KholdStare88 wrote: Does anyone have another strategy for Daken that uses 2* characters? My GSBW is only 1/3/1 and quite weak atm. Perhaps Daken/Thor/Storm?
Fluffyudders wrote: To counteract this nerf, they really need to introduce the third skill for THIS Daken. It simply makes no sense for Lazy Daken to have a third skill all worked out while the original Daken is left capped at level 69.
Konman wrote: And Daken gets neutered, max level strike tile dropped from 38 to 24. Was Daken even on the list for nerfing?
Nonce Equitaur 2 wrote: The 3* version relies on Blue tiles, while the 2* version relies on Yellow tiles. The 3* has a Blue power which converts blue tiles to green. The 2* version should maybe convert yellow tiles to green, if he gets a third cover.
** Daken (Dark Avengers Wolverine) ** OldPheremone Rage - Purple Passive (PASSIVE) Daken releases a scent that sets his enemies on edge, using their anger to his advantage. Whenever anyone makes a Green match, add a Red Strike tile to the board. Level Upgrades Level 2: +10% Strike tile strength Level 3: +10% Strike tile strength Level 4: +20% Strike tile strength Level 5: Creates 2 Strike tiles at 90% of base strength. Max Level: Creates 2 Strike tiles at 28 strength. NewPheremone Rage - Purple Passive (PASSIVE) Daken releases a scent that sets his enemies on edge, using their anger to his advantage. Whenever anyone makes a Green match, add a Red Strike tile to the board of strength 5. Level Upgrades Level 2: 6 Strike tile strength. Level 3: 7 Strike tile strength. Level 4: 8 Strike tile strength. Level 5: 9 Strike tile strength. Max Level: 46 Strike tile strength. OldHealing & Heat - Black Passive (PASSIVE) Daken’s healing factor allows him to recover 3% of his health every turn. If there are fewer than 8 Yellow tiles, the terrible drug “Heat” kicks in, and he loses 3% of his health instead. Level Upgrades Level 2: Heals 4% per turn. Level 3: 7 Yellow tiles to avoid “Heat”. Level 4: Heals 5% per turn. Level 5: 6 Yellow tiles to avoid “Heat”. Max Level: Heals 196HP/"Heat" 117 damage. NewHealing & Heat - Black Passive (PASSIVE) Daken’s healing factor allows him to recover 3% of his health every turn. If there are fewer than 9 Blue tiles, the terrible drug “Heat” kicks in, and he loses 3% of his health instead. Level Upgrades Level 2: Heals 4% per turn. Level 3: Heals 5% per turn. Level 4: 8 Blue tiles to avoid “Heat”. Level 5: 7 Blue tiles to avoid “Heat”. Max Level: Heals 196HP/"Heat" 117 damage. NewChemical Reaction - Blue 5 AP Daken springs a trap, but his addiction to "Heat" threatens to push him over the edge. Damages the target for 100, converts two blue tiles to green, and converts up to 2 friendly Strike tiles to Basic tiles doing 50 damage per strike tile converted. Level Upgrades Level 2: Increases cleared Strike tile damage to 54. Level 3: Increases cleared Strike tile damage to 58. Level 4: Converts up to 3 Strike tiles. Level 5: Up to 4 friendly Strike tiles converted for 73 damage. Max Level: 515 base damage, 373 per strike tile, up to 4.viewtopic.php?f=13&t=12333
LoreNYC wrote: But those enemy 2* daken's will only generate 1 sword instead of 2. Of course it will suck when he uses his new blue ability at only a cost of 5 - see why Juggs is so annoying
MikeHock wrote: But why in the world is it that, of all the characters with 2 abilites, D3 decides that it's 2* Daken who will be the first to get a 3rd ability?