New Character - Howard the Duck (Juggerduck) 5*

Character Clue:
“Sent Afoul...”
When Howard the Duck gets a little too close to the Crimson Gem of Cyttorak, bad or... adorable things can happen.
Health & Match Damage
Feeder Flow
Abilities
Ability: Bill of Might
Color: Green
AP Cost: 8
Deal 177 team damage, then, for every 3 points of Momentum, Stun a random enemy for 1 turn. Then, Juggerduck loses all Momentum.
(PASSIVE) Whenever Juggerduck makes a match, he gains 2 Momentum, up to 10. For every point of Momentum, his base match damage increases by 6.5% and his abilities deal an additional 164 damage. This Passive is always Unlocked.
450: Deal 712 team damage. Increase match damage by 6.5%. Deal an additional 659 damage.
550: Deal 1539 team damage. Increase match damage by 6.5%. Deal an additional 1424 damage.
Level 2: Deal 266 team damage. Increase match damage by 7.0%. Deal an additional 177 damage.
- 450: Deal 1068 team damage. Increase match damage by 7.0%. Deal an additional 712 damage.
- 550: Deal 2309 team damage. Increase match damage by 7.0%. Deal an additional 1539 damage.
Level 3: Deal 398 team damage. Increase match damage by 7.5%. Deal an additional 191 damage.
- 450: Deal 1602 team damage. Increase match damage by 7.5%. Deal an additional 766 damage.
- 550: Deal 3463 team damage. Increase match damage by 7.5%. Deal an additional 1655 damage.
Level 4: Deal 708 team damage. Increase match damage by 8.5%. Deal an additional 222 damage.
- 450: Deal 2848 team damage. Increase match damage by 8.5%. Deal an additional 890 damage.
- 550: Deal 6156 team damage. Increase match damage by 8.5%. Deal an additional 1924 damage.
Level 5: Deal 1328 team damage. Increase match damage by 10.0%. Deal an additional 301 damage.
- 450: Deal 5340 team damage. Increase match damage by 10.0%. Deal an additional 1211 damage.
- 550: Deal 11543 team damage. Increase match damage by 10.0%. Deal an additional 2617 damage.
Ability: Duck!
Color: Red
AP Cost: 7
Juggerduck picked up something big and heavy, so you better! Select an enemy to deal 266 damage to plus an additional 177 damage if that enemy is Stunned or Airborne. Then destroy 1 random tile, prioritizing an enemy special tile, and Juggerduck loses up to 4 Momentum.
450: Deal 1068 damage plus an additional 712 damage.
550: Deal 2309 damage plus an additional 1539 damage.
Level 2: Deal 399 damage plus an additional 266 damage.
- 450: Deal 1602 damage plus an additional 1068 damage.
- 550: Deal 3464 damage plus an additional 2309 damage.
Level 3: Deal 532 damage plus an additional 354 damage.
- 450: Deal 2136 damage plus an additional 1424 damage.
- 550: Deal 4618 damage plus an additional 3078 damage.
Level 4: Deal 931 damage plus an additional 620 damage.
- 450: Deal 3738 damage plus an additional 2492 damage.
- 550: Deal 8082 damage plus an additional 5387 damage.
Level 5: Deal 1729 damage plus an additional 1151 damage.
- 450: Deal 6942 damage plus an additional 4628 damage.
- 550: Deal 15009 damage plus an additional 10004 damage.
Ability: Ducking Unstoppable
Color: Yellow
AP Cost: 7
Nothing stops the Juggerduck! Not even flight. Destroy the center two rows. If Juggerduck has 8 or more Momentum, send the target Airborne for 2 turns (destroyed tiles do not deal damage or gain AP).
(PASSIVE) Juggerduck cannot be Stunned or sent Airborne. Whenever any of Juggerduck’s teammates are Stunned or sent Airborne by the enemy, lose 3 Momentum to reduce the effect by 2 turns, and deal 797 damage.
450: Deal 3205 damage.
550: Deal 6927 damage.
Level 2: Deal 1240 damage.
- 450: Deal 4987 damage.
- 550: Deal 10778 damage.
Level 3: Send Airborne if Juggerduck has 7 or more Momentum. Deal 2126 damage.
- 450: Send Airborne if Juggerduck has 7 or more Momentum. Deal 8548 damage.
- 550: Send Airborne if Juggerduck has 7 or more Momentum. Deal 18474 damage.
Level 4: Send Airborne for 3 turns. Deal 1240 damage.
- 450: Send Airborne for 3 turns. Deal 8724 damage.
- 550: Send Airborne for 3 turns. Deal 18855 damage.
Level 5: Send Airborne if Juggerduck has 6 or more Momentum. Reduce effect by 3 turns. Deal 2436 damage.
- 450: Send Airborne if Juggerduck has 6 or more Momentum. Reduce effect by 3 turns. Deal 9794 damage.
- 550: Send Airborne if Juggerduck has 6 or more Momentum. Reduce effect by 3 turns. Deal 21169 damage.
Release Schedule
All times in Pacific
Release Events
Strange Sights
April 3, 2025, 04:00am – April 6, 2025 11:00pm
Howard the Duck (Juggerduck) Shards and Event Token in Placement Rewards
Howard the Duck (Juggerduck) Event Token in Progression Rewards and Alliance Rewards
Webbed Wonder
April 6, 2025, 04:00am – April 10, 2025, 11:00pm
Howard the Duck (Juggerduck) Legendary Token in Placement Rewards, Shards and Event Token in Progression Rewards, Legendary Token and Event Token in Alliance Rewards
Thick as Thieves
April 10, 2025, 04:00am – April 14, 2025, 11:00pm
Howard the Duck (Juggerduck) Legendary Token in Placement Rewards, Shards and Event Token in Progression Rewards, Legendary Token and Event Token in Alliance Rewards
Versus
All Duck, No Goose
April 6, 2025, 05:00am – April 9, 2025, 12:00pm
Howard the Duck (Juggerduck) Event Token in Progression Rewards, Event Token in Alliance Rewards
Offers
The Ruffled Feathers Store
Chance to get Howard the Duck (Juggerduck). Increased chances in 10x and 40x pulls
The Bionic Bill Vault
April 13, 2025, 09:00am - April 16, 2025, 09:00pm
Chance to get Howard the Duck (Juggerduck). Increased chances in 10x and 40x pulls
40 Items: **
○ 1x **The Quackin Legendary Store Token
○ 1x 4-Star Doctor Bong (Lester Verde) cover
○ 3x Random 3-Star covers
○ 6x Heroic tokens
○ 4x 2500 Iso
○ 6x 1000 Iso
○ 5x 500 Iso
○ 14x Two stars
The Quackin Legendary Store
April 13, 2025, 09:00am - April 16, 2025, 09:00pm
15% chance to get 5* Howard the Duck (Juggerduck), 5* Venomsaurus Rex (Brockiosaurus), and 5* Spider-Man (Peter Parker). Additional Tokens can be purchased for 25 Command Points
Comments
-
Don't know or care if he's gonna be good. Will unhoard to add some of my favorite Marvel character. Thanks Devs for giving us more Howard.
2 -
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.
2 -
Quuuuaack!!!!!
1 -
I'm 99% sure this is an April Fools day joke, but that 1% has given me hope.
0 -
I have been advocating for him for years!
Ducking YES!!
2 -
Damage numbers seem low again, doesn't really do anything for me
0 -
At least he is better than Gorgon I suppose, so will now pull for Sam, Hobgoblin and the duck instead of Gorgon as the third.
1 -
@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.
1 -
@trenchdigger said:
At least he is better than Gorgon I suppose, so will now pull for Sam, Hobgoblin and the duck instead of Gorgon as the third.Are you swapping 5* covers?
Why wouldn't you bonus Sam, get him to 550 and then stop and leave the other two whatever level they reach?
Or if you are a whale then get hob and gorgon to 450 and then swap the rest to sam?
0 -
I'm not swapping 5* covers, and will be doing exactly as you say, bonus Sam then stop when he reaches 550. The other 2 will still get fairly high (500+) and I would prefer a 500+ Juggerduck than a 500+ Gorgon. And who knows if the next 2 are great, and the third 1 weak, I might even get Juggerduck to 550 as well.
1 -
I can't tell if the smashing numbers are awesome, but Juggerduck looks like a fun character to play. Based on the associated passive and active powers, I'll also likely go 535 for the build.
1 -
@bluewolf
The yellow passive appears to read fairly clearly to me (though until we use him it is impossible to be 100% sure):Juggerduck cannot be Stunned or sent Airborne. No mention of needing momentum for this.
If teammates are stunned or sent airborne then you need 2 momentum to reduce the duration of these effects on his teammates and to fire a retaliatory hit.The wording for level 5 of the power is odd since it states again "Reduce effect by 3 turns", as if this is an increase in the power of the ability, when in fact it is a 3 turn reduction at all levels. Suggests that it started off as 1 or 2 turn reduction which stepped up as you levelled up yellow, but was then modified to a flat 3 turn reduction, and they forgot to remove the wording.
1 -
Well, like I said, if he doesn't counter Chasm's opening stun he's kind of just a novelty although sending Thor or Polaris away would be helpful if you have 7 yellow.
I guess we'll see how the different yellow covers change the reduction in stun. Having 3 less on Polaris' would be useful as well.
0 -
Seems playable at minimum. I'm not sure any of his active powers are good enough to use, but stun immunity plus a match damage boost are pretty good.
1 -
Juggernauts boost is 225, Howard's is 10?
0 -
@ThisisClemFandango said:
Juggernauts boost is 225, Howard's is 10?Hey, hey, it does a little less than half after you've made 5 matches with him! 1ap with Sidewinder however, makes any 5 star better
MAYBE, his green passive will add the ability damage buff to his match damage increase, eh?
He has the makings of someone who could have been good (Juggy4 clearly outshines him by a landslide) but! when the meta shifts from match damage to stuns, we'll see who has the last quack.
1 -
I think this is a classic example of not knowing if the character is really good or not until in the game and we get to test him out. At first glance, definitely better than Gorgon so would not spend any more LLs or CP until Gorgon is out next month.
0 -
@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?
1 -
@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?
So are moon knight, Silver surfer, and apocalypse with a mutant and none of them are particularly strong counters to chasm
2 -
He's kind of a mix of Shang-Chi and Ironheart, both 5-stars. Shang Chi for gathering points by matching (and not just red or purple tiles); Ironheart for how using an ability adds points - or in Juggerduck's case, cost points. You need to make matches to build points, and spending AP will cost points.
1
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