Chronicler wrote: Update: I have faced the round 6 team challenge and I have come out victorious... So, the trick to round 6 is don't let Phoenix or Surfer take a single turn.
Tiger Wong wrote: 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. You're wrong. The initial board is irrelevant because you don't need a lot of AP to get started. Im40's is only 6 AP and two turns to stay out. Shulk's is only 6 and her is only 9 KK keeps the health up and her is only 8 You only have 1 character at the start to deny their colors while getting started. Round 4 & 5, you start vs GG. It's not hard at all to deny him while getting yellow and green and then drain what he gets.
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.
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.
madsalad wrote: I've found that's the correct strategy for all Boss waves. Don't let boss 2 or boss 3 take a turn.
mpqr7 wrote: Boss rush would be great if it were two easier bosses, with the third being very tough.
simonsez wrote: If we guess the safe word, can we make this event stop?
udonomefoo wrote: "Working as Intended" - exactly one year later. I'll just leave this here: viewtopic.php?f=7&t=34258
az98 wrote: my 2cents. I have a ton of max 3*s and thats it. I have a few undercovered underlevel 4 & 5* but they are unusable. I am in round 3, the boss is level 260+ the nodes are level 33-50. ****! Ive been beaten twice by this boss, and im ONLY LEVEL 3. My roster of 20 Maxed 3* cant even get me the first 3* reward.... This scaling is terrible, and im done with this horrible event.
Bowgentle wrote: Still no communication from Mt. Demiurge. Guess this is harder to spin positively than anticipated.