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.
simonsez wrote: If we guess the safe word, can we make this event stop?
GurlBYE wrote: Sadly this 20 pages+ of criticism will all be for nothing if the number of people complete the event that they expected, (someone did say they were on round 7 pages ago) If even 1 alliance completes it they'll claim this was intended.
"David wrote: Moore"] Pylgrim wrote: could we please get /at least/ a pre-fab corporate "we're sorry for the inconvenience, we're looking at it"? Or, I guess, the "working as intended, carry on" that some dread? Any kind of ackowledgement would be nice, preferibly before you all go out for the weekend. It's Thursday. But, the vitriol is noted.
Pylgrim wrote: could we please get /at least/ a pre-fab corporate "we're sorry for the inconvenience, we're looking at it"? Or, I guess, the "working as intended, carry on" that some dread? Any kind of ackowledgement would be nice, preferibly before you all go out for the weekend.
stochasticism wrote: GurlBYE wrote: Sadly this 20 pages+ of criticism will all be for nothing if the number of people complete the event that they expected, (someone did say they were on round 7 pages ago) If even 1 alliance completes it they'll claim this was intended. There is no alliance progression so an alliance can't "complete" this event.
Mr_Sinister wrote: I'm a little surprised there has been no further response considering the response this event is getting.
The rockett wrote: 3:53 PM EST. Almost done for the week to relax and have a great time. Oh wait, were the Reds gonna get back to us before they are done for the weekend about this event? Nah. Let everybody stew until Monday. HAPPY HOUR TIME!!! Suckers.
jobob wrote: This is one event where 3* rosters clearly have the advantage. That combo could never work for me, as OML does 3k+ damage each time he matches, KK can't heal enough, and there is no damage output on that team that comes close to making much of a dent in 150,000+ health. But I'm glad you have options to try out roster combinations. Nothing outside of 5* and my 300+ boosted 4* champs have really been an option for me.
Orion wrote: I just got my 1st shot at round 5: My team - level 458 OML / level 454 Surfer / boosted champed Winter Soldier (really, his nukes are good against these bosses) Enemy team - level 503-511 bosses (Ha!) Goblin - 87k health Cap - 92k health OML - 93k health
broll wrote: jobob wrote: This is one event where 3* rosters clearly have the advantage. That combo could never work for me, as OML does 3k+ damage each time he matches, KK can't heal enough, and there is no damage output on that team that comes close to making much of a dent in 150,000+ health. But I'm glad you have options to try out roster combinations. Nothing outside of 5* and my 300+ boosted 4* champs have really been an option for me. ROFL no, no they certainly don't. Orion wrote: I just got my 1st shot at round 5: My team - level 458 OML / level 454 Surfer / boosted champed Winter Soldier (really, his nukes are good against these bosses) Enemy team - level 503-511 bosses (Ha!) Goblin - 87k health Cap - 92k health OML - 93k health So his bosses are about 50 levels higher. Me also at round 5. Highest characters (with boosts) are ~270. Enemy team 346-354, closer to 100 levels higher.
broll wrote: So his bosses are about 50 levels higher. Me also at round 5. Highest characters (with boosts) are ~270. Enemy team 346-354, closer to 100 levels higher.
wymtime wrote: On a serious note anyone have a good team for round 6? I have been using OML, SS, and Hood. I have gotten past OML and Phoenix but surfer is just killing me. Also those are my only 2 5* I can use
Stax the Foyer wrote: If they leave this to fester over the weekend, the forum (and playerbase) is gonna be a hot mess come Monday. I don't know if they have any better options, though.
aesthetocyst wrote: broll wrote: So his bosses are about 50 levels higher. Me also at round 5. Highest characters (with boosts) are ~270. Enemy team 346-354, closer to 100 levels higher. Are you familiar with the dark magics of exponential curves? And, in particular, familiar with the scaling curve in this game? If you are, then you know that in this game, (Level 500 - Level 450) > (Level 350 - Level 250) . You'll experience it someday, and then with you could go back to running that roster that faces those "100 levels higher" bosses.But enough low level vs high level, who's screwed harder chest-thumping. In this, an event centered on players losing in a game in which losing is expensive, we're all screwed together.