What Marvel character are you hoping for? (post movesets)
Comments
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Grand Entrance 8
Mysterio enters the scene, creating a holographic decoy. Creates a 3-turn Green Countdown tile that deals 329 damage to the enemy team. While on the board, enemy single target abilities have a 1 out of total number of Grand Entrance Countdown tiles chance to damage to him.
At Max Level:
Level 3: Deals 1808 damage to the enemy team.
Level 4: Creates 3 3-turn Countdown tiles. Increase the cost by 2 AP.
Level 5: Creates 4 3-turn Countdown tiles. Increase the cost by 2 AP.Mystifying Shroud 6
Mysterio taunts the enemy and releases a mixture of fog and hallucinogenic gases, temporarily confusing the enemy. If there isn't one, create a 2-turn Yellow Countdown tile, that causes enemy matches to generate AP in a different color. Black matches generate Blue AP and vice versa. Green matches generate Red AP and vice versa. Purple matches generate Yellow AP and vice versa.
Level Upgrades:
Level 2: Creates a 3-turn Yellow Countdown tile.
Level 3: Creates a 4-turn Yellow Countdown tile.
Level 4: Creates a 5-turn Yellow Countdown tile.
Level 5: Fortify the Countdown tile.Change of Scenery 10
Mysterio visually manipulates the surroundings to his advantage, changing the color of the most abundant tile to a random color.
Level Upgrades:
Level 2: Cost reduced to 9 AP.
Level 3: Cost reduced to 8 AP.
Level 4: Cost reduced to 7 AP.
Level 5: Cost reduced to 5 AP.2 -
Omega Red (Classic)
4 Star (Legendary)
Mortal Coils 6
Omega Red wraps his carbonadium coils around an unsuspecting victim. Stun the enemy target for 1 turn and create a 2-turn Red Countdown tile, targeting that character, which deals 170 damage each turn.
At Max Level:
Level 3: Deals 637 damage. Create a 3-turn Red Countdown tile.
Level 4: Deals 1130 damage.
Level 5: Also affects a non-target enemy. Increase the cost by 3 AP.No Way Out 8
Omega Red lashes at the enemy target, cutting off their only means of escape. Deals 570 damage to the enemy target and destroys a random column. For half of the destroyed tiles, destroy enemy AP in the respective colors. Destroyed tiles do not deal damage or generate AP.
At Max Level:
Level 3: Deals 2672 damage.
Level 4: Deals 4268 damage. For all of the destroyed tiles...
Level 5: Able to select the column.Creeping Death 0
(PASSIVE) Omega Red must drain life force to offset the toxicity of his carbonadium. Whenever Omega Red fires an ability, drain 4% of his current health. Whenever Omega Red deals damage, steal 68 health from the respective target(s).
At Max Level:
Level 3: Steals 245 health.
Level 4: Steals 359 health.
Level 5: Steals 467 health.1 -
Electro (Modern)
4 Star (Legendary)
Superconductor 8
Once Electro gets going, he can't be stopped. If there are less than 5 Charged tiles, create 1 Charged tile. Else, convert 2 Charged tiles to Electro's colors.
(PASSIVE) If there are less than 9 Charged tiles and a Charged tile is matched, convert a random basic tile to a Charged tile.
Level Upgrade:
Level 3: Creates / converts 3 Charged tiles.
Level 4: Creates / converts 4 Charged tiles.
Level 5: Creates / converts 6 Charged tiles.Surge 7
Electro builds up electrical energy and shocks the enemy target in the process. Creates a 2-turn Countdown tile that deals 219 damage to the enemy target and creates 1 Charged tiles each turn. If there are more than 9 Charged tiles, this ability becomes Overload.
At Max Level:
Level 3: Deals 767 damage each turn.
Level 4: Deals 1108 damage each turn.
Level 5: Deals 1790 damage and creates 2 Charged tiles each turn.Overload 6
Unable to control the power, Electro releases it, dealing 69 damage per Charged tile to the enemy team and removing all, but 2 Charged tiles. After using Overload, this ability becomes Surge.
At Max Level:
Level 3: Deals 217 damage per Charged tile.
Level 4: Deals 289 damage per Charged tile.
Level 5: Deals 362 damage per Charged tile.Arc Lightning 9
Electro causes electricity to jump from one enemy to another, dealing 567 damage. If there is at least 1 Charged tile in Electro's strongest color, deal 33% damage to a random non-target.
At Max Level:
Level 3: Deals 1824 damage and 66% of the original damage to a random non-target.
Level 4: Deals 2362 damage.
Level 5: Deals 3617 damage and 33% of original damage to a third target.Comments:- For Rank 5 Arc Lightning, when 1 enemy is downed, the third hit returns to the original target.
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M.O.D.O.K. (Classic)
5 Star (Epic)
Hyper-thread 4
By design, M.O.D.O.K. calculates the most efficient way to destroy his enemies. Drains 25% of team's second highest color pool and transfers it to the team's highest color pool.
Level Upgrades:
Level 2: Drains half of the AP.
Level 3: Drains all of the AP.
Level 4: Also drains half of the third highest color pool. Increase the cost by 1 AP.
Level 5: Also drains all of the third highest color pool. Increase the cost by 1 AP.Mental Devastation Beam 14
M.O.D.O.K. unleashes a powerful psionic blast at the enemy target, dealing 907 damage plus 132 damage for each AP drained from the team's highest color pool. Drain all AP from the team's highest color pool.
At Max Level:
Level 3: Deals 7988 damage plus 1029 damage for each AP drained.
Level 4: Deals 7988 damage plus 1372 damage for each AP drained.
Level 5: Also destroys 4 AP in the enemy's highest color pool.Tech Dampening Field 8
M.O.D.O.K. disrupts all surrounding enemy technology. If there isn't one already, select a basic tile and create a 2-turn Countdown tile. While on the board, enemy matches do no generate AP in the selected color.
At Max Level:
Level 2: Increase the duration of the Countdown tile to 3 turns.
Level 3: Enemies are unable to fire abilities in the selected color.
Level 4: Deal 5155 damage to the enemy target whenever an enemy matches the selected color. Increase the cost by 1 AP.
Level 5: Deal 6374 damage. Enemy passives are disabled. Increase the cost by 2 AP.2 -
fewa said:
Sabretooth (Classic)
4 Star (Legendary)
Out for Blood 0
(PASSIVE) Sabretooth's lust for violence knows no end. When there are at least 3 friendly Attack tiles on the board, increase Sabretooth's match damage by 78.
At Max Level:
Level 3: Increases match damage by 281.
Level 4: Increases match damage by 410.
Level 5: Increases match damage by 534.Disembowel 11
Sabretooth shreds the enemy target with his claws, dealing 810 damage and creating 1 strength 25 Attack tile. If the enemy is below 70%, create 2 strength 25 Attack tiles.
(PASSIVE) At the start of your turn, Sabretooth restores for 59 health for each friendly Attack tile (up to 5).
At Max Level:
Level 3: Deals 2887 damage and creates 2 / 3 strength 91 Attack tiles. Heals for 161 health.
Level 4: Deals 4182 damage and creates 2 / 4 strength 131 Attack tiles. Heals for 239 health.
Level 5: Deals 6785 damage and creates 3 / 5 strength 212 Attack tiles. Heals for 318 health.Cruel Intentions 9
Sabretooth toys with his enemies, attacking the weakest target and demoralizing the enemy team. Deals 600 damage to the enemy target with the lowest health and weakens the enemy team by 1 turn. If Sabretooth downs an enemy target with this ability, silence the enemy team for 1 turn.
At Max Level:
Level 3: Deals 2230 damage. Weakens / silences enemy team for 2 turns.
Level 4: Deals 3030 damage.
Level 5: Deals 4026 damage. Weakens / silences enemy team for 3 turns.Comments:- Weakened targets have reduced matching capabilities. Matches are treated as if a tile is missing. A match-3 would gain 2 tiles and deal match damage of 2 tiles. A match-4 would gain 3 tiles along with the tiles removed and deal match damage of 3 tiles along with the tiles removed.
- Silenced targets are unable to fire abilities for the duration.
I do not understend why they have not added it yet.0 -
fewa said:
M.O.D.O.K. (Classic)
5 Star (Epic)
Hyper-thread 4
By design, M.O.D.O.K. calculates the most efficient way to destroy his enemies. Drains 25% of team's second highest color pool and transfers it to the team's highest color pool.
Level Upgrades:
Level 2: Drains half of the AP.
Level 3: Drains all of the AP.
Level 4: Also drains half of the third highest color pool. Increase the cost by 1 AP.
Level 5: Also drains all of the third highest color pool. Increase the cost by 1 AP.Mental Devastation Beam 14
M.O.D.O.K. unleashes a powerful psionic blast at the enemy target, dealing 907 damage plus 132 damage for each AP drained from the team's highest color pool. Drain all AP from the team's highest color pool.
At Max Level:
Level 3: Deals 7988 damage plus 1029 damage for each AP drained.
Level 4: Deals 7988 damage plus 1372 damage for each AP drained.
Level 5: Also destroys 4 AP in the enemy's highest color pool.Tech Dampening Field 8
M.O.D.O.K. disrupts all surrounding enemy technology. If there isn't one already, select a basic tile and create a 2-turn Countdown tile. While on the board, enemy matches do no generate AP in the selected color.
At Max Level:
Level 2: Increase the duration of the Countdown tile to 3 turns.
Level 3: Enemies are unable to fire abilities in the selected color.
Level 4: Deal 5155 damage to the enemy target whenever an enemy matches the selected color. Increase the cost by 1 AP.
Level 5: Deal 6374 damage. Enemy passives are disabled. Increase the cost by 2 AP.0 -
Adam Warlock (Classic)
5 Star (Epic)
Karmic Slam 8
Warlock slams his karmic staff, stopping the enemies' attack in their tracks. Convert 2 enemy Special tiles or basic tiles to random Charged tiles.
Level Upgrades:
Level 2: Converts 3 enemy Special tiles.
Level 3: Converts 4 enemy Special tiles.
Level 4: Stuns the enemy team for 1 turn. Increase the cost by 1 AP.
Level 5: Charged tiles are created in each ally's strongest colors. Increase the cost by 1 AP.Cosmic Divination 0
(PASSIVE) Adam's cosmic awareness allows him to warn his allies of incoming catastrophe. Whenever an ally takes ability damage, reduce the damage by 10% and create a 3-turn Countdown tile that deals the reduced damage over 3 turns to the targeted ally.
Level Upgrades:
Level 2: Reduces damage by 15%.
Level 3: Reduces damage by 20%.
Level 4: Reduces damage by 30%. Increase the Countdown tile duration to 4 turns.
Level 5: Reduces damage by 40%.Body and Soul 5
Warlock absorbs his teammates into the Soul Gem to prevent them from harm. Select an ally and send them Airborne for 1 turns. After firing Body and Soul twice, this ability becomes Schism.
(PASSIVE) Whenever an ally goes Airborne give them a burst of 2% of their maximum health each turn.
Level Upgrades:
Level 2: Give them a burst of 3% of their maximum health each turn.
Level 3: Give them a burst of 4% of their maximum health each turn.
Level 4: Send an ally Airborne for 2 turns.
Level 5: Generates 1 AP in that ally's strongest color when they recover from being Airborne.Schism 0
(PASSIVE) The Magus returns. If there isn't one already, create a 2-turn Countdown tile that transforms Warlock into Magus
Level Upgrades:
Level 2: While the Countdown tile is active, convert 1 random basic tile to Black each turn.
Level 3: Convert 2 random basic tiles.
Level 4: Convert 3 random basic tiles.
Level 5: Convert 4 random basic tiles.
After Transformation:Power Absolute 10
With little disregard, the Magus blasts any opposition with cosmic beams. Destroy 3 Black tiles and deal 1832 damage for each destroyed tile. Destroyed tiles do not deal damage or generate AP.
At Max Level:
Level 3: Destroys 4 Black tiles and deals 2198 damage.
Level 4: Deals 2564 damage.
Level 5: Destroys 5 Black tiles and deals 3297 damage.A New Order 9
Magus's demonstrates his dominion over friend and foe, alike. Drain 8% current health of the ally with the highest health and destroy a selected Countdown / Repeater tile. If the Countdown / Repeater tile deals damage, then deal 50% of the damage to the enemy target / team.
(PASSIVE) If any Cosmic Divination Countdown tiles are active, destroy them and deal 50% of the remaining damage to the enemy target.
At Max Level:
Level 3: Deal 75% of the damage.
Level 4: Deal 100% of the damage.
Level 5: Deal 150% of the damage.Soul Reaper 12
Magus uses the Soul Gem to strip the soul of his enemies. Create a 5-turn Countdown tile that deals increasing damage each turn, starting at 235 damage and ending at 3763 damage to the enemy target (total of 7291 damage). After firing Soul Reaper, this ability becomes Schism.
At Max Level:
Level 3: Deals 424 (13411) damage.
Level 4: Deals 688 (21329) damage.
Level 5: Deals 960 (29751) damage.Schism 0
(PASSIVE) The Magus has been defeated for now... If there isn't one already, create a 2-turn Countdown tile that transforms Magus into Warlock
Level Upgrades:
Level 2: While the Countdown tile is active, convert 1 random basic tile to the team's strongest color each turn.
Level 3: Convert 2 random basic tiles.
Level 4: Convert 3 random basic tiles.
Level 5: Convert 4 random basic tiles.3 -
My new characters:
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Rescue (Pepper Potts)
4 Star (Legendary)
Timely Arrival 0
(PASSIVE) Pepper shows up in the nick of time to help out her team. If an ally is stunned, create a 2-turn Blue Countdown tile that gives the stunned ally a burst of 333 health and removes the stun.
At Max Level:
Level 2: Gives a burst of 1012 health.
Level 3: Lower the duration of the Countdown tile to 1 turn.
Level 4: Gives a burst of 1397 health and generates 1 AP in that ally's strongest color.
Level 5: Also activates if an ally takes over 2717 damage.Protector Protocol 0
(PASSIVE) Rescue projects replicating force fields to dampen incoming enemy attacks. If there isn't a friendly Red Protect tile at the start of the turn, create a strength 57 Red Protect tile. When Rescue's team matches a Red Protect tile while there are less than 2 friendly Protect tiles on the board, create 2 Red Protect tiles that are 33% of the original's strength.
At Max Level:
Level 3: Creates a strength 191 Red Protect tile. Lesser Protect tiles are 50% of the original's strength.
Level 4: ...less than 3... Creates a strength 274 Red Protect tiles. Lesser Protect tiles are 75% of the original's strength.
Level 5: Creates 3 lesser Protect tiles.EM Suppression 0
(PASSIVE) Pepper generates an electromagnetic field that disrupts enemy plans. If the enemy team has 5 more Special tiles than Rescue's team and there isn't one already, create a 3-turn Countdown tile that removes an enemy Attack, Protect, or Strike tile. While active, reduce any bonus to match damage by 33%. If Rescue's team also has at least 9 Purple AP, reduce enemy healing by 33%.
Level Upgrades:
Level 2: ...has 3 more... reduce enemy match damage bonus by 50%.
Level 3: ...has 2 more... Removes 2 enemy Attack, Protect, or Strike tiles. ...reduce enemy match damage bonus by 100%.
Level 4: Reduce enemy healing by 40%.
Level 5: If Rescue's team also has at least 6 Purple AP, reduce enemy healing by 50%.0 -
Malekith the Accursed (Ruler of Svartalfheim)
5 Star (Epic)
Endless Winter 9
Malekith unleashes the chilling winds of the Casket of Ancient Winters on his opponents. If there isn't one already, select a basic tile to create a 4-turn Countdown tile that stuns the enemy team for 1 turn. While active, increase the cost of enemy abilities by 1 AP.
Level Upgrades:
Level 2: Increase the cost of enemy abilities by 2 AP.
Level 3: Stuns the enemy team for 2 turns.
Level 4: Increase the cost of enemy abilities by 3 AP.
Level 5: While active, convert 1 or 2 random basic tile(s) to Blue each turn. Increase the cost by 3 AP.Lord of the Wild Hunt 4
Malekith sounds the Hunting Horn of Faerie, summoning the Wild Hunt to ravage his enemies. Create a 1-turn Repeater tile that destroys 1 enemy AP in the color of the Repeater tile. If there is an existing Lord of the Wild Hunt Repeater tile, remove it and create one in a different color.
(PASSIVE) For each destroyed enemy AP, deal 249 damage. If Malekith is Invisible, increase the damage by 100%.
At Max Level:
Level 3: Deals 569 damage.
Level 4: Destroys 3 AP. Deals 785 damage.
Level 5: Create 2 1-turn Repeater tiles of the same color.Shadowmeld 0
(PASSIVE) The Dark Elf slips into the shadows, waiting for the opportune time to strike. When the enemy team has enough AP to fire 3 abilities, turn Malekith Invisible for 1 turn. While Invisible, destroy 1 AP in the enemy team's highest color. When Malekith recovers from being Invisible, he can not become Invisible again within 2 turns.
Level Upgrades:
Level 2: Invisible for 2 turns.
Level 3: When the enemy team has enough AP to fire 2 abilities...
Level 4: Give Malekith a burst of 7% of his maximum health each turn while Invisible.
Level 5: Destroys 3 AP.Comments:- For Rank 5 Lord of the Wild Hunt, both Repeater tiles would be removed. The additional Repeater tile doesn't destroy AP.
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Spiral (Uncanny X-Force)
4 Star (Legendary)
Sword Dance 6
Spiral frenetically twirls her weapons, preparing to attack. Convert 3 enemy / friendly Strike tiles to a different color.
(PASSIVE) If there are less than a total of 10 enemy / friendly Strike tiles, matches that include a Strike tile create a strength 26 Strike tile.
At Max Level:
Level 3: Convert 4 Strike tiles.
Level 4: Convert 5 Strike tiles. Create Strength 101 Strike tiles.
Level 5: Convert 6 Strike tiles. Create 2 Strength 124 Strike tiles.Body Flicker 7
Spiral teleports to a more advantageous position, but leaves her allies in the thick of it. Create 2 Trap tiles. If Spiral would take damage, redirect it to a random ally, create a strength 14 Strike tile and remove a Body Flicker Trap tile.
At Max Level:
Level 3: Create 3 Trap tiles.
Level 4: Create 2 strength 54 Strike tiles.
Level 5: Create 4 Trap tiles. Create 3 strength 54 Strike tiles.Whirling Dervish 6
Spiral elegantly slashes the enemy target, dealing 192 damage. If there are at least 2 Strike tiles, remove 1 friendly Strike tile and deal 192 damage twice. If there are at least 12 Strike tiles, remove all, but 2 friendly Strike tiles and deal 192 damage twice to the enemy team.
At Max Level:
Level 3: Deals 988 damage.
Level 4: Deals 1596 damage.
Level 5: Remove all, but 4 friendly Strike tiles.Comments:- Whirling Dervish scales off both friendly and enemy Strike tiles and only removes friendly Strike tiles.
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Maria Hill (Secret Avengers)
4 Star (Legendary)
S.H.I.E.L.D. Provisions 0
(PASSIVE) Agent Hill backs up her team with supplies from a S.H.I.E.L.D. safe-house. Whenever a friendly Countdown tile resolves, fortify a friendly Countdown tile.
Level Upgrades:
Level 2: Fortify a friendly Countdown / Trap tile.
Level 3: Fortify 2 friendly Countdown / Trap tiles.
Level 4: Fortify 3 friendly Countdown / Trap tiles.
Level 5: Fortify 3 friendly Countdown / Repeater / Trap tiles.Respect the Badge 6
Maria Hill’s reputation of doing things by the book precedes her. Select a basic tile to create a 1-turn Countdown tile that transforms into a Critical tile.
(PASSIVE) While there is a friendly Countdown / Repeater tile on the board, destroy 1 enemy AP in a random color, whenever an enemy fires a damaging ability.
Level Upgrades:
Level 2: Destroys 2 enemy AP.
Level 3: Create 2 Countdown tiles. Destroys 3 enemy AP.
Level 4: Also destroys 2 Team-up AP.
Level 5: Also applies to non-damaging abilities.Nick Fury was Right 7
Hill learned from the best and uses a LMD when confronting her enemies. Create a 2-turn Countdown tile that deals 470 damage. While active, if Maria Hill takes more than 1028 damage, remove the Countdown tile, negate 20% of that damage, and deal 753 damage to the enemy target.
At Max Level:
Level 3: On over 2036 damage, negate 45% of that damage and deal 2425 / 3881 damage.
Level 4: Deals 3917 / 6267 damage.
Level 5: Negate 80% of that damage.0 -
Hyperion (Mark Milton) 5 Star
Stamina 10
Hyperion becomes even more resilient. Fortifies up to 1 special friendly tile and turns this power into Superhuman Stamina.
Superhuman Stamina 0
(PASSIVE) Hyperion superhuman durability makes a great frontline fighter and a tough target for her enemies. As long as Hyperion is in front, enemy matches deal 10% less damage for each teammate still in the fight. Whenever the enemy makes a Blue, Red, or Yellow match, send Hyperion to the front.
Level 2: Hyperion match damage is increased by 180% / Reduces enemy match damage by 15% for each teammate still in the fight
Level 3: Hyperion match damage is increased by 200% / Reduces enemy match damage by 20% for each teammate still in the fight
Level 4: Hyperion match damage is increased by 280% / Reduces enemy power and match damage by 20% for each teammate still in the fight
Level 5: Hyperion match damage is increased by 355% / Reduces enemy power and match damage by 25% for each teammate still in the fight
Cosmic Energy 6Hyperion flies far above his target, getting in position to strike. Hyperion goes Airborne for 2 turns. (PASSIVE) At the start of the turn, if Vulture was Airborne, gain 1 Red AP, 1 Yellow AP. Level 2: Gains 1 Red and Yellow AP.
Level 3: Gains 1 Red; Yellow and Blue AP.
Level 4: Gains 2 Red; Yellow AP and Restores 128 health.
Level 5: Gains 2 Red; Yellow AP and Restores 218 health. At Max Level:
Level 3: Gains 3 Red AP, 2 Yellow AP, 2 Blue AP, Restores 227 health
Level 4: Gains 3 Red AP, 3 Yellow AP, 2 Blue AP, Restores 338 health
Level 5: Gains 4 Red AP, 3 Yellow AP, 2 Blue AP, Restores 535 health. Atomic Vision 9
Power different depending on which color is the most present on the board.
Solar Wind – If Blue is most present on the board, who emits a high intensity, precision vibration aimed at the enemy's weak point. Destroys up to 7 random tiles in the enemy's strongest color and deals 1000 damage. Does not generate AP.
Kinetic Strike – If Red is most present on the board, who uses her mastery of the elements to cause mayhem and destruction! Deals 800 damage and creates a Red Attack tile, Blue Protect tile, and Black Strike tile of strength 70. Atomic Vision – If Yellow is most present on the board, He gives the team a burst of 1678 health.1 -
Namor (Classic)
5 Star (Epic)
Imperius Rex 11
Namor charges at his opponents and lands a massive punch in their face, destroying all Blue tiles and dealing 314 damage for each destroyed Blue tile. Destroyed tiles do not deal damage or generate AP.
At Max Level:
Level 3: Deals 875 damage.
Level 4: Deals 1526 damage.
Level 5: Deals 1701 damage.Rising Tide 0
(PASSIVE) Nearby bodies of water invigorate Namor’s physiology. At the start of your turn, if there are fewer than 9 Blue tiles on the board, convert a random basic tile in the bottom row to Blue. For every Blue tile on the board, increase Namor’s match damage by 1% and restore 59 health each turn.
Level Upgrades:
Level 2: If there are fewer than 11 Blue tiles on the board, convert a random basic tile in the bottom 2 rows to Blue.
Level 3: If there are fewer than 12 Blue tiles on the board, convert 2 random basic tiles in the bottom 2 rows to Blue. Increase Namor’s match damage by 2% and restore 223 health per Blue tile.
Level 4: Increase Namor’s match damage by 3% and restore 402 health per Blue tile.
Level 5: If there are fewer than 13 Blue tiles on the board...Ocean’s Wrath 8
The Sub-mariner summons Giganto to create a tidal wave that deals 505 damage to the enemy team. If there are more than 10 Blue tiles on the board, convert 2 enemy Special tiles to basic Blue tiles.
At Max Level:
Level 3: Deals 3572 damage. Converts 3 enemy Special tiles.
Level 4: Deals 6161 damage.
Level 5: Convert 2 random basic tiles to Blue.1 -
Hyperion (Modern)
5 Star (Epic)
Righteous Cause 0
(PASSIVE) Marcus’s determination to help his team gives him strength. When Hyperion’s team has enough AP to fire 2 abilities, reduce enemy match damage dealt to Hyperion by 33%.
Level Upgrades:
Level 2: Reduce enemy match damage by 40%.
Level 3: Hyperion takes 25% less damage from enemy powers.
Level 4: If Hyperion’s team has enough AP to fire 1 ability...
Level 5: Reduce enemy match damage by 80%.Atomic Vision 9
Hyperion’s eyes start to glow intensely as he emits heat from them. Create a 3-turn Countdown tile that destroys the column.
Level Upgrades:
Level 2: Destroyed tiles deal 2 times their damage.
Level 3: Create a 2-turn Countdown tile.
Level 4: Destroyed tiles deal 3 times their damage.
Level 5: Destroys an adjacent column (right of the Countdown tile). Increase the cost by 2 AP.Orbital Strike 8
Hyperion soars out of view and comes crashing down on his enemies. Send Hyperion Airborne for 4 turns, then deal 1392 damage to the enemy team.
At Max Level:
Level 3: Deals 7153 damage.
Level 4: Deals 8712 damage.
Level 5: ...Airborne for 3 turns. Deals 11829 damage.1 -
Bishop (Classic)
4 Star (Legendary)
Dead or Alive 11
Bishop hunts down the source of his dystopic future. Deals 724 damage to the enemy target. If the enemy target is still above 60%, stun the target for 1 turn. Else, deal an additional 338 damage.
At Max Level:
Level 3: Deals 3454 / 1616 damage.
Level 4: Deals 4988 / 2969 damage.
Level 5: Stuns the target for 3 turns.Enforcer 10
Lucas fires several shots from his gun or a powerful concussive blast, if he has absorbed enough energy. Deal 258 damage twice to the enemy target. If Bishop has at least 16 Red AP, deal 1178 damage once instead.
At Max Level:
Level 3: Deals 600 three times / 4112 damage.
Level 4: Deals 865 three times / 5930 damage.
Level 5: Deals 1051 four times / 9611 damage.Conduit 9
Bishop absorbs the energy the enemy’s attack and converts it to something usable. Converts a chosen basic tile and 2 random basic tiles of the same color to a selected color.
(PASSIVE) Whenever Bishop takes damage, lower the cost of Conduit by 1 AP (up to 3). The cost of this power resets when fired.
At Max Level:
Level 2: Converts 3 additional random tiles to the selected color.
Level 3: Converts 4 additional random tiles to the selected color.
Level 4: Whenever Bishop takes damage, lower the cost by 2 AP (up to 4).
Level 5: Converts 5 additional random tiles to the selected color.1 -
Blackheart (Classic)
5 Star (Epic)
Dark Design 8
Blackheart manipulates and corrupts, as part of his grand scheme for dominion over hell. Select a basic tile. When the enemy team has generated a total 11 AP in the selected color, deal 2071 damage to the enemy team and 647 damage to Blackheart’s allies.
At Max Level:
Level 3: Deals 13324 damage to the enemy team and 4164 damage to allies.
Level 4: Deals 14990 damage to the enemy team and 4685 damage to allies.
Level 5: Whenever the enemy team has generated a total 8 AP.Malevolence 0
(PASSIVE) The misdeeds of others feed Blackheart’s power. Whenever Blackheart’s allies take damage, restore Blackheart’s health by 20% of the damage dealt. Enemy matches in Blackheart’s strongest color destroys 1 random enemy AP.
Level Upgrades:
Level 2: Restore 25% of the damage dealt.
Level 3: Restore 32.5% of the damage dealt.
Level 4: Destroys 2 random AP.
Level 5: Restore 40% of the damage dealt.Essence Drain 10
The son of Mephisto has captured fragments of his enemies’ souls. If there isn’t one already, select a basic tile to create a 2-turn Countdown tile. While active, the enemy team does not generate AP. When the Countdown tile is removed from the board, the enemy team gains the respective amount of AP and deal 268 damage per AP to the enemy target. Does not deal damage if matched / destroyed by the enemy team.
At Max Level:
Level 3: Deals 1662 damage.
Level 4: Deals 1867 damage.
Level 5: Create a 3-turn Countdown tile.Comments:- If Blackheart is stunned while Dark Design is active, generated AP does not contribute to the counter. Stolen / destroyed AP are not subtracted from the counter.
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Black Knight (Modern)
4 Star (Legendary)
Gleaming Sword 9
Black Knight holds out the Ebony Blade, absorbing an incoming attack and redirecting it back at the enemy. If there isn’t one already, select a basic tile to create a 2-turn Countdown tile. While active, if an enemy damages Black Knight, reduce the damage by 15% and reflect 40% of the damage to the attacking enemy.
At Max Level:
Level 2: Reduce the damage by 20%.
Level 3: Increase the Countdown tile to 3 turns. Reflect 75% of the damage.
Level 4: Generate 1 Red AP whenever damage is reflected.
Level 5: Reflect 90% of the damage.Chivalry 0
(PASSIVE) Dane Whitman courageously steps in front of his team to protect them. Whenever Black Knight’s allies would take 867 damage from single target attacks, deal the damage to Black Knight instead. When Chivalry is activated or Black Knight is alone, this power becomes Blood Soaked Blade.
At Max Level:
Level 3: Whenever Black Knight’s allies would take 1543 damage...
Level 4: Whenever Black Knight’s allies would take 1371 damage...
Level 5: Whenever Black Knight’s allies would take 1285 damage...Blood Soaked Blade 10
The curse of the Ebony Blade sends Black Knight into a frenzy. Deal 194 damage to Black Knight’s allies and 732 damage to the enemy target plus 15% of Black Knight’s missing health. When Blood Soaked Blade is activated, this power becomes Chivalry, unless Black Knight is alone.
At Max Level:
Level 3: Deal 1081 damage to Black Knight’s allies and 3680 damage to the enemy target plus 20% of Black Knight’s missing health.
Level 4: Deal 5868 damage to the enemy target plus 25% of Black Knight’s missing health.
Level 5: Deal 66% of Black Knight’s missing health.Second Wind 9
Black Knight assails the enemy, giving his team a chance to restore their vigor. Deal 326 damage to the enemy target and give Black Knight’s allies a burst of 304 health. If Black Knight is alone, then give Black Knight a burst of 380 health instead.
At Max Level:
Level 3: Deal 822 damage and give a burst of 925 / 1156 health.
Level 4: Deal 1042 damage and give a burst of 1277 / 1596 health.
Level 5: Deal 2526 damage and give a burst of 2077 / 2596 health.1 -
Sunspot (New Mutants)
4 Star (Legendary)
Heat Fist 9
Sunspot strikes his opponent, leaving a trail of plasma. Deal 503 damage to the enemy target and create 2 strength 41 Attack tiles. If there are at least 5 Attack tiles, deal 100% of the total value of friendly Attack tiles as damage to the enemy target.
At Max Level:
Level 3: Deals 2898 damage and creates 2 strength 114 Attack tiles.
Level 4: Deals 3862 damage and creates 2 strength 162 Attack tiles.
Level 5: Deals 150% of the total value of friendly Attack tiles as damage to the enemy target.Surface of the Sun 0
(PASSIVE) Roberta easily ignores heat and fire attacks from the enemy. When Sunspot is at the front, reduce the damage from enemy Attack tiles by 60%.
Level Upgrades:
Level 2: Reduce the damage from enemy Attack tiles by 100%.
Level 3: Sunspot heals for 25% of the damage from enemy Attack tiles.
Level 4: Sunspot heals for 40% of the damage from enemy Attack tiles.
Level 5: Generate 1 Black AP when Sunspot would be damaged by enemy Attack tiles.Solar Flare 7
Sunspot channels his energy to unleash a devastating blast. If there isn’t one already, create a 2-turn Repeater tile that strengthens all friendly Attack tiles by 24. If there are more than 10 Attack tiles, remove 2 friendly Attack tiles and deal 326 damage to the enemy team.
At Max Level:
Level 3: Strengthen by 84. Deal 1992 damage.
Level 4: Strengthen by 123. Deal 2536 damage.
Level 5: Strengthen by 204. Remove 1 friendly Attack tile.1 -
fewa said:
Sunspot (New Mutants)
4 Star (Legendary)
Heat Fist 9
Sunspot strikes his opponent, leaving a trail of plasma. Deal 503 damage to the enemy target and create 2 strength 41 Attack tiles. If there are at least 5 Attack tiles, deal 100% of the total value of friendly Attack tiles as damage to the enemy target.
At Max Level:
Level 3: Deals 2898 damage and creates 2 strength 114 Attack tiles.
Level 4: Deals 3862 damage and creates 2 strength 162 Attack tiles.
Level 5: Deals 150% of the total value of friendly Attack tiles as damage to the enemy target.Surface of the Sun 0
(PASSIVE) Roberta easily ignores heat and fire attacks from the enemy. When Sunspot is at the front, reduce the damage from enemy Attack tiles by 60%.
Level Upgrades:
Level 2: Reduce the damage from enemy Attack tiles by 100%.
Level 3: Sunspot heals for 25% of the damage from enemy Attack tiles.
Level 4: Sunspot heals for 40% of the damage from enemy Attack tiles.
Level 5: Generate 1 Black AP when Sunspot would be damaged by enemy Attack tiles.Solar Flare 7
Sunspot channels his energy to unleash a devastating blast. If there isn’t one already, create a 2-turn Repeater tile that strengthens all friendly Attack tiles by 24. If there are more than 10 Attack tiles, remove 2 friendly Attack tiles and deal 326 damage to the enemy team.
At Max Level:
Level 3: Strengthen by 84. Deal 1992 damage.
Level 4: Strengthen by 123. Deal 2536 damage.
Level 5: Strengthen by 204. Remove 1 friendly Attack tile.
0
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