What Marvel character are you hoping for? (post movesets)

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  • NemoAbernnigan
    NemoAbernnigan Posts: 188 Tile Toppler
    edited November 2020



    Ezekiel Sims

    4 Star (Legendary)


    Totemic Might- 6 Red AP

    Ezekiel places a 3 turn Totem repeater tile on a chosen basic or web tile. When it goes off, deal 150 damage for every 2 web tiles on the board. While this tile is present on the board Ezekiel's match damage is increased by 50% in the tile's color.

    Level 2- Creates a 2 turn repeater tile

    Level 3- Deals 250 damage

    Level 4- Deals damage for every web tile on the board. Match damage is increased by 75% while present

    Level 5- Place the repeater tile on any colored tile. Match damage is increased by 100% while present



    Mystic Extra-Sensory Knowledge- 13 Black AP

    Ezekiel creates 3 protect tiles of strength 150, on random basic or web tiles. This power costs 1 less AP for every color of friendly special tile on the board to a minimum of 7

    Level 2- Create 4 protect tiles

    Level 3- Create protect tiles of strength 150 plus 15 additional strength for every color of friendly special tile on the board

    Level 4- Protect tiles can be created on any colored tile, replacing existing enemy special tiles first

    Level 5- Create 5 protect tiles, with 25 bonus strength for every color of friendly special tile

    (Passive) If Ezekiel, or any active Spider on the team, would be stunned by an enemy ability, instead, destroy 2 friendly special tiles and go invisible for the duration the stun would have lasted



    Titan of Industry- 5 Blue AP

    Ezekiel stuns the target for one turn, or, if they are already stunned, increases the stun duration and stuns another active enemy. Drain an additional 5 Purple AP upon casting to increase stun duration by a turn. 

    Level 2- Drain 4 additional Purple AP to increase duration by a turn

    Level 3- Drain 4 additional Purple AP to increase duration by a turn, and stun another active enemy for the increased duration's length

    Level 4- Drain up to 12 additional Purple AP,  increasing stun duration by a turn, as well as stunning another active enemy, for every 4 Purple AP drained

    Level 5- Drain all Purple AP, increasing stun duration by a turn, as well as stunning another active enemy, for every 3 Purple AP drained
  • MissoesRicRose
    MissoesRicRose Posts: 258 Mover and Shaker
    It seems that not ahead of anything put suggestions of new characters. They only add repeating characters. This is getting tired of the vast majority of players.
  • MissoesRicRose
    MissoesRicRose Posts: 258 Mover and Shaker
    Akoni said:



    Elixir (Joshua Foley)
      
    4 Star (Legendary)

     Resurrection 12  AP
    Elixir rushes to his teammate's aid to help them finish the fight. If one does not exist, create a 3-turn Purple Resurrection Countdown tile that returns a downed ally at 10% health and stuns Elixir for 3 turns. If this tile is removed, down the returned ally. If the returned ally is downed, remove this tile.
    (At level 70)
    • Level 2: Returns a downed ally at 16% health.
    • Level 3: Returns a downed ally at 22% health.
    • Level 4: Returns a downed ally at 30% health.
    • Level 5: Returns a downed ally at 40% health.

     Rejuvenate 7  AP
    Elixir shares his life force to keep his allies on their feet. Elixir loses 35% of his health, then returns a stunned ally.
    (At level 70)
    • Level 2: Elixir loses 33%
    • Level 3: Elixir loses 28%
    • Level 4: Elixir loses 20%
    • Level 5: Elixir loses 10%

     Give and Take 8  AP
    Like the Robin Hood of life force, Elixir steals from the bad guys to help the good guys. Choose an ally and drain up to 5 additional Yellow AP, dealing 500 damage and healing the chosen ally for 500, plus 90 for each additional Yellow AP drained. If Elixir downs an enemy, this power becomes Death Touch.
    (At level 70)
    • Level 2: Deal damage and heal for 700 damage, plus 108 for each additional AP
    • Level 3: Deal damage and heal for 900 damage, plus 130 for each additional AP
    • Level 4: Deal damage and heal for 1200 damage, plus 155 for each additional AP
    • Level 5: Deal damage and heal for 1500 damage, plus 203 for each additional AP
    >>> Death Touch 8  AP
    Elixir's good intentioned, but fragile mind cracks under the guilt of hurting others. Deal 750 damage to the target, then drain up to 5 additional Black AP, dealing 120 damage for each additional Black AP drained to the remaining enemies and allies. If you have 0 Black AP, this power becomes Give and Take.
    (Passive) If you have more than 12 Black AP, this power automatically fires.
    (At level 70)
    • Level 2: Deal 900 damage and 144 to other enemies and allies for each additional AP
    • Level 3: Deal 1080 damage and 173 o other enemies and allies for each additional AP
    • Level 4: Deal 1350 damage and 218 o other enemies and allies for each additional AP
    • Level 5: Deal 1850 damage and 269 o other enemies and allies for each additional AP


    Developer's Notes:
    • For Resurrection, Elixir is stunned for all 3 turns even if the Resurrection Countdown tile is removed or the returned ally is downed.
    • For rejuvenate, the player chooses which character to return.
    • Give and Take & Death Touch drain AP passively. The player has no control over the AP is drained. These powers will always drain the maximum available AP (up to 5 AP).
    • For Give and Take, the additional Yellow AP contributes both to dealing damage and healing.
    • Elixir can be chosen to be healed for Give and Take.
    Your suggestions are very good. But infelimost of the time it only adds repeated characters.  Frustrating! 
  • Akoni
    Akoni Posts: 789 Critical Contributor
    Your suggestions are very good. But infelimost of the time it only adds repeated characters.  Frustrating! 
    Thank you. I am humbled by your praise. Not all are great, but I do put some effort into it. I am aware that some of my suggestions are variations of current characters like World War Hulk or Hulk, Breaker of Worlds. In those cases, I only suggest those characters because they are so drastically different or fit a current theme that already exists in the game (i.e. The Worthy).

    Like everyone else, I'm hoping for more variation with characters. I don't mind an occasional repeat as long as the character is drastically different, like Deadpool SOV, but a good 3* Deadpool followed by a meh 4* Deadpool is disappointing.

    I have been looking back at suggestions made by others and waiting to see if new releases have any ideas taken from them. If so, that should give us hope that devs are observing and using salvageable suggestions made by players.
  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler
    Akoni said:



    Elixir (Joshua Foley)
      
    4 Star (Legendary)

     Resurrection 12  AP
    Elixir rushes to his teammate's aid to help them finish the fight. If one does not exist, create a 3-turn Purple Resurrection Countdown tile that returns a downed ally at 10% health and stuns Elixir for 3 turns. If this tile is removed, down the returned ally. If the returned ally is downed, remove this tile.
    (At level 70)
    • Level 2: Returns a downed ally at 16% health.
    • Level 3: Returns a downed ally at 22% health.
    • Level 4: Returns a downed ally at 30% health.
    • Level 5: Returns a downed ally at 40% health.

     Rejuvenate 7  AP
    Elixir shares his life force to keep his allies on their feet. Elixir loses 35% of his health, then returns a stunned ally.
    (At level 70)
    • Level 2: Elixir loses 33%
    • Level 3: Elixir loses 28%
    • Level 4: Elixir loses 20%
    • Level 5: Elixir loses 10%

     Give and Take 8  AP
    Like the Robin Hood of life force, Elixir steals from the bad guys to help the good guys. Choose an ally and drain up to 5 additional Yellow AP, dealing 500 damage and healing the chosen ally for 500, plus 90 for each additional Yellow AP drained. If Elixir downs an enemy, this power becomes Death Touch.
    (At level 70)
    • Level 2: Deal damage and heal for 700 damage, plus 108 for each additional AP
    • Level 3: Deal damage and heal for 900 damage, plus 130 for each additional AP
    • Level 4: Deal damage and heal for 1200 damage, plus 155 for each additional AP
    • Level 5: Deal damage and heal for 1500 damage, plus 203 for each additional AP
    >>> Death Touch 8  AP
    Elixir's good intentioned, but fragile mind cracks under the guilt of hurting others. Deal 750 damage to the target, then drain up to 5 additional Black AP, dealing 120 damage for each additional Black AP drained to the remaining enemies and allies. If you have 0 Black AP, this power becomes Give and Take.
    (Passive) If you have more than 12 Black AP, this power automatically fires.
    (At level 70)
    • Level 2: Deal 900 damage and 144 to other enemies and allies for each additional AP
    • Level 3: Deal 1080 damage and 173 o other enemies and allies for each additional AP
    • Level 4: Deal 1350 damage and 218 o other enemies and allies for each additional AP
    • Level 5: Deal 1850 damage and 269 o other enemies and allies for each additional AP


    Developer's Notes:
    • For Resurrection, Elixir is stunned for all 3 turns even if the Resurrection Countdown tile is removed or the returned ally is downed.
    • For rejuvenate, the player chooses which character to return.
    • Give and Take & Death Touch drain AP passively. The player has no control over the AP is drained. These powers will always drain the maximum available AP (up to 5 AP).
    • For Give and Take, the additional Yellow AP contributes both to dealing damage and healing.
    • Elixir can be chosen to be healed for Give and Take.
    I agree with the earlier comment that this is really good. It is definitely a new concept, using himself to heal and revive others. I think it is very interesting indeed
  • Akoni
    Akoni Posts: 789 Critical Contributor



    Maelstrom (Inhuman Deviant)
      
    3 Star (Rare)

    Suggested Health: Moderate
    Suggested Base Match Damage: High

     Kinetic Absorption 0  AP
    (Passive) Every strike Maelstrom takes invigorates him. When Maelstrom has accumulated 894 damage, create a 3-turn Black Countdown tile that heals Maelstrom for 268 when it expires. Also, when it expires, if you have at least 8 Black AP, drain 8 Black AP and heal Maelstrom for 100 more. This power resets.
    (At level 40)
    • Level 2: 3-turn Black Countdown tile at 1020 damage. 357 health. 115 more.
    • Level 3: 3-turn Black Countdown tile at 1200 damage. 480 health. 136 more.
    • Level 4: 3-turn Black Countdown tile at 1440 damage. 648 health. 159 more.
    • Level 5: 3-turn Black Countdown tile at 1692 damage. 846 health. 200 more.

     Energy Absorption 0  AP
    (Passive) Energy attacks have unexpected consequences against Maelstrom. When Maelstrom has accumulated 1252 damage, create a 3-turn Red Countdown tile that deals 563 damage when it expires. Also, when it expires, if you have at least 9 Red AP, drain 9 Red AP and deal 111 more. This power resets.
    (At level 40)
    • Level 2: 3-turn Red Countdown tile at 1428 damage. 714 damage. 135 more.
    • Level 3: 3-turn Red Countdown tile at 1680 damage. 924 damage. 169 more.
    • Level 4: 3-turn Red Countdown tile at 2016 damage. 1210 damage. 207 more.
    • Level 5: 3-turn Red Countdown tile at 2369 damage. 1540 damage. 250 more.

     Minion Rush 10  AP
    Maelstrom's minions assist him with his devious plans. Decrease the counter on a random friendly Countdown tile by 1 and convert a random Team-Up tile to Black or Red.
    (Passive) If there are less than 5 Black tiles, steal 1 Black AP. If there are less than 5 Red tiles, steal 1 Red AP.
    (At level 40)
    • Level 2: Convert up to 2 random Team-Up tiles to Black or Red.
    • Level 3: Reduce the timer on up to 2 friendly Countdown tiles by 1 each.
    • Level 4: Convert up to 3 random Team-Up tiles to Black or Red.
    • Level 5: Reduce the timer on up to 2 friendly Countdown tiles by 2 each.


    Developer's Notes:
    • Maelstrom's minions are not very good so his Minion Rush fired power purposely opposes his Minion Rush passive power.
    • Maelstrom's Kinetic Absorption and Energy Absorption powers reset after he creates Countdown tiles.
    • If there are no Black tiles when Kinetic Absorption attempts to create a Black Countdown tile, the power fizzles away and the counter resets. The same is true of Energy Absorption, if there are no Red tiles.
    • If Maelstrom's Countdown tile is destroyed or matched away, he does not get the benefit of gaining health or dealing damage.
    • Kinetic Absorption only drains 8 additional Black AP when his Black Countdown tile expires. The same is true of Energy Absorption.
  • Akoni
    Akoni Posts: 789 Critical Contributor
    ***There is more than one Whizzer. In addition, there is more than one Stanley Stewart. This suggestion specifically refers to Stanley Stewart of Earth-712.



    Whizzer (Stanley Stewart)
       
    3 Star (Rare)

    Suggested Health: Low
    Suggested Base Match Damage: High

     Blurred Vision 10  AP
    Whizzer vibrates his body at high speeds becoming virtually invisible to the naked eye. Create 1 Purple Invisibility tile targeting Whizzer.
    (At level 40)
    • Level 2: Create 1 Purple Invisibility tile.
    • Level 3: Create 2 Purple Invisibility tiles.
    • Level 4: Create 3 Purple Invisibility tiles.
    • Level 5: Select 3 Basic Purple tiles to  become Purple Invisibility tiles.

     Vortex 10  AP
    Whizzer runs in circles, creating a vortex that blows the enemy's weapons away. Remove 2 random tiles.  If Whizzer is Invisible, prioritize enemy special tiles.
    (At level 40)
    • Level 2: Remove 3 random tiles.
    • Level 3: Remove 4 random tiles.
    • Level 4: Remove 4 random tiles and send 1 random enemy airborne for 1 turn.
    • Level 5: Remove 5 random tiles and send 1 random enemy airborne for 3 turns.

     Hyper Metabolic Trance 0  AP
    (Passive) After using his power extensively, Whizzer must take time to recover. If Whizzer is active and not Invisible for 3 consecutive turns, stun him for 3 turns. When Whizzer is stunned, he gains 1 Purple and 1 Blue AP when he returns.
    (At level 40)
    • Level 2: Stun for 3 turns. Gain 1 Purple or Blue each turn he is stunned.
    • Level 3: Stun for 2 turns. Gain 2 Purple or Blue each turn he is stunned.
    • Level 4: Stun for 2 turns. Gain 1 Purple and 1 Blue each turn he is stunned.
    • Level 5: Stun for 1 turn. Gain 2 Purple and 2 Blue each turn he is stunned.


    Developer's Notes:
    • Blurred Vision creates random Invisibility tiles until Level 5 where the player can choose which Purple tiles will become Invisibility tiles.
    • Vortex does not destroy tiles, and it does not deal damage or generate AP from the removal of tiles. 
    • Hyper Metabolic Trance generates AP regardless of why Whizzer is stunned.
  • Akoni
    Akoni Posts: 789 Critical Contributor
    ***Though her face is covered most of the time, there are different depictions of Black Racer (i.e. African-American and Caucasian). Due to her name, this suggestion is for the African-American depicted Black Racer.


    Black Racer (Ariana Saddiqi)
       
    3 Star (Rare)

    Suggested Health: Low
    Suggested Base Match Damage: Moderately High

     Back In Black 0  AP
    (Passive) Arianna once again dawns her black suit for a life of crime. For each Villian on her team (other than herself) Black Racer swaps a pair of tiles at the start of the turn, converting 1 non-Red, non-Purple swapped tile to Black.
    (At level 40)
    • Level 2: Convert up to 2 non-Red, non-Purple swapped tiles to Black.
    • Level 3: Convert up to 3 non-Red, non-Purple swapped tiles to Black.
    • Level 4: Convert up to 4 non-Red, non-Purple swapped tiles to Black.
    • Level 5: Swap 2 pair of tiles per Villian (other than herself).

     Black Eyes 8  AP
    Black Racer sprints across the battlefield, striking all of her foes in the blink of a black eye. Deal 333 damage to the enemy team and stun 1 random enemy for 1 turn.
    (At level 40)
    • Level 2: 400 damage and stun 2 random enemies for 1 turn.
    • Level 3: 488 damage and stun all 3 enemies for 1 turn.
    • Level 4: 605 damage and stun 2 enemies for 2 turns, and 1 enemy for 1 turn.
    • Level 5: 768 damage and stun 1 enemy for 3 turns, 1 for 2 turns, and 1 for 1 turn.

     Black Ops 9  AP
    Black Racer enter a facility and exits in mere seconds with what she needs. If you have more than 10 Black AP, steal 3 random AP, otherwise, steal 1.
    (At level 40)
    • Level 2: Steal 3 random AP if you have more than 10 Black AP, otherwise steal 2.
    • Level 3: Steal 4 random AP if you have more than 10 Black AP, otherwise steal 2.
    • Level 4: Steal 4 random AP if you have more than 10 Black AP, otherwise steal 3.
    • Level 5: Steal 6 random AP if you have more than 10 Black AP, otherwise steal 3.


    Developer's Notes:
    • Back In Black also converts swapped Team-Up tiles and special tiles to Black. Swapped special tiles are not changed or affected in any other way by this power.
    • Black Eyes L4 and L5 continue to stun enemies randomly.
    • If Black Eyes would stun all enemies and an enemy is already stunned, Black Eyes increases the stun count of that enemy to a maximum of 5 turns.
    • Black Ops steals the maximum amount of AP available.
  • Akoni
    Akoni Posts: 789 Critical Contributor



    Super Sabre (Martin Fletcher)
      
    3 Star (Rare)

    Suggested Health: Moderate
    Suggested Base Match Damage: Moderate

     Finger Snap 10  AP
    Sabre snaps his fingers to create a sonic boom small enough to control, but powerful enough to be effective. Deal 459 damage and destroy a selected Basic color tile (does not generate AP).
    (At level 40)
    • Level 2: Deal 551 damage.
    • Level 3: Deal 610 damage and destroy a Basic color tile or Team-Up tile.
    • Level 4: Deal 674 damage.
    • Level 5: Deal 750 damage and destroy any tile.

     Mach One Punch 7  AP
    Sabre moves his fist at supersonic speed and pulls it at the last second to smack his foe with a surprisingly powerful gust of air. Deal 400 damage and stun the target for 1 turn.
    (At level 40)
    • Level 2: Deal 400 damage and stun for 2 turns.
    • Level 3: Deal 400 damage and stun for 3 turns.
    • Level 4: Deal 600 damage and stun for 3 turns.
    • Level 5: Deal 900 damage and stun for 4 turns.

     Flurry of Jabs 9  AP
    Moving at tremendous speeds, Sabre strikes with a flurry of mosquito-like punches. Deal 898 hits of 1 damage.
    (At level 40)
    • Level 2: Deal 987 hits of 1 damage.
    • Level 3: Deal 1096 hits of 1 damage.
    • Level 4: Deal 1228 hits of 1 damage.
    • Level 5: Deal 1400 hits of 1 damage.


    Developer's Notes:
    • Flurry of Jabs is not a typo. Instead of dealing one hit of damage, Super Sabre instead deals a LOT of hits for 1 damage each. When applied, to an enemy, it may appear to hit all at once (super speed), however, if it downs an enemy before all hits are in, the remaining hits will go to the next enemy.
  • Akoni
    Akoni Posts: 789 Critical Contributor


    Gladiator (Kallark)
      
    4 Star (Legendary)

    Health: Moderate
    Match Damage: Moderate

     Super Breath 7  AP
    With a single breath, Gladiator clears the field of debris. Remove 16 random tiles. Removed tiles do not deal damage or generate AP. This power removes fewer tiles when Gladiator has less health (>75%=12 tiles, >50%=8 tiles, >25%=4 tiles). 
    (At level 70)
    • Level 2: 24 tiles / 20 tiles / 15 tiles / 12 tiles
    • Level 3: 36 tiles / 30 tiles / 20 tiles / 12 tiles
    • Level 4: 48 tiles / 32 tiles / 24 tiles / 16 tiles
    • Level 5: 64 tiles / 48 tiles / 32 tiles / 16 tiles

     Heat Beam 8  AP
    Gladiator produces a beam hot enough to burn through stars. Destroy a selected tile and its fortification, then deal 2400 damage. The destroyed tile does not deal damage or generate AP. This power deals less damage when Gladiator has less health (>75%=1800, >50%=1200, >25%=600).
    (At level 40)
    • Level 2: 2600 damage / 1950 damage / 1300 damage / 650 damage
    • Level 3: 2800 damage / 2100 damage / 1400 damage / 700 damage
    • Level 4: 3200 damage / 2400 damage / 1600 damage / 800 damage
    • Level 5: 4000 damage / 3000 damage / 2000 damage / 1000 damage

     Overpower 9  AP
    One of the most powerful beings in the universe, Gladiator overwhelms his foe with strength and speed. Destroy 8 random tiles, dealing damage, but not generating AP. This power destroys fewer tiles when Gladiator has less health (>75%=6 tiles, >50%=4 tiles, >25%=2 tiles).
    (At level 40)
    • Level 2: Destroys 1 random row / 6 random tiles / 4 random tiles / 2 random tiles
    • Level 3: Destroys 2 random rows / 1 random row / 6 random tiles / 3 random tiles
    • Level 4: Destroys 3 random rows / 2 random rows / 1 random row / 6 random tiles
    • Level 5: Destroys 4 random rows / 3 random rows / 2 random rows / 1 random row


    Developer's Notes:
    • Canonically, Gladiator gets weaker as his self-confidence lessens. Since MPQ has no confidence meter, health was used instead. During gameplay, he should feel like a reverse of Karnak. He starts off almost too powerful, but quickly drops from there.
    • Super Breath removes tiles rather than destroys them.
    • Heat Beam completely destroys the selected tile. If the tile is fortified, it destroys the fortification and the tile itself. It continues to do so even when Gladiator's health decreases. The damage done to the enemy, however, drops significantly as his health decreases.
  • Akoni
    Akoni Posts: 789 Critical Contributor
    I could not find a single comic cover with Champion of the Universe on it, so I settled for a comic where he was a major focus instead.


    Champion of the Universe (Tryco Slatterus)
      
    4 Star (Legendary)

    Health: Moderate
    Match Damage: High

     Master of Countless Styles 6  AP
    Champion scours the universe for worthy fighters to test his skills. Create 2 enemy strength 1 Purple Strike tiles.
    (Passive) When you match an enemy Strike tile, increase Champion of the Universe's Purple, Red, and Yellow match damage by 5.
    (At level 70)
    • Level 2: Create 3 enemy strength 1 Purple Strike tiles. Increase by 9.
    • Level 3: Create 4 enemy strength 1 Purple Strike tiles. Increase by 14.
    • Level 4: Create 5 enemy strength 1 Purple Strike tiles. Increase by 21.
    • Level 5: Convert all Purple tiles to enemy strength 1 Purple Strike tiles. Increase by 30.

     Combination Attack 7  AP
    Champion feints an opening to lure his opponent in to a powerful combo. Create 2 enemy strength 1 Red Attack tiles.
    (Passive) When you match an enemy Attack tile, deal 99 damage.
    (At level 70)
    • Level 2: Create 3 enemy strength 1 Red Attack tiles. Deal 111 damage.
    • Level 3: Create 4 enemy strength 1 Red Attack tiles. Deal 127 damage.
    • Level 4: Create 5 enemy strength 1 Red Attack tiles. Deal 147 damage.
    • Level 5: Convert all Red tiles to enemy strength 1 Red Attack tiles. Deal 165 damage.

     Parry 8  AP
    Champion side steps to save his energy against weaker attacks. Create 2 enemy strength 1 Yellow Shield tiles. 
    (Passive) When you match an enemy Shield tile, Champion of the Universe gains 64 health.
    (At level 70)
    • Level 2: Create 3 enemy strength 1 Yellow Shield tiles. Gain 70 health.
    • Level 3: Create 4 enemy strength 1 Yellow Shield tiles. Gain 81 health.
    • Level 4: Create 5 enemy strength 1 Yellow Shield tiles. Gain 95 health.
    • Level 5: Convert all Yellow tiles to enemy strength 1 Yellow Shield tiles. Gain 114 health.
  • Akoni
    Akoni Posts: 789 Critical Contributor

    Collector (Taneleer Tivan)
      
    4 Star (Legendary)

    Health: High
    Match Damage: Low

     Precognitive Flash 0  AP
    (Passive) The Collector catches a glimpse of possible future events. If there isn't one, create a 3-turn Countdown tile. A friendly match including this tile generates 1 extra AP.
    (At level 70)
    • Level 2: Create a 4-turn Countdown tile.
    • Level 3: Destroying this tile with a friendly power generates 1 AP.
    • Level 4: Create a 5-turn Countdown tile.
    • Level 5: Generates 1 AP, plus 1 random AP.

     Collector's Ship 0  AP
    (Passive) Collector stores his "exhibits" in his precious museum ship. If there are more than 10 Basic color tiles in a single color, destroy 1 tile in 1 of those colors, generating AP, but not dealing damage.
    (At level 70)
    • Level 2: Destroy 1 tile in up to 2 colors.
    • Level 3: If there are more than 9 Basic color tiles in a single color, destroy 1 tile in up to 3 colors. 
    • Level 4: If there are more than 8 Basic color tiles in a single color, destroy 1 tile in up to 4 colors. 
    • Level 5: If there are more than 7 Basic color tiles in a single color, destroy 1 tile in each of those colors.

     Obsession 0  AP
    (Passive) Collector is sent into a panic when one of his exhibits is taken or escapes.  If friendly AP decreases, Collector takes 100 damage for each AP lost. If you have at least 10 AP in each Basic color, this power becomes True Form.
    (At level 70)
    • Level 2: Takes 111 damage.
    • Level 3: Takes 124 damage. If you have at least 9 AP in each Basic color...
    • Level 4: Takes 141 damage. If you have at least 8 AP in each Basic color...
    • Level 5: Takes 165 damage. If you have at least 7 AP in each Basic color...
    =>  True Form 0  AP
    (Passive) The Collector takes on a menacing form to dispatch of trespassers on his ship. Collector's match damage is increased by 450%, he cannot be stunned, and takes 20% less damage from enemy fired powers. If you have less than 10 AP in any Basic color, this power becomes Obsession.
    (At level 70)
    • Level 2: Match damage is increased by 510%. Takes 26% less damage.
    • Level 3: Match damage is increased by 600%. Takes 33% less damage. If you have less than 9 AP in any Basic color...
    • Level 4: Match damage is increased by 690%. Takes 39% less damage. If you have less than 8 AP in any Basic color...
    • Level 5: Match damage is increased by 800%. Takes 50% less damage. If you have less than 7 AP in any Basic color...


    Developer's Notes:
    • The Countdown tile created by Precognitive Flash generates AP on top of the AP gained when it is matched. For example, if you make a Black match-3 involving this tile, you would gain 4 Black AP (4 Black AP plus a random AP at level 5). At level 3 and 4, if the tile is destroyed by a friendly power, it generates 1 AP. At level 5, if it is destroyed by a friendly power, it generates 1 AP plus a random AP.
    • Collector's Ship Level 1 destroys 1 tile in 1 color only. For example, f there are 12 Red and 11 Blue tiles, Collector's Ship Level 1 randomly picks ONE of them. Level 2 destroys 1 tile in up to 2 colors that meet the minimum criteria. Level 3 destroys 1 tile in up to 3 tiles that meet the minimum criteria. Level 4 destroys 1 tile in up to 4 colors that meet the minimum criteria. Level 5 destroys 1 tile in EVERY color that meets the minimum criteria.
    • Obsession causes Collector to take damage regardless of how AP decreases (i.e. fired power, friendly power affect, enemy power affect).
  • Akoni
    Akoni Posts: 789 Critical Contributor


    Runner (Gilpetperdon)
      
    4 Star (Legendary)

    Health: High
    Match Damage: Moderate

     All Holds Barred 8  AP
    The Runner will tolerate nothing that restricts his freedom as he sprints across the cosmos. Convert all Blue tiles in a selected row to Yellow.
    (Passive) If you have more than 10 Yellow AP, damage inflicted by Runner ignores enemy Shield tiles.
    (At level 70)
    • Level 2: Converts Blue and Green tiles.
    • Level 3: Converts Blue, Green, and Purple tiles.
    • Level 4: If you have more than 8 Yellow AP... Runner ignores enemy Shield tiles.
    • Level 5: Converts Blue, Green, and Purple tiles to Yellow in 2 selected rows.

     Too Close For Comfort 8  AP
    Runner blasts anyone who ventures into his lane. Deal 552 damage plus 98 damage for each Yellow tile over 8.
    (At level 70)
    • Level 2: 789 damage plus 140 for each Yellow tile over 8.
    • Level 3: 1127 damage plus 200 for each Yellow tile over 8.
    • Level 4: 1610 damage plus 260 for each Yellow tile over 8.
    • Level 5: 2300 damage plus 338 for each Yellow tile over 8.

     Mortal Restriction 0  AP
    (Passive) Runner can feel mortality seeping into his body as he struggles to break free from the captivity of responsibility. If all allies are stunned except for Runner, send Runner airborne until an ally becomes active or until all allies are downed. If Runner is stunned, he takes 18% damage each turn he is stunned.
    (At level 70)
    • Level 2: Runner takes 17% damage each turn he is stunned.
    • Level 3: Runner takes 16% damage each turn he is stunned.
    • Level 4: Runner takes 15% damage each turn he is stunned.
    • Level 5: Runner takes 12% damage each turn he is stunned.


    Developer's Notes:
    • All Holds Barred converts Basic and special tiles. Only the color of a converted tile is affected.
    • Too Close For Comfort deals additional damage for each Yellow tile on the board, ignoring the first 8 Yellow tiles. For example, if there are 9 Yellow tiles, it deals 650 damage (552 + 98). If there are 11 tiles, it deals 846 damage (552 + 98 + 98 + 98). 
    • Mortal Restriction sends Runner airborne if (1) two of his active allies are stunned, or (2) one ally is downed and the other active ally is stunned. Runner is NOT sent airborne if (1) two of his active allies are sent airborne, (2) one ally is downed and the other active ally is sent airborne, or (3) both allies are downed. 
    • Mortal Restriction deals damage to Runner while he is stunned regardless of the cause (i.e. friendly power, enemy power).
  • Akoni
    Akoni Posts: 789 Critical Contributor



    Grandmaster (En Dwi Gast)
      
    4 Star (Legendary)

    Health: High
    Match Damage: Low

     Let The Games Begin! 0  AP
    (Passive) Grandmaster challenges all to a game. At the start of the battle, this power randomly becomes Match Maker, Advanced Placement (AP), or Healthy Dose.

    ==> Match Maker 0  AP
    (Passive) Grandmaster challenges his adversaries to a game of wit. At the start of the battle, create 1 colorless Game Ball tile that cannot be matched and removes itself after 5 turns. When this tile is removed, the team with the fewest matches stuns an ally for 1 turn.
    (At level 70)
    • Level 2: Stuns 2 for 1 turn each.
    • Level 3: Stuns the team for 1 turn.
    • Level 4: Stuns 1 for 2 turns and 2 for 1 turn each.
    • Level 5: Stuns the team for 2 turns.
    ==> Advanced Placement (AP) 0  AP
    (Passive) Grandmaster offers a hefty prize to the winner and devastation to the loser. At the start of the battle, create 1 colorless Game Ball tile that cannot be matched and removes itself after 5 turns. When this tile is removed, the player with the most cumulative colored AP gains 2 random AP and the player with the least loses 1 random AP.
    (At level 70)
    • Level 2: Winner gains 2 random AP, loser loses 2 random AP.
    • Level 3: Winner gains 3 random AP, loser loses 2 random AP.
    • Level 4: Winner gains 4 random AP, loser loses 2 random AP.
    • Level 5: Winner gains 5 random AP, loser loses 3 random AP.
    ==> Healthy Dose 0  AP
    (Passive) Grandmaster offers prolonged life to the victor. At the start of the battle, create 1 colorless Game Ball tile that cannot be matched and removes itself after 5 turns. When removed, the team with the highest combined health gains 688 health.
    (At level 70)
    • Level 2: 767 health
    • Level 3: 850 health
    • Level 4: 995 health
    • Level 5: 1200 health

     Foul Play 10  AP
    Grandmaster imposes harsh penalties on those that break the rules. If one does not exist, create a 5-turn Penalty Countdown tile that increases the cost of enemy powers by 1 AP when it expires. If a Game Ball tile was removed by any means other than its own ability, this power costs 1 AP less.
    (At level 70)
    • Level 2: Create a 5-turn CD tile. Increase enemy power cost by 1. If Game Ball tile was removed... this power costs 2 AP less.
    • Level 3: Create a 4-turn CD tile. Increase enemy power cost by 2. If Game Ball tile was removed... this power costs 2 AP less.
    • Level 4: Create a 3-turn CD tile. Increase enemy power cost by 2. If Game Ball tile was removed... this power costs 3 AP less.
    • Level 5: Create a 2-turn CD tile. Increase enemy power cost by 3. If Game Ball tile was removed... this power costs 3 AP less.

     Side Bet 8  AP
    Grandmaster places a bet to keep things interesting. Create 1 Trap tile which, if you match it, converts 2 Yellow, Green, or Red tiles to Black. If matched by the enemy, your team takes 368 damage.
    (At level 70)
    • Level 2: Create 1 Trap tile. Converts 3 Y, G, or R to Black or take 442 damage.
    • Level 3: Create 2 Trap tiles. Converts 4 Y, G, or R to Black or take 530 damage.
    • Level 4: Create 3 Trap tiles. Converts 5 Y, G, or R to Black or take 636 damage.
    • Level 5: Create 4 Trap tiles. Converts 6 Y, G, or R to Black or take 763 damage.


    Developer's Notes:
    • Game Ball tiles cannot be matched, but they do drop if tiles beneath them are matched. They can also be destroyed by powers.
    • Match Maker affects the losing team only. If 1 or 2 characters on the losing team are stunned, they are chosen randomly. 
    • Advanced Placement (AP) adds together the friendly team's Black, Blue, Green, Purple, Red, and Yellow AP and compares that total to the sum of the enemy teams's  Black, Blue, Green, Purple, Red, and Yellow AP. The team with the highest number is the winner and gains random AP. The team with the lowest number is the loser and loses random AP.
    • At the moment the Game Ball tile is removed, Healthy Dose adds together the health of each friendly ally and compares that total to the sum of each enemy ally's health. The team with the highest number wins and each ally gains health while the team with the lowest number is the loser and each ally loses health.
    • Foul Play increases the cost of enemy powers for the rest of the battle. Only 1 Penalty Countdown tile can exist at a time, however, the power can be fired again when the current Penalty Countdown tile expires or is removed. 
    • When a Game Ball is removed by an ability other than its own, it decreases the cost for Foul Play for the entire battle.
    • Trap tiles created by Side Bet can be seen by both teams.
    • Side Bet randomly chooses 2 tiles among all Yellow, Green, and Red tiles to convert to Black. 
    • Damage dealt by Side Bet is dealt to the entire team.
  • Akoni
    Akoni Posts: 789 Critical Contributor



    Voyager (Va Nee Gast)
      
    4 Star (Legendary)

    Health: Low
    Match Damage: Low

     Portal Field 6  AP
    Va Nee whisks off in a hurry. Send any number of allies airborne for 2 turns. When they return, stun Va Nee Gast for 1 turn, plus 1 turn for each ally sent airborne.
    (Passive) Gain 1 random AP for each airborne ally that was sent airborne by this power.
    (At level 70)
    • Level 2: Stun Va Nee Gast for 1 turn for each ally sent airborne.
    • Level 3: Stun Va Nee Gast for 1 turn for each ally other than herself sent airborne.
    • Level 4: Stun Va Nee Gast for 1 turn if 2 or more allies are sent airborne.
    • Level 5: Stun Va Nee Gast for 1 turn if the entire team is sent airborne.

     Familiarity 10  AP
    Va Nee manipulates the minds of her enemies, tricking them into giving their new friend 2 Black and 1 Yellow AP.
    (At level 70)
    • Level 2: 2 Black, 1 Yellow, and 1 Purple AP.
    • Level 3: 2 Black, 2 Yellow, 1 Purple, and 1 Blue AP.
    • Level 4: 3 Black, 2 Yellow, 1 Purple, and 1 Blue AP.
    • Level 5: 4 Black, 3 Yellow, 2 Purple, and 1 Blue AP.

     Morale Boost 9  AP
    Va Nee taps into the memories of her allies, reminding them of what they're fighting for. Create 1 Strike tile and 1 Shield tile, each with strength 50.
    (At level 70)
    • Level 2: ...each with strength 75.
    • Level 3: ...each with strength 131.
    • Level 4: ...each with strength 263.
    • Level 5: Create 2 Strike tiles and 2 Shield tiles, each with strength 263.


    Developer's Notes:
    • Portal Field can send 1, 2, or all 3 allies airborne at once. Hence, Va Nee Gast can select herself for Portal Field. If she does, she counts as one of the allies for the stun affect. For example, if Va Nee Gast chooses herself only for Portal Field level 1, when she returns from being airborne, she stuns herself for 2 turns (1 + 1 for the ally sent airborne which is herself). Va Nee is only stunned when 1 or more allies are returned by the affect of Portal Field. She is not stunned when allies are returned from airborne caused by any other power.
    • Portal Field's passive triggers at the start of the turn. The amount of random AP gained is equal to the number of allies currently airborne. If no allies are airborne, no AP is generated. This power triggers even when Va Nee herself is airborne. AP is only gained if the airborne ally was sent airborne by the affect of Portal Field.
  • Akoni
    Akoni Posts: 789 Critical Contributor



    Molecule Man (Classic)
       
    5 Star (Epic)

    Health: Moderate
    Match Damage: Moderate

     Transfiguration 8  AP
    Your greatest weapons are but mere toys to the Molecule Man. Convert all Countdown tiles to strength 19 friendly Strike or Shield tiles.
    (Passive) Whenever an enemy makes a Purple, Yellow, or Green match, create 1 3-turn Countdown tile that converts 1 Red tile to Purple when it expires.
    (At level 255) 
    • Level 2: Convert Countdown tiles to strength 22 tiles.
    • Level 3: Convert Countdown tiles to strength 25 tiles. (Passive) Countdown tile converts 1 Red or Black tile to Purple when it expires.
    • Level 4: Convert Countdown tiles to strength 29 tiles.
    • Level 5: Convert Countdown tiles to strength 35 tiles. (Passive) Countdown tile converts 1 Red, Black, or Blue tile to Purple when it expires.

     Transmogrification 5  AP
    Molecule Man can be your best friend or your worst enemy... but which is he? Convert all friendly Attack, Strike, and Shield tiles to enemy tiles and increase their strength by 30. Also, convert all enemy Attack, Strike, and Shield tiles to friendly tiles and increase their strength by 10.
    (Passive) If there are more Purple, Yellow, and Green tiles than Red, Black, and Blue tiles, create a strength 19 friendly Attack tile. Otherwise, create a strength 19 enemy Attack tile.
    (At level 255) 
    • Level 2: Convert friendly to enemy tiles with +45, and enemy to friendly with +20. (Passive) Create strength 19 friendly or enemy Attack tiles.
    • Level 3: Convert friendly to enemy tiles with +60, and enemy to friendly with +30. (Passive) Create strength 25 friendly or enemy Attack tiles.
    • Level 4: Convert friendly to enemy tiles with +90, and enemy to friendly with +70. (Passive) Create strength 29 friendly or enemy Attack tiles.
    • Level 5: Convert friendly to enemy tiles with +120, and enemy to friendly with +100. (Passive) Create strength 35 friendly or enemy Attack tiles.

     Obliteration 10  AP
    With a single thought, Molecule Man threatens the existence of some of the most powerful beings in the universe. Destroy a selected row dealing 100 damage to the enemy team for each special tile destroyed and decreasing enemy AP for each Basic color tile destroyed. (Destroyed tiles do not deal damage or generate AP.)
    (At level 255) 
    • Level 2: Deal 200 damage for each special tile destroyed.
    • Level 3: Deal 300 damage for each special tile destroyed.
    • Level 4: Deal 400 damage for each special tile destroyed.
    • Level 5: Deal 500 damage for each special tile destroyed. Decrease enemy AP for each Basic and Team-Up tile destroyed.


    Developer's Notes:
    • Transfiguration converts both friendly and enemy Countdown tiles. Tiles are converted to Strike or Shield tiles randomly.
    • Obliteration decreases enemy AP for the correlated tile destroyed. For example, if 2 Blue and 1 Red Basic tiles are destroyed, Obliteration will destroy 2 enemy Blue AP and 1 enemy Red AP.
    • Damage dealt by Obliteration does not discriminate between friendly and enemy special tiles. For example, if Obliteration Level 1 destroyed 2 friendly and 1 enemy special tile, the enemy team receives 300 damage.
  • Akoni
    Akoni Posts: 789 Critical Contributor



    Black Mamba (B.A.D. Girls, Inc)
       
    3 Star (Rare)

    Health: Moderate
    Match Damage: Moderate

     Dear Beloved 8  AP
    Black Mamba surrounds herself with darkforce to project herself as someone you love and trust. Black Mamba turns invisible for 3 turns.
    (Passive) While Black Mamba is invisible, whenever an enemy makes a match in their strongest color, steal 1 AP of that color.
    (At level 40)
    • Level 2: (Passive) ...whenever an enemy makes a match in one of their 2 strongest colors, steal 1 AP of that color.
    • Level 3: (Passive) ...whenever an enemy makes a match in one of their 3 strongest colors, steal 1 AP of that color.
    • Level 4: Turns invisible for 4 turns.
    • Level 5: (Passive) ...whenever an enemy makes a match, steal 1 AP of that color.

     B.A.D. Intentions 7  AP
    As team leader, Black Mamba is always looking out for the team as she's looking to score. Convert 1 tile in the enemy team's strongest color to your team's strongest color. If Diamondback is an ally, she jumps in to convert 1 tile in your team's weakest color to your team's strongest color. If Asp is an ally, she jumps in to make a match.
    (At level 40)
    • Level 2: Convert 1 tile from enemy team strongest color to your strongest. Convert 2 tiles from your team's weakest to strongest color.
    • Level 3: Convert 2 tiles from enemy team strongest color to your strongest. Convert 2 tiles from your team's weakest to strongest color.
    • Level 4: Convert 2 tiles from enemy team strongest color to your strongest. Convert 3 tiles from your team's weakest to strongest color.
    • Level 5: Convert 3 tiles from enemy team strongest color to your strongest. Convert 3 tiles from your team's weakest to strongest color.

     Darkforce Projection 6  AP
    Black Mamba releases a cloud of darkforce to surround her target before deciding how to best deal with them.

    ==> Euphoria +0  AP
    Black Mamba's darkforce projection leaves her victim in a state of bliss. Create a 3-turn Countdown tile that stuns the enemy for 1 turn when it expires.
    (At level 40)
    • Level 2: Stuns for 2 turns.
    • Level 3: Stuns for 3 turns.
    • Level 4: Stuns for 4 turns.
    • Level 5: Stuns for 5 turns.
    ==> Suffocation +4  AP
    Trapped in her terrifying grasp, Black Mamba's target struggles to breath. create a 6-turn Countdown tile that deals 2983 damage when it expires.
    (At level 40)
    • Level 2: Deals 3594 damage.
    • Level 3: Deals 4330 damage.
    • Level 4: Deals 5196 damage.
    • Level 5: Deals 6235 damage.
    ==> Terminate +9  AP
    Black Mamba capitalizes on the opportunity to take out her greatest foe. Create a 10-turn Countdown tile that downs the target when it expires.
    (At level 40)
    • Level 2: Costs +9  AP
    • Level 3: Costs +7  AP
    • Level 4: Costs +7  AP
    • Level 5: Costs +5  AP


    Developer's Notes:
    • Darkforce Projection is one power used 3 different ways. It works similarly to Deadpool (Spirit of Vengeance) Penance Fare. Once an option is chosen, the player pays 6 Black AP for the initial cost, plus additional Black AP for the selected power. For example, Euphoria costs 6  AP (6+0), Suffocation costs 10  AP (6+4), and Terminate costs 15  AP (6+9) at level 1.
  • Akoni
    Akoni Posts: 789 Critical Contributor



    Asp (B.A.D. Girls, Inc)
      
    3 Star (Rare)

    Health: Low
    Match Damage: High

     Snake Dance 6  AP
    Asp performs a mesmerizing dance that invigorates her. Create a 3-turn Countdown tile that gives Asp a boost of 153 health each turn. If matched or destroyed by an enemy, stun the target for 1 turn for each turn remaining on the Countdown tile.
    (At level 40)
    • Level 2: Heal for 178 per turn.
    • Level 3: Heal for 200 per turn.
    • Level 4: Heal for 222 per turn.
    • Level 5: Heal for 247 per turn.

     B.A.D. Behavior 7  AP
    Quiet, but loyal, Asp will take on anyone to protect her team. Asp steals 180 health from the enemy team. If Black Mamba is an ally, she orders Asp to steal 180 more health from the enemy team. If Diamondback is an ally, she creates a smokescreen that turns the team invisible for 1 turn.
    (At level 40)
    • Level 2: Steal 207 health. Steal 207 health. Invisible for 1 turn.
    • Level 3: Steal 234 health. Steal 234 health. Invisible for 1 turn.
    • Level 4: Steal 234 health. Steal 234 health. Invisible for 2 turns.
    • Level 5: Steal 261 health. Steal 261 health. Invisible for 2 turns.

     Venom Bolt 5  AP
    With great control over her blasts, Asp attacks with strategic prowess.
    ==> Stumble +0  AP
    Asp projects a blast of energy strong enough to knock the burliest men off their feet. Deal  626 damage.
    (At level 40)
    • Level 2: Deal  720 damage.
    • Level 3: Deal  828 damage.
    • Level 4: Deal  952 damage.
    • Level 5: Deal  1095 damage.
    ==> Paralyze +4  AP
    Asp generates enough force to incapacitate her foe. Deal 656 damage and stun the target for 1 turn.
    (At level 40)
    • Level 2: Deal 832 damage and stun the target for 1 turn.
    • Level 3: Deal 944 damage and stun the target for 2 turns.
    • Level 4: Deal 1056 damage and stun the target for 2 turns.
    • Level 5: Deal 1212 damage and stun the target for 3 turns.
    ==> Fatale +7  AP
    Asp goes in for a final blow. Deal 716 damage. If the target has less than 10% health, down them instead.
    (At level 40)
    • Level 2: Deal 895 damage. Down instead if health is less than 20%.
    • Level 3: Deal 1083 damage. Down instead if health is less than 25%.
    • Level 4: Deal 1119 damage. Down instead if health is less than 33%.
    • Level 5: Deal 1399 damage. Down instead if health is less than 40%.


    Developer's Notes:
    • B.A.D. Behavior steals health from each enemy and gives it to Asp only
    • Like Black Mamba (B.A.D. Girls, Inc) Darkforce Projection, Venom Bolt is also similar to Deadpool (Spirit of Vengeance) Penance Fare. Once an option is chosen, the player pays 5  AP for the initial cost, plus additional AP for the selected power.
  • Akoni
    Akoni Posts: 789 Critical Contributor



    Diamondback (B.A.D. Girls, Inc)
      
    3 Star (Rare)

    Health: High
    Match Damage: Low

     Swapped Allegiance 9  AP
    Regardless of her affiliation, Diamondback always remembers where she's from. Create a 2-turn Countdown tile that converts 1 tile in the enemy team's weakest color to their strongest color each turn. When the tile expires, destroy 2 tiles in the enemy team's strongest color, dealing damage and generating AP.
    (At level 40)
    • Level 2: Create a 3-turn Countdown tile. Destroy 2 tiles.
    • Level 3: Create a 3-turn Countdown tile. Destroy 3 tiles.
    • Level 4: Create a 2 3-turn Countdown tiles. Destroy 3 tiles.
    • Level 5: Create a 2 3-turn Countdown tile. Destroy 4 tiles.

     B.A.D. Reputation 8  AP
    Diamondback infiltrates enemy headquarters to steal 1 random Attack, Strike, or Shield tile. If Black Mamba is an ally, she provides cover while Diamondback steals 1 additional random Attack, Strike, or Shield tile. If Asp is an ally, she jumps in to fortify the stolen tiles.
    (At level 40)
    • Level 2: Steals 2. Steals 1.
    • Level 3: Steals 2. Steals 2.
    • Level 4: Steals 3. Steals 2.
    • Level 5: Steals 3. Steals 3.

     Diamond Spikes 7  AP
    Diamondback lets loose an array of diamond-like projectiles.
    ==>Knockout Gas +0  AP
    Diamondback hits the enemy with gas rendering them unconscious. Destroy a random tile in a selected row. If that tile is a special tile, stun a random enemy for 1 turn and destroy another tile in that row until a Basic or Team-Up tile is destroyed (does not generate AP). 
    (At level 40)
    • Level 2: Deals 38 damage per tile destroyed.
    • Level 3: Deals 48 damage per tile destroyed.
    • Level 4: Deals 60 damage per tile destroyed.
    • Level 5: Deals 76 damage per tile destroyed.
    ==>Venom-Laced +4  AP
    Diamondback cuts her foe with a diamond spike laced with snake venom. Create a 3-turn Countdown tile that decreases target enemy's strongest AP by 1 per turn.
    (At level 40)
    • Level 2: Decrease the enemy's strongest AP by 2 per turn.
    • Level 3: 2-turn Countdown tile. Decrease the enemy's strongest AP by 3 per turn.
    • Level 4: 2-turn Countdown tile. Decrease the enemy's strongest AP by 3 and 2nd strongest by 1 per turn.
    • Level 5: 2-turn Countdown tile. Decrease the enemy's strongest AP by 3, 2nd strongest by 2, and 3rd strongest by 1 per turn.
    ==>Flash Bang +3  AP
    Diamondback throws diamond spikes packed with light explosives leaving enemies disoriented. Selected enemy cannot fire powers for 1 turn.
    (At level 40)
    • Level 2: Selected enemy cannot fire powers for 2 turns.
    • Level 3: 2 selected enemies cannot fire powers for 1 turn.
    • Level 4: Enemy team cannot fire powers for 1 turn.
    • Level 5: Enemy team cannot fire powers for 2 turns.


    Developer's Notes:
    • Like Black Mamba and Asp above, Diamond Spikes is similar to Deadpool (Spirit of Vengeance) Penance Fare. The initial cost of 7 Blue AP is paid, plus additional AP for the power selected.
    • Knockout Gas stuns a random enemy (or increases their stun count) each time a special tile is destroyed by this power.
    • Venom-Laced decrease enemy AP according to the target's strongest AP, not the team's strongest AP.
  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler
    Akoni said:



    Diamondback (B.A.D. Girls, Inc)
      
    3 Star (Rare)

    Health: High
    Match Damage: Low

     Swapped Allegiance 9  AP
    Regardless of her affiliation, Diamondback always remembers where she's from. Create a 2-turn Countdown tile that converts 1 tile in the enemy team's weakest color to their strongest color each turn. When the tile expires, destroy 2 tiles in the enemy team's strongest color, dealing damage and generating AP.
    (At level 40)
    • Level 2: Create a 3-turn Countdown tile. Destroy 2 tiles.
    • Level 3: Create a 3-turn Countdown tile. Destroy 3 tiles.
    • Level 4: Create a 2 3-turn Countdown tiles. Destroy 3 tiles.
    • Level 5: Create a 2 3-turn Countdown tile. Destroy 4 tiles.

     B.A.D. Reputation 8  AP
    Diamondback infiltrates enemy headquarters to steal 1 random Attack, Strike, or Shield tile. If Black Mamba is an ally, she provides cover while Diamondback steals 1 additional random Attack, Strike, or Shield tile. If Asp is an ally, she jumps in to fortify the stolen tiles.
    (At level 40)
    • Level 2: Steals 2. Steals 1.
    • Level 3: Steals 2. Steals 2.
    • Level 4: Steals 3. Steals 2.
    • Level 5: Steals 3. Steals 3.

     Diamond Spikes 7  AP
    Diamondback lets loose an array of diamond-like projectiles.
    ==>Knockout Gas +0  AP
    Diamondback hits the enemy with gas rendering them unconscious. Destroy a random tile in a selected row. If that tile is a special tile, stun a random enemy for 1 turn and destroy another tile in that row until a Basic or Team-Up tile is destroyed (does not generate AP). 
    (At level 40)
    • Level 2: Deals 38 damage per tile destroyed.
    • Level 3: Deals 48 damage per tile destroyed.
    • Level 4: Deals 60 damage per tile destroyed.
    • Level 5: Deals 76 damage per tile destroyed.
    ==>Venom-Laced +4  AP
    Diamondback cuts her foe with a diamond spike laced with snake venom. Create a 3-turn Countdown tile that decreases target enemy's strongest AP by 1 per turn.
    (At level 40)
    • Level 2: Decrease the enemy's strongest AP by 2 per turn.
    • Level 3: 2-turn Countdown tile. Decrease the enemy's strongest AP by 3 per turn.
    • Level 4: 2-turn Countdown tile. Decrease the enemy's strongest AP by 3 and 2nd strongest by 1 per turn.
    • Level 5: 2-turn Countdown tile. Decrease the enemy's strongest AP by 3, 2nd strongest by 2, and 3rd strongest by 1 per turn.
    ==>Flash Bang +3  AP
    Diamondback throws diamond spikes packed with light explosives leaving enemies disoriented. Selected enemy cannot fire powers for 1 turn.
    (At level 40)
    • Level 2: Selected enemy cannot fire powers for 2 turns.
    • Level 3: 2 selected enemies cannot fire powers for 1 turn.
    • Level 4: Enemy team cannot fire powers for 1 turn.
    • Level 5: Enemy team cannot fire powers for 2 turns.


    Developer's Notes:
    • Like Black Mamba and Asp above, Diamond Spikes is similar to Deadpool (Spirit of Vengeance) Penance Fare. The initial cost of 7 Blue AP is paid, plus additional AP for the power selected.
    • Knockout Gas stuns a random enemy (or increases their stun count) each time a special tile is destroyed by this power.
    • Venom-Laced decrease enemy AP according to the target's strongest AP, not the team's strongest AP.
    I must say, I love the B.A.D. girl's concepts, all of them. They are awesome. I especially think the idea to have them be so parallel to each other in terms of skills is ingenious.