Akoni said: Super Sabre (Martin Fletcher) 3 Star (Rare)Suggested Health: ModerateSuggested Base Match Damage: Moderate Finger Snap 10 APSabre 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 APSabre 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 APMoving 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.
4-Star Rarity (Legendary)
Barony - Black (Passive)
Baron Zemo makes use of his influence and power to further his goals. When an enemy makes a match in their strongest colour, creates a strength 90 Strike tile. When an enemy matches away a special tile, steals 3 AP in random colours.
Level 2 - Creates a strength 120 tile. Steals 5 AP in random colours.
Level 3 - Creates one Strike tile, one Protect tile and one Attack tile.
Level 4 - Creates strength 150 tiles. Steals 7 AP in random colours.
Level 5 - Creates two Strike tiles of strength 180 each.
Blood Blade - Green (7 AP)
Baron Zemo lunges forward with his blade, striking at the enemy’s weak point, dealing 900 damage. If Zemo is Invisible, destroys all tiles in the enemy’s weakest colour, dealing additional damage.
Level 2 - Deals 1200 damage.
Level 3 - Destroys enemy special tiles while Invisible, dealing additional damage.
Level 4 - Deals 1800 damage.
Level 5 - Deals 2100 damage.
Crooked Justice - Purple (Passive)
Baron Zemo swears revenge on his enemies. When an enemy matches a special tile, Baron Zemo goes Invisible for 1 round. Steals one AP in one colour or enemy special tile each round while Invisible.
Level 2 - Increases Invisibility by 1 round. Steals one AP in two colours while Invisible.
Level 3 - Invisibility targets other allies for 1 round.
Level 4 - Increases Invisibility by 1 round. Steals two AP in three colours while Invisible.
Level 5 - Invisibility targets other allies for 2 round. Steals three AP in all colours while Invisible.
NemoAbernnigan said: Akoni said: Super Sabre (Martin Fletcher) 3 Star (Rare) Flurry of Jabs 9 APMoving 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. I love the Flurry of Jabs concept, however I do think it would be quite broken, considering how strike tiles would amplify it, and it would have some very... interesting interactions with abilities like BRB's clash of the worthy. Perhaps tone down its strength so that it only hits once for every AP spent on the ability, and have it drain your whole red pool when you cast it? You could decrease initial cost to 5 and have it deal a burst of x damage times the number of jabs you've hit with so far this game on each , i.e. casting it for 5 deals 5 hits, with the 2nd hit dealing 1 + 1x damage, the 3rd dealing 1 + 2x, 4th dealing 1 + 3x, and the 5th dealing 1 + 4x. A 2nd cast would start at 1 + 5x and continue to ramp up. If x equalled the number of abilities he's cast plus matches he's made this game it'd be weak at start but ramp up drastically- particularly if he's the one making the matches on his strong colors rather than hiding behind a higher level tank. So, for example, if you match red with him on turns one and two, on turn 3 you can cast a 6 cost 6 hit Flurry, with x equalling 3- 2 matches + 1 cast- so that it hits for 1, 1 + (1x3), 1 + (2x3), 1 + (3x3), 1 + (4x3), and 1 + (5x3). So 1, 4, 7, 10, 16, which only amounts to 38 damage across 6 hits, and costs you 6 red AP. Pretty weak. However... If you cast it at 10 red, after having already done this once as shown, and making 5 matches since, then x = 9 (7 matches + 2 casts), the hit counter starts at 6, and it's instead, 1 + (6x9), 1 + (7x9), 1 + (8x9), 1 + (9x9), 1 + (10x9), 1 + (11x9), 1 + (12x9), 1 + (13x9), 1 + (14x9), 1 + (I5x9) Or, 55, 64, 73, 82, 91, 100, 109, 118, 127, 135 for a total of 954 over 10 hits, costing 10 red AP. Much more reasonable.Cast a 3rd time, 2 matches later, at the same 6 hits for 6 red as the first cast, x = 12 (9 matches + 3 casts) and the hit counter is at 16, so it now does 1 + (16x12), 1 + (17x12), 1 + (18x12), 1 + (19x12), 1 + (20x12), I + (21x12), or, 193, 205, 217, 229, 241, 253, for a total of 1338 damage across 6 hits, and only costing you 6 red AP. Now it's quite good. So it's much weaker early game, hits fewer times so it doesn't benefit from strike tiles as much or cause the absurd interactions it would with abilities like clash of the worthy that count each hit, and scales drastically as the game progresses and he makes more matches and casts more abilities and lands more jabs. I think it fits with the speedster theme, he's still landing super speed punches, and the damage ramp is thematic as well, representing his continuing acceleration and the current velocity of each punch.If he was a 4* I would say give him an x damage punch for every y tiles matched, destroyed or otherwise removed from the board by his matches and abilities, plus one initial z damage punch, where x = 1/5/10/15/20 + the number of enemy special tiles matched, destroyed, or removed by your team so far this game, y is 20/15/I0/5/1, and z is the total number of tiles matched, destroyed, or otherwise removed from the board by his matches and abilities times 100. So 9 cost, 3 matches and 9 tiles minimum, at 5 ranks in the skill = 9 punches of 20 damage following 1 initial punch of 900 damage, for a total of 1080 damage over 10 hits. If he's matched, destroyed, and otherwise removed 50 tiles from the board, and 10 of them were enemy special tiles, then at rank 5, he instead hits for 5000, followed by 50 hits of 30 (20 + 10 enemy special tiles) for a total of 6500 over 51 hits. The numbers on the x, y, and z would have to be tweaked, the cost might need to be increased, and interactions with abilities that count hits could still be totally wild, but it would allow for the number of hits to reach really high levels, as in your proposal, without getting quite as carried away. In this version I believe 12 would be a better cost, and 1 punch for every 10 tiles would balance out more reasonably, making it a late game big hit type skill instead. In any case, the 1400 hits of 1 damage for a cost of 9 that you proposed is a cool idea, but utterly game breaking with, say, Gr4cket, and Polaris (or really anyone who can get high amounts of strike tile damage boosting going). If you have even a single strike tile of 99, each of those 1400 punches hits for 100 damage instead, and 1400000 damage for 9 AP is ridiculous. Hence my suggested tweaks. Specifying that the punches' strength can't be modified by strike tiles would also be a simple fix, but would make it far weaker and still fail to address the problem of interactions with abilities like Clash of the Worthy, and I was looking for a middle ground.
Akoni said: Super Sabre (Martin Fletcher) 3 Star (Rare) Flurry of Jabs 9 APMoving 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.