**** Riri Williams (Ironheart) **** Updated (8/7/17)
Comments
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One thing I've noticed with her blue, after the tiles are gathered at the center, the game will check for a possible match BEFORE converting the center tiles into red. If there's a match, after the cascade is over, the tiles in the center are then converted to red.
I was shocked when I fought her and she gathered green tiles to the center, making a match 5. Then after the cascade was over, tiles in the center are converted to red charge tiles, making another match 5. I wish I had brought JG with me to that fight0 -
Her redesign is brilliant she is such a fun character now. Her blue can cause a cascade then feed your red and then do direct damage on top of that such good value.0
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I'm on the fence as I could sell her for 3.5k hero coins and save up for a 40 pack featuring a character I really want.
I dunno gonna keep thinking about it....0 -
jgomes32 said: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.1
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D4Ni13 said:jgomes32 said: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.
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Just got her blue cover from the previous event so I re-spec her from 3/5/5 -> 4/5/4. This is what I've noticed:
Blue at 1, 2 and 3 covers- Swaps tiles to the center of the board
- Converts 4 tiles at the center to red basic tiles
- Checks for any possible matches. If there's a match, wait until all cascades are resolved
- Deals damage
Blue at 4 and 5 covers- Swaps tiles to the center of the board
- Checks for any possible matches. If there's a match, wait until all cascades are resolved
- Converts 4 tiles at the center to red charge tiles
- Checks for any possible matches. If there's a match, wait until all cascades are resolved
- Deals damage
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I'm looking forward to see if she's useful without boosts, but she went from being pretty good when boosted to excellent. She can now be run at 5/5/3, 5/3/5, 3/5/5 and 4/5/4 for different purposes all to great effect. It's nice she didn't just get more health and a little more self synergy but she's got some great utility aside from her solid damage output. Great job on the revision.3
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Is her green broken or just poorly worded?
Because it seems to suggest it'll knock an enemy airborne regardless, but if there are enough special tiles she'll go airborne instead.
What I get is the enemy will go airborne *unless* there are enough special tiles, in which case the enemy is fine but Riri goes airborne.
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Dragon_Nexus said:Is her green broken or just poorly worded?
Because it seems to suggest it'll knock an enemy airborne regardless, but if there are enough special tiles she'll go airborne instead.
What I get is the enemy will go airborne *unless* there are enough special tiles, in which case the enemy is fine but Riri goes airborne.
Edit: Discord tells me that this was fixed in today's data push.1 -
mexus said:Is everyone happy with new Riri?
Would you say she went from bottom tier to high tier? Low tier to top tier?
She's my next champ. I have six extra covers and a few days of playing before I have all the ISO needed. I hope I'll get use of her also when unboosted. A solid red-generator does seem nice in (latest) 4* land. There's also a lack of good blue skills among the 4*s I have champed (Peggy and Iceman aside!) so it's really two flies in one smack.
Riri went from "a good boosted character without many uses when unboosted" to "a very good boosted character with some utility when unboosted". That sounds minor but that's dramatic within the 4-star meta.0 -
DesertTortoise said:Dragon_Nexus said:Is her green broken or just poorly worded?
Because it seems to suggest it'll knock an enemy airborne regardless, but if there are enough special tiles she'll go airborne instead.
What I get is the enemy will go airborne *unless* there are enough special tiles, in which case the enemy is fine but Riri goes airborne.
Edit: Discord tells me that this was fixed in today's data push.
I would love her to suck in all the countdowns from goons and turn them into charged tiles lol.1 -
Daredevil217 said:Is her not prioritizing special tiles with her Blue a bug too or working as intended?
I would love her to suck in all the countdowns from goons and turn them into charged tiles lol.0 -
Daredevil217 said:DesertTortoise said:Dragon_Nexus said:Is her green broken or just poorly worded?
Because it seems to suggest it'll knock an enemy airborne regardless, but if there are enough special tiles she'll go airborne instead.
What I get is the enemy will go airborne *unless* there are enough special tiles, in which case the enemy is fine but Riri goes airborne.
Edit: Discord tells me that this was fixed in today's data push.
I would love her to suck in all the countdowns from goons and turn them into charged tiles lol.0 -
I'd love Blue to specifically target enemy specials, but that would make it overpowered for the cost.
Even if it only targeted basic tiles, you're getting 4 swaps and 4 (charged) red tiles. It doesn't take too much strategic thinking to wait for a red tile to sit in the ring around that central 4 so that you get an automatic match. That should be your standard usage, and that's basically paying 9 blue AP for 7 red AP + some damage. If you get some cascades during the tile swap part of the ability, then you've gained more AP than you spent.
My only hope is that they allow Red to target the front character if other remaining enemies are Airborne. This would not only create some more fantastic internal synergy (that is, when there are two enemies left, knock one airborne with Green so that you can do full damage to a single enemy) but it would also help pose a kind of soft counter for Vulture teams going forward.
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Or actually hit airborne enemies, for that matter. For the lower of the two listed values (it's a pretty strong ability as it is).0
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mexus said:Jaedenkaal said:Or actually hit airborne enemies, for that matter. For the lower of the two listed values (it's a pretty strong ability as it is).
So many tweaks.0 -
mexus said:DrDevilDinosaur said:
My only hope is that they allow Red to target the front character if other remaining enemies are Airborne.
Lets say you need more blue to gather red and the enemy is ready to nuke you. Activate green and prevent the nuke. Gather blue AP, fire it, gather red and hopefully take down the nuker before any harm is done.
OR
Lets say The Thing/Collosus/Deadpool/Thanos are protecting a bigger but squishier threat. Take the protector out and gain acces to the target you want.
OR
You have Medusa, Carol, Blade or any other annoying target that you cannot stop at the moment, and doesn't allow you to do anything. Take him out for X turns and turn the game in your favor.0 -
D4Ni13 said:
Lets say The Thing/Collosus/Deadpool/Thanos are protecting a bigger but squishier threat. Take the protector out and gain acces to the target you want.0 -
Jaedenkaal said:D4Ni13 said:
Lets say The Thing/Collosus/Deadpool/Thanos are protecting a bigger but squishier threat. Take the protector out and gain acces to the target you want.0 -
D4Ni13 said:
Lets say The Thing/Collosus/Deadpool/Thanos are protecting a bigger but squishier threat. Take the protector out and gain acces to the target you want.0
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