New Character - Sidewinder (Seth Voelker) 4*
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Character Clue:
“Askew rationale...”
Who might be a rational thinking person, but their thoughts can be a bit sideways? Seth Voelker who is an economics professor. There's also the general timing of the recent release of Captain America: Brave New World.
Health & Match Damage
Feeder Chart
Abilities
Ability: Dimensional Teleport
Color: Blue
AP Cost: 7
Sidewinder activates his cloak and jumps “sideways” through interdimensional space, evading danger and sometimes bringing his allies with him. Sidewinder goes Away for 1 turn and creates a Strike tile of strength 9. When he returns, deal 83 damage and create a Serpent Society Repeater tile.
(PASSIVE) The first time each ally would take damage equal to at least 15% of their max health, instead send them Away for 1 turn. When they return, burst heal them for 7% of their max health.
270: Create a strength 18 tile. Deal 160 damage. Burst heal for 7% max health.370: Create a strength 37 tile. Deal 336 damage. Burst heal for 7% max health.
Level 2: Create a strength 18 tile. Deal 249 damage. Burst heal for 12% max health.
270: Create a strength 36 tile. Deal 480 damage. Burst heal for 12% max health.
370: Create a strength 74 tile. Deal 1008 damage. Burst heal for 12% max health.
Level 3: Create a strength 27 tile. Deal 406 damage. Burst heal for 16% max health.
270: Create a strength 54 tile. Deal 782 damage. Burst heal for 16% max health.
370: Create a strength 111 tile. Deal 1643 damage. Burst heal for 16% max health.
Level 4: Create a strength 72 tile. Deal 609 damage. Burst heal for 26% max health.
270: Create a strength 144 tile. Deal 1173 damage. Burst heal for 26% max health.
370: Create a strength 296 tile. Deal 2464 damage. Burst heal for 26% max health.
Level 5: Create a strength 180 tile. Deal 784 damage. Burst heal for 45% max health.
270: Create a strength 360 tile. Deal 1511 damage. Burst heal for 45% max health.
370: Create a strength 740 tile. Deal 3137 damage. Burst heal for 45% max health.
Ability: White Collar Villainy
Color: Purple
AP Cost: 7
Sidewinder has a degree in economics, a pretty useful skill set in the field of villainy. Create a 2 turn Blue Countdown tile that generates 3 AP evenly amongst his strongest colors. While the tile is on the board, whenever an enemy makes a match, steal 2 AP in the color of the match, and whenever you make a match, your opponent steals 1 AP in that color.
(PASSIVE) If a friendly Serpent Society Repeater tile is on the board when you fire this ability, convert 2 random non-Purple basic tiles into Purple tiles.
270: Unchanged.
370: Unchanged.
Level 2: Create a 3 turn tile.
Level 3: Generate 4 AP.
Level 4: Create a 4 turn tile.
Level 5: Generate 5 AP. Convert 3 tiles.
Ability: Leader of the Serpent Society
Color: Yellow
AP Cost: 5
The strength of the Serpent Society grows as Sidewinder’s elaborate schemes slowly manifest. Create a 5 turn Serpent Society Repeater tile that deals 472 damage, then creates a copy of itself (max: 2).
(PASSIVE) Whenever a teammate makes a match, increase the damage dealt from that match by 85% for every Team-Up AP you have (max of 425%) Whenever you make a Team-Up match, gain 1 extra Team-Up AP if one of your teammates is a Villain.
270: Create a 5 turn tile that deals 907 damage. Increase damage by 85% (max of 425%)
370: Create a 5 turn tile that deals 1905 damage. Increase damage by 85% (max of 425%)
Level 2: Create a 4 turn tile that deals 657 damage. Increase damage by 120% (max of 600%)
270: Create a 4 turn tile that deals 1263 damage. Increase damage by 120% (max of 600%)
370: Create a 4 turn tile that deals 2652 damage. Increase damage by 120% (max of 600%)
Level 3: Create a 3 turn tile that deals 842 damage. Increase damage by 155% (max of 775%)
270: Create a 3 turn tile that deals 1618 damage. Increase damage by 155% (max of 775%)
370: Create a 3 turn tile that deals 3399 damage. Increase damage by 155% (max of 775%)
Level 4: Create a 2 turn that deals 389 damage (max: 3). Increase damage by 190% (max of 950%). Gain 2 extra AP.
270: Create a 2 turn that deals 747 damage (max: 3). Increase damage by 190% (max of 950%). Gain 2 extra AP.
370: Create a 2 turn that deals 1570 damage (max: 3). Increase damage by 190% (max of 950%). Gain 2 extra AP.
Level 5: Create a 1 turn that deals 102 damage (max: 6). Increase damage by 305% (max of 1525%).
270: Create a 1 turn that deals 196 damage (max: 6). Increase damage by 305% (max of 1525%).
370: Create a 1 turn that deals 411 damage (max: 6). Increase damage by 305% (max of 1525%).
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Release Events
All times in Pacific
Story
Fight For Wakanda
February 20, 2025, 04:00am – February 24, 2025, 11:00pm
Sidewinder (Seth Voelker) Covers and Shards in Placement rewards, Event Token in Progression rewards
Welcome to S.H.I.E.L.D.
February 23, 2025, 04:00am – February 28, 2025, 11:00pm
Sidewinder (Seth Voelker) Shards + Recruit Token for Shield Offer in Progression rewards
The Hunt
February 24, 2025, 04:00am – February 27, 2025, 11:00pm
Sidewinder (Seth Voelker) Covers and Shards + Vault Token in Progression rewards
Versus
Mother of Invention
February 20, 2025, 05:00pm – February 24, 2025, 12:00am
Sidewinder (Seth Voelker) Cover and Shards as Placement rewards
Market Crash
February 23, 2025, 05:00am – February 26, 2025, 12:00pm
Sidewinder (Seth Voelker) Covers and Shards + Recruit Token for Shield Offer in Progression rewards
Offers
Sidewinder & Foes Vault
February 25, 2025, 04 00am – February 28, 2025, 11:00pm
80 Item Vault:
3x 4-Stars
1x Sidewinder (Seth Voelker) cover
1x Super-Skrull (Classic) cover
1x Random 4-Star cover
7x Tokens
1x Legendary token
1x Mighty Token
2x Heroic Tokens
3x Beginner Support tokens
6x Iso-8
1x 5,000 Iso-8
2x 2,500 Iso-8
3x 1,000 Iso-8
15x 3-Stars
3x Omega Red (Arkady Rossovich) cover
12x Random 3-Star covers
49x 2-Stars
10x Thor (Marvel Now!) cover
39x Random 2-Star covers
Comments
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Is the yellow passive insane? It feels insane with all the Juggernauts and M'Bakus running around.
2 -
Yeah, the yellow sounds insane, and the feeder chart is wonky
0 -
Gotta be some typos on that Yellow power for 4 and 5 covers. 3 covers does 3399 damage (L370) but 5 covers only does 411 damage (L370). It might be 4110 damage or maybe something else. Needs to see the fixed numbers.
The Yellow passive power makes him the 4 star Okoye only on match damage instead of power damage. But since it's a percentage increase it means he can play with 5 stars right away. 300% match damage increase per TU capped at 1500% for only having 5 TU is insane when applied to 5 star match damage (you could run him as 0-0-5 with a pair of 5 stars and wreck shop in PvE)!
KGB
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Another large win for the Car, vroooooom!
As per usual, fingers crossed he ascends well, he seems fun.
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Just realized the plus 2 team up on yella. One match 3 of team up immediately maxes out the buff... Count me in!
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@WhiteBomber said:
Just realized the plus 2 team up on yella. One match 3 of team up immediately maxes out the buff... Count me in!Yeah imagine him with ascended Juggs esp if the bonus's stack on match damage.
KGB
1 -
Yeah, I am quite glad to have ascended Jugg and Baku already. Talk about speeding up matches even more. He could remove the use of Iron May in the right circumstances.
With match damage being so crazy right now, they might need to start looking at more / newer match damage reduction options. Colossus stock keeps going up recently.
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blue passive sounds peak anti fun. It's like leapfrog 5* but better, unlimited and with no cost ...
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@Tac said:
blue passive sounds peak anti fun. It's like leapfrog 5* but better, unlimited and with no cost ...It doesn't say 1st time per turn though. I read it as each teammate can be sent away 1 times per battle.
1 -
@Pantera236 said:
It doesn't say 1st time per turn though. I read it as each teammate can be sent away 1 times per battle.let's pray you're right.
Note : if it sets himself away first on aoe hit, the rest of his teammates won't be able to be sent away either. Away disable passives temporarely.0 -
@Pantera236 said:
@Tac said:
blue passive sounds peak anti fun. It's like leapfrog 5* but better, unlimited and with no cost ...It doesn't say 1st time per turn though. I read it as each teammate can be sent away 1 times per battle.
Yeah clearly limited to 1 time per team mate. Still it's a very nice free insurance policy against any nuke powers and that 45% burst heal is just an added bonus.
The Blue + Yellow passives are so good you could probably find use for this guy at 5-0-5 L70.
KGB
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@Pantera236 said:
@Tac said:
blue passive sounds peak anti fun. It's like leapfrog 5* but better, unlimited and with no cost ...It doesn't say 1st time per turn though. I read it as each teammate can be sent away 1 times per battle.
I also misread it the first time! I think your description is correct though.
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We may have our winner for the new "must ascend ASAP" character. This kit looks bonkers good in 5* land. Heck it's good in 4* land.
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They answered what the clue meant thanks to @rainkingucd
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@LavaManLee said:
We may have our winner for the new "must ascend ASAP" character. This kit looks bonkers good in 5* land. Heck it's good in 4* land.They really haven't missed on a 4* in a long time now. There have been some that are just "above average," but I really can't think of a bad one lately.
0 -
AP, Match damage and away shenanigans, thank god this guy wasn't a Support! Sounds like a new "kill on sight" character like Polaris.
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@Tac said:
@Pantera236 said:
It doesn't say 1st time per turn though. I read it as each teammate can be sent away 1 times per battle.let's pray you're right.
Note : if it sets himself away first on aoe hit, the rest of his teammates won't be able to be sent away either. Away disable passives temporarely.I'm curious how it will work actually, for example OR passive is not disabled on being Away (which actually seem like a bug, but I've experienced that). Anyway if you could sent the whole team away with one AOE shot, it can be super easy to fight against his teams - just by using Kang
And quite frankly - it should work like that to keep the balance - then his teams would be very good on offence, but poor on defence.0 -
@darkman84 said:
@Tac said:
@Pantera236 said:
It doesn't say 1st time per turn though. I read it as each teammate can be sent away 1 times per battle.let's pray you're right.
Note : if it sets himself away first on aoe hit, the rest of his teammates won't be able to be sent away either. Away disable passives temporarely.I'm curious how it will work actually, for example OR passive is not disabled on being Away (which actually seem like a bug, but I've experienced that). Anyway if you could sent the whole team away with one AOE shot, it can be super easy to fight against his teams - just by using Kang
And quite frankly - it should work like that to keep the balance - then his teams would be very good on offence, but poor on defence.If you read the text it says "The first time each ally would take damage equal to at least 15% of their max health, instead send them Away for 1 turn." so Sidewinder wont go away on a first hit AOE assuming the damage threshold is reached for an ally. But that still leaves him vulnerable.
0 -
@DAZ0273 said:
@darkman84 said:
@Tac said:
@Pantera236 said:
It doesn't say 1st time per turn though. I read it as each teammate can be sent away 1 times per battle.let's pray you're right.
Note : if it sets himself away first on aoe hit, the rest of his teammates won't be able to be sent away either. Away disable passives temporarely.I'm curious how it will work actually, for example OR passive is not disabled on being Away (which actually seem like a bug, but I've experienced that). Anyway if you could sent the whole team away with one AOE shot, it can be super easy to fight against his teams - just by using Kang
And quite frankly - it should work like that to keep the balance - then his teams would be very good on offence, but poor on defence.If you read the text it says "The first time each ally would take damage equal to at least 15% of their max health, instead send them Away for 1 turn." so Sidewinder wont go away on a first hit AOE assuming the damage threshold is reached for an ally. But that still leaves him vulnerable.
That's why he will always be equipped with Leapfrog for his own protection and so you can't target him first
A nice troll team will be him with Chasm so that the stun gives the AI a 1st turn chance to match TU (which it has a good chance to do) giving them 5 TU (+2 for villain) so that you as a player have 1 turn to do something before Chasm makes a match 3 that does like 45+K damage (+1500%) to your front character (that's at L450, double that for a 550 Chasm).
KGB
2 -
@darkman84 said:
@Tac said:
@Pantera236 said:
It doesn't say 1st time per turn though. I read it as each teammate can be sent away 1 times per battle.let's pray you're right.
Note : if it sets himself away first on aoe hit, the rest of his teammates won't be able to be sent away either. Away disable passives temporarely.I'm curious how it will work actually, for example OR passive is not disabled on being Away (which actually seem like a bug, but I've experienced that). Anyway if you could sent the whole team away with one AOE shot, it can be super easy to fight against his teams - just by using Kang
And quite frankly - it should work like that to keep the balance - then his teams would be very good on offence, but poor on defence.Yeah I see that as a bug as well. I don't think it will create a new one if he's away but nothing in his description or for that matter the devs description of away makes it ticking down while away correct to me.
0
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