**** Vulture (Adrian Toomes) ****
Vulture (Adrian Toomes)
4 Star Rarity (Legendary)
At Max Level: HP: 13034 11/65/12/4.3x/13/74/85/43
Circling Prey 6 Black AP:
Vulture flies far above his target, getting in position to strike. Vulture goes Airborne for 2 turns.(PASSIVE) At the start of the turn, if Vulture was Airborne, gain 3 Green AP , 2 Blue AP, and 1 Black AP.
- Level 2: Gains 2 Back AP.
- Level 3: Gains 1 Red AP.
- Level 4: Gains 3 Blue AP.
- Level 5: Gains 4 Green AP.
- Max Level:
- Level 3: Vulture flies far above his target, getting in position to strike. Vulture goes Airborne for 2 turns.
- Level 4: Gains 3 Blue AP.
- Level 5: Gains 4 Green AP.
One Fell Swoop 9 Green AP:
Vulture swoops from the sky to rend his enemies with his sharp talons. Creates a 3-turn Countdown tile that deals 815 damage.
(PASSIVE) If this tile exists when Vulture returns from being Airborne, he removes it dealing damage to the enemy team instead.
- Level 2: Deals 1139 damage.
- Level 3: Deals 1473 damage.
- Level 4: Deals 2112 damage.
- Level 5: Deals 3408 damage.
- Max Level
- Level 3: Deals 2851 damage.
- Level 4: Deals 4115 damage.
- Level 5: Deals 6641 damage.
Hybrid Tech Slicer 10 Blue AP:
The vulture lets loose with a terrifying weapon of his own design, getting a better vantage point from the sky. Deals 611 damage and destroys up to 2 random enemy Strike, Protect, or Attack tiles.
(PASSIVE) Whenever Vulture goes Airborne, drain 10 Blue AP for the same effect, also targeting Invisibility and Countdown tiles.
- Level 2: Deals 778 damage and destroys 3 tiles.
- Level 3: Deals 1195 damage and destroys 3 tiles.
- Level 4: Deals 1759 damage and destroys 4 tiles.
- Level 5: Deal 3379 damage.
- Max Level:
- Level 3: Deals 2328 damage and destroys 3 tiles.
- Level 4: Deal 3429 damage and destroys 4 tiles.
- Level 5: Deal 6586 damage.
Comments
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Looks great!0
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Minor qualm, would be nice on the black if you showed what the new total was overall at each level (yes I already did it in my head)
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Noted elsewhere but his green can have as many tiles out as you'd like and they all activate when he comes back from airborne while his blue deals damage and makes AP for the tiles it destroys. He seems like a home run. His green is outrageous if you can get off the team damage requirement.
He looks like he'd work at 5/5/3, 5/3/5 and even 3/5/5 (probably during his boost week, you're only giving up 1 blue and 1 green a turn) depending on what you want to do with him. He makes a better green battery than a blue one due to his blue's ability to fire itself but there's a lot of utility with this character.2 -
So does he take over from IM40 as best battery in the game? That AP gain for only six black is crazy.
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sambrookjm said:So does he take over from IM40 as best battery in the game? That AP gain for only six black is crazy.sh81 said:Mechanically he is superior - Airborne and untouchable, no countdowns to be matched.2
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5/3/5 Vulture will lead to a really unpleasant Red Hulk combo. Possibly with a C4ge third, or Pew-Pew Rocket Man.0
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zodiac339 said:5/3/5 Vulture will lead to a really unpleasant Red Hulk combo. Possibly with a C4ge third, or Pew-Pew Rocket Man.0
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Posting what I said in another thread:Once Vulture has enough for his Black, couldn't he theoretically solo the enemy team?
He goes airborne, gains ap, puts down green tile, goes airborne, aoe, goes airborne, ad infinitum.He's practically untouchable. Goes up for ap, comes down, deals damage and goes up again. What's the game plan for fighting him?
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I think overall he is better then IM40 becuase the tiles can't be matched however, he gives less concentrated amounts of AP 8 green 6 blue 4 black and 2 red won't trigger that many powers on their own unlike IM40 who would trigger enough for more blue red and green combos. However being able to shoot another one off with just one more match overall makes him better (not to mention more AP being airborne etc) but he will be a bit slower.
Looks like he would pair great with Iceman and Peggy or Gwen pool and Cage
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sambrookjm said:zodiac339 said:5/3/5 Vulture will lead to a really unpleasant Red Hulk combo. Possibly with a C4ge third, or Pew-Pew Rocket Man.0
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Anon said:Posting what I said in another thread:Once Vulture has enough for his Black, couldn't he theoretically solo the enemy team?
He goes airborne, gains ap, puts down green tile, goes airborne, aoe, goes airborne, ad infinitum.He's practically untouchable. Goes up for ap, comes down, deals damage and goes up again. What's the game plan for fighting him?
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He is definitely a target first character, he seem to have high match damage so he will be getting hit a lot before things get rolling as well. On paper he looks solid and his surviveability looks great but I don't have enough cards in him to do much play testing yet.
Who can knock him up other than himself that does not use black (Gwenpool and Colossus both use black) and your opponents are going to avoid knocking him up with Ironheart and Nova unless it is AI. So we want a black generator and somebody who can use the green, red or blue he generates which is a lot of people. I expect to see him get a lot of use in both pve and pvp.0 -
If ever there was going to be a character that should have Riri/Gwenpool levels of health, it should have probably been him. He's going to be a big headache and a target first character in a lot of situations.0
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hopper1979 said:He is definitely a target first character, he seem to have high match damage so he will be getting hit a lot before things get rolling as well.0
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sh81 said:Mechanically he is superior - Airborne and untouchable, no countdowns to be matched.
I havent used him enough to say he is better in practice though.
So I think it's best to say that Vulture is basically the 4* version of IM40, in the same way that Medusa is the 4* version of 3* iron fist. They fill the same general roles, but have a few individual quirks.
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Important note about using Gwenpool (of whom I am a fan), with her in the battle, her black ensures that Vulture goes airborne just fine for 9 AP, but he is only up for 1 turn, and therefore only gains the set of AP once.
So, it's nice to get her protect tiles when sending Vulture up, but it's just not worth it overall for the difference in AP spent vs. gained. Just use his for 6 black.
I will say that having Vulture by your side (or above you...) sure makes for easy green accumulation, which enables you to fire her Checkov's Gun perhaps twice in a row (which is fantastic).
Edit: Don't forget, Vulture would tank black and green for Gwenpool, but when he's airborne, it's squishy GP that tanks all of her own colors.
So instead of bringing GP into the battle, just have a Gwenpool Team Up power that you bring along. Timing this may be a safe way to gather just AP during 1 turn so that Vulture can send immediately himself airborne on the following turn.
It's a similar situation when playing with Colossus. It defeats the purpose to bring him into the battle due to his 13 black cost for Fastball Special, so leave him out and use his Team Up power instead.
*Also* be sure to have alliance mates set their Colossus black power to 4 covers instead of 5, so that Vulture will be airborne for 2 turns instead of only 1.
At 3 covers, Fastball Special sends the ally airborne for 3 turns, has anyone tried this with Vulture yet?0 -
Rick OShay said:It's a similar situation when playing with Colossus. It defeats the purpose to bring him into the battle due to his 13 black cost for Fastball Special, so leave him out and use his Team Up power instead.
*Also* be sure to have alliance mates set their Colossus black power to 4 covers instead of 5, so that Vulture will be airborne for 2 turns instead of only 1.
At 3 covers, Fastball Special sends the ally airborne for 3 turns, has anyone tried this with Vulture yet?0 -
Jaedenkaal said:Rick OShay said:...snip...0
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I recall seeing (some time ago) a change where championed characters always send the 5-cover version of whatever power. Presumably that's to match the (generally) desired intent, while not requiring you to respec your character for free to send a team-up, and then respec them back again.
Of course this doesn't work out when you really do want the rank 4 or rank 3 version of the power because it's more beneficial (cheaper, shorter CD, longer airborne time, whatever).
2
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