MPQ at Marvel.com: Hulk (Main Event) (11/15/17)
Comments
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Anon said:Does his Green passive only proc once? Or every turn. It's not clear to me.0
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I like his hat.4
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His green is amazing I'm not sure why people don't like it. Two extra matches that deal damage and generate ap every turn is amazing.0
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Copps said:His green is amazing I'm not sure why people don't like it. Two extra matches that deal damage and generate ap every turn is amazing.
The only time I see this having any notable payoff is when:
1) You've just used Gamma Bomb and there are several critical tiles still on the board, increasing your chance of matching one.
2) You have a board loaded with a single color, increasing the likelihood of a match. This power would have been good with Nightcrawler's purple if the Hulk's Gamma Bomb wasn't purple as well.
It's just as likely that this passive will inconvenience you as it will aid you in any way.0 -
mega ghost said:Does Grand Entrance trigger before or after the enemy team's start-of-match passives? Could it clear out some Rocket & Groot strike tiles?
It'll probably be important to pay attention if you run R&G and Hulk together on the same team: you'd want Hulk's tile destruction to be activated before R&G's strike tile placement rather than the reverse.
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Funny how they didn't mention Gambit 0/0/5 being a purple generator for Hulk in the interview...0
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jamesh said:
It'll probably be important to pay attention if you run R&G and Hulk together on the same team: you'd want Hulk's tile destruction to be activated before R&G's strike tile placement rather than the reverse.0 -
If his green does 2 extra matches per turn that will be great, who cares about the initial tile destruction that is 6+ ap before you even make a match. His pink looks good (possibly crazy good depending on the crit. drops) who cares if the yellow sucks (if it is a true heal even if small I will not complain) He looks like 5/5/3 to me, put him with Gambit and think of the AP you could have on the 2nd or 3rd turn you are talking 9+ on red or pink second turn. I was not overly impressed with the first reading of this character but now that more details are coming out he looks like a great support character with a very good nuke. I still don't think the Hulk should be a support but who cares if he is good.0
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Watching Hulk destroy my first turn match 5 opportunity, then swap away two others gave me a sad in the freebie node of Training.0
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After using Hulk in Shield Training I'm pleasantly surprised. He's not bad at all. That Purple is savage and his Green is pretty good. Caused quite a few matches and even have me a Yellow match 5 on the 3rd turn. His Yellow however is meh so far. Think I'll go 5/5/3.0
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pheregas said:Watching Hulk destroy my first turn match 5 opportunity, then swap away two others gave me a sad in the freebie node of Training.0
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Just used hulk in the shield training, what a disappointment. he's 553 and his green tile swap never made a match, in fact it screwed me many times by taking away good matches. Yellow is underwhelming. purple is his best ability, caused good damage and some nice cascades. Obviously great with 5*'s, but...14ap so only gonna get it off once per match. So far red Hulk is the best of the bunch.
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Marc Spector said:jamesh said:
It'll probably be important to pay attention if you run R&G and Hulk together on the same team: you'd want Hulk's tile destruction to be activated before R&G's strike tile placement rather than the reverse.0 -
After playing him in the loaner node in Shield Training, he seems like he could be pretty fun to use.
Also...I really like his hat.2 -
I was pleasantly surprised with the loaner as well. Based on one play experience, the green was pretty pointless —the passive made one match for me during the battle and ruined one potential match-5. It'd be a better power if it was like a reduced version of Magnetic Repulsors, aggregating purple (or yellow) tiles only. Maybe at 1-4 covers it swaps two tiles and brings a purple (or yellow) tile towards the center, and at 5 covers it does the same with two pairs? I'll have to use it more to see how it plays out over time.
The purple was great. The yellow has promise, but I'd need to see the numbers at 5 covers and level 270. The loaner's damage was weak and my Hulk took no damage so the heals were wasted, but the AP gain was noticed and welcome.0 -
Numbers at 270:
HP 18523Grand Entrance3: Destroy 6 tiles at the start of the battle. Swap a random pair of tiles at the start of your turn.4: Destroy 7 tiles at the start of the battle.5: Swap 2 random pairs of tiles at the start of your turn.Gamma Powerbomb3: Deal 2490 damage and create 4 random Critical tiles.4: Deal 3790 damage and create 5 random Critical tiles.5: Deal 6966 damage.The Crowd Goes Wild3: Create 4 3-turn Fortified CD tiles. When a tile ticks down, deal 304 damage to the enemy team, give Hulk a burst of 559 HP, or gain 2 random AP.4: When a tile ticks down, deal 422 damage to the enemy team, give Hulk a burst of 776 HP, or gain 2 random AP.5: Create 5 3-turn Fortified CD tiles. When a tile ticks down, deal 540 damage to the enemy team, give Hulk a burst of 993 HP, or gain 2 random AP.3 -
Skygazing said:Numbers at 270:
HP 18523Grand Entrance3: Destroy 6 tiles at the start of the battle. Swap a random pair of tiles at the start of your turn.4: Destroy 7 tiles at the start of the battle.5: Swap 2 random pairs of tiles at the start of your turn.Gamma Powerbomb3: Deal 2490 damage and create 4 random Critical tiles.4: Deal 3790 damage and create 5 random Critical tiles.5: Deal 6966 damage.The Crowd Goes Wild3: Create 4 3-turn Fortified CD tiles. When a tile ticks down, deal 304 damage to the enemy team, give Hulk a burst of 559 HP, or gain 2 random AP.4: When a tile ticks down, deal 422 damage to the enemy team, give Hulk a burst of 776 HP, or gain 2 random AP.5: Create 5 3-turn Fortified CD tiles. When a tile ticks down, deal 540 damage to the enemy team, give Hulk a burst of 993 HP, or gain 2 random AP.0 -
Skygazing said:Numbers at 270:
HP 18523Grand Entrance3: Destroy 6 tiles at the start of the battle. Swap a random pair of tiles at the start of your turn.4: Destroy 7 tiles at the start of the battle.5: Swap 2 random pairs of tiles at the start of your turn.Gamma Powerbomb3: Deal 2490 damage and create 4 random Critical tiles.4: Deal 3790 damage and create 5 random Critical tiles.5: Deal 6966 damage.The Crowd Goes Wild3: Create 4 3-turn Fortified CD tiles. When a tile ticks down, deal 304 damage to the enemy team, give Hulk a burst of 559 HP, or gain 2 random AP.4: When a tile ticks down, deal 422 damage to the enemy team, give Hulk a burst of 776 HP, or gain 2 random AP.5: Create 5 3-turn Fortified CD tiles. When a tile ticks down, deal 540 damage to the enemy team, give Hulk a burst of 993 HP, or gain 2 random AP.
If you've got a rainbow team, between this power and the critical tiles making matches from his purple, you're going to see some acceleration once Hulk gets going. I'm not factoring in the green here but I guess potentially it can help, but it seems so unreliable that it's better to just rule it out.0
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