***** Apocalypse (Classic) *****
Comments
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Apocalypse adds the damage to all enemies on green door.
Sinergy with the torch is lethal too.1 -
I've found Apoc tricky to use with Immortal Hulk at times. Once Apocs yellow places so many protects, plus any other characters friend or foe putting out special tiles, it often makes Hulks green door hard to pull off since he needs green basic tiles.
I just champed Apoc finally and in a lot of matches juat his yellow alone quickly turned too many basic green tiles that Hulks green door wasn't going off. Then factoring characters on the enemy team also turning basic greens to special tiles, it can be aggravating for a Apoc/Hulk combo hoping to cause green door mayhem.
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Anyone tried Apoc, Okoye, Immortal Hulk?
Was curious if Apocalypse and Okoye ability boosting stacked.0 -
Just a bit of a PSA - if you have a character as a 3rd with the Mutant affiliation, Shared Strength will add it's bonus damage to 5* Thanos' Court Death. I was using that a bunch in Gambit's versus event.5
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All this time and I just realized why Apoc's anti-stun is so wonky. At the start of the turn he checks for mutants. If there is at least one other mutant he can't be stunned for the rest of that turn. Even if all of his allies are downed during that turn his anti-stun is still in effect. It goes away after the turn is up. I'm sure someone else figured this out long before me, but I'm not reading through 13 pages to find it.0
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Akoni said:All this time and I just realized why Apoc's anti-stun is so wonky. At the start of the turn he checks for mutants. If there is at least one other mutant he can't be stunned for the rest of that turn. Even if all of his allies are downed during that turn his anti-stun is still in effect. It goes away after the turn is up. I'm sure someone else figured this out long before me, but I'm not reading through 13 pages to find it.
Yes, the seemingly odd behaviour of his anti-stun passive is largely about order of operations. The passive checks its conditions and updates once per turn (at the start of the turn).
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