What Marvel character are you hoping for? (post movesets)

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  • Unknown
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    Longshot:
    yellowflag.png Passive: Dealing the final blow of the match with Longshot gives a 1% chance of a bonus standard recruit token being awarded at the end of match.
    redflag.png 4AP: Longshot throws a razorblade for random damage. (Relatively low chance of high damage)
    purpleflag.png 14AP: Longshot avoids almost all attacks through sheer luck. Remove all countdown tiles and stun the enemy team for a number of turns equal to half the number of countdown tiles on the board
  • hawkeyeguy99
    hawkeyeguy99 Posts: 15 Just Dropped In
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    I've made some edits to my movesets I posted almost a month ago for 3 star Hawkeye and Trickshot. The damage and health counts have been scaled to the idea of being level 166. I would like some feedback on the ideas here. icon_e_smile.gif

    3* [Clint Barton] Hawkeye

    Health: 9,800

    Red: Precise Shot - 8 AP Hawkeye's aim is uncanny. He hits his target with deadly accuracy. Damages enemy for 350 damage. If there are targeted locations on the board does an extra 240 damage for every target and removes all of them.

    2 covers - 560 base damage
    3 covers - bonus 320 damage per target
    4 covers - 780 base damage
    5 covers - 1200 base damage, bonus 560 per target

    Blue: Leadership - (passive) Clint's leadership abilities inspire the team to fight harder. At the beginning of every turn, places a strength 23 attack tile for every targeted location on the board (max attack tiles equals the amount of targeted tiles). If there are no targeted tiles Hawkeye creates one in a random location.

    2 covers - strength 78 attack tiles
    3 covers - increases max target locations to 2. (still places 1 per turn)
    4 covers - strength 104 attack tile
    5 covers - increases max targeted locations to 3 and creates strength 156 attack tiles

    Pink: Boomerang Shot - 11 AP
    Using his new trick arrow, Hawkeye fools the enemy team into thinking he missed. Damages the enemy team for 89 and places a 4 turn countdown tile that damages the enemy team for a bonus 560. Turns to activate is reduced by one for every 2 targeted locations in play (maximum 3 turns)

    2 covers - base damage 120, bonus damage 612
    3 covers - base damage 340, bonus damage 865
    4 covers - countdown is reduced by 1 for every target tile on board (maximum 3 turns), bonus damage 1850
    5 covers - base damage 532, bonus damage 3400


    3* [Barney Barton] Trickshot

    Health: 11,500

    Green: Call out - 6 AP Barney calls out his enemy's location, targeting his next attack. Places 3 targeted tile locations that when matched upon, do a bonus 254 damage per match. Targeted locations cannot be moved or destroyed.

    2 covers - each match does 575 bonus damage
    3 covers - place 5 targeted locations
    4 covers - each match does 710 bonus damage
    5 covers - places 6 targets, each match does 940 bonus damage

    Black: Change of Heart - 5 AP Barney sacrifices himself so that his team can carry on and win the battle. Trickshot takes 780 damage, heals his teammates for 450 and places 2 strength 34 attack tiles.

    2 covers - takes 1156 damage, heals for 650 and places 2 strength 56 attack tiles
    3 covers - takes 1540 damage, heals for 780, places 3 attack tiles
    4 covers - heals for 1200 damage
    5 covers - places 4 strength 89 attack tiles

    Yellow: Retaliation - 8 AP Barney can take a hit but gets back up with more fury which causes him to lose focus. Places a 3 turn countdown tile. While in play, damage to Barney is reduced by 50, each time he is damaged he places a strength 15 strike tile, and each turn a target location is removed from the board (if one exists)

    2 covers - reduces damage by 98, places strength 35 strike tile
    3 covers - lasts for 4 turns
    4 covers - reduces damage by 204, places strength 75 strike tile
    5 covers - lasts for 5 turns, reduces damage by 340, places strength 120 strike tile
  • Unknown
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    It will NEVER happen, they are all but forgotten short of a small 'release' a couple years ago or last year, but some characters from Marvel UK...
    Dark Angel (3*)
    Death's Head(3*)
    Death's Head II(4*)
    Motormouth(3*)
    Warheads(4*)
    - Unreall
  • ronin_san
    ronin_san Posts: 980 Critical Contributor
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    Sherlock1 wrote:
    Dear Santa Claus,

    As i have been a good regular player, please grant my wish: create a 3* Gambit and a 3* Giant Man/Ant Man


    Thanks in advance, even if Christmas period is over icon_e_wink.gif

    Looks like they listened somewhat.
  • Unknown
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    Speedball, (The Masked Marvel)
    Kinetic Deflection yellowflag.png Passive: Whenever Speedball takes __% damage, create a protect tile of strength __ . With more covers, lower the percentage, or increase the protect tile count.

    Rebound Retaliation: blueflag.png Destroy a target row of tiles. Later covers, add bonus damage for destroying protect tiles, destroying strike tiles.

    My Pain is my Strength blackflag.png Convert X protect tiles to strike tiles, doing damage to Speedball. I'd debate having the damage increase with each cover until a 5/3/5 speedball, to the point some protect tiles would respawn off the yellow, but it's very dangerous.
  • ahhahahaha we need Toddler Silvermane as a character in game, cmon D3 do it
  • Decided against doing a whole new thread for this suggestion, but I want to see Dazzler in this game. This is a game about matching coloured tiles, it is ideal for a character whose main ability is projecting different types and colours of light.

    blueflag.png 9AP
    "Dazzling Lazer"
    Dazzler converts sound into light. Shedding light upon darkness. This can be offensively used as a tight laser beam.
    - Deals moderate damage to targeted enemy.
    - Stuns targeted enemy for 1 turn.
    - Destroys targeted blacktile.png tile. (Does not generate AP from destroyed black tile)

    More covers scales damage, increases to 2 turn stun, destroys black within range of targeted black tile.

    yellowflag.png 6AP
    "Strobe"
    During her music career Dazzler had much practice at using her ability to enhance the ambient lighting during gigs.
    - Creates 4 randomly placed 4 turn countdown tiles.
    - At the beginning of each player turn the countdown tiles change colour (to any colour but blacktile.png ) at random. (Potentially creating matches)
    - When the countdown reaches zero the countdown tiles become critical tiles.

    More covers scales number of CD tiles created. Reduces CD to 3 turns. At 4 covers power usage triggers CD tiles to colour change.

    purpleflag.png 6AP
    "Drain Sound"
    Dazzler doesn't just generate light from nowhere. She charges up by absorbing sound, creating an atmosphere of complete silence. Potentially very helpful on stealth missions.
    - Creates a 3 turn purpletile.png countdown tile
    - While CD tile is in play: Strengthens friendly protect.pngstrike.pngattack.png tiles if they are purpletile.png
    - While CD tile is in play: Weakens enemy enemyprotect.pngenemystrike.pngeattack.png tiles if they are purpletile.png
    - While CD tile is in play: Generates 1AP (in the same colour as the match) every time a match is made by either team
    - If CD tile is destroyed by a power, gain bluetile.png AP equal to the cost of the power that was activated to destroy the CD tile.

    With more covers increase number of turns CD tile remains for, increase the effects on purple special tiles, increase the AP generated by the special tile.

    Probably will need some balancing, but I think this would be a fun character. Can be used to deny enemy team blacktile.png AP, would have synergy with any purpletile.png special tile generators (eg 2* Bullseye, 3*Spidey) also works with Patch to reduce effect of enemystrike.png tiles generated by his green. Also AP generator for friendly team. Will not work well with Iron Fist.
  • For some reason we still don't have World War Hulk or Warbound Hulk...
    He whoops on Blackbolt, beats all the XMen solo...and no 4*?

    greenflag.png Passive - Planet Breaker
    Filled with the rage of Sakaar, Hulk's every foot step crushes the ground beneath it. Every move Hulk converts 1 random tile to redflag.png .
    Level 2 - Converts 2 Random tiles
    Level 3 - Converts 4 Random tiles (2 different locations, two tiles are connected)
    Level 4 - Converts 4 Random tiles to redflag.png & makes two of them strike 50 tiles
    Level 5 - Converts 4 Random tiles to redflag.png & makes all of them strike 50 tiles

    redflag.png 16 AP - Hulk Smash
    Consuming all the pent up anger, Hulk tries to Destroy the enemy team. Destroys every red tile on the board, every tile destroyed does 100 dmg to the enemy team.
    Level 2 - 200 damage per tile
    Level 3 - 300 damage per tile, stuns point character for 1 turn
    Level 4 - 400 damage per tile, and each strike tile does an additional 50 dmg, stuns point character for 1 turn
    Level 5 - 500 damage per tile, and each strike tile does an additional 50 dmg, stuns enemy team for 1 turn

    yellowflag.png 8 AP - Blood of Skakaarson
    Hulks blood has healing powers, sacrificing his health, Hulk heals his allies. Hulk loses 50 hp for every yellow tile on the board, heals 100 hp for every yellow tile on the board to the team
    Level 2 - Now heals for 200
    Level 3 - Now heals for 300
    Level 4 - Now heals for 400, and places a strength 400 yellowflag.png protect tile on the board
    Level 5 - Now heals for 500, only takes 25 hp per yellow tile, places a strength 500 yellowflag.png protect tile on the board

    Basic concept, he functions as a tank in the healing sense instead of being a green generating tank. Generates lots and lots of red, but burns it all in one attack. One attack is designed to hurt the whole team, he is to be a monster on the battlefield, feared by all. On the flipside, the red generation can go both ways letting him catch a fist from IMHB ironically, or 4P. Good at clearing the board against people with lots of tiles, but works both ways (Ant Man and Hulk won't get along well).
    - Unreall
  • So, I was thinking how cool it would be if Multiple Man (Jamie Madrox) could be a 2 star character. Offensively, he would be strong, defensively, he would be really weak.

    Here's the hitch. Jamie is the only character that can go 5/5/5. He still is the same max level as other 2 star characters (94). BUT, he takes all 3 rosters spots up, one clone taking each spot. On the actual roster screen, he would only take one slot, but if you take him to battle, that's ALL 3 of your characters for that fight.

    His powers could be along the line of (all at level 5):

    Black:

    13 ap: Does 1350 damage to enemy team (1750 if another clone is alive, 2150 if both clones are alive.)

    Green:

    9 ap: Creates a strength 155 green protect tile (and a strength 155 strike tile if yellow clone is up, and a strength 155 attack tile if black clone is up.)

    Yellow:

    8 ap: Generates 4 black and 4 green ap, then does 1278 damage (1302 if another clone is alive, 1526 if both clones are alive.)

    Each clone would have low health, say around 3920 (2** Daken's health at 94)

    What do you guys think? I am not all that familiar with character himself, but I think the mechanic could be really intriguing
  • Kotador
    Kotador Posts: 11
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    4 star.png
    Colossus (X-Force) https://d3go.com/forums/viewtopic.php?f=21&t=31968 redflag.pngblackflag.pngyellowflag.png
    Vulcano redflag.pngyellowflag.pnggreenflag.png
    Black Bolt blackflag.pngblueflag.pngyellowflag.png
    Hulk (World War) greenflag.pngredflag.pngblackflag.png
    Gladiator redflag.pnggreenflag.pngyellowflag.png
    Nova redflag.pngyellowflag.pngblueflag.png

    3 star.png
    Magik purpleflag.pngblackflag.pngyellowflag.png
    Medusa blueflag.pngpurpleflag.pngblackflag.png
    Hope Summers blueflag.pnggreenflag.pngpurpleflag.png
    Kitty yellowflag.pngblueflag.pngblackflag.png
    Cable blackflag.pngblueflag.pngredflag.png
    X-23 greenflag.pngblackflag.pngyellowflag.png
    Red Hulk blackflag.pngredflag.pnggreenflag.png

    2 star.png
    Blolb redflag.pnggreenflag.pngblackflag.png
    Abomination redflag.pnggreenflag.pngyellowflag.png
    Sabretooth greenflag.pngredflag.pngyellowflag.png
    War Machine redflag.pngyellowflag.pngblackflag.png

    1 star.png
    Pyro redflag.pngyellowflag.pngblackflag.png
  • Thanos! star.pngstar.pngstar.pngstar.png

    blueflag.pngpurpleflag.pngyellowflag.png
  • Sliversurfer (***)
    bluetile.pngblacktile.pngyellowtile.png


    Spiderman(venom) (****)
    purpletile.pngblacktile.pngredtile.png



    Food for thought
  • Angel (Warren Worthington III)
    4 Star Rarity (Legendary)
    At Max Level: HP: 8670

    yellowflag.png Touched by an Angel - yellowtile.png 16 AP
    Warren sacrifices a portion of his life force to heal his allys. Heals a single Ally for 25% of their maximum Health and also deals 25% of his maximum Health in damage to himself.
    Level 2: Heals a single ally for 35% of their maximum health.
    Level 3: Heals a single ally for 50% of their maximum health.
    Level 4: Heals a single ally for 75% of their maximum health.
    Level 5: Completely resurrects a fallen ally from death and fully heals them to their maximum health.


    blueflag.png Light as a Feather - bluetile.png 9 AP
    Warren uses his wings to soar high into the sky. Using this ability causes Warren to become "Airborn" and cannot be targeted but can still be hit by area effects. Attacking and using powers does not remove Airborn status. Airborn status stays active for 1 turn.
    Level 2: Airborn status stays active for 2 turns.
    Level 3: Airborn status stays active for 3 turns.
    Level 4: Airborn status stays active for 4 turns.
    Level 5: Airborn status stays active for 5 turns.


    blackflag.png Immortal - blacktile.png (Passive)
    Warrens blood constantly heals himself. Creates one 1-turn black countdown tile that heals Warren for 10% of his maximum health when it resolves. If no black tiles exist to create a countdown tile this healing effect is doubled and resolves instantly.
    Level 2: Countdown tile heals for 20% of maximum health.
    Level 3: Countdown tile heals for 30% of maximum health.
    Level 4: Countdown tile heals for 40% of maximum health.
    Level 5: Countdown tile heals for 50% of maximum health.
  • Pwuz_
    Pwuz_ Posts: 1,213 Chairperson of the Boards
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    Enslaved wrote:
    Angel (Warren Worthington III)
    4 Star Rarity (Legendary)
    At Max Level: HP: 8670

    yellowflag.png Touched by an Angel - yellowtile.png 16 AP
    Warren sacrifices a portion of his life force to heal his allys. Heals a single Ally for 25% of their maximum Health and also deals 25% of his maximum Health in damage to himself.
    Level 2: Heals a single ally for 35% of their maximum health.
    Level 3: Heals a single ally for 50% of their maximum health.
    Level 4: Heals a single ally for 75% of their maximum health.
    Level 5: Completely resurrects a fallen ally from death and fully heals them to their maximum health.


    blueflag.png Light as a Feather - bluetile.png 9 AP
    Warren uses his wings to soar high into the sky. Using this ability causes Warren to become "Airborn" and cannot be targeted but can still be hit by area effects. Attacking and using powers does not remove Airborn status. Airborn status stays active for 1 turn.
    Level 2: Airborn status stays active for 2 turns.
    Level 3: Airborn status stays active for 3 turns.
    Level 4: Airborn status stays active for 4 turns.
    Level 5: Airborn status stays active for 5 turns.


    blackflag.png Immortal - blacktile.png (Passive)
    Warrens blood constantly heals himself. Creates one 1-turn black countdown tile that heals Warren for 10% of his maximum health when it resolves. If no black tiles exist to create a countdown tile this healing effect is doubled and resolves instantly.
    Level 2: Countdown tile heals for 20% of maximum health.
    Level 3: Countdown tile heals for 30% of maximum health.
    Level 4: Countdown tile heals for 40% of maximum health.
    Level 5: Countdown tile heals for 50% of maximum health.

    Seems OP, but certainly interesting concepts.

    I'd consider treating his Blue like Colossus' Immovable Object. Throw down a tile that indicates how long he's aloft, giving the opponent the chance to swat him out of the sky. Perhaps even including a drawback if it's destroyed like "Angel comes crashing to the ground doing X damage to himself."

    I like the idea of sacrificing himself to heal his allies, but reviving a downed ally is a bit too much even at 30 AP. The self damage is entirely mitigated by his self healing Black as well. Even if you gave him Glass Cannon level health, I'm not sure that seems balanced. Lower the % Healed to a flat X healing (roughly 25-50% of his health based on covers) for Y self damage (roughly 25% of his health), and make it a turn ending. That adds some risk/reward to this type of move leaving a weakened Angel out in front to take the next hit. With all that, we could probably take the AP cost down to even 12.

    This black is just WAY WAY WAY too OP. Ok, let's tone that back a bit. I like the idea of a passively spawning countdown tile for heal, but let's make that a 2-3 turn count down tile (based on covers). Drop that extra boost without a Black tile, just make a black tile. And let's tone that heal down significantly. Patch heals for roughly 15% at 5 covers, so 20% of his health if he's squishy seems reasonable. If his health is higher, that may need to drop to as low as 5-7% (like Daken, and yes I know *3 Daken and Patch have the same Health.)

    Now you might be asking yourself, why does Patch get to heal 15% every turn while Angel only get's to heal a little more every 3-4 turns. Because Patch is only going Airborn thanks to Colossus, can't attack or anything while Airborn, and get's hurt no matter what coming down. Hmmm... considering that: When that Blue countdown tile ends for him to land, that should do some amount of damage as well, let's base that on covers as well, perhaps dropping the countdown to max at 3 turns rather than 5.

    By no means perfect, but certainly a bit more realistic.
  • Kolence
    Kolence Posts: 969 Critical Contributor
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    Hey, Pwuz, I agree with all you said about the Angel's moveset above... But! Patch heals a little less than Daken (both with 5 covers), about 6.4% of max health. You probably divided the numbers the other way around or something... icon_e_smile.gif
  • Dormammu star.pngstar.pngstar.pngstar.pngstar.png


    19 blacktile.png
    Necromancy

    Dread one summons an ally of the graveyard to the battlefield.

    Level 2: 18 blacktile.png
    Level 3: 17 blacktile.png
    Level 4: 16 blacktile.png
    Level 5: 15 blacktile.png

    6 bluetile.png
    Telepathy

    The mystical powers of Dormammu let him know the immediate plans of its allies favoring immediate strategies. By selecting a tile is possible to create more 1 tiles of the same color.

    Level 2: 2 same color
    Level 3: 3 same color
    Level 4: 4 same color
    Level 5: 5 same color

    9 redtile.png
    Blast Power

    The Dread Lord’s hatred of Strange developed his worst vocations. His anger makes loose a flame of explosion burned the enemy to the bone. It deals 2300 damaged to the enemy team.

    Level 2: Deals 3100 damaged to the enemy team.
    Level 3: Deals 4500 damaged to the enemy team.
    Level 4: Deals 5200 damaged to the enemy team.
    Level 5: Deals 8100 damaged to the enemy team.
  • Freehuey24
    Options
    Not sure if this was already a character voted but I would like to see Thanos done in two variants.

    First he would be a four star character.

    Power one: Playing on his strategic mindset, he has a passive that whenever any character matches their strongest color, it drains ap

    Power two: Places a random trap tile in any of the strongest color that detonates deals damage

    Power three: The Hand of Death. Delivers a blow that deals massive damage. If the target is below 40% Heath deals damage plus auto kills any random player under 60% health

    For the second variant you can use your same Thanos character in five star mode by using the Infinity Gauntlet.

    I this mode you will be only able to use Thanos but have access to six powers that match each stone. Have not figure that one out yet but each should be insanely powerful.

    But in order to have the Gauntlet there should be side missions that match the Thanos Quest story line in which each champion from the book would be its own unique boss challenge which awards the gems. You have to have all six to use Thanos in five star mode.
  • OneLastGambit
    OneLastGambit Posts: 1,963 Chairperson of the Boards
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    I know people might moan but here's a few that I wouldn't mind seeing...

    Ben Reilly (Spider-Man)

    Impact Webbing
    Using his trusty impact webbing to stun his foes and earn him some time to mouth off, stuns opponent for 1 turns

    Level 2 Stuns for 2 turns
    Level 3 stuns current opponent for 2 turns, team stun for 1
    Level 4 Stuns opponent for 3 turns
    Level 5 All opponent team stunned for 2 turns


    Spider Strength
    Ben uses proportionate spider-strength to hit hard. Places one Strength 20 tile on the board

    Level 2 Places 2 strength 20 tiles
    Level 3 Places 3 strength 20 tiles
    Level 4 Increases tile strength to 35
    Level 5 Increases tile strength to 65


    Does whatever a Spider can (passive)
    Ben Uses his spider-like reflexes and agility to save a teammate from damage. Takes damage instead of teammate if teammate is under 50% health, regenerates 50 (true) health himself

    Level 2 Save if under 60% health
    Level 3 Save if under 65% health
    Level 4 Adds protect strength 40 tile
    Level 5 Adds 2 Protect strength 80 tiles


    I always liked Ben and think he deserves to be in here somewhere.

    I'd also quite like to see winter soldier in some way, though he might end up being too similar to GSBW
  • Unknown
    edited October 2015
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    GAMBIT (Classic) star.pngstar.pngstar.png

    purpleflag.png Volley of Cards 9 AP

    Gambit throws his loaded letters of power on the battlefield randomly destroying three basic tiles , dealing 150 damage per tile

    Lv 2 - Destroy 4 Basic Tiles
    Lv 3 - Destroy strike, Protect and Attack Tiles, dealing 250 damage per tile
    LV 4 - Destroy 6 Tiles
    LV 5 - Destroy any tile, dealing 350 damage per tile

    blackflag.png Surprise Explosion 7 AP

    Gambit Energizes sneak an object gerande a sudden and unexpected outburst of enemies , adding a third turn tile countdown to the board , which ultimately explodes destroying the tiles around and stunning the enemy for one turn , generating AP

    LV 2 - Stuns for 2 tuns
    LV 3 - Dealing 650 Damage
    LV 4 - The blast area increases to 5 x 5
    LV 5 - Dealing 1050 damage


    blueflag.png Prince of Thieves (Passive) 0 AP

    Gambit uses his hypnotic charm and cunning skill to unlock the secrets of opponents and so take advantage them. At the beginning of each shift , if not already, gambit puts a 5 turn tile countdown on the board , stealing to end 3 AP of its strongest color.

    LV 2 - Steal 4 AP
    LV 3 - 4 turns countdown tiles
    LV 4 - Steal 6 AP
    LV 5 - 3 turns countdown tiles


    gambit-2.jpg?itok=eaQ_ja3t
  • Unknown
    edited October 2015
    Options
    Vampira (Classic) star.pngstar.pngstar.png Gold

    purpleflag.png Absortion Power 8AP

    Rogue removes his gloves and makes physical contact with the enemy absorbing his strength , stealing 4 AP of its strongest color and stunning the opponent for 1 turn . Rogue is stunned for 2 turns .

    LV 2 - Stuns the opponent for 2 turns
    LV 3 - 6 steals AP from its strongest color
    LV 4 - Stuns the Opponent for 3 turns
    LV 5 - Rogue not stuns


    yellowflag.png Friendly Aid (Passive) 0 AP

    When Rogue allies are achieved in 10 % of her life, she goes to the aid of your friends retaliating the attack , dealing 350 damage to the opponent.

    LV 2 - puts a protective tile 125 on the board.
    LV 3 - puts a strike tile 125 on the board.
    LV 4 - 650 of damage
    LV 5 - increases damage to 850 and the protective tiles and strike for 175 , if the Allies are less than 50% health.

    greenflag.png Powerfull Punch 10 AP

    Rogue flies the battlefield and in an oblique strikes a powerful punch to the opponent , destroying a selected basic tile , stunning the opponent for 1 turn and give 1025 damage.

    LV 2 - Sturns for 2 turns
    LV 3 - Destroy around the tile selected in 3x3 generates no AP
    LV 4 - Deals 2500 damage
    LV 5 - Increases the area of board of destruction in 5 x 5


    2533166-rogue.jpg