Howard the Duck (Juggerduck) 5*
Comments
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@Chrynos1989 said:
@bluewolf said:
@WhiteBomber said:
We were soooo close to stopping the Chasm stun, but then they tied it to making matches... damn.Green stun is nice to have and the yellow passive might be the only reason you run him. Is he better than Moonknight or any other anti-stun characters? Seems about the same. He's a little niche, in that he actually wants you to stun his teammates, which is fun.
Might be the easiest 5,3,5 around, what the heck happened to that red? Even with the extra green passive damage, that is less than regular old matches nowadays, for 7ap.
It’s not clear whether Momentum is required to cancel the stun though.
It just says it drains it if it negates it. Maybe he will cancel a stun always and drain momentum as a result (hurts his match dmg etc).
If he doesn’t stop Chasm, then he’s basically doing nothing for the meta. Which is fine but we need that info.
As far as i understand, he is always immune to stun, so wouldn’t that counter Chasm, even with the other 2 stunned?
Most characters really shine because of team synergy, so Duck himself remaining un-stunned, I PERSONALLY would not consider a counter. Chasm is still getting his value by stunning your other 2 (and almost surely better) teammates, and stopping your synergy / engine.
Now, if Duck started with say, 2-4 momentum because he ran to the fight... now you have a character who has serious value, while still not being nearly as strong as meta characters.
This is what I personally meant by almost countering Chasm. If he still stuns your other critical teammates, it's only value is blocking stuns mid fight, which is super rare in my experience. That would make him more valuable to team up with the likes of Strange or any other character you would typically want to stun. Unfortunately, matches these days don't rely on stun, the match damage boom will destroy you way faster than building AP to stun, or a passive "away" will do the same thing without being countered.
There is still a chance this was just poorly worded in the description, and hoooooooopefully it will block a 1 turn stun for your teammates also, without needing momentum. If that momentum is required for your team protection however, Chasm is still masterclass, because Duck by himself on turn 1, isn't doing anything.
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The above is why you never actually see Moonknight, Surfer etc. outside of god buff. That stun immunity is not strong enough to carry being a lower tier character. It's a damn shame too, I love Moon's kit, he is just too weak.
If you try to stun him, that mofo should just off the person who tried it, or at minimum deflect the stun back at them.4 -
@WhiteBomber said:
The above is why you never actually see Moonknight, Surfer etc. outside of god buff. That stun immunity is not strong enough to carry being a lower tier character. It's a damn shame too, I love Moon's kit, he is just too weak.
If you try to stun him, that mofo should just off the person who tried it, or at minimum deflect the stun back at them.Exactly it. If we want a Chasm counter, that character needs to at least have stun immunity, and then have some other excellent passives on top of that. Just being immune to stun is cool but does nothing if the character isn't doing something else that's very powerful.
I don't know if Howard is that! He's one that I will need to test quite a bit, I think.
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Does the yellow passive require momentum to do the damage part or is that just for the part to reduce the effect?
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Green- To get max momentum, he needs to make 5 matches. After that if he fires green he’s essentially stunning the team for a single turn (meh) and doing about 11.5k damage (barely anything at 550) plus another 26k for holding 10 momentum points before draining them all and losing his 100% match damage boost (which is weak anyway compared to the other match damage monsters in the game.
Red is really bad. He’s doing 4.6k damage at 550 (level 3 where most will play this power)! Less than a match three! He’s the second character in a row to have the 4* Daredevil mechanic where he can select a specific character to do damage to including stun and airborne (where he does a tad more damage). But similar to Matt, the damage is so minimal, it doesn’t matter and will do nothing against the frog as a result. I guess they’re banking on you holding 10 momentum points which again tacks another 26k onto the power, which is decent.
Yellow- since smashing up the board and sending an opponent airborne doesn’t deal damage I wonder if he’ll still tack damage on from the green passive (For every point of Momentum, his base match damage increases by 10% and his abilities deal an additional 2617 damage. This Passive is always Unlocked). My guess is no. But it’s possible you get that extra damage tacked on to his yellow passive though which could be huge if a buddy gets stunned. As others have stated though, it’d be a great chasm counter if he didn’t have to build to the stun immunity.
Another thing to note is his health is lower than 1 and 4* Juggs at 550 but his match damage is higher.
More matches = more momentum. Clear Fantasticar candidate.
Definitely an interesting character. I just wish he hit harder all around. I’ll definitely pull for him over Gorgon, though in my chase for Sam Wilson, like I’m assuming most will.
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I would use his yellow power to send the most annoying enemy airborne (probably whoever is carrying leapfrog, but I can think of some others too!).
Again it's 7ap, it's conditional on his momentum, and it's only two turns, so it might not be very effective, but it's worth a shot.
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High health, no damage reduction, and stun immune.
Ability damage looks low to medium.
He CAN target airborne enemies with his red which is cool but not earth shattering. Extra damage while in the air plus the bonus from his green puts it at a pretty decent nuke. There might be something here with She-Hulk. At 450 he will do 12,781 damage with 10 momentum, and for 7 ap it doesn't seem great.
The big question is whether his yellow can unstun an ally when they are only stunned for a turn or two.
Most 5 star stuns or only like a turn or 2, so if he can't unstun somebody it is more or less useless outside of Polaris and MBW team ups.I don't think he will be useful in the current game. Probably just get him to 450, but I doubt I'll be chasing him.
As an aside I don't get for Gorgon dislike whenever I use him he is a monster and deletes the opposing teams (in PvE).
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YES! Oh my god, look at my beautiful boy!
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@entrailbucket said:
I would use his yellow power to send the most annoying enemy airborne (probably whoever is carrying leapfrog, but I can think of some others too!).Again it's 7ap, it's conditional on his momentum, and it's only two turns, so it might not be very effective, but it's worth a shot.
3 turns, unless you’re playing it at three covers.
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I'll be running Juggerduck, Big Wheel, and Bag Man for his PVP event. I am all in on the ridiculous
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Can we play Juggerduck with Juggernaut?
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@rainkingucd said:
I'll be running Juggerduck, Big Wheel, and Bag Man for his PVP event. I am all in on the ridiculousJuggerduck, Big Wheel and Golden Oldie for me, thanks!
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@DAZ0273 said:
Can we play Juggerduck with Juggernaut?We'll have to wait and see because they are a bit inconsistent with the rules for this. Eddie Brock, Mac Gargan, and Flash Thompson are all different people, but you can't use these versions of Venom together because they all use the same symbiote.
On the other hand you can use any version of male thor with a female thor, even though the female thors are wielding mjolnir at the same time male thor is.
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Man, that red power is in the running for worst in the game. It's like Colossus blue, only aggressively worse.
If I may suggest a buff - fire the red, it destroys X tiles, drains the Momentum stack by Y, cascades fall. And then if there's remaining Momentum in the stack, drain by Y, destroy X tiles, rinse, repeat. That way, it can feed itself and actually utilizes the Momentum mechanic in meaningful way, not just crippling his match damage.
He still needs buffs to be meta. Needs an increase to his Momentum stack max, needs the ability to start with Momentum already in the stack, and (if I'm reading this right) needs to be able to generate Momentum from all team matches, not just his.
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They spent too much of the April Fools budget last year
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And to be fair to the devs, after 7 eps of Born Again I am starting to understand why no 5* Punisher
Two eps to change my mind.
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@allen_koholic said:
Man, that red power is in the running for worst in the game. It's like Colossus blue, only aggressively worse.I don’t think it’s as bad as people think only because the always on green passive that can stack some respectable damage. At 550, with 5 covers in red/green, with 10 momentum points, and against a stunned opponent (a lot of conditions, I know…) it can do around 50k to a targeted enemy for 7 AP. Colossus blue maxes out at 8K for 9 AP.
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Back in 2012, in Iraq, one of my soldiers developed an anxious twitch in his right arm.
If he got nervous (even if it was subconscious and he had no idea why he was nervous) his arm would start twitching... Sometimes sending his hand flailing in the air smacking into things.
We would start laughing while scanning the area for whatever was setting off his twitch.
It was absolute ridiculous... And situationally useful while being fun.
That's my current opinion of juggerducky here.
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We probably aren't looking at this from the Devs perspective - he is clearly meant as a prank character so expecting him to be good wasn't really in the design brief as he is a joke. That said...does that really benefit anybody or is a good use of Dev time? I guess sometimes the price of having fun is the time lost doing something more productive. We already have two very good Juggernaut's in the game, so nothing really lost.
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