What Marvel character are you hoping for? (post movesets)
Comments
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Original grey Hulk. Winter Soldier. Surprised Bucky's not there based on the success of the film.0
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X-23 (Laura Kinney)
Trained Assassin
(passive) X-23 uses her assassin training to get the upper hand on her enemies. At the beginning of every turn X-23 creates a green strength X strike tile if there are less than Y friendly strike tiles exist
(Y increases with more green covers)
Heal or Fight (needs a better name)
(passive) X-23 heals for X health if Y amount of red tiles are on the board. If not enough red tiles are on the board a yellow attack tile of Z strength is placed
(amount of yellow tiles needed goes down with every cover)
Trigger Scent 8 AP
X-23 smells the trigger scent and attacks the enemy relentlessly but ruins her teammates' plans. Does X amount of damage. Does Y additional damage for every attack, strike, and protect tiles.
(friendly and enemy)
Destroys all friendly attack, strike, and protect tiles. Does not generate AP0 -
D3 Have been doing very well last couple of months, Here is some more character hopes:
Complete the Original X-Men:
*** Jean Grey (Marvel Girl)
6800 HP
Psionic Blast (11 Purple AP)
Description: A psionic blast is launched against the enemy dealing
damage and reducing AP. Deals 101 damage and reduces enemy's
strongest basic color by 25%.
Level 2: Deals 202 damage.
Level 3: Reduces strongest color by 50%.
Level 4: Deals 404 damage.
Level 5: Reduces all enemies basic AP by 50%. Cost 2 more AP.
Max Level: 3500 damage.
Telekinesis (7 Green AP)
Description: Jean Grey manipulates her enviroment to fit her needs.
A pair of tiles are switched at random dealing 45 damage.
Level 2: 90 damage per switched tiles.
Level 3: Two pair of tiles are switched.
Level 4: 150 damage per switched tiles.
Level 5: You are able to choose which tiles to switch. Cost 2 more AP. Ends Turn.
Max Level: 1300 per switched tiles and ending the turn.
The Phoenix is Rebirth (Passive)
Description: The Phoenix arises. If Jean Grey's HP depletes to zero and
the most common color-tile on the board is black then The Phoenix is
resurrected at half HP but at doubled power.
Level 2: If there are more than 15 Black tiles.
Level 3: If there are more than 14 Black tiles.
Level 4: If there are more than 13 Black tiles.
Level 5: If there are more than 12 Black tiles.
Max Level: The Phoenix won't be defeated if there exists 12 or
more Black tiles. Once resurrected her attack is doubled while her
HP is reduced by 50%. Once the resurrected Phoenix is defeated all
characters HP are reduced by 30%.
*** Angel (Classic)
6800 HP
Wings of an Angel (3 AP)
Description: Angel flaps both his wings at high speed hitting the
enemy dealing 20 damage.
Level 2: 40 damage.
Level 3: 60 damage.
Level 4: 80 damage.
Level 5: 110 damage.
Max Level: 800 damage.
Aerial Dive (8 AP)
Description: Angel takes the enemy up to high altitudes before
dropping them against the ground. Creates a 2-turn Countdown tile
that deals 80 damage and turns the enemy Dizzy once it activates.
Level 2: Damage increased to 140.
Level 3: Dizzy for 2 turns.
Level 4: Damage increased to 200.
Level 5: Dizzy for 3 turns.
Max Level: A Blue 2-turn Countdown tile is placed on the board.
Once the Countdown tile reaches zero Angel deals 1600 damage
and leaves the enemy Dizzy for 3 turns. (While Dizzy the enemy
consumes twice as much AP when attacking.)
Wealthy & Fortunate Bloodline (10 AP)
Description: Through extensive medical care Warren regenerates his
comrades wounds. All teammates regenerate 2% health based on
total HP draining 1% of his own total HP.
Level 2: 4% of total HP. Drains 2% of his HP.
Level 3: 6% of total HP. Drains 3% of his HP.
Level 4: 8% of total HP. Drains 4% of his HP.
Level 5: 10% of total HP. Converts one special tile to a basic tile.
Max Level: Angel heals his teammates by 10% of their total HP at
the expense of 4% of his own total HP while also converting one
hostile enemy tile inte a basic tile (If such a tile exists).
*** Iceman (Classic)
Deep Freeze* (7 Blue AP)
Description: Iceman encases his enemy in ice, stunning them for 3 turns.
Level 2: The enemy is stunned for 4 turns. Costs 1 more AP.
Level 3: While stunned, the enemy becomes brittle, increasing damage received by 25%.
Level 4: Enemy is stunned for 5 turns. Costs 1 more AP.
Level 5: Damage received increased by 50%.
Max Level: Costs 9 Blue AP, Stuns the enemy for 5 turns while at
the same time making them become brittled, increasing damage
received by 50%.
Snow Balls (5 Red AP)
Description: Iceman throws snowballs at the enemy annoying and
slowing down their AP gain. Deals 20 damage and reduces the
enemys AP by 2 in their strongest usable color.
Level 2: Deals 40 damage
Level 3: Deals 80 damage.
Level 4: Deals 120 damage.
Level 5: Deals 160 damage.
Max Level: 1450 damage.
Ice Slide (Passive)
Description: Iceman slides through the battlefield gaining
momentum. Whenever you match 3 Yellow tiles the whole row is
cleared. (Not dealing damage nor gaining AP for the extra tiles
destroyed).
Level 2: Gains all Yellow AP on the affected row.
Level 3: Deals damage for all Yellow tiles on the affected row.
Level 4: Gains AP for the whole affected row.
Level 5: Deals damage for the whole affected row.
Max Level: When three or more Yellow tiles are matched the whole row is cleared dealing damage and generating AP.
* Ideas originally borrowed from Faded X-Genes early in the thread. Hope it's okey.0 -
Emma Frost ( Uncanny X-Men )
6800
Diamond Form ( Passive )
When the team makes a team up match Emma ShapeShifts into her Solid Diamond Form to protect the team and assault the enemy. Creates one Blue Protect and Purple Purple Strike tile both with strength 34. when matching team up again she reverts to her natural state and special tile are destroyed ( Cannot use other Powers in diamond state )
Level 2: Protect and Strike Tiles strength increased to 78.
Level 3: Protect and Strike Tiles strength increased to 104
Level 4: Can Shapeshift and revert when the Team matches Black
Level 5: Can ShapeShift and revert when the Team Matches Red
Max Level: Protect and Strike Tile strength 314
Mind Control ( 11ap )
Emma uses her immense telepathic powers to knock the enemy team unconscious. Stuns the enemy team for 1 turn
Level 2: Cost 1 less ap
Level 3: Stuns the enemy team for 2 turns
Level 4: Cost 1 less ap
Level 5: Cost 1 less ap
Couldn't think of one... if someone has an idea that would be nice if you could fill in the blank. I don't know if she would have damage since her yellow would work nicely
Edit: switched Some power colors since blue usually stuns and yellow deals with team up tiles0 -
X-23 (Laura Kinney)
5,950
(4 AP)
Second Best There is at What I Do
Laura strikes her opponent's Vital spots - weakening their defenses by creating a strike tile and dealing damage. If She has enough AP, she will chain successive attacks dealing additional damage and creating additional Strike tiles. (Successive attacks are separate damage events).
At Max Level
3 Covers - Deals 1150 Base damage ; Creates a strength 39 Strike Tile ; Deals an additional 325 Damage and creates an additional strength 24 Strike Tile for each 3 AP over base, up to 10 Total AP.
[10 Green AP Deals 1,800 ; 87 points across 3 Strike Tiles]
4 Covers - Deals 1444 Base Damage ; Creates a strength 145 Strike Tile ; Deals an additional 445 Damage and creates an additional strength 133 Strike Tile for each 3 AP over base, up to 10 Total AP.
[10 Green AP deals 2334 Base Damage ; 411 Points across 3 Strike Tiles]
5 Covers - Deals 1530 Base Damage ; Creates a strength 155 Strike Tile ; Deals an additional 445 Damage and creates an additional strength 133 Strike Tile for each 2 AP over base, up to 10 Total AP.
[10 Green Ap deals 2865 Base Damage ; 554 Points across 3 Strike Tiles]
(14 AP)
Trigger Scent
The Murderous X-23 will eviscerate everything nearby when her heightened senses detect the trigger scent. She unleashes a vicious combo, dealing damage across multiple strikes. Her relentless assault ruins her teams formation, leaving her and her allies vulnerable.
3 Covers - Destroys up to 6 Blue Tiles, dealing 350 to the enemy team for each tile destroyed. The enemy team generates Blue AP equal to half the amount destroyed.
4 Covers - Destroys up to 8 Blue Tiles, dealing 387. The enemy team generates Blue AP equal to half the amount destroyed.
5 Covers - Destroys all Blue Tiles, dealing 416 Damage to the enemy team for each tile Destroyed, then generates Blue AP equal to half the amount destroyed for both teams.
(Passive)
Purpose/Instinct
X-23's healing factor accelerates her natural regeneration. If there are at least 9 Blue Tiles on the board, she heals for 5% of her maximum health at the beginning of your turn. If she does not heal, X-23 will seek out more favorable conditions to regenerate - she places 1 Blue Tile over a random basic color tile.
3 Covers - At least 8 Blue Tiles ; 5% of Maximum Health ; Places 1 Blue Tile
4 Covers - At least 7 Blue Tiles ; 6.5% of Maximum Health ; Places 1 Blue Tile
5 Covers - At least 7 Blue Tiles ; 7% of Maximum Health ; Places 2 Blue Tiles0 -
Puppet Master
max hp: 5800
Tile damage: 10/11/12/62/54/70
(12AP)
Who pulls the strings: Uses a random skill from the character with the highest black strength, besides puppet master, against the enemy team, does not consume that character's AP. Puppet Master is stunned for 2 turns and other character is stunned for 1 turn.
Level upgrades:
Level 2: Puppet Master is stunned for 1 turn
Level 3: If skill used belongs to enemy team, reduce AP in color used by 50%
Level 4: Other character is stunned for 2 turns.
Level 5: If skill used belongs to enemy team, reduce AP in color used to zero.
(15AP)
Who is your MASTER?!: Places a 3-turn countdown tile. While this tile is active one random enemy is stunned and when the enemy team makes a match of that character's strongest three colors you gain 1 AP of that color.
Level upgrades:
Level 2: Steals 1 AP
Level 3: Countdown tile lasts 4 turns
Level 4: Steals 2 AP
Level 5: Countdown tile lasts 5 turns0 -
Lizard (***)
Purple/Green/Black
Limb Repair (Passive Purple)- Heals lizard 150 health every green match you make.
Level 2: Heal 225
Level 3: Heal 300
Level 4: Heal 375
Level 5: Heal 450
Corrosive Acid (10 Green)- Places a 1 countdown tile that resets every turn that destroys up to 5 random tiles dealing 50 damage each
Level 2: 100 each, destroys 6 tiles
Level 3: Destroys 7 tiles
Level 4: 175 each
Level 5: 280 each and 9 tiles
Reptilian Instinct (9 Black)- Lizard leaps forward bombarding the target dealing 355 damage
Level 2: 510 Damage
Level 3: 720 damage
Level 4: 1040 damage
Level 5: 1325 damage
all adds damage from level as well1 -
Quicksilver
Low-Med HP (5100 or 5950)
Quicksilver's fast and stacks damage over time.npxo His play-style would become reminiscent of pre-nerf Magneto, using setting up blue 4-matches to stun opponents and tick away with his flurry of attack tiles. If it sounds crazy to have moderate-damage attack tiles keep accumulating, keep in mind that the blue tiles are going to be filled up pretty quickly, you'll need to match blue to make them stronger, and hoard it. He'd be great in those long wave missions, which is offset somewhat by his low HP.
I like the cover because it coincidentally features him with two other characters that create special tiles at the start of the turn. The power names could probably be improved. Just realized his colors (and active/passive mix) match Falcon's exactly; but I do think blue should be his active and his powers shouldn't collide with the red, green or purple tile metas. Blue tiles are rare and thus filling them up with attack tiles won't be a strong block like it would be on other colors (besides black). Black could work.
All damage values are rough and should be balanced for a character at level 166.
Super Speed (PASSIVE)-
When Pietro gets up to speed, watch out! At the start of each turn, if you have 7 or more blue AP, adds 1 blue attack tile of strength 10 to the board. The tile's strength increases by 3 for each of your team's Blue AP (maximum strength 40)
Level 2: Requires 4 or more blue AP. Maximum strength increased to 55.
Level 3: Attack tile strength increases by 4 per Blue AP (maximum strength 90)
Level 4: Attack tile strength increases by 5 per Blue AP (maximum strength 135)
Level 5: Attack tile strength increases by 7 per Blue AP (maximum strength 220)
Speed Strike (Passive)-
Pietro blazes past an enemy, disabling them. When you match 4 or more blue or yellow tiles, stuns a random enemy for one turn.
Level 2: Also triggers on a red or black match of 4 or more tiles.
Level 3: Triggers on any match of 4 or more tiles.
Level 4: Also deals 200 damage to the stunned enemy.
Level 5: Randomly damages and stuns 2 enemies for 1 turn (or 1 enemy for 2 turns).
Accelerate 4 Blue AP-
Pietro's speed is an invaluable asset in battle. Converts one chosen basic tile into a Blue Strike tile of strength 30.
Level 2: Strength 40.
Level 3: Strength 51.
Level 4: Strength 76.
Level 5: Strength 112.
Overall, this was a quick design (pun intended) to put together, but I think it sounds pretty fun to play. Passive stuns are super keen, the emphasis on saving blue reduces the combo effectiveness with, say, Daken, and the fact that you have to spend some to gain some creates an interesting resource puzzle. Plus I think he'd really feel like a super speeder, with the occasional flurry of chained Speed Strikes and shifts of momentum as your blue AP fluctuates.0 -
Same as last time, just some thoughts on creating Carnage in the current game:
Max Health would be 6800, Color Priority of
Symbiotic Slash 8
Carnage slashes out with a weapon made from his symbiote, damaging the target for 118 and causing it to bleed, creating 3 5 damage red attack tile. If there are 8 or more red attack tiles on the board, he downs the enemy.
Level 2: Increases the base damage from 177
Level 3: Increases the attack tile damage to 11
Level 4: The attack creates 4 red attack tiles for 8 damage
Level 5: Increases the base damage to 236, the attack tiles damage to 10 and if there are more than 7 red attack tiles on the board, he downs them.
Corrupting Influence - Passive
Carnage spreads a corrupting throughout the battlefield, twisting the minds of those that would come to help. At the beginning of every turn he transforms a random team-up tile into a red tile
Level 2: transforms 1 team-up tile to red and 1 team-up tile to green
Level 3: Carnage also corrupts the other resources of the battlefield. If there are more than 5 red and 5 black tiles on the board, he also transforms 1 random yellow tile to red or green
Level 4: Carnage also corrupts the other resources of the battlefield. If there are more than 5 red and 5 black tiles on the board, also transforms 1 random blue tile to red or green
Level 5: Carnage also corrupts the other resources of the battlefield. If there are more than 5 red and 5 black tiles on the board, also transforms 1 random purple tile to red or green
Carnage Rules! - 12
Carnage creates spikes all over his body and expels them with great force, damaging the enemy team as well as his own teammates. This ability does 83 damage to the enemy team and 44 to the other members of carnage's team
Level 2: Increases the damage to the enemy team to 195 and 108 to allies other than Carnage
Level 3: Increases the damage to the enemy team to 250 and 92 to allies other than Carnage
Level 4: Increases the damage to the enemy team to 445 and 120 to allies other than Carnage
Level 5: Increases the damage to the enemy team to 713 and 160 to allies other than Carnage
I'm not sure if the red extra effect is feasible as it would require a lot of red tiles on the board, which his black could provide. My original idea had much lower numbers of required tiles, but then I remembered doom's black ability. Storm's could also create an issue as well, hence the large tile requirement. Just fun to play around with ideas0 -
You know there's a thread for these, right?0
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I like the & powers which represents the character very well!
causing damage & attack tiles is just pure in your face attack.
causing team damage but also allies damage fits really well with Carnage's chaos.
but I would change the to another color like maybe for some type of self-regeneration power since Carnage has that ability as well.
That would also make him which is more rare than
Man I wish they would put Carnage in the game...it would be so wicked!
EDIT: The attack tiles could also be created on random colors which would also be in line with Carnage's chaotic personality.
Further EDIT: I might see like an active heal but only for himself rather than a team heal or another color for some passive healing like maybe Daken or Wolverine0 -
Arondite wrote:You know there's a thread for these, right?
I saw the thread after I'd posted this and I wouldn't say that they're the characters I want to see the most, just characters I thought I had good ideas for. Plus having a separate thread lends itself to more discussion and visibility than I see on the thread.Carnage_78 wrote:I like the & powers which represents the character very well!
causing damage & attack tiles is just pure in your face attack.
causing team damage but also allies damage fits really well with Carnage's chaos.
but I would change the to another color like maybe for some type of self-regeneration power since Carnage has that ability as well.
That would also make him which is more rare than
Man I wish they would put Carnage in the game...it would be so wicked!
EDIT: The attack tiles could also be created on random colors which would also be in line with Carnage's chaotic personality.
Thanks for the compliments. I went with black more for the color of the symbiote more than anything. Self regeneration could actually work with the ability as it is, maybe making it a requirement for like 10 black tiles to regenerate or something like that. I avoided making the attack tiles on random colors for 2 reasons, 1 is because it felt better as a bleed effect for it to be on red tiles...silly, since psylocke's black is supposed to be a bleed as well and ends up on black tiles. The other reason is that it limits the "death" effect to only those that can appear on red tiles so it doesn't become OP. I suppose the effect could still be limited to red only and hope the attack tiles appear on the right colors, but seems like it could be too much of a gamble. /shrug0 -
Yeah...I see your point about too much possibility of filling the board with attack tiles if they are on random colors. No limitation is probably a bad thing here.
Maybe then I would make them appear on instead of as the bleeding effect is kind of the inner demon of Carnage which is what the developers were saying abilities were suppose to represent so why not use in a similar way.
I don't know if any abilities do that though (using a different color than the power for the attack tiles color) so maybe that would not line up with the current set of powers in the game.
EDIT: Maybe changing the to a self-regeneration like the Wolverine would be enough to make him well rounded for game play.
Self-Regeneration - Black PASSIVE
Every turn there are 12 or more Black tiles, Carnage's self-regeneration restores 59 health.
Level 2: Requires 11 or more Black tiles.
Level 3: Requires 10 or more Black tiles.
Level 4: Also recovers 15 health if there are fewer than 10 Black tiles.
Level 5: Recovers 59 health in all circumstances.
Max Level: Restores 435 health per turn.0 -
fan-freakin'-tastic!! I wish this were a real character right now. I love the name and theme of the passive, and the team-damage of the green -- it really emphasizes the unpredictable madness that is Carnage. Nobody -- hero or villain alike -- should actually WANT to team up with Carnage. :]
Minmaxing tweaks aside, my only personal 2cents would be to swap the colors of his black and green, so that the passive creates red & black instead -- the main colors of Carnage himself. Purely an aesthetic choice, though. But otherwise, I love that the name of his green ability references his theme song by Green Jelly, so I suppose the color is apropos.0 -
Xiphoen wrote:Arondite wrote:You know there's a thread for these, right?
I saw the thread after I'd posted this and I wouldn't say that they're the characters I want to see the most, just characters I thought I had good ideas for. Plus having a separate thread lends itself to more discussion and visibility than I see on the thread.
Regardless of the semantics (these not being your favorite characters), that is a create a character thread and so is this one. I hate to be a mini-mod here, but these go in that thread. In the future, if you could put them there so that the board doesn't get cluttered with a bunch of create-a-characters that would be great.0 -
Xiphoen wrote:Corrupting Influence - Passive
Carnage spreads a corrupting throughout the battlefield, twisting the minds of those that would come to help. At the beginning of every turn he transforms a random team-up tile into a red tile
Level 2: transforms 1 team-up tile to red and 1 team-up tile to green
Level 3: Carnage also corrupts the other resources of the battlefield. If there are more than 5 red and 5 black tiles on the board, he also transforms 1 random yellow tile to red or green
Level 4: Carnage also corrupts the other resources of the battlefield. If there are more than 5 red and 5 black tiles on the board, also transforms 1 random blue tile to red or green
Level 5: Carnage also corrupts the other resources of the battlefield. If there are more than 5 red and 5 black tiles on the board, also transforms 1 random purple tile to red or greenCarnage_78 wrote:Self-Regeneration - Black PASSIVE
Every turn there are 12 or more Black tiles, Carnage's self-regeneration restores 59 health.
Level 2: Requires 11 or more Black tiles.
Level 3: Requires 10 or more Black tiles.
Level 4: Also recovers 15 health if there are fewer than 10 Black tiles.
Level 5: Recovers 59 health in all circumstances.
Max Level: Restores 435 health per turn.
How about this to combine both ideas?
Corrupting Influence - 5
(Active) Carnage spreads a corrupting influence throughout the battlefield, twisting the minds of those that would come to help. Transforms 3 team up tiles to red tiles
(Passive) Carnage uses the corruption of the battlefield to his advantage, feeding his symbiote and repairing damage to himself. At the beginning of every turn, if there are 12 or more black tiles Carnage regenerates for 44 health
Level 2: transforms 2 team-up tile to red and 2 team-up tile to green. Requires 11 or more black tiles to regenerate.
Level 3: If there are more than 5 red and 5 black tiles on the board, he also transforms 1 random yellow tile to red or green. Requires 10 or more black tiles to regenerate
Level 4: If there are more than 5 red and 5 black tiles on the board, he also transforms 1 random blue tile to red or green. Regenerates 15 health if there are fewer than 10 black tiles.
Level 5: If there are more than 5 red and 5 black tiles on the board, he also transforms 1 random purple tile to red or green. Regenerates 44 health in all circumstances
Not as much healing as patch, but definitely in the same vein, and also plays with the active/passive ideas they've been using.0 -
Yeah...that would be a very cool dual threat kind of thing.0
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Merged the carnage thread with this one.0
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Seems like this might be better served as a separate forum as having it in a single post doesn't allow for a good discussion on individual ideas or allow an easy ability to search for others that might've already posted the same characters that they could add ideas onto...just my $0.020
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Xiphoen wrote:Seems like this might be better served as a separate forum as having it in a single post doesn't allow for a good discussion on individual ideas or allow an easy ability to search for others that might've already posted the same characters that they could add ideas onto...just my $0.02
It hasn't posed a problem for anyone thus far but you. I'd say it's fine as is, especially considering that it allows for discussion and individual ideas just fine.0
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