*****Spider-Man (Back in Black)*****

Spider-Man (Back In Black) 
5 Star Rarity (Legendary) Wiki Link
At Max Level: HP: 43529 Tile Damage: 81/74/639/497/568/68/4.0x
AP
Spider-Man unleashes a vicious flurry of precision kicks and acrobatic flips, striking his enemy's weakest points. If Spider-Man is invisible, he deals 1419 damage to the target. Otherwise, he stuns the target for 1 turn and deals 133 damage.
Level Upgrades
Automotive Artillery - 14
AP
Spotting his target in the distance, Spider-Man grabs a nearby parked car and hurls a 2 ton fastball at his opponent. Deals 2123 damage to the target enemy, ignoring the effects of any Protect tiles, and stuns a random enemy for 2 turns.
Level Upgrades
Shadowy Acrobatics - 0
AP
(PASSIVE) Peter darts through the shadows, using his foe's confusion to disappear completely. Enemy Strike tiles add 45% less damage (to a minimum of 1). While at least one enemy is stunned, Spider-Man is invisible.
Level Upgrades

5 Star Rarity (Legendary) Wiki Link
At Max Level: HP: 43529 Tile Damage: 81/74/639/497/568/68/4.0x

Spider-Man unleashes a vicious flurry of precision kicks and acrobatic flips, striking his enemy's weakest points. If Spider-Man is invisible, he deals 1419 damage to the target. Otherwise, he stuns the target for 1 turn and deals 133 damage.
Level Upgrades
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Level 2: 1703 damage while invisible, otherwise 426 and stun for one turn.
Level 3: 1987 damage while invisible, otherwise 718 and stun for one turn..
Level 4: 2270 damage while invisible, otherwise 1011 and stun for one turn.
Level 5: 2554 damage while invisible, otherwise 1303 and stun for one turn.
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Level 3: 6241 damage while invisible, otherwise 2252 and stun for one turn..
Level 4: 7133 damage while invisible, otherwise 3169 and stun for one turn.
Level 5: 8024 damage while invisible, otherwise 4087 and stun for one turn.
Automotive Artillery - 14

Spotting his target in the distance, Spider-Man grabs a nearby parked car and hurls a 2 ton fastball at his opponent. Deals 2123 damage to the target enemy, ignoring the effects of any Protect tiles, and stuns a random enemy for 2 turns.
Level Upgrades
-
Level 2: 2123 Damage and stuns a random enemy for 3 turns
Level 3: 2919 Damage and stuns a random enemy for 3 turns
Level 4: 2919 Damage and stuns a random enemy for 4 turns
Level 5: 3848 Damage and stuns a random enemy for 4 turns
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Level 3: 11734 Damage and stuns a random enemy for 3 turns
Level 4: 11734 Damage and stuns a random enemy for 4 turns
Level 5: 15468 Damage and stuns a random enemy for 4 turns
Shadowy Acrobatics - 0

(PASSIVE) Peter darts through the shadows, using his foe's confusion to disappear completely. Enemy Strike tiles add 45% less damage (to a minimum of 1). While at least one enemy is stunned, Spider-Man is invisible.
Level Upgrades
-
Level 2: Enemy strike tiles add 55% less damage (to a minimum of 1) and while one enemy is stunned Spider-Man is invisible
Level 3: Enemy strike tiles add 65% less damage (to a minimum of 1) and while one enemy is stunned Spider-Man is invisible
Level 4: Enemy strike tiles add 75% less damage (to a minimum of 1) and while one enemy is stunned Spider-Man is invisible
Level 5: Enemy strike tiles add 100% less damage (to a minimum of 1) and while one enemy is stunned Spider-Man is invisible
0
Comments
I actually thought it was intentional so that you wouldn't be making the announcement of the 5*. You should probably double check on this, wouldn't want you getting in trouble for posting the correct preview but spoiling the announcement of a 5*.
ok anyway thanks for the rest of the info byyyyye
Blue:
Below Average. Looking at this character from a 5* tier perspective it's hard to get impressed by a skill that does 4000 damage and one turn stun. Especially with health pools above 40,000 and each other character having built in healing. The conditional damage is on par with Silver Surfer's red which already feels low for 5* tier play. The only thing keeping this ability from being downright poor is the synergy with OML's red passive and the fact that it's theonly active damage skill in 5* tier play.
Green:
Good. This skill delivers good damage and an impressive stun. The random nature of the stun means that players will be struggling to decide whether they optimize damage or lock down the last target given how long it takes to gather 14 green. Ignoring the effects of protect tiles is largely pointless in the current game but that could make this skill more valuable as new 5*'s are released.
Purple:
Amazing! The current 5*'s meta is all about strike tiles. OML's black strikes, red passive, and Phoenix's red strikes feel essential for overcoming high health and true healing of 5* tier. Reducing all of these things to 1 damage is HUGE in terms of buying time to gather AP and finish off your opponent.
Initial Build:
3/5/5 of 5/3/5
The blue damage is mediocre and scales rather poorly. The difference between 3 covers 6241 damage and 5 covers 8024 damage is little more than a typical tile match.
The most compelling reason to go 5/3/5 is for speed reasons. It's entirely possible 14 green is too cost prohibitive to rely on and will therefore collect dust until the end of the match (assuming it fires at all). If this skill is only being used against one player or a near death team then the difference between 3-5 covers is minimal.
Overall:
Mid-Tier. This character pairs naturally with OML and will make facing enemy OML's and Phoenix's VERY easy. Offensively speaking I'd rather use OML/Phoenix but defensively speaking I'd be more inclined to skip an enemy team with Spider-Man more than any other 5*.
It'll be interesting to play a 5* with absolutely no self healing. Actual hands on with Spider-Man could make him the worst 5* because of his lack of sustainability. His match damage is HUGE so he'll be tanking green, blue, and purple when paired with OML and Phoenix if all levels are equal. He tanks over Surfer blue as well.
Current 5* Ranking:
1) OML
2) Phoenix
3) Spider-Man
4) Silver Surfer
That isn't TU damage, it's black damage.
Nullifying strike tiles an extra 35% isn't worth it. You should give him a true healing ability while he is invisible at the higher cover levels on purple or extend the stun effect of blue and green by one turn if you have max covered purple.
The AI is going to be terrible at playing this character.
No battery, no mode switching, terrible synergy on his invisibility, no protect tiles (to make ignoring protect tiles at the 5* level worthwhile), a high cost active ability with a GD random stun... I give the implementation of this new 5* a D+.
For Automotive Artillery: Will the random stun aspect of this ability suffer the same issue as with Scarlet Witch's Reality Crush where the stun occurs first before the damage is dealt, potentially causing the target of attack to be stunned first before going down? (essentially wasting the stun ability)
Shadowy Acrobatics: Will stunning an enemy produce an invisibility tile which will remain after the enemy recovers from stun or is this a new invisibility mechanic where once the enemy recovers from stun and there are no stunned enemies, Spider-man becomes visible again?
Hopefully Automotive Artillery avoids the Reality Crush problem and Shadowy Acrobatics isn't wholly reliant on stuns, otherwise I will be 100% convinced either Norman Osborn or J. Jonah Jameson is secrectly funding this company. Just sayin.
The stunned character is your invisibility tile, so no nothing on the board.
I'm assuming AA will do the same as Reality crush, although Khamal interrupts the ability and allows damage to go through, then the stun so you can always pair him with her
The problem is that they have the game coded as stun/damage. This is fine when you dont' kill someone, and works to your advantage if you are facing Hulk, Cap Marvel, as they get stunned first and won't trigger the tile.
I wish they would code it damage/stun though as it makes more sense,
Estimating what Spidey will look like at level 330-345 (5-6 covers) Iceman's damage on blue and green both laps him pretty badly. Obviously the match damage and health is there so there's that.
I know it's the argument of a bad 5* is still insane compared to the 4* tier, but when covers are hard to get, you'd like him to be more usable at a low level.
I'm not up to date on the comic but definitely originally they were the same symbiote. Are they different symbiotes now?