**** Venom (Agent Venom) ****

Cthulhu
Cthulhu ADMINISTRATORS Posts: 410 Site Admin
edited April 2017 in Character Details
[anchor=starlord3]Venom (Agent Venom)[/anchor] icon_venom.png
4 Star Rarity (Legendary)
Wiki Link
At Max Level: HP: 16465 65/85/12/11/13/74/3.0x
    Symbiotic Assault 10 redtile.png AP
    Venom channels the power of his alien symbiotic to unleash the ultimate tactical strike. Deals 603 damage. If you have at least 16 AP in a colored AP pool, deal 965 damage instead.
      Level 2: Deals 844 damage, or 1350 damage if you have at least 15 in a colored AP pool. Level 3: Deals 1056 damage, or 1690 damage if you have at least 14 in a colored AP pool. Level 4: Deals 1478 damage, or 2366 damage if you have at least 13 in a colored AP pool. Level 5: Deals 2320 damage, or 3713 damage if you have at least 12 in a colored AP pool.
    Max Level:
      Level 3: Deals 2056 damage, or 3292 damage if you have at least 14 in a colored AP pool. Level 4: Deals 2878 damage, or 4609 damage if you have at least 13 in a colored AP pool. Level 5: Deals 4157 damage, or 7234 damage if you have at least 12 in a colored AP pool.


    Military Might 5 blacktile.png AP
    Flash Thompson’s military skills help keep his alien symbiotic in check… for a time. Drains 2 AP from the highest friendly colored AP pool and deals 509 damage.

    (PASSIVE) If you have at least 12 AP in any color, this power becomes Alien Weakness.
      Level 2: Deals 731 damage, switches to
    Alien Weakness at 13 AP.
    Level 3: Deals 925 damage, switches to Alien Weakness at 14 AP.
    Level 4: Deals 1323 damage, switches to Alien Weakness at 15 AP.
    Level 5: Deals 2147 damage, switches to Alien Weakness at 16 AP.
    Max Level
      Level 3: Deals 1804 damage, switches to
    Alien Weakness at 14 AP.
    Level 4: Deals 2579 damage, switches to Alien Weakness at 15 AP.
    Level 5: Deals 4184 damage, switches to Alien Weakness at 16 AP.
      ALT: Alien Weakness 0 blacktile.png AP
      (PASSIVE) The Venom symbiote asserts its dominance, fighting with Flash for control. At the start of your turn, drains 2 AP from the highest friendly colored AP pool, destroys 3 random tiles and deals 222 damage to Venom. Destroyed tiles do not generate AP. If all friendly colored AP is below 12, this power becomes Military Might.
        Level 2: Drain 2 AP from enemies highest AP pool, destroy 5 random tiles and deal 222 damage to Venom. If all friendly colored AP is below 13 this power becomes
      Military Might.
      Level 3: Drain 2 AP from highest friendly AP pool, destroy 5 random tiles and deal 176 damage to Venom. If all friendly colored AP is below 14 this power becomes Military Might.
      Level 4: Drain 2 AP from highest friendly AP pool, destroy 7 random tiles and deal 176 damage to Venom. If all friendly colored AP is below 15 this power becomes Military Might.
      Level 5: Drain 2 AP from highest friendly AP pool, destroy 9 random tiles and deal 139 damage to Venom. If all friendly colored AP is below 16 this power becomes Military Might.
      Max Level
        Level 3: Drain 2 AP highest friendly highest AP pool, destroy 5 random tiles and deal 343 damage to Venom. If all friendly colored AP is below 14 this power becomes
      Military Might.
      Level 4: Drain 2 AP from highest friendly AP pool, destroy 7 random tiles and deal 343 damage to Venom. If all friendly colored AP is below 15 this power becomes Military Might.
      Level 5: Drain 2 AP from highest friendly AP pool, destroy 9 random tiles and deal 271 damage to Venom. If all friendly colored AP is below 16 this power becomes Military Might.

      Take Cover 11 yellowtile.png AP
      Agent Venom lets loose his arsenal and lays down cover so his allies can regroup. Deals 296 damage to the enemy team and renders all of Venom’s allies Invisible for 2 turns.
        Level 2: Deals 500 damage to the enemy team. Level 3: Deals 601 damage to the enemy team and renders allies Invisible for 3 turns. Level 4: Deals 999 damage to the enemy team and renders allies Invisible for 3 turns. Level 5: Deals 1702 damage to the enemy team and renders allies Invisible for 4 turns.
      Max Level:
        Level 3: Deals 1172 damage to the enemy team and renders allies Invisible for 3 turns. Level 4: Deals 1947 damage to the enemy team and renders allies Invisible for 3 turns. Level 5: Deals 3318 damage to the enemy team and renders allies Invisible for 4 turns.
      «134567

      Comments

      • zodiac339
        zodiac339 Posts: 1,948 Chairperson of the Boards
        Cthulhu wrote:
        ALT: Alien Weakness 0 blacktile.png AP
        (PASSIVE) The Venom symbiote asserts its dominance, fighting with Flash for control. At the start of your turn, drains 2 AP from the highest friendly colored AP pool, destroys 3 random tiles and deals 222 damage to Venom. Destroyed tiles do not generate AP. If all friendly colored AP is below 12, this power becomes Military Might.
          Level 2: Drain 2 AP from enemies highest AP pool, destroy 5 random tiles and deal 222 damage to Venom. If all friendly colored AP is below 13 this power becomes
        Military Might.
        Level 3: Drain 2 AP from enemies highest AP pool, destroy 5 random tiles and deal 176 damage to Venom. If all friendly colored AP is below 14 this power becomes Military Might.
        Level 4: Drain 2 AP from enemies highest AP pool, destroy 7 random tiles and deal 176 damage to Venom. If all friendly colored AP is below 15 this power becomes Military Might.
        Level 5: Drain 2 AP from enemies highest AP pool, destroy 9 random tiles and deal 139 damage to Venom. If all friendly colored AP is below 16 this power becomes Military Might.
        Max Level
          Level 3: Drain 2 AP from enemies highest AP pool, destroy 5 random tiles and deal 343 damage to Venom. If all friendly colored AP is below 14 this power becomes
        Military Might.
        Level 4: Drain 2 AP from enemies highest AP pool, destroy 7 random tiles and deal 343 damage to Venom. If all friendly colored AP is below 15 this power becomes Military Might.
        Level 5: Drain 2 AP from enemies highest AP pool, destroy 9 random tiles and deal 271 damage to Venom. If all friendly colored AP is below 16 this power becomes Military Might.
        Typo? The rank ups keep saying "drains from enemy's AP pool". I thought it was always the friendly pool drained.
      • Anon
        Anon Posts: 1,455 Chairperson of the Boards
        I feel like 5 in Yellow is a must but not sure about the other two.

        Leaning towards 3/5/5
      • spectator
        spectator Posts: 395 Mover and Shaker
        1) does alien weakness drain friendly or enemy ap
        2) does alien weakness lock out military might
        3) does takedown make the team invisible or only venom's allies invisible
      • kirk justice
        kirk justice Posts: 60 Match Maker
        Red is definitely disappointing. For a total of 22 AP needed for max damage, only 7234 damage feels too low to be worth it. Compared to Peggy Carter's red, which does 6751 damage and ignores protect tiles for only 9 AP, this power looks awful, and her red isn't even her best power. It seems like the whole point of his kit is to reach that 12 AP without going over, as if Flash is trying to utilize the full potential of the venom symbiote without going overboard and losing control. You'd think that the payoff for doing so would be more substantial, but the damage is just too little for the hassle of keeping 12 AP. Still excited for the character because Agent Venom is really cool and the artwork looks great. Maybe they could buff him before release like how they nerfed Strange's yellow before release.
      • Ruinate
        Ruinate Posts: 528 Critical Contributor
        Do you never proofread?
      • notamutant
        notamutant Posts: 855 Critical Contributor
        Red is horrible. Black looks great for quick damage. Yellow is decent. 3/5/5 for sure. Annoying character to play with though. Low mid-tier. If you can send his black out as a teamup, it is pretty useful.
      • ErikPeter
        ErikPeter Posts: 719 Critical Contributor
        Red is pretty inefficient (bad) but Black makes up for it. 4k damage for 5 is good, and if you can manage to keep one AP pool above 16, a 2AP, 9-tile destruction cascade each turn is crazypants (plus Red's damage stays decent). 200 Health is basically nothing.

        So he takes a while to get going but will be a fantastic finisher... I bet Alien Freakness will sustain itself pretty well just by cascading into AP of other colors. Paired with any better red user he has no real drawbacks unless you need a full rainbow team. Plus the utility of his Yellow will buy some time against single-target heavy hitters who would otherwise nuke you. Plus, AoE damage in Yellow. Wild.

        Really hard build choice, you want him 5/5/5. Black is best; Leaving Red at 3 makes it worse than bad, if you're trying to stay above 16 for Black then 5 Red would be decent late-game damage. Hopefully 12 Red AP is enough to get full effect at 5 covers (that is, it should check for an AP pool of 12 before spending the 10 Red, not after). Looking at other powers as an example it should work that way, Black Panther's yellow as a Team-Up, for example, will make fat strikes if used with 12 TU AP, even though you spend 9 of it.

        For PvP I think 5/5/3 is better offensive and defensively than 3/5/5. Especially if you can team him with a generator who won't spend the AP (e.g., Black Bolt). Even though Red is bad, 700 Dmg/AP (5 covers, optimal) is a hell of a lot better than 200 Dmg/AP, and not that hard to save up for full effect in a longer match. 3 Red is a huge liability in PvP, 5 Red much less so; assuming my above speculation is correct, after 4 matches (12 AP), the AI would fire it for full effect instead of wasting 10 Red on a measly 2k damage nearly every time thanks to an unreachable 14 AP threshold.

        In PvE, you can ensure a better red-user is alive so go wild with 3/5/5. I'd probably team him with HB and another Red Battery. With 3-Hulk he's a strong candidate for any Hulkfinite team, except that he tanks Black/Red over Hulk; even so 9 additional tiles destroyed every turn is wild and would improve your chances of making a match in Green (or Blue/Purple?) ensuring Hulk tanks.

        Fear seeing him pop up after a couple waves of Ultron Sentries.
      • zodiac339
        zodiac339 Posts: 1,948 Chairperson of the Boards
        If you have the characters, try with thing and peggy. Use Thing's red and go 3/5/5 on Agent. With Peggy's blue, you can put the other team out of commission pretty easily. Or, you know, pair with anyone that has a better red, as long as the cost is low enough to not switch black to the passive.
        Realistically though, most of us are going to be stuck with a yellow cover and simulator required missions designed with lots of AOE, so the invisibility ends up pretty much worthless.
      • ronin_san
        ronin_san Posts: 980 Critical Contributor
        7234 for 10 red is not efficient. Pete's red is better.

        3/5/5 seems like the only sensible build. And he needs strike tiles from teammates. I'm thinking Punisher would work.
      • Cthulhu
        Cthulhu ADMINISTRATORS Posts: 410 Site Admin
        zodiac339 wrote:
        Cthulhu wrote:
        ALT: Alien Weakness 0 blacktile.png AP
        (PASSIVE) The Venom symbiote asserts its dominance, fighting with Flash for control. At the start of your turn, drains 2 AP from the highest friendly colored AP pool, destroys 3 random tiles and deals 222 damage to Venom. Destroyed tiles do not generate AP. If all friendly colored AP is below 12, this power becomes Military Might.
          Level 2: Drain 2 AP from enemies highest AP pool, destroy 5 random tiles and deal 222 damage to Venom. If all friendly colored AP is below 13 this power becomes
        Military Might.
        Level 3: Drain 2 AP from enemies highest AP pool, destroy 5 random tiles and deal 176 damage to Venom. If all friendly colored AP is below 14 this power becomes Military Might.
        Level 4: Drain 2 AP from enemies highest AP pool, destroy 7 random tiles and deal 176 damage to Venom. If all friendly colored AP is below 15 this power becomes Military Might.
        Level 5: Drain 2 AP from enemies highest AP pool, destroy 9 random tiles and deal 139 damage to Venom. If all friendly colored AP is below 16 this power becomes Military Might.
        Max Level
          Level 3: Drain 2 AP from enemies highest AP pool, destroy 5 random tiles and deal 343 damage to Venom. If all friendly colored AP is below 14 this power becomes
        Military Might.
        Level 4: Drain 2 AP from enemies highest AP pool, destroy 7 random tiles and deal 343 damage to Venom. If all friendly colored AP is below 15 this power becomes Military Might.
        Level 5: Drain 2 AP from enemies highest AP pool, destroy 9 random tiles and deal 271 damage to Venom. If all friendly colored AP is below 16 this power becomes Military Might.
        Typo? The rank ups keep saying "drains from enemy's AP pool". I thought it was always the friendly pool drained.

        Thank you Sir! Fixed it!
      • Cthulhu
        Cthulhu ADMINISTRATORS Posts: 410 Site Admin
        spectator wrote:
        1) does alien weakness drain friendly or enemy ap
        2) does alien weakness lock out military might
        3) does takedown make the team invisible or only venom's allies invisible

        1 - fixed above
        2 - yes, it replaces military might until the conditions are met for Alien Weakness to go away
        3 - Venom's allies turn invisible not venom
      • GrumpySmurf1002
        GrumpySmurf1002 Posts: 3,511 Chairperson of the Boards
        notamutant wrote:
        If you can send his black out as a teamup, it is pretty useful.

        His yellow as a TU will be so annoying.
      • Punisher5784
        Punisher5784 Posts: 3,836 Chairperson of the Boards
        Cthulhu wrote:
        spectator wrote:
        1) does alien weakness drain friendly or enemy ap
        2) does alien weakness lock out military might
        3) does takedown make the team invisible or only venom's allies invisible

        1 - fixed above
        2 - yes, it replaces military might until the conditions are met for Alien Weakness to go away
        3 - Venom's allies turn invisible not venom

        Not fully fixed yet:

        ALT: Alien Weakness 0 blacktile.png AP
        Level 2: Drain 2 AP from enemies highest AP pool, destroy 5 random tiles and deal 222 damage to Venom. If all friendly colored AP is below 13 this power becomes Military Might.


        Regardless, thank you for making the corrections. When can we expect to see IW's new buff powers and skills on her forum page?
      • seraphiel
        seraphiel Posts: 56 Match Maker
        Again:

        We really need a button inside the game to show us the alternate abilities on things that turn into something else.

        Now with that tired refrain out of the way, this character is kind of a mess. His red is only its most efficient (and even then not that great) if you have a lot of AP. But if you have a enough AP to make his red worth using, his black starts hurting him and burning up AP. He's way too fussy to bother with.
      • SeveredSynapse
        SeveredSynapse Posts: 38 Just Dropped In
        Obviously too late for them to revamp the category...


        I am just curious if anyone can elucidate a reason why this Venom should belong among the 4* characters as opposed to the 3*.

        We have seen with the edition of Doctor Strange (Stephen Strange) that D3 certainly has not forgotten about our 3* players.
        Many of us were excited and surprised to see the expansion of the 3* tier... after we've been getting hammered with 4* and 5* releases relentlessly.

        It would seem that this version of Venom would be a suitable thematic partner with 3* Spider-Man (Classic).

        We have a 4* Venom (Eddie Brock) with 2 overlapping colors, who has a very similar dichotomy of Beneficial+Detrimental black ability (Give and Take).

        This is a mildly recycled version of the 4* Venom (Eddie Brock) we already have... and I find difficulty wanting to use the new over the old (especially since many of us have worked quite diligently to level up the current 4* Venom (Eddie Brock) version).

        This is NOT a gripe / complaint by any means...

        I am asking the community / mods / developers ...
        What rationale do you see in adding this new character among the 4* tier versus the 3* tier?

        I am sure pessimists would say "4* tier adds more revenue to D3" ... or something similar about the game economy...

        But what is the counterpoint?
        Why is this version better suited to slot side-by-side with the 4* venom we already have?
      • Pylgrim
        Pylgrim Posts: 2,296 Chairperson of the Boards
        Added to the Character Compendium.
      • Skygazing
        Skygazing Posts: 165 Tile Toppler
        I am asking the community / mods / developers ...
        What rationale do you see in adding this new character among the 4* tier versus the 3* tier?

        I am sure pessimists would say "4* tier adds more revenue to D3" ... or something similar about the game economy...

        But what is the counterpoint?
        Why is this version better suited to slot side-by-side with the 4* venom we already have?

        The short answer: 3*s don't matter to most of the playerbase, and don't increase game longevity enough.

        At this stage in the game's life cycle, the people who play and spend the most are in at least the 4* tier if not the 5*. The problem with adding new 3*s is that for the most part no one will care about them aside from newer players because of how scaling works. On top of that they're incredibly easy to get covered nowadays, so very few people will actually whale them, which costs much less than whaling 4*s or 5*s. Strange was added as an exception because of the movie tie-in, where Demi/Marvel obviously wanted him to be earnable by people just picking up the game.

        People like to gripe about getting multiple instances of the same character, or at least similar ones, but apart from broad thematic strokes Flash and Eddie have very different powersets. Eddie has two big single target nukes, one in green that can also serve as board shake and one in yellow that's just damage (fairly rare in any tier), and a niche black passive. Flash has a red single target nuke (admittedly lackluster), a cheap but powerful single target nuke in black that sometimes becomes free boardshake, and a yellow that deals team damage (entirely unheard of ) and also makes allies invisible.
      • fmftint
        fmftint Posts: 3,653 Chairperson of the Boards
        I have to wonder on the self damage on Alien Weakness, It's pretty low, to the point you have to ask, why include it?

        At max level 343 with 3 covers, 271 with 5
      • spectator
        spectator Posts: 395 Mover and Shaker
        Skygazing wrote:
        a yellow that deals team damage (entirely unheard of ) and also makes allies invisible.
        oml says hi
      • Etheus
        Etheus Posts: 56
        spectator wrote:
        Skygazing wrote:
        a yellow that deals team damage (entirely unheard of ) and also makes allies invisible.
        oml says hi

        Fury with 5 greentile.png has been doing that for years now.