***** Elixir (New X-men) *****
Blahahah
Posts: 738 Critical Contributor
At Max Level: HP: 40105 Tile Damage: 535(45) /450 /65 / 58 /417 / 45(550)
Bio: An omega-class mutant, Elixir has both the ability to heal and kill his enemies. His healing powers are almost unmatched, going so far as to cure the Legacy Virus. With the power to give and take life, what can't he do?
The Hand that Gives - 8
Elixir is always at the ready to protect and heal his allies. Elixir gives all friendly characters a burst of healing for every friendly protect tile on the board.
Level 2: Heals for 203 per tile
Level 3: Heals for 355 per tile, improves all friendly protect tiles by 35
Level 4: Heals for 500 per tile, improve all friendly protect tiles by 70 and reduces enemy attack tiles by 70
Level 5: Heals for 660 per tile, improve all friendly protect tiles by 140 and reduces enemy attack tiles by 125
Max Level:
Level 3: Heals for 1095 per tile, improves all friendly protect tiles by 75
Level 4: Heals for 1205 per tile, improves all friendly protect tiles by 150 and reduces enemy attack tiles by 150
Level 5: Heals for 1459 per tile, improves all friendly protect tiles by 300 and reduces enemy attack tiles by 250
Biokinesis - Passive
Elixir brandishes his powers to help or harm who he pleases. At the start of the turn, places a 4 turn countdown tile that creates a strength 102 protect tile for every ally still in the fight. If the player has 9 or more black AP, creates a 3 turn countdown tile that transforms Elixir, changing his abilities and draining all yellow AP.
Level 2: Creates a strength 102 protect and strike tile for each ally, transforms at 8 Black AP
Level 3: Creates a strength 102 attack, protect, and strike tile for each ally, transforms at 7 Black AP
Level 4: Places a 3 turn countdown tile that creates a strength 151 attack and strike tile, and two strength 200 protect tiles for each ally still in the fight. If player has more than 7 black AP, creates a 2 turn transformation tile that changes abilities and drains all yellow AP.
Level 5: Converts all burst healing to true healing, transforms at 6 Black AP
Max Level:
Level 3: Creates a strength 255 protect and strike tile for each ally still in the fight. Transformation tile is placed at 8 black AP.
Level 4: Creates a 3 turn countdown tile that creates a strength 305 attack and strike tile, and two strength 355 protect tiles for each ally still in the fight. Transformation tile is a 2 turn countdown tile placed at 7 black AP.
Level 5: Countdown tile converts all burst healing to true healing upon activation. Transformation tile is placed at 6 black AP.
Golden Child - 9
Elixir pushes himself to meet the expectations of those around him. Places a 2 turn countdown tile that heals Elixir for a burst of health and generates 4 yellow and black AP.
Level 2: Heals for a burst of 1030 health.
Level 3: Heals for a burst of 2350, generates 4 yellow and black AP
Level 4: Heals for a burst of 3475, generates 5 yellow and black AP
Level 5: Heals for a burst of 4790, generates 6 yellow and black AP, countdown reduced to 1 turn
Max Level:
Level 3: Heals for a burst of 6450, generates 4 yellow and black AP
Level 4: Heals for a burst of 8475, generates 5 yellow and black AP
Level 5: Heals for a burst of 11090, generates 6 yellow and black AP, countdown reduced to 1 turn
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The Hand that Takes - 10
Elixir turns his powers on his foes, causing massive internal damage. Deals 1200 damage and places a strength 110 attack tile for each friendly attack tile already on the board.
Level 2: 2320 damage and a strength 55 attack tile for each attack tile.
Level 3: 3070 damage and a strength 159 attack tile for each attack tile.
Level 4: 3600 damage and two strength 200 attack tiles for each attack tile.
Level 5: 4080 damage and two strength 295 attack tiles for each attack tile.
Max Level:
Level 3: 6780 damage and a strength 259 attack tile for each attack tile.
Level 4: 8995 damage and two strength 300 attack tiles for each attack tile.
Level 5: 10805 damage and two strength 495 attack tiles for each attack tile.
Biokinesis - passive
Elixir struggles to revert to his golden form, gradually harming those around him. At the start of the turn, places a 4 turn countdown tile that deals 700 damage to all characters. While this countdown tile remains on the field, healing effects are negated. If the player has 12 or more yellow AP, places a 3 turn countdown tile that transforms Elixir, changing his abilities and draining all black AP.
Level 2: Deals 1235 damage to all characters, transforms at 11 yellow AP
Level 3: Deals 2000 damage to all characters and places a friendly and enemy strength 53 attack tile, transforms at 11 yellow AP
Level 4: Deals 2500 damage to all characters and places a friendly and enemy strength 145 attack tile, transforms at 10 yellow AP
Level 5: Deals 3500 damage to all characters, Damage ignores all protect tiles, creates two friendly and one enemy strength 215 attack tile, transforms at 10 yellow AP
Max Level:
Level 3: Deals 3000 damage to all characters and places a friendly and enemy strength 223 attack tile, transforms at 11 yellow AP
Level 4: Deals 4500 damage to all characters and places a friendly and enemy strength 395 attack tile, transforms at 10 yellow AP
Level 5: Deals 7000 damage to all characters, Damage ignores all protect tiles, creates two friendly and one enemy strength 475 attack tile, transforms at 10 yellow AP
Necrosha - 9 / Passive
Elixir is pushed to the edge, his anguish fueling his abilities. Deals 1078 damage to the enemy and Elixir, and improves all friendly attack tiles by 107. If this downs an enemy, create 3 strength 190 attack tiles. ||| Passive: At the start of your turn, if Elixir is below 50% health, fortify 3 friendly attack tiles.
Level 2: Deal 1575 damage and improve all attack tiles by 50. If enemy is downed, create 4 strength 50 attack tiles. If elixir is below 50% health, fortify 4 friendly attack tiles.
Level 3: Deal 2770 damage and 1500 to Elixir and improve all attack tiles by 70. If enemy is downed, create 5 strength 75 attack tiles. If elixir is below 50% health, fortify 4 friendly attack tiles.
Level 4: Deal 3600 damage to the enemy and 1800 to Elixir and improve all attack tiles by 90. If enemy is downed, create 6 strength 75 attack tiles. If elixir is below 50% health, fortify 5 friendly attack tiles.
Level 5: Deal 4900 damage and 1800 to Elixir and improve all attack tiles by 120. If enemy is downed, create 8 strength 110 attack tiles. If elixir is below 50% health, fortify all friendly attack tiles.
Max Level:
Level 3: Deal 8770 damage and 4000 to Elixir and improve all attack tiles by 160. If enemy is downed, create 5 strength 255 attack tiles. If elixir is below 50% health, fortify 4 friendly attack tiles.
Level 4: Deal 11600 damage and 5000 to Elixir and improve all attack tiles by 200. If enemy is downed, create 6 strength 255 attack tiles. If elixir is below 50% health, fortify 5 friendly attack tiles.
Level 5: Deal 13900 damage and 5000 to Elixir and improve all attack tiles by 250. If enemy is downed, create 8 strength 300 attack tiles. If elixir is below 50% health, fortify all friendly attack tiles.
0
Comments
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Notes:
First, sorry to Erik for stealing your formatting. It looked so good.
Elixir is a character I had hoped would be in the game back when OML was hinted at. Reading the healing prowess and transformation using black AP, I was almost sure it was him but it turned out not to be. A few things to mention as you read:
1. I wanted to make sure people had the chance to read about Elixir, so here's a link to his wikipedia. http://marvel.wikia.com/wiki/Joshua_Foley_(Earth-616)
2. Do keep in mind that the character retains all ranks from one form to the other. If you're running 5/5/3 in golden form, you'll be 5/5/3 in death form.
3. This character is meant to work based around tile manipulation, specifically bombarding the board with special tiles to either heal his allies, or really lay into his enemies.
I'll be happy to answer any questions about the design.0
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