Kelvinkhr said: This is a very interesting concept and the idea is certainly unique to make him centred around his tiles. He will have to be teamed with those with low match damage probably or someone who can change tile colour but with the right team-up, I think he will be good.
Akoni said: Surge (Noriko Ashida) 4 Star (Legendary)Health: ModerateMatch Damage: Moderate Charge 0 AP(PASSIVE) Surge absorbs ambient electricity, enhancing her abilities, but making them go haywire if she absorbs too much. Increase Surge's match damage by 3% for each charged tile. If there are more than 20 charged tiles, Surge deals 461 damage to the enemy team and 128 damage to allies when she fires a power.(At level 70)Level 2: Increase match damage by 4%. Deals 576 and 160 damage.Level 3: Increase match damage by 5%. Deals 720 and 200 damage.Level 4: Increase match damage by 7%. Deals 900 and 250 damage.Level 5: Increase match damage by 10%. Deals 1080 and 300 damage. Discharge 0 APUnable to contain it all, electricity leaks from Surge's body. At the start of the turn, deal 22 damage for each charged tile.(At level 70)Level 2: Deal 28 damage for each charged tile.Level 3: Deal 35 damage for each charged tile.Level 4: Deal 43 damage for each charged tile.Level 5: Deal 54 damage for each charged tile. Mind Racing Speed 9 APSurge's thoughts begin to race as she stores more and more electricity. Create 3 charged tiles.(PASSIVE) A match that Surge's team makes using all charged tiles creates a critical tile.(At level 70)Level 2: Create 3 charged tiles.Level 3: Create 4 charged tiles.Level 4: Create 5 charged tiles.Level 5: Create 6 charged tiles.Developer's Notes:Mind Racing Speed's passive ability only creates a critical tile when all tiles matched are charged tiles. If 3 charged tiles are matched, a critical tile is created. If 5 or more charged tiles are matched, two critical tiles are created: one via normal game mechanics and one additional via Mind Racing Speed. The placement of the critical tile created by Mind Racing Speed is the same as normally created critical tiles.
Akoni said: So I just realized that I have been referring to Protect tiles as Shield tiles. I have absolutely no idea why. Moon Girl (Lunella Lafayette) 4 Star (Legendary)Health: ModerateMatch Damage: Moderate Battle Suit 7 APTo take on criminals, Moon Girl outfits herself with a number of her inventions. Create a reinforced 3-turn Blue Countdown tile. While this tile is present, Moon Girl is unaffected by enemy Attack, Strike and Protect tiles. If Devil Dinosaur is an ally, friendly Green and Red powers cost 1 less (min cost 3) while this Countdown tile is present.(At level 70)Level 2: Create a reinforced 4-turn Countdown tile. Green & Red cost 1 less.Level 3: Create a reinforced 4-turn Countdown tile. Green & Red cost 2 less.Level 4: Create a reinforced 5-turn Countdown tile. Green & Red cost 2 less.Level 5: Create a reinforced 5-turn Countdown tile. Green & Red cost 3 less. Secret Laboratory 8 APMoon Girl hides in her secret lab under the school to recover and plan. Moon Girl gains 348 health. If Devil Dinosaur is an ally, he also gains 348 health and turns invisible for 1 turn.(At level 70)Level 2: Gain 464 health. DD gains 464 health and turns invisible for 1 turn.Level 3: Gain 619 health. DD gains 619 health and turns invisible for 2 turns.Level 4: Gain 825 health. DD gains 825 health and turns invisible for 2 turns.Level 5: Gain 1100 health. DD gains 1100 health and turns invisible for 3 turns. Under the Cover Of Darkness 0 AP(PASSIVE) Not even house arrest will stop Moon Girl from sneaking out to fight crime. While there are 16 or more Black tiles, Moon Girl is invisible. If Devil Dinosaur is an ally, this power becomes Mind Swap.(At level 70)Level 2: While there are 15 or more Black tiles...Level 3: While there are 14 or more Black tiles...Level 4: While there are 12 or more Black tiles...Level 5: While there are 10 or more Black tiles...=> Mind Swap 11 APMoon Girl's inhuman power kicks in, switching her and Devil Dinosaur's bodies and causing all sorts of chaos and destruction. Destroy a random 2x2 block of tiles. If an enemy special tile is destroyed, destroy another 2x2 block of tiles. (Destroyed tiles do not generate AP.)(At level 70)Level 2: Destroy a 2x2 block. If enemy special tile destroyed, destroy another 2x2 block. If enemy special tile destroyed, destroy one more 2x2 block.Level 3: Destroy a 3x3 block. If enemy special tile destroyed, destroy a 2x2 block. If enemy special tile destroyed, destroy one more 2x2 block.Level 4: Destroy a 3x3 block. If enemy special tile destroyed, destroy another 3x3 block. If enemy special tile destroyed, destroy one more 2x2 block.Level 5: Destroy a 4x4 block. If enemy special tile destroyed, destroy a 3x3 block. If enemy special tile destroyed, destroy a 2x2 block.Developer's Notes:Under the Cover Of Darkness turns Moon Girl invisible as long as the condition is met. If the minimum number of Black tiles are present, Moon Girl remains invisible.All of the blocks of tiles destroyed by Mind Swap are random.
Akoni said: Moon Boy (Classic) 3 Star (Rare)Health: ModerateMatch Damage: High A Friend In Need 4 APIn his efforts to help, Moon Boy sometimes finds himself in need of rescue. Create a 1-turn Countdown tile that reduces Moon Boy team's Green power costs by 1 (min cost 3) while it is present.(PASSIVE) If Devil Dinosaur is an ally, enemy power damage that would be dealt to Moon Boy is dealt to Devil Dinosaur instead.(At level 40)Level 2: Create a 1-turn Countdown tile that decreases Green & Red by 1.Level 3: Create a 2-turn Countdown tile that decreases Green & Red by 1.Level 4: Create a 2-turn Countdown tile that decreases Green, Red & Purple by 1.Level 5: Create a 3-turn Countdown tile that decreases Green, Red & Purple by 1. To the Rescue 8 APMoon Boy is always looking out for his big red friend. Create a strength 5 Yellow Protect tile, then fortify 2 Protect tiles.(PASSIVE) If an ally Devil Dinosaur is stunned or airborne, return him and create 1 strength 5 Yellow Protect tile.(At level 40)Level 2: Strength 9 Yellow Protect tile. (PASSIVE) Strength 9 Yellow Protect tile.Level 3: Strength 14 Yellow Protect tile. (PASSIVE) Strength 14 Yellow Protect tile.Level 4: Strength 20 Yellow Protect tile. (PASSIVE) Strength 20 Yellow Protect tile.Level 5: Strength 27 Yellow Protect tile. (PASSIVE) Strength 27 Yellow Protect tile. Welcome To the Jungle 0 APMoon Boy has the advantage in his home environment. When Moon Boy makes a match, destroy 1 Green or Red Basic tile (does not deal damage).(PASSIVE) If Devil Dinosaur is an ally, when Moon Boy makes a match, create a Red strike tile with strength 5 for each Green and Red tile present.(At level 40)Level 2: ... destroy 1 Green or Red tile. (PASSIVE) ...strength 7 for each...Level 3: ... destroy 1 Green and 1 Red tile. (PASSIVE) ...strength 7 for each...Level 4: ... destroy 1 Green and 1 Red tile. (PASSIVE) ...strength 9 for each...Level 5: ... destroy 1 Green and 1 Red tile. (PASSIVE) ...strength 12 for each...Developer's Notes:Tiles destroyed by Welcome To the Jungle generate AP. Strike tiles created by Welcome To the Jungle are created after the destruction of a Green and/or Red tile.
Akoni said: Pandemic (Richard Palance) 5 Star (Epic)Health: ModerateMatch Damage: Moderate Bring Into the Fold 0 AP(PASSIVE) Fascinated by Rogue's ability to absorb power, Dr. Palance created the Strain 88 virus to gain that power. At the start of battle, this power becomes a random ally Green non-passive power with an equivalent cost in Blue AP with the added power: "If Pandemic gains health, this power becomes Bring Into the Fold."(At level 255) Level 2: ...becomes a random ally Green or Yellow...Level 3: ...becomes a random ally Green, Red or Yellow...Level 4: ...becomes a random ally Green, Red, Purple or Yellow...Level 5: ...becomes a random ally non-Blue... Incontestable 0 AP(PASSIVE) Pandemic's durability and resistance grows with each power he absorbs. Each time Pandemic receives match damage, decrease future match damage to Pandemic in that match's color by 3% (up to 60%). If Pandemic gains health, this power resets.(At level 255) Level 2: decrease future match damage to Pandemic in that match's color by 4%Level 3: decrease future match damage to Pandemic in that match's color by 5%Level 4: decrease future match damage to Pandemic in that match's color by 7%Level 5: decrease future match damage to Pandemic in that match's color by 10% What's Yours Is Mine 14 APWith the power of hundreds of mutants, Pandemic's potential is nearly limitless. Copy and fire a random enemy non-passive power at no additional cost.(At level 255) Level 2: Costs 12 AP.Level 3: Costs 10 AP.Level 4: Costs 14 AP. Fires up to 2 random enemy non-passive powers.Level 5: Costs 18 AP. Fires up to 3 random enemy non-passive powers.Developer's Notes:If Bring Into the Fold resets itself after Pandemic gains health, it continues to be Bring Into the Fold for the rest of the battle. It does not re-activate to become another power since the condition "at the start of battle" can no longer be met.If Incontestable resets itself after Pandemic gains health, match damage to Pandemic in all colors returns to 100%. From that point on, Incontestable will, once again, begin to decrease future damage to Pandemic.What's Yours Is Mine does not permanently copy powers. It will only randomly selects applicable powers and fires them as if they belonged to Pandemic.What's Yours Is Mine copies and fires an enemy non-passive power(s) without paying that power's cost. For example, it can fire an enemy's Red power without paying Red AP as long as the cost of What's Yours Is Mine is paid. What's Yours Is Mine, however, does not ignore additional costs or conditions in the power's text. For example, If the enemy Red power requires the removal of Red tiles to deal damage, but there are no Red tiles, then What's Yours Is Mine will resolve with no damage dealt.
Kelvinkhr said: Surge looks really good. She'd make a great team-up with any character who can create Charged tiles, like Negasonic Teenage Warhead. Her Red and Green are going to be her strong points especially, Green increasing match damage and Red providing damage-over-time of sorts. Mind Racing Speed is also useful for when you have a team of Charged tile generators. Does her Red deal damage to all enemies or just the target, by the way?All in all, great one!
Kelvinkhr said: If ever they include Moon Girl, this is a perfect example of a moveset for her. She matches really well with Devil Dino, which would make him more useful. Battle Suit especially will be great with him, since his powers are rather cheap as is, so he might be able to spam them easily. She's really great, in my opinion!
Kelvinkhr said: Like Moon Girl before this, this is a great moveset! He has great synergy with Devil Dino, so I'd definitely use the three together. Welcome to the Jungle can get quite dangerous, with the number of tiles it can generate but it is balanced by the numbers, so it works!Nice work!
Kelvinkhr said: Love the idea of using enemy abilities against themselves. This move set is just so creative. His purple power is especially strong at level 5, even if it is a little expensive, but Nightcrawler should take care of that, I think.He is definitely a character I would want to get.
Akoni said: Leader (Samuel Sterns) 5 Star (Epic)Health: ModerateMatch Damage: Low Superior Intellect 0 AP(PASSIVE) Leader's gamma-boosted intelligence is only matched by his ego. When a Green match is made, convert 1 Green tile to Blue. At the start of Leader's turn, if there are more Blue and Black tiles than Green and Red tiles, Leader makes a match.(At level 255) Level 2: ...convert 1 Green tile to Blue and 1 Red tile to Black.Level 3: ...convert 2 Green tile to Blue and 1 Red tile to Black.Level 4: ...convert 2 Green tile to Blue and 2 Red tile to Black.Level 5: ...convert 3 Green tile to Blue and 3 Red tile to Black. Cerebral Dominance 9 APLeader telepathically imposes his will on those too weak to resist. Stun all Common enemies for 2 turns and all Uncommon enemies for 1 turn.(PASSIVE) At the start of Leader's turn, convert 1 enemy Attack, Strike, or Protect tile to a friendly Protect tile of the same strength for each stunned enemy.(At level 255) Level 2: Stun Common=3 turns, Uncommon=2, Rare=1. (PASSIVE) ...convert 1 enemy tiles.Level 3: Stun Common=4 turns, Uncommon=3, Rare=2, Legendary=1. (PASSIVE) ...convert 2 enemy tiles.Level 4: Stun Common=5 turns, Uncommon=4, Rare=3, Legendary=2, Epic=1 (PASSIVE) ...convert 2 enemy tiles.Level 5: Stun Common=6 turns, Uncommon=5, Rare=4, Legendary=3, Epic=2 (PASSIVE) ...convert 3 enemy tiles. Mental Chess 9 APYou think you have won, but Leader has foreseen every move you have yet to make. Drain up to 10 random enemy AP and create 1 enemy strength 240 Strike tile and 1 enemy strength 240 Protect tile.(At level 255) Level 2: Drain 11 random enemy AP... 1 each enemy strength 265 Strike & ProtectLevel 3: Drain 12 random enemy AP... 1 each enemy strength 310 Strike & ProtectLevel 4: Drain 14 random enemy AP... 1 each enemy strength 375 Strike & ProtectLevel 5: Drain 17 random enemy AP... 2 each enemy strength 375 Strike & ProtectDeveloper's Notes:Cerebral Dominance utilizes character rarity to determine strength of will, rather than health, match damage or other stats.
Akoni said: Marrow (Sarah Rushman) 4 Star (Legendary)Health: ModerateMatch Damage: Moderate Bare Knuckles 9 APMarrow covers her knuckles in raw bone to deliver a nasty punch. If there are 12 or more Green tiles, create a Critical tile, otherwise, convert 2 tiles to Green.(At level 70)Level 2: If there are 12 or more... convert 3 to Green.Level 3: If there are 12 or more... convert 4 to Green.Level 4: If there are 11 or more... convert 4 to Green.Level 5: If there are 10 or more Green tiles, create 2 Critical tiles, otherwise, convert 4 to Green. Bone Sword 9 APMarrow fashions a blade out of bone to deliver a swift blow to the enemy. Deal 570 damage, plus 31 additional damage for every Green AP Marrow's team has.(At level 70)Level 2: Deal 759, plus 42...Level 3: Deal 1013, plus 56...Level 4: Deal 1350, plus 75...Level 5: Deal 1800, plus 100... Bone Spears 10 APMarrow hurls spears of bone at enemies who think teaming up on her is a good idea. Drain all Green AP and deal 95 damage to the enemy team for every 2 Green AP drained.(At level 70)Level 2: Deal 127 damageLevel 3: Deal 169 damageLevel 4: Deal 225 damageLevel 5: Deal 300 damage
Akoni said: Faiza Hussain (Excalibur) 4 Star (Legendary)Health: LowMatch Damage: Low Paralyze 9 APFaiza paralyzes the wicked to protect the weak. Drain all Blue AP and stun the target for 1 turn. For every 4 additional Blue AP drained, stun an additional enemy for 1 turn.(At level 70)Level 2: Stun for 2 turns. For every 4 additional Blue AP drained, stun an additional enemy for 2 turns.Level 3: Stun for 2 turns. For every 4 additional Blue AP drained, stun an additional enemy for 2 turns.Level 4: Stun for 3 turns. For every 3 additional Blue AP drained, stun an additional enemy for 3 turns.Level 5: Stun for 3 turns. For every 2 additional Blue AP drained, stun an additional enemy for 3 turns. Deconstruction 7 APUsing her medical knowledge and power, Faiza can disassemble, manipulate, and re-assemble her subject. Stun Faiza Hussain and a selected enemy or ally for 1 turn. If an enemy is selected, deal 717 damage to that enemy. If an ally is selected, that ally gains 428 health.(At level 70)Level 2: 843 damage or 504 healthLevel 3: 1054 damage or 630 healthLevel 4: 1405 damage or 840 healthLevel 5: 2008 damage or 1200 health Excalibur 10 APBearing the legendary sword, Excalibur, Faiza courageously stands against evil. Deal 1425 damage, ignoring enemy special tiles. If the target is a higher level Villain, deal 40% more damage.(At level 70)Level 2: Deal 1677 damage. If the target is a higher level Villain, deal 50% more damage.Level 3: Deal 2096 damage. If the target is a higher level Villain, deal 65% more damage.Level 4: Deal 2795 damage. If the target is a higher level Villain, deal 90% more damage.Level 5: Deal 3993 damage. If the target is a higher level Villain, deal 120% more damage.Developer's Notes:Paralyze costs 9 Blue AP to stun the target. Any additional Blue drained beyond 9 counts towards stunning the second enemy. Any additional Blue drained beyond that counts towards stunning the third enemy.Excalibur uses the character's level to determine whether additional damage is applied. For example, If Faiza Hussain is level 70 and the target is a level 70 or lower Villain, no additional damage is applied. If the Villain is level 71 or higher, the additional damage will be applied.
Akoni said: Genocide (William Rolfson) 5 Star (Epic)Health: HighMatch Damage: Moderate Plasma Cannon 8 APGenocide channels his body's radioactive energy into a singularly focused blast to achieve his father's goal of purging the world of the weak. Deal 2163 damage to the lowest-health enemy.(At level 255) Level 2: Deal 2403 damage to the lowest-health enemy.Level 3: Deal 2827 damage to the lowest-health enemy.Level 4: Deal 3534 damage to the lowest-health enemy.Level 5: Deal 4712 damage to the lowest-health enemy. Augmented Strength 8 APGenocide's exoskeleton not only protects him, but amplifies his strength. Create 3 strength 21 Protect tiles.(PASSIVE) When Genocide makes a match, remove 1 friendly Attack, Strike, or Protect tile to increase that match damage by 30%.(At level 255) Level 2: ...strength 32 Protect tiles. (PASSIVE) ...increase damage by 40%Level 3: ...4 Protect tiles. (PASSIVE) ...remove 2 to increase damage by 60%Level 4: ...5 strength 38 Protect tiles. (PASSIVE) ...remove 2 to increase damage by 75%Level 5: ...6 strength 49 Protect tiles. (PASSIVE) ...remove 3 to increase damage by 100% Containment Breach 0 AP(PASSIVE) If compromised, the radiation leak in Genocide's exoskeleton threatens him and those nearby. If Genocide accumulates damage equal to 50% of his maximum health, deal 923 damage to Genocide and the enemy team at the start of Genocide's turn, ignoring friendly powers and friendly special tiles.(At level 255) Level 2: Deal 1026 damageLevel 3: Deal 1206 damageLevel 4: Deal 1508 damageLevel 5: Deal 2011 damageDeveloper's Notes:Containment Breach begins dealing damage when Genocide accumulates damage during the current battle equal to 50% of his maximum health, not his starting health. For example, if Genocide's max health is 10,000, he will begin dealing damage when he receives 5,000 damage to trigger Containment Breach. If Genocide's max health is 10,000, but he starts the match at 5,000 health, he will still need to accrue 5,000 damage before Containment Breach is triggered.Once Containment Breach is triggered, Genocide will continue to deal damage to himself and the enemy team even if Genocide gains health.Damage inflicted by Containment Breach is unaffected by friendly powers and special tiles. Therefore, it cannot be boosted by Strike tiles or friendly powers. It is still affected by enemy Protect tiles.
Kelvinkhr said: I remember fighting this guy in X-Men Legends and he made an impact despite it a short fight. This is definitely wow, very fitting for someone so imposing. Plasma Cannon is powerful and will be useful for taking out low-health enemies. Definitely fits his name.Augmented Strength is definitely a power that will fit into the special tiles meta just nicely. It creates some good defense and the passive is just spectacular. Assuming the special tile removal counts towards destroying it, it'd trigger Polaris's ability nicely, and since her match damage isn't that high either...wow.Containment Breach looks really dangerous, even if it hurts him. If you ask me, this power will be a good deterrent for players from taking him out first because imagine targeting him first and finding your health down by a lot by the time he is out and there are still two others...All in all, he makes a really good character, especially defensively. I'd play him at 4/5/4 or 3/5/5. Great work!