*** Doctor Strange (Stephen Strange) ***
Cthulhu
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Doctor Strange (Stephen Strange)
3 Star Rarity (Rare)
At Max Level: HP: 6800 Tile damage: 61/12/79/70/11/13/3.0x
By Cyttorak’s seventh crimson band - let this brilliant whip ensnare your hand! Converts a chosen basic tile into a 2-turn Countdown tile, then stuns the target for 2 turns. The tile destroys 2 enemy AP of its color and deals 45 damage each turn.
By Agammotto’s all-revealing light - let the Eye see through your plans with mystic sight! Remove up to 2 random enemy Attack tiles and gain 2 purple AP.
By the Flawless Faltine’s flame - let the power you possess strike you the same!
(PASSIVE) Whenever an enemy fires a power, deal 212 damage to the target and gives a burst of 45 health to the players team.
3 Star Rarity (Rare)
At Max Level: HP: 6800 Tile damage: 61/12/79/70/11/13/3.0x
By Cyttorak’s seventh crimson band - let this brilliant whip ensnare your hand! Converts a chosen basic tile into a 2-turn Countdown tile, then stuns the target for 2 turns. The tile destroys 2 enemy AP of its color and deals 45 damage each turn.
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Level 2: Converts chosen tile into a 2-turn Countdown tile, then stuns the target for 2 turns. Countdown Tile destroys 2 enemy AP of its color and deals 113 damage each turn.
Level 3: Converts chosen tile into a 2-turn Countdown tile, then stuns the target for 2 turns. Countdown Tile destroys 3 enemy AP of its color and deals 180 damage each turn.
Level 4: Converts chosen tile into a 3-turn Countdown tile, then stuns the target for 3 turns. Countdown Tile destroys 3 enemy AP of its color and deals 304 damage each turn.
Level 5: Converts chosen tile into a 3-turn Countdown tile, then stuns the target for 3 turns. Countdown Tile destroys 3 enemy AP of its color and deals 574 damage each turn.
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Level 3: Converts chosen tile into a 2-turn Countdown tile, then stuns the target for 2 turns. Countdown Tile destroys 3 enemy AP of its color and deals 556 damage each turn.
Level 4: Converts chosen tile into a 3-turn Countdown tile, then stuns the target for 3 turns. Countdown Tile destroys 3 enemy AP of its color and deals 938 damage each turn.
Level 5: Converts chosen tile into a 3-turn Countdown tile, then stuns the target for 3 turns. Countdown Tile destroys 3 enemy AP of its color and deals 1772 damage each turn.
By Agammotto’s all-revealing light - let the Eye see through your plans with mystic sight! Remove up to 2 random enemy Attack tiles and gain 2 purple AP.
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Level 2: Remove up to 2 random enemy Attack or Protect tiles and gain 2 purple AP.
Level 3: Remove up to 2 random enemy Attack, Protect, or Strike tiles and gain 3 purple AP.
Level 4: Remove up to 2 random enemy Attack, Protect, Strike, or Invisibility tiles and gain 3 purple AP
Level 5: Remove up to 2 random enemy Attack, Protect, Strike, Invisibility or Trap tiles and gain 4 purple AP.
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Level 3: Remove up to 2 random enemy Attack, Protect, or Strike tiles and gain 3 purple AP.
Level 4: Remove up to 2 random enemy Attack, Protect, Strike, or Invisibility tiles and gain 3 purple AP.
Level 5: Remove up to 2 random enemy Attack, Protect, Strike, Invisibility or Trap tiles and gain 4 purple AP.
By the Flawless Faltine’s flame - let the power you possess strike you the same!
(PASSIVE) Whenever an enemy fires a power, deal 212 damage to the target and gives a burst of 45 health to the players team.
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Level 2: Deals 254 damage and a bust of 54 health to the team when an enemy fires a power.
Level 3: Deals 297 damage and a burst of 63 health to the team when an enemy fires a power.
Level 4: Deals 382 damage and a burst of 81 health to the team when an enemy fires a power.
Level 5: Deals 551 damage and a burst of 117 health to the team when an enemy fires a power.
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Level 3: Deals 925 damage and a burst of 195 health to the team when an enemy fires a power.
Level 4: Deals 1190 damage and a burst of 361 health to the team when an enemy fires a power.
Level 5: Deals 1719 damage and a burst of 361 health to the team when an enemy fires a power.
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Comments
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Looks like Kamala + Dr. Steve will be a good pair in the 3* tier. Heals every time a power is fired!0
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5/3/5 seems to be the best build for him at first sight. His purple is pretty much useless as long you aren`t fighting a special tiles spamming character like Blade or Carnage.0
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Strange/Daken/Fist looks like they would decimate some trivial pve nodes.0
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his passive looks great in pve with anything that can give you some beefy strikes. purple seems overcosted. can fill a blue utility hole in many of the 3* teams that have one like fist/cyke.0
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Cthulhu wrote:
By the Flawless Faltine’s flame - let the power you possess strike you the same!
(PASSIVE) Whenever an enemy fires a power, deal 212 damage to the target and gives a burst of 45 health to the players team.
-
Level 2: Deals 254 damage and a bust of 54 health to the team when an enemy fires a power.
Level 3: Deals 297 damage and a bust of 63 health to the team when an enemy fires a power.
Level 4: Deals 382 damage and a bust of 81 health to the team when an enemy fires a power.
Level 5: Deals 551 damage and a bust of 117 health to the team when an enemy fires a power.
-
Level 3: Deals 925 damage and a bust of 195 health to the team when an enemy fires a power.
Level 4: Deals 1190 damage and a bust of 361 health to the team when an enemy fires a power.
Level 5: Deals 1719 damage and a bust of 361 health to the team when an enemy fires a power.
My only question is:
What cup size is this bust of health?0 -
Puritas wrote:Cthulhu wrote:
By the Flawless Faltine’s flame - let the power you possess strike you the same!
(PASSIVE) Whenever an enemy fires a power, deal 212 damage to the target and gives a burst of 45 health to the players team.
-
Level 2: Deals 254 damage and a bust of 54 health to the team when an enemy fires a power.
Level 3: Deals 297 damage and a bust of 63 health to the team when an enemy fires a power.
Level 4: Deals 382 damage and a bust of 81 health to the team when an enemy fires a power.
Level 5: Deals 551 damage and a bust of 117 health to the team when an enemy fires a power.
-
Level 3: Deals 925 damage and a bust of 195 health to the team when an enemy fires a power.
Level 4: Deals 1190 damage and a bust of 361 health to the team when an enemy fires a power.
Level 5: Deals 1719 damage and a bust of 361 health to the team when an enemy fires a power.
My only question is:
What cup size is this bust of health?
Haha, I'll fix that! Also not sure why the icon isn't showing up
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Fixed, and now the icon is showing up...0
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He is squishy. But i think he will be kk/if/im40/cyclops tier. A must have 3* for anyone still playing at that level.
Is there a better stunner in 3* land? Switch's lasts longer. But this is targeted and so much cheaper (plus damage, PLUS ap destruction!).0 -
Oh, I will be whaling this (I actually have resources to whale 3stars, unlike 4stars). I hope we can get one of each cover without depending of finishing top 20. At least this time.
I will probably be switching the powers around a lot, but will probably leave it as 5/3/5 as default. Too bad Eye doesn't remove countdown.0 -
What is the overall effect/intention behind making the purple power give back purple AP? Why not have it cost less AP at 1 rank and reduce the cost as you rank higher?
My only guess is to bypass the way the AI would play if paired with cheaper purple users.0 -
vinsensual wrote:What is the overall effect/intention behind making the purple power give back purple AP? Why not have it cost less AP at 1 rank and reduce the cost as you rank higher?
My only guess is to bypass the way the AI would play if paired with cheaper purple users.
It makes the first cast more expensive.0 -
notamutant wrote:vinsensual wrote:What is the overall effect/intention behind making the purple power give back purple AP? Why not have it cost less AP at 1 rank and reduce the cost as you rank higher?
My only guess is to bypass the way the AI would play if paired with cheaper purple users.
It makes the first cast more expensive.
Exactly. Should operate much like Human Torch's Fireball; only the first use costs full price.0 -
monsieurmojo wrote:notamutant wrote:vinsensual wrote:What is the overall effect/intention behind making the purple power give back purple AP? Why not have it cost less AP at 1 rank and reduce the cost as you rank higher?
My only guess is to bypass the way the AI would play if paired with cheaper purple users.
It makes the first cast more expensive.
Exactly. Should operate much like Human Torch's Fireball; only the first use costs full price.
Actually the Purple AP return makes the ability active all the time.. meaning that if there are no special tiles out, he can still use his purple to gain purple AP back whereas someone like Daredevil cannot use his purple if there are no special tiles to remove.
This is horrible for PvP defense if you have a better purple user such as KK like many players already suggested for constant healing. The AI will use purple for 11AP just to gain 3-4 AP back.. stupid.0 -
Punisher5784 wrote:monsieurmojo wrote:notamutant wrote:vinsensual wrote:What is the overall effect/intention behind making the purple power give back purple AP? Why not have it cost less AP at 1 rank and reduce the cost as you rank higher?
My only guess is to bypass the way the AI would play if paired with cheaper purple users.
It makes the first cast more expensive.
Exactly. Should operate much like Human Torch's Fireball; only the first use costs full price.
Actually the Purple AP return makes the ability active all the time.. meaning that if there are no special tiles out, he can still use his purple to gain purple AP back whereas someone like Daredevil cannot use his purple if there are no special tiles to remove.
This is horrible for PvP defense if you have a better purple user such as KK like many players already suggested for constant healing. The AI will use purple for 11AP to just gain 3-4 AP back.. stupid.0 -
Punisher5784 wrote:monsieurmojo wrote:notamutant wrote:vinsensual wrote:What is the overall effect/intention behind making the purple power give back purple AP? Why not have it cost less AP at 1 rank and reduce the cost as you rank higher?
My only guess is to bypass the way the AI would play if paired with cheaper purple users.
It makes the first cast more expensive.
Exactly. Should operate much like Human Torch's Fireball; only the first use costs full price.
Actually the Purple AP return makes the ability active all the time.. meaning that if there are no special tiles out, he can still use his purple to gain purple AP back whereas someone like Daredevil cannot use his purple if there are no special tiles to remove.
This is horrible for PvP defense if you have a better purple user such as KK like many players already suggested for constant healing. The AI will use purple for 11AP just to gain 3-4 AP back.. stupid.
I like this concept of being cheaper the second, third, etc. time, like HT. And the problem is not the ability, the problem is just the AI is too stupid sometimes. It is the same as Vision overwriting his own tiles over and over again. I guess they won't do it, but the should code something for the AI not using purple if there are not any special tile on the board that could be removed.
It might even be interesting, if for example you use Strange with other non purple users and chars with passives that do something when abilities are fired.
But anyway, this is an AI problem, and in the user hands it will work as intended. And we all know that Defense is not that important in this game.0 -
Strange = Blade s black + Daredevil s purple + Deadpool black with minor tweaks.0
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Cthulhu wrote:Doctor Strange (Stephen Strange)
3 Star Rarity (Rare)
At Max Level: HP: 6800 Tile damage: 61/12/79/70/11/13/3.0x
By Cyttorak’s seventh crimson band - let this brilliant whip ensnare your hand! Converts a chosen basic tile into a 2-turn Countdown tile, then stuns the target for 2 turns. The tile destroys 2 enemy AP of its color and deals 45 damage each turn.
Which of the following is a correct restatement of that last sentence?
1) The tile destroys 2 enemy AP of its color each turn and deals 45 damage each turn.
or
2) The tile destroys 2 enemy AP of its color upon completion and deals 45 damage each turn.0 -
Spiritclaw wrote:Cthulhu wrote:
By Cyttorak’s seventh crimson band - let this brilliant whip ensnare your hand! Converts a chosen basic tile into a 2-turn Countdown tile, then stuns the target for 2 turns. The tile destroys 2 enemy AP of its color and deals 45 damage each turn.
Which of the following is a correct restatement of that last sentence?
1) The tile destroys 2 enemy AP of its color each turn and deals 45 damage each turn.
or
2) The tile destroys 2 enemy AP of its color upon completion and deals 45 damage each turn.
It's 1). The AP drain happens every turn.0
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