HoundofShadow said: Vulture needs to be somewhere around 348 before he will tank blue over Hulk, and for Karolina to tank yellow, she needs to be 293. You still have a long way to go, which is a blessing in disguise because you are merely using them to generate aps and avoid damage.Playing against iHulk might have clouded my judgement of her because she was taking all the AoE.It seems like she might be a better choice than C5rol. The tricky part is making sure that she can stays airborn for more than 1 turn.
tonypq said: Aside from those who collect all characters or are big Hulk fans like myself, who is 5IH for exactly ?Is he mainly a must have for PVE SCL 10 ?Is he a must for pure havoc offensively and defensively in PVP ?Some think he'll maybe be a new meta character, but with the self and team damage, doesn't seem like he's going to be used as regularly as other meta characters. More like used in extreme situations or as a mega scarecrow. I can do PVE SCL 9 but usually do 8 to shorten how long I need to play every day. Also I don't PVP often, with the change in PVP rewards I'm even less tempted to PVP anymore near future. Hulk is my favorite super hero so naturally I'd want him. However to spend so many resources to obtain him, with the self/team damage not sure how much I'd use him ultimately if I'm not pushing PVE SCL 10 or to climb super high in PVP ladders.
I am so disappointed after I play with a champed iHulk for a week.
Each time a champed iHulk return from dead, he get back 17869 health but damage ally by 7291. This is the major problem that we cannot find a good partner.
Each dead you gain in total ally health pool by only 3,287(= 17869 - 7291x2(=14,582)) If iHulk dead again within 5 match by himself (3287/637=5.16), your total health pool will gone faster than enemy team. The immortal action is negative (-ve health pool skill) in general.
iHulk max. match damage is 827x3x(1+378%)=11,860 damage. Assume in 5* land and even you can have such max. damage at very beginning, you still need about 5 x 3 = 15 moves to kill enemy team by match. That means your team will subject to enemy’s powers (and matches), iHulk will dead more quickly/frequently out of you planned.
i.e. iHulk should fast enough to get enough red AP to punch or to fire out passive green AoE from lucky board with some green tiles. Or, Vulture get enough dark AP to fly and hope that when he land, iHulk is not “self-damage dead” (by passive, add a green tile, but in a position matched) (my Vulture dead many time when he just land).
To keep champed iHulk moving, you need strong partners with full health over 50,000+ to go with him. Airbone (or alkie) partners is by luck to keep stand there. So, you need many health packs for his partners. And, as mentioned above iHulk need an extremely long revive timer of 2.5 hours so you need health pack for him to keep running in case you loss the game.
But I do think he is good at defensive purpose, you must kill him at last, while he may damage your whole team or give you great punch. In my experience, I have over 20% win in defensive (Thokoye-Hulkoye or Hulkoye-BRB, all at round Lv450).
I would like to conclude the following:
(1) A champed iHulk can only win a game by LUCKY board (say only over 60%) with many health packs need.
(2) He is a good at defensive right now.
And I think, it is not possible to find good partners in a very near future (by pass experience D3go run the game). Should DEV create asap a character preventing damage from a ally to all ally?
Michael1957 said: I’ve just pulled IHulk green cover and that literally cut my game playing time by 15 minutes in PvE using Hulkoye .