*** Daredevil (Man Without Fear) ***
Comments
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ShionSinX and OnesOwnGrief, thank you for informations. In my point of view, DD's 1.8k on self matching is too low. You go for 5 with 3044 on self matching, or you can just leave it at 3, because 4 doens't make sense: you can't hope on enemy's match IMHO. So, I see 5 possible solutions:
1. DD 4/4/5 + Patch 4/4/5
2. DD 5/5/3 + Patch 5/3/5
3. DD 5/3/5 or 4/4/5 + Patch 5/3/5 + Cyclops 3/5/5
4. DD 5/3/5 + Patch 5/3/5 + character with good (Daken, She-Hulk, C. Magneto, ecc)
5. DD 4/4/5 + Patch 5/3/5 (DD remove 4 of 6 enemy strike tiles, so you need to be just a little more careful when you fire , or your third character should be someone who can take care of the other 2 enemy strike tiles)
The first solution is too specific IMHO, I usually prefer a 5/3/5 Patch. My Cyclops is only a 1/2/1 at the moment, so n°5 solution could be the best for me: 4 of 6 enemy strike tiles and DD's blue at 4 sounds good to me.....0 -
So I know he's boosted right now, but I just got my DD into useable shape cover wise and I can't help but feel like he's slept on a little bit as he has a versatile skill set and is capable of doing pretty big damage. My current build may not be optimal, but I'm having a hard time figuring what is best as optimal. He seems circumstantial in some senses, but for a circumstantial character he brings a lot to the table!
Is there a current consensus on his best skill or best build?0 -
I used him a lot in the last PVE to stun Gorgon constantly, it was a true life saver. His red is pretty good too but of course its reliant on getting into a position where you can match it with other reds. His purple is useful for changing enemy tiles but for me I'm happy with that at 3 covers. I'd say his blue is his best skill simply due to the fact you can constantly stun people who can pretty much wipe you out with ease if they get a few powers off. I've built him 3/5/5 as his red does cause some really good damage if you can match it.0
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his blue is really good and disruptive, really a must max to stun 2 turns every 3 and you can do a nice overlap of blues.
also saw this tid bit on the wiki:
Note: Countdown tiles always decrement across the board from left to right and top to bottom. If a Billy Club tile resolves and jumps down the board, its countdown can immediately be decremented again, allowing a level 4 or 5 Billy Club to chain-stun an opponent without yielding a single turn.0 -
Yep, I saw a lot of that in EOTS survival nodes. It's definitely something to be aware of when using DD - if you prioritize matching or dropping blue tiles above or to the left of the countdown, you can raise the odds that you'll get a favorable new location.0
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GMadMan040 wrote:So I know he's boosted right now, but I just got my DD into useable shape cover wise and I can't help but feel like he's slept on a little bit as he has a versatile skill set and is capable of doing pretty big damage. My current build may not be optimal, but I'm having a hard time figuring what is best as optimal. He seems circumstantial in some senses, but for a circumstantial character he brings a lot to the table!
Is there a current consensus on his best skill or best build?
And considering how much I hear about people throwing away bad heroes(I never do this, never know who'll get buffed), it may be hard for certain people to come around.
See:
Vision/Beast/Quicksilver/Daredevil0 -
One funny thing is because of how CD tiles trigger it is possible to infinitely chain the stun without a break.
CD tiles trigger from top to bottom, left to right. So if the Billy club is in one place and trigger then occupies a tile on same line but at the right or one line or more below the new CD will tick once right away, so a 2 turn stun with CD 2 instead of 3.0 -
GMadMan040 wrote:So I know he's boosted right now, but I just got my DD into useable shape cover wise and I can't help but feel like he's slept on a little bit as he has a versatile skill set and is capable of doing pretty big damage. My current build may not be optimal, but I'm having a hard time figuring what is best as optimal. He seems circumstantial in some senses, but for a circumstantial character he brings a lot to the table!
Is there a current consensus on his best skill or best build?
I went with 5/3/5 for the longest time, but switched to 3/5/5 which seems to be the most favored build. I definitely don't use him that often, and for good reason, there's a lot more useful characters. I have enough covers to build a 2/5/2 dupe, but I have no intention to house a dupe. If I had unlimited HP, sure I'd house the dupe, but he's not worth it.0 -
I have Daredevil at 5/5/3 because that's how the covers happened to fall. I have 2 red covers waiting to be redeemed. Having blue at 5 is pretty much a given, but I don't see how the popular 3/5/5 build is superior to a 5/5/3 build.
- Paired with Patch, 5 purple is going to clear out more of the unwanted strike tiles for the enemy team. Unless DD is the essential, I'm not going to use him if the enemy doesn't generate special tiles.
- I don't see why you would ever use Daredevil's red (max 5447/3044) over Cyclops's red (max 4283). Ambush has higher potential, especially if you can get multiple matches in, but Optic Blasts is guaranteed and has minor cascade potential.
- It's useless when you're up against enemies that generate red special tiles (Daken, ninjas, etc.)
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Cymmina wrote:I have Daredevil at 5/5/3 because that's how the covers happened to fall. I have 2 red covers waiting to be redeemed. Having blue at 5 is pretty much a given, but I don't see how the popular 3/5/5 build is superior to a 5/5/3 build.
- Paired with Patch, 5 purple is going to clear out more of the unwanted strike tiles for the enemy team. Unless DD is the essential, I'm not going to use him if the enemy doesn't generate special tiles.
- I don't see why you would ever use Daredevil's red (max 5447/3044) over Cyclops's red (max 4283). Ambush has higher potential, especially if you can get multiple matches in, but Optic Blasts is guaranteed and has minor cascade potential.
- It's useless when you're up against enemies that generate red special tiles (Daken, ninjas, etc.)
Patch is largely irrelevant these days to be honest. Purple even at 5 covers is too expensive for what it does, it doesnt do enough damage and it doesnt clear enough tiles. Red might not be the best ability but it has more potential to be useful. It's cheap, the damage is good, if you self-match it the trap stays alive, it's usually a KO if the enemy matches it.
There are much much better uses of purple than DD's.0 -
Cymmina wrote:I have Daredevil at 5/5/3 because that's how the covers happened to fall. I have 2 red covers waiting to be redeemed. Having blue at 5 is pretty much a given, but I don't see how the popular 3/5/5 build is superior to a 5/5/3 build.
- Paired with Patch, 5 purple is going to clear out more of the unwanted strike tiles for the enemy team. Unless DD is the essential, I'm not going to use him if the enemy doesn't generate special tiles.
- I don't see why you would ever use Daredevil's red (max 5447/3044) over Cyclops's red (max 4283). Ambush has higher potential, especially if you can get multiple matches in, but Optic Blasts is guaranteed and has minor cascade potential.
- It's useless when you're up against enemies that generate red special tiles (Daken, ninjas, etc.)
Optic blast has the potential to destroy your blue tiles, usually I can get 2 out chain stunning 1 target. Depending on the board state (like 2x red 4 matches on board) sometimes it's worth gambling on dd red0 -
I find a level 3 Radar Sense works just fine with Patch. I almost never use Berserker Rage without a high probability of being able to match away the enemy strike tiles anyway, so having Radar Sense to remove some more is just icing.0
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Quebbster wrote:I find a level 3 Radar Sense works just fine with Patch. I almost never use Berserker Rage without a high probability of being able to match away the enemy strike tiles anyway, so having Radar Sense to remove some more is just icing.0
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raisinbman wrote:Quebbster wrote:I find a level 3 Radar Sense works just fine with Patch. I almost never use Berserker Rage without a high probability of being able to match away the enemy strike tiles anyway, so having Radar Sense to remove some more is just icing.0
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It'd be nice if they'd kept some form of AP steal on Radar Sense to make it useful in nonspecial tile matches. Didn't realize he had that power originally until I was researching my character age list.0
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Haetron wrote:It'd be nice if they'd kept some form of AP steal on Radar Sense to make it useful in nonspecial tile matches. Didn't realize he had that power originally until I was researching my character age list.0
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Okay, so after 42 pages of discussion:
1. Who is the best team mate to help set off trap tiles? I get Loki. Anyone else?
2. Does anyone know if 3* Storm's Lightning Storm will disarm the trap or set it off (since you're collecting the AP from the tile)?
3. I remember once I did 2* Capt. Marvel's Strategic Command and it changed DD's trap tile from red to team-up! Can this be used to any advantage?0 -
richterbelmont10 wrote:Okay, so after 42 pages of discussion:
1. Who is the best team mate to help set off trap tiles? I get Loki. Anyone else?
2. Does anyone know if 3* Storm's Lightning Storm will disarm the trap or set it off (since you're collecting the AP from the tile)?
3. I remember once I did 2* Capt. Marvel's Strategic Command and it changed DD's trap tile from red to team-up! Can this be used to any advantage?
1> 3* Cyclops
2> It will disarm it, boardshake will disarm it as well. The trap needs to be part of a match to fire off
3> Maybe if your red trap tile is slightly surrounded by TU's you might be able to match it0 -
sinnerjfl wrote:richterbelmont10 wrote:Okay, so after 42 pages of discussion:
1. Who is the best team mate to help set off trap tiles? I get Loki. Anyone else?
2. Does anyone know if 3* Storm's Lightning Storm will disarm the trap or set it off (since you're collecting the AP from the tile)?
3. I remember once I did 2* Capt. Marvel's Strategic Command and it changed DD's trap tile from red to team-up! Can this be used to any advantage?
1> 3* Cyclops
2> It will disarm it, boardshake will disarm it as well. The trap needs to be part of a match to fire off
3> Maybe if your red trap tile is slightly surrounded by TU's you might be able to match it
3* Cyclops is the best.
Quicksilver is good for setting off traps and also likes blue matches.
Scarlet Witch green can less reliably help with the trap - it won't ever directly destroy it, but it still can destroy nearby red tiles or not destroy the tiles you wanted to... Then again her passive can give free blue AP for DD's stun or make purple cascades to possibly trigger the trap.
Any power that destroys tiles, whether it generates AP or not, will disarm traps. Of course if it misses the trap, there's a chance the ensuing cascade could result in a match that would set it off.
2* Ms. Marvel yellow indeed can help trigger the trap. It also cannot destroy it, only change its color. And it's very effective if the board has lots of TU already. The problem is, it can overwrite friendly special tiles including Billy Club. And it uses yellow. It's really much better to bring 3* Cyclops in that case, if possible.0 -
For #3 you can use dd red > cmarv yellow > cmags red. Admittedly that's a lot of red but if one of the two 3*s is boosted the damage would be pretty good.0
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