Vulture -- how exactly do his powers work?
Yepyep
Posts: 954 Critical Contributor
So have people figured this out? I've only got one cover, black, so I can't on my own. If it is easiest to just point me to a post describing how these work in practice, please do.
My confusion is based on the ambiguity of the descriptions of his powers. For example:
--Black passive: "At the start of the turn, if vulture was airborne, gain [AP]..." Does this mean that every turn that starts with Vulture airborne I receive those AP? So fire black, and the next two turns I receive the AP listed? This would mean he really is the 4* IM40, correct?
--Green: This looks like it is best timed with black as it then becomes a 2-turn countdown; is this right?
--Blue passive: I read this as meaning that his blue power fires automatically when you fire black -- if you have 10 blue AP at the time you fire black. Is this right? Is the damage AoE (like IM40's blue?)?
So basically, if the above is true then he is his own cascade of effects. best to have 10 blue and 9 green AP when firing black. Fire green to create the countdown, fire black to go airborne and triggering blue passive, gather AP for two turns, and swoop home to remove green and do that AoE damage.
Is this about right? And thanks for reading/answering!
My confusion is based on the ambiguity of the descriptions of his powers. For example:
--Black passive: "At the start of the turn, if vulture was airborne, gain [AP]..." Does this mean that every turn that starts with Vulture airborne I receive those AP? So fire black, and the next two turns I receive the AP listed? This would mean he really is the 4* IM40, correct?
--Green: This looks like it is best timed with black as it then becomes a 2-turn countdown; is this right?
--Blue passive: I read this as meaning that his blue power fires automatically when you fire black -- if you have 10 blue AP at the time you fire black. Is this right? Is the damage AoE (like IM40's blue?)?
So basically, if the above is true then he is his own cascade of effects. best to have 10 blue and 9 green AP when firing black. Fire green to create the countdown, fire black to go airborne and triggering blue passive, gather AP for two turns, and swoop home to remove green and do that AoE damage.
Is this about right? And thanks for reading/answering!
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Comments
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Yepyep said:--Black passive: "At the start of the turn, if vulture was airborne, gain [AP]..." Does this mean that every turn that starts with Vulture airborne I receive those AP? So fire black, and the next two turns I receive the AP listed? This would mean he really is the 4* IM40, correct?Yepyep said:--Green: This looks like it is best timed with black as it then becomes a 2-turn countdown; is this right?Yepyep said:--Blue passive: I read this as meaning that his blue power fires automatically when you fire black -- if you have 10 blue AP at the time you fire black. Is this right? Is the damage AoE (like IM40's blue?)?Yepyep said:So basically, if the above is true then he is his own cascade of effects. best to have 10 blue and 9 green AP when firing black. Fire green to create the countdown, fire black to go airborne and triggering blue passive, gather AP for two turns, and swoop home to remove green and do that AoE damage.
I think the reason why the powers read a little vague is because they're intentionally designed to work regardless of how he gets Airborne. He has a power to do so, but he can also be sent Airborne by a Gwenpool or Colossus on your team, or a Nova or Riri on the other team.
Hope that helps.9 -
It helps completely, Jaedenkaal, thanks very much. Great explanation, especially by clarifying that any trip airborne triggers these effects.1
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Two notes:
- The tiles his blue destroys generates AP as well.
- You can put out multiple green countdowns (not limited to just one like R&G) and they all trigger when he returns from airborne if you can line it up that way
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DesertTortoise said:
- The tiles his blue destroys generates AP as well.
DesertTortoise said:- You can put out multiple green countdowns (not limited to just one like R&G) and they all trigger when he returns from airborne if you can line it up that way
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DesertTortoise said:
- You can put out multiple green countdowns (not limited to just one like R&G) and they all trigger when he returns from airborne if you can line it up that way
Pairing him with someone who fortify tiles like GG or C4ge to protect his green CD tiles should be fun. I really want to have him in my roster now.0 -
I enjoy characters like this that permit/encourage nuanced use. The biggest problem with them is when the AI uses them on defense...0
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Yeah it'll be interesting to see how Vulture is played on defense. The good news is the AI fires green powers before black, so if it has 9 Green and 6 Black when it starts firing powers (and isn't saving for anything else) it'll get that combo "right".
It fires blue before both, though, so it won't get the bonus effect out of Tech Slicer much unless it's saving Blue for something else or gains blue AP after firing (or not firing) it's blue power for the turn.1 -
Jaedenkaal said:Yeah it'll be interesting to see how Vulture is played on defense. The good news is the AI fires green powers before black, so if it has 9 Green and 6 Black when it starts firing powers (and isn't saving for anything else) it'll get that combo "right".
It fires blue before both, though, so it won't get the bonus effect out of Tech Slicer much unless it's saving Blue for something else or gains blue AP after firing (or not firing) it's blue power for the turn.
Is that official, or something you just happened to notice?0 -
I don't know if it's ever been explicitly stated, but you can observe for yourself that the ai fires powers in the same order every turn. Yellow, red, blue, purple, green, black, team-up.
Thats why, for example, an enemy hulkbuster will never follow up Overdrive with a Repulsor Punch on the same turn, even though it must have enough red ap (assuming 5 covers, of course). Whereas Red Hulk can and does chain Gamma Syphon (Gamma Syphon!? Sorry, I digress) into Hammer and Anvil all too often.
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I guess I never paid enough attention to realize there was a pattern. You are much more observant than I.0
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Jaedenkaal said:I don't know if it's ever been explicitly stated, but you can observe for yourself that the ai fires powers in the same order every turn. Yellow, red, blue, purple, green, black, team-up.
It's the order the colors are shown on screen, left to right on Steam, top to bottom on mobile.
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Interesting - so that's why the AI always seems to pull off Mystique's purple-black combo.
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MoosePrime said:I think you have purple and green swapped.
It's the order the colors are shown on screen, left to right on Steam, top to bottom on mobile.
Y / R / U
P / G / B0 -
Jaedenkaal said:MoosePrime said:I think you have purple and green swapped.
It's the order the colors are shown on screen, left to right on Steam, top to bottom on mobile.
Y / R / U
P / G / B
And thank God because I just watched Red Hulk with 13 green and 12 purple use his green *first* and then his purple. Yeesh.
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Hm, interesting. Kamala Khan would be the same then. But I swear I've seen a same-turn Inhuman Stretchiness-into-Embiggened Bash combo...
Would be funny if its different on different platforms.
More testing!0
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