Ebolamonkey84 wrote: The name of the game for this team is AP generation. She Hulk x/x/5 GSBW 5/3/5 Mohawk 5/5/3 I would say only the 5 in GSBW purple and the 5 in mohawk green are necessary, but this is the best configuration to use this team. You will be using She Hulk red, GSBW purple, and Mohawk green/yellow. The best colors to focus on first are green or purple. You either use purple to make green or get enough green to fire off Storm's green. Storm yellow and She Hulk red are used for board shake leading to cascades and a little bit more damage to increase the speed of the team. Fire off the yellow before storm green or GSBW purple to get worthless TU tiles out of the way. I usually rotate through all of the three enemies, leaving them around the same HP, so that I can eventually finish them off with a Sniper Rifle or Power of Attorney. I easily took down Sim 41 and 42 with level 395 enemies in the last Gauntlet using this team. The main issue with this team is that if one of them dies, you are basically screwed, but once you get the machine running the enemy rarely gets another turn.
Pylgrim wrote: I might as well make my third character Switch instead of Storm, and Sniper rifle a victory (or 75% of it) by turn 4-5.
Pylgrim wrote: Ebolamonkey84 wrote: The name of the game for this team is AP generation. She Hulk x/x/5 GSBW 5/3/5 Mohawk 5/5/3 I would say only the 5 in GSBW purple and the 5 in mohawk green are necessary, but this is the best configuration to use this team. You will be using She Hulk red, GSBW purple, and Mohawk green/yellow. The best colors to focus on first are green or purple. You either use purple to make green or get enough green to fire off Storm's green. Storm yellow and She Hulk red are used for board shake leading to cascades and a little bit more damage to increase the speed of the team. Fire off the yellow before storm green or GSBW purple to get worthless TU tiles out of the way. I usually rotate through all of the three enemies, leaving them around the same HP, so that I can eventually finish them off with a Sniper Rifle or Power of Attorney. I easily took down Sim 41 and 42 with level 395 enemies in the last Gauntlet using this team. The main issue with this team is that if one of them dies, you are basically screwed, but once you get the machine running the enemy rarely gets another turn. I just tried this; I wasn't impressed. Too random so I didn't ever get to actually cast Storm's Green more than twice in a row, and it rarely got me back the green or purple to keep going. Since using Widow's purple almost always gets me Sniper Rifle AP outright, that would be the better option most times. Shulk just sat there being mildly useless, except for the one time it got to cast her red. More importantly, the team has all the resilience of a sheet of paper under the rain; in the time it took to start the "combo", Storm often took enough damage to considerate using a Health pack before each game, and Widow, enough to need one every two. cMags seems like a much better option than Shulk, with an actually useful blue and a strong, board-shaking red, but at that point, I might as well make my third character Switch instead of Storm, and Sniper rifle a victory (or 75% of it) by turn 4-5. If I wanted a more cutesy victory, then I guess I'd replace Mohawk with 2* Storm, whose green actually becomes better the more green you have, helping the chances of keeping the combo running, and bring Black Panther, Hood or Luke Cage for black and yellow powers and to tank/protect Storm.
raisinbman wrote: anyone have further thoughts on the shulkie nerf and how she plays now? Kinda feeling like I should just dump blue and go 5 red
dkffiv wrote: raisinbman wrote: anyone have further thoughts on the shulkie nerf and how she plays now? Kinda feeling like I should just dump blue and go 5 red Red is Level 166: 3: 883 x3 = 2649 (294 D/AP) 4: 1261 x3 = 3783 (420 D/AP) 5: 1644 x3 = 4932 (548 D/AP) Level 290 should be about 3: 1545 x3 = 4635 (515 D/AP) 4: 2205 x3 = 6615 (735 D/AP) 5: 2877 x3 = 8631 (959 D/AP) She's just a bad character. Green is annoying on defense but always misses on offense, even with multiple casts. Blue is too slow to use against automatic characters like Cage or Fist and not that effective against spammers like Bullseye, Daken, Blade or Carnage. Blue also doesn't really counter special tile producers, you're still getting beat by their attack or strike tiles, you're just removing 2 of theirs from play (which will quickly get replaced anyway). Tweaks I would like to see: Red: 20% damage increase, 5 cover red would have about the same damage ratio as Hulkbuster / better than 3*DP and Torch (but spread out over 3 characters instead of single target nuke). Blue: Targets all enemy attack, strike and defense tiles on the board, 1-3 covers steals 33% rounded up, 4+ covers 66% rounded down. Green: Raise AP cost to 9 1) Reduces 1 AP pool to 0 2) Reduces 1 AP pool to 0, 1 additional pool by 25%. 3) Reduces 1 AP pool to 0, 2 additional pools by 25%. 4) Reduces 1 AP pool to 0, 3 additional pools by 25%. 5) Reduces 1 AP pool to 0, other 6 pools by 25%. ** 18 Green AP currently reduces 6 out 7 pools to 0, with this change 2 will be reduced to 0, remaining 5 will be dropped by about 50%. Red needs a damage increase, blue will still be only mediocre against Cage/Fist but she will pair a lot better with Patch/Carnage and will be a more effective counter to Daken/Bullseye, Green will gain some much needed consistency.
richterbelmont10 wrote: Can someone explain in simple terms exactly how Settlement works (blue power)? At max level it says: "Randomly selects up to 3 enemy Protect, Strike, or Attack tiles and redistributes them between both teams. Friendly tiles are improved by 191." So let's say there is 1 enemy protect tile of 100, 1 enemy strike tile of 200, and 1 enemy attack tile of 300. What would be the end result?
Crowl wrote: richterbelmont10 wrote: Can someone explain in simple terms exactly how Settlement works (blue power)? At max level it says: "Randomly selects up to 3 enemy Protect, Strike, or Attack tiles and redistributes them between both teams. Friendly tiles are improved by 191." So let's say there is 1 enemy protect tile of 100, 1 enemy strike tile of 200, and 1 enemy attack tile of 300. What would be the end result? Depends on how many covers you have in the power, if you have 4 or 5 then after using the power you would have two of those tiles and they would have been strengthened by 191 e.g. if you got the strike and attack they would now be 391 and 491.
richterbelmont10 wrote: Crowl wrote: richterbelmont10 wrote: Can someone explain in simple terms exactly how Settlement works (blue power)? At max level it says: "Randomly selects up to 3 enemy Protect, Strike, or Attack tiles and redistributes them between both teams. Friendly tiles are improved by 191." So let's say there is 1 enemy protect tile of 100, 1 enemy strike tile of 200, and 1 enemy attack tile of 300. What would be the end result? Depends on how many covers you have in the power, if you have 4 or 5 then after using the power you would have two of those tiles and they would have been strengthened by 191 e.g. if you got the strike and attack they would now be 391 and 491. Thanks, I think I get it. It's the "selects 3 tiles" that confused me. They should clarify the wording to say that 2 tiles are being selected if that's actually the number of tiles she's stealing. Anyway, if there's only 1 enemy tile on the whole board, would she steal it with this power?
mexus wrote: Anyone still use her on regular basis?
Quebbster wrote: When I was in threestar land I enjoyed playing She-Hulk, Loki and Hood together. The opponent basically never had any AP to use any powers.
Dormammu wrote: Quebbster wrote: When I was in threestar land I enjoyed playing She-Hulk, Loki and Hood together. The opponent basically never had any AP to use any powers. I like it, but either Hood/Loki on this team is basically redundant. Sub one of those (probably Hood) for 3cage and you also eliminate match damage and get a boost to bulk & offense as well.