Akoni said: Kool-Aid Man (Oh Yeah!) 5 Star (Epic)Health: HighMatch Damage: Moderate Thirst Quencher 7 APAs long as the Kool-Aid Man is around, no thirst shall go unquenched. Selected teammate or enemy gains 912 health. If an enemy is selected, gain 2 Yellow AP.(At level 255) Level 2: 1071 healthLevel 3: 1230 healthLevel 4: 1388 healthLevel 5: 1983 health Flavor-Fall 9 APKool-Aid Man creates a color filled waterfall to turn the tides in his flavor. Convert 1 Basic or enemy special tile in each color into 3-turn Countdown tiles. If one of these Countdown tiles is matched or destroyed, it generates 1 AP in its color and increases the ally team's health by 166.(At level 255) Level 2: 1 tile in each color... increase team's health by 194.Level 3: 1 tile in each color... increase team's health by 223.Level 4: 2 tiles in each color... increase team's health by 252.Level 5: 3 tiles in each color... increase team's health by 360. Wall Smash 10 APKool-Aid Man comes crashing in to deliver everyone from the clutches of thirst. Destroy a random 2x2 block of tiles (destroyed tiles do not generate AP).(PASSIVE) At the start of battle Kool-Aid Man bursts through the board destroying tiles in his shape, generating AP for each Yellow tile destroyed (destroyed tiles do not deal damage).(At level 255) Level 2: 2x2 blockLevel 3: 2x2 blockLevel 4: 2x3 blockLevel 5: 3x3 blockDeveloper's Notes:Kool-Aid Man cannot target himself for Thirst Quencher, but does gain health from Flavor-Fall Countdown tiles.Flavor-Fall Countdown tiles freeze if Kool-Aid Man is stunned, but still generate AP and increase health if matched or destroyed. Expired Flavor-Fall Countdown tiles do nothing.Wall Smash's passive destroys 16 tiles in Kool-Aid Man's shape. These tiles according to their column and row are: C3R4, C3R5, C4R3, C4R4, C4R5, C4R6, C4R7, C4R8, C5R3, C5R4, C5R5, C5R6, C5R7, C5R8, C6R4, C6R5.Wall Smash's passive power resolves before any power that would create special tiles. Wall Smash's passive only generates Yellow AP. It does not generate AP for any other tile destroyed.
Kool Aid - 7 AP
A little drink during a fight can never hurt. In fact, it might be just the thing to get the juices flowing. Select a colour and generate one Red AP for every four tiles in that colour on the board. The Kool-Aid Man grants the team a burst of 500 health for each AP gained this way.
(PASSIVE) At the start of each round, the Kool-Aid Man makes a match for every four Red AP the team has.
Level 2 - Generates two Red AP for every four tiles in a selected color on the board.
Level 3 - Generates two Red AP for every three tiles in a selected color on the board. The Kool-Aid Man grants the team a burst of 750 health for each AP gained this way.
Level 4 - Generates three Red AP for every three tiles.
Level 5 - Generates three Red AP for every two tiles. (PASSIVE) At the start of each round, the Kool-Aid Man makes a match for every three Red AP the team has.
Urceus Frigidauxilium - 0 AP
(PASSIVE) Hey, Kool-Aid! The Kool-Aid Man bursts through with gusto, bringing with him great energy. Makes an additional match when a friendly Red match is made and creates a strength 90 Strike tile. When an enemy Red match is made, the Kool-Aid Man destroys a random basic tile, dealing damage, and creating a strength 90 Attack tile.
Level 2 - Creates a strength 110 tile when a Red match is made.
Level 3 - Creates two strength 110 tiles when a Red match is made.
Level 4 - Creates two strength 130 tiles when a Red match is made.
Level 5 - Creates two strength 150 tiles when a Red match is made.
Oh Yeah! - 7 AP
The Kool-Aid Man offers his team refreshments. Creates a 3-round Countdown tile that grants all allies a burst of 500 health each round and 1500 health when it goes off. While this tile is on the board, all allied powers are increased by 1 level (to the max of 5) and a Red AP is generated each round.
Level 2 - Creates a 3-round Countdown tile that grants all allies a burst of 750 health each round and 2000 health when it goes off.
Level 3 - Creates a 4-round Countdown tile that increases all allied powers by 2 levels and generates two Red AP each round.
Level 4 - Creates a 4-round Countdown tile that grants all allies a burst of 1000 health each round and 2500 health when it goes off.
Level 5 - Creates a 5-round Countdown tile that grants all allies a burst of 750 health each round and 2000 health when it goes off. While this tile is on the board, all allied powers are increased by 3 levels (to the max of 5) and three Red AP is generated each round.