**** Mockingbird (Bobbi Morse) ****

Mockingbird (Bobbi Morse)
4 Star Rarity (Legendary)
At Max Level: HP: 13034 74/13/65/4.0/85/11/12/43
Bombshell 9 Red AP:Mockingbird sets up a bomb and walks away without looking back. Creates 2 3-turn Red Countdown tiles. When one expires, if another exists, remove it an ideal 2408 damage. If not, deal 1667 damage to the target and Mockingbird.
- Level 2: Deals 3242 if another tile exists, otherwise 2408.
- Level 3: Countdown tiles last 2 turns. Damage to Mockingbird reduced to 741.
- Level 4: Deals 4927 if another tile exists, otherwise 3612.
- Level 5: Creates Fortified Countdown tiles. Deals 6594 damage if another tile exists, otherwise 5001 to the target and 649 to Mockingbird.
- Max Level:
- Level 3: Creates 2 2-turn Red Countdown tiles. When one expires if another is on the board deal 6313 damage to target. If not, deal 4690 damage to the target and 1444 to Mockingbird.
- Level 4: Deals 9596 if another tile exists, otherwise 7035.
- Level 5: Creates fortified Countdown tiles. Deals 12843 damage if another tile exists, otherwise 9741 to the target and 1263 to Mockingbird.
Opportunist 0 Yellow AP:
(PASSIVE) Mockingbird deflects attacks with her battle staves, providing tactical openings for her team. Whenever the enemy makes a match-4 or greater, if you have at least 9 AP in that color (including Team-Up), fire a random friendly power at no cost. If not, gain 1 AP in that color.
- Level 2: Can gain 2 AP.
- Level 3: Requires 8 AP to fire a power.
- Level 4: Can gain 3 AP.
- Level 5: Requires 6 AP to fire a power.
- Max Level
- Level 3: Requires 8 AP to fire a power at no cost, if not can gain 2 AP.
- Level 4: Can gain 3 AP.
- Level 5: Requires 6 AP to fire a power.
Secret Mission 8 Purple AP:
Mockingbird steals enemy intel to gain an advantage. Destroys up to 4 AP of the enemy’s strongest color and generates 3 AP in your strongest color. (This power’s cost can’t be reduced.)
(PASSIVE) As long as you have at least 8 AP in your strongest color, friendly matches deal 65 more damage.
- Level 2: Deals Destroys up to 5 enemy AP. Friendly matches deal 121 more damage.
- Level 3: Generates 4 AP. Requires 7 AP to deal extra damage.
- Level 4: Destroys up to 6 enemy AP. Friendly matches deal 175 more damage as long as you have 6 AP.
- Level 5: Destroys up to 8 enemy AP and gains 5 AP. Friendly matches deal 229 more damage as long as you have 5 AP.
- Max Level:
- Level 3: Destroys up to 5 enemy AP and generates 4 AP in players strongest color. Passive: as long as you have at least 7 AP in your strongest color, deal 234 more damage.
- Level 4: Destroys up to 6 enemy AP. Friendly matches deal 342 more damage as long as you have 6 AP.
- Level 5: Destroys up to 8 enemy AP and gains 5 AP. Friendly matches deal 445 more damage as long as you have 5 AP.
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Comments
Outside of that, looks like some interesting new passives. Looks like her Yellow is why Colossus got reworked.
Can you explain how the red tiles work in practice? Since the power creates two, do they both "expire" at the same time for the improved effect, or does one get removed for the bigger damage and then the other expire "normally" (for lower damage plus self damage)?
Imagine opposing teams both with MockingBird + someone with board shake (Juggs/Loki etc). One fired power can cause the 2 Mockingbirds to endlessly trigger the board shake skill that creates a match 4+.
Obviously it's a long shot that it continues for more than an iteration or two but it's definitely possible.
Also curious how this interacts with the Professor and Teen Jean's passive (ie which goes first) in cases of match 5's.
KGB
P.S. Now we have confirmation of why Colossus's power was changed.
If it's the latter, can I pre-emptively submit a bug report regarding the Secret Mission damage not working when new enemies arrive in wave nodes or when a new wave begins? :P
When the Countdown tile goes off all Bombshell tiles will be removed and the power will do max damage.
"When one expires, if another exists, remove it and deal 2408 damage. If not, deal 1667 damage to the target and Mockingbird"
I mean...I don't buy into the "SJW" or "Anti SJW" nonsense, but I feel that cover was deliberately baiting.
Why on Earth did you guys use this one? It is way more dynamic and fits the character better.
Red is generally attacks with condition to deal increased damage, cf. Rocket Punch, Dive Bomb, Combined Forces, etc.
Black is generally powerful attacks with some drawback, cf. Court Death, Goblin Glider, Overdrive , etc.
In particular, I would compare Bombshell to Kate Bishop's Looking For Trouble. The later deals its damage up front and then the player must remove their own CD or take damage. Bombshell creates two CD's but if one of those is removed, then the ability deals less damage to the enemy and also deals damage to Bobbi. That's a text book definition of high risk/high reward that is the hall mark of Black abilities.
Similarly, powers with drawbacks, although marquee black, is something that red can also do, especially if the drawback is conditional (example: Symbiote Scythes, Move or be Moved, Unibeam, Supernova).
Most mechanics in the games are "shared" among at least two colours, which allows flexibility and a bit of variety. So yeah, this one could totally be black but it's not out of place as red. It is nowhere near the kind of break that other red powers like Savage Healing or Seeing Red are.
on top of that, we don't know if passives will trigger from passively-triggered skills at all -- will they set off Doctor Strange, for example?