*** Captain Marvel (Modern) ***
Captain Marvel (Modern)
3 Star Rarity (Rare)
At Max Level: HP: 9690 Tile damage: 70/79/12/11/13/61
Photonic Blasts - Red 7 AP
Captain Marvel unleashes the amazing cosmic power of her photonic blasts, shattering her enemy's defenses. Deals 208 Damage and destroys up to 2 Enemy Protect Tiles. Does not generate AP.
Level Upgrades
Level 2: Deals 281 Damage
Level 3: Destroys 3 Enemy Protect Tiles
Level 4: Deals 470 Damage
Level 5: Destroys All Enemy Protect Tiles
Max Level: 1494 Damage, all Enemy Protect tiles destroyed
Hypersonic Punch - Black 9 AP
Captain Marvel flies headlong into battle, striking her target with enough force to send them reeling. However, the direct attack leaves Carol open to retaliation. Deals 351 Damage and stuns her target for 1 turn. Then places a strength 22 Enemy Strike tile.
Level Upgrades
Level 2: Deals 444 Damage
Level 3: Creates a strength 17 Enemy Strike tile
Level 4: Deals 684 Damage
Level 5: Deals 790 Damage and stuns the target for 2 Turns
Max Level: 2504 Damage, strength 53 Enemy Strike tile, 2 turn stun
Energy Absorption - Yellow PASSIVE
(PASSIVE) Captain Marvel uses her energy-absorbing abilities to take in her enemy's attack and power up her next assault. When Captain Marvel takes greater than 274 damage, she generates 3 Red AP.
Level Upgrades
Level 2: Generates AP when Captain Marvel takes 219 Damage.
Level 3: Generates 4 Red AP
Level 4: Generates 5 Red AP
Level 5: Gains 5 Red AP and 3 Black AP
Max Level: Gains 5 Red and 3 Black AP on 695+ Damage taken
3 Star Rarity (Rare)
At Max Level: HP: 9690 Tile damage: 70/79/12/11/13/61
Photonic Blasts - Red 7 AP
Captain Marvel unleashes the amazing cosmic power of her photonic blasts, shattering her enemy's defenses. Deals 208 Damage and destroys up to 2 Enemy Protect Tiles. Does not generate AP.
Level Upgrades
Level 2: Deals 281 Damage
Level 3: Destroys 3 Enemy Protect Tiles
Level 4: Deals 470 Damage
Level 5: Destroys All Enemy Protect Tiles
Max Level: 1494 Damage, all Enemy Protect tiles destroyed
Hypersonic Punch - Black 9 AP
Captain Marvel flies headlong into battle, striking her target with enough force to send them reeling. However, the direct attack leaves Carol open to retaliation. Deals 351 Damage and stuns her target for 1 turn. Then places a strength 22 Enemy Strike tile.
Level Upgrades
Level 2: Deals 444 Damage
Level 3: Creates a strength 17 Enemy Strike tile
Level 4: Deals 684 Damage
Level 5: Deals 790 Damage and stuns the target for 2 Turns
Max Level: 2504 Damage, strength 53 Enemy Strike tile, 2 turn stun
Energy Absorption - Yellow PASSIVE
(PASSIVE) Captain Marvel uses her energy-absorbing abilities to take in her enemy's attack and power up her next assault. When Captain Marvel takes greater than 274 damage, she generates 3 Red AP.
Level Upgrades
Level 2: Generates AP when Captain Marvel takes 219 Damage.
Level 3: Generates 4 Red AP
Level 4: Generates 5 Red AP
Level 5: Gains 5 Red AP and 3 Black AP
Max Level: Gains 5 Red and 3 Black AP on 695+ Damage taken
Failed to load the poll.
0
Comments
Edit: Would also like to say about tinykitty time! We have been begging for this one to settle the score with the Dark Avengers for a while. Revenge is upon us!
Edit 2: Curse my low comprehension of english! Totally skipped over the only protect tiles part. Thinking more like 3/5/5 now to maximize getting AP from attacks.
I don't think the damage activating threshold changes on 5 yellow, that 695+ is just for max level-- that yellow dmg was reduced on lvl 2 and wasn't changed elsewhere.
I'd have to say 3/5/5 personally. Strong red powers are not in short supply and you give up black AP gain on yellow and extra damage and stun on black if you don't max them.
Creates an enemy strike tile, and then she-hulk blues it to you instead.
Black and Red:
Pun, Psy, HT, MoStorm,
Winner: HT
Just Black:
Hood, BP, Doom, loki
Winner: BP
Just Red:
LT, Hulk, Patch, GSBW, DD, IM40, LCap, Shulk, Sentry, Cmags, Rags
Winner: Cmags for now, long-term maybe LCap? Although I can see an argument for greater spammability and quicker building to CotS for LT, and more pure damage potential for Patch.
If, however, it is just 219 to trigger she would play extremely well with someone like human torch fueling his red or better yet psylocke. Psylockes red eventually gets down to 5 red activation cost so you could be using it almost every turn. Not to mention she'll have 3x 200+ strike tiles out. Pretty similar with her black as well. I think Fury would round out the team nicely . The only color not represented would be green.
Bottom line is it will only likely trigger off of enemy abilities used against you or if you want to give the enemy huge strike tiles with patch, just like a maxed hulk, except her health is lower. Her red is pretty weak since part of the power is tied up in a usually useless tacked-on ability. However when you do want it, you might want it maxed. I'd say if you're just bringing her out against Falcon/Spidey/Bullseye then going 5 red isn't bad, but if you actually want to get use of her on a "real" team, then 3/5/5 seems the way to go.
Her black is her only ability worth anything in pvp. The stun is real nice and the damage is acceptable. I'm not sure why a character which is clearly designed to be a tank has an ability that keeps her from taking point, though.
Actually, I do see one potential way to use her in pvp: get up to the point where you want to shield hop and then use her with HT. If you order them correctly, she can tank red for HT, and you can probably farm a few Fireballs pretty quickly to end matches real fast. Not as fast as Sentry, or as reliable, but it's a secondary option for shield hopping, that might be easier on your health packs.
My bad.
As far as build/usefulness goes: hmm. I think I could see her being useful as a counter-pick. She's tanky enough and her abilities are AI-friendly enough that she's not going to invite counter-attacks if you use her mid-tournament. (That said: is 8500 just the new 3* health level now?) One combination I've started running across in PvP is Falcon/Spidey, and it's *incredibly* annoying - grinds the match to a halt. Even cMags' protect tiles can be irritating if he manages to fill the board with enough of them.
However, what I think she *really* is, is anti-strike tiles - Hulk 2.0, if you will. She gets her AP directly instead of from board cascades, so it's not quite the same, but I like the idea of swapping her in against an enemy Daken.
Also, do the destroyed tiles do damage? It says they don't generate AP, but sometimes we have to guess whether they do harm (see She-Hulk, whose red is working as intended but needs the text rewritten).