**** Invisible Woman (Classic) ****

[anchor=invisible4]Invisible Woman (Classic)[/anchor] 
4 Star Rarity (Legendary) Discussion link. Wiki link.
At Max Level: HP:13015 Tile damage:82/11/73/09/64/10/3.0
The Invisible Woman hides the weakest member of the team. Converts a random basic Yellow tile into an Invisibility tile. While it’s on the board, the invisible character can’t be targeted.
Susan focuses her power to lock the enemy down and save the team. Locks 2 chosen basic tiles in Force Bubbles before creating a Blue Protect tile of strength 64.
Invisible Woman shatters the tiles surrounding 2 random Force Bubbles. Does not generate AP. Each Force Bubble deals 64 damage and is unlocked (but not destroyed). If there are no Force Bubbles, she creates 2 in random locations.
Last Major Update: 2015-04 / Earlier Discussion
Earlier post:
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Original post:
So, still not particularly useful in my estimation. At least she has a fair amount of health now.
Really wish that her Bubble tiles were only locked for the opposing team. Or she could have gotten the Quicksilver treatment and had some type of bonus for having increased numbers of locked tiles.

4 Star Rarity (Legendary) Discussion link. Wiki link.
At Max Level: HP:13015 Tile damage:82/11/73/09/64/10/3.0
The Invisible Woman hides the weakest member of the team. Converts a random basic Yellow tile into an Invisibility tile. While it’s on the board, the invisible character can’t be targeted.
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Level 2. Also creates 1 protect tile of strength 50.
Level 3. Also creates 2 protect tiles of strength 50.
Level 4. Also creates 2 protect tiles of strength 92.
Level 5. Also creates 4 protect tiles of strength 92.
Susan focuses her power to lock the enemy down and save the team. Locks 2 chosen basic tiles in Force Bubbles before creating a Blue Protect tile of strength 64.
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Level 2. Locks 3 selected basic tiles and makes a protect tile of strength 86.
Level 3. Can Lock Strike, Protect, and Attack tiles.
Level 4. Locks 4 selected tiles and makes a protect tile of strength 107.
Level 5. Locks 4 selected tiles of any type and makes a protect tile of strength 127.
Invisible Woman shatters the tiles surrounding 2 random Force Bubbles. Does not generate AP. Each Force Bubble deals 64 damage and is unlocked (but not destroyed). If there are no Force Bubbles, she creates 2 in random locations.
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Level 2. Deals 283 damage per unlocked Force Bubble.
Level 3. Deals 503 damage per unlocked Force Bubble.
Level 4. Destroys 3 Force Bubbles and the tiles surrounding them. If there are no locked tiles, makes 3.
Level 5. Deals 1070 damage per unlocked Force Bubble.
Last Major Update: 2015-04 / Earlier Discussion
Earlier post:
[Extracted from original post. It and further discussion on the change can be found here].Demiurge_Miles wrote:Invisible Woman (Classic) - Coming 4/17/15
Invisible Woman is our 2nd oldest 4-Star character and has been waiting patiently for an update for a long time. When we originally designed her, we were balancing for a version of the game with longer, more difficult matches. In that version of the game, powerful, high-cost powers have more use and damage prevention is more powerful. When re-evaluating her abilities, we had a big focus on utility. Her two unique powers got a lot cheaper, allowing players to use them much more frequently. She should be locking tiles and making people invisible all the time, not occasionally at the end of the match.
Old Max Health: 8,220
New Max Health: 13,015Grant Invisibility - Cost: 18 to 14 Yellow AP - OLD
The Invisible Woman hides the weakest member of the team. Converts a random basic Yellow tile into an Invisibility tile. While it’s on the board, the invisible character can’t be targeted.
Upgrades:2. Costs 1 AP less. 3. Costs 1 AP less. 4. Costs 1 AP less. 5. Costs 1 AP less.
Grant Invisibility - Cost: 9 Yellow AP - NEW
The Invisible Woman hides the weakest member of the team. Converts a random basic Yellow tile into an Invisibility tile. While it’s on the board, the invisible character can’t be targeted.
Upgrades:2. Also creates 1 protect tile of strength 50. 3. Also creates 2 protect tiles of strength 50. 4. Also creates 2 protect tiles of strength 92. 5. Also creates 4 protect tiles of strength 92. MAX LV 5: Also creates 4 protect tiles of strength 184.
Force Bubbles - Cost: 13 Blue AP - OLD
Susan focuses her power to lock the enemy down and save the team. Locks 2 chosen tiles in Force Bubbles before creating a Blue Protect tile of strength 91.
Upgrades:2. Locks 5 in Force Bubbles. 3. Creates a Blue Protect tile of strength 200. 4. Locks 8 in Force Bubbles. 5. Creates a Blue Protect tile of strength 400. MAX LV 5: Creates a Blue Protect tile of strength 796.
Force Bubbles - Cost: 7 Blue AP - NEW
Susan focuses her power to lock the enemy down and save the team. Locks 2 chosen basic tiles in Force Bubbles before creating a Blue Protect tile of strength 64.
Upgrades:2. Locks 3 selected basic tiles and makes a protect tile of strength 86. 3. Can Lock Strike, Protect, and Attack tiles. 4. Locks 4 selected tiles and makes a protect tile of strength 107. 5. Locks 4 selected tiles of any type and makes a protect tile of strength 127. MAX LV 5: Locks 4 selected tiles of any type and makes a protect tile of strength 252.
Force Field Crush - Cost: 9 Green AP - OLD
Invisible Woman shatters the tiles surrounding 1 random Force Bubbles. Each Force Bubble deals 91 damage and is unlocked (but not destroyed). If there are no Force Bubbles, she creates 1 in random locations. Ends the turn.
Upgrades:2. Shatters the tiles around and unlocks 2. If there are no locked tiles, makes 2. 3. Deals 182 damage per unlocked tile. 4. Shatters the tiles around and unlocks 3. If there are no locked tiles, makes 3. 5. Deals 364 damage per unlocked tile. MAX LV 5: Deals 724 damage per unlocked tile.
Force Field Crush - Cost: 12 Green AP - NEW
Invisible Woman shatters the tiles surrounding 2 random Force Bubbles. Does not generate AP. Each Force Bubble deals 64 damage and is unlocked (but not destroyed). If there are no Force Bubbles, she creates 2 in random locations.
Upgrades:2. Deals 283 damage per unlocked Force Bubble. 3. Deals 503 damage per unlocked Force Bubble. 4. Destroys 3 Force Bubbles and the tiles surrounding them. If there are no locked tiles, makes 3. 5. Deals 1070 damage per unlocked Force Bubble. MAX LV 5: Deals 2123 damage per unlocked Force Bubble.
Original post:
So, still not particularly useful in my estimation. At least she has a fair amount of health now.
Really wish that her Bubble tiles were only locked for the opposing team. Or she could have gotten the Quicksilver treatment and had some type of bonus for having increased numbers of locked tiles.
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Comments
Man, I don't know about you, but I'm actually excited for these changes. I'm gonna run her with my Prof X, and create an invisible annoying team haha. Everything she does creates protect tiles, ad they're not too bad costed, and it will slow down you're matches if your attacking her to the point where it's an annoyance, plus she is being boosted to 13k health.
Even Thoress's 19 AP combo is more efficient and you get 3 turns of stun and the charged tiles over a strength 252 protect tile. (and potential cascades, to be fair)
You can skip the blue power if you pair her with Quicksilver, but you should never use two bad characters to make a semi-decent combo.
I can't believe that we're actually discussing how equivalent IW and GT are.
To get the bubbles you will more than likely need to spend 7 AP on her blue raising the cost to 19 AP. For 19 AP LThor is probably doing around 11.5k, for 20 AP HT is doing around 13k. She's still bad, protect tiles are mostly useless in PvE since an ability is downing you regardless and in PvP she's a minor nuisance, not nearly as big a threat as Professor X. I'm guessing the AI will be **** about bubble placement / execution so it'll probably suck on defense too.
I'm of the camp that I think 4/4/5 is the ay to go. Because there isn't much change between 4-5 in yellow and blue in all honesty, but green gets the big boost from 4>5
One thing I notice with her bubble lock is that when you lock a special tile, the tile is on the board but it's considered not on the board because it's neutralized. I tried locking Cage's protect tile & Iron Fist's attack tile, hoping to stop them from creating more. But they create more in the next turn anyway
I'll probably go with 4/4/5 as well. I don't really find locking special tiles that useful, since it also limits your movement. 4 in blue is enough to maximize the number of bubble locks. The extra strength in the protect tile is also not that important since you can make up with yellow instead.
So if I can use Cage and/or Iron Fist, and lock up my own special tiles to get new ones the next turn. Repeat once or twice. Then use force field crush. Force bubbles get unlocked, and now I have multiple high value special tiles active.
If anything, I'd say yellow offers the least for going from 3->5. Utility is the same, just some more and stronger protect tiles. Then again, the way the game is slowing down, it might be worth it for PvP.
But you're really going to only fire the yellow once, because you can only hide one person with an invisibility tile. In pvp and pve, i would think, you'd want to save your yellow to fire off again if a bad cascade wiped your invisibility tile out, just like you do with professor.
It pretty much puts you in the same boat as 4Hor yellow, do you overwrite CDs as well as others or everything but. For me, personally, I'll stick with the hybrid build, and maybe change if need be, or pop dictates.
In essence, I don't really think there is a true wrong way to build her, it all depends on your play style. I just know ti will be good to have another invisible partner who can help get tiles out for Chuck.
I think her green, while good damage, is only single target if I read correctly - at that green cost, I wonder if it would be better to just 'ignore' and go 5/5/3 - with her helping to protect 3hor or BP, some of the other stronger dmg characters, with her green being used exclusively for "I've got no better option' scenerios.
- Unreall
EDIT - I misread the protect tiles as 4 protect tiles of 252. Bah. Even still, at only 7 blue, its easy to 'fall' into that.
I get the feeling that a Sue + Kamala Khan team will be infinitely frustrating. IW should tank both Yellow and Green, and you'll be able to top up your health for anything which gets past those Protect tiles. You also get an option between single target or AoE damage with Crush and Bash. For any situation where you can pick your third, someone with cheap active Red and Black abilities (like Punisher or Psylocke) would fit right in.
I think Psylocke is the easy choice here just because you can call this squad "Team Girl Power".
I wish they would make her breaking more than 3 Force Bubbles for 12 green AP though or keep the cost at 9AP. I mean, for 9 greenAP + 7 blue AP, she'd deal as much damage as what pre-nerfed X-Force used to do for only 8 green AP, no?
What the heck does it really mean to "lock" a tile? Does it do either (or both?) of the following things: Prevent countdowns from ticking down; nullify attack/protect/strike tiles? Or does it work the opposite way, allowing countdowns to tick down and special tiles to do their thing while needing to be matched 2x to actually remove them from the board? Either way has it's uses, but before I take her into battle, it would probably be good to know these things...