Help Counter the Team From Hell (Omaysm Red)
I believe most here are at least aware of the never ending sea "IronMay, Chasm, ORed" in Simulator. Prior to supports in pick 2, Simulator was my go to for trying to have fun with different characters, but then IronMays release set this team off and it is the opposite of fun to fight.
Thus! I wanted to find a team that could most efficiently dispatch this hell team. I continue to look for new teams, but I don't have the strongest roster and I really wanted to hear your teams for taking them down and hopefully this thread can help others.
Any of those 3 in a pick 2 are actually quite easy to take down with minimal damage, but in a pick 3 Chasm is the actual problem since he usually makes you eat a lot of damage and blocks your starting protect tiles.
My current position:
Capable of taking out May at 4star and Red over level 500 a few rounds without needing health packs (I don't recommend 550 Reds though unless your team is also stronger than mine). If you have a good match, you can end with all 3 being pretty close to full health.
Lvl 454 SWitch, 462 WeaponHex, 451 Electro
- Start with +1 to yella and make sure X23 is in the middle.
- X23 will eat a decent amount of damage due to Maysm match buff, however the damage mitigation from the other 2 will make it so they take minimal damage.
- Thanks to Electro and your +1 to yella you can now throw X23s yellow on your first turn which will heal the other 2 back to full as well as put out decent protect tiles that additionally mitigate Reds damage.
- Always target May 1st and of course aim for Reds countdown if you can
- Continue to throw X23 yellow to get additional protect tiles, which in turn will also heal her back up as you match them.
- A few turns in May should be dead and there is now zero threat left on this team as your protects and healing will keep your team mostly topped off.
- Sometimes I drag the fight out a little longer to heal X23, but if the match is going in your favor quickly, use Electro strikes to speed things along (this is extra nice when X doubles that damage for her matches).
I will post any additional findings here and if anyone has any questions about the pick 2s I will gladly discuss that also, but I would love to hear how others are tackling the triple threat.
Thanks in advance and I hope this helps others!
Comments
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This is my team for killing them. Make sure to keep goose in the middle so she starts tanking and pumping out strike tiles immediately.
This works too, but not quite as reliable. A bad cascade on the first turn can take out okoye immediately.
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Electro, Wong, Moon Knight
Moon Knight to ensure first turn damage and start chipping away at IronMay, Electro/Wong to generate yellow and spam Wong's strikes/protects
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Oh duh, I forgot to mention if aunt may is in the middle to take Moon knight instead as he will just ace her right off the bat.
I tried a lot with Goose but was still takin a lot of damage, does Polaris come out of that fight ok?
I will try the Wong team also, his tiles get canceled by Chasm though I reckon?0 -
Surfer Electro Cap or Omega.
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@WhiteBomber said:
Oh duh, I forgot to mention if aunt may is in the middle to take Moon knight instead as he will just ace her right off the bat.I tried a lot with Goose but was still takin a lot of damage, does Polaris come out of that fight ok?
I will try the Wong team also, his tiles get canceled by Chasm though I reckon?His start of match tiles do yes, but electro generates 5 per turn so you get some tiles out by turn 2 with a yellow boost or yellow match
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@rainkingucd said:
@WhiteBomber said:
Oh duh, I forgot to mention if aunt may is in the middle to take Moon knight instead as he will just ace her right off the bat.I tried a lot with Goose but was still takin a lot of damage, does Polaris come out of that fight ok?
I will try the Wong team also, his tiles get canceled by Chasm though I reckon?His start of match tiles do yes, but electro generates 5 per turn so you get some tiles out by turn 2 with a yellow boost or yellow match
I forgot that his yellow countdown has damage reduction! I mixed both of your teams together and came out of a lvl 535 Red w/ 4star Maysm fight with just about full health.
Took Goose in the middle, Wong, Electro and +1 to yellow to get the protect countdown out immediately. After throwing the protect countdown twice I switched to heal countdown all other turns to true heal them back up. Was a nice bonus that when the first countdown went away the reflect damage destroyed May.
It's a very similar approach to the team I noted, but 2 completely different characters, which is nice! I I forgot Moon also heals when he kills people, I see why you would run those 3. If they ever turn supports on in Sim we will have some good options here thanks to lucky dog.
If they buffed Wong just a little bit he would be really good without being anywhere near OP, shame.
Thanks for the thoughts so far! Now we just need to find a team that can do it without Electro...
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Ironically a good counter is the exact same (mirror) team. The first move advantage helps a lot to take out the other team's 3May first on a majority of matches. And from there focus on OR and then Chasm.
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The order you attack them is important too, maybe the most. @LavaManLee is absolutely correct, take out May, then OR, and Chasm last.
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Riri/5* Coulson/Kang is my go to for annoying sim troll teams. You do need to boost green, and you'll eat a couple turns of damage.
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Actually, yeah... I wouldn't use it against this team because I'd eat more damage than I'd like, but combined with Atlantis support high chance for green, in a pick 2...
Ok, just tried it out a few times against some terrible 500k Spideys with May in the Magic PVP and I was usually able to stun them right off the bat, which then allows Couls 5 tiles to expire and likely throw stun again. That's a good one, if Chasm wasn't in the fight I'd use it on the other 2.
Supports really set this team off since you can put lucky on the tank and they heal from all of the countdowns. I usually use Multiman, but he's not ascended yet and stunning them is crucial to not taking much of any damage.
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@WhiteBomber said:
Actually, yeah... I wouldn't use it against this team because I'd eat more damage than I'd like, but combined with Atlantis support high chance for green, in a pick 2...Ok, just tried it out a few times against some terrible 500k Spideys with May in the Magic PVP and I was usually able to stun them right off the bat, which then allows Couls 5 tiles to expire and likely throw stun again. That's a good one, if Chasm wasn't in the fight I'd use it on the other 2.
Supports really set this team off since you can put lucky on the tank and they heal from all of the countdowns. I usually use Multiman, but he's not ascended yet and stunning them is crucial to not taking much of any damage.
Oh, yeah as a pick-2 against various flavors of nonsense, Riri Coulson works just fine. (It gets better the bigger Coulson gets -- my 550 does 13,000 damage/tile, unboosted).
But it's worth trying with Kang against the Sim team. You will take some damage, but with May stunned it'll be a lot less. Also Kang passively refunds any AP that Chasm drains. Kang will generate blue from every CD that goes off, in addition to the Coulson passive, so you can start sending people Away on your turn 2.
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