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

Options
1293032343547

Comments

  • awef
    awef Posts: 78 Match Maker
    Options
    Hi all, I have an idea for a 4 star Cloak and Dagger as a support. I apologize if someone has previously mentioned this character. A lot of great character designs have already been posted. Anyways, here it is.


    Cloak & Dagger star.pngstar.pngstar.pngstar.png

    mutantmisadventuresofcloakanddagger14.jpg


    yellowflag.pngPiercing Light - 10 yellowtile.png AP
    Dagger flings 4 Light Daggers, disarming the enemy. Selects up to 4 basic, enemy Attack, or enemy Protect tiles and converts them into Yellow Strike tiles of strength 51.
    Level Upgrades
    Level 2: Creates strength 65 Strike tiles.
    Level 3: Can now target enemy Strike tiles.
    Level 4: Creates strength 94 Strike tiles
    Level 5: Can now select up to 5 basic or enemy non-countdown tiles.
    Max Level
    Level 3: Creates strength 126 Strike tiles. Can now target enemy Strike tiles.
    Level 4: Creates strength 194 Strike tiles.
    Level 5: Can now select up to 5 basic or enemy non-countdown tiles.


    blueflag.pngDarkforce Duality - bluetile.png PASSIVE
    (PASSIVE) Cloak is beckoned by the Predator to drain the life forces of those around him, but Dagger's light can satiate this hunger. Deals X damage to the enemy team and Cloak & Dagger each turn. Cloak & Dagger are healed for Y when friendly Yellow Strike tiles are matched or collected through "Into the Darkness". Each friendly Yellow Strike tile matched or collected generates 1 yellowtile.png AP.
    Level Upgrades
    Level 2: Deals X damage to the enemy team and Cloak & Dagger. Heals for Y.
    Level 3: Deals X damage to the enemy team and Cloak & Dagger. Heals for Y.
    Level 4: Deals X damage to the enemy team and Cloak & Dagger. Heals for Y.
    Level 5: Deals X damage to the enemy team and Cloak & Dagger. Heals for Y.
    Max Level
    Level 3: Deals X damage to the enemy team and Cloak & Dagger. Heals for Y.
    Level 4: Deals X damage to the enemy team and Cloak & Dagger. Heals for Y.
    Level 5: Deals X damage to the enemy team and Cloak & Dagger. Heals for Y.


    blackflag.pngInto the Darkness - 12 blacktile.png AP
    Cloak shrouds enemies and their weapons in a field of darkness, grouping them up and teleporting them to one location. Cloak also retrieves Light Daggers, in the process. Selects any basic or non-countdown tile and moves it a selected location. Friendly Yellow Strike tiles are converted to Yellow basic tiles.
    Level Upgrades
    Level 2: Can now select countdown tiles.
    Level 3: Can now select a 2x2 block.
    Level 4: Can now select any tile.
    Level 5: Can now select a 3x3 block.


    Comments: So, this kit is very anti-tile specialists . I like the idea of Dagger throwing stuff, and Cloak goes and pick them up for her. As always, the numbers could use some adjusting. I haven't decided on the value of the passive. The health drain should be really low like 1% each turn, since it will be augmented by friendly Strike tiles.
  • I am really hoping for a 4* Black Panther. Black Panther is like my favorite MARVEL character and I would love to see a 4* Black Panther
    So I created a moveset for him

    star.pngstar.pngstar.pngstar.png
    Black Panther (King of Wakanda) yellowflag.pngblueflag.pngblackflag.png
    Max Health: 16,696

    yellowtile.png 8 AP; Expert Hunter and Tracker: The Black Panther easily picks up the scent of his prey and covers his tracks with some traps. The Panther then attacks his prey. The Black Panther deals 1,154 damage to the current target and places 3 yellow strike and attack tiles with strength 70
    2 covers: Deals 2,100 damage and places 3 yellow strike and attack tiles with strength 100
    3 covers: deals 3,500 damage and places 4 yellow strike and attack tiles with strength 150
    4 covers: Deals 4,900 damage and places 4 yellow strike and attack tiles with strength 180
    5 covers: Deals 6,600 damage and places 5 yellow strike and attack tiles with strength 220
    MAX LEVEL
    3 covers: Deals 4,500 damage and places 4 yellow and attack strike tiles with strength 160
    4 covers: Deals 6,100 damage and places 4 yellow strike and attack tiles with strength 200
    5 covers: Deals 8,000 damage and places 5 yellow strike and attack tiles with strength 250


    bluetile.png 12 AP; Two Steps Ahead: The Black Panther has always been a master tactician and is always two steps ahead of his opponents. The Black Panther changes 3 basic color tiles to black and adds 3 blue strike and protect tiles with strength 100.
    2 covers: Changes 4 selected basic tiles to black and adds 3 blue strike and protect tiles with strength 170
    3 covers: Changes 5 selected basic tiles to black and adds 4 blue strike and protect tiles with strength 210
    4 covers: Changes 5 selected basic tiles to black and adds 5 blue strike and protect tiles with strength 280
    5 covers: Changes 6 selected basic tiles to black and adds 5 blue strike and protect tiles with strength 360
    MAX LEVEL
    3 covers: Changes 5 selected basic tiles to black and adds 4 blue strike and protect tiles with strength 250
    4 covers: Changes 5 selected basic tiles to black and adds 5 blue strikes and protect tiles with strength 320
    5 covers: Changes 6 selected basic tiles to black and adds 5 blue strike and protect tiles with strength 420


    blacktile.png 14 AP; Spirit of the Panther: The Black Panther learns of his opponent's weaknesses. He gathers every bit of strength he has and unleashes it upon his opponents in one final blow. The Black Panther destroys all Strike, Protect, and Attack tiles on the board dealing 100 damage per tile (does not generate AP)
    2 covers: Destroys all strike, protect, and attack tiles dealing 200 damage per tile (doesn’t generate AP)
    3 covers: Destroys all strike, protect, and attack tiles dealing 360 damage per tile (doesn’t generate AP)
    4 covers: Destroys all strike, protect, and attack tiles dealing 510 damage per tile (doesn’t generate AP)
    5 covers: Destroys all strike, protect, and attack tiles dealing 680 damage per tile (doesn’t generate AP)
    MAX LEVEL
    3 covers: Destroys all strike, protect, and attack tiles dealing 470 damage per tile (doesn’t generate AP)
    4 covers: Destroys all strike, protect, and attack tiles dealing 650 damage per tile (doesn’t generate AP)
    5 covers: Destroys all strike, protect, and attack tiles dealing 800 damage per tile doesn’t generate AP)
  • Selvokaz
    Selvokaz Posts: 82 Match Maker
    Options
    viewtopic.php?f=21&t=39515&p=482232#p482232

    I've linked the thread where I originally post his concept.
  • kyrain
    kyrain Posts: 32 Just Dropped In
    Options
    Doctor Strange: Illuminati star.pngstar.pngstar.pngstar.pngstar.png

    blueflag.png - Doctor manipulates reality to sway the battle in his favour. Stunning two of the enemy team members (at 5 covers) for 2 turns, and creating a single strike.png tile

    blackflag.png - Doctor presents a defensive position in an alternate dimension - phases the other two members of his team out of reality for one turn (2 at 5 covers) and giving the enemy a single enemystrike.png tile as the entire enemy team converges on the doctor in the absence of his team

    purpleflag.png The doctor slows time briefly to provide a , creating 1- 3 protect.png tiles and a countdown.png tile for 1-3 turns (based on how many protect tiles were produced) when the countdown.png expires, all protect.png created initially are destroyed, if there are no protect tiles still in play, the doctor takes (XXXX) damage


    I see him as a professor x level game manipulator, with a focus on defense and game flow manipulation.

    Any thoughts?
  • awef
    awef Posts: 78 Match Maker
    edited October 2017
    Options
    Fantomex (X-Force) starpngstarpngstarpngstarpng



    purpleflagpngX Marks the Spot purpletilepng 8
    Fantomex fires a well-placed shot, dealing damage and knocking the target out of invisibility. Deals 548 damage and converts an Invisibility tile into a basic tile.
    At Max Level:
    Level 3: Deals 1955 damage.
    Level 4: Deals 2824 damage.
    Level 5: Deals 4561 damage.

    yellowflagpngGhost of a Chance yellowtilepng 0
    (PASSIVE) Fantomex and E.V.A. use misdirection to create realistic illusions, duping his enemies. Whenever Fantomex uses an ability, a basic Yellow tile is converted into a Trap tile. If Fantomex would take damage, the damage is negated. A maximum of 1 Trap tile can be placed on the board.
    Level Upgrades:
    Level 2: Maximum of 2 Trap tiles can on the board.
    Level 3: Maximum of 3 Trap tiles can on the board.
    Level 4: Fantomex converts 2 tiles into Trap tiles.
    Level 5: Allies can convert 1 tile into a Trap tile.

    blackflagpngAllons-y blacktilepng 10
    In a display of marksmanship and acrobatics, Fantomex unleashes a torrent of bullets at the current target. Deals 335 damage twice.
    At Max Level:
    Level 3: Deals 1195 damage and 1195 damage to the enemy team. (Requires +2 Black AP, but does not consume 12 Black AP).
    Level 4: Deals 1726 damage and 1726 damage to the enemy team.
    Level 5: Deals 2789 damage and 2789 damage to the enemy. Also generates 2 selectable Critical Tiles. (Requires +4 Black AP, but does not consume 14 Black AP).

    Comments: I think it would be cool to have a character that could easily counter Invisible tiles. Numbers could use some tweaks. Probably lower the number of trap tiles if too overpowered or just give the character a low health pool. Black ability is kind of like "Avengers Assemble". Wanted some kind of gun kata with tiered stages, but didn't like how restrictive "Avengers Assemble" was.
  • awef
    awef Posts: 78 Match Maker
    edited October 2017
    Options
    Red Skull starpngstarpngstarpngstarpng



    purpleflagpngDust of Death purpletilepng 10
    The Red Skull inflicts his infamous chemical compound on the enemy team, severely weakening them. Stuns the enemy team for 1 turn and reduces the strength of all enemy Attack, Protect, and Strike tiles by 10%.
    Level Upgrades:
    Level 2: Reduces the strength of all enemy Attack, Protect, and Strike tiles by 15%.
    Level 3: Reduces the strength of all enemy Attack, Protect, and Strike tiles by 25%.
    Level 4: Reduces the strength of all enemy Attack, Protect, and Strike tiles by 35%.
    Level 5: Reduces the strength of all enemy Attack, Protect, and Strike tiles by 60%.

    redflagpngTyrannical Ambition redtilepng 0
    (PASSIVE) The Red Skull's desire for power is rivaled by none. At the beginning of every turn, if there are no friendly Strike tiles on the board, create a strength 33 Red Strike tile. Whenever your team matches a special tile, the 33 Red Strike tile is strengthened by 33.
    At Max Level:
    Level 3: Creates a strength 141 Red Strike tile. Strengthens by 141.
    Level 4: Creates a strength 182 Red Strike tile. Strengthens by 182.
    Level 5: Creates a strength 268 Red Strike tile. Strengthens by 268. 

    blackflagpngLay Waste blacktilepng 14
    With the power of the cosmic cube, the Red Skull blasts the enemy team and warps reality as he sees fit. Deals 448 damage and converts 2 tiles of the enemies strongest color to the Red Skull's strongest color.
    At Max Level:
    Level 3: Deals 1412 damage and converts 3 tiles.
    Level 4: Deals 1720 damage and converts 4 tiles.
    Level 5: Deals 3385 damage and converts 5 tiles.

    Comments: Started off with the name of the ability, "Tyrannical Ambition", and I built the character around it. Figured it would be characteristic of Red Skull to take other people tiles and further his agenda, lol. "Dust of Death" might need friendly Attack tiles worked in to make him self-sufficient, or "Tyrannical Ambition" could just be stronger. "Lay Waste" is just random team damage and denying tiles. Haven't really decided what his strongest color should be. Probably red, but might have to rearrange the colors for optimization.
  • Philly484
    Philly484 Posts: 173 Tile Toppler
    Options
    5194241ac19f6.jpg
    Sabertooth star.pngstar.pngstar.pngstar.png

    redflag.png Berserker Claws
    Sabertooth lets his rage overtake him and he becomes the beastly animal that is known and feared by many. He rends his opponents for 1500 + 25% of his missing health, and creates one random 100 strength Strike tile on the board.
    Level upgrades:
    Level 2: damage increased to 1800 + 30% missing health. Strike tile strength Increased to 125
    Level 3: damage increased to 2100 + 40% missing health. Creates 2 random strike tiles of strength 150 on the board
    Level 4: damage increased to 2500 + 50% missing health. 2 strike tiles increased to strength 175.
    Level 5: damage increased to 3000 + 60% missing health. Creates 3 random strike tiles of strength 200 on the board.

    yellowflag.png Healing Rage!
    Like Wolverine, Sabertooth has a regenerative healing factor that allows him to fully recover from fatal damage that would normally result in the death. Due to experminets from the Weapon X progam Sabertooth's healing factor is said to be on par with that of his rival Wolverine. When Sabertooth takes 6% damage from his health a 1 turn countdown tile is placed on the board, and at the beginning of his next turn is healed for 100x the number of strike tiles on the board, and places 1 strike tile of strength 50 on the board.
    Level upgrades:
    Level 2: heals for 125x number of strike tiles on board. Strike tile increased to strength 75.
    Level 3: heals for 150x number of strike tiles on board. Strike tile increased to strength 100.
    Level 4: heals for 175x number of strike tile on board. Strike tile increased to strength 125.
    Level 5: heals for 200x number of strike tiles on board. Creates 2 strike tiles strength 100.

    greenflag.png Stalk my Prey!
    Due to Sabertooths heightened feral senses he is able to stalk and track his enemy with great finality, and attack without warning. At the beginning of his turn Sabertooth places 1 random trap tile on the board that when matched steals all AP of the enemies strongest color, and deals 1000 damage and increases 1 random strike tile by 35. Doesn't place an additional trap tile on board each turn until previous trap tile has been matched.
    Level upgrades:
    Level 2: Deals 2000 damage and strike tile increased by 50.
    Level 3: Deals 3000 damage and strike tile increased by 65.
    Level 4: Deals 4000 damage and strike tile increased by 80.
    Level 5: Places 2 trap tiles on board, deals 5000 damage and increases 2 strike tiles by strength 100.
  • I've wanted a 2* Agent Phil Coulson for a good long while now with a character build not too dissimilar from Falcon, but with a direct attack instead of a Protect-spawn.

    star.pngstar.pngAgent Phil Coulson (Agent of S.H.I.E.L.D.)

    redflag.png Suppressing Fire; 10 AP
    Agent Coulson lays down enough automatic fire to force the enemy back and allow his team to regroup. Deals 125 damage to the enemy team and destroys two green tiles. Destroyed tiles do not deal damage or generate AP.
    2 Covers: Deals 125 damage and destroys two each of green and black tiles.
    3 Covers: Deals 205 damage and destroys two each of green, black, and purple tiles.
    4 Covers: Deals 295 damage and destroys three each of green, black, and purple tiles.
    5 Covers: Deals 350 damage and destroys five each of green, black, and purple tiles.

    AT MAX LEVEL:
    3 Covers: Deals 1025 damage.
    4 Covers: Deals 1475 damage.
    5 Covers: Deals 1750 damage.


    blueflag.png Drone Recon; 13 AP
    Coulson uses the resources of S.H.I.E.L.D. to scout out weaknesses in his opponents' tactics. Converts 2 enemy Protect tiles to basic tiles.
    2 Covers: Converts 3 Protect Tiles to basic tiles.
    3 Covers: Converts 4 Protect Tiles to basic tiles.
    4 Covers: Weaponizes drones to destroy 4 Protect tiles, dealing damage and generating AP.
    5 Covers: Destroys 6 Protect tiles, dealing damage and generating AP.


    purpleflag.pngExperienced Coordination; 0 AP (PASSIVE)
    Phil Coulson utilizes years of Army Rangers experience to maximize his team's effectiveness. Friendly Team-Up matches improve 1 friendly special tile by 15.
    2 Covers: Improves 1 friendly special tile by 19.
    3 Covers: Improves 2 friendly special tiles by 23.
    4 Covers: Improves 2 friendly special tiles by 23 and reduces 1 enemy special tile by 10.
    5 Covers: Improves 2 friendly special tiles by 38 and reduces 2 enemy special tiles by 15.

    AT MAX LEVEL:
    3 Covers: Improves 2 friendly special tiles by 75.
    4 Covers: Improves 2 friendly special tiles by 75 and reduces 1 enemy special tile by 35.
    5 Covers: Improves 2 friendly special tiles by 120 and reduces 2 enemy special tiles by 50.
  • theabsoluteword
    theabsoluteword Posts: 43 Just Dropped In
    Options
    [imghttp://comicvine.gamespot.com/storm-1/4000-460317/[/img]

    3* Storm
    Mohawk (Redesign)
    (aka. Ultimate AP Battery Storm)


    greenflag.png Natural Calamity, 15AP
    Storm bends the forces of nature to her will, wreaking havoc. Creates 2 random 3-turn Countdown Tiles that deal 500 damage to the enemy team and destroy 4 surrounding tiles, dealing damage and generating AP for each.

    (Max Level Storm)
    Level 2: Deals 1000 damage each
    Level 3: Creates 3 Countdown Tiles and deals 1200 Damage each
    Level 4: Reduces Countdown to 2
    Level 5: Deals 1500 each

    blueflag.png Temper of a Goddess, 9AP
    When Storm is at 50% Health or higher, choose 1 basic tile(s) to be turned into charged tiles. When Storm is below 50% Health, choose any 1 tile(s) (even special) to destroy, dealing damage and generating AP for each.

    Level 2: Choose 2 Tiles
    Level 3: Choose 3 Tiles
    Level 4: 4 Tiles
    Level 5: 5 Tiles

    blackflag.png Inspiring Spirit (PASSIVE)
    Storm's inspiring presence increases ally's healing effects by 10%

    Level 2: 20%
    Level 3: 30%
    Level 4: 40%
    Level 5: 50%
  • Mike3569
    Mike3569 Posts: 1
    Options
    I would love to see doctor strange or dormammu, maybe even galactius or something done with the infinity gauntlet, like make a puzzle quest to find all the gems and earn a single legendary of choice or something. Throw something from out of the blue at us. Maybe go with Odin thor or something
  • theabsoluteword
    theabsoluteword Posts: 43 Just Dropped In
    Options
    star.pngstar.pngstar.pngstar.png Psylocke, Classic

    redflag.png Illusory Technique, 10AP
    Combining her training in the martial arts with her psionic power, Psylocke attacks the enemy through a series of feints. Changes 2 random basic tiles into Purple Trap Tiles that deal 300 damage each when matched. If they are matched by the opponent, each tile deals 700 damage instead.

    Level 2: 500 Damage - 900 Damage
    Level 3: 3 Trap Tiles, 700 Damage - 1100 Damage
    Level 4: 900 Damage - 1300 Damage
    Level 5: 4 Trap Tiles


    purpleflag.png Psycho Blast, 12AP
    Psylocke fires an intense psi-beam to disrupt the enemy's mind and incapacitate them. Deals 900 damage and stuns the opponent for 2 turns.

    Level 2: 1200 Damage
    Level 3: 3-turn Stun and 1500 Damage
    Level 4: 1800 Damage
    Level 5: 4-turn Stun and 2100 Damage

    blackflag.png Precognition (Passive)
    Small visions of the immediate future allow Psylocke to predict her enemy's next move. Whenever Psylocke would take damage for more than 40% Health, negate the damage and create an enemy 1-turn countdown tile that deals the same amount of damage to you.

    Level 2: Creates a 2-turn Countdown Tile
    Level 3: Ability fires when damage is above 30% Health
    Level 4: Creates a 3-turn Countdown Tile
    Level 5: Ability fires when damage is above 20% Health
  • Ctenko
    Ctenko Posts: 218 Tile Toppler
    Options
    Stardust
    Stardust_Lambda_Zero.jpg

    star.pngstar.pngstar.pngstar.pngstar.png
    greenflag.pngblueflag.pngyellowflag.png
    At Max Level: HP: 48299 Tile Damage: 68/521/586/74/63/456/294/ whitecrit.png 3.8x
    greenflag.pngLast of My Race: Stardust harbours the last of her race inside herself, and their power combined with the Power Cosmic allows her to release massive waves of destruction.
      • 7 greentile.png This ability Costs One extra for every charge tile on the board. To a maximum of 13 greentile.png Deal 1400 Damage, and an additional XXX(XXX=level exactly) for each charged tile. Then destroy all charged tiles on the board. These tiles Deal Damage but do not give AP. They deal normal match damage.
      • Level 2: This ability Costs One extra for every charge tile, and every (Friendly and Enemy) protect tile on the board. To a maximum of 15 greentile.png Deal 1700 Damage, and an additional XXX(XXX=level exactly) for each charged and protect tiles. Then destroy all charged and protect tiles on the board. These tiles Deal Damage but do not give AP. They deal normal match damage.
      • Level 3: This ability Costs One extra for every charge tile, and every (Friendly and Enemy) attack, or protect tile on the board. To a maximum of 17 greentile.png Deal 2100 Damage, and an additional XXX(XXX=level exactly) for each charged, attack, and protect tiles. Then destroy all charged, attack, and protect tiles on the board. These tiles Deal Damage but do not give AP. They deal normal match damage.
      • Level 4: This ability Costs One extra for every charge tile, and every (Friendly and Enemy) attack, strike, and protect tile on the board. To a maximum of 19 greentile.png Deal 2500 Damage, and an additional XXX(XXX=level exactly) for each charged, attack, strike, and protect tiles. Then destroy all charged, attack, strike, and protect tiles on the board. These tiles Deal Damage but do not give AP. They deal normal match damage.
      • Level 5: This ability Costs One extra for every (Friendly and Enemy) special tile on the board. To a maximum of 21 greentile.png Deal 3000 Damage, and an additional XXX(XXX=level exactly) for each special tile. Then destroy all special tiles on the board. These tiles Deal Damage but do not give AP. They deal normal match damage.
      MAX LEVEL
      [/*][*]level 3: This ability Costs One extra for every charge tile, and every (Friendly and Enemy) attack, or protect tile on the board. To a maximum of 17 greentile.png Deal 5250 Damage, and an additional (450) XXX(XXX=level exactly) for each charged, attack, and protect tiles. Then destroy all charged, attack, and protect tiles on the board. These tiles Deal Damage but do not give AP. They deal normal match damage.
      [/*][*]level 4: This ability Costs One extra for every charge tile, and every (Friendly and Enemy) attack, strike, and protect tile on the board. To a maximum of 19 greentile.png Deal 6250 Damage, and an additional (450) XXX(XXX=level exactly) for each charged, attack, strike, and protect tiles. Then destroy all charged, attack, strike, and protect tiles on the board. These tiles Deal Damage but do not give AP. They deal normal match damage.
      [/*][*]level 5: This ability Costs One extra for every (Friendly and Enemy) special tile on the board. To a maximum of 21 greentile.png Deal 7500 Damage, and an additional (450)XXX(XXX=level exactly) for each special tile. Then destroy all special tiles on the board. These tiles Deal Damage but do not give AP. They deal normal match damage.[/*]

      (Assuming an equal split of all colours, and no team up tiles, with a full board of specials. This ability will completely wipe the board, and deal 55180 damage for 21.)

      blueflag.png<Passive>I am Living Energy: Stardust is an Ethereal, a race of beings of pure energy. Being imbued with the Power Cosmic makes Stardust immortal, allowing her to reconstitute herself if "destroyed"
      • If Stardust would take lethal damage instead create X 5 turn countdown tiles. Where X is the number of Blue tiles on the board divided by 3. When any of these tiles would trigger, all of them are consumed, and they each return 4% of Stardust's Max health. Once this power has triggered once, it cannot be triggered again. Stardust can not be stunned.
      • Level 2: If Stardust would take lethal damage instead create X 5 turn countdown tiles. Where X is the number of Blue tiles on the board divided by 3. When any of these tiles would trigger, all of them are consumed, and they each return 5% of Stardust's Max health. Once this power has triggered once, it cannot be triggered again. Stardust can not be stunned.
      • Level 3: If Stardust would take lethal damage instead create X 4 turn countdown tiles. Where X is the number of Blue tiles on the board divided by 2. When any of these tiles would trigger, all of them are consumed, and they each return 6% of Stardust's Max health. Once this power has triggered once, it cannot be triggered again. Stardust can not be stunned.
      • Level 4: If Stardust would take lethal damage instead create X 4 turn countdown tiles. Where X is the number of Blue tiles on the board divided by 2. When any of these tiles would trigger, all of them are consumed, and they each return 7% of Stardust's Max health. This power can continue to trigger each time Stardust takes lethal damage so long as she still has Teammates. Stardust can not be stunned.
      • Level 5: If Stardust would take lethal damage instead create X 3 turn countdown tiles. Where X is the number of Blue tiles on the board. When any of these tiles would trigger, all of them are consumed, and they each return 8% of Stardust's Max health. This power can continue to trigger each time Stardust takes lethal damage so long as she still has Teammates. Stardust can not be stunned.

      This power does not increase with level.

      yellowflag.pngFaster Than Light: Stardust blitzes the enemy team faster than even light itself. Dazzling them with cosmic energy, and burning them by her very presence.
        • 13 yellowtile.pngCreates a 3 turn yellow countdown tile, that when it triggers creates 3 random charged tiles, and also changes an equivalent number of surrounding basic tiles into green, yellow, or blue tiles.
        • Level Two: Creates a 3 turn yellow countdown tile, that when it triggers creates 4 random charged tiles, and also changes an equivalent number of the surrounding basic or enemy attack tiles into green, yellow, or blue attack tiles of power 85. Also Stun the target for one turn.
        • Level Three: Creates a 2 turn yellow countdown tile, that when it triggers creates 5 random charged tiles, and also changes an equivalent amount of surrounding basic, or enemy protect and attack tiles into green, yellow, or blue protect or attack tiles of power 100. Also Stuns the target for one turn. This power also damages the enemy team for 600.
        • Level Four: Creates a 2 turn yellow countdown tile, that when it triggers creates 6 random charged tiles, and also changes the surrounding basic, and enemy protect, attack, strike, invisibility, and web tiles into green, yellow, or blue protect, attack, or strike tiles of power 120. Also Stuns the target for two turns, and deals 700 damage to the enemy team.
        • Level Five: Creates a 1 turn yellow countdown tile, that when it triggers create 8 random charged tiles, and also changes the surrounding tiles into green, yellow, or blue protect, attack, or strike tiles of power 150. Also Stuns the target for two turns, and deals 800 damage to the enemy team.
        MAX LEVEL[/*]
        [*] Level Three: Creates a 2 turn yellow countdown tile, that when it triggers creates 5 random charged tiles, and also changes an equivalent amount of surrounding basic, or enemy protect and attack tiles into green, yellow, or blue protect or attack tiles of power 270. Also Stuns the target for one turn. This power also damages the enemy team for 2400. [/*]
        [*] Level Four: Creates a 2 turn yellow countdown tile, that when it triggers creates 6 random charged tiles, and also changes the surrounding basic, and enemy protect, attack, strike, invisibility, and web tiles into green, yellow, or blue protect, attack, or strike tiles of power 300. Also Stuns the target for two turns, and deals 2550 damage to the enemy team. [/*]
        [*] Level Five: Creates a 1 turn yellow countdown tile, that when it triggers create 8 random charged tiles, and also changes the surrounding tiles into green, yellow, or blue protect, attack, or strike tiles of power 360. Also Stuns the target for three turns, and deals 2800 damage to the enemy team. [/*]
      • qwert22
        qwert22 Posts: 12 Just Dropped In
        Options
        It is an angry review! icon_evil.gif
        I apologize for my English, I know they feel bad.
        Who is responsible for the choice of characters? He can not cope with the work !!!
        Why introduce options 100 characters? Hulk, Wolverine, Captain America ... again ... again ...
        I understand that Marvel is in control. Let's call our favorite game Marvel Studios Puzzle Quest? Ha!
        Quake, Carter, Cage 4 * - advertisement series. Bad idea.
        How about the classic characters? How about the characters, not from the cinematic Marvel Universe?
        One of the first characters of Marvel - Namor, for example. Gambit (to sign a petition? icon_e_biggrin.gif ) ... And what about the villains? Maybe they are from the point of view of the economy is not profitable, but they are necessary! Sabretooth, Chameleon,Kraven the Hunter, Blob, Sandman, Hydroman,Taskmaster..........
        I hope my soul cry will be heard!!! icon_rolleyes.gif
      • awef
        awef Posts: 78 Match Maker
        edited October 2017
        Options
        Angela starpngstarpngstarpngstarpng

        300cb20141129202858

        yellowflagpngHevenly Smite yellowtilepng 9
        Angela leaps down on to her target, putting all her might into her sword, Xiphos. Deals 416 damage to the target, plus the total value of all friendly Attack tiles.
        At Max Level:
        Level 3: Deals 1850 damage, plus the total value of all friendly Attack tiles.
        Level 4: Deals 2380 damage, plus the total value of all friendly Attack tiles.
        Level 5: Deals 3438 damage, plus the total value of all friendly Attack tiles.

        redflagpngMark of the Huntress redtilepng 7
        Angela focuses on quickly dispatching her enemies. Select a Red basic tile and create a 2-turn Countdown tile. Each time Angela deals ability damage, create a strength 192 Attack tile, increased by the percentage of missing health of the enemy target. If Angela downs the enemy with an ability, a red Attack tile will not be created.
        At Max Level:
        Level 3: Creates a strength 890 Attack tile, increased by the percentage of missing health of the enemy target.
        Level 4: Creates a 1012 strength Attack tile, increased by the percentage of missing health of the enemy target.
        Level 5: Creates a 2024 strength Attack tile, increased by the percentage of missing health of the enemy target.

        purpleflagpngIchor's Fury purpletilepng 9 
        Angela rushes into the fray, cleaving surrounding enemies with her Blades of Ichor. Deals 262+5% of current health damage to the enemy team.
        At Max Level:
        Level 3: Deals 1184+6% of current health damage to the enemy team.
        Level 4: Deals 1856+7% of current health damage to the enemy team.
        Level 5: Deals 2080+10% of current health damage to the enemy team.
      • awef
        awef Posts: 78 Match Maker
        edited October 2017
        Options
        Pirate Deadpool starpngstarpngstarpngstarpngstarpng

        300cb20091011173946

        redflagpngNo Play, No Pay redtilepng 0
        (PASSIVE) At the start of your turn, reduce the cost of all friendly abilities by 1, until a friendly ability has been used. Minimal cost of all friendly abilities is 1. Pirate Deadpool's allies only get half of the reduction.
        Level Upgrades:
        Level 2: Reduces the cost of all friendly abilities by 1, up to 2.
        Level 3: Reduces the cost of all friendly abilities by 1, up to 3.
        Level 4: Reduces the cost of all friendly abilities by 1, up to 4.
        Level 5: Reduces the cost of all friendly abilities by 2, up to 4.

        purpleflagpngI Sank Your Battleship purpletilepng 18
        Pirate Deadpool fires his ship's cannon, dealing 501 damage to the target, while each of his team members cast a random damaging ability, dealing 50% of the original damage.
        At Max Level:
        Level 3: Deals 5847 damage and ally damage increased to 70% of the original damage.
        Level 4: Deals 7762 damage and ally damage increased to 80% of the original damage.
        Level 5: Deals 9677 damage and ally damage increased to 90% of the original damage.

        blackflagpngWhere's Me Booty? blacktilepng 9
        Pirate Deadpool marks the board with 5 trap tiles, that deal 606 damage on each enemy match.
        (PASSIVE) At the beginning of the match, a random tile is converted into a hidden Treasure tile, that starts at +1 all resources and increases by 1 each turn, up to +10. When the player matches the Treasure tile, gain the corresponding resources and remove all but 10 friendly trap tiles on the board; however, if the enemy matches, deal up to 1590 (159*counterTreasureTile) damage to the target. Create a new hidden Treasure tile when one is matched.
        Level Upgrades:
        Level 2: Creates 6 trap tiles. Treasure tile deals up to 1882 damage to the target.
        Level 3: Creates 7 trap tiles. Treasure tile deals up to 2176 damage to the target.
        Level 4: Creates 9 trap tiles. Treasure tile deals up to 2762 damage to the target.
        Level 5: Creates 12 trap tiles. Treasure tile deals up to 3934 damage to the target.

        At Max Level:
        Level 5: Deals 1806 damage on each enemy match. Treasure tile deals up to 15808 damage to the target.

        Comments: Happy International Talk Like a Pirate Day! Yar.
        • First 5*, so numbers might not be too balanced.
        • Conceptualized this character before BB was released. Didn't really feel like changing it. So might be pretty imbalanced when combined w/ BB.
        • Treasure hunting mini-game does seem pretty neat.
        • Red passive w/o restrictions would pretty OP for allies, since a lot of abilities in 5* land are low cost.
        • Hopefully, the damage potential isn't too bad. I calculated the damage/AP using OML and IM46. Probably needs work. Could change to select abilities, rather than random.
        • Low damage traps b/c there should be a ton of them on the board. Spam traps, then the tile that isn't marked is probably going to be the treasure tile.
      • awef
        awef Posts: 78 Match Maker
        edited October 2017
        Options
        Lockjaw starpngstarpngstarpngstarpng

        300cb20090814004810

        purpleflagpngThe Nose Knows purpletilepng 6
        Lockjaw follows his nose, helping the team find advantages and warning the them of possible dangers. Creates a 2-turn Countdown tile that reveals all traps on the board and increases the AP gained of friendly blue and purple matches by 1.
        Level Upgrades:
        Level 2: Increases AP gained of friendly green and black matches by 1.
        Level 3: Duration increased to 3. Increases AP gained of friendly yellow and red matches by 1.
        Level 4: Duration increased to 4.
        Level 5: Duration increased to 5. Increases AP gained of friendly matches by 2. +2 AP Cost.

        yellowflagpngHomeward Bound yellowtilepng 0
        (PASSIVE) Lockjaw teleports himself and his allies to a more favorable position. Whenever your team makes a match-4 of any color, give the team a burst of 136 health. When a match-5 is made, the heal is doubled and your team becomes immune to status effects until the end of the turn.
        Level Upgrades:
        Level 2: Heals your team for 267/534.
        Level 3: Heals your team for 325/649.
        Level 4: Heals your team for 382/765.
        Level 5: Heals your team for 579/1157.

        At Max Level:
        Level 3: Heals your team for 528/1056.
        Level 4: Heals your team for 756/1514.
        Level 5: Heals your team for 1146/2291.

        blueflagpngHungry, Hungry Canine bluetilepng 7
        All this teleporting makes Lockjaw hungry, so he takes a bite of the board. Destroys a selected 3x3 block of tiles and heals Lockjaw for total value of the destroyed tiles.
        Level Upgrades:
        Level 2: Heals Lockjaw for 20% more.
        Level 3: Heals Lockjaw for 30% more.
        Level 4: Heals Lockjaw for 45% more.
        Level 5: Heals Lockjaw for 60% more and stuns the target for 1 turn.

        Comments:
        • Lockjaw is pure support. I think that 4*'s could benefit from more support mechanics.
        • "The Nose Knows" will be useful against PVE trap tiles. If not, I added AP acceleration.
        • "Homeward Bound" is specifically a JG counter. So, when you match-5, your team doesn't take damage, but your AP is still destroyed.
        • "Hungry, Hungry Canine" is just cheap board control.
        • Probably should have low health pool to offset his sustain.
      • NV3RTFR34K
        Options
        star.pngstar.pngstar.pngstar.pngJessica Jones (Alias Investigation)

        purpleflag.pngPurple Reign Passive
        Due to the Purple Man's psychological torture and control, Jessica violently lashes out at anyone who tries to control her or her team. Anytime a friendly special tile is destroyed by the enemy team, Jessica destroys one enemy special time and sets a 2 turn countdown tile that deals 200 damage to the enemy team in retaliation.

        1. Destroys one enemy special tile and places a 2-turn countdown tile that deals 200 damage to enemy team.
        2. Destroys two enemy special tiles and places two 2-turn countdown tiles that deal 300 damage to enemy team.
        3. Destroys two enemy special tiles and places two 3-turn countdown tiles that deal 400 damage to enemy team.
        4. Destroys three enemy special tiles and places three 3-turn countdown tiles that deal 500 damage to enemy team.
        5. Destroys four enemy special tiles and places four 4-turn countdown tiles that deal 750 damage to the enemy team.

        blackflag.pngPrivate Eye 15 blacktile.png
        Jessica has always been good at finding people who don't want to be found, and finding their weaknesses. Jessica studies her target and hits them where it hurts, dealing 20% of total health in damage to the opponent with the highest health pool (even if invisible).

        1. Hits the enemy with the highest health (including invisible enemies) for 10% of their total health.
        2. Hits the enemy with the highest health (including invisible enemies) for 15% of their total health.
        3. Hits the enemy with the highest health (including invisible enemies) for 15% of their total health. Hits for an additional 5% if the enemy is invisible.
        4. Hits the enemy with the highest health (including invisible enemies) for 15% of their total health. Hits for an additional 10% if the enemy is invisible.
        5. Hits the enemy with the highest health (including invisible enemies) for 15% of their total health. Hits for an additional 15% if the enemy is invisible and removes invisibility from enemy.

        redflag.pngHard Knocks 9 redtile.png
        Jessica has been hit hard life, lucky she can give as good as she gets. Jessica hits the target for 500 damage.

        1. Deals 500 damage.
        2. Deals 750 damage.
        3. Deals 1000 damage.
        4. Deals 1250 damage.
        5. Deals 1500 damage.



        Feel free to pick apart. Just wanted to get that idea down.
      • TobiBlackmore
        Options
        (Always wanted to suggest a character, but didn't feel confident making up moves. I tried my best!)

        star.pngstar.pngstar.pngNightcrawler (Kurt Wagner)

        portrait_incredible.jpg

        blueflag.pngOut Of The Blue - 6 bluetile.png AP
        Kurt uses his teleporting abilities to appear behind the enemy, grab them, teleport in the air and drop the enemy to fall to the ground while Kurt safely teleports back to the ground. Sends the target airborne for 1 turn. When the enemy lands they take 206 damage.
        Level upgrades:
        Level 2: Damage increases to 248.
        Level 3: Damage increases to 294.
        Level 4: Damage increases to 406.
        Level 5: Damage increases to 510, target is airborne for 2 turns.

        blackflag.pngStrike From The Shadows - 8 blacktile.png AP
        Kurt's physical appearance allows him to be hidden by clinging on surfaces in the shadows from which he can surprise his opponents. Creates a 2-turn countdown tile. While this countdown tile is active Nightcrawler is invisible and deals 110 damage to the target every turn.
        Level upgrades:
        Level 2: Damage increases to 148.
        Level 3: Damage increases to 176.
        Level 4: Damage increases to 246, 3-turn countdown tile.
        Level 5: Damage increases to 356, 4-turn countdown tile.

        redflag.pngFlexibilität - 8 redtile.png AP
        With the use of his superhuman agility, prehensile tail and teleporting abilities, Kurt is able to catch the enemy off guard. Swaps the position of 2 selected basic tiles. Also destroys 1 random enemy strike tile.
        Level upgrades:
        Level 2: Destroys 2 random enemy strike tiles.
        Level 3: Costs 1 AP less (7 AP)
        Level 4: Destroys 2 random enemy strike or attack tiles.
        Level 5: Destroys 3 random enemy strike, attack or protect tiles.
      • SummerGlau
        SummerGlau Posts: 1,027 Chairperson of the Boards
        Options
        X-23 (Original) star.pngstar.pngstar.pngstar.png

        ADdpm4Bk.jpg

        greenflag.png Claw Slice greenflag.png 8
        600 Damage To the Target
        at level 2 1000
        at level 3 1500
        at level 4 2000
        at level 5 3500
        If Trigger Scent is active also creates a Strength 40/80/120/180/300 attack tile

        purpleflag.png Trigger Scent purpleflag.png 10
        Creates a special fortified tile linked to the current target
        all attacks hitting the target increase by 100/200/300/400/500 damage, this bonus is doubled if the attack is made by X-23 if X-23 Downs the target the Trigger Scent tile changes to a Strength 80/120/160/200/250 strike tile, if someone else downs the target the tile is reverted back to basic
        if this power is active and then activated again the original Trigger Scent tile reverts to basic

        redflag.png Healing Factor redflag.png Passive
        When X-23 makes a match heals her for the color's damage x5/10/15/20/30
      • Elkpierde
        Options
        Infamous Iron Man (Doom) star.pngstar.pngstar.pngstar.png

        http://www.zonanegativa.com/imagenes/2016/07/infamous-iron-man-portada.jpg
        purpleflag.png Magic Bolt purpleflag.png 6
        700 to the target
        at level 2 1300
        at level 3 1900
        at level 4 2700
        at level 5 3800
        If the player has 18 or more ap, the power becomes "Disintegrate", and uses all the purple ap striking with raw force energy (600dmg x ap)

        blueflag.png Barrier blueflag.png pasive
        Mixing his knowledge in engineering and magic, Victor creates an impenetrable barrier. Every turn, a 1turn-countdown is placed. This countdown is renewed in every new turn. This countdown reduces the damage Doom takes by 500, but any damage absorved over those 500 removes it
        at level 2 600
        at level 3 800
        at level 4 900
        at level 5 a 2turn-countdown which absorves 900, so it has to be hit with two powerful enough blows in order to get rid of it (still renewing the countdown in a new turn)

        blackflag.png Doombots blackflag.png 12
        Victor brings two Doombots to battle, and nobody could figure out who is the real one. Set two 3-turn countdowns. If Doom receives damage over 2000, one countdown is removed and Doom avoids damage. If the countdown reach 0, Doombots explode dealing great damage to the target, 1000 each one.
        at level 2 damage increases to 1200
        at level 3 damage increases to 1500
        at level 4 damage increases to 2000
        at level 5 3 doombots

        My english is not very good, I hope everyone got what I was trying to say