What is the best order to kill for most (passive) enemies?
Teskal
Posts: 109 Tile Toppler
I often struggle against some of these, especially if they have high levels and they do so fast high damage that I get real problems.
It doesn't get better if Juggernaut, The Hood, Dr. Doom or some others are in the enemy team.
Maggia
Don
Muscle
Hitman
Thug
Doombots
Brawler
Coordinator
Decoy
Defender
H.A.M.M.E.R.
Analyst
Assassin
Bomb Tec
Commander
Demolitionist
Grenadier
Lieutenant
Pyro
Sniper
Soldier
Spy
Iso-8 Mutants
Control
Criterion
Empiricist
Subject
S.H.I.E.L.D.
Analyst
Commander
Grenadier
Lieutenant
Pyro
Sniper
Soldier
Spy
The Hand
Gorgon
Kishu
Konran
Shinobi
Teisatsu
Ultron
Sentry Fighter
Sentry Flyer
Sentry Gunner
Ultron
Ultron Prime
Symbiotes
Carrier
Mutation
Demolisher
Horror
Mindless Ones
Brute
Savage
Devastator
It doesn't get better if Juggernaut, The Hood, Dr. Doom or some others are in the enemy team.
Maggia
Don
Muscle
Hitman
Thug
Doombots
Brawler
Coordinator
Decoy
Defender
H.A.M.M.E.R.
Analyst
Assassin
Bomb Tec
Commander
Demolitionist
Grenadier
Lieutenant
Pyro
Sniper
Soldier
Spy
Iso-8 Mutants
Control
Criterion
Empiricist
Subject
S.H.I.E.L.D.
Analyst
Commander
Grenadier
Lieutenant
Pyro
Sniper
Soldier
Spy
The Hand
Gorgon
Kishu
Konran
Shinobi
Teisatsu
Ultron
Sentry Fighter
Sentry Flyer
Sentry Gunner
Ultron
Ultron Prime
Symbiotes
Carrier
Mutation
Demolisher
Horror
Mindless Ones
Brute
Savage
Devastator
0
Comments
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Are you talking about ONLY goon nodes? No tile movers? (I don't count Ultron Sentries as goon nodes because they move for WHATEVER reason)
But, if it is just goon nodes, then I use Patch (specced at 5/5/3), 3*Iron Man, and OBW. Get 6 (currently 8) yellow as soon as possible, then fire Recharge. This will give you plenty of blue to keep the goons' countdowns from going off. Use Patch's on the goon with the highest health and it will do massive damage because Patch now tanks all , , since IM is stunned. Fire Patch's for more strike tiles (and now more damage because of your 's strike tiles). Then start matching OBW for two (strong) hits each match. I suggest blue since IM will tank once he's done being stunned.
As long as you can get Recharge off before a countdown goes off, you won't be touched.0 -
I'm in the moment in the transition into 3*. I hope I can get Patch and Iron Man useful as fast as possible.
I tried it also with 2* Cap Amerika, 2* BW
BW to increase the counters with blue till Cap can activate red. If possible I switch later with red an blue completely to Cap.
Not sure which one in my roster I should add best to both or maybe replace BW with someone else.0 -
Once you're into 3-star territory, goon nodes become much more manageable. Dr. Strange alone will make many of them trivial. Strike tile generators (R&G, Panther, Bullseye, Patch, Daken, Blade... there are many, try pairing them with Falcon) speed things up dramatically due to your ability to control the board minus enemy matches. 3-star Cap will override countdown tiles just as well as 2-star Cap, and packs a much meaner punch. Daredevil is awesome against symbiotes with his purple, just like Doc Ock with his blue. IM40 speeds everybody up.
In the 2-star game, I always had success against goons using Magneto and Hawkeye. Create match-5s with Mags and let Hawkeye's passive purple do it's thing. Buddy them with Ares and abuse his green profusely. I always kept a 1-star Hawkeye around too, he's quite effective at board control vs. goons.0 -
Thanks, I added some covers with CP to Dr. Strange. This helped a lot.
Next I will try other combination. Especially if I get mor 3* covers.
Also Magneto+Hawkeye are pretty effective.0 -
In the spirit of the OP (since no one has mentioned specific orders of taking these guys down), here's my general advice regarding each goon pack in the order I generally try to take them down:
Maggia
Muscle - by far the most dangerous due to strikes and AoE attack.
Hitman - relatively low health, destroys yellow and blue tiles you may often need, sniper rifle HURTS.
Thug - fast powers but generally not as strong overall. I tend to target these guys with match damage and focus my powers on the other Maggia. The AI seems to favor the others' powers over the Thug's pistol.
Don - the health pool is ridiculous and surpasses even Muscles, but they only have one power that deals damage (or instantly downs a character). If you can control his black ability, you're pretty safe.
Doombots (least dangerous goons unless you pair them with Dr. Doom)
Decoy - hardest hitting and destroys a huge chunk of yellow tiles. This hurts if you're using IM40.
Brawler - they hurt, but the blue ability is not much more than a nuisance converting blue to black, and they pair up with Doom a lot, so he'll use his blue instead anyway.
Coordinator - the rarest, I don't even think they exist outside of DDQ and one PvE event. Not really threatening, but getting attack tiles on the board can hurt if you can't clear them.
Defender - sure, they can burst heal other characters and deal some damage, but their abilities are slow, and aside from the small healing, these guys aren't dangerous.
H.A.M.M.E.R.
Pyro - AoE damage on a 4 turn countdown that also destroys a 3x3 area of the board with cascade potential is dangerous. They pair with Daken a lot too, so matching away their green CD can just cause pain.
Spy - same as the Pyro minus the 3x3 destruction. Often accompanied by Bullseye to reduce damage when you match their purple CD, which is annoying.
Lieutenant - spams the board with purple CDs which isn't necessarily bad, especially since they're 6 turns, but that 2 turn heal is a strong heal, and they can put one out every turn.
Grenadier - the CD is long, but it does huge AoE damage and destroys a 5x5 board section. That's the stuff of nightmares if you can't control it somehow.
Assassin (I might have this guy mixed up with the Sniper - whatever I say here applies to the one with the passive sniper rifle) - the passive sniper rifle is almost enough to down most characters. Thankfully, it's 6 turns long and can only hit one character, so you can control the damage a bit if you need to. This also won't trigger if there is already a green CD tile on the board for the AI.
Commander - like the Lieutenant, but puts out a strike tile instead of healing. More annoying than anything else.
Sniper (see above) - same as the Assassin, but it destroys a 3x3 area when the CD reaches zero, the Sniper requires the AI to build enough AP to fire the green CD which takes awhile, and it doesn't do quite as much damage as the Assassin if I remember right. Threatening if you're not careful, but not game-ending.
Analyst - fast pistol tiles can bring pain if you're not careful with them. Not terribly dangerous otherwise.
Soldier - the assault rifle hits hard, but it's not game-changing. The suppressing fire can be annoying with the AP drain, but I usually find these guys more helpful than anything because they destroy straight lines and often take out their own CD tiles.
Demolitionist - his CD tiles count down pretty fast, but these guys are rare. There's only ever one of them in a goon group. Take him out first, and you pretty much remove the threat.
Bomb Tech - all they do is plant 20 turn purple CD tiles that do damage if they reach zero (unless you let a Demolitionist tile hit zero). Take out the Demolitionist and these ladies are not a threat at all.
Iso-8 Mutants
Criterion - overall, I don't find the Mutant group very threatening, just like the Doombots. This one is probably the worst. A 4 turn CD that does damage and destroys your AP can be unpleasant if you can't control it, and their detonate hurts at high levels.
Subject - same as the Criterion except their CD does more damage and doesn't destroy AP.
Empiricist - huge health pool, but that's about it. Don't let their green CDs hit zero with a bunch of purple CDs on the board and you're fine.
Control - the blue CD packs a little bit of a punch, but it's not terrible. The stun is a pain, but they don't have any other tricks up their sleeve besides planting a bunch of 20 turn purple CDs and damage + stun.
S.H.I.E.L.D. - same analysis as HAMMER, just with different skins on the goons and a couple of the rare types missing. See above for comments, but I did re-order the list in the order I try to knock them out.
Pyro
Spy
Lieutenant
Grenadier
Sniper
Analyst
Commander
Soldier
The Hand
Gorgon - he isn't a goon even though he isn't a playable character. Target the ninjas with him with match damage and take him down with powers, or whittle him down with match damage. He needs to go down first unless he's paired with a Kishu - all of his powers hurt.
Kishu - caltrops. Caltrops, caltrops, and more caltrops. Wipe these guys out with extreme prejudice. Their Smoke Bombs count down fast and will eliminate your match damage if you're not careful, too. Ninja Trickery isn't a concern, but these are the most dangerous.
Teisatsu - they have low health, but if you don't stun them before taking them down, you'll have random all over the board whittling down your health. Bring a way to stun them and then down them, or be ready with something that counters enemy attack tiles.
Shinobi - basically the same thing as a Teisatsu, but they replace the on-death attack tile with Shurikens that place 3 3-turn black CD tiles and have a higher health pool. Their red, like Teisatsu, can really hurt, as can their black if you can't clear the CD tiles. I still don't find them to be too threatening.
Konran - they have a huge health pool like the Muscles and Dons, but their threat level is overall pretty low. Save these guys for last. Their black CD actually helps you take down their friends. They'll sap health from their allies even if they're at full. If they're the last guys to go, their black can be annoying, but their red attack is a 5 turn CD, and at least it hurts their friends too if you can't stop it from hitting zero. I don't mind seeing these guys on the other side.
Ultron - extremely dangerous at high levels because Demi can't scale, and they set up future waves with massive AP pools when they appear in wave nodes. Make sure you end their wave with a power to control the characters that may pop up on the next wave.
Sentry Fighter - I can't remember which of these smashes the board and which generates criticals. The random tiles that drop are annoying, but the Sentry that generates critical tiles when there are a lot on the board are the most dangerous and go down first when I face them.
Sentry Flyer - the least interesting of the Sentries. Save them for last because of their healing abilities that they'll fire once they are under a certain HP threshold.
Sentry Gunner - see Sentry Fighters - whichever one smashes the board is the second to go down. The cascade potential is maybe more dangerous at higher levels where their match damage goes insane, but otherwise random critical tiles hurt a lot more.
Ultron - If the one below is the one we face in regular nodes, this is the boss version. That strategy is better discussed in a Boss Ultron thread.
Ultron Prime - I think this is the board-moving character we sometimes see in Deadpool's Daily and is in one of the DPvMPQ nodes? He's annoying because he has a huge health pool and can't be stunned, but his powers are weak overall. Cloning Carnage's or Doc Ock's attack tiles gets frustrating, but I always save him for last.
Symbiotes - these guys are tough to categorize. I take a different approach almost every time.
Carrier - that said, Carriers are the worst. They only have a green active power, but it generates a random strike, attack, or protect tile every turn it's on the board, then does damage when it reaches zero. They tend to come in pairs, so they'll have up to 4 of these tiles at once on the board. Add in the fact that they start improving those tiles passively every turn, and these guys are top stun or kill priorities.
Mutation - if they are paired with special tile creators, I can see the case for targeting these guys first. Their passive "match my special tiles and die" ability hurts, and they pump out strike tiles. They have the lowest health pool of the Symbiote group, though, so I tend to focus on the others that I consider more dangerous first.
Horror - Horrors used to be my second priority above Mutations. Then Demi increased the length of their red CD from 3 to 5 turns. Their red wipes out your special tiles, including your CD tiles, for free when it hits zero on top of dealing its damage. That made IM40 a risky play against these guys, but not anymore. The green CD spreading attack tiles is bothersome, but it is shorter now. The red was what made them dangerous.
Demolisher - Demi pretty much took the teeth out of these guys. They have a health pool like Muscles/Konran, but their abilities don't do nearly as much damage as they used to do. Red did a huge amount of damage plus converted tiles to green. Now they nibble on you and do some green conversion. Their green CD has some cascade potential, but they only destroy one tile at a time. These guys are pretty weak now.
Mindless Ones - I can't remember which of these is which. Take out the one that generates the attack tile first, strike tile second, and protect tile last. Their biggest threat is that they're massive tanks and take a long time to bring down. As long as you keep their eye beams at bay (6 turns, plus you can stun them), you should be pretty safe. Their nemesis, Dr. Strange, works absolute wonders against them.
Brute
Savage
Devastator2 -
Nice work, Smudge
I always used to target Lieutenants first because of the quick-heal CDs, but with the high volume of CDs they pump out, I think they are probably Dr Strange's best friends now, and I should leave them for last to wipe out their own team whilst trying to heal them (oh, the irony!)0 -
If Mutations are the red dog-like symbiotes with Bark&Bite then I go for them first. I still don't remember exactly what each symbiote does or what the skills do, but I notice Bark&Bite is the worst or most annoying.0
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Starlord (5-3-5, but 5-5-3 is also viable if third has good red power) + switch + whatever (good green/red/blue user).
Switch give pink. Starlord replace those goon tiles with his pink power - gg.
This team almost always could deal with any goon teams without a scratch (except sentries of course).
SWitch in this team only for pink generation and could be replaced.
SAme team good against goons + actual heroes, but instead whatever bring someone with good damage output (usually the character who is currently buffed).0
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