Winter Soldier ( 3 - Star).

Unknown
edited February 2016 in Speculation and Concepts
Hi guys, this is my first time creating a character here, so it can contain some mistakes, but i want you to take a look and tell me what do you think and what do you change at him if you dont like some abilities.

Winter Solider ( star.pngstar.pngstar.png ) HP : 9690 Tile Damage : redtile.png 79/ greentile.png 70/ purpletile.png 61

winter_soldier_13@m.jpg

redflag.pngIron Punch - 12 AP
The Winter Soldier uses his mechanical arm to strike down his enemies.Deals 150 direct damage to the enemy.If there is at least 10 Red tiles in the field, stun the enemy for one turn
Level 2 - 225 damage.
Level 3 - 556 damage
Level 4 - 1012 damage.
Level 5 - Stun the target for 2 turns.
Level Max - 3040 damage and stuns the target for 2 turns, with at least 10 Red tiles in the field.

greenflag.png Full Artillery - 10 AP
Bucky comes to battle with all his weaponary. Destroys 7 random tiles with his rifle before placing a proximity mine in a random green tile. The green trap deals 200 damage when matched by the enemy and 100 by you and destroy all his surrounding tiles.Does not generate AP
Level 2 - Destroys 9 tiles.
Level 3 - Place 2 traps.
Level 4 - Trap damage 400.
Level 5 - Destroys 11 tiles, and place 3 traps.
Level Max - Each trap will hit 2000 matched by the enemy and 1000 by you.

purpleflag.png Stealth Mode - 7 Ap
The Winter Soldier is a ghost, uses his camouflage device to hide from the enemies eyes, and atacks them at the perfect time.Creates a 4-turn countdown purple tile making him invisible, and creates a black strength 35 strike tile every time the team makes a 4-match tile.
Level 2 - Creates 2 strike tiles.
Level 3 - Strength 45 tile.
Level 4 - Strength 55 tile.
Level 5 - Creates 3 strike tiles.
Level Max - Creates 3 strike tiles with strength 105.

Comments

  • Malcrof
    Malcrof Posts: 5,971 Chairperson of the Boards
    Not bad, captures him nicely.

    The redflag.png , at max is a bit much on damage for a 3* 12 AP ability, i would bring it down some, the damage should be around 4500 (so basically an adamantiam slash @ 3* range)

    Love the greenflag.png when matched by the enemy can give them a nice cascade, so there is his small downside, which he needs to have.
  • Malcrof wrote:
    Not bad, captures him nicely.

    The redflag.png , at max is a bit much on damage for a 3* 12 AP ability, i would bring it down some, the damage should be around 4500 (so basically an adamantiam slash @ 3* range)

    Love the greenflag.png when matched by the enemy can give them a nice cascade, so there is his small downside, which he needs to have.

    I Like the ideia of the red, maybe put this way 10 AP, hits 4500 damage, reducing both AP and Damage. I think 12 AP to hit 4500 its a little too expensive.
  • Malcrof
    Malcrof Posts: 5,971 Chairperson of the Boards
    xubango wrote:
    Malcrof wrote:
    Not bad, captures him nicely.

    The redflag.png , at max is a bit much on damage for a 3* 12 AP ability, i would bring it down some, the damage should be around 4500 (so basically an adamantiam slash @ 3* range)

    Love the greenflag.png when matched by the enemy can give them a nice cascade, so there is his small downside, which he needs to have.

    I Like the ideia of the red, maybe put this way 10 AP, hits 4500 damage, reducing both AP and Damage. I think 12 AP to hit 4500 its a little too expensive.

    That would work nicely, would still take at least 3 matches (1 being a 4) unless you get massive cascades, to fire it. So powering it won't be hard.

    My worry is, look at the other single target BIG damage skills, they all take 12+ AP (uppercut, im40 beam, etc..) For that type of damage , as compared to 3Thor or 3Torch's reds, it is a tad OP, but would give us a 3* counter to IMHB's red. Being that it needs more AP, i would make it a tad stronger than Torch (who generates red AP when it is cast), or how about this.. make it a Thunderstrike type. for 10 AP does damage, and adds either red tiles, or an attack.png tile.

    IMHB for 9 AP does 5670 (at 104 levels higher than a max WS could be), and he is a 4*.
  • Malcrof wrote:
    xubango wrote:
    Malcrof wrote:
    Not bad, captures him nicely.

    The redflag.png , at max is a bit much on damage for a 3* 12 AP ability, i would bring it down some, the damage should be around 4500 (so basically an adamantiam slash @ 3* range)

    Love the greenflag.png when matched by the enemy can give them a nice cascade, so there is his small downside, which he needs to have.

    I Like the ideia of the red, maybe put this way 10 AP, hits 4500 damage, reducing both AP and Damage. I think 12 AP to hit 4500 its a little too expensive.

    That would work nicely, would still take at least 3 matches (1 being a 4) unless you get massive cascades, to fire it. So powering it won't be hard.

    My worry is, look at the other single target BIG damage skills, they all take 12+ AP (uppercut, im40 beam, etc..) For that type of damage , as compared to 3Thor or 3Torch's reds, it is a tad OP, but would give us a 3* counter to IMHB's red. Being that it needs more AP, i would make it a tad stronger than Torch (who generates red AP when it is cast), or how about this.. make it a Thunderstrike type. for 10 AP does damage, and adds either red tiles, or an attack.png tile.

    IMHB for 9 AP does 5670 (at 104 levels higher than a max WS could be), and he is a 4*.

    Yeah, know Im getting what you was saying, Its a little OP for sure.It can be like that 10 AP, hits 3040 damage, plus if there is at least 10 red in the field stuns the enemy for 3 turns, in the Max level.
  • Malcrof
    Malcrof Posts: 5,971 Chairperson of the Boards
    xubango wrote:
    Malcrof wrote:
    xubango wrote:
    Malcrof wrote:
    Not bad, captures him nicely.

    The redflag.png , at max is a bit much on damage for a 3* 12 AP ability, i would bring it down some, the damage should be around 4500 (so basically an adamantiam slash @ 3* range)

    Love the greenflag.png when matched by the enemy can give them a nice cascade, so there is his small downside, which he needs to have.

    I Like the ideia of the red, maybe put this way 10 AP, hits 4500 damage, reducing both AP and Damage. I think 12 AP to hit 4500 its a little too expensive.

    That would work nicely, would still take at least 3 matches (1 being a 4) unless you get massive cascades, to fire it. So powering it won't be hard.

    My worry is, look at the other single target BIG damage skills, they all take 12+ AP (uppercut, im40 beam, etc..) For that type of damage , as compared to 3Thor or 3Torch's reds, it is a tad OP, but would give us a 3* counter to IMHB's red. Being that it needs more AP, i would make it a tad stronger than Torch (who generates red AP when it is cast), or how about this.. make it a Thunderstrike type. for 10 AP does damage, and adds either red tiles, or an attack.png tile.

    IMHB for 9 AP does 5670 (at 104 levels higher than a max WS could be), and he is a 4*.

    Yeah, know Im getting what you was saying, Its a little OP for sure.It can be like that 10 AP, hits 3040 damage, plus if there is at least 10 red in the field stuns the enemy for 3 turns, in the Max level.

    Now you're talking, a red version of cyclops black, less damage because of less AP required. Drop the stun to 2 turns and it is a winner! (or 2 turns with 10, 3 turns with 13+ ap in the field.)
  • ronin_san
    ronin_san Posts: 980 Critical Contributor
    This is cool, man. He'd be fun. The red should be 10 AP. I'd raise the damage on the green to 12 and make the trap deal more.

    The deal with the red's damage is that you have to match reds to get it. So he and Cyclops would be best pals, since Cyke can generate reds for a modest cost.
  • Finally! Someone else agrees with me with having the Winter Soldier in the game!