![](https://us.v-cdn.net/6029755/uploads/custom_emojis/blacktile.png)
![Image: https://us.v-cdn.net/6029755/uploads/custom_emojis/bluetile.png](https://us.v-cdn.net/6029755/uploads/custom_emojis/bluetile.png)
![](https://us.v-cdn.net/6029755/uploads/custom_emojis/greentile.png)
I really like this idea! Spot is such an intriguing idea and this really translates his skills well.Akoni said:The Spot (Classic)
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4 Star (Legendary)Health: Moderate(At level 70)
Match Damage: LowVanishing Trick 7
AP
To the Spot, stealing is too easy. Select a tile to become a Spot tile. When an enemy makes a match in a Spot tile's color, steal 1 AP of that color.
(Passive) If the enemy makes a match-5 or greater, they fall into a spot becoming airborne for 1 turn.
- Level 2: Enemy becomes airborne for 1 turn.
- Level 3: Enemy becomes airborne for 2 turns.
- Level 4: Enemy becomes airborne for 3 turns.
- Level 5: Create 2 Spot tiles. Enemy becomes airborne for 3 turns.
(At level 70)Polka Spots 8
AP
The Spot covers the area with spots, allowing him to move objects with ease and attack from any direction. Select 2 Basic color tiles and swap them. For each Spot tile, randomly swap 1 more tile of each color. Deal 197 damage for each pair of swapped tiles.
- Level 2: For each pair of swapped tiles, deal 232 damage.
- Level 3: For each pair of swapped tiles, deal 290 damage.
- Level 4: For each pair of swapped tiles, deal 387 damage.
- Level 5: For each pair of swapped tiles, deal 553 damage.
(At level 70)Stop Hitting Yourself 10
AP
The Spot shifts the spots on his body to intercept attacks causing the enemy to hit themselves with their own attack. Create a 2-turn fortified Countdown tile targeting a selected enemy. While this tile is present, any match damage The Spot receives from the selected enemy is dealt to that enemy instead.
- Level 2: 2-turn fortified Countdown tile. Enemy takes match and power damage.
- Level 3: 3-turn fortified Countdown tile. Enemy takes match damage.
- Level 4: 3-turn fortified Countdown tile. Enemy takes match and power damage.
- Level 5: 5-turn fortified Countdown tile. Enemy takes match and power damage.
Developer's Notes:
- I envision Spot tiles as having a simple design of a Basic color tile with a white dot in the center and a smaller black dot in the center of the white dot.
- Spot tiles can be matched.
- Vanishing Trick steals AP per color, rather than per Spot tile. For example, if there are 2 Blue Spot tiles and the opponent makes a Blue match, Vanishing Trick only steals 1 Blue AP.
- For Vanishing Trick L5, the player chooses 2 tiles to become Spot tiles.
- Polka Spots swaps extra tiles according to the number of Spot tiles available. For example, if Blue and Red are selected with zero Spot tiles, only 1 Blue and 1 Red tile are swapped. If there is 1 Spot tile, swap 2 Blue with 2 Red tiles. If there are 2 Spot tiles, swap 3 Blue tiles with 3 Red tiles.
- Polka Spots deals all of its damage in 1 hit.
- Multiple Countdown tiles can be created with Stop Hitting Yourself, however, only one Countdown tile can target a single enemy at a time.
First of all, I love that you thought to give this character a moveset. He's pretty underused in most Marvel games.Akoni said:Surprisingly, there are no Spider-Man covers with Alistaire Smythe, so I picked a cover that I thought looked best with a spider-slayer prominently featured on it.Ultimate Spider Slayer (Alistaire Smythe)![]()
4 Star (Legendary)Health: Moderate(At level 70)
Match Damage: ModerateArachnid Hunter 7
AP
Alistaire Smythe aggressively pursues his arch nemesis. Armed with special web-shooters, he hits 3 colored tiles, converting basic tiles to web tiles and locking enemy special tiles. If a tile is already a web tile, remove it and gain 1 Blue AP.
- Level 2: Hits 4 colored tiles.
- Level 3: Hits 5 colored tiles.
- Level 4: Hits 6 colored tiles.
- Level 5: If a tile is already a web tile, remove it and gain 1 Blue and 1 Green AP.
(At level 70)Spider-Slayers 9
AP
With his target in sight, Smythe summons a unit of spider-slaying robots to his location. Create 2 3-turn Countdown tiles. When they expire, deal 947 damage and 332 more damage if the target is a web-slinger, then creates 2 web tiles.
- Level 2: Create 3 3-turn Countdown tiles.
- Level 3: Deal 1315 damage and 460 extra if target is a web-slinger.
- Level 4: Deal 1827 damage and 639 extra if target is a web-slinger.
- Level 5: Create 4 3-turn Countdown tiles. Create 3 web tiles.
(At level 70)Extreme Malice 10
AP
Smythe's biorganic carapace gives him the strength and speed needed to take on the webbed menace. Deal 556 damage and destroy a random 2x2 block of tiles, dealing 556 additional damage for each web tile destroyed. (Destroyed tiles do not deal damage or generate AP.)
- Level 2: Deal 632 damage, plus 632 for each web tile destroyed.
- Level 3: Deal 784 damage, plus 784 for each web tile destroyed.
- Level 4: Deal 861 damage, plus 861 for each web tile destroyed.
- Level 5: Deal 1090 damage, plus 1090 for each web tile destroyed.
Developer's Notes:
- Spider-Slayers' Countdown tiles create web tiles when they expire. This effect is separate from the damage dealt.
Arachnid Hunter selects tiles randomly. Being able to choose up to 6 tiles with a somewhat cheap cost would be borderline overpowered, I think.Kelvinkhr said:First of all, I love that you thought to give this character a moveset. He's pretty underused in most Marvel games.
His moveset is really fun, a mix of counter and synergy with Spiders.
Arachnid Hunter will be useful for those enemies like Polaris, locking their tiles, or for Spider-allies by creating Web tiles. Are the tiles selected at random or are players able to choose the tiles?
Spider-Slayers perfectly exemplifies the above notion that he works well both with and against Spiders. Rather substantial damage against them while creating more Web tiles.
Extreme Malice will definitely benefit from the previous two abilities since they can rack up Web tiles on the board rather easily.
All in all, he is really fun to play. I think a good setup for him might be 3/5/5 or 4/5/4. With a Spider such as, say, 4* Spider-Man or Spider-Gwen as his ally, I think it'd be a very strong team. Great work on this one.
Akoni said:Superia (Deidre Wentworth)![]()
4 Star (Legendary)Health: Low(At level 70)
Match Damage: HighS.S. Superia 7
AP
Superia takes to the sky aboard her cruise liner. Send Superia airborne for 2 turns and gain 2 Purple AP.
(PASSIVE) At the start of the turn, if an enemy is airborne while Superia is airborne, deal 1269 damage to the airborne enemy and return them. Repeat until there are no airborne enemies.
- Level 2: Deal 1320 damage
- Level 3: Deal 1421 damage
- Level 4: Deal 1624 damage
- Level 5: Deal 2030 damage
(At level 70)No Men Allowed 7
AP
Ever the misandric, Superia desires a world free of men. Stun all male enemies for 2 turns and all male allies for 1 turn, then give all female enemies 388 health and all female allies 775 health.
(PASSIVE) While there are no active male allies, friendly matches deal their damage to the enemy team instead.
- Level 2: Stun enemy men for 2, ally men for 1, Give enemy females 403 health, ally females 806 health.
- Level 3: Stun enemy men for 3, ally men for 2, Give enemy females 434 health, ally females 868 health.
- Level 4: Stun enemy men for 3, ally men for 2, Give enemy females 496 health, ally females 992 health.
- Level 5: Stun enemy men for 4, ally men for 2, Give enemy females 620 health, ally females 1240 health.
(At level 70)Dampening Discs 0
AP
(PASSIVE) Beneath her 6-foot 6 warrior frame is a brilliant mind capable of creating technology to neutralize her enemies. When 1 or more enemy Attack, Strike, or Shield tiles are created, create a 1-turn Countdown tile that decreases all enemy Attack, Strike, and Shield tiles by 31%.
- Level 2: ...decreases all enemy Attack, Strike, and Shield tiles by 33%.
- Level 3: ...decreases all enemy Attack, Strike, and Shield tiles by 35%.
- Level 4: ...decreases all enemy Attack, Strike, and Shield tiles by 40%.
- Level 5: ...decreases all enemy Attack, Strike, and Shield tiles by 50%.
Developer's Notes:
- No Men Allowed also increases Superia's health.
- No Men Allowed does not consider animals (i.e. Lockjaw), machines (i.e. Ultron), or semi-humanoid creatures (i.e. symbiote/Golem things from Thick As Thieves event) as men. Only those that Superia would consider men or humanoid males are considered for the effect of No Men Allowed. This may include characters like Silver Surfer since he is visibly male in the eyes of human and evolutionarily a male of his race. Also included may be Carnage and Venom since they bound to human males. Characters like Howard the Duck and Throg might slip under the radar since they are considered more like animals, rather than humanoid males. Ultimately, it would depend on how "male" would be categorized or programmed in the system.
This is another really good moveset and what a choice of character too hahaAkoni said:Dum Dum Dugan (Operative of S.H.I.E.L.D.)![]()
4 Star (Legendary)Health: Moderate(At level 70)
Match Damage: HighNOT THE FEDORA! 8
AP
Some lily-livered, chicken-scratchin', pickle-pickin', pink-eyed son of a bob-tailed hyena dented Dum Dum's fedora and he ain't happy about it. Destroy a random 2x2 block of tiles (does not generate AP) and stun the target for 1 turn for each Green tile destroyed (max 4 turns).
(PASSIVE) This power can only be fired if Dum Dum Dugan received damage during the enemy team's last turn.
- Level 2: Deal 660 damage and destroy a random 2x2 block of tiles (max 4 turns).
- Level 3: Deal 825 damage and destroy a random 2x2 block of tiles (max 4 turns).
- Level 4: Deal 1178 damage and destroy a random 2x2 block of tiles (max 4 turns).
- Level 5: Deal 1963 damage and destroy a random 3x3 block of tiles (max 6 turns).
(At level 70)From the Vault 8
AP
Dugan selects a weapon from S.H.I.E.L.D.'s high tech stash to assist him on his mission. Select a tile. This power's effect varies depending on the selected tile's type.
- Level 1: Basic= destroy 2 enemy AP in the selected color. Team-Up= deal 75 damage to the enemy team for each Team-Up AP they have. Countdown/Repeater= lock 2 enemy random Countdown or Repeater tiles. Attack/Strike/Shield= remove up to 4 random Attack, Strike, or Shield tiles and deal 148 damage for each one removed.
- Level 2: Basic= destroy 3 enemy AP in the selected color. Team-Up= deal 80 damage to the enemy team for each Team-Up AP they have. Countdown/Repeater= lock 2 enemy random Countdown or Repeater tiles. Attack/Strike/Shield= remove up to 5 random Attack, Strike, or Shield tiles and deal 184 damage for each one removed.
- Level 3: Basic= destroy 3 enemy AP in the selected color. Team-Up= deal 90 damage to the enemy team for each Team-Up AP they have. Countdown/Repeater= lock 3 enemy random Countdown or Repeater tiles. Attack/Strike/Shield= remove up to 5 random Attack, Strike, or Shield tiles and deal 264 damage for each one removed.
- Level 4: Basic= destroy 4 enemy AP in the selected color. Team-Up= deal 100 damage to the enemy team for each Team-Up AP they have. Countdown/Repeater= lock 3 enemy random Countdown or Repeater tiles. Attack/Strike/Shield= remove up to 6 random Attack, Strike, or Shield tiles and deal 440 damage for each one removed.
- Level 5: Basic= destroy 6 enemy AP in the selected color. Team-Up= deal 120 damage to the enemy team for each Team-Up AP they have. Countdown/Repeater= lock 5 enemy random Countdown or Repeater tiles. Attack/Strike/Shield= remove up to 9 random Attack, Strike, or Shield tiles and deal 440 damage for each one removed.
(At level 70)Final Assault 0
AP
(PASSIVE) With Dugan's body damaged beyond repair, an unit of Life Model Decoys are activated to replace him. When Dum Dum Dugan is downed, convert 4 Basic or enemy special tiles to strength 140 Attack tiles.
- Level 2: ...convert 4 Basic or enemy special tiles to Strength 175 attack tiles.
- Level 3: ...convert 4 Basic or enemy special tiles to Strength 250 attack tiles.
- Level 4: ...convert 5 Basic or enemy special tiles to Strength 250 attack tiles.
- Level 5: ...convert 8 Basic or enemy special tiles to Strength 250 attack tiles.
Developer's Notes:
- NOT THE FEDORA! can only be fired if Dum Dum Dugan has received damage during the enemy team's last turn. If Dum Dum Dugan avoids damage by being airborne or invisible, or if damage was done to allies, but not Dum Dum Dugan, then NOT THE FEDORA! cannot be fired.
- From the Vault requires that a Basic, Team-Up, Countdown, Repeater, Attack, Strike, or Shield tile be selected. Invisibility and other special tiles can not be selected.
Thank you. Superia's not the most fleshed out character and I'm sure the writers mainly used her as a plot device. Nonetheless, I find her intriguing. I was a little iffy on Dampening Discs, because I thought it might be too powerful, but if the enemy team isn't using special tiles, then it's worthless.Kelvinkhr said:
I must say, this is a very creative moveset.
S.S. Superia effectively deals with pesky Airborne enemies, like Heimdall and Vulture, and will be especially good against the latter who can somehow spam that move. It's also a good idea for the move to continue taking out Airborne enemies too so anyone who sends all their allies airborne is in for a nasty shock. The move is also pretty cheap at 7 AP, she might be able to spam that a bit too and feeds her other move.
I love how No Men Allowed plays with something so unique as the character's gender, and in such a fun way too. This would be fun to play. I also really like how it still utilises their damage even while they are ineffective so it is as if they are still there. Again, the move is cheap too.
Then, there is Dampening Discs which is definitely anti-Polaris. It doesn't outright cancels her but it does lessen her impact a little by harshly reducing the strength of her tiles.
All in all, this is definitely an awesome idea. I'd run her at 4/4/5. Great one!
Kelvinkhr said:I thought about have him come back, but I thought that might be too powerful considering how powerful NOT THE FEDORA! can be. Also, From the Vault is a heck of a toolbox to have on hand.This is another really good moveset and what a choice of character too haha
NOT THE FEDORA! is really funny and very unique in the sense it has a condition for firing. Given his high match damage, it could be quite common too. Also, with someone like, say, Immortal Hulk, that would be quite powerful, even it is random. Someone who can generate a lot of Green tiles might help him stack up the number of Stun rounds.
From the Vault having a varied effect would definitely make for a lot of playstyles. The effects are also quite powerful too.
Final Assault is a good use of his LMDs too. It also punishes enemies rather harshly for defeating him....yikes. If I may make a suggestion, maybe it could also create a Countdown tile that allows him to return with some percentage of health?
All in all, he is definitely fun and unique. I'd run him at 3/5/5. Great one!
Akoni said:Although I think Broken Blade is a good character, she was only featured in Deadpool and was not long-lived enough to be featured on a cover. The cover here is the first issue she made an appearance in.Broken Blade (Classic)![]()
4 Star (Legendary)Health: Moderate(At level 70)
Match Damage: ModerateB.B. in Charge 0
AP
(PASSIVE) No one fights in her club unless she starts it. If 1 or more Attack or Strike tiles are created by an enemy power, convert 1 enemy Attack or Strike tile to a Basic Black tile and deal 358 damage.
- Level 2: Deal 448 damage
- Level 3: Deal 640 damage
- Level 4: Deal 896 damage
- Level 5: Deal 1280 damage
(At level 70)Smuggler's Run 8
AP
If you want it, Broken Blade can get it. If you got it, she wants a cut. Convert 2 tiles to Black, then, if there is a Black match available, Broken Blade matches it.
(PASSIVE) If an enemy steals AP, gain 3 Black AP.
- Level 2: Convert 3 tiles to Black. (PASSIVE) ...gain 3 Black AP.
- Level 3: Convert 3 tiles to Black. (PASSIVE) ...gain 4 Black AP.
- Level 4: Convert 4 tiles to Black. (PASSIVE) ...gain 4 Black AP.
- Level 5: Convert 5 tiles to Black. (PASSIVE) ...gain 6 Black AP.
(At level 70)Near and Far 13
AP
Highly skilled in short and long range combat, Broken Blade is undeterred by numbers. Deal 708 damage to the first and last enemy. If there is only 1 active enemy, Broken Blade deals 1416 damage instead.
(PASSIVE) If Broken Blade is the only one active on her team, she cannot be stunned.
- Level 2: Deal 1125 or 2250 damage
- Level 3: Deal 1507 or 3014 damage
- Level 4: Deal 2249 or 4498 damage
- Level 5: Deal 3213 or 6426 damage
Developer's Notes:
- B.B. in Charge requires an enemy power to create at least 1 Attack or Strike tile AND for there to exist an enemy Attack or Strike tile afterwards. For example, if are no special tiles and Sabretooth's Happy Birthday, Runt power is fired, it will not trigger B.B. in Charge because it there are no enemy Strike tiles, only friendly ones. If, however, Polaris' Iron Proficiency power is fired, it will trigger B.B. in Charge, because enemy Strike tiles will be present.
- B.B. in Charge will trigger whether the enemy power is passive or fired.
- Smuggler's Run only enables Broken Blade to match Black tiles. She will not make any other match, even if it is considered to be of higher value (i.e. Red match-4).
- Smuggler's Run (passive) requires that the enemy steals AP. It will not trigger if the enemy drains or destroys AP.
- Near and Far deals damage to the first and last enemy as long as there are at least 2 enemies. If there is a single enemy, it deals all of it's damage to that enemy. Damage by Near and Far is dealt in 1 hit regardless of the number of enemies.
Akoni said:Japheth (Maggot)![]()
4 Star (Legendary)Health: Moderate(At level 70)
Match Damage: LowEany 5
AP
As one of his only sources of nourishment, Japheth deploys Eany to feast. If there isn't one, convert a selected Basic tile to a 3-turn Eany Countdown tile that generates 1 AP in its color, plus 2 Purple AP when it expires.
(PASSIVE) If an Eany Countdown tile is destroyed by a power, Japheth takes 319 damage and his team loses 2 Purple AP.
- Level 2: ... +3 Purple AP (PASSIVE) ...takes 351 damage
- Level 3: ... +4 Purple AP (PASSIVE) ...takes 383 damage
- Level 4: ... generates 2 AP in its color (PASSIVE) ...takes 447 damage
- Level 5: ... 2-turn Eany Countdown tile (PASSIVE) ...takes 575 damage
(At level 70)Meany 5
AP
Japheth's symbiotic relationship with his maggots requires that he doesn't spend too much time without them. If there isn't one, convert a selected special tile to a 3-turn Meany Countdown tile that gives Japheth 375 health, plus 2 Yellow AP when it expires.
(PASSIVE) If a Meany Countdown tile is destroyed by a power, Japheth takes 479 damage and his team loses 1 Yellow AP.
- Level 2: ...givess 413 health (PASSIVE) ...takes 527 damage
- Level 3: ...gives 451 health +3 Yellow (PASSIVE) ...takes 575 damage
- Level 4: ...gives 526 health +4 Yellow (PASSIVE) ...takes 671 damage
- Level 5: ...2-turn Meany CD tile, gives 413 health (PASSIVE) ...takes 838 damage
(At level 70)Psychometric Recall 0
AP
Japheth's uncanny ability to read transpired events makes him a valuable asset. If an enemy has made at least 2 matches in their strongest color, fortify 1 tile in that enemy's strongest color whenever they make a match in their strongest color.
(PASSIVE) When a Fortified Eany or Meany Countdown tile expires, steal 1 AP in its color.
- Level 2: ... fortify 1 tile.
- Level 3: ... fortify 2 tiles.
- Level 4: ... fortify 3 tiles.
- Level 5: ... fortify 3 tiles. Steals 2 AP.
Developer's Notes:
- The player chooses which tiles become Eany and Meany Countdown tiles.
- Psychometric Recall requires that an enemy has made at least 2 matches in their strongest color. For example, Cyclops and Deadpool both have Red as their strongest color, but Cyclops being stronger will always match Red. After 2 Red matches, Psychometric Recall will begin fortifying Red tiles. After Cyclops is downed, Deadpool begins matching Red, however, because Deadpool has not made any Red matches until now, no tiles are fortified by Psychometric Recall.
- If an Eany or Meany Countdown tile is fortified when it expires, Psychometric Recall steals AP in the expired tile's color. If an Eany or Meany Countdown tile loses its fortification before it expires, Psychometric Recall does not steal AP.
- Japheth's passive powers will cause Japheth to take damage and lose AP regardless of whether an Eany or Meany Countdown tile is destroyed by a friendly or enemy power.
- If a power destroys an Eany or Meany Countdown tile's fortification, his passive powers do not cause Japheth to take damage or lose AP since the Countdown tile itself is not destroyed.
This one is really fun! The whole synergy around the Dupe Countdown tile is just so creative and Carbon Copy makes it really easy to stack up those tiles. Are the Dupe tiles generated in a specific colour or random?Akoni said:Multiple Man (Jamie Madrox)![]()
4 Star (Legendary)Health: Low(At level 70)
Match Damage: ModerateCarbon Copy 0
AP
(PASSIVE) Multiple Man creates a copy of himself whenever he takes damage. Create a 2 to 4-turn Dupe Countdown tile that, if matched by Multiple Man's team, generates 1 Team-Up AP and gives Multiple Man 20 health for each turn remaining on the counter.
- Level 2: 30 health
- Level 3: 45 health
- Level 4: 60 health
- Level 5: 80 health
Multiplicity 10
AP
Duplicates everywhere. So many dupes. There are dupes of dupes. Drain 5 Team-Up AP, remove 1 Dupe Countdown tile, and create two 2 to 4-turn Dupe Countdown tiles.
(PASSIVE) This power costs 1 less for every 5 friendly Team-Up AP.
(At level 70)
- Level 2: Drain 5 Team-Up & remove 2 and create 4
- Level 3: Drain 5 Team-Up & emove 3 and create 6
- Level 4: Drain 5 Team-Up & remove 3 and create 6 (PASSIVE) costs1 less for every 4 Team-Up AP
- Level 5: Drain 5 Team-Up & remove 3 and create 6 (PASSIVE) costs 1 less for every 3 Team-Up AP
(At level 70)Army of One 12
AP
Multiple Man and his army of duplicates rush the battlefield. Deal 890 damage and destroy a random tile for every Dupe Countdown tile (does not generate AP). For each Dupe Countdown tile destroyed this way, increase the counter on the remaining Dupe Countdown tiles by 1.
(PASSIVE) If Multiple Man would receive 869 or more damage, remove 1 Dupe Countdown tile and prevent that damage.
- Level 2: Deal 961 damage... (PASSIVE) If Multiple Man would receive 938...
- Level 3: Deal 1113 damage... (PASSIVE) If Multiple Man would receive 1086...
- Level 4: Deal 1416 damage... (PASSIVE) If Multiple Man would receive 1383...
- Level 5: Deal 2023 damage... (PASSIVE) If Multiple Man would receive 1975...
Developer's Notes:
- Dupe Countdown tiles are created with a random counter of 2, 3, or 4 turns.
- Dupe Countdown tiles created by Multiplicity are the same as Dupe Countdown tiles created by Carbon Copy.Therefore, when matched, by Multiple Man's team, they will generate Team-Up AP and give Multiple Man health.
- Originally, the thought process was that the health Multiple Man receives via the matching of Dupe Countdown tiles would be true healing.
Kelvinkhr said:Dupe tiles would be created randomly so they would be any color.This one is really fun! The whole synergy around the Dupe Countdown tile is just so creative and Carbon Copy makes it really easy to stack up those tiles. Are the Dupe tiles generated in a specific colour or random?
Multiplicity really works for him because it gives him added strength. Does the removed tile count as being matched away to trigger the effect of Carbon Copy?
Army of One is possibly his strongest. It gives him some nice healing if it triggers and it negates damage? Like totally negates all of it? Cause wow, a lot of powers are gonna be ineffective against him that way.
Overall, I think he is really good and definitely someone I'd wanna play probably at 5/4/4. Great one!
Akoni said:Zero (Kenji Uedo)![]()
4 Star (Legendary)Health: Moderate(At level 70)
Match Damage: LowTechnopathic Touch 0
AP
(PASSIVE) As Zero's limbs branch out, he gains control of all technology in the area. If there are 12 or more tiles with Zero's icon, steal 1 enemy Attack, Strike or Shield tile.
- Level 2: If there are 11 or more tiles... steal 1...
- Level 3: If there are 10 or more tiles... steal 2...
- Level 4: If there are 8 or more tiles... steal 2...
- Level 5: If there are 6 or more tiles... steal 3...
(At level 70)Remote Telepathy 0
AP
(PASSIVE) Zero has honed his skills to manipulate people from afar by implanting a piece of himself in their minds. If there are 16 or more tiles with Zero's icon, convert 1 tile in the enemy team's strongest color to Black whenever Zero takes damage from an enemy. If the enemy team's strongest color is Black, deal 431 damage to the enemy team instead.
- Level 2: If there are 14 or more tiles... If enemy team's strongest is Black, deal 517.
- Level 3: If there are 12 or more tiles... If enemy team's strongest is Black, deal 621.
- Level 4: If there are 10 or more tiles... If enemy team's strongest is Black, deal 745.
- Level 5: If there are 8 or more tiles... If enemy team's strongest is Black, deal 894.
(At level 70)Maniacal Rampage 0
AP
(PASSIVE) Zero loses control as grotesque techno-organic tendrils lash outward. If there are 20 or more tiles with Zero's icon, destroy 16 tiles, then if there are 16 or more Black tiles, deal 575 damage to the enemy team. (Destroyed tiles do not generate AP.)
- Level 2: If there are 18 or more tiles... if 16 Black tiles, deal 690 damage.
- Level 3: If there are 16 or more tiles... if 16 Black tiles, deal 828 damage.
- Level 4: If there are 14 or more tiles... if 16 Black tiles, deal 994 damage.
- Level 5: If there are 10 or more tiles... if 16 Black tiles, deal 1192 damage.
Developer's Notes:
- Maniacal Rampage destroys the center 2x2 block of tiles, plus the 3 tiles extending diagonally into each corner. This gives the appearance of a mass in the center of the board with tendrils reaching out into the corners.