more than 10% of his health, he makes himself invisible. The attack is split between his teammates. Effective only when both teammates are active.
    Level 2: He avoids damage when attacked for more than 5% of his total health.
    Level 3: He avoids all damage when attacked.
    Level 4: He avoids all damage and stuns when both of his teammates are active.
    Level 5: He avoids all damage and stuns when one of his teammates is active.

    [Purple] Psionic Blast - 6 AP
    Charles attacks the mind of his opponents, stunning them for 1 turn.
    Level 2: Converts 1 purple basic tile to a shield tile
    Level 3: Stuns them for 2 turns
    Level 4: Converts 2 purple basic tile to shield tiles
    Level 5: Stuns them for 3 turns and converts 3 basic purple tiles to shield tiles
  • Spoit
    Spoit Posts: 3,441 Chairperson of the Boards
    I only skimmed this thread, but a lot of them seem so OP they make pre-nerf rag look like bag man
  • Nightcrawler
    Rarity : 3*

    Red - Slash
    Nightcrawler uses his sword to damage the enemy.

    Deals x amount of damage. 8ap
    2- costs 7ap
    3- +25% damage
    4- costs 6ap
    5- +25% damage

    Blue - Teleport to Safety
    Nightcrawler distances himself from the enemy.

    Avoids damage if more than 10 blue tiles on board. Nightcrawler cannot attack for 2 turns. Damage to ally is reduced by 60%
    2- if more than 9 blue tiles.
    3- cannot attack for 1 turn
    4- if more than 8 blue tiles
    5- no restrictions on attacks.

    Black - Teleport Attack
    Nightcrawler teleports through the battlefield damaging all enemies.

    Deals x amount of damage to front enemy. 50%(x) damage to enemy to right. 125%(x) damage to enemy on far right. Nightcrawler takes +50% damage if attacked on next turn. 12ap
    2- costs 11ap
    3- receives 40% damage if attacked next turn.
    4- costs 10ap
    5- receives 25% damage if attacked next turn. Costs 9ap
    (Slight damage increase per skill up)
  • Spoit wrote:
    I only skimmed this thread, but a lot of them seem so OP they make pre-nerf rag look like bag man
    That's because pride's on the line. Since we don't have to actually worry about balance, we tend to want to make characters that people see and say so and so looks awesome. A lot of them could be balanced, but we don't have any means to test them. So we make an OP wish list. The nature of the ability and how it relates to the character and to the other abilities is the most interesting part. Numbers and AP can be tweeked where necessary.
  • Spoit wrote:
    I only skimmed this thread, but a lot of them seem so OP they make pre-nerf rag look like bag man
    I laughed so hard haha
  • DirigiblePilot
    DirigiblePilot Posts: 392 Mover and Shaker
    How about this?

    Mister Fantastic- ***
    Blue/Black/Green

    Blue- 9 AP- Entangle
    Mr. Fantastic wraps up his target so tightly that his enemies can't seem to hit the right person! Stuns the target for 3 turns, and they take 25% of any damage dealt to Mr. Fantastic while they are stunned.
    Level 2- Increases damage to 50%.
    Level 3- Now costs 7 AP
    Level 4- Increases damage to 100%.
    Level 5- Mr. Fantastic stretches to the limit to misdirect his enemies, whirling around the battlefield at a frenzied pace. The target now takes 50% of damage done to Mr. Fantastic's teammates.

    (By the way, this does not mean that Mr. Fantastic takes no damage. It simply means the enemy takes the damage along with him.)

    Black- (Passive)- Plot
    Reed's calculating mind is always looking for ways to undermine his opponents. While they are gathering power, he is working against them. If the enemy team has at least 4 AP of every color, they are dealt 25% more damage from matches.
    Level 2- Requires that the enemy team has 3 AP of each color.
    Level 3- Increases extra damage from matches to 50%.
    Level 4- Requires that the enemy team has 2 AP of each color.
    Level 5- Increases extra damage from matches to 75%. Additionally, if the enemy team has at least 6(7?) AP of every color, they take four(five?) times as much damage from matches.

    Green- 17 AP- Bowling Pins
    Mr. Fantastic stretches himself thin and flings himself over the enemy team, then returns to normal, pulling them together and lining them up for his teammates. The next power (costing no more than 10 AP) that one of Mr. Fantastic's allies performs this turn affects the entire enemy team. If it is a damaging ability, it does 2/3 of the damage it would have done otherwise to each enemy.
    Level 2- Now costs 16 AP.
    Level 3- Now costs 15 AP.
    Level 4- Increases damage to 80% of the base damage.
    Level 5- Increases powers affected to two.

    (I feel that this power could be either incredibly underpowered or incredibly overpowered (Widow's Sting, Magnetic Translocation, All Tied Up).

    I wanted to make him a powerful character, but I have always had trouble balancing these things. I'd really appreciate any feedback you guys would like to give. Tell me if you think he is good enough or too good, and give me your opinions on his green power. I couldn't think of anything else involving stretching, so that one is definitely open to change.