Fan Character Design: Gambit
                    Just messing around mostly, figured I'd see what people thought 
Health would be the same as cyclops/iron fist, color priority of


 Kinetic Charge - 8
 Kinetic Charge - 8  
(Passive) Every round, charge 1 tile
  tile
(Active) Destroy a charged tile, generating ap and dealing damage to the enemy - cost is reduced by the number of charged tiles on the board, to a minimum of 5
Level 2 - (Active) Destroy 3 charged tiles
Level 3 - (Passive) Charge 1 purple tile and 1 green tile
Level 4 - (Passive) Charge 2 purple tiles and 2 green tiles
Level 5 - (Active) Destroy 5 charged tiles
 Cajun Thief - Passive
 Cajun Thief - Passive
Matching a charged tile will steal 1 AP of the charged tile's color from the enemy team
Level 2 - Matching a charged tile will also steal 1 from the enemy team
 from the enemy team
Level 3 - Matching a charged tile will steal 2 AP of the charged tile's color from the enemy team as well as 1 AP
 AP
Level 4 - Matching a charged tile will steal 2 AP of the charged tile's color from the enemy team as well as 2 AP and 2
  AP and 2   AP
  AP
Level 5 - Matching a charged tile will steal 3 AP of the charged tile's color from the enemy team as well as 3 AP and 3
  AP and 3   AP
  AP
 Kinetic Overload - 11
 Kinetic Overload - 11  
All charged tiles are converted to 3 round countdown tiles that deal 27 damage to the enemy team
Level 2 - Matching one of the countdown tiles will do 14 damage to the enemy team and create another charged tile of the same color
Level 3 - Cooldown tiles will do 44 damage to the enemy team, matching the countdown tile will do 27 damage to the enemy team and create another charged tile of the same color
Level 3 - Reduces the countdown to 2 rounds
Level 4 - Cooldown tiles will do 58 damage to the enemy team, matching the countdown tile will do 36 damage to the enemy team and create another charged tile of the same color
Level 5 - Matching the countdown tile will do 45 damage to the enemy team and create 2 charged tiles of the same color
                
Health would be the same as cyclops/iron fist, color priority of



 Kinetic Charge - 8
 Kinetic Charge - 8  
(Passive) Every round, charge 1
 tile
  tile(Active) Destroy a charged tile, generating ap and dealing damage to the enemy - cost is reduced by the number of charged tiles on the board, to a minimum of 5
Level 2 - (Active) Destroy 3 charged tiles
Level 3 - (Passive) Charge 1 purple tile and 1 green tile
Level 4 - (Passive) Charge 2 purple tiles and 2 green tiles
Level 5 - (Active) Destroy 5 charged tiles
 Cajun Thief - Passive
 Cajun Thief - PassiveMatching a charged tile will steal 1 AP of the charged tile's color from the enemy team
Level 2 - Matching a charged tile will also steal 1
 from the enemy team
 from the enemy teamLevel 3 - Matching a charged tile will steal 2 AP of the charged tile's color from the enemy team as well as 1
 AP
 APLevel 4 - Matching a charged tile will steal 2 AP of the charged tile's color from the enemy team as well as 2
 AP and 2
  AP and 2   AP
  APLevel 5 - Matching a charged tile will steal 3 AP of the charged tile's color from the enemy team as well as 3
 AP and 3
  AP and 3   AP
  AP Kinetic Overload - 11
 Kinetic Overload - 11  
All charged tiles are converted to 3 round countdown tiles that deal 27 damage to the enemy team
Level 2 - Matching one of the countdown tiles will do 14 damage to the enemy team and create another charged tile of the same color
Level 3 - Cooldown tiles will do 44 damage to the enemy team, matching the countdown tile will do 27 damage to the enemy team and create another charged tile of the same color
Level 3 - Reduces the countdown to 2 rounds
Level 4 - Cooldown tiles will do 58 damage to the enemy team, matching the countdown tile will do 36 damage to the enemy team and create another charged tile of the same color
Level 5 - Matching the countdown tile will do 45 damage to the enemy team and create 2 charged tiles of the same color
0      
            Comments
- 
            Cajun Thief as written is way way too good. Especially given this version of Gambit and TGT will be inseparable. It will basically guarantee the AI has no green or purple (or blue).0
- 
            
 I agree, even if it was changed to steal charged ap with 1 purple and 1 green stolen, it would be better than dormammu's aid. Also, his green is really bad.Lerysh wrote:Cajun Thief as written is way way too good. Especially given this version of Gambit and TGT will be inseparable. It will basically guarantee the AI has no green or purple (or blue).0
- 
            I think there should be some mechanic to get rid of charged tiles too, whether that's Gambit using all charged tiles and drains charge to power a damage ability or update existing abilities like radar sense to include charged tiles as a special tile. When she gets going, it's charged tiles everywhere and if strike and countdown tiles can be negated/converted for damage, charged tiles should too. Other characters like Bishop or Electro could also have a similar ability if ever they get released too.0
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            Scoregasms wrote:I think there should be some mechanic to get rid of charged tiles too, whether that's Gambit using all charged tiles and drains charge to power a damage ability or update existing abilities like radar sense to include charged tiles as a special tile. When she gets going, it's charged tiles everywhere and if strike and countdown tiles can be negated/converted for damage, charged tiles should too. Other characters like Bishop or Electro could also have a similar ability if ever they get released too.
 That's what I figured the green ability could be used for, but guessing I was a bit too conservative on that and I figured that the black passive was a bit strong, but I wanted something to distinguish from OBW and Hood while still playing to the thief angle.0
- 
            Cajun Thief is too strong and the others are too weak.0
- 
             Cajun Thief - Passive Cajun Thief - Passive
 Matching a charged tile will steal 1 AP of the charged tile's color from the enemy team
 Level 2 - Matching a charged tile will steal 1 AP of the charged tile's color from the enemy team and create a 40 damage attack tile
 Level 3 - Matching a charged tile will steal 2 AP of the charged tile's color from the enemy team and create a 40 damage attack tile
 Level 4 - Matching a charged tile will steal 2 AP of the charged tile's color from the enemy team and create a 60 damage attack tile
 Level 5 - Matching a charged tile will steal 2 AP of the charged tile's color from the enemy team and create 2 30 damage attack tiles0
- 
            just have the AP stolen be random, that way you can't keeping feeding Thor0
- 
            Xiphoen wrote::blackflag: Cajun Thief - Passive
 Matching a charged tile will steal 1 AP of the charged tile's color from the enemy team
 Level 2 - Matching a charged tile will steal 1 AP of the charged tile's color from the enemy team and create a 40 damage attack tile
 Level 3 - Matching a charged tile will steal 2 AP of the charged tile's color from the enemy team and create a 40 damage attack tile
 Level 4 - Matching a charged tile will steal 2 AP of the charged tile's color from the enemy team and create a 60 damage attack tile
 Level 5 - Matching a charged tile will steal 2 AP of the charged tile's color from the enemy team and create 2 30 damage attack tiles
 Also change Purple to increase colors not stacking purple and green.
 Take
 Level 2 - (Active) Destroy 3 charged tiles
 Level 3 - (Passive) Charge 1 purple tile and 1 random color tile
 Level 4 - (Passive) Charge 2 purple tiles and 2 green tiles
 Level 5 - (Active) Destroy 5 charged tiles
 Change to
 Level 2 - (Passive) Charge 1 Purple and 1 Green Tile
 Level 3 - (Active) Destroy 3 up to Charged Tiles
 Level 4 - (Passive) Charge 1 Purple and 2 Random Tiles
 Level 5 - (Active) Destroy up to 5 Charged Tiles
 This would combine it with Black to allow for stealing of random colors instead of stacking always on 2 Color, and because you aren't just Purple and Green would allow for combining with more team comps for utility.0
- 
             Mouth Full of Marbles - [PASSIVE] Mouth Full of Marbles - [PASSIVE]
 Gambit's dialog is entirely impenetrable, even in for X-Men book that contains Banshee and Wolfsbane. Boy, Claremont can plot, but why does every character have to speak sub-Klingon? Confuses the enemy so thoroughly that they just attack someone else rather than try to decipher what Gambit just said. Just give him Mawkeye's old Avoid power.0
- 
            i dont like the purple. it doesnt do any damage meaning even though you got a but load of purple you need to bring a purple user to reap the benefits0
- 
            konannfriends wrote:i dont like the purple. it doesnt do any damage meaning even though you got a but load of purple you need to bring a purple user to reap the benefits
 The idea behind it was to have the passive charge up and then the active can destroy the charges to perpetuate itself. But it does seem like some base damage would help the ability out. Thanks for the comments! 0 0
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