*** Black Panther (T'Challa) ***

[anchor=blackpanther3]Black Panther (T'Challa)[/anchor] 
3 Star Rarity (Rare) Discussion link. Wiki link.
At Max Level: HP: 8500 Tile damage: 79/13/70/12/11/61/3.5
T'Challa uses his expert strategic mind to give his allies a tactical advantage. Converts 3 basic Yellow tiles to strength 22 Strike tiles. If the team has 12 or more Team-Up AP, converts 3 basic Yellow tiles to strength 33 Strike tiles instead.

Places a Blue Countdown tile that converts a basic color tile to a strength 9 Protect tile every 2 turns. If 3 or more Protect tiles are in play, conversion is suspended.

Deals 194 damage to each enemy, but the enemy team gains 5 AP in their strongest color. [Strongest color is the color that has highest damage rating during scoring. If there are more than one color of the same power damage, the enemy will gain 5 AP for that one as well.]
Older version below:
Original Post:

3 Star Rarity (Rare) Discussion link. Wiki link.
At Max Level: HP: 8500 Tile damage: 79/13/70/12/11/61/3.5

T'Challa uses his expert strategic mind to give his allies a tactical advantage. Converts 3 basic Yellow tiles to strength 22 Strike tiles. If the team has 12 or more Team-Up AP, converts 3 basic Yellow tiles to strength 33 Strike tiles instead.
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Level 2: Increases minimum Strike tile strength to 28. (39 with Team-Up AP)
Level 3: Increases minimum Strike tile strength to 30. (44 with Team-Up AP)
Level 4: Increases minimum Strike tile strength to 39. (55 with Team-Up AP)
Level 5: Increases minimum Strike tile strength to 55. (83 with Team-Up AP)

Places a Blue Countdown tile that converts a basic color tile to a strength 9 Protect tile every 2 turns. If 3 or more Protect tiles are in play, conversion is suspended.
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Level 2: Max 3 protect tiles out at a time
Level 3: Increases Protect strength to 14.
Level 4: Max 5 protect tiles out at a time
Level 5: Increases Protect strength to 18.

Deals 194 damage to each enemy, but the enemy team gains 5 AP in their strongest color. [Strongest color is the color that has highest damage rating during scoring. If there are more than one color of the same power damage, the enemy will gain 5 AP for that one as well.]
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Level 2: Deals 272 Damage.
Level 3: Deals 349 damage.
Level 4: Deals 427 damage.
Level 5: Deals 504 damage.
Older version below:
[anchor=blackpanther3]Black Panther (Man Without Fear)[/anchor]
3 Star Rarity (Rare) Discussion link. Wiki link.
At Max Level: HP: 7250 Tile damage: 67/12/60/11/10/52
Converts one random basic Yellow tile into a strength 9 Strike tile for each 15 environment AP the team has, consuming the AP in the process. (min 1 tile)
Level Upgrades
Places a Blue Countdown tile that converts a basic color tile to a strength 9 Protect tile every 2 turns. If 3 or more Protect tiles are in play, conversion is suspended.
Level Upgrades
Deals 194 damage to each enemy, but the enemy team gains 5 AP in their strongest color. [Strongest color is the color that has highest damage rating during scoring. If there are more than one color of the same power damage, the enemy will gain 5 AP for that one as well.]
Level Upgrades
3 Star Rarity (Rare) Discussion link. Wiki link.
At Max Level: HP: 7250 Tile damage: 67/12/60/11/10/52
Converts one random basic Yellow tile into a strength 9 Strike tile for each 15 environment AP the team has, consuming the AP in the process. (min 1 tile)
Level Upgrades
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Level 2: Increase strike tile strength to 13.
Level 3: Increase strike tile strength to 16.
Level 4: Increase strike tile strength to 20.
Level 5: Increase strike tile strength to 23.
Places a Blue Countdown tile that converts a basic color tile to a strength 9 Protect tile every 2 turns. If 3 or more Protect tiles are in play, conversion is suspended.
Level Upgrades
-
Level 2: Max 3 protect tiles out at a time
Level 3: Increases Protect strength to 14.
Level 4: Max 5 protect tiles out at a time
Level 5: Increases Protect strength to 18.
Deals 194 damage to each enemy, but the enemy team gains 5 AP in their strongest color. [Strongest color is the color that has highest damage rating during scoring. If there are more than one color of the same power damage, the enemy will gain 5 AP for that one as well.]
Level Upgrades
-
Level 2: Deals 272 Damage.
Level 3: Deals 349 damage.
Level 4: Deals 427 damage.
Level 5: Deals 504 damage.
Original Post:
Puritas wrote:Since nobody seems excited about him, I'll start.
<Snip stats>
welp I'd been saving all my ISO to max Psylocke, but I guess i'm gonna max t'challa now
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Comments
Edit- Is it based on match 3 damage? Most damaging power?
1. He has a yellow ability! While the base tile strength isn't that impressive (I'm guessing itll end up being about 25% more effective than Punisher's strike tiles at max level), the fact that it's yellow means that he fills a much needed role of a 3* that has a yellow ability that does something offensive-minded (Spidey doesn't help, so IM40 is your only other option, and his other 2 abilities are super mediocre).
2. Black is on track with scaling to do as much damage as GSBW's sniper rifle. This I think is the main draw for this character: 12 black to do as much AoE damage as GSBW (with drawback) is pretty huge.
3. His HP. That base HP means that he's on track to be more of the more tankier characters in the game, which means that he's going to be really good on defense.
I think this is a character that I can see investing in to pair up with my Punisher. Yellows are extremely rare, and when its semi-relevant and tacked onto a guy with a ton of hp and a sniper rifle level ability, he ends up being a lot better than he looks. I'm expecting him to be a high tier tanky support character,
You're forgetting the Hood
Noted. Hood's costs too much for my liking though, so I don't really consider it as a solid yellow ability, but more as a bonus tacked onto his blue.
It is nice to finally see a black+yellow hero that isn't made of paper. He's actually pretty tanky, same health as IM40 and Doom to compare.
His black is definitely the selling point here. I'm guessing damage will increase once or twice more at top ranks which will put it in line with BWGS and IM40. He will fill the same role, except freeing up green in the former to pair it with patch's green to set up a pretty quick 5-6k AOE kill shot, and not worry about those recharge tiles. Add in doom to guarantee 12 black quickly, I like this a lot actually!
Yeah their abilities clash, but Hood's black will probably not be used. Yellow may be an issue though.
Hoods black can reduce Panthers Blue for 1 turn. Thats why ive skilled my hood 3/5/5. I think we will get more chars with countdown-tiles. Panthers blue looks great too.
Maybe not the go to for the fastest kill, but a solid "don't attack me" version of patches . If spidey isn't that great anymore then I believe panther could make a decent substitute for spidey's spot on a lot of teams. Sure, won't be stunning, but yellow blue are being covered with the blue still ha ing a defensive purpose.
I am intrigued by the character at the very least. Though I expect the skill progression to be rather boring for all his skills.
@svatlas. You sure you didn't skill him 3/5/5 because you were having a hard time grabbing more yellow? Lol. His yellow is basically not useable right now unless it is skill 5. On the flip side, the black is not very good. More importantly, higher lvls only increase how many tiles you are affecting. That means above lvl 1/2 and the ability is useless with black panther as his blue has a limit to how many def tiles can be made. Plus, no idea what you would use hood's black over panther's. Like comparing a firecracker to a mortar.
Yellow covers are not the problem
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I don't mind the idea of comboing him with hood, I just don't see a whole lot of situations where having the black affect more than 3 is better than his yellow not ending a turn. I mean, how many times have you had more than 3 tiles down and the game wasn't already in hand? Plus, defensively, hood you KNOW will be an idiot and lose a turn using his yellow, and certainly not wait for you to have 5-6 cd on the board before using his black. In the future they might change his black and yellow to be more fair (remove turn ending from the yellow skill and mmr the black better) but until then anything but 5/5/3 just doesn't have much of a purpose and certainly brings more negatives than positives to the table. Plus, if you do need to change the build later, its easier go change it from 5/5/3 to 3/5/5 than the reverse.
I haven't tried in a lr in a month+ at this point. I don't miss it in the slightest lol. Plus I usually don't tank, so that doesn't help either lol. Whenever I do tank I remember how big a difference it makes.
Lol. You can do as you wish of course, I just don't see it. I just don't see the point in holding a notably weaker version of a character without even a slight guarantee that he will be "balanced" or a relevant cd tile character will come. I mean, if in 3 months this becomes the best build for hood...please feel free to come back, quote me here, and rub it in my face that I have to complete a top 25 in two hood lr. You..you go be a trailblazer. Don't let me and my narrow mind on this stop you
I need a "waiting to strike" meme with a panther (or a cute little black cat on top of a door works) waiting to pounce for you. "Oh...it will come"
The hood is not really weaker with 3 yellows. if you use it at the right moment "end of turn" doesnt matter
Btw, am I the only one who looked at his character art and thought, great IW had a child, seeing how they have him contorted.
Ending the turn can be a huge deal. What if my attack cover is 4 ap away from a skill while hoods yellow is full during a crucial point in the match. Happens a lot.