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

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  • AkoniAkoni Posts: 250 Mover and Shaker
    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
    Match Damage: Moderate

      Arachnid 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.
    (At level 70)
    • 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.

      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.
    (At level 70)
    • 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.

      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.)
    (At level 70)
    • 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.
  • AkoniAkoni Posts: 250 Mover and Shaker

    Star (Ripley Ryan)
      
    5 Star (Epic)

    Health: Moderate
    Match Damage: Moderate

     Power Syphon 6  AP
    Star releases a virus to drain others and power herself. Create 3 Power Syphon Trap tiles that steal 1 Red AP when matched by the enemy and converts 1 tile to Red when matched by Star's team.
    (Passive) At the start of the match create 3 Power Syphon Trap tiles.
    (At level 255) 
    • Level 2: (Passive) At the start of the match create 4 Power Syphon Trap tiles.
    • Level 3: Create 4 Power Syphon Trap tiles...
    • Level 4: (Passive) At the start of the match create 5 Power Syphon Trap tiles.
    • Level 5: Create 5 Power Syphon Trap tiles...

     Collected Strength 0  AP
    (Passive) Star accumulates enough power to be a threat to villains and heroes alike. Deal 32 damage for each Red AP your team has more than the enemy team (max 384 damage).
    (At level 255) 
    • Level 2: 38 damage for each Red AP more than the enemy (max 456 damage).
    • Level 3: 47 damage for each Red AP more than the enemy (max 564 damage).
    • Level 4: 63 damage for each Red AP more than the enemy (max 756 damage).
    • Level 5: 90 damage for each Red AP more than the enemy (max 1080 damage).

     Power Hungry 10  AP
    Beneath her heroic demeanor is a power hungry psychopath willing to crush anyone who stands in her way. Deal 2176 damage. If you have 10 or more Red AP, drain 10 Red AP and deal 4352 damage instead.
    (Passive) If there are more than 10 Red tiles at the start of her turn, Star makes a match.
    (At level 255) 
    • Level 2: Deal 2244 or 4488 damage.
    • Level 3: Deal 2579 or 5158 damage.
    • Level 4: Deal 3349 or 6698 damage.
    • Level 5: Deal 4999 or 9998 damage.
  • AkoniAkoni Posts: 250 Mover and Shaker




    Danger (Classic)
      
    4 Star (Legendary)

    Health: Moderate
    Match Damage: Moderate

      Hard Light Hologram 5  AP
    Danger creates illusive constructs that alters the environment and her enemy's senses. Change 2 tiles in the enemy team's strongest color to their weakest color, but changes no other characteristics of those tiles.
    (Passive) When Danger's team matches a tile in the enemy team's weakest color, gain 1 Purple AP.
    (At level 70)
    • Level 2: Change 3 tiles
    • Level 3: Change 3 tiles
    • Level 4: Change 4 tiles
    • Level 5: Change 6 tiles

      Hard Light Laser 12  AP
    Danger fires a beam of hard light at her target, dealing 2932 damage. This power costs 1 less for every 3 tiles in the enemy team's weakest color (min cost 8). 
    (Passive) Danger's matches and powers deal 40% less damage to members of the X-Men.
    (At level 70)
    • Level 2: Deals 3331 damage
    • Level 3: Deals 3966 damage
    • Level 4: Deals 4958 damage
    • Level 5: Deals 6523 damage

      Battle Tactics 9  AP
    Danger analyses the enemy's strengths and weaknesses, then formulates the perfect plan to defeat them. Move 2 AP from the enemy team's strongest AP pool to their weakest AP pool, then decrease enemy Team-Up AP by 3.
    (Passive) If you have 4 or more Purple AP, this power costs 5  AP and 4  AP.
    (At level 70)
    • Level 2: Move 3 AP and decrease enemy Team-Up AP by 3
    • Level 3: Move 3 AP and decrease enemy Team-Up AP by 4
    • Level 4: Move 4 AP and decrease enemy Team-Up AP by 4
    • Level 5: Move 5 AP and decrease enemy Team-Up AP by 5


    Developer's Notes:
    • Hard Light Hologram creates a visual illusion by changing a tile's color, but not the actual tile itself. For example, a Red () tile is an upright triangle that generates Red AP. Hard Light Hologram changes the color so that you see a Purple upright triangle that when matched will generate Red AP. This is different from other powers that will convert  which generates Red AP to  which generates Purple APIn the case of Hard Light Hologram, a player may see 3 Purple tiles next to each other and wonder why they are not being destroyed until they look closer and notice that they are looking at 2 upright triangles and 1 upside down triangle. The player is then required to observe all other features of the tiles on the board in order to make matches. This should have no negative impact for those with color blindness playing with or against Danger.
    • Hard Light Hologram (passive) specifically utilizes the color of a tile, but not the tile itself for its trigger. For example, the enemy team's weakest color is Black. When Danger's team matches a Black tile, they gain 1 Purple AP for each Black tile. This is true even if Hard Light Hologram changes [only] the color of a Red tile to look Black. When the Black upright triangle is matched by Danger's team, it will generate 1 Purple AP. This might be slightly problematic for those with color blindness who choose to utilize Danger on their team. This problem can be alleviated by stating what the enemy's weakest color is in the text for Hard Light Hologram.
    • If Danger is downed, any tiles affected by Hard Light Hologram are reverted to their original form.
    • Hard Light Laser utilizes the color of a tile only when determining its cost. Tiles altered by Hard Light Hologram, therefore, aid in decreasing the cost of Hard Light Laser.
  • KelvinkhrKelvinkhr Posts: 88 Match Maker
    Akoni said:
    Super-Villain Team-Up MODOKs 11 Vol 1 3jpg
    The Spot (Classic)
       
    4 Star (Legendary)

    Health: Moderate
    Match Damage: Low

      Vanishing 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.
    (At level 70)
    • 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.

      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.
    (At level 70)
    • 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.

      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.
    (At level 70)
    • 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.
    I really like this idea! Spot is such an intriguing idea and this really translates his skills well.

    Vanishing Trick really messes with enemies by stealing their AP. The power is rather cheap too so it will be easy to place the tiles. Furthermore, it also punishes enemies for making match-5's very nicely. 

    Polka Dots is also very nice. Late game, if there are Spot tiles in many colour, which I expect players will place, it'd be fun indeed with the free swaps.

    Stop Hitting Yourself  might be my favourite haha, having enemies damage themselves with their own attacks and powers. It is hilariously chaotic

    All in all, I really enjoy this idea. I'd run this at 535 to really mess with enemies. Great work translating this character
  • KelvinkhrKelvinkhr Posts: 88 Match Maker
    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
    Match Damage: Moderate

      Arachnid 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.
    (At level 70)
    • 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.

      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.
    (At level 70)
    • 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.

      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.)
    (At level 70)
    • 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.
    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.
  • AkoniAkoni Posts: 250 Mover and Shaker
    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.
    Arachnid Hunter selects tiles randomly. Being able to choose up to 6 tiles with a somewhat cheap cost would be borderline overpowered, I think. 

    I'm glad you liked it. It was a little tricky to get right. Smythe has this weird fascination with web crawlers, whom he also hates.
  • AkoniAkoni Posts: 250 Mover and Shaker

    Superia (Deidre Wentworth)
      
    4 Star (Legendary)

    Health: Low
    Match Damage: High

      S.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.
    (At level 70)
    • Level 2: Deal 1320 damage
    • Level 3: Deal 1421 damage
    • Level 4: Deal 1624 damage
    • Level 5: Deal 2030 damage

      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.
    (At level 70)
    • 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.

      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%.
    (At level 70)
    • 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.
  • KelvinkhrKelvinkhr Posts: 88 Match Maker
    Akoni said:

    Superia (Deidre Wentworth)
      
    4 Star (Legendary)

    Health: Low
    Match Damage: High

      S.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.
    (At level 70)
    • Level 2: Deal 1320 damage
    • Level 3: Deal 1421 damage
    • Level 4: Deal 1624 damage
    • Level 5: Deal 2030 damage

      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.
    (At level 70)
    • 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.

      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%.
    (At level 70)
    • 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.

    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!
  • AkoniAkoni Posts: 250 Mover and Shaker


    Dum Dum Dugan (Operative of S.H.I.E.L.D.)
      
    4 Star (Legendary)

    Health: Moderate
    Match Damage: High

      NOT 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.
    (At level 70)
    • 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).

      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.
    (At level 70)
    • 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.

      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.
    (At level 70)
    • 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.
  • KelvinkhrKelvinkhr Posts: 88 Match Maker
    Akoni said:


    Dum Dum Dugan (Operative of S.H.I.E.L.D.)
      
    4 Star (Legendary)

    Health: Moderate
    Match Damage: High

      NOT 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.
    (At level 70)
    • 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).

      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.
    (At level 70)
    • 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.

      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.
    (At level 70)
    • 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.
    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!
  • AkoniAkoni Posts: 250 Mover and Shaker
    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!
    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:

    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!
    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.
    Generally, with those that resurrect, like Jean Grey or Immortal Hulk, the strategy is to take them out last so they can't return. If you leave Dum Dum Dugan in the game to take out last, you run the risk of his powers hitting often and causing you a lot of trouble. For this reason, I decided to use LMDs in the form of Attack tiles similar to 3-star Doctor Doom's Summoning Demons power.
  • AkoniAkoni Posts: 250 Mover and Shaker
    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
    Match Damage: Moderate

      B.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.
    (At level 70)
    • Level 2: Deal 448 damage
    • Level 3: Deal 640 damage
    • Level 4: Deal 896 damage
    • Level 5: Deal 1280 damage

      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.
    (At level 70)
    • 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.

      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.
    (At level 70)
    • 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.
  • KelvinkhrKelvinkhr Posts: 88 Match Maker
    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
    Match Damage: Moderate

      B.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.
    (At level 70)
    • Level 2: Deal 448 damage
    • Level 3: Deal 640 damage
    • Level 4: Deal 896 damage
    • Level 5: Deal 1280 damage

      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.
    (At level 70)
    • 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.

      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.
    (At level 70)
    • 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.

    This is definitely interesting. I've never heard of the character but she looks interesting.

    B.B. in Charge is definitely useful in dealing with special tile kind of characters, taking from them and punishing them for creating those tiles to begin with. It would be helpful against those who run Rocket and Polaris.

    Smuggler's Run will work well with Domino, I think, or Yellowjacket now that he's in-game since Domino increases the chance for Black tiles and Yellowjacket uses Black matches to extend his invisibility. I also like the passive effect, that's quite powerful supportively. 

    Near and Far is a good way to round her off with a good damage skill too!

    She looks really nice. I'd probably do her at 4/5/4 or so.
  • AkoniAkoni Posts: 250 Mover and Shaker

    Japheth (Maggot)
      
    4 Star (Legendary)

    Health: Moderate
    Match Damage: Low

      Eany 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. 
    (At level 70)
    • 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

      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.
    (At level 70)
    • 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

      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.
    (At level 70)
    • 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.
  • AkoniAkoni Posts: 250 Mover and Shaker

    Multiple Man (Jamie Madrox)
      
    4 Star (Legendary)

    Health: Low
    Match Damage: Moderate

      Carbon 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.
    (At level 70)
    • 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

      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.
    (At level 70)
    • 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.
  • KelvinkhrKelvinkhr Posts: 88 Match Maker
    Akoni said:

    Japheth (Maggot)
      
    4 Star (Legendary)

    Health: Moderate
    Match Damage: Low

      Eany 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. 
    (At level 70)
    • 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

      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.
    (At level 70)
    • 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

      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.
    (At level 70)
    • 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.

    Interesting moveset you've made here. I like how it emphasizes the relationship he has with his maggots. He would make a rather good AP generator, especially for Purple and Yellow AP. 

  • KelvinkhrKelvinkhr Posts: 88 Match Maker
    Akoni said:

    Multiple Man (Jamie Madrox)
      
    4 Star (Legendary)

    Health: Low
    Match Damage: Moderate

      Carbon 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.
    (At level 70)
    • 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

      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.
    (At level 70)
    • 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.
    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!
  • AkoniAkoni Posts: 250 Mover and Shaker
    Kelvinkhr said:
    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!
    Dupe tiles would be created randomly so they would be any color.

    Since Multiplicity removes the tile, it would not be considered matched, so no extra health or Team-Ups. 

    Army of One's passive would sacrifice a Dupe if he would take enough damage and negate it. So yes, it would allow him to survive that one big blast from X power whether passive or fired. 

    With the way I designed him, he is not great on his own, but on the right team, he can be really good. He's good with anyone that makes Shields because he would take minimal damage and still create Dupes. He would also work well with 4* Captain Marvel since she provides a benefit from expired tiles. Though Army of One is slow, Polaris could benefit from it's destruction of tiles. Let's not forget Okoye since she'll likely tank over him and benefits from the Team-Up tiles. I would probably run him at 3/5/5 or 4/5/4 depending on the team.
  • AkoniAkoni Posts: 250 Mover and Shaker


    Zero (Kenji Uedo)
      
    4 Star (Legendary)

    Health: Moderate
    Match Damage: Low

      Technopathic 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.
    (At level 70)
    • 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...

      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.
    (At level 70)
    • 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.

      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.)
    (At level 70)
    • 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.
  • KelvinkhrKelvinkhr Posts: 88 Match Maker
    Akoni said:


    Zero (Kenji Uedo)
      
    4 Star (Legendary)

    Health: Moderate
    Match Damage: Low

      Technopathic 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.
    (At level 70)
    • 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...

      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.
    (At level 70)
    • 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.

      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.)
    (At level 70)
    • 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.

    This is a very interesting concept and the idea is certainly unique to make him centred around his tiles. He will have to be teamed with those with low match damage probably or someone who can change tile colour but with the right team-up, I think he will be good. 
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