Converts a random Green, Blue, or Black basic tile into a trap tile. It steals 1 green AP and deals 152 damage at the beginning of every turn.
Level Upgrades: Level 2: Trap tile deals 213 damage every turn. Level 3: Trap tile deals 226 damage every turn. Also steals 1 green AP. Level 4: Trap tile deals 328 damage every turn. Level 5: Trap tile deals 429 damage every turn. Also steals 1 blue AP.
Cybernetic Generator 0
(PASSIVE) At the start of your turn, if one does not already exist, convert a Blue basic tile to a 4-turn blue Countdown tile that deals 324 damage and converts 3 random basic tiles to green.
Level Upgrades: Level 2: Countdown converts 4 random tiles to green. Level 3: 3-turn Countdown. Level 4: Countdown deals 472 damage. Level 5: Countdown deals 944 damage.
Use Tail 10
Scorpio uses his tail. Deals 611 damage and destroys up to 2 random blocks of Strike, Protect or Attack.
Level Upgrades:Level 2: Deals 778 damage and destroys 3 stones.Level 3: Deals 1195 damage and destroys 3 stones.Level 4: Deals 1759 damage and destroys 4 stones.Level 5: Throw 3379 damage.
Trick or treating 10
Deals 557 damage and remove up to 3 random enemy Strike, Protect, Attack, traps or Countdown tiles. Costs 1 AP less for each enemy Countdown tile on the board (minimum cost 7 AP).
Level Upgrades: Level 2: Deals 800 damage. Level 3: Deals 1086 damage. Level 4: Deals 1340 damage. Level 5: Deals 1780 damage.
Pumpkin 0
(Passive) At the start of the battle, a Pumpkin tile appears on the board. If this tile is removed by any means, this ability becomes Pumpkin head.
Pumpkin Head 10
Level Upgrades: Level 2: These ones deal 721 damage per shot (2163 total). Level 3: 934 damage (2802 total). Level 4: 1349 damage (4047 total). Level 5: 2185 damage (6555 total).
Roulette 7
Roulette passing randomly: 1- apple 2- Pumpkin
111 - heal all the allies
112 - create 3 stryke tiles
121 - create 3 tiles defense
122 - create 3 attack tiles
211 - Create 1 tile that leaves your characters invisible
212 - damage to your characters
221 - stuns all opponents
222 - death
Red Skull (Johann Schmidt) 4 Star (Legendary)
Men In Places 9
Red Skull awakens sleeping agents, sowing mistrust and suspicion among the emenies, undermining their plans. Steal 2 random Attack, Strike or Protect tile, dealing 268 damage that ignores damage reduction for each tile to the enemy with the lowest health. If this downs the enemy, steal all AP in this character’s strongest color.
Level Upgrades:
Level 2: Deal 379 damage.
Level 3: Steal 3 tiles, deal 490 damage.
Level 4: Deal 601 damage.
Level 5: Steal 4 tiles, deal 721 damage, also steal Team-Up AP.
Weapon Of Retribution 12
Red Skull summons loyal Hydra henchmen to buy him time - just enough to deploy a devilish secret weapon. Create 2 4-turn Countdown Invisibility tiles that target Red Skull. If at least one tile successfully expires, deal 564 damage to the enemy team. If all tiles successfully expire, additionally Stun the enemy team for 1 turn. If all tiles are destroyed, Stun Red Skull for 3 turns, as his plan is foiled.
Level 2: Deal 833 damage to the enemy team.
Level 3: Create 3 Countdown tiles, deal 1102 damage, reduce Stun for 2 turns.
Level 4: Deal 1371 damage and 628 additional damage to Heroes.
Level 5: Create 4 Countdown tiles, deal 2068 damage, reduce Stun for 1 turn, Stun enemies for 2 turns.
Cut One Head… 0
(PASSIVE) Red Skull commands forces so far-reaching and convoluted, that they can never be truly destroyed. When the enemy destroys your Attack, Strike or Protect tile, create a copy of that tile half the original strength. If the enemy destroys your Countdown tile, gain 1 AP in that tile color.
Level 2: If enemy steals your Attack, Strike or Protect tile, halve its strength.
Level 3: If enemy steals your Attack, Strike or Protect tile, gain 1 AP in that tile color.
Level 4: If enemy destroys your Countdown tile, gain AP equal to the countdown time left.
Level 5: When your Countdown tile expires, Fortify one random friendly Special tile. If enemy steals your fortified tile, remove Fortified from it.
Scorpion (Mac Gargan) 4 Star (Legendary)
Don’t Call Me Names 0
(PASSIVE) Mac is surely not the smartest person in the world, but he hates so, so much being told that in a face. Scorpion match damage is increased by 10%. Whenever you lose AP, Scorpion makes a random match and deals additional 178 damage for each AP lost.
Level 2: Deal 219 damage.
Level 3: Deal 260 damage.
Level 4: Deal 301 damage.
Level 5: Deal 399 damage, increase Scorpion match damage by 20%.
The Best Offence 10
Scorpion madly swings his tail pressing on the opponent, making a fight with him almost impossible. Create a 1-turn Black Repeater tile that makes Scorpion the target of all attacks and deals 50% of the damage dealt to Scorpion in the previous turn to the target in front. If the damage returned is higher than 685, Scorpion delivers a blunt strike, Stunning enemy for 1 turn in addition.
Level 2: While the Repeater tile is on board, when Scorpion makes a match, destroy 3 tiles in a diagonal pattern.
Level 3: Destroy a random enemy Strike tile each turn.
Level 4: Destroy a random enemy Strike and Attack tile each turn.
Level 5: Create a Fortified repeater tile.
Acidic Nightmare 11
Scorpion spits a deadly acid from his tail, that melts even through the strongest armor. Deal 1178 damage that ignores the damage reduction and destroys 1 random enemy Protect tile.
Level 2: Deal 1789 damage and destroy 2 enemy Protect tiles.
Level 3: Deal 2400 damage and destroy 2 enemy Protect and Web tiles.
Level 4: Deal 3011 damage and destroy 3 enemy Protect and Web tiles.
Level 5: Deal 5043 damage, remove Fortified from 4 enemy tiles and destroy 4 enemy Protect and Web tiles.
Shocker (Herman Schultz)
Red
4 Star (Legendary)
Man In Charge 10
Shocker uses his gauntlets to make electric blasts while his costume protects him from this dangerous energy. Create 6 Charged tiles.
(PASSIVE) Charged tiles grant 1 additional AP when matched. When Shocker is Stunned, decrease the Stun duration by 1 turn.
Level 2: Create 8 Charged tiles.
Level 3: Create 9 Charged tiles, decrease Stun duration by 2 turns.
Level 4: Create 10 Charged tiles, decrease Stun duration by 3 turns.
Level 5: Create 11 Charged tiles, Charged tiles grant 2 additional AP, Charged tiles do normal damage to Shocker.
Alternating Current/Deadly Current 0
(PASSIVE) Shocker clinches his opponent foolish enough to get close to him, sending lethal currents through their body. When you make Match 5 or more, Stun the enemy for 1 turn. Stunned enemies receive 340 damage each turn. If the next match within the tile cascade has different color, deal additional 220 damage.
Level 2: Deal 680 damage to stunned enemies.
Level 3: Deal 1020 damage to stunned enemies, Stun enemies for 2 turns.
Level 4: Deal 440 additional damage for every cascade match.
Level 5: Create a Charged tile for every cascade match.
High Voltage 4
Shocker discharges his gauntlets, knocking his opponent unconsciousness. Stun the enemy for 1 turn. If you have 8 or more Red AP, this power becomes Roasted Toast.
Level 2: No change.
Level 3: Stun the enemy for 2 turns.
Level 4: No change.
Level 5: Increase Stun duration by 1 turn for every 3 enemy Protect tiles.
Roasted Toast 8
Shocker amplifies the attack, causing more harm. Stun the enemy for 1 turn and deal 688 damage. If you have 12 or more Red AP, this power becomes No More Puns.
Level 2: Deal 1209 damage.
Level 3: Deal 1760 damage and Stun the enemy for 2 turns.
Level 4: Deal 2311 damage.
Level 5: Deal 3062 Damage and increase Stun duration by 1 turn for every 3 enemy Protect tiles.
No More Puns 12
Shocker unleashes a devastating blast. Stun the enemy for 2 turns and deal 1296 damage. The attack is so powerful, it sends the enemy flying, slamming into whatever (or whoever) is behind them. Stun the enemy behind the target in front for 1 turn and deal half of the damage dealt to the target. If everyone else is downed, deal additional half of the original damage to the target.
Level 2: Deal 2096 damage.
Level 3: Deal 2896 damage and increase Stun duration by 1 for every 3 enemy Protect tiles.
Level 4: Deal 3696 damage and deal 113 damage for every Charged tile on board to the enemy team.
Level 5: Deal 4496 damage and deal additional 113 damage for every Charged tile on board and every Red AP left to the enemy team. Then drain the remaining Red AP.