**** Punisher (Max) ****

Punisher (Max) 
4 Star Rarity (Legendary) Wiki Link
At Max Level: HP: 14956 Tile Damage: 11/13/65/12/74/83/4.5x
AP
The Punisher exacts vengeance on those he deems guilty of wrongdoing. Deals 556 damage plus 93 damage for every friendly Strike tile on the board.
If all the allies are stunned or downed, this power becomes Army of One.
Level Upgrades
AP
With no one to get in his way or hold him back, the Punisher becomes much more efficient fighting machine. Creates 1 strength 18 Strike tiles, then deals 695 damage plus 130 damage for every friendly strike tile on the board. If any ally is not stunned or downed, this power becomes Punish.
Level Upgrades
Level 4: Creates 2 strength 36 Strike tiles, deals 3508 damage plus 506 damage for every friendly strike tile.
Level 5: Creates 2 strength 36 Strike tiles, deals 5376 damage plus 940 damage for every friendly strike tile.
Merciless Charge - 10
AP
The Punisher charges into the fray, mercilessly attacking anyone who gets in his way. Stuns allies for 2 turns and deals 639 damage to the enemy team plus 574 for every downed enemy.
Level Upgrades
Weapons Expertise - 8
AP
The Punisher’s extensive weapons knowledge ensures he makes the most of his equipment. Creates 1 straight 65 Black Strike tile.
(PASSIVE) Friendly Strike tiles’ strength are increased by 8%.
Level Upgrades

4 Star Rarity (Legendary) Wiki Link
At Max Level: HP: 14956 Tile Damage: 11/13/65/12/74/83/4.5x

The Punisher exacts vengeance on those he deems guilty of wrongdoing. Deals 556 damage plus 93 damage for every friendly Strike tile on the board.
If all the allies are stunned or downed, this power becomes Army of One.
Level Upgrades
-
Level 2: Deals 806 damage plus 121 for every friendly strike tile on the board.
Level 3: Deals 973 damage plus 177 for every friendly strike tile on the board.
Level 4: Deals 1473 damage plus 233 for every friendly strike tile on the board.
Level 5: Deals 2335 damage plus 391 for every friendly strike tile on the board.
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Level 3: Deals 1894 damage plus 342 for every friendly strike tile on the board.
Level 4: Deals 2867 damage plus 450 for every friendly strike tile on the board.
Level 5: Deals 4544 damage plus 756 for every friendly strike tile on the board.

With no one to get in his way or hold him back, the Punisher becomes much more efficient fighting machine. Creates 1 strength 18 Strike tiles, then deals 695 damage plus 130 damage for every friendly strike tile on the board. If any ally is not stunned or downed, this power becomes Punish.
Level Upgrades
-
Level 2: Creates 1 strength 18 Strike tiles, deals 1047 damage plus 158 damage for every friendly strike tile.
Level 3: Creates 2 strength 9 Strike tiles, deals 1177 damage plus 204 damage for every friendly strike tile.
Level 4: Creates 2 strength 18 Strike tiles, deals 1853 damage plus 260 damage for every friendly strike tile.
Level 5: Creates 2 strength 18 Strike tile, deals 2761 damage plus 483 damage for every friendly strike tile.
Level 4: Creates 2 strength 36 Strike tiles, deals 3508 damage plus 506 damage for every friendly strike tile.
Level 5: Creates 2 strength 36 Strike tiles, deals 5376 damage plus 940 damage for every friendly strike tile.
Merciless Charge - 10

The Punisher charges into the fray, mercilessly attacking anyone who gets in his way. Stuns allies for 2 turns and deals 639 damage to the enemy team plus 574 for every downed enemy.
Level Upgrades
-
Level 2: Stuns allies for 2 turns and deals 741 damage plus 704 damage for every downed enemy.
Level 3: Stuns allies for 2 turns and deals 833 damage plus 833 damage for every downed enemy.
Level 4: Stuns allies for 2 turns and deals 1019 damage plus 1120 damage for every downed enemy.
Level 5: Stuns allies for 2 turns and deals 1334 damage plus 1731 damage for every downed enemy.
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Level 3: Stuns allies for 2 turns and deals 1624 damage plus 1623 damage for every downed enemy.
Level 4: Stuns allies for 2 turns and deals 1985 damage plus 2182 damage for every downed enemy.
Level 5: Stuns allies for 2 turns and deals 2598 damage plus 3372 damage for every downed enemy.
Weapons Expertise - 8

The Punisher’s extensive weapons knowledge ensures he makes the most of his equipment. Creates 1 straight 65 Black Strike tile.
(PASSIVE) Friendly Strike tiles’ strength are increased by 8%.
Level Upgrades
-
Level 2: Creates a strength 84 Strike tile. Friendly Strike tiles’ strength are increased by 8%.
Level 3: Creates 2 strength 56 Strike tiles. Friendly Strike tiles’ strength are increased by 16%.
Level 4: Creates 2 strength 74 Strike tiles. Friendly Strike tiles’ strength are increased by 20%.
Level 5: Creates 3 strength 74 Strike tiles. Friendly Strike tiles’ strength are increased by 25%.
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Level 3: Creates 2 strength 108 Black Strike tiles. Friendly Strike tiles’ strength are increased by 16%.
Level 4: Creates 2 strength 144 Strike tiles. Friendly Strike tiles’ strength are increased by 20%.
Level 5: Creates 3 strength 144 Strike tiles. Friendly Strike tiles’ strength are increased by 25%.
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Comments
edit: full moves are up
Edit:
Also, I've got some comments on those powers.
Damage - 10AP: This is a damage + conditional extra damage, with no drawback. This really should be Red.
Damage/Stun - 10 AP: This is damage + conditional extra damage, but with a drawback. This really should be Black
Special tile/Passive 8 AP - Tile improvement is generally a Blue ability, so this is correctly coloured.
As much as I'd love another Green/Blue/Black, I'd actually much rather that abilities conform to their correct traits. I'd expect more significant drawbacks or concessions if these were designed as cross-colour abilities. Please reconsider these ability colours before release.
I wonder if the passive activates on the creation of friendly special tiles.
If I were a betting man I'd say it's just like BSSM's similar but opposite passive and it just is. Strike tiles will magically become stronger while this character is active.
Imagine the rest of your team standing in STUNNED silence as Punisher murders the enemy, driven to greater bloodlust by already having enemies down.
Really, really wanted Mockingbird.
My guess is Uatu the Watcher
Excellent post. I feel motivated to post that big analysis I wrote about the uses and misuses of MPQ's colour pie.
It's both
Where is it written in stone(or maybe it is and I apologize) that each colour corresponds to a certain attack type?? What difference does it make if different colours have all sorts of varying effects and attack types?? Feel like it's a good thing to mix it up a little.
I mean, I'd pair this person with Surfer (if it had a blue) and you'd only lose a third of your team. If you paired -mystery newly announced 4* the day we just fought for a current 4*- with Old Man Logan, would his red still go off in response to the green-stun being launched, or would he be stunned first?
If Prof X, Miles, or Bag-lady invisi-tile, were present, would they be immune to the self-stun?
P.S. I know this is lame but i previously created my own moon knight which you can find here
https://d3go.com/forums/viewtopic.php?f=21&t=39438
It's something called "colour identity" or "colour philosophy". If every colour can have every kind of power, what's the point of having several colours? Giving each colour a strong identity not only serves to communicate and associate information metatextually, but also to provide "flavour" to mechanical construct. For example, from what yellow can normally do, you get the idea that it is the colour of friendship, bonds and teamwork. Blue is the colour of science and the powers of the mind. Purple is the colour of deception, manoeuvres and trickery, etc. Having a strongly defined "colour pie" helps design characters and helps the audience grok intent.
The only acceptable reason not to have a colour pie would be to establish a balance among the colour combinations, but a quick look at the current breakout of colour combinations let us know that the devs don't really care about that. I've been working for a while in a big post that proves that correcting all the off-colour abilities to colours that make sense for the type of ability could actually help achieve that balance as well.