NorthernPolarity wrote: Some more theory on black: Black costs 13AP. 13 AP is 5 match-3s, which means that it is extremely unlikely that you will be able to use the ability unless you actually prioritize the color. Think Falcon's purple when you use Daken + Falcon. If you aren't prioritizing purple, how many times did you actually have enough incidental AP to cast bird strike? Almost never, I would imagine. This means that in order to use black, you have to prioritize it, which means that it needs to be really good for you to get 13AP's worth of value out of it. This also means that arguments along the lines of "But black is an unused color, so having even a mediocre black ability is still a lot better than no black ability right?" do NOT work, because if you aren't prioritizing the color, then chances are you aren't going to cast the ability, which means that its not really that much better than having no black ability at all. This brings us to an interesting guideline that I think I will use heavily from now on: If an ability costs more than 9 AP (especially for abilities that cost 13+ AP), then you have to prioritize the color in order to reliably cast it. If the ability is not good enough to be prioritized, then it's probably a bad ability. Colossus's black ability is only consistently worth casting with Fury I believe, so if you aren't using it with Fury, then it's probably not going to be used at all.
atomzed wrote: [quote="coolbond"Immovable Object - Yellow 8 AP Colossus protects his team by standing in front of any force that comes their way. Turns a chosen basic Yellow tile into a 5 turn Countdown tile. While active, Colossus moves to the front at end of turn, and resists 25% of the damage dealt to him.Level Upgrades Level 2: Damage reduction up to 35% Level 3: Damage reduction up to 45% Level 4: Lasts 4 turns Level 5: Damage reduction up to 50%, lasts 5 turns The yellow ability reads, while active, he moves to front at end of turn. Does that mean that when fighting him on defence, we can still skip him, and choose another team mate to target? I do hope that he can be tweak such that he covers his team mates both on defence and offence.
Phantron wrote: atomzed wrote: [quote="coolbond"Immovable Object - Yellow 8 AP Colossus protects his team by standing in front of any force that comes their way. Turns a chosen basic Yellow tile into a 5 turn Countdown tile. While active, Colossus moves to the front at end of turn, and resists 25% of the damage dealt to him.Level Upgrades Level 2: Damage reduction up to 35% Level 3: Damage reduction up to 45% Level 4: Lasts 4 turns Level 5: Damage reduction up to 50%, lasts 5 turns The yellow ability reads, while active, he moves to front at end of turn. Does that mean that when fighting him on defence, we can still skip him, and choose another team mate to target? I do hope that he can be tweak such that he covers his team mates both on defence and offence. I assume he's forced to be in the front similar to Deadpool's passive while his yellow is active, because anything else would be pretty worthless.
Moral wrote: I'm starting to think of fastball special as a 1 turn invulnerability. Supernova or World Rupture about to go off? Pick someone to avoid all the damage.
NorthernPolarity wrote: Hey IceIX! For his red, when you guys say "in front", do you mean his yellow ability has to be active, or can he just be in front by performing a match-3 where his color strength is the strongest? Jozier brought up a good point that he's automatically placed "in front" when he casts the ability anyways. I interpreted it as if hes the only red guy and you match-3 red to place him in front, you can use the red ability for full damage.
Nonce Equitaur 2 wrote: So it goes from 5 turns to 4 turns to 5 turns? That would mean the 4th level is actively harmful to the character, and two covers gives just a 5% increase.Immovable Object - Yellow 8 AP Colossus protects his team by standing in front of any force that comes their way. Turns a chosen basic Yellow tile into a 5 turn Countdown tile. While active, Colossus moves to the front at end of turn, and resists 25% of the damage dealt to him.Level Upgrades Level 2: Damage reduction up to 35% Level 3: Damage reduction up to 45% Level 4: Lasts 4 turns Level 5: Damage reduction up to 50%, lasts 5 turns
IceIX wrote: NorthernPolarity wrote: Hey IceIX! For his red, when you guys say "in front", do you mean his yellow ability has to be active, or can he just be in front by performing a match-3 where his color strength is the strongest? Jozier brought up a good point that he's automatically placed "in front" when he casts the ability anyways. I interpreted it as if hes the only red guy and you match-3 red to place him in front, you can use the red ability for full damage. He doesn't need the Countdown tile active at the moment, he just needs to be in front. For the opponent since you can flip them around, it generally means that unless they have the tile out so he moves automatically you're probably going to be smart and *not* target him the turn before he's about to haul off and hit you.
MattyMattMatt wrote: So these are the legit abilities?
NorthernPolarity wrote: IceIX wrote: He doesn't need the Countdown tile active at the moment, he just needs to be in front. For the opponent since you can flip them around, it generally means that unless they have the tile out so he moves automatically you're probably going to be smart and *not* target him the turn before he's about to haul off and hit you. Casting red automatically puts him "in front" though right? Does this mean that he'll always be in front on offense when using this ability, or does he need to be "in front" at the start of the turn?
IceIX wrote: He doesn't need the Countdown tile active at the moment, he just needs to be in front. For the opponent since you can flip them around, it generally means that unless they have the tile out so he moves automatically you're probably going to be smart and *not* target him the turn before he's about to haul off and hit you.
IceIX wrote: NorthernPolarity wrote: IceIX wrote: He doesn't need the Countdown tile active at the moment, he just needs to be in front. For the opponent since you can flip them around, it generally means that unless they have the tile out so he moves automatically you're probably going to be smart and *not* target him the turn before he's about to haul off and hit you. Casting red automatically puts him "in front" though right? Does this mean that he'll always be in front on offense when using this ability, or does he need to be "in front" at the start of the turn? No, he needs to be at the front when the ability is actually fired. Him moving to the front as a result doesn't cause the secondary damage to trigger. Which means either having ended the turn with the Countdown up or having made a match.
Nellyson wrote: IceIX wrote: [No, he needs to be at the front when the ability is actually fired. Him moving to the front as a result doesn't cause the secondary damage to trigger. Which means either having ended the turn with the Countdown up or having made a match. So let's say I have enough red to cast his punch, but wait and make a match with his powers. Will this put him in front when I go to cast his punch for that AOE damage on my next turn? Sorry to be dense, but that is what you mean by having made a match, right?
IceIX wrote: [No, he needs to be at the front when the ability is actually fired. Him moving to the front as a result doesn't cause the secondary damage to trigger. Which means either having ended the turn with the Countdown up or having made a match.
Nonce Equitaur 2 wrote: When I'm fighting Colossus, should I always make sure to rotate him to the back before ending my turn, so that he doesn't get his bonus for being in front?