Daisy johnson (quake)
zeddicus
Posts: 77 Match Maker
Passive ability yellow: blocks psychic abilities
Level one: blocks one ability enemy
Level two: blocks one ability enemy one team except hers
Level three: blocks two ability enemy one team except hers
Level four: blocks two ability enemy two ability team except hers
Level five: blocks all ability enemy, except team
Active power: shock: blocks active power
Level one: prevents front enemy from using one active power
Level two: prevents first two enemy from using one active power
Level three: prevents all enemies from using one active power
Level four: prevents all enemies from two active powers
Level five: prevents all enemies all powers stuns her for five turns
Note active power is full a to use power.
Vibration power blue:
Level one: causes 150 damage enemy, 75 damage team except her
Level two: causes 500 damage enemy, 150 damage team except her
Level three: causes 1000 damage enemy, 450 damage team except her
Level four: causes 1750 damage enemy, 750 damage team except her
Level five: causes 3500 damage enemy, 900 damage team except her
Just an idea. Stashing welcomed
Level one: blocks one ability enemy
Level two: blocks one ability enemy one team except hers
Level three: blocks two ability enemy one team except hers
Level four: blocks two ability enemy two ability team except hers
Level five: blocks all ability enemy, except team
Active power: shock: blocks active power
Level one: prevents front enemy from using one active power
Level two: prevents first two enemy from using one active power
Level three: prevents all enemies from using one active power
Level four: prevents all enemies from two active powers
Level five: prevents all enemies all powers stuns her for five turns
Note active power is full a to use power.
Vibration power blue:
Level one: causes 150 damage enemy, 75 damage team except her
Level two: causes 500 damage enemy, 150 damage team except her
Level three: causes 1000 damage enemy, 450 damage team except her
Level four: causes 1750 damage enemy, 750 damage team except her
Level five: causes 3500 damage enemy, 900 damage team except her
Just an idea. Stashing welcomed
0
Comments
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Daisy Johnson - Quake
8350 HPs.
Fealing Queasy 9 AP
Daisy channels her strength, dealing subdual damage and inducing vertigo. Deal 300 damage to the enemy team and stun them one turn.
Rank 2 Damage output up to 400.
Rank 3 Damage output up to 600.
Rank 4 Damage output up to 800.
Rank 5 Stun duration 2 turns. Damage to 1000.
Shake the foundation 8 AP.
Daisy causes ruptures in nearby structures, causing great damage and changing the scope of the battlefield. Destroy team-up tiles in play, dealing damage per tile. At one cover, destroy 4 team-up tiles and deal 125 per.
Rank 2 Destroy 6 team-up tiles at 200 per.
Rank 3 Destroy 8 team-up tiles
Rank 4 Destroy ALL team-up tiles at 250 per.
Rank 5 Damage output increased to 550 per. Cost of the ability increased to 11.
Bring the house down. 7 AP.
Daisy causes a harmonic imbalance in the ground, creating a fissure and converting tiles. Select a tile. Convert it and 2 other tiles to blue.
Rank 2. Convert it and 3
Rank 3. Convert it and 4
Rank 4. Convert 3 green to black.
Rank 5. Convert 4 green tiles to black.
Her Bring the House Down powers the other abilities, by changing the field to her strengths. She's not a massive damage dealer per se, but she can really shake up the board. And that's how I see her working.0 -
The 3 turn entire team stun.. best team up to send to everyone ever.
I would either raise the AP cost, or remove the damage.. that power is nastyness.. with the right board, since it is only 3 matches to get, you can almost stun lock the entire battle.
Love the other 2.0 -
Malcrof wrote:The 3 turn entire team stun.. best team up to send to everyone ever.
I would either raise the AP cost, or remove the damage.. that power is nastyness.. with the right board, since it is only 3 matches to get, you can almost stun lock the entire battle.
Love the other 2.
I meant to edit that to 2 turns.0 -
Needs work. Like ronin-sans also.0
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I'd like to see Quake have powers similar to these, basically an AoE attack that also shuffles the board and a pin-point attack against enemy tiles.
This is somewhat similar to the actives Skygazing had back in January , but with newer mechanics borrowed from Ultron bots and She-Hulk. Plus I'd really like to have a proper counter for IF's passive.
10-16 AP (maybe more?)
Daisy causes several tremors (epi)centered on the target enemy, that destroy the bottom 3-6 tiles of columns. The 1st damages the target, the 2nd the whole enemy team and the 3rd everyone but her.
L1: 1 tremor that destroys 4 tiles and does ?? damage. Cost 10 AP.
L2: Increase in damage.
L3: 2 tremors that destroy 9/4 tiles and do ??/?? damage. Cost 13 AP.
L4: Increase in damage.
L5: 3 tremors, 13/9/4 tiles and ??/??/?? damage. Cost 16 AP.
8 AP
Quake generates vibrations dismantling her enemies' weapons and armor. Targets an enemy Strike, Attack or Protect tile turning it into a Charged tile, but creates the same type of enemy tile of reduced strength on surrounding Basic tiles.
L1: 45% strength of target tile, make 2 tiles.
L2: 25% strength, 3 tiles.
L3: 15% strength, 4 tiles.
L4: 8% strength, 5 tiles.
L5: 5% strength, all the tiles. Stuns target for a turn.0 -
This was one of my favorite specs, name-wise.0
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I didn't work up a full spec for Quake, but my key idea for her was that she would get boosts/do damage when enemy special tiles get destroyed without being matched.0
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If we're getting Quake before the fall, it'll probably be in the next few weeks to tie in with the return of Agents of SHIELD, so I put a bit more detail into my Quake spec, though not precise figures on the damage.
Quake (Agent of SHIELD)
Earthmover: 9 AP
Select a Blue or Purple basic tile. Destroy all tiles of that color. Does not generate AP
Level 2: You may also select Yellow basic tiles
Level 3: You may also select Black basic tiles
Level 4: You may also select Green basic tiles
Level 5: You may also select Red basic tiles or Team-up tiles
Shatter the Foundation
(Passive) Whenever an enemy special tile is destroyed without being matched, deal damage to the target enemy.
At higher levels, increase the damage.
Implosion 11 AP
Transform a selected Yellow tile into a Yellow trap tile. When it is destroyed, do damage to the enemy team and transform it to a 1 turn countdown tile that destroys the 8 surrounding tiles.
Level 2: Increase damage and the countdown tile destroys the 12 surrounding tiles
Level 3: Increase damage and the countdown tile destroys the 20 surrounding tiles
Level 4: Increase damage and the countdown tile destroys the 28 surrounding tiles.
Level 5: Increase damage and the countdown tile destroys the 36 surrounding tiles.0
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