ThaRoadWarrior said: As I think about it - I actually wonder if that wild tile swap won't prove to be the Carbage Auto-Turn saving grace for him. Everybody undervalued that extra turn, but Carbage is way better than he read on paper for sure.
ThaRoadWarrior said: Got to respect the choice to put him next to two of the least effective, most expensive 4* characters vs a do nothing goon type on the first node you get to play him lol.
Blackstone said: He would actually be pretty effective as a battery... If he wasn't so slow. ... On turn 20 something he's ready to contribute.I found myself wishing that my Emma and Namor covers were lower level so they would go down and I could see the animation for cykes black power. Alas, I could not drag the match on long enough.
Bad said: I played him and his yellow worked exactly like I said. I fired it with 6 TU and he swapped a lot of tiles without actually matching anything. Long time later I fired it another time perhaps with 8 TU. I got really lucky and he matched just one thing.Animations are really good but wasted on him.Do you want a 5* really slow for only firing yellow? Cyclops is for you.
ThaRoadWarrior said: Blackstone said: He would actually be pretty effective as a battery... If he wasn't so slow. ... On turn 20 something he's ready to contribute.I found myself wishing that my Emma and Namor covers were lower level so they would go down and I could see the animation for cykes black power. Alas, I could not drag the match on long enough. If you were so inclined, you could enter/retreat a bunch of matches until they were ready to get stomped out, similar to the 50thor prep plan. Or do some easy nodes with Thano5/iHulkI do think he is probably going to be best with Profe$$or X/Onslaught and try to do the cascade factory thing, using X's purple as a yellow battery maybe.
BlackBoltRocks said: Tiger_Wong said: Yeah, ummm..... after using him, I see why his green is 10 and repeaters are 3 turns. If either (god forbid) both of his powers are cheaper/repeater has shorter length of time, he would EASILY loop himself just by putting him half-life Thor. Let’s say we put him like @Polares says. You know his red also generates green right?- 3 2-turn repeaters than generate 3 green. - half-life thor getting.... let’s say 1 each of yellow/green/red. - green at 7 AP and it puts 7 red basics on the field. How hard would it be to put the 2-turn repeaters on alternating turns? Or the same turn have 6 repeaters? Not hard at all. So you’re getting 3 each turn. Thor is getting you 1. You MIGHT have make 1 match. Unless you put 6 out on the same turn to increase your chances on the 2nd turn that they won’t be matched/destroyed. Pretty much guaranteeing about 3-6 green on the 2nd turn. You’ll be firing both powers on every turn. Probably multiple times. To be fair, he was up against three non-movers in the Sentinels. I’d wager he’d be notably less efficient against three tile movers. Repeater tiles that aren’t fortified won’t last long against the latter.Reducing the repeaters to 2 turns wouldn’t be game-changing imo. It’d be comparable to 5* Ghost Rider’s Green. Cyke does a fixed amount of damage, while Ghosty destroys thrice as many tiles and deals thrice as much tile damage.For his Green, putting it at 8 AP wouldn’t be gamebreaking either. Compare it to PhoenixJean’s Purple, which costs 7. Cyclops being able to convert enemy Strike and Protects would warrant the extra AP. The random stun is cherry on the cake, since you can’t pick who you want to stun (unless there’s only one enemy left).
Tiger_Wong said: Yeah, ummm..... after using him, I see why his green is 10 and repeaters are 3 turns. If either (god forbid) both of his powers are cheaper/repeater has shorter length of time, he would EASILY loop himself just by putting him half-life Thor. Let’s say we put him like @Polares says. You know his red also generates green right?- 3 2-turn repeaters than generate 3 green. - half-life thor getting.... let’s say 1 each of yellow/green/red. - green at 7 AP and it puts 7 red basics on the field. How hard would it be to put the 2-turn repeaters on alternating turns? Or the same turn have 6 repeaters? Not hard at all. So you’re getting 3 each turn. Thor is getting you 1. You MIGHT have make 1 match. Unless you put 6 out on the same turn to increase your chances on the 2nd turn that they won’t be matched/destroyed. Pretty much guaranteeing about 3-6 green on the 2nd turn. You’ll be firing both powers on every turn. Probably multiple times.
Tiger_Wong said:And putting his green at 8 would be ok but only if you keep those repeaters at 3 turns. At 2 turns, you’re still creating 7 red and probably firing his red power every turn.