zodiac339 said: In Sharp Dressed, I had fun using her with IM40. Recharge, Berzerker Rage, the use her blue at rank 5 to put all the purple strikes in the middle. Rocket Punch down someone, then a couple more matches maybe to finish it. Super funny to actually have a use for her blue. Just won't work against a Cardusa team.
JarvisJackrabbit said: 2) Keeping her health low and revamping her blue to fuel her red by drawing a certain number of any type of enemy specials (including CDs and invisibility) OR the enemy team's strongest color to the center of the screen and changing them to red tiles (specials or strongest color)
Dayv said: JarvisJackrabbit said: 2) Keeping her health low and revamping her blue to fuel her red by drawing a certain number of any type of enemy specials (including CDs and invisibility) OR the enemy team's strongest color to the center of the screen and changing them to red tiles (specials or strongest color) I like this idea.On paper, her red looks to do damage comparable to 4* Cyclops red at full (TU AP boosted) effect with no prerequisite. But Cyclops has massive internal synergy. Two of his powers feed AP (blue feeding red, yellow feeding red if he's the strongest team member), and one of them encourages increased matching of TU AP.Other characters have the internal synergy model. 4* Iron Fist is an obvious one, paying AP forward from one skill to another. War Machine can fire red to have friendly attack tiles drop, and then green to induce board shake with tile-destroying countdowns, bringing in those attack tiles. Gamora has a passive that takes out enemies after creating purple friendly specials, and two different ways to create those tiles even before you look at adding another stunner or special tile creator.Ironheart doesn't have a single bit of internal synergy. Nothing feeds AP, no powers play into each other. She just has some powers. The one part of her power set that seems geared to her overall design is using her self-induced airborne turn to mitigate incoming damage, a strategic way to offset her low health. Her blue is incredibly niche-oriented as fewer and fewer new characters spam tiles on a single color, and her red is costly with no way to feed it even a little without bringing someone else along for that job.
zodiac339 said: Unfortunately, if internal synergy were to be added, the developers might determine that some of her power may need to be dropped. The AP ratio on Rocket Punch is just crazy, especially with no conditional, and green is relatively solid. I can't deny that having some additional utility from blue would be fantastic, do something without there being enemy tiles to move, but having 1 niche with two solid powers is not bad. At least you're not left going, "Why can't I build 5/5/5!?" like Hobofist or Mordo.
zodiac339 said: How about, "In celebration of Spider Man homecoming, Magnetic Repulsors will now create web tiles if there are no enemy special tiles to affect." Then you could pair her with miles and get red from matched web tiles.Would charged tiles be acceptable? They're often an answer.
The newly revealed 4* Vulture shows something which I think could equally be applied to Riri to give her a bit of help - that is, his AP generation while airborne. I was thinking that Riri could benefit from gaining a few AP each turn that an enemy is airborne. I think if you added a passive component to her blue like:
(PASSIVE) At the start of each turn, if an enemy is airborne, generate 2 Red AP. Reduce the amount of AP generated by 1 for each unlocked enemy attack/protect/strike tile on the board.
Rank 2: no change to passive
Rank 3: Also generate 2 Blue
Rank 4: Generate 3 Red and 3 Blue
Rank 5: Generate 4 Red and 4 Blue
Tiger Wong said: Wow. Her blue really is random. RNG decides whether or not draw special tiles or not. I teamed her with patch and was VERY disappointed to watch her not target any enemy strike tiles and instead draw 4 random tiles to the middle of the board.Thats..... pretty frigging stupid. Or maybe a bug?