Challenging the CL10 Challenge Nodes

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Comments

  • bluewolf
    bluewolf Posts: 7,094 Chairperson of the Boards

    @WampaX said:

    @bluewolf said:

    @LavaManLee said:
    So, the challenge I have with Riri/Arc is (unless my support isn't levelled correctly) Arc is a 72% chance to get 6 red. So 1 in 4 times it doesn't even do anything. Whereas Mighty Thor will always give me those Charged tiles and I can move merrily along rather than exiting the match.

    A fair concern but I find it better myself.

    It’s what the top rank folks use.

    You can obviously do whatever you like better.

    That is an undersell, you can fire her overcharge version twice before she goes into overheat which means 16 charge tiles on a supportive board (heavy red/blue/green). Even on a misfire of the Reactor, one red match and fire of overcharge red next turn gives 8 tiles vs the 3 (start) + 2 (city on first frankie green fire) + 1 (Mthor start next turn) gives.

    And the added team damage is a much better speed boost than the focused red damage Mthor's firing gives. I was only looking at the consistency of the MThor build, but for a little gamble, Riri/Arc is a much more explosive choice.

    Ha ha, yes. 16 plus the 5 from Frankie is 21. My earlier post I went with 4 per firing because I was only quickly glancing at her red. 8 tiles per firing of overcharged.

  • LavaManLee
    LavaManLee Posts: 1,925 Chairperson of the Boards

    Thanks, all. Will give Riri another try. Used her about six months or so ago and found her unreliable. But will definitely give it another shot. Appreciate the info.

  • Jarvis_Jackrabbit
    Jarvis_Jackrabbit Posts: 129 Tile Toppler
    edited 19 February 2026, 23:19

    @MCPenance said:

    @WampaX said:
    I was also concerned about KangVeil stalling out, especially if there is only 1 tile mover on the enemy team.

    There is a fun work around for one tile mover. Set a non tile mover as your main target and when the tile mover attacks, Veil will send the target enemy away instead.

    Once the first non tile mover is away, make the second your next target, they get sent away, then finally target the last enemy - the tile mover. You can usually send them away with Kangs' blue by this time.

    This is the way. For absolute certainty beyond an Olympic level enemy cascade, starting with 3 TU AP ensures the fastest win over max level challenge nodes because there is a bug which doesn’t consume the AP. I assume most know this, but there it is, just in case.