Health: Moderate
Match Damage: Moderate
Sinister Scheme 3 AP
Sinister continues her progenitor's work. Create 2 Trap tiles that deal 254 damage if matched by either team.
(PASSIVE) At the start of the turn swap 1 random pair of tiles. If a friendly Trap tile is swapped, steal 1 AP in its color.
- Level 2: ...deal 299 damage
- Level 3: ...deal 374 damage
- Level 4: ...deal 498 damage
- Level 5: ...deal 712 damage
Sinister prepares for the worst-case scenario. Create 2 Trap tiles that, when matched by either team, give Miss Sinister 322 health.
(PASSIVE) If Miss Sinister would receive damage from an enemy power, remove a Contingency Plan Trap tile to prevent 411 of that damage.
- Level 2: Create 2 Trap tiles... 379 health... (PASSIVE) ...prevent 483 of that damage.
- Level 3: Create 2 Trap tiles... 494 health... (PASSIVE) ...prevent 604 of that damage.
- Level 4: Create 3 Trap tiles... 631 health... (PASSIVE) ...prevent 805 of that damage.
- Level 5: Create 3 Trap tiles... 902 health... (PASSIVE) ...prevent 1150 of that damage.
Best Laid Plans 12 AP
After meticulous preparation, Sinister implements her plan. Deal 336 damage for each color of friendly Trap tile on the board.
- Level 2: Deal 395 damage for each...
- Level 3: Deal 494 damage for each...
- Level 4: Deal 659 damage for each...
- Level 5: Deal 941 damage for each...
Developer's Notes:
- As far as affiliation, Claudine is not a mutant, but rather the end result of an experiment.
- Best Laid Plans functions similarly to Heimdall's Red Power: Prismatic Cleave.