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

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  • Akoni
    Akoni Posts: 790 Critical Contributor
    Gorr (God Butcher)
      
    5 Star (Epic)

     Exhaustion and Starvation 0  AP
    (Passive) Despite many prayers, the gods provided not to his people. While scouring the barren land for food, Gorr comes across All-Black the Necrosword. When you make a Green match, also gain 1 Yellow AP. When Gorr's health drops below 50%, restore 4% of his maximum health, then this power becomes Necro Slash
    (At level 255) 
    • Level 2: Restore 6% of his maximum health.
    • Level 3: Restore 8% of his maximum health.
    • Level 4: Restore 10% of his maximum health. 
    • Level 5: Restore 12% of his maximum health.
     Necro Slash 8  AP
    With mortal weaknesses replaced with near immortality, Gorr faces godly foes with tremendous power. Select a tile. Create a row of strength 80 Strike tiles and replace all enemy special tiles in that row with strength 100 Strike tiles.
    (At level 255) 
    • Level 2: Strength 96 and 120 Strike tiles.
    • Level 3: Strength 115 and 144 Strike tiles.
    • Level 4: Strength 138 and 173 Strike tiles.
    • Level 5: Strength 166 and 208 Strike tiles.

     Pain and Sorrow 0  AP
    (Passive) After losing his family to starvation, Gorr had all but given up when he stumbled across All-Black the Necrosword. When you make a Purple match, also gain 1 Red AP. When Gorr's health drops below 50%, restore 4% of his maximum health, then this power becomes God Strike
    (At level 255) 
    • Level 2: Restore 7% of his maximum health.
    • Level 3: Restore 10% of his maximum health.
    • Level 4: Restore 13% of his maximum health. 
    • Level 5: Restore 16% of his maximum health.
     God Strike 8  AP
    The pain and sorrow in Gorr's heart turned to rage, fueling his deadly crusade against all of the gods in the universe. Select a tile. Destroy the column and deal 1380 damage, plus 131 damage for each friendly special tile destroyed. (Destroyed tiles deal damage, but do not generate AP.)
    (At level 255) 
    • Level 2: Deal 1587 and 146 damage.
    • Level 3: Deal 1825 and 162 damage.
    • Level 4: Deal 2099 and 180 damage.
    • Level 5: Deal 2414 and 200 damage.

     Existential Dread 0  AP
    (Passive) "There are no gods" were the words that caused his exile, but Gorr held firm to his beliefs until he saw, not one, but two gods. It was then he found the All-Black. When you make a Blue match, also gain 1 Black AP. When Gorr's health drops below 50%, restore 2% of his maximum health, then this power becomes God Bomb
    (At level 255) 
    • Level 2: Restore 7% of his maximum health.
    • Level 3: Restore 12% of his maximum health.
    • Level 4: Restore 17% of his maximum health.
    • Level 5: Restore 22% of his maximum health.
     God Bomb 13  AP
    Gorr will not stop until every selfish god pays for neglecting the prayers of the weak. Destroy all Attack, Strike, and Shield tiles, then deal 320 damage to the enemy team for each tile destroyed (up to 6 tiles). (Destroyed tiles deal damage, but do not generate AP.)
    (At level 255) 
    • Level 2: Deal 352 damage (up to 9 tiles).
    • Level 3: Deal 387 damage (up to 13 tiles).
    • Level 4: Deal 426 damage (up to 16 tiles).
    • Level 5: Deal 469 damage (up to 20 tiles).


    Developer's Notes:
    • Green, Purple and Blue powers check for health status at the start of the player's turn. If Gorr's health drops below 50% on the enemy's turn, nothing happens. At the start of the turn, if Gorr's health is below 50%, his health is increased and his powers are replaced.
    • When Gorr's health is increased by his powers, the maximum value of his starting health is used in the calculation. His current health is ignored. Wolverine (Samurai Daken)'s Lethal Fury power does make an impact since it affects the maximal health value.
    • The drop in health is meant to be symbolic of Gorr's diminishing state as he prays for help. Alternatively, the restoration of health is symbolic of Gorr's ascent to godhood as he rises above his mortal state after he "finds the All-Black". I'm not sure if the "restoring" of health should be viewed as "gaining" health. If so, Gorr will be impacted by abilities like Kate Bishop's Ruthless Precision power. Otherwise, he could still restore that health and possibly have an added passive power preventing him from "gaining" health. That way he wouldn't be stopped from "restoring" his own health, but would not be able to gain health from other characters' powers. The easiest solution is to define it as gaining health.
    • Although Gorr's powers swap, his attack stats remain the same. For example, if Gorr's damage stats are  130,  140,  150,  60,  70,  80, and he deals 130 damage per Green before the power swap, then he will continue to deal 130 damage per Green after the power swap. The fact that his power is now Yellow instead of Green does not affect his stats.
    • Necro Slash creates strength 80 Strike tiles on all basic color tiles in the row of the chosen tile. It also takes all enemy special tiles in the same row and turns them into strength 100 Strike tiles. It does not affect friendly special tiles in the selected row.
    • God Slash destroys the column of the selected tile.
    • God Bomb destroys all friendly and enemy Attack, Strike and Shield tiles, but only deals effect damage up to the number of stated tiles. Mechanical damage from the destroyed tiles themselves is not limited. For example, if God Bomb destroys 10 Attack tiles, it will deal 1,920 damage (320 times the 6 max tiles) plus additional damage from the destruction of all 10 tiles.
    • Power costs for Gorr should be lower to average even if his powers have the potential to be great. This should be balanced by the fact that he starts off fairly weak with his only positive attribute being a low AP generator. Also, his new abilities are fueled by his weaker colors. His health should be moderate. If too low, he will be downed before he "finds the All-Black". If too high, he will be too difficult to combat, especially if the player utilizes health gain powers. Lastly, his stats should also be in the moderate range. If too high, he will become a constant target which will down him quickly causing the player to have few opportunities to use him. If too low, he will likely be the last character standing in every battle.
  • Akoni
    Akoni Posts: 790 Critical Contributor

    Doop (Marvel NOW!)
      
    5 Star (Epic)

     Love Eyes 7  AP
    Who can resist their deepest desire when they stare into Doop's big, beautiful, bulbous eyes? Create 1 Purple Trap tile. If you match it, stun a random enemy for one turn. If matched by the enemy, stun a random enemy for 2 turns.
    (At level 255) 
    • Level 2: Create 1 Purple Trap tile that stuns for 1 or 2 turns.
    • Level 3: Create 2 Purple Trap tiles that stun for 1 or 2 turns.
    • Level 4: Create 2 Purple Trap tiles that stun for 1 or 3 turns.
    • Level 5: Create 3 Purple Trap tiles that stun for 2 or 3 turns.

     Great Protector 0  AP
    (Passive) Doop discreetly watches out for and dispenses of danger as he serves as the receptionist at the Jean Grey School for Higher Learning. At the start of the turn, this power randomly becomes Psionic Fire, Psionic Blast, or Psionic Shield until the end of the turn.
    (At level 255) 
    • Level 2: No change.
    • Level 3: No change.
    • Level 4: No change.
    • Level 5: No change.
    >>> Psionic Fire 12  AP
    If you play with fire, you might get Dooped. Create 1 3-turn Red Countdown tile that deals 300 damage each turn, 533 damage when it expires, and 800 damage if matched or destroyed.
    (At level 255) 
    • Level 2: 500 each turn, 800 when it expires, 1200 if matched or destroyed.
    • Level 3: 750 each turn, 1200 when it expires, 1800 if matched or destroyed.
    • Level 4: 1125 each turn, 1800 when it expires, 2700 if matched or destroyed.
    • Level 5: 1688 each turn, 2700 when it expires, 4000 if matched or destroyed.
    >>> Psionic Blast 16  AP
    Doop dutifully devestates dastardly deviants daftly doing... um... bad stuff. Destoy all tiles. (Does not deal damage or generate AP.) This power ends the turn.
    (At level 255) 
    • Level 2: Costs 15  AP.
    • Level 3: Costs 14  AP.
    • Level 4: Costs 12  AP.
    • Level 5: Costs 10  AP.
    >>> Psionic Shield 10  AP
    When you're in need, Doop's got your back like a pack. Create a 3-turn Yellow Repeater tile that decreases enemy match damage by 3% and fortifies 1 friendly special tile.
    (At level 255) 
    • Level 2: 3-turn Yellow Repeater tile, 4%, fortifies 1.
    • Level 3: 2-turn Yellow Repeater tile, 6%, fortifies 1.
    • Level 4: 2-turn Yellow Repeater tile, 8%, fortifies 1.
    • Level 5: 1-turn Yellow Repeater tile, 10%, fortifies 1.

     Dimension Gate 5  AP
    Doop swallows anything thrown his way and stores it in his home world of Marginalia for safe keeping. Select a basic tile. Create a Dimension Gate tile that removes 4 surrounding tiles, gaining 1 Yellow AP for each Yellow tile removed. The Dimension Gate tile cannot be matched and does not drop. While there is a Dimension Gate tile this power becomes Replicate.
    (At level 255) 
    • Level 2: Removes 4 tiles gaining Yellow and Red AP.
    • Level 3: Removes 5 tiles gaining Yellow and Red AP.
    • Level 4: Removes 6 tiles gaining Yellow, Red and Green AP.
    • Level 5: Removes 8 tiles gaining Yellow, Red and Green AP.
    >>> Replicate 10  AP
    Doop feels bad about taking others' belongings so he gives them back... with interest. Remove the Dimension Gate tile and create 1 friendly copy of any Attack, Strike, and Shield tiles removed by the Dimension Gate tile. If there is no Dimension Gate tile, this power becomes Dimension Gate.
    (At level 255) 
    • Level 2: Creates 1 copy of each special tile.
    • Level 3: Creates 2 copies of each special tile.
    • Level 4: Creates 2 copies of each special tile.
    • Level 5: Creates 3 copies of each special tile.


    Developer's Notes:
    • Doop has his own translatable language. I have no idea if it is possible to include that in the game. If so, the original goal was to have all of the flavor text in Doop's language.
    • Doop's Blue power becomes his Red, Green, or Yellow power at the start of the player's turn. This occurs randomly. At the end of the turn, it returns to Blue for the opponent's turn.
    • Psionic Fire deals 300 damage on turn one, 300 damage on turn two and 533 damage on the last turn when it expires. It does not deal 300 plus another 533 when it expires.
    • Psionic Shield fortifies 1 friendly special tile when it reaches 0 instead of each turn.
    • Tiles removed by Dimension Gate are not considered destroyed or matched. Yellow  tiles (as well as Red and Green at higher levels) removed by DG increase AP. DG tracks the number of Attack, Strike, and Shield tiles along with their strengths for the effect of Replicate. DG does not discriminate between friendly or enemy special tiles.
    • Replicate creates friendly copies of all Attack, Strike, and/or Shield tiles removed by DG, including their strengths.
  • Akoni
    Akoni Posts: 790 Critical Contributor



    Absorbing Man (Crusher Creel)
      
    3 Star (Rare)

     Absorption: Red 7  AP
    If you have more Red AP than Purple AP, Absorbing Man absorbs the properties of steel and deals 861 damage. If you have more Purple AP than Red AP, he absorbs the properties of molten steel, then takes time to cool off. Deal 1230 damage and stun Absorbing Man for 2 turns.
    (At level 40)
    • Level 2: 937 or 1338 damage
    • Level 3: 1026 or 1487 damage
    • Level 4: 1189 or 1724 damage
    • Level 5: 1337 or 1900 damage

     Absorption: Black 7  AP
    If you have more Black AP than Blue AP, Absorbing Man becomes as dense as cement. He cannot be sent Airborne and takes 10% less match damage. If you have more Blue AP than Black AP, Absorbing Man accidentally absorbs the properties of helium and floats off into the atmosphere. When he takes 498 or more damage, send Absorbing Man Airborne for 2 turns.
    (At level 40)
    • Level 2: Takes 18% less damage or goes Airborne if he takes 525 or more damage.
    • Level 3: Takes 27% less damage or goes Airborne if he takes 556 or more damage.
    • Level 4: Takes 39% less damage or goes Airborne if he takes 599 or more damage.
    • Level 5: Takes 50% less damage or goes Airborne if he takes 654 or more damage.

     Absorption: Yellow 7  AP
    If you have more Yellow AP than Green AP, Absorbing Man becomes as hard as diamond, fortifying 3 friendly special tiles and increasing the strength of all friendly Attack, Strike, and Shield tiles by 5. If you have more Green AP than Yellow AP, he mistakenly grabs glass, fortifying 3 friendly special tiles and decreasing the strength of all friendly Attack, Strike, and Shield tiles by 3.
    (At level 40)
    • Level 2: Increase by 6 or decrease by 4.
    • Level 3: Increase by 7 or decrease by 5.
    • Level 4: Increase by 9 or decrease by 6.
    • Level 5: Increase by 11 or decrease by 8.


    Developer's Notes:
    • Red, Black, and Yellow power effects are determined prior to paying the AP cost for the power.
    • For Black, if you have more Blue AP than Black AP, Absorbing Man first takes damage before being sent Airborne for 2 turns.
  • Akoni
    Akoni Posts: 790 Critical Contributor

    The Thing (Fear Itself)
      
    4 Star (Legendary)

      Haymaker 0  AP
    (Passive) The Thing winds up to send his enemies flying into their teammates. Deal 111 additional damage to the enemy team when you make a match-4 or greater.
    (At level 70)
    • Level 2: Deal 133 additional damage to the enemy team.
    • Level 3: Deal 160 additional damage to the enemy team.
    • Level 4: Deal 192 additional damage to the enemy team.
    • Level 5: Deal 230 additional damage to the enemy team.

      Immovable 0  AP
    (Passive) Bolstered with the power of Asgard, the greatest efforts to move The Thing are feeble at best. The Thing takes 40% less damage from enemy fired powers. 
    (At level 70)
    • Level 2: Takes 60% less damage from enemy fired powers.
    • Level 3: Takes 60% less damage from enemy fired powers.
    • Level 4: Takes 75% less damage from enemy fired powers.
    • Level 5: Takes 90% less damage from enemy fired powers.

      Breaker of Souls 11  AP
    One strike of The Thing's hammer rocks you to your very core. Destroy 8 random tiles among the center 16 tiles. (Destroyed tiles deal damage, but do not generate AP.)
    (At level 70)
    • Level 2: Destroy 10 random tiles among the center 16 tiles.
    • Level 3: Destroy 12 random tiles among the center 16 tiles.
    • Level 4: Destroy 14 random tiles among the center 36 tiles.
    • Level 5: Destroy 18 random tiles among the center 36 tiles.
  • Akoni
    Akoni Posts: 790 Critical Contributor

    Hulk (Fear Itself)
      
    4 Star (Legendary)

      Demolish 0  AP
    (Passive) Hulk rampages through the streets causing collateral damage along the way. Destroy 1 Blue basic tile when Hulk deals match damage. (Destroyed tiles deal damage, but do not generate AP.)
    (At level 70)
    • Level 2: Destroy 1 Blue and 1 Yellow basic tile.
    • Level 3: Destroy 1 Blue, 1 Yellow, and 1 Purple basic tile.
    • Level 4: Destroy 1 Blue, 1 Yellow, and 1 Purple basic tile.
    • Level 5: Destroy 3 basic tiles.

      Hyper Focus 0  AP
    (Passive) Regardless of who his opponent is, Hulk remains focused on one thing: destruction. Hulk takes 40% less Red match damage, 30% less Black match damage, and 20% less Green match damage.
    (At level 70)
    • Level 2: 50%, 40%, and 30%
    • Level 3: 65%, 55%, and 45%
    • Level 4: 80%, 70%, and 60%
    • Level 5: 95%%, 85%, and 75%

      Breaker of Worlds 11  AP
    With his hammer, Hulk topples everything in sight. Destroys a random row. (Destroyed tiles deal damage, but do not generate AP.)
    (At level 70)
    • Level 2: Destroys a random row and 2 random tiles from the two adjacent rows.
    • Level 3: Destroys a random row and 4 random tiles from the two adjacent rows.
    • Level 4: Destroys a random row and 10 random tiles from the two adjacent rows.
    • Level 5: Destroys a chosen row and 10 random tiles from the two adjacent rows.
  • Akoni
    Akoni Posts: 790 Critical Contributor

    Attuma (Fear Itself)
       
    4 Star (Legendary)

      Takeover 0  AP
    (Passive) With the power of Asgard in the palm of his hand, Attuma sets out to take over Atlantis. When Attuma makes a match, convert 1 Team-Up tile to a Basic Blue tile.
    (At level 70)
    • Level 2: Convert 1 Team-Up tile to a Basic Blue tile.
    • Level 3: Convert 2 Team-Up tiles to Basic Blue tiles.
    • Level 4: Convert 2 Team-Up tiles to Basic Blue tiles.
    • Level 5: Convert 3 Team-Up tiles to Basic Blue tiles.

      Conquer 0  AP
    (Passive) Attuma reinforces his domain before turning his attention to conquering more. When you make a Blue match, fortify 1 Blue tile. Attuma takes 1% less match damage for each Blue tile (to a minimum of 1).
    (At level 70)
    • Level 2: Attuma takes 2% less match damage for each Blue tile.
    • Level 3: Attuma takes 3% less match damage for each Blue tile.
    • Level 4: Attuma takes 4% less match damage for each Blue tile.
    • Level 5: Attuma takes 6% less match damage for each Blue tile.

      Breaker of Oceans 11  AP
    Destroy all Blue tiles, then deal 270 damage to the enemy team for each Blue tile remaining. (Destroyed tiles do not deal damage or generate AP.)
    (At level 70)
    • Level 2: Deal 351 damage to the enemy team for each Blue tile remaining.
    • Level 3: Deal 393 damage to the enemy team for each Blue tile remaining.
    • Level 4: Deal 459 damage to the enemy team for each Blue tile remaining.
    • Level 5: Deal 540 damage to the enemy team for each Blue tile remaining.
  • Akoni
    Akoni Posts: 790 Critical Contributor

    Titania (Fear Itself)
      
    4 Star (Legendary)

     Demoralize 0  AP
    (Passive) Titania kicks'em when they're down. When you match a critical tile, deal 600 damage to a random enemy.
    (At level 70)
    • Level 2: Deal 650 damage to a random enemy.
    • Level 3: Deal 720 damage to a random enemy.
    • Level 4: Deal 810 damage to a random enemy.
    • Level 5: Deal 930 damage to a random enemy.

     Emasculate 0  AP
    (Passive) Titania overpowers anyone who dares to challenge her. When you make a match-5 or greater while you have 10 or more Team-Up AP, spend 9 Team-Up AP and convert 1 Team-Up tile to a Critical tile. 
    (At level 70)
    • Level 2: ...while you have 10 or more Team-Up AP, spend 8 Team-Up AP...
    • Level 3: ...while you have 10 or more Team-Up AP, spend 7 Team-Up AP...
    • Level 4: ...while you have 10 or more Team-Up AP, spend 6 Team-Up AP...
    • Level 5: ...while you have 10 or more Team-Up AP, spend 4 Team-Up AP...

     Breaker of Men 12  AP
    Grovel at Titania'a feet and she might spare you. Deal 260 damage to stunned enemies and 400 to all others.
    (At level 70)
    • Level 2: 359 and 553
    • Level 3: 454 and 699
    • Level 4: 558 and 858
    • Level 5: 744 and 1,001
  • Akoni
    Akoni Posts: 790 Critical Contributor

    Grey Gargoyle (Fear Itself)
      
    4 Star (Legendary)

     Burden 0  AP
    (Passive) Grey Gargoyle leaves behind permanent reminders of his enemy's failed attempts. Lock 1 enemy special tile. If all enemy special tiles are locked, deal 3 damage to the enemy team for each locked tile instead.
    (At level 70)
    • Level 2: Lock 1 tile. Deal 5 damage.
    • Level 3: Lock 1 tile. Deal 7 damage.
    • Level 4: Lock 2 tiles. Deal 7 damage.
    • Level 5: Lock 3 tiles. Deal 11 damage.

     False Hope 0  AP
    (Passive) Grey Gargoyle turns your greatest weapons to stone. Create 1 locked enemy strength 30 Shield tile.
    (At level 70)
    • Level 2: Create 1 locked enemy strength 44 Shield tile.
    • Level 3: Create 2 locked enemy strength 44 Shield tiles.
    • Level 4: Create 2 locked enemy strength 60 Shield tiles.
    • Level 5: Create 3 locked enemy strength 60 Shield tiles.

     Breaker of Faith 10  AP
    Hope fades as Grey Gargoyle causes everything to crumble. Remove up to 8 locked tiles and deal 79 damage for each tile removed.
    (At level 70)
    • Level 2: Deal 87 damage
    • Level 3: Deal 93 damage
    • Level 4: Deal 100 damage
    • Level 5: Deal 121 damage


    Developer's Notes:
    • Burden deals damage for each special tile created. If a power is fired and creates, 3 Attack tiles, Burden deals 63 damage (21 x 3). If a power is fired and creates 1 Attack tile, Burden deals 21 damage (21 x 1).
    • Breaker of Faith completely removes tiles from the board causing tiles to fall. Tiles are not destroyed and do not deal damage or generate AP.
  • Akoni
    Akoni Posts: 790 Critical Contributor

    Absorbing Man (Fear Itself)
      
    4 Star (Legendary)

     Hammer and Chain 0  AP
    (Passive) Absorbing Man blisters through the field letting nothing stand in his way. When you match a special tile, destroy a basic tile of the same color. (Destroyed tiles deal damage, but do not generate AP.) 
    (At level 70)
    • Level 2: Destroyed tile deals two times the damage.
    • Level 3: Destroy a tile of the same color.
    • Level 4: Destroyed tile deals three times the damage.
    • Level 5: Destroyed tile deals damage to the enemy team.

     Copied Attributes 0  AP
    (Passive) An amazing power backed by Asgardian might makes Absorbing Man a fearsome foe. When you make a Yellow, Black, or Purple match with no special tiles, create a strength 17 special tile according to the match color (Yellow=Yellow Shield tile, Black=Black Strike tile, Purple=Purple Attack tile).
    (At level 70)
    • Level 2: Strength 19
    • Level 3: Strength 21
    • Level 4: Strength 25
    • Level 5: Strength 30

     Breaker of Wills 13  AP
    As the battle dredges on, Absorbing Man wears away at his opponent's desire to fight. Convert up to 2 enemy Attack, Strike, or Shield tiles to friendly tiles and deal 99 damage to the enemy team for each tile converted.
    (At level 70)
    • Level 2: Convert up to 2. Deal 110 damage.
    • Level 3: Convert up to 3. Deal 110 damage.
    • Level 4: Convert up to 3. Deal 124 damage.
    • Level 5: Convert up to 5. Deal 124 damage.


    Developer's Notes:
    • Hammer and Chain Level 3 destroys any tile of the same color and deals twice the damage. Level 4 destroys any tile of the same color and deals three times the damage. Level 5 destroys any tile of the same color and deals three times the damage to the enemy team. 
  • Akoni
    Akoni Posts: 790 Critical Contributor

    Sin (Fear Itself)
      
    4 Star (Legendary)

     Fear 0  AP
    (Passive) Sin watches intently as the Worthy instill fear in the eyes of the people. When you make a match while you have at least 1 Team-Up AP, decrease Team-Up AP by 1 to boost that match damage by 2%. If match damage is inflicted by Worthy, increase the match damage by 4% instead.
    (At level 70)
    • Level 2: Increase match damage by 3% or 6%.
    • Level 3: Increase match damage by 5% or 10%.
    • Level 4: Increase match damage by 8% or 16%.
    • Level 5: Increase match damage by 12% or 24%.

     Panic 0  AP
    (Passive) Widespread havoc causes heroes to rush unprepared into battle. When the enemy fires a power, decrease the AP in the fired power's AP pool by up to 1 AP.
    (At level 70)
    • Level 2: Decrease the AP in the fired power's AP pool by up to 1 AP.
    • Level 3: Decrease the AP in the fired power's AP pool by up to 2 AP.
    • Level 4: Decrease the AP in the fired power's AP pool by up to 3 AP.
    • Level 5: Decrease the AP in the fired power's AP pool by up to 4 AP.

     Summon 12  AP
    Sin prepares the Worthy for the next phase of the plan. Send all Worthy allies airborne for 2 turns. When they return, increase their health by 458.
    (At level 70)
    • Level 2: Increase their health by 559.
    • Level 3: Increase their health by 671.
    • Level 4: Increase their health by 779.
    • Level 5: Airborne for 1 turn. Increase their health by 894.


    Developer's Notes:
    • The Worthy include Juggernaut (Fear Itself), The Thing (Fear Itself), Hulk (Fear Itself), Attuma (Fear Itself), Titania (Fear Itself), Grey Gargoyle (Fear Itself), Absorbing Man (Fear Itself), and Sin (Fear Itself).
    • Fear decreases Team-Up AP to increase match damage inflicted by Sin as well.
    • Summon also sends Sin airborne.
  • Akoni
    Akoni Posts: 790 Critical Contributor


    Grey Gargoyle (Paul Duval)
      
    3 Star (Rare)

     Stone Cold 9  AP
    One touch from Grey Gargoyle will leave you frozen in your tracks. Stun the target for 1 turn. If the target is already stunned, extend the counter by 1 (to a maximum of 3 turns).
    (At level 40)
    • Level 2: Stun for 2 turns or extend for 1 turn (to a maximum of 3 turns).
    • Level 3: Stun for 2 turns or extend for 2 turns (to a maximum of 3 turns).
    • Level 4: Stun for 3 turns or extend for 2 turns (to a maximum of 3 turns).
    • Level 5: Stun for 3 turns or extend for 3 turns (to a maximum of 4 turns).

     On the Rocks 8  AP
    Everything Grey Gargoyle touches turns to stone, but what's more beautiful than natural stone? Lock 3 random Basic color or enemy special tiles. This power costs 1 less for every 4 locked Basic color and special tiles (to a minimum cost of 4).
    (Passive) Whenever a locked Basic color or special tile is matched, gain 1 Blue AP.
    (At level 40)
    • Level 2: This power costs 1 less for every 4 locked Basic color and special tiles.
    • Level 3: This power costs 1 less for every 3 locked Basic color and special tiles.
    • Level 4: This power costs 1 less for every 3 locked Basic color and special tiles.
    • Level 5: This power costs 1 less for every 2 locked Basic color and special tiles.

     Take It For Granite 12  AP
    When you're surrounded by stone, everything is a weapon. Unlock all Basic color and special tiles, then create a Fortified Yellow Strike or Fortified Yellow Shield tile with strength 8 times the number of tiles unlocked.
    (At level 40)
    • Level 2: Strength 11 times the number of tiles unlocked.
    • Level 3: Strength 14 times the number of tiles unlocked.
    • Level 4: Strength 17 times the number of tiles unlocked.
    • Level 5: Strength 21 times the number of tiles unlocked.


    Developer's Notes:
    • On the Rocks does not differentiate between tiles locked by its power or other powers. For example, if Spiderman (Infinity War) locks 4 tiles, the cost for On the Rocks drops to 7. If a tile locked by Spiderman is matched, you gain 1 Blue AP. 
    • On the Rocks is not impacted by locked Team-Up tiles or other tiles like Silver Surfer's Black Hole tile, nor can it lock those tiles. For example, Quicksilver (Pietro Maximoff) locks 4 Team-Up tiles, it has no impact on the cost of On the Rocks. Also, no Blue AP is gained if a locked Team-Up tile is matched.
    • Take It For Granite only unlocks Basic color tiles and special tiles. It does not unlock Team-Up tiles or tiles such as Silver Surfer's Black Hole tile.
    • When Take It For Granite is fired, the player chooses whether to create a Strike or Shield tile. The location of the tile is random among Yellow Basic tiles.
  • Akoni
    Akoni Posts: 790 Critical Contributor

    Colossus (Unstoppable)
       
    4 Star (Legendary)

     Battering Ram 12  AP
    Deal 800 damage to the target, 400 damage to the second enemy, and 200 damage to the third enemy.
    (Passive) If Colossus downs an enemy, create a strength 7 Fortified Red Strike tile with 1 additional strength for each enemy special tile.
    (At level 70)
    • Level 2: Deal 880, 440, and 220 damage. Strength 9 plus 1.
    • Level 3: Deal 1000, 500, and 250 damage. Strength 12 plus 2.
    • Level 4: Deal 1120, 560, and 280 damage. Strength 17 plus 2.
    • Level 5: Deal 1400, 700, and 350 damage. Strength 23 plus 4.

     Unstoppable 0  AP
    (Passive) Enemy shield tiles are 20% less effective against Colossus.
    (At level 70)
    • Level 2: Enemy shield tiles are 30% less effective against Colossus.
    • Level 3: Enemy shield tiles are 45% less effective against Colossus.
    • Level 4: Enemy shield tiles are 70% less effective against Colossus.
    • Level 5: Enemy shield tiles are 100% less effective against Colossus.

     Unleashed 0  AP
    (Passive) The thrill of the fight causes Colossus to succumb to the power of Cyttorak. While there are 21 or more enemy special tiles, Colossus' base match damage increases by 150%.
    (At level 70)
    • Level 2: 180% with 19 or more enemy special tiles.
    • Level 3: 240% with 17 or more enemy special tiles.
    • Level 4: 310% with 15 or more enemy special tiles.
    • Level 5: 400% with 12 or more enemy special tiles.



  • Akoni
    Akoni Posts: 790 Critical Contributor



    Armor (Hisako Ichiki)
       
    3 Star (Rare)

     Exo 8  AP
    Hisako armors up to protect her family and friends. Create a 3-turn Fortified Yellow Exo Countdown tile that decreases damage to Armor by 10%. While this tile is present, Armor cannot be stunned and Armor's Red and Black powers are replaced with new powers.
    (At level 40)
    • Level 2: Decreases damage to Armor by 15%.
    • Level 3: Decreases damage to Armor by 20%.
    • Level 4: Decreases damage to Armor by 30%.
    • Level 5: Creates a 4-turn tile. Decreases damage to Armor by 50%.

     Fighting Spirit 0  AP
    (Passive) "No matter wheat happens next, you lose." While Armor is in front, she generates 1 Yellow AP whenever she takes damage.
    (At level 40)
    • Level 2: No change.
    • Level 3: No change.
    • Level 4: No change.
    • Level 5: No change.
    >>> Concentrated Blast 5  AP
    With great focus, Armor releases energy to blast her opponents with, but not without consequences. Decrease an Exo Countdown tile by 1 and deal 613 damage to the target.
    (At level 40)
    • Level 2: Deal 776 damage.
    • Level 3: Deal 938 damage.
    • Level 4: Deal 1263 damage.
    • Level 5: Deal 1814 damage.


     Broken Bonds 0  AP
    (Passive) The pain of losing loved ones pushes Armor to unforeseen levels. Exo costs 1 less for each downed ally.
    (At level 40)
    • Level 2: No change.
    • Level 3: No change.
    • Level 4: Costs 2 less for each downed ally (to a minimum of 5).
    • Level 5: Costs 3 less for each downed ally (to a minimum of 4).
    >>> Enduring Courage 5  AP
    As long as there is hope, Armor always gets back up. Convert 1 random tile to Yellow and generate 1 Red AP. This power ends the turn.
    (Passive) When an enemy fires a power, add 1 to an Exo Countdown tile.
    (At level 40)
    • Level 2: Convert 2 random tiles to Yellow and generate 1 Red AP.
    • Level 3: Convert 3 random tiles to Yellow and generate 1 Red AP.
    • Level 4: Convert 4 random tiles to Yellow and generate 2 Red AP.
    • Level 5: Convert 6 random tiles to Yellow and generate 3 Red AP.


    Developer's Notes:
    • Armor's Red power is Concentrated Blast and her Black power is Enduring Courage ONLY while there is an Exo Countdown tile present, otherwise, they return to her default Red (Fighting Spirit) and Black (Broken Bonds) powers.
    • Fighting Spirit generates 1 Yellow AP for each occurrence that Armor receives damage while in the lead position. For example, if Apocalypse hits Armor 3 times while she is in front, Armor will generate 3 Yellow AP.
    • Broken Bonds is meant to provide a significant decrease to Exo's cost if at least 1 ally is downed despite its awkward appearance compared to the minimum suggested cost.
    • Enduring Courage only changes the color of any special tiles it converts. It does NOT remove Trap tiles, Countdown tiles, Repeater tiles, Shield tiles, etc. Enduring Courage DOES convert Team-Up tiles to Basic Yellow tiles. Any tile that is not a color or Team-Up tile that can be converted, will be converted to a Basic Yellow tile. Tiles that cannot be converted will be unaffected.
  • Akoni
    Akoni Posts: 790 Critical Contributor


    Lady Deathstrike (Yuriko Oyama)
      
    3 Star (Rare)

     Honor Bound 6  AP
    "I will not be cheated of my honor." Disable all friendly trap tiles and create a 2-turn Countdown tile that generates 1 AP for the enemy in their strongest color and converts 1 Red, Green, or Blue tile to Black.
    (At level 40)
    • Level 2: 1 enemy AP. Converts 2 Red, Green, or Blue tiles to Black.
    • Level 3: 2 enemy AP. Converts 2 Red, Green, or Blue tiles to Black.
    • Level 4: 2 enemy AP. Converts 2 Red, Green, or Blue tiles to Black.
    • Level 5: 3-turn Countdown tile. 2 enemy AP. Converts 3 Red, Green, or Blue tiles to Black.

     Cybernetic Healing 0  AP
    (Passive) Lady Deathstrike's cybernetic upgrades enable her to survive mortal wounds. If there are 10 or more Black tiles, Lady Deathstrike gains 298 health.
    (At level 40)
    • Level 2: If there are 10 or more Black tiles, Lady Deathstrike gains 355 health.
    • Level 3: If there are 9 or more Black tiles, Lady Deathstrike gains 401 health.
    • Level 4: If there are 8 or more Black tiles, Lady Deathstrike gains 469 health.
    • Level 5: If there are 7 or more Black tiles, Lady Deathstrike gains 543 health.

     Deathstrike 8  AP
    Lady Deathstrike... the name says it all. Destroy 5 random tiles, dealing 292 damage and gaining AP for each Black tile destroyed. (Destroyed non-Black tiles do not deal damage or generate AP. Destroyed Black tiles do not deal damage).
    (At level 40)
    • Level 2: Destroy 6 tiles, dealing 387 damage and generating AP for each Black tile.
    • Level 3: Destroy 7 tiles, dealing 499 damage and generating AP for each Black tile.
    • Level 4: Destroy 9 tiles, dealing 603 damage and generating AP for each Black tile.
    • Level 5: Destroy 12 tiles, dealing 829 damage and generating AP for each Black tile.


    Developer's Notes:
    • For Deathstrike, non-Black tiles do not deal damage or generate AP. Destroyed Black tiles generate AP, but do not deal deal damage from being destroyed. The only damage dealt by Deathstrike is effect damage calculated by the number of Black tiles destroyed.
  • Akoni
    Akoni Posts: 790 Critical Contributor




    Donald Pierce (Reaver)
      
    3 Star (Rare)

     Cybernetic Upgrade 1.0 8  AP
    Being a Reaver will only cost you an arm and a leg. Choose a teammate and stun them for 3 turns. Increase the chosen teammate's level by 1 during this match. This power becomes Cybernetic Upgrade 2.0.
    (At level 40)
    • Level 2: Increase the chosen teammate's level by 2 during this match.
    • Level 3: Increase the chosen teammate's level by 3 during this match.
    • Level 4: Increase the chosen teammate's level by 4 during this match.
    • Level 5: Increase the chosen teammate's level by 5 during this match.
    >>> Cybernetic Upgrade 2.0 7  AP
    Great power comes at a cost. Choose a teammate and stun them for 3 turns. Decrease the cost of the chosen teammate's powers by 1 (to a minimum cost of 3). This power becomes Cybernetic Upgrade 3.0.
    (At level 40)
    • Level 2: Decrease the cost of the chosen teammate's powers by 1.
    • Level 3: Decrease the cost of the chosen teammate's powers by 2.
    • Level 4: Decrease the cost of the chosen teammate's powers by 2.
    • Level 5: Decrease the cost of the chosen teammate's powers by 3.
    >>>   >>> Cybernetic Upgrade 3.0 6  AP
    Only those with real conviction are willing to engage in more drastic measures. Choose a teammate and stun them for 3 turns. Increase the chosen teammate's match damage by 75%. This power becomes Cybernetic Upgrade 4.0.
    (At level 40)
    • Level 2: Increase the chosen teammate's match damage by 100%.
    • Level 3: Increase the chosen teammate's match damage by 150%.
    • Level 4: Increase the chosen teammate's match damage by 200%.
    • Level 5: Increase the chosen teammate's match damage by 300%.
    >>>   >>>   >>> Cybernetic Upgrade 4.0 5  AP
    Those who have sacrificed everything can reap the rewards of near immortality. Choose a teammate and stun them for 3 turns. When the teammate returns, they gain health equal to 2% of their maximal health.
    (At level 40)
    • Level 2: ...they gain health equal to 5% of their maximal health.
    • Level 3: ...they gain health equal to 8% of their maximal health.
    • Level 4: ...they gain health equal to 12% of their maximal health.
    • Level 5: ...they gain health equal to 18% of their maximal health.

     Enhanced Visual Optics 9  AP
    There once was a time when mutants could hide and avoid detection by the Reavers, but that time has passed. Create a 2-turn Blue Repeater tile that deals 100 damage and removes 1 enemy Trap or Invisibility tile, dealing 500 additional damage when one is removed.
    (At level 40)
    • Level 2: Deals 160 damage and 600 damage if a Trap/Invisibility tile is removed.
    • Level 3: Deals 220 damage and 700 damage if a Trap/Invisibility tile is removed.
    • Level 4: Deals 280 damage and 800 damage if a Trap/Invisibility tile is removed.
    • Level 5: Deals 360 damage and 900 damage if a Trap/Invisibility tile is removed.

     Reaver Pawns 10  AP
    Pierce calls for back-up to help him eliminate mutant threats. Create up to 2 random Black Reaver Countdown tiles. 
    Reeves: 2-turn Black Countdown tile that deals damage to the target
    Macon: 3-turn Black Countdown tile that deals team damage
    Bonebreaker: 4-turn Black Countdown tile that destroys its row, dealing damage, but no AP
    Pretty Boy: 5-turn Black Countdown tile that destroys a random tile dealing damage and generating AP
    Cole: 6-turn Black Countdown tile that deals 3 hits of damage
    Skullbuster: 7-turn Black Countdown tile that deals damage and stuns
    Markam: 8-turn Black Countdown tile that deals damage, then downs target if the target is a mutant with less than X% health. 

    (At level 40)
    • Level 2: Create up to 3 random Black Reaver Countdown tiles. 
    • Level 3: Create up to 4 random Black Reaver Countdown tiles. 
    • Level 4: Create up to 5 random Black Reaver Countdown tiles. 
    • Level 5: Create up to 7 random Black Reaver Countdown tiles. 


    Developer's Notes:
    • Donald Pierce can choose himself for Cybernetic Upgrade 1.0-4.0
    • Cybernetic Upgrade 2.0 can not lower a power's cost if another condition does not permit it. For example, Ghost Rider (Johnny Blaze) Burning Rubber cannot be decreased below 6 by its own effect. This power cost cannot be further decreased by Cybernetic Upgrade 2.0.
    • Enhanced Visual Optics deals damage when it hits zero. Additional damage is dealt only if it actually removes an enemy Trap or Invisibility tile. 
    • Reaver Pawns selects the pawns randomly. Though, it would be best to manipulate the random generator to avoid certain situations like getting 7 copies of a Markam Reaver tile at level 5. 
  • Akoni
    Akoni Posts: 790 Critical Contributor


    Hope Summers (Mutant Messiah)
      
    5 Star (Epic)

     Duplicate-Yellow 
    (At level 255) 
    LEVEL 1: 0  AP
    (Passive) Hope channels the power of Kitty Pride. Remove 1 enemy Attack, Strike or Shield tile.
    LEVEL 2: 0  AP
    (Passive) Hope channels the power of Kitty Pride and Polaris. Remove 1 enemy Attack, Strike or Shield tile, then create 2 friendly special tiles of that tile's type, each with strength 27.
    LEVEL 3: 9  AP
    Hope channels the power of Kitty Pride, Polaris, and Sabretooth. Create 3 strength 1 enemy Strike tiles.
    (Passive) Remove 1 enemy Attack, Strike or Shield tile, then create 2 friendly special tiles of that tile's type, each with strength 27.
    LEVEL 4: 9  AP
    Hope channels the power of Kitty Pride, Polaris, Sabretooth, and Emma Frost. Create 3 strength 1 enemy Strike tiles and fortify 2 friendly special tiles.
    (Passive) Remove 1 enemy Attack, Strike or Shield tile, then create 2 friendly special tiles of that tile's type, each with strength 27.
    LEVEL 5: 9  AP
    Hope channels the power of Kitty Pride, Polaris, Sabretooth, Emma Frost, and Psylocke. Create 3 strength 1 enemy Strike tiles and fortify 2 friendly special tiles. This power costs 1 less for each fortified friendly Strike tile (min cost 6). 
    (Passive) Remove 1 enemy Attack, Strike or Shield tile, then create 2 friendly special tiles of that tile's type, each with strength 27.
     

     Duplicate-Purple 
    (At level 255) 
    LEVEL 1: 13  AP
    Hope channels the power of Magneto. Destroy all Team-Up tiles. (Does not generate AP).
    LEVEL 2: 13  AP
    Hope channels the power of Magneto and Professor X. Destroy all Team-Up tiles. (Does not generate AP).
    (Passive) If 6 or more Team-Up tiles are destroyed by a fired power, Hope turns invisible for 2 turns.
    LEVEL 3: 13  AP
    Hope channels the power of Magneto, Professor X, and Jean Grey. Destroy all Team-Up tiles (does not generate AP), then create up to 4 random strength 97 Attack, Strike, or Shield tiles.
    (Passive) If 6 or more Team-Up tiles are destroyed by a fired power, Hope turns invisible for 2 turns.
    LEVEL 4: 13  AP
    Hope channels the power of Magneto, Professor X, Jean Grey, and Wolfsbane. Destroy all Team-Up tiles (does not generate AP), then create up to 4 random strength 97 Attack, Strike, or Shield tiles.
    (Passive) If 6 or more Team-Up tiles are destroyed by a fired power, Hope turns invisible for 2 turns and creates 2 strength 48 blue strike tiles.
    LEVEL 5: 13  AP
    Hope channels the power of Magneto, Professor X, Jean Grey, Wolfsbane, and Storm. Destroy all Team-Up tiles (dealing damage and generating AP), then create up to 4 random strength 97 Attack, Strike, or Shield tiles.
    (Passive) If 6 or more Team-Up tiles are destroyed by a fired power, Hope turns invisible for 2 turns and creates 2 strength 48 blue strike tiles.

     Duplicate-Red 
    (At level 255) 
    LEVEL 1: 14  AP
    Hope channels the power of Apocalypse. Deal 3 hits of 802 damage to the enemy with the greatest health.
    LEVEL 2: 14  AP
    Hope channels the power of Apocalypse and Negasonic. Deal 3 hits of 802 damage to the enemy with the greatest health, plus 139 damage for each friendly Attack, Strike, and Shield tile you have matched so far (to a maximum of 1362 damage per hit).
    LEVEL 3: 14  AP
    Hope channels the power of Apocalypse, Negasonic, and Colossus. Deal 3 hits of 802 damage to the enemy with the greatest health, plus 139 damage for each friendly Attack, Strike, and Shield tile you have matched so far (to a maximum of 1362 damage per hit).
    (Passive) If Hope is in front, damage she receives is decreased by 10%.
    LEVEL 4: 14  AP
    Hope channels the power of Apocalypse, Negasonic, Colossus, and Wolverine. Deal 3 hits of 802 damage to the enemy with the greatest health, plus 139 damage for each friendly Attack, Strike, and Shield tile you have matched so far (to a maximum of 1362 damage per hit).
    (Passive) If Hope is in front, damage she receives is decreased by 10% and she gains 30 health for each friendly special tile.
    LEVEL 5: 14  AP
    Hope channels the power of Apocalypse, Negasonic, Colossus, Wolverine, and Angel. Deal 3 hits of 802 damage to the enemy with the greatest health, plus 139 damage for each friendly Attack, Strike, and Shield tile you have matched so far (to a maximum of 1362 damage per hit). For each hit of damage, stun the enemy or increase their stun count.
    (Passive) If Hope is in front, damage she receives is decreased by 10% and she gains 30 health for each friendly special tile.



    Developer's Notes:
    • Hope Summers' powers change with each cover, but do not get stronger. Her powers get stronger as her character level increases. For example, her Red power deals 802 damage per hit at both 1 cover and 5 covers, however, it deals more damage when she is increased to level 300. The idea is that with each duplicated power (added cover), her power will greaten with one power building on the previous powers. Therefore, increasing her damage, healing, etc. while increasing the number of powers with each cover will compound making her too powerful.
    • Hope's Yellow passive power activates at the start of her team's turn.
    • Hope's Purple passive power will turn her invisible if her Purple power destroys 6 or more Team-Up tiles. It will also turn her invisible if an ally's or enemy's fired power destroys 6 or more Team-Up tiles.
    • Hope's Level 4 or 5 Purple passive power only creates 2 strike tiles if 6 or more Team-Up tiles are destroyed by a fired power.
    • If Hope's Red power causes an enemy's health to drop below another enemy's after the first or second hit, it will deal the remaining hits to the new enemy with the greatest health. At 5 covers, it will stun any enemy damaged by this power. If an enemy receives damage from all 3 hits, they will be stunned for 3 turns (1 stun for each hit). If an enemy's health is no longer the greatest after the first or second hit, the next enemy with the greatest health will be hit and thus stunned. 
    • For her Red passive power, Hope must be in front in order to get the bonus of decreased damage AND healing. There must be another active ally in order for her to be considered "in front".
    • Was torn between naming her Hope Summers (Mutant Messiah) or Hope Summers (Classic). 
  • Akoni
    Akoni Posts: 790 Critical Contributor



    Elixir (Joshua Foley)
      
    4 Star (Legendary)

     Resurrection 12  AP
    Elixir rushes to his teammate's aid to help them finish the fight. If one does not exist, create a 3-turn Purple Resurrection Countdown tile that returns a downed ally at 10% health and stuns Elixir for 3 turns. If this tile is removed, down the returned ally. If the returned ally is downed, remove this tile.
    (At level 70)
    • Level 2: Returns a downed ally at 16% health.
    • Level 3: Returns a downed ally at 22% health.
    • Level 4: Returns a downed ally at 30% health.
    • Level 5: Returns a downed ally at 40% health.

     Rejuvenate 7  AP
    Elixir shares his life force to keep his allies on their feet. Elixir loses 35% of his health, then returns a stunned ally.
    (At level 70)
    • Level 2: Elixir loses 33%
    • Level 3: Elixir loses 28%
    • Level 4: Elixir loses 20%
    • Level 5: Elixir loses 10%

     Give and Take 8  AP
    Like the Robin Hood of life force, Elixir steals from the bad guys to help the good guys. Choose an ally and drain up to 5 additional Yellow AP, dealing 500 damage and healing the chosen ally for 500, plus 90 for each additional Yellow AP drained. If Elixir downs an enemy, this power becomes Death Touch.
    (At level 70)
    • Level 2: Deal damage and heal for 700 damage, plus 108 for each additional AP
    • Level 3: Deal damage and heal for 900 damage, plus 130 for each additional AP
    • Level 4: Deal damage and heal for 1200 damage, plus 155 for each additional AP
    • Level 5: Deal damage and heal for 1500 damage, plus 203 for each additional AP
    >>> Death Touch 8  AP
    Elixir's good intentioned, but fragile mind cracks under the guilt of hurting others. Deal 750 damage to the target, then drain up to 5 additional Black AP, dealing 120 damage for each additional Black AP drained to the remaining enemies and allies. If you have 0 Black AP, this power becomes Give and Take.
    (Passive) If you have more than 12 Black AP, this power automatically fires.
    (At level 70)
    • Level 2: Deal 900 damage and 144 to other enemies and allies for each additional AP
    • Level 3: Deal 1080 damage and 173 o other enemies and allies for each additional AP
    • Level 4: Deal 1350 damage and 218 o other enemies and allies for each additional AP
    • Level 5: Deal 1850 damage and 269 o other enemies and allies for each additional AP


    Developer's Notes:
    • For Resurrection, Elixir is stunned for all 3 turns even if the Resurrection Countdown tile is removed or the returned ally is downed.
    • For rejuvenate, the player chooses which character to return.
    • Give and Take & Death Touch drain AP passively. The player has no control over the AP is drained. These powers will always drain the maximum available AP (up to 5 AP).
    • For Give and Take, the additional Yellow AP contributes both to dealing damage and healing.
    • Elixir can be chosen to be healed for Give and Take.
  • Akoni
    Akoni Posts: 790 Critical Contributor



    Egg (Fabio Medina)
      
    4 Star (Legendary)


     Take Back 9  AP
    Stray balls can be hazardous. Good thing Egg can re-absorb them. Remove up to 2 Egg Countdown tiles and increase Egg's health by 100 for each one removed.
    (Passive) When Egg fires a power other than Take Back, create a 3-turn Egg Countdown tile that deals 316 damage to a random enemy or ally. 
    (At level 70)
    • Level 2: Gains 109 health for each. Deals 399 damage.
    • Level 3: Removes up to 4. Gains 120 health for each. Deals 433 damage.
    • Level 4: Gains 143 health for each. Deals 475 damage.
    • Level 5: Removes all. Gains 160 health for each. Deals 550 damage.

     Gatling 8  AP
    Egg releases a barrage of gold balls capable of toppling a Sentinel. Destroy a random tile plus an additional adjacent tile for every additional 3 green AP the team has. (Destroyed tiles do not generate AP.) Create a 3-turn Egg Countdown tile for every 3 tiles destroyed by this power.
    (At level 70)
    • Level 2: Create a 3-turn Egg Countdown tile for every 2 tiles destroyed.
    • Level 3: Destroy a random tile plus an additional adjacent tile for every 2 Green AP the team has.
    • Level 4: Destroy a random tile plus an additional adjacent tile for every additional Green AP the team has.
    • Level 5: Destroy a chosen tile plus an additional adjacent tile for every additional Green AP the team has.

     Ricochet 10  AP
    Two birds with one stone? How about two bad guys with one ball? Deal 3 random hits of 299 damage. If an enemy is hit 2 or more times, stun them for 2 turns.
    (At level 70)
    • Level 2: Deal 365 damage per hit.
    • Level 3: Deal 409 damage per hit.
    • Level 4: Deal 521 damage per hit.
    • Level 5: Deals 4 hits of 521 damage.

    Developer's Notes:
    • Egg Countdown tiles deal damage when they expire.
    • Gatling determines how many tiles to destroy after the cost of Gatling is paid. For example, If you have 11 Green AP, then fire Gatling for a cost of 8, Gatling then uses the remaining Green AP, 3, to determine how many additional tiles to destroy. 
    • Additional destroyed tiles are selected randomly, even at Gatling L5.
  • Akoni
    Akoni Posts: 790 Critical Contributor


    Proteus (Kevin MacTaggert)
       
    4 Star (Legendary)


     Possession 7  AP
    Unable to exist without a body for very long, Proteus survives by taking over the bodies of others. Select an enemy and send Proteus airborne for 2 turns. While Proteus is airborne, damage dealt by the target deals damage to a random enemy instead.
    (Passive) While Proteus is active, he loses 19% of his health per turn.
    (At level 70)
    • Level 2: Proteus loses 17% of his health per turn while active.
    • Level 3: Airborne for 3 turns. Proteus loses 15% of his health per turn while active.
    • Level 4: Proteus loses 12% of his health per turn while active.
    • Level 5: Airborne for 4 turns. Proteus loses 9% of his health per turn while active.

     Distortion 9  AP
    Reality is so malleable in Proteus' eyes. If one is not present, create a 3-turn Purple Repeater tile that converts a random non-Purple color tile into a Purple tile. This tile remains active while Proteus is airborne.
    (At level 70)
    • Level 2: Convert a random non-Purple color tile or Team-Up tile.
    • Level 3: Create a 2-turn Purple Repeater tile.
    • Level 4: Create a 2-turn Fortified Purple Repeater tile.
    • Level 5: Convert 2 random non-Purple color tiles or Team-Up tiles to Purple tiles.

     Burnout 7  AP
    Proteus' power is too great for the body to withstand for long periods of time. Stun the target for 1-turn. If the target is currently a target for Possession, stun the target for 2-turns instead and return Proteus.
    (At level 70)
    • Level 2: Stun for 1 turn or 3 turns if a target for Possession.
    • Level 3: Stun for 1 turn or 4 turns if a target for Possession.
    • Level 4: Stun for 2 turns or 4 turns if a target for Possession.
    • Level 5: Stun for 2 turns or 5 turns if a target for Possession.


    Developer's Notes:
    • Possession only affects an enemy's damage when Proteus is sent airborne by the affect of Possession. If Proteus is returned or stunned, Possession ceases to target and affect the chosen enemy. 
    • An enemy targeted by Possession has its targeted damage dealt to a random enemy. Team or random damage is still dealt normally. For example, match damage will be redirected to a random enemy. Fired powers that specifically deal damage to a target will be directed to a random enemy.
  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler

    Enchantress (Asgardian Witch)


    5-Star Rarity (Epic)


    Alluring Voice - Purple 7 AP


    Enchantress uses her charms to lure the enemy into doing her bidding. She places a 3 turn Repeater tile on the board. While this Repeater tile is on the board, enemy powers that create special tiles create friendly ones instead. When the repeater tile reaches 0, increases the strength of special tiles by 70. 


    Level 2 - Increases strength of special tiles by 110.

    Level 3 - Reduces duration of Repeater tile to 2 turns.

    Level 4 - Increases strength of special tiles by 150.

    Level 5 - Reduces duration of special tiles to 1 turn.


    Emerald Wave - Green 10 AP


    Enchantress releases her magic in all its fury. Deals damage for each tile of a chosen colour on the board, dealing 250 damage per tile.


    Level 2 - Deals 500 damage per tile.

    Level 3 - Deals 750 damage per tile.

    Level 4 - Deals 900 damage per tile.

    Level 5 - Destroys all tiles in the chosen colour.


    Charm - Yellow 6 AP


    Enchantress charms her enemies to her side. Convert all enemy special tiles into friendly Attack tiles of equal strength.


    (Passive) When Enchantress is attacked with an enemy power, stuns the enemy for 1 round.


    Level 2 - Increases strength of converted tiles by 50.

    Level 3 - Stuns enemies for 2 rounds.

    Level 4 - Increases strength of converted tiles by 100.

    Level 5 - Stuns enemies for 3 rounds.