New Character - Galactus (World Eater) 6*

Galactus (World Eater) is the first 6-star character to enter Marvel Puzzle Quest, and his enormous presence makes him the perfect choice to debut this new rarity tier. As a literal cosmic force, Galactus embodies the scale and impact we want players to feel when engaging with the 6-star experience, clearly setting him apart from the rest of the roster both thematically and mechanically.
Starting at level 500 and scaling to a maximum of level 700, he establishes a dramatic power gap that defines what players should expect when stepping into the 6-star tier, setting the benchmark for all future releases. Shards for 6-star characters will be available through leaderboard rewards, targeted offers, and high-SCL (9 and 10) PVE play, making Galactus a true chase character befitting his enormous stature in the new Marvel Puzzle Quest meta.
Update and FAQ
For more information about Galactus and future 6-star character releases, visit our 6-Star Character Announcement blog, which now includes a new FAQ section. We’ll continue updating it as we receive more questions and feedback from the community.
https://forums.d3go.com/discussion/92672/marvel-puzzle-quest-s-next-big-feature-6-star-characters-faq-added/p1

Health & Match Damage
Feeder Chart
Abilities

Ability: Cosmic Resilience
Color: Blue
AP Cost: 7
Remove up to 3 random Cosmic tiles, then for each one removed, burst heal Galactus by 9162 and deal 2618 team damage.
(PASSIVE) Galactus cannot be Stunned or sent Airborne. For every 18323 total damage Galactus takes in a turn, create a Cosmic tile, up to 3 times per turn. Prevent all damage to Galactus beyond 54970 in a turn. This passive is always Unlocked.
700: Burst heal for 42796 health and deal 12228 damage. For every 85593 damage, create a tile. Prevent damage beyond 256778 in a turn.
Level 2: Burst heal for 10729 health and deal 3011 damage. For every 13742 damage, create a tile. Prevent damage beyond 41228 in a turn.
700: Burst heal for 50114 health and deal 14062 team damage. For every 64195 damage, create a tile. Prevent damage beyond 192584 in a turn.
Level 3: Burst heal for 12305 health and deal 3403 damage. For every 10994 damage, create a tile. Prevent damage beyond 32982 in a turn.
700: Burst heal for 57475 health and deal 15896 damage. For every 51356 damage, create a tile. Prevent damage beyond 154067 in a turn.
Level 4: Burst heal for 13743 health and deal 4189 damage.
700: Burst heal for 64194 health and deal 19565 damage.
Level 5: Burst heal for 15392 health and deal 9425 damage.
700: Burst heal for 71897 health and deal 44021 damage.

Ability: Intergalactic Hunger
Color: Purple
AP Cost: 6
Convert a chosen tile into a 2-turn Repeater that deals 2356 damage and converts a random basic or enemy special tile into a Cosmic tile.
(PASSIVE) At the start of the battle, Create 2 Cosmic tiles. Whenever you match a Cosmic tile, gain 1 AP in each of Galactus’s strongest colors.
700: Deal 11005 damage.
Level 2: Deal 3141 damage.
700: Deal 14670 damage.
Level 3: Create 3 Cosmic tiles.
700: Create 3 Cosmic tiles.
Level 4: Deal 6545 damage.
700: Deal 30572 damage.
Level 5: Deal 10734 damage. Create 4 Cosmic tiles.
700: Deal 50139 damage. Create 4 Cosmic tiles.

Ability: The Power Cosmic
Color: Black
AP Cost: 9
Deal 8376 damage to the target and Remove up to 3 Cosmic tiles, then for each Cosmic tile Removed deal an extra hit of 6282 team damage.
(PASSIVE) Whenever an enemy fires an ability, destroy up to 3 enemy AP in the ability’s color, then create a Cosmic tile for each AP the enemy was missing.
700: Deal 39128 damage. Deal 29346 team damage.
Level 2: Deal 9423 damage. Deal 7067 team damage.
700: Deal 44029 damage. Deal 33104 team damage.
Level 3: Deal 9951 damage. Deal 7463 team damage. Destroy 4 enemy AP.
700: Deal 46484 damage. Deal 33863 team damage. Destroy 4 enemy AP.
Level 4: Deal 12045 damage. Remove 4 tiles. Deal 9034 team damage.
700: Deal 56266 damage. Remove 4 tiles. Deal 42200 team damage.
Level 5: Deal 15965 damage. Deal 11973 team damage. Destroy 5 enemy AP.
700: Deal 74578 damage. Deal 55993 team damage. Destroy 5 enemy AP.
Comments
-
So his purple power gets weaker the higher you level?
At level 700
3 - 3 turn repeater that does 61k damage
4 - 2 turn repeater that does 25k damage
5 - 1 turn repeater that does 8k damageSo using lowest common factor of 6 turns, having his purple at 3 will do 122k damage, at 4 will do 75k damage, and at 5 will do 48k damage. What am I missing?
4 -
No mention of a new token type and only a mention of shards as rewards. Makes me think no full covers will be awarded for now and the foreseeable future.
Also it appears there are no 6 star champ rewards since the only mention is L500-L700 which I presume is L700 is fully covered and leveled up via ISO.
I do have a question regarding the damage limitation. If he's limited to a max damage does that mean things like Deadpools whales (which does 1 million damage) no longer works? What about other 1 shot powers like 4 star Gamora's insta-kill passive?
KGB
2 -
@The_Boogie said:
So his purple power gets weaker the higher you level?At level 700
3 - 3 turn repeater that does 61k damage
4 - 2 turn repeater that does 25k damage
5 - 1 turn repeater that does 8k damageSo using lowest common factor of 6 turns, having his purple at 3 will do 122k damage, at 4 will do 75k damage, and at 5 will do 48k damage. What am I missing?
Gotta be a typo.
KGB
3 -
@KGB said:
No mention of a new token type and only a mention of shards as rewards. Makes me think no full covers will be awarded for now and the foreseeable future.Also it appears there are no 6 star champ rewards since the only mention is L500-L700 which I presume is L700 is fully covered and leveled up via ISO.
I do have a question regarding the damage limitation. If he's limited to a max damage does that mean things like Deadpools whales (which does 1 million damage) no longer works? What about other 1 shot powers like 4 star Gamora's insta-kill passive?
KGB
I'm assuming his passive will stop whales, because leap frog's damage dodge also stops deadpools whales from working
4 -
Still feels like they are holding back information. I also could just be paranoid.
2 -
I don't understand why they gave him all this damage defense/stun/away immunity/healing, and he still just dies immediately to Kang.
1 -
@The_Boogie said:
So his purple power gets weaker the higher you level?At level 700
3 - 3 turn repeater that does 61k damage
4 - 2 turn repeater that does 25k damage
5 - 1 turn repeater that does 8k damageSo using lowest common factor of 6 turns, having his purple at 3 will do 122k damage, at 4 will do 75k damage, and at 5 will do 48k damage. What am I missing?
From what I understand, as the repeater occurs more often the damage drops for balance purposes I guess?
Sort of a risk and reward sort of power0 -
So how do we acquire Galactus?
0 -
@entrailbucket said:
I don't understand why they gave him all this damage defense/stun/away immunity/healing, and he still just dies immediately to Kang.To be honest I see Technologist + high health & match damage + blue/purple/black AP generation and my first thought is that Galactus' best role is to be Kang's bodyguard in a Deathlok team, so it would be kind of fitting that Kang is still the star player. Whatever the new SCL 10 brings, that would be a solid steamroller team.
~~~
General assessment is kind of "meh" to be honest - if this was a 5* power set it wouldn't excite me at all, and it's a real shame that we've got all of these heralds and none are feeding him cosmic tiles.
Assuming some of the numbers are simply muddled he's not bad at anything, but he's only an OK AP battery (relative to existing options) and merely burst healing stops him being a top tier tank.It is massively in his favour he's the first 6* so his raw numbers will make him more appealing, but since he has to tank to do much he's going to depreciate pretty fast as the 6* tier fills out - one year from now he'll pretty likely be bottom of the 6* rankings.
0 -
Is that the current version of PvE scl 9 and 10 or is the future planned version of PvE? Meaning we have to wait or PvE upcoming will have him available?
0 -
@Codex said:
Is that the current version of PvE scl 9 and 10 or is the future planned version of PvE? Meaning we have to wait or PvE upcoming will have him available?I would assume that they meant the "new" 9 and 10.
1 -
@KGB said:
@The_Boogie said:
So his purple power gets weaker the higher you level?At level 700
3 - 3 turn repeater that does 61k damage
4 - 2 turn repeater that does 25k damage
5 - 1 turn repeater that does 8k damageSo using lowest common factor of 6 turns, having his purple at 3 will do 122k damage, at 4 will do 75k damage, and at 5 will do 48k damage. What am I missing?
Gotta be a typo.
KGB
I don't know..,...maximum level triggers every turn whereas lower level might do more damage but more time for enemy team to remove it before it's effective?
Maybe it's just an incentive way to make your build flexible?
Maybe I'm just trying to be positive lol
EDIT
Re-reading it....just seems to be a feeder for his two other abilities. So you can go higher level on it to feed the other two, or go lower level on it to focus on damage. I like it!2 -
So when can he be earned by rewards or "offers"?
0 -
This feels really bad for the game. He's got some much protection that it really removes a lot of the strategy from the game. This seems very similar to when Gambit released, where everyone ran Gambit and it was either you had Gambit or you didn't, and the only real seperation was what level you had him at.
7 -
@TheVulture said:
General assessment is kind of "meh" to be honest - if this was a 5* power set it wouldn't excite me at all, and it's a real shame that we've got all of these heralds and none are feeding him cosmic tiles.
Assuming some of the numbers are simply muddled he's not bad at anything, but he's only an OK AP battery (relative to existing options) and merely burst healing stops him being a top tier tank.It is massively in his favour he's the first 6* so his raw numbers will make him more appealing, but since he has to tank to do much he's going to depreciate pretty fast as the 6* tier fills out - one year from now he'll pretty likely be bottom of the 6* rankings.
This reminds me of when Silver Surfer was released as the first 5*. He was better than everyone at the time simply because of stats, and he had an immunity to stun. But once more 5*s were added, he wasn't anything special.
5 -
@entrailbucket said:
I don't understand why they gave him all this damage defense/stun/away immunity/healing, and he still just dies immediately to Kang.He doesn't die.. he's immediately sent Away
0 -
Yes, it seems odd that Galactus has immunity to stun and airborne, but not away. Those are the standard boss immunities so not including the away immunity doesn't make sense.
2 -
@scottee said:
This reminds me of when Silver Surfer was released as the first 5*. He was better than everyone at the time simply because of stats, and he had an immunity to stun. But once more 5*s were added, he wasn't anything special.
Yep, the Silver Surfer comparison came to mind for me too - I think he is better designed than Surfer was or is, and he should make a bigger splash on day 1, but when his Cosmic Resilience passive is taken out of the equation he's just a brick waiting for enemy powers to fire.
"Whenever you match a Cosmic tile, gain 1 AP in each of Galactus’s strongest colors" is really going to drag him down too - between enemy matches and match 4/5s a lot of his battery/fuel tiles will go to waste, and MThor on either team will suppress him pretty hard.
1 -
@Bustapup said:
@KGB said:
@The_Boogie said:
So his purple power gets weaker the higher you level?At level 700
3 - 3 turn repeater that does 61k damage
4 - 2 turn repeater that does 25k damage
5 - 1 turn repeater that does 8k damageSo using lowest common factor of 6 turns, having his purple at 3 will do 122k damage, at 4 will do 75k damage, and at 5 will do 48k damage. What am I missing?
Gotta be a typo.
KGB
I don't know..,...maximum level triggers every turn whereas lower level might do more damage but more time for enemy team to remove it before it's effective?
Maybe it's just an incentive way to make your build flexible?
Maybe I'm just trying to be positive lol
EDIT
Re-reading it....just seems to be a feeder for his two other abilities. So you can go higher level on it to feed the other two, or go lower level on it to focus on damage. I like it!This my take on it also, and I personally think that is a great way to do it. You can risk a 3turn repeater getting destroyed for bigger damage, or sub that damage for low risk 1turn and a lot of AP gain from his cosmic tiles (we got options baby).
He still reads as stupid good, the health and match damage alone... what happens if Iron may is on his team? 800+k health and 15+k match damage? Maybe 6stars are 1 v 3?
The fact that it will take a minimum of 4 turns to kill him is a large deterrent, and him stopping most infinites with his AP drain reads as a bit much. In a game built around speed, sending him away is likely the only way I would want to fight him.
I'm guessing they are going for the long game here, and it will take a looooong time to level them.
0
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