Out of Universe thread (FF and Nintendo)

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  • Buret0
    Buret0 Posts: 1,591
    edited August 2015
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    2* Yoshi = Super Mario World Yoshi (Sacrifice/Shell/Spit) (Green/Yellow/Red)

    Yoshi and Mario (Super Mario World)
    2 Star Rarity (Uncommon)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    Shell - 5 greentile.png AP
    Yoshi swallows a shell. Randomly place a Shell tile on a basic redtile.pngbluetile.png or greentile.png tile on the board.
    Level Upgrades
      Level 2: Randomly place a
    Shell tile on a basic redtile.pngbluetile.png or greentile.png tile on the board and gain +X health.
    Level 3: Randomly place a Shell tile on a basic redtile.pngbluetile.png or greentile.png tile on the board and gain +X health.
    Level 4: Randomly place a Shell tile on a basic redtile.pngbluetile.png or greentile.png tile on the board and gain +X health.
    Level 5: Choose a basic redtile.pngbluetile.png or greentile.png tile to place a Shell on the board and gain X health.

    Sacrifice - (passive)
    Mario realizes that Yoshi isn't going to make it, and takes off leaving Yoshi to his fate. If Yoshi and Mario would take lethal damage and the team has more than 10 yellowtile.png AP, drain 9 yellowtile.png AP, reduce Yoshi and Mario's health in half, and gain [Invincible] status for one turn.
    Level Upgrades
      Level 2: If Yoshi and Mario would take lethal damage and the team has more than 9
    yellowtile.png AP, drain 8 yellowtile.png AP, reduce Yoshi and Mario's health in half, and gain [Invincible] status for one turn.
    Level 3: If Yoshi and Mario would take lethal damage and the team has more than 9 yellowtile.png AP, drain 8 yellowtile.png AP, reduce Yoshi and Mario's health by 1/4, and gain [Invincible] status for one turn.
    Level 4: If Yoshi and Mario would take lethal damage and the team has more than 8 yellowtile.png AP, drain 7 yellowtile.png AP, reduce Yoshi and Mario's health by 1/4, and gain [Invincible] status for one turn.
    Level 5: If Yoshi and Mario would take lethal damage and the team has more than 8 yellowtile.png AP, drain 7 yellowtile.png AP, reduce Yoshi and Mario's health by 1/4, and gain [Invincible] status for two turns.

    Spit - 7 redtile.png AP
    Yoshi fires off a shell at his enemies, ability changes depending on the color of the tile the shell is on. Choose a shell tile on the board to destroy. Green shell deals X damage, Red shell deals Y damage to the enemy team, Blue shell deals Z damage and stuns the target for 1 turn.
    Level Upgrades
      Level 2: Green shell deals +X damage, Red shell deals +Y damage to the enemy team, Blue shell deals +Z damage and stuns the target for 1 turn. Level 3: Green shell deals +X damage, Red shell deals +Y damage to the enemy team, Blue shell deals +Z damage and stuns the target for 1 turn. Level 4: Green shell deals +X damage, Red shell deals +Y damage to the enemy team, Blue shell deals +Z damage and stuns the target for 1 turn. Level 5: Green shell deals ++X damage, Red shell deals ++Y damage to the enemy team, Blue shell deals Z damage and stuns the target for 3 turns.
  • Malcrof
    Malcrof Posts: 5,971 Chairperson of the Boards
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    Need to work on some boosts next. Mushroom, Feather, Eggs, Turtle Shell, etc..

    even a Pokeball to "catch" defeated boss types.
  • Malcrof
    Malcrof Posts: 5,971 Chairperson of the Boards
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    BTW found out who you need to contact to make this happen..

    HIS NAME IS BOWSER

    http://kotaku.com/this-is-doug-bowser-nintendo-s-new-vp-of-sales-yes-n-1705769126
  • Buret0
    Buret0 Posts: 1,591
    edited August 2015
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    Malcrof wrote:
    Need to work on some boosts next. Mushroom, Feather, Eggs, Turtle Shell, etc..

    even a Pokeball to "catch" defeated boss types.

    Hmmm... do you mean tiles turning into random items? I don't really like the idea of having items randomly appear on the board that you can match, but I have an idea that might bring out the item use from SSBM.

    My idea is to replace team-up tiles with coin tiles. The coin tiles could then be spent during the match to buy items (with damage scaled to the level of the enemy you are fighting) and any leftovers could be banked to unlock character packs or to buy roster slots.

    Here are the items that I'm currently thinking of from what I loved in SSB Melee (which I spent maybe five years getting 100% completion in):

    25 Coins - Home-run Bat - Deals [99 damage times average level of the enemy] to enemy.
    16 Coins - Maxim Tomato - Heals current player by [37 health times average level of the enemy].
    15 Coins - Fire Flower - Deals [1.5 damage times average enemy level] to the current target 10 times.
    15 Coins - Beam Sword - Deals [25 Damage times average enemy level] to target and then [10 Damage times average enemy level] to the entire enemy team.
    14 Coins - Motion-Sensor Bomb - Places a trap tile, when matched it deals [55 damage times average enemy level] to the player who made the match.
    13 Coins - Poké Ball - Summons a random pokemon to use a random 5 cover ability (@ average enemy level)
    11 Coins - Starman - Grants entire team [Invincible] status for two turns.
    11 Coins - Freezie - Stuns the target for 3 turns.
    11 Coins - Warp Star - Clears a vertical column of tiles, gathering AP and doing 5 times normal tile damage.
    9 Coins - Super Scope - Randomly place 15 Attack tiles of strength [0.25 times average enemy level].
    8 Coins - Super Mushroom - Grants [Giant] status to whole team for 5 turns.
    8 Coins - Green Shell - Clears a horizontal column of tiles, gathering AP and doing normal tile damage.
    8 Coins - Red Shell - Deals [10 damage times average enemy level] to current target.
    5 Coins - Food - Heals [3.5 health times average enemy level] to your entire team.

    Now, the store will only have three items in it, randomly selected, but it is possible for the same item to be in the store multiple times. Both you and the enemy are buying from the same store, so you can't wait forever to buy that power item you were looking for. Items you buy are used instantly, so there is some strategy involved in when to buy.

    Also, once the store is empty, it randomly adds one more item to its supply, so the store will always have at least something in it.

    As I said, the coins that you collect and do not spend will be the equivalent of banking Hero Points in MPQ. As such, there is a daily limit of banking 50 coins in this way, which can be used for purchasing card packs, opening roster slots, unlocking special event stages, and powering up your characters.
  • Buret0
    Buret0 Posts: 1,591
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    Also, obviously Final Boss in the story missions is going to be Master Hand with Crazy Hand making an appearance later in the special Event missions.
  • Malcrof
    Malcrof Posts: 5,971 Chairperson of the Boards
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    Buret0 wrote:
    Malcrof wrote:
    Need to work on some boosts next. Mushroom, Feather, Eggs, Turtle Shell, etc..

    Hmmm... do you mean tiles turning into random items? I don't really like the idea of having items randomly appear on the board that you can match, but I have an idea that might bring out the item use from SSBM.

    Was thinking instead of the +ap or + damage boosts, have game styled power up boosts you can add.

    Love the idea with the coins.. kind of a twist on environmental tiles!
  • Buret0
    Buret0 Posts: 1,591
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    2* Link = Classic Legend of Zelda 8 Bit era Link. (Red/Blue/Green)

    Red Ring Link (Legend of Zelda)
    2 Star Rarity (Uncommon)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    Magical Sword - 12 redtile.png AP
    Link fires an attack at his enemies. Does X damage to the target and destroys a random row (gathering AP) if Link's health is above 90%.
    Level Upgrades
      Level 2: Does X damage to the target and destroys a random row (gathering AP) if Link's health is above 85%. Level 3: Does +X damage to the target and destroys a random row (gathering AP) if Link's health is above 85%. Level 4: Does X damage to the target and destroys a chosen row (gathering AP) if Link's health is above 80%. Level 5: Does +X damage to the target and destroys a chosen row (gathering AP) if Link's health is above 65%.

    Magical Boomerang - 6 bluetile.png AP
    Link throws his boomerang, gathering up AP from the tiles it hits. Randomly enters the board from one of the edges destroying 5 blocks in a crescent pattern gathering AP.
    Level Upgrades
      Level 2: Enters the board from the tile of your choice destroying 5 blocks in a crescent pattern gathering AP. Level 3: Enters the board from the tile of your choice destroying 6 blocks in a crescent pattern gathering AP. Level 4: Randomly destroys a row or column, gathering 8 AP. Level 5: Destroys a row of your choice, gathering 8 AP.

    Bomb - 7 greentile.png AP
    Link drops a bomb on the board. Randomly place a 2 turn Bomb CD tile on the board. When the CD reaches 0, destroys surrounding tiles (no AP) and deals X damage to the enemy.
    Level Upgrades
      Level 2: Randomly place a 2 turn Bomb CD tile on the board. When the CD reaches 0, destroys surrounding tiles (no AP) and deals +X damage to the enemy. Level 3: Randomly place a 2 turn Bomb CD tile on the board. When the CD reaches 0, destroys surrounding tiles (no AP) and deals +X damage to the enemy. Level 4: Randomly place a 1 turn Bomb CD tile on the board. When the CD reaches 0, destroys surrounding tiles (no AP) and deals X damage to the enemy. Level 5: Randomly place 2 1 turn Bomb CD tiles on the board. When the CD reaches 0, destroys surrounding tiles (no AP) and deals X damage to the enemy.
  • Buret0
    Buret0 Posts: 1,591
    edited August 2015
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    2* Mario = Super Mario World (Star Power, Cape Power, Fire Flower)

    Mario (Super Mario World)
    2 Star Rarity (Uncommon)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    Fire Flower (passive)
    Mario fills the board with fireballs. At the start of your turn, if you have more than 5 redtile.png AP, randomly place a redtile.png attack tile of strength X.
    Level Upgrades
      Level 2: At the start of your turn, if you have more than 4
    redtile.png AP, randomly place a redtile.png attack tile of strength +X.
    Level 3: At the start of your turn, if you have more than 4 redtile.png AP, randomly place a redtile.png attack tile of strength +X.
    Level 4: At the start of your turn, if you have more than 3 redtile.png AP, randomly place a redtile.png attack tile of strength X.
    Level 5: At the start of your turn, if you have more than 2 redtile.png AP, randomly place a redtile.png attack tile of strength +X.

    Cape Power - 6 purpletile.png AP
    Mario flies into the sky and dive bombs the enemy. Mario gains [Airborne] status for 2 turns, upon landing does X damage to the enemy.
    Level Upgrades
      Level 2: Mario gains [Airborne] status for 2 turns, upon landing does +X damage to the enemy. Level 3: Mario gains [Airborne] status for 2 turns, upon landing does +X damage to the enemy. Level 4: Mario gains [Airborne] status for 2 turns, upon landing does +X damage to the enemy. Level 5: Mario gains [Airborne] status for 1 turn, upon landing does +X damage to the enemy.

    Power Up - 6 yellowtile.png AP
    Mario hits a question mark block and obtains a random power-up. Mario gains either [Giant] or [Invincible] status for 1 turn, regains X health, or gains 3 coin AP.
    Level Upgrades
      Level 2: Mario gains either [Giant] or [Invincible] status for 1 turn, regains +X health, or gains 4 coin AP. Level 3: Mario gains both [Giant] and [Invincible] status for 1 turn, regains +X health, or gains 4 coin AP. Level 4: Mario gains both [Giant] and [Invincible] status for 2 turns, regains +X health, or gains 5 coin AP. Level 5: Mario gains [Giant] and [Invincible] status for 2 turns, regains -X health, and gains 4 coin AP.
  • Buret0
    Buret0 Posts: 1,591
    edited August 2015
    Options
    Samus Aran (Super Metroid)
    2 Star Rarity (Uncommon)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    Screw Attack 8 yellowtile.png AP
    Samus spins through the enemy and anything in her way. Destroys 12 random basic or enemy tiles and deals that damage to the entire enemy team.
    Level Upgrades
      Level 2: Samus spins through the enemy and anything in her way. Destroys 14 random basic or enemy tiles and deals that damage to the entire enemy team. Level 3: Samus spins through the enemy and anything in her way. Destroys 16 random basic or enemy tiles and deals that damage to the entire enemy team. Level 4: Samus spins through the enemy and anything in her way. Destroys 18 random basic or enemy tiles and deals that damage to the entire enemy team. Level 5: Samus spins through the enemy and anything in her way. Destroys 24 random basic or enemy tiles and deals that damage to the entire enemy team.

    Power Bomb - 12 redtile.png AP
    Samus drops a timed bomb that unleashes a massive explosion on her enemies. Randomly places a 5 turn CD tile on one of the four center tiles (basic tiles only). When the CD reaches 0 it destroys the entire board and deals X damage to the entire enemy team.
    Level Upgrades
      Level 2: Randomly places a 4 turn CD tile on one of the four center tiles (basic tiles only). When the CD reaches 0 it destroys the entire board and deals X damage to the entire enemy team. Level 3: Randomly places a 4 turn CD tile on one of the four center tiles (basic tiles only). When the CD reaches 0 it destroys the entire board and deals +X damage to the entire enemy team. Level 4: Randomly places a 3 turn CD tile on one of the four center tiles (basic tiles only). When the CD reaches 0 it destroys the entire board and deals X damage to the entire enemy team. Level 5: Randomly places a 2 turn CD tile on one of the four center tiles (basic tiles only). When the CD reaches 0 it destroys the entire board and deals +X damage to the entire enemy team.

    Wave Beam - 7 purpletile.png AP
    Samus fires her Wave Beam clearing a sine wave pattern from the board. Clears a wave pattern of tiles from the board, doing damage, but not generating AP.
    Level Upgrades
      Level 2: Costs 6
    purpletile.png AP. Clears a wave pattern of tiles from the board, doing damage, but not generating AP.
    Level 3: Costs 7 purpletile.png AP. Clears 2 wave pattern of tiles from the board, doing damage, but not generating AP.
    Level 4: Costs 6 purpletile.png AP. Clears a wave pattern of tiles from the board, doing damage and generating AP.
    Level 5: Costs 9 purpletile.png AP. Clears 2 wave pattern of tiles from the board, doing damage and generating AP.

    Levels 1, 2, and 4:
    bluetile.pngbluetile.pngredtile.pngbluetile.pngbluetile.pngbluetile.pngbluetile.pngbluetile.png
    bluetile.pngredtile.pngbluetile.pngredtile.pngbluetile.pngbluetile.pngbluetile.pngbluetile.png
    redtile.pngbluetile.pngbluetile.pngbluetile.pngredtile.pngbluetile.pngbluetile.pngbluetile.png
    bluetile.pngbluetile.pngbluetile.pngbluetile.pngbluetile.pngredtile.pngbluetile.pngredtile.png
    bluetile.pngbluetile.pngbluetile.pngbluetile.pngbluetile.pngbluetile.pngredtile.pngbluetile.png

    Levels 3 and 5:
    bluetile.pngbluetile.pngredtile.pngbluetile.pngbluetile.pngbluetile.pngredtile.pngbluetile.png
    bluetile.pngredtile.pngbluetile.pngredtile.pngbluetile.pngredtile.pngbluetile.pngredtile.png
    redtile.pngbluetile.pngbluetile.pngbluetile.pngredtile.pngbluetile.pngbluetile.pngbluetile.png
    bluetile.pngredtile.pngbluetile.pngredtile.pngbluetile.pngredtile.pngbluetile.pngredtile.png
    bluetile.pngbluetile.pngredtile.pngbluetile.pngbluetile.pngbluetile.pngredtile.pngbluetile.png
  • Malcrof
    Malcrof Posts: 5,971 Chairperson of the Boards
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    Do we get Mega-Man?
  • Buret0
    Buret0 Posts: 1,591
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    Malcrof wrote:
    Do we get Mega-Man?

    I hadn't planned one yet. There's clearly so much that can be done with that character. Probably choose Mega Man 2, Mega Man X, and Mega Man Legends as the three versions that I would want to explore.

    2* Mega Man = Mega Man 2 (Mega Buster/Leaf Shield/Metal Blade) (Blue/Green/Black)
  • Buret0
    Buret0 Posts: 1,591
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    2* Kirby = Kirby's Adventure (Inhale/Tornado/Sword) (purple/blue/green)

    Kirby (Kirby's Adventure)
    2 Star Rarity (Uncommon)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    Inhale 10 purpletile.png AP
    Kirby inhales the first thing in front of him and copies its abilities. Kirby stuns the enemy for 1 turn and Inhale randomly turns into a copy of one of that enemy's abilities. This ability reverts to Inhale if Kirby takes damage.
    Level Upgrades
      Level 2: 9
    purpletile.png AP. Kirby stuns the enemy for 1 turn and Inhale randomly turns into a copy of one of that enemy's abilities.
    Level 3: 8 purpletile.png AP. Kirby stuns the enemy for 1 turn and Inhale randomly turns into a copy of one of that enemy's abilities.
    Level 4: 7 purpletile.png AP. Kirby stuns the enemy for 1 turn and Inhale randomly turns into a copy of one of that enemy's abilities.
    Level 5: 6 purpletile.png AP. Kirby stuns the enemy for 2 turns and Inhale randomly turns into a copy of one of that enemy's abilities.

    Tornado - 12 bluetile.png AP
    Kirby transforms into a wind storm and smashes through the enemy. Deals X damage to all enemies.
    Level Upgrades
      Level 2: Deals +X damage to all enemies. Level 3: Deals +X damage to all enemies. Level 4: Deals +X damage to all enemies and stuns the first enemy for 1 turn. Level 5: Deals +X damage to all enemies and stuns all enemies for 1 turn.

    Sword Transformation - 8 greentile.png AP
    Kirby transforms into a legendary sword elf, granting additional damage on his attacks. Place a strength X strike tile on any basic redtile.png tile and Kirby gains [Giant] status for 2 turns.
    Level Upgrades
      Level 2: Place a strength +X strike tile on any basic
    redtile.png tile and Kirby gains [Giant] status for 2 turns.
    Level 3: Place a strength X strike tile on any basic redtile.png tile and Kirby gains [Giant] status for 3 turns.
    Level 4: Place a strength +X strike tile on any basic redtile.png tile and Kirby gains [Giant] status for 3 turns.
    Level 5: Place a strength +X strike tile on any basic tile and Kirby gains [Giant] status for 4 turns.
  • Buret0
    Buret0 Posts: 1,591
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    3* Kirby = Smash Bros Kirby (Inhale/Stone/Vulcan Jab) (purple/yellow/red)

    Kirby (Super Smash Bros Melee)
    3 Star Rarity (???)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    Inhale 9 purpletile.png AP
    Kirby inhales the first thing in front of him and copies its abilities. Kirby stuns the enemy for 1 turn and Inhale randomly turns into a copy of one of that enemy's abilities. This ability reverts to Inhale if Kirby takes damage greater than 5% of Kirby's max health.
    Level Upgrades
      Level 2: 8
    purpletile.png AP. Kirby stuns the enemy for 1 turn and Inhale randomly turns into a copy of one of that enemy's abilities.
    Level 3: 7 purpletile.png AP. Kirby stuns the enemy for 1 turn and Inhale randomly turns into a copy of one of that enemy's abilities.
    Level 4: 6 purpletile.png AP. Kirby stuns the enemy for 1 turn and Inhale randomly turns into a copy of one of that enemy's abilities.
    Level 5: 5 purpletile.png AP. Kirby stuns the enemy for 2 turns and Inhale randomly turns into a copy of one of that enemy's abilities.

    Stone - 9 yellowtile.png AP
    Kirby turns into a stone and drops on his enemy. Deals X damage, places 2 strength Y protect tiles on random yellow basic tiles, and stuns Kirby for 2 turns.
    Level Upgrades
      Level 2: Deals +X damage, places 2 strength Y protect tiles on random yellow basic tiles, and stuns Kirby for 2 turns. Level 3: Deals +X damage, places 2 strength +Y protect tiles on random yellow basic tiles, and stuns Kirby for 2 turns. Level 4: Deals +X damage, places 3 strength Y protect tiles on random yellow basic tiles, and stuns Kirby for 2 turns. Level 5: Deals +X damage, places 3 strength +Y protect tiles on random yellow basic tiles, and stuns Kirby for 1 turn.

    Vulcan Jab - 8 redtile.png AP
    Kirby unleashes a torrent of punches at the enemy. Deals X damage to the enemy 3 times.
    Level Upgrades
      Level 2: Deals +X damage to the enemy 3 times. Level 3: Deals X damage to the enemy 4 times. Level 4: Deals +X damage to the enemy 4 times. Level 5: Deals +X damage to the enemy 5 times.
  • Buret0
    Buret0 Posts: 1,591
    Options
    Bowser (Super Smash Bros. Melee)
    2 Star Rarity (Uncommon)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    Bowser Air Bomb 13 blacktile.png AP
    Bowser leaps into the air and smashes through the middle of the board. Destroys the two middle columns of tiles and deals X damage to all enemies.
    Level Upgrades
      Level 2: Destroys the two middle columns of tiles and deals +X damage to all enemies. Level 3: Destroys the two middle columns of tiles and deals +X damage to all enemies. Level 4: Destroys the two middle columns of tiles and deals +X damage to all enemies. Level 5: Destroys the four middle columns of tiles and deals +X damage to all enemies.

    Grab and Claw - 9 greentile.png AP
    Bowser grabs the nearest enemy and tears into him. Randomly places a Grab 3 turn CD tile on a basic greentile.png tile. Every turn, if a friendly Grab CD is in play, randomly place 1 attack tile of strength X.
    Level Upgrades
      Level 2: Randomly places a
    Grab 3 turn CD tile on a basic greentile.png tile. Every turn, if a friendly Grab CD is in play, randomly place 1 attack tile of strength +X.
    Level 3: Randomly places a Grab 3 turn CD tile on a basic greentile.png tile. Every turn, if a friendly Grab CD is in play, randomly place 2 attack tiles of strength X.
    Level 4: Randomly places 2 Grab 3 turn CD tiles on basic greentile.png tiles. Every turn, if a friendly Grab CD is in play, randomly place 2 attack tiles of strength +X.
    Level 5: Randomly places 2 Grab 4 turn CDs tile on basic greentile.png tiles. Every turn, if a friendly Grab CD is in play, randomly place 3 attack tile of strength -X.

    Breathe Fire - 8 redtile.png AP
    Bowser unleashes a column of flame against the closest enemy, which slowly gets weaker. Deal X damage, add 3 strength Y attack tiles, and add a 3 turn Cooling CD tile. Every turn, for every friendly Cooling CD tile in play, randomly destroy 1 friendly attack tile.
    Level Upgrades
      Level 2: Deal +X damage, add 4 strength Y attack tiles, and add a 3 turn Cooling CD tile. Every turn, for every friendly Cooling CD tile in play, randomly destroy 1 friendly attack tile. Level 3: Deal +X damage, add 5 strength Y attack tiles, and add a 4 turn Cooling CD tile. Every turn, for every friendly Cooling CD tile in play, randomly destroy 1 friendly attack tile. Level 4: Deal +X damage, add 5 strength +Y attack tiles, and add a 4 turn Cooling CD tile. Every turn, for every friendly Cooling CD tile in play, randomly destroy 1 friendly attack tile. Level 5: Deal +X damage, add 6 strength +Y attack tiles, and add a 3 turn Cooling CD tile. Every turn, for every friendly Cooling CD tile in play, randomly destroy 1 friendly attack tile.
  • Buret0
    Buret0 Posts: 1,591
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    2* Mega Man = Mega Man 2 (Mega Buster/Leaf Shield/Metal Blade) (Blue/Green/Black)

    Mega Man (Mega Man 2)
    2 Star Rarity (Uncommon)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    Mega Buster - 5 bluetile.png AP
    Mega Man rapid fires his arm cannon, dealing a bit of damage in quick succession before powering up his charged shot. Deals X damage 3 times. If you have at least 5 redtile.png AP, drains 5 redtile.png AP and also deals Y damage to the enemy team.
    Level Upgrades
      Level 2: Deals +X damage 3 times. If you have at least 5
    redtile.png AP, drains 5 redtile.png AP and also deals +Y damage to the enemy team.
    Level 3: Deals X damage 4 times. If you have at least 5 redtile.png AP, drains 5 redtile.png AP and also deals +Y damage to the enemy team.
    Level 4: Deals +X damage 4 times. If you have at least 5 redtile.png AP, drains 5 redtile.png AP and also deals +Y damage to the enemy team.
    Level 5: Deals +X damage 4 times. If you have at least 4 redtile.png AP, drains 4 redtile.png AP and also deals +Y damage to the enemy team.

    Leaf Shield - 12 greentile.png AP
    Mega Man throws out his leaf shield to damage any enemies that get close to him. Choose a basic greentile.png tile to turn into a friendly Leaf Shield tile. If Mega Man receives damage while a friendly Leaf Shield tile is in play, deal X damage.
    Level Upgrades
      Level 2: If Mega Man receives damage while a friendly
    Leaf Shield tile is in play, deal +X damage.
    Level 3: If Mega Man receives damage while a friendly Leaf Shield tile is in play, deal X damage and add a greentile.png strike tile of strength Y.
    Level 4: If Mega Man receives damage while a friendly Leaf Shield tile is in play, deal +X damage and add a greentile.png strike tile of strength +Y.
    Level 5: If Mega Man receives damage while a friendly Leaf Shield tile is in play, deal +X damage and add 2 greentile.png strike tiles of strength Y.

    Metal Blade - 7 blacktile.png AP
    Mega Man throws his Metal Blade, tearing through the board and the enemy team. Destroys a random line of eight tiles and deals X damage to the enemy team.
    Level Upgrades
      Level 2: Destroys a random line of tiles and deals +X damage to the enemy team. Level 3: Destroys a random line of tiles and deals +X damage to the enemy team. Level 4: Destroys a random line of tiles and deals +X damage to the enemy team. Level 5: Costs 6
    blacktile.png AP. Destroys a random line of tiles and deals +X damage to the enemy team.

    Tile destruction can be diagonal, horizontal, or vertical (red is basic diagonal, yellow shows wrap around diagonal):

    redtile.pngyellowtile.pngbluetile.pngbluetile.pngbluetile.pngbluetile.pngbluetile.pngbluetile.png
    yellowtile.pngredtile.pngbluetile.pngbluetile.pngbluetile.pngbluetile.pngbluetile.pngbluetile.png
    bluetile.pngbluetile.pngredtile.pngbluetile.pngbluetile.pngbluetile.pngbluetile.pngyellowtile.png
    bluetile.pngbluetile.pngbluetile.pngredtile.pngbluetile.pngbluetile.pngyellowtile.pngbluetile.png
    bluetile.pngbluetile.pngbluetile.pngbluetile.pngredtile.pngyellowtile.pngbluetile.pngbluetile.png
    bluetile.pngbluetile.pngbluetile.pngbluetile.pngyellowtile.pngredtile.pngbluetile.pngbluetile.png
    bluetile.pngbluetile.pngbluetile.pngyellowtile.pngbluetile.pngbluetile.pngredtile.pngbluetile.png
    bluetile.pngbluetile.pngyellowtile.pngbluetile.pngbluetile.pngbluetile.pngbluetile.pngredtile.png
  • Buret0
    Buret0 Posts: 1,591
    Options
    You can collect both Zelda and Shiek covers, but may not have both in play at the same time.

    Zelda (Ocarina of Time)
    3 Star Rarity (???)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    Nayru's Love - (passive)
    Zelda deflects incoming attacks and counters against her enemies. When Zelda receives match damage and she has at least 6 purpletile.png AP: drain 6 purpletile.png AP, deal X damage, and gain [Invincible] status for one turn.
    Level Upgrades
      Level 2: When Zelda receives match damage and she has at least 6
    purpletile.png AP: drain 5 purpletile.png AP, deal X damage, and gain [Invincible] status for one turn.
    Level 3: When Zelda receives match damage and she has at least 6 purpletile.png AP: drain 5 purpletile.png AP, deal +X damage, and gain [Invincible] status for one turn.
    Level 4: When Zelda receives match damage and she has at least 6 purpletile.png AP: drain 4 purpletile.png AP, deal X damage, and gain [Invincible] status for one turn.
    Level 5: When Zelda receives match damage and she has at least 5 purpletile.png AP: drain 4 purpletile.png AP, deal +X damage, and gain [Invincible] status for two turns.

    Farore's Wind - 12 bluetile.png AP
    Zelda spins around and teleports through her enemies. Deals X damage to the enemy team.
    Level Upgrades
      Level 2: Deals +X damage to the enemy team. Level 3: Deals +X damage to the enemy team. Level 4: Deals +X damage to the enemy team. Level 5: Deals +X damage to the enemy team and stuns them for 1 turn.

    Transform - 3 blacktile.png AP
    Zelda transforms into her alter ego Shiek. Zelda is transformed into an equivalent level Shiek character with 1 cover in each ability.
    Level Upgrades
      Level 2: Zelda is transformed into an equivalent level Shiek character with 2 covers in each ability. Level 3: Zelda is transformed into an equivalent level Shiek character with 3 covers in each ability. Level 4: Zelda is transformed into an equivalent level Shiek character with 4 covers in each ability. Level 5: Zelda is transformed into an equivalent level Shiek character with 5 covers in each ability.

    Shiek (Ocarina of Time)
    3 Star Rarity (???)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    Needle Storm - 12 blacktile.png AP
    Shiek gathers together her needles and aims a devastating attack at the enemy's vitals. Deals X damage and drains all AP in a random color.
    Level Upgrades
      Level 2: Deals +X damage and drains all AP in a random color. Level 3: Deals +X damage and drains all AP in the enemy's strongest color. Level 4: Deals +X damage and drains all AP in the enemy's strongest color. Level 5: Deals ++X damage and drains all AP in the enemy's largest color pool.

    Vanish - 8 bluetile.png AP
    Shiek vanishes is a cloud of smoke, hiding from her enemies. Grants [Invisibility] status for 2 turns.
    Level Upgrades
      Level 2: Grants [Invisibility] status for 3 turns. Level 3: Grants [Invisibility] status for 3 turns and [True Heals] X damage. Level 4: Grants [Invisibility] status for 4 turns and [True Heals] X damage. Level 5: Grants [Invisibility] status for 5 turns. [True Heals] +X damage

    Transform - 3 purpletile.png AP
    Shiek transforms into her alter ego Zelda. Shiek is transformed into an equivalent level Zelda character with 1 cover in each ability.
    Level Upgrades
      Level 2: Shiek is transformed into an equivalent level Zelda character with 2 covers in each ability. Level 3: Shiek is transformed into an equivalent level Zelda character with 3 covers in each ability. Level 4: Shiek is transformed into an equivalent level Zelda character with 4 covers in each ability. Level 5: Shiek is transformed into an equivalent level Zelda character with 5 covers in each ability.

    Yes, it is possible to spend 3 blacktile.png AP and 3 purpletile.png AP to turn into Shiek and back into Zelda and have 5 covers in all three abilities. Otherwise what would be the point in having 5 covers in Transform? I think it is pretty cool. Also, if you don't have five covers in Transform, you know the AI is just going to keep switching between the two and wasting all your AP and turning you into a 3/3/3.
  • Buret0
    Buret0 Posts: 1,591
    Options
    Princess Zelda (Legend of Zelda)
    2 Star Rarity (Uncommon)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    Magical Sleep (Passive)
    While Zelda's mind is locked in a trance, her spirit emerges to bless the land. At the start of any turn where Zelda is stunned, gain 1 AP of every color.
    Level Upgrades
      Level 2: At the start of any turn where Zelda is stunned, gain 1 AP of every color and [True Heal] X damage. Level 3: At the start of any turn where Zelda is stunned, gain 1 AP of every color and [True Heal] +X damage. Level 4: At the start of any turn where Zelda is stunned, gain 1 AP of every color and [True Heal] +X damage. Level 5: At the start of any turn where Zelda is stunned, gain 1 AP of every color and [True Heal] +X damage.

    Triforce - (passive)
    Zelda assembles the triforce and bestows its powers on heroes. If at the start of your turn you have at least 6 AP of all 6 colors: Zelda consumes 5 AP in four random colors, deals X damage to the enemy, creates a random special tile of strength Y, stuns the enemy for 1 turn, heals her team for Z damage, and randomly converts 6 coin tiles into a tile of each color.
    Level Upgrades
      Level 2: If at the start of your turn you have at least 6 AP of all 6 colors: Zelda consumes 5 AP in four random colors, deals +X damage to the enemy, creates a random special tile of strength +Y, stuns the enemy for 1 turn, heals her team for +Z damage, and randomly converts 6 coin tiles into a tile of each color.. Level 3: If at the start of your turn you have at least 6 AP of all 6 colors: Zelda consumes 4 AP in four random colors, deals +X damage to the enemy, creates a random special tile of strength +Y, stuns the enemy for 1 turn, heals her team for +Z damage, and randomly converts 6 coin tiles into a tile of each color. Level 4: If at the start of your turn you have at least 6 AP of all 6 colors: Zelda consumes 5 AP in three random colors, deals +X damage to the enemy, creates 2 random special tiles of strength Y, stuns the enemy for 2 turns, heals her team for +Z damage, and randomly converts 6 coin tiles into a tile of each color. Level 5: If at the start of your turn you have at least 6 AP of all 6 colors: Zelda consumes 4 AP in three random colors, deals +X damage to the enemy, creates 3 random special tiles of strength +Y, stuns the enemy for 3 turns, heals her team for +Z damage, and randomly converts 6 coin tiles into a tile of each color.

    Sacrifice - 10 greentile.png AP
    Princess Zelda realizes that her plans will be thwarted if she isn't willing to sacrifice herself. Zelda takes damage equal to half of her current life and is stunned for 5 turns. Deals damage equal to half of her sacrificed life to all enemies.
    Level Upgrades
      Level 2: Zelda takes damage equal to half of her current life and is stunned for 4 turns. Deals damage equal to half of her sacrificed life to all enemies. Level 3: Zelda takes damage equal to half of her current life and is stunned for 6 turns. Deals damage equal to 65% of her sacrificed life to all enemies. Level 4: Zelda takes damage equal to a quarter of her current life and is stunned for 4 turns. Deals damage equal to 3/4 of her sacrificed life to all enemies. Level 5: Zelda takes damage equal to a quarter of her current life and is stunned for 3 turns. Deals damage equal to her sacrificed life to all enemies.
  • Buret0
    Buret0 Posts: 1,591
    Options
    Luigi (Super Mario 2)
    2 Star Rarity (Uncommon)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    High Jump (passive)
    Luigi senses danger and tries to escape. If Luigi takes damage from an ability he gains [Airborne] status for 5 turns. At the start of any turn where Luigi is Airborne, he heals X damage. Upon landing, Luigi deals X damage.
    Level Upgrades
      Level 2: If Luigi takes damage from an ability he gains [Airborne] status for 6 turns. At the start of any turn where Luigi is Airborne, he heals X damage. Upon landing, Luigi deals XX damage. Level 3: If Luigi takes damage from an ability he gains [Airborne] status for 6 turns. At the start of any turn where Luigi is Airborne, he heals +X damage. Upon landing, Luigi deals XX damage. Level 4: If Luigi takes damage from an ability he gains [Airborne] status for 4 turns. At the start of any turn where Luigi is Airborne, he heals +X damage. Upon landing, Luigi deals XX damage. Level 5: If Luigi takes damage from any source he gains [Airborne] status for 4 turns. At the start of any turn where Luigi is Airborne, he heals +X damage. Upon landing, Luigi deals XX damage.

    POW Block - 10 blacktile.png AP
    Luigi struggles to pick up a POW block and then smashes it on the ground. Place a 5 turn POW Block CD tile on any basic tile. When the CD reaches 0, deal X damage to the enemy team and randomly destroy 12 tiles.
    Level Upgrades
      Level 2: Place a 5 turn POW Block CD tile on any basic tile. When the CD reaches 0, deal +X damage to the enemy team and randomly destroy 16 tiles. Level 3: Place a 5 turn POW Block CD tile on any basic tile. When the CD reaches 0, deal +X damage to the enemy team and randomly destroy 16 basic or enemy special tiles. Level 4: Place a 4 turn POW Block CD tile on any basic tile. When the CD reaches 0, deal +X damage to the enemy team and randomly destroy 20 basic or enemy special tiles. Level 5: Place a 3 turn POW Block CD tile on any basic tile. When the CD reaches 0, deal +X damage to the enemy team and randomly destroy 24 basic or enemy special tiles.

    Magic Potion - 6 purpletile.png AP
    Luigi struggles to pick up a Magic Potion and then smashes it on the ground. Place a 5 turn Magic Potion CD tile on any basic tile. When the CD reaches 0, randomly convert all coin tiles into basic tiles of other colors and then convert 12 tiles into coin tiles.
    Level Upgrades
      Level 2: Place a 5 turn Magic Potion CD tile on any basic tile. When the CD reaches 0, randomly convert all coin tiles into basic tiles of all colors except your strongest color and then convert 12 tiles into coin tiles. Level 3: Place a 5 turn Magic Potion CD tile on any basic tile. When the CD reaches 0, randomly convert all coin tiles into basic tiles of three random colors and then convert 16 tiles into coin tiles. Level 4: Place a 4 turn Magic Potion CD tile on any basic tile. When the CD reaches 0, randomly convert all coin tiles into basic tiles of two random colors and then convert 16 tiles into coin tiles. Level 5: Place a 3 turn Magic Potion CD tile on any basic tile. When the CD reaches 0, convert all coin tiles into basic tiles in your team's strongest color and then convert 16 tiles into coin tiles.

    The bagman of this game. Poor Luigi.
  • Buret0
    Buret0 Posts: 1,591
    edited August 2015
    Options
    Toad (NES version)
    2 Star Rarity (Uncommon)
    At Max Level: HP: ???? Tile Damage: ?/?/?/?/?/?/3.5x

    Another Castle (passive)
    Toad informs whomever might have killed him that the princess was in another castle. If Toad has at least 11 yellowtile.png AP when he is [Downed], he [True Heals] 10% health and consumes 10 yellowtile.png AP.
    Level Upgrades
      Level 2: If Toad has at least 11
    yellowtile.png AP when he is [Downed], he [True Heals] 20% health and consumes 10 yellowtile.png AP.
    Level 3: If Toad has at least 11 yellowtile.png AP when he is [Downed], he [True Heals] 30% health and consumes 10 yellowtile.png AP.
    Level 4: If Toad has at least 11 yellowtile.png AP when he is [Downed], he [True Heals] 50% health and consumes 10 yellowtile.png AP.
    Level 5: If Toad has at least 11 yellowtile.png AP when he is [Downed], he [True Heals] full health and consumes 9 yellowtile.png AP.

    Mushroom - 6 redtile.png AP
    Toad cannibalizes his own mushroom body to gain strength. Sacrifice 5% of Toad's max health to gain [Giant] status for 5 turns.
    Level Upgrades
      Level 2: Sacrifice 4% of Toad's max health to gain [Giant] status for 5 turns. Level 3: Sacrifice 4% of Toad's max health to gain [Giant] status for 5 turns. Level 4: Sacrifice 10% of Toad's max health to grant [Giant] status to the team for 5 turns. Level 5: Sacrifice 5% of Toad's max health to grant [Giant] status to the team for 5 turns.

    Vegetable Picker - 11 greentile.png AP
    Toad plants a garden and begins pulling vegetables to throw at his enemies. Place five 4 turn Vegetable CD tiles on basic greentile.png tiles. When these tiles are matched by Toad, deal X damage. If they are matched by anyone else on your team, they gain Y health. When these CD tiles reach 0, they revert to basic tiles.
    Level Upgrades
      Level 2: Place five 3 turn Vegetable CD tiles on basic
    greentile.png and redtile.png tiles. When these tiles are matched by Toad, deal X damage. If they are matched by anyone else on your team, they gain Y health. When these CD tiles reach 0, they revert to basic tiles.
    Level 3: Place five 3 turn Vegetable CD tiles on basic greentile.png , redtile.png , and yellowtile.png tiles. When these tiles are matched by Toad, deal X damage. If they are matched by anyone else on your team, they gain Y health. When these CD tiles reach 0, they revert to basic tiles.
    Level 4: Place five 2 turn Vegetable CD tiles on basic tiles of each color. When these tiles are matched by Toad, deal X damage. If they are matched by anyone else on your team, they gain Y health. When these CD tiles reach 0, they revert to basic tiles.
    Level 5: Place 2 turn Vegetable CD tiles on all basic tiles. When these tiles are matched by Toad, deal +X damage and gain 1 greentile.png AP. If they are matched by anyone else on your team, they gain +Y health. When these CD tiles reach 0, they revert to basic tiles.