Tiger Wong wrote: Well guys, I think I've found a team that can push you through round 4 & 5. Here's who I used..... 3* 4/4/5 5/4/4 3/5/5 All at lvl 176 I should change the covers a bit but we'll get to that later. Im40 is the battery but a very important one. Don't use his red or blue unless it's a finisher. Keep the board free beforehand so the yellow can get off. She-Hulk is the hitter, the drainer, and the healer at the same time. Use her red when the field doesn't have im40's yellow. The damage is eh, but what's important is the board shake. You're gonna be facing characters that have fortified tiles and CD tiles (GG and Cap) so her red can bring them down and/or destroy/match them on that turn or the next turn. Use her green A LOT. Drain the **** out of Cap, GG, IM46, Hulk, etc. they can't do anything without AP. And this keeps the healing going because you're gonna get hit, you're gonna get cascades against you and the occasional power against you. When the boss' AP is down to all 2 or less, only then should you use KK's green. Save her blue for those enemy tiles. You won't use IM's blue. It's for her to steal. KK's is key to fuel Shulks green, keep im40's yellow from matching during its countdown, and to prevent boss matches of their main colors. Her green should only be used to either finish off a TEAM (not just a boss) and only if you have 24 green. When the team is together, everything flows and your health will fall but be regained. You can't afford to lose character but if you must, let IM take the fall. Shulk + KK can survive better than any other combination. I'm gonna switch the covers to get more health from healing and have Shulk do more damage with her red.
The Viceroy Returns wrote: It's more than a simple matter of "test better". I could have told you that facing off against 3 level 500+ bosses one after the other would be too hard, even with a champ OML. It doesn't even pass the eye test for any developer that should intimately know their content and feature set. At some level, it's either not understanding their own game, understanding it and purposefully setting it to be harder and more frustrating than the 8-bit NES TMNT, or it's something else...
mpqr7 wrote: Boss rush would be great if it were two easier bosses, with the third being very tough. So then you could save up your AP by fighting the first two bosses, and then you could unleash all your major attacks on the final, deadly boss. But instead, if you save your AP and avoid doing attacks on the first two bosses, they will just kill you. And even if you miraculously win, you barely make any points toward progression, plus you still need to use 3 healthpacks, so it's a bit frustrating.
ZeiramMR wrote: The Viceroy Returns wrote: It's more than a simple matter of "test better". I could have told you that facing off against 3 level 500+ bosses one after the other would be too hard, even with a champ OML. It doesn't even pass the eye test for any developer that should intimately know their content and feature set. At some level, it's either not understanding their own game, understanding it and purposefully setting it to be harder and more frustrating than the 8-bit NES TMNT, or it's something else... Bad analogy, I can actually complete NES Teenage Mutant Ninja Turtles.
dasquish wrote: First off, AWESOME poster. They should use it for advertising. Second, might as well get to editing. Galactus does show up later. I hear it's super fun.
metallion wrote: Hey guys, I'm late to the party. Lemme leave this here before I go get some good sleep rather than attempting this tinykitty. Hopefully Big G hasn't and wont't make an appearance, or I'll need to update this again, was lazy to scroll through 20 pages to check
Nightglider1 wrote: Tiger Wong wrote: Well guys, I think I've found a team that can push you through round 4 & 5. Here's who I used..... 3* 4/4/5 5/4/4 3/5/5 All at lvl 176 I should change the covers a bit but we'll get to that later. Im40 is the battery but a very important one. Don't use his red or blue unless it's a finisher. Keep the board free beforehand so the yellow can get off. She-Hulk is the hitter, the drainer, and the healer at the same time. Use her red when the field doesn't have im40's yellow. The damage is eh, but what's important is the board shake. You're gonna be facing characters that have fortified tiles and CD tiles (GG and Cap) so her red can bring them down and/or destroy/match them on that turn or the next turn. Use her green A LOT. Drain the **** out of Cap, GG, IM46, Hulk, etc. they can't do anything without AP. And this keeps the healing going because you're gonna get hit, you're gonna get cascades against you and the occasional power against you. When the boss' AP is down to all 2 or less, only then should you use KK's green. Save her blue for those enemy tiles. You won't use IM's blue. It's for her to steal. KK's is key to fuel Shulks green, keep im40's yellow from matching during its countdown, and to prevent boss matches of their main colors. Her green should only be used to either finish off a TEAM (not just a boss) and only if you have 24 green. When the team is together, everything flows and your health will fall but be regained. You can't afford to lose character but if you must, let IM take the fall. Shulk + KK can survive better than any other combination. I'm gonna switch the covers to get more health from healing and have Shulk do more damage with her red. Unfortunately, the initial board state determines how quickly you can get an engine like this running.
Chronicler wrote: Update: I have faced the round 6 team challenge and I have come out victorious. My team (boosted levels shown): Kingpin 372 Cho 368 Cyclops 274
Not really a help for everyone, but I've been able to plow through round 6 so far with Surfer (for me 452, newly rage champed)- Switch - Fist. Switch green to collect colors in a pinch, black holes everywhere. Gamma Siphon (for OML) and Called Shot (for PHX) TU's to help. 100% match damage.