**** War Machine (James Rhodes) ****

War Machine (James Rhodes) 
4 Star Rarity (Legendary) Wiki Link
At Max Level: HP: 16465 Tile Damage: 13/83/74/11/65/12/4.0x
AP
War Machine soars skyward to rain down bullets below! Creates a 4-turn Red Countdown tile that deals 741 damage if one does not exist. While this tile is on the board, new tiles have a 15% chance of being strength 41 Attack tiles on War Machine’s turn.
Level Upgrades
Heat Signature Detection - 11
AP
War Machine activates his heat signature detection, flushing enemies out of hiding and cutting through their defenses. Removes all enemy invisibility tiles and up to 2 enemy Protect tiles, then deals 732 damage.
Level Upgrades
Gatling Gun - 8
AP
War Machine revs up his Gatling gun and prepares for destruction. Creates up to 2 2-turn Countdown tiles that deal 301 damage and destroy up to 2 random basic tiles around them, dealing damage but not generating AP.
Level Upgrades

4 Star Rarity (Legendary) Wiki Link
At Max Level: HP: 16465 Tile Damage: 13/83/74/11/65/12/4.0x

War Machine soars skyward to rain down bullets below! Creates a 4-turn Red Countdown tile that deals 741 damage if one does not exist. While this tile is on the board, new tiles have a 15% chance of being strength 41 Attack tiles on War Machine’s turn.
Level Upgrades
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Level 2: New tiles have a 20% chance of being strength 55 Attack tiles.
Level 3: Countdown tile deals 1010 damage. New tiles have a 25% chance of being strength 55 Attack tiles.
Level 4: Countdown tile deals 1010 damage. New tiles have a 25% chance of being strength 95 Attack tiles.
Level 5: Countdown tile is Fortified. New tiles have a 33% chance of being strength 113 Attack tiles.
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Level 3: Creates a 4-turn Countdown tile that deals 1966 damage. New tiles have a 25% chance of being strength 107 Attack tiles.
Level 4: Countdown tile deals 1966 damage. New tiles have a 25% chance of being strength 182 Attack tiles.
Level 5: Countdown tile is fortified and deals 1966 damage. New tiles have a 33% chance of being strength 219 Attack tiles.
Heat Signature Detection - 11

War Machine activates his heat signature detection, flushing enemies out of hiding and cutting through their defenses. Removes all enemy invisibility tiles and up to 2 enemy Protect tiles, then deals 732 damage.
Level Upgrades
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Level 2: Deals 1140 damage.
Level 3: Can remove up to 5 enemy Protect tiles and deals 1520 damage.
Level 4: Can remove up to 6 enemy Protect tiles and deals 2316 damage.
Level 5: Removes all enemy Protect tiles and deals 3864 damage.
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Level 3: Can remove up to 5 enemy Protect tiles and deals 2958 damage.
Level 4: Can remove up to 6 enemy Protect tiles and deals 4509 damage.
Level 5: Removes all enemy Protect tiles and deals 7522 damage.
Gatling Gun - 8

War Machine revs up his Gatling gun and prepares for destruction. Creates up to 2 2-turn Countdown tiles that deal 301 damage and destroy up to 2 random basic tiles around them, dealing damage but not generating AP.
Level Upgrades
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Level 2: Countdown tiles deal 389 damage and destroy up to 3 basic tiles around them.
Level 3: Countdown tiles deal 486 damage and destroy up to 4 basic tiles around them.
Level 4: Countdown tiles last 1-turn and deal 632 damage.
Level 5: Creates 3 1-turn Countdown tiles that deal 632 damage and destroys up to 5 basic tiles around them.
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Level 3: Creates up to 2 2-turn Countdown tiles that deal 947 damage and destroy up to 4 random basic tiles around them dealing damage but not generating AP.
Level 4: Creates up to 2 1-turn Countdown tiles that deal 1230 damage and destroy up to 4 random basic tiles around them dealing damage but not generating AP.
Level 5: Creates up to 3 1-turn Countdown tile that deal 1230 damage and destroy up to 5 random basic tiles around them dealing damage but not generating AP..
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Comments
5/3/5 for sure. Them strike tiles could be seriously serious.
Probably 5/3/5, championed asap (bump up the blue when facing Falcap or other protect tile spammers).
First time in a long time I'm seriously tempted to go full PVE grind for a character release.
Red is hard to judge without trying him out. It seems weak by itself, but paired with some tile destroyers it could be great. It only lasts up to 4 turns (unless you use bag-man, which you absolutely should not) so you can't keep a tile out all the time. The fortification bonus at 5 covers is very nice. The resolution damage is bad.
Heat Signature Detection
Blue at 5 covers does more damage per AP than IMHB red. Note that it does not destroy tiles to help out his red. The removals aren't that great: there are enough AoE attacks that Invisible characters aren't that big of an issue, and protect tiles are the weakest of the a/p/s trinity.
Gatling Gun
Green is his tile destroyer to help out his red. It can destroy up to 18 tiles, creating an average of 6 attack tiles when used with his red. It will never destroy special tiles except from cascades, so his red CD is safe. They are only 1-turn at 4 or 5 covers so they will usually resolve, and Green Goblin and The Hood can resolve them instantly. I don't think it's worth using with Drax's black because that move's extra damage is not much greater than the normal resolution damage.
Good partners would be basic tile destroyers like Red Hulk and cascade artists like Iron Fist and Phoenix. He is likely on Team IM, but if you have a good IM46 then there is no reason to use WM's red. He goes best against Invis. tile users and Falcap.
The self-synergy build is 5/3/5, but the extra damage on his blue at 5 covers might be worth it. It's hard to say what the best build is right now, or how he compares to other 4*s.
Awkward wording there... does that mean only one of the countdowns can be out at a time? (with a second casting being prevented)
Or does it mean the damage component only fires if there happens to be only one of these out?
That sentence could use a bit of a cleanup/clarification.
It will destroy WM's countdown so I doubt you'll get anything from it.
probably just the same as IF or LC. Yeah every agrees they should standardize their terminology. Call it a unique tile or something.
I thought fortification only prevented tiles from being matched away, not powers like Iron Hammer. (I don't have any Green Goblin covers to test it out.)