*****Mandarin (Ultimate)*****

Aerospade777
Aerospade777 Posts: 36 Just Dropped In
edited June 2016 in Speculation and Concepts
http://static2.comicvine.com/uploads/sc ... presen.jpg

Mandarin (Ultimate) star.pngstar.pngstar.pngstar.pngstar.png

purpleflag.png 10 RINGS - purpletile.png 18 AP: All of Mandarin's rings possess great power. Mandarin places an invisibility tile and heals 800 to him and his team.

Level Upgrades:
Level 2: Also stuns target 2 turns.
Level 3: Also destroys 20 random tiles and places 3 strength 100 attack tiles.
Level 4: Also places 2 strength 100 protect tiles and 2 strike tiles.
Level 5: Also deal 2500 damage.

Max Level:
Level 3: Heal team 2000, tiles are strength 300, deal 13600 damage.
Level 4: Heal team 2500, tiles are strength 500, deal 16700 damage.
Level 5: Heal team 3200, tiles are strength 600, deal 20800 damage.

yellowflag.png VALLEY OF SPIRITS - yellowtile.png 8 AP: Mandarin is very powerful, and uses that to overwhelm the enemy. Place a fortified 4-turn countdown tile that gives you 1 of each color per turn.

Level Upgrades:
Level 2: When the timer reaches 0, destroy 8 random tiles to gain AP.
Level 3: Destroys 10 tiles also 1% chance to heal team for 100 at 0.
Level 4: Destroys 14 tiles and 2% chance.
Level 5: Destroys 20 tiles and 3% chance even if downed.

Max Level:
Level 3, 4 and 5: Heal 1000

greenflag.png ULTIMO - greentile.png 12 AP: The creations of Mandarin aren't friendly. Places 2 3-turn countdown tiles that deal 1000 damage when they reach 0.

Level Upgrades:
Level 2: Deals 1500 damage.
Level 3: Deal 2500 damage.
Level 4: Deal 3000 damage.
Level 5: Place 3 tiles and 3500 damage.

Max Level:
Level 3: Deal 7000 each.
Level 4: Deal 8000 each.
Level 5: Deal 9000 each.

Comments

  • Dccrulez
    Dccrulez Posts: 12 Just Dropped In
    I think the rings power should be more like Hawkguy's blue power. Each ring uses a unique power culminating in a massive AOE attack.
  • dxanders
    dxanders Posts: 133 Tile Toppler
    Dccrulez said:
    I think the rings power should be more like Hawkguy's blue power. Each ring uses a unique power culminating in a massive AOE attack.
    Or each ring fires off a power and creates a fortified tile. Firing off a power drains all your AP in that color (meaning you can't just gatling gun your way through it), and the power of the final effect is predicated on how many fort tiles are still on the board.
  • odjntrade2
    odjntrade2 Posts: 15 Just Dropped In
    If it was to work on a rotation I don't believe the last one should depend on fortified tiles.  I also don't think there should be a last one, rather that the power itself changes each use into a version based on which color you have the most of at the time.  Meaning that if you have alot of red then it is a fire attack that drains red.  Blue is a water attack that burst heals.  Different triggers can be added to determine which ring would be used.
    Assume cost of about 6 purple to fire and drains friendly ap.


    If mandarin and his team have less than 10 in all ap

    Low - Matter-Rearranger Ring: shuffles 16 tiles, generates 3 purple and generates x random ap


    if mandarin and his team have 30 in any one ap

    Max - Disinegration Beam Ring: Fully depletes ap from the maxed color and deals massive damage to enemy team


    If mandarin and his team have 10 or more ap in multiple colors including team up

    Tie - Impact Beam Ring: drains all colors and team up by 5, destroys 16 tiles and deals large damage to target.


    If mandarin and his team have 10 or more ap in a single color or team up

    Red - Flame Blast Ring: drains 5 red, deals damage to target and creates attack tile.

    Blue - Ice Blast Ring: drains 5 blue, deals damage to target and stuns enemy team x turns.

    Yellow - Vortex Beam Ring: drains 5 yellow, vortex sends mandarin airborn.  upon coming down mandarin directs the vortex to shuffle the board and mandarin steals enemy special tiles and strengthens them.

    Green - Electro-Blast Ring: drain 5 green, deal damage to enemy team and creates strike tile.

    Purple - Mento-Intensifier Ring: Creates a countdown tile for each enemy still in the fight, each tile depletes random ap from the enemy each turn.  If the enemy would damage mandarin for more than x damage one of these tiles will be destroyed instead.

    Black - Black Light Ring: drains 5 black, creates invisible tile for mandarin, team invisible for x turns and creates protect tile.

    Team - White Light Ring: drain 5 team up ap, creates x team up tiles on the board.  If more than 10 team up tiles are still on the board after matches, enemy team is stunned for a turn and creates x charged tiles.


    I feel it would work best with something fluid like that.  Programming would flow similar to how it is written from a technical standpoint. Versatile but takes some planning to actually get the power you want to fire off.



  • dxanders
    dxanders Posts: 133 Tile Toppler
    If it was to work on a rotation I don't believe the last one should depend on fortified tiles.  I also don't think there should be a last one, rather that the power itself changes each use into a version based on which color you have the most of at the time.  Meaning that if you have alot of red then it is a fire attack that drains red.  Blue is a water attack that burst heals.  Different triggers can be added to determine which ring would be used.
    Assume cost of about 6 purple to fire and drains friendly ap.


    If mandarin and his team have less than 10 in all ap

    Low - Matter-Rearranger Ring: shuffles 16 tiles, generates 3 purple and generates x random ap


    if mandarin and his team have 30 in any one ap

    Max - Disinegration Beam Ring: Fully depletes ap from the maxed color and deals massive damage to enemy team


    If mandarin and his team have 10 or more ap in multiple colors including team up

    Tie - Impact Beam Ring: drains all colors and team up by 5, destroys 16 tiles and deals large damage to target.


    If mandarin and his team have 10 or more ap in a single color or team up

    Red - Flame Blast Ring: drains 5 red, deals damage to target and creates attack tile.

    Blue - Ice Blast Ring: drains 5 blue, deals damage to target and stuns enemy team x turns.

    Yellow - Vortex Beam Ring: drains 5 yellow, vortex sends mandarin airborn.  upon coming down mandarin directs the vortex to shuffle the board and mandarin steals enemy special tiles and strengthens them.

    Green - Electro-Blast Ring: drain 5 green, deal damage to enemy team and creates strike tile.

    Purple - Mento-Intensifier Ring: Creates a countdown tile for each enemy still in the fight, each tile depletes random ap from the enemy each turn.  If the enemy would damage mandarin for more than x damage one of these tiles will be destroyed instead.

    Black - Black Light Ring: drains 5 black, creates invisible tile for mandarin, team invisible for x turns and creates protect tile.

    Team - White Light Ring: drain 5 team up ap, creates x team up tiles on the board.  If more than 10 team up tiles are still on the board after matches, enemy team is stunned for a turn and creates x charged tiles.


    I feel it would work best with something fluid like that.  Programming would flow similar to how it is written from a technical standpoint. Versatile but takes some planning to actually get the power you want to fire off.



    i like that idea a lot, and it would make for some really interesting AP management strategy. 
  • Dccrulez
    Dccrulez Posts: 12 Just Dropped In
    Now would this all be one power or multiple powers? Maybe three powers that each govern 3 rings and one governs four, or two govern five and one passive, or etc.?