**** Riri Williams (Ironheart) **** Updated (8/7/17)
Comments
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Daredevil217 said:What's her best build now? I'm thinking 4 in Blue is easy. The charged tiles from 3 to 4 are a must, but the damage from 4 to 5 is negligible.
I could see swapping between 5 in Green and 5 in Red depending on team needs, but at default, which is better? The damage dip seems to be significant for both colors when dropping to 4 covers.1 -
himatako said:There seems to be a bug with her green, sending her airborne but not the target enemy when there are 4 or more enemy special tiles on the board. The text in her ability doesn't say "instead", so I thought the first part of the ability will always work and whether she will also be sent airborne or not is conditional.
As for her blue, I'm disappointed at first that it doesn't prioritize enemy special tiles, but seeing how it has become much more useful than the original highly-situational blue, I'm ok with it.0 -
D4Ni13 said:Daredevil217 said:What's her best build now? I'm thinking 4 in Blue is easy. The charged tiles from 3 to 4 are a must, but the damage from 4 to 5 is negligible.
I could see swapping between 5 in Green and 5 in Red depending on team needs, but at default, which is better? The damage dip seems to be significant for both colors when dropping to 4 covers.
I think the thing I'm legitimately most excited about is I had 21 4* champs and only one good active Blue (Peggy). My only others were Ant-Man (situational), Punisher, Chulk and Iron Man (for all three, Blue is a throwaway third power).
My most recent three champs were Riri, Coulson and Grocket, all of which actually use Blue. Of the three, Riri's is the best and next to Peggy is probably the best Blue user out of 24 champs.
Cant wait to try her with Blade!0 -
Daredevil217 said:D4Ni13 said:Daredevil217 said:What's her best build now? I'm thinking 4 in Blue is easy. The charged tiles from 3 to 4 are a must, but the damage from 4 to 5 is negligible.
I could see swapping between 5 in Green and 5 in Red depending on team needs, but at default, which is better? The damage dip seems to be significant for both colors when dropping to 4 covers.
Cant wait to try her with Blade!
I usually combo all her powers in one go if possible. Activate blue when there is at least one red near the center-4, make a bunch of red, kill the off-targets with red, and activate green to make the only target left airborne. Despite playing a lot with Blade recently, I wouldn't give up Riri's red for Blade's bloodlust, most of the time.
But that doesn't mean it cannot work well in certain scenarios
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D4Ni13 said:himatako said:There seems to be a bug with her green, sending her airborne but not the target enemy when there are 4 or more enemy special tiles on the board. The text in her ability doesn't say "instead", so I thought the first part of the ability will always work and whether she will also be sent airborne or not is conditional.
As for her blue, I'm disappointed at first that it doesn't prioritize enemy special tiles, but seeing how it has become much more useful than the original highly-situational blue, I'm ok with it.
Her red is powerful even when she's low level and her blue is useful regardless of her level. I'm really enjoy using her now. Will definitely champ her after Medusa1 -
That's a bug that's getting fixed in a data push (possibly today's). It is supposed to be damage + enemy airborne then Riri also airborne if the condition is met.0
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Well I'm very satisfied with the cascade potential of Magnetic Repulsors (Magnetic Attractors?) so far.0
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Agreed. All of a sudden, Riri joined the ranks of great self-accelerators wearing Iron Man (/Heart) armor. The health bump has been a great change, too.
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Red is also looking like an even more dynamic power when boosted (over 20K!) since you can sort of choose to use it to avoid insanely over-killing one target like you would if you fired off a boosted Buncha Fiddle-Faddle or Ultimate Soldier.0
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Exactly, taking out the two non-targeted enemies at once is fantastic.
Sure that will be harder once her boost time is over, but still, the planned efficiency of avoiding overkill can help a lot.0 -
Even then, killing the first enemy and doing 5k to a second is pretty good. And when you're down to the last target, you pretty much just murder them. Sure, she'll have a little more trouble with the second target... but your other two characters have powers, right?1
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Just ran Ironheart, Hulkbuster, Cloak & Dagger.
Lolz, as long as you don't mind the self damage, overdrive, riri blue, RCG, change target, RCG, overdrive, RCG. Over.0 -
Replace HB with Blade?
... did we just make Supernatural Sense good?0 -
Jaedenkaal said:Replace HB with Blade?
... did we just make Supernatural Sense good?
It was pretty cool eventually having blade dish out 3000 for one red AP prior to IronHeart dealing 5k+ x2.0 -
Having ironheart on defense will be good since the opponent cant hide a weaker ally as easily when there is an incoming gauntlet attack.
Meaning, if the enemy has stronger characters tanking certain colors for the weaker, it's harder to get the weaker in front to avoid the gauntlets.
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Just found that her Remote Control Gauntlets is great against C4ge. As long as he isn't in the front, he won't remove one of your specialty tiles with The Defender.0
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I don't have professor X champed, but I'm thinking that Ririnfinity* may also be a thing
*Not actual infinity0 -
Jaedenkaal said:I don't have professor X champed, but I'm thinking that Ririnfinity* may also be a thing
*Not actual infinity0 -
I tried it with Carol. While Riri is boosted, her passive also nets Blue AP for me.0
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A bit late, but i think 5/5/3 works better. With the cascades from blue and damage from red you don't even need green (and Gwenpool's better this week). Airborne can also slow things down. For me definitely 5/5/3, but i case can be made for 4/5/4 or 3/5/5 which says something about how good her buff was. Very solid character now.0
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