Akoni said: Red Harpy (Elizabeth Ross) 4 Star (Legendary)Health: HighMatch Damage: Moderate Aerial Bombardment 7 APRed Harpy is just as comfortable in the air as she is on land. If there isn't one, create a 2-turn Black Repeater tile that sends Red Harpy airborne for 2 turns and returns her for 2 turns.(PASSIVE) Red Harpy's Countdown and Repeater tiles count down while she is airborne. When Red Harpy returns from airborne, destroy up to 3 tiles in the enemy team's strongest color dealing 214 damage per tile destroyed. (Destroyed tiles do not deal damage or generate AP). (At level 70)Level 2: Deal 256 damage per tile.Level 3: Deal 299 damage per tile.Level 4: Deal 342 damage per tile.Level 5: Deal 427 damage per tile. Fangs, Claws And Talons, Oh My! 9 APRed Harpy rips into the enemy leaving them mortally wounded. Destroy 5 random tiles and deal 600 damage, then create up to 5 3-turn Red Countdown tiles that deal 134 damage per turn. (Destroyed tiles do not deal damage or generate AP.)(At level 70)Level 2: Deal 720 damage. Countdowns deal 160 damage per turn.Level 3: Deal 890 damage. Countdowns deal 187 damage per turn.Level 4: Deal 960 damage. Countdowns deal 214 damage per turn.Level 5: Deal 1200 damage. Countdowns deal 267 damage per turn. Pummel 7 APRed Harpy slams her prey to the ground and drives her foot into their chest as she stands above them triumphant. Deal 400 damage, plus 1 hit of 400 damage for every 3 friendly Countdown and Repeater tiles (up to 2 additional hits).(At level 70)Level 2: Deal 480 damage, plus 480 for every 3.Level 3: Deal 560 damage, plus 560 for every 3.Level 4: Deal 640 damage, plus 640 for every 3.Level 5: Deal 800 damage, plus 800 for every 3.Developer's Notes:The Aerial Bombardment Repeater tile sends Red Harpy airborne when it reaches 0, if she is active. If airborne, it brings her back when it reaches 0. This includes if she is sent airborne by another ability. Red Harpy's Countdown and Repeater tiles count down while she is airborne, but not while she is stunned.If the Aerial Bombardment Repeater tile is removed while Red Harpy is airborne, she is returned from airborne upon its removal.
Akoni said: Red She-Hulk (Elizabeth Ross) 4 Star (Legendary)Health: HighMatch Damage: Moderate Victory Trophy 0 AP(PASSIVE) Red She-Hulk boasts while showing off her tokens of achievements. When Red She-Hulk fires a power, she steals 2 enemy Strike, Attack, or Protect tiles. If there are none, she steals 1 AP in each enemy's strongest color instead.(At level 70)Level 2: Steal 3 SAP tiles or 1 AP in each enemy's strongest color.Level 3: Steal 5 SAP tiles or 1 AP in each enemy's 2 strongest color.Level 4: Steal 5 SAP tiles or 1 AP in each enemy's 3 strongest color.Level 5: Steal 8 SAP tiles or 1 AP in each enemy's 3 strongest color. Acid Burn 10 APRed She-Hulk waits until her opponent's guard is down, then blinds them with acidic spit. Create a 3-turn fortified Countdown tile that disables the target's powers for 3 turns and deals 444 damage per turn.(At level 70)Level 2: Deals 555 damage per turn.Level 3: Deals 694 damage per turn.Level 4: Deals 868 damage per turn.Level 5: Disables powers for 4 turns and deals 868 damage per turn. Short-Tempered 12 APQuick to anger, Red She-Hulk snaps and attacks with brute force. Deal 2684 damage and destroy 2 Red tiles (does not generate AP).(PASSIVE) When Red She-Hulk takes 575 damage, convert a Basic Green tile to a 1-turn Countdown tile that generates 1 Red AP when it expires.(At level 70)Level 2: Deal 3355 damage and destroy 2 Red tiles.Level 3: Deal 4206 damage and destroy 4 Red tiles.Level 4: Deal 5258 damage and destroy 4 Red tiles.Level 5: Deal 6572 damage and destroy 6 Red tiles.Developer's Notes:Victory Trophy will always steal Strike, Attack, and/or Protect tiles over stealing AP. As long as their is at least 1 enemy Strike, Attack, or Protect tile, it will be stolen and enemy AP will be untouched.Acid Burn Countdown tiles operate similarly to 3-star Dr. Strange's countdown tile. Instead of stunning, it prevents the affected target from using passive and fired powers. The damage dealt each turn is dealt to the target, so enemy A's powers can be disabled while enemy B takes damage if they are in front.More than one Acid Burn Countdown tile can exist at a time.Short-Tempered Countdown tiles operate similarly to Red Hulk's countdown tile. Instead of destroying other tiles, however, it generates Red AP.
Akoni said: Mimeyoshi (Android Assassin) 4 Star (Legendary)Health: ModerateMatch Damage: Moderate If Looks Could Kill 7 APMimeyoshi fires beams from her eyes to eliminate her target. Deal 915 damage.(PASSIVE) At the start of battle, Mimeyoshi selects a random enemy. All damage from Mimeyoshi to the selected enemy is increased by 10%.(At level 70)Level 2: Deal 1016 damage. (PASSIVE) ... increased by 20%.Level 3: Deal 1196 damage. (PASSIVE) ... increased by 40%.Level 4: Deal 1495 damage. (PASSIVE) ... increased by 60%.Level 5: Deal 1993 damage. (PASSIVE) ... increased by 100%. Death By Papercut 5 APThinking they've gotten away with a scratch, the poison from Mimeyoshi's blade slowly takes affect. Deal 530 damage, then create a Green 1-turn Repeater tile targeting the damaged enemy which destroys a random tile each turn (does not generate AP).(PASSIVE) If an allied Apocalypse takes damage from an enemy, Mimeyoshi retaliates by destroying 1 tile in the enemy team's strongest color (does not generate AP).(At level 70)Level 2: Deal 558 damage. (PASSIVE) ...destroys 1 tile...Level 3: Deal 620 damage. (PASSIVE) ...destroys 1 tile...Level 4: Deal 729 damage. (PASSIVE) ...destroys 2 tiles...Level 5: Deal 911 damage. (PASSIVE) ...destroys 2 tiles... Win At All Costs 0 AP(PASSIVE) Mimeyoshi would rather self-destruct than fail her creator. If Mimeyoshi would receive enemy damage that would down her, prevent that damage and create a 1-turn Countdown tile that downs Mimeyoshi and destroys a 2x2 block of tiles, dealing its damage to the enemy team (does not generate AP).(At level 70)Level 2: ... destroy a 2x2 block of tiles...Level 3: ... destroy a 2x2 block of tiles...Level 4: ... destroy a 3x3 block of tiles...Level 5: ... destroy a 4x4 block of tiles...Developer's Notes:If Looks Could Kill's passive ability increase Mimeyoshi's match and power damage to the selected enemy. If Looks Could Kill's passive ability only selects 1 enemy per battle. If the selected enemy is downed, it does not select another enemy.Damage from tiles destroyed by Death By Papercut Repeater tiles is dealt to the target of that Repeater tile.If an enemy targeted by a Death By Papercut Repeater tile is downed, the Repeater tile is removed.For Win At All Costs, damage from the destroyed tiles is applied to the entire enemy team rather the target alone.
Akoni said: Evan Sabahnur (Apocalypse) 4 Star (Legendary)Health: HighMatch Damage: Moderate Circle Of Friends 7 APThe support of his friends gives Evan the confidence he needs to overcome the guilt of his past deeds and fight for a better future. Remove 4 friendly Protect tiles and create 1 strength 125 Black Strike tile. If there are no friendly Protect tiles, create 2 strength 16 Protect tiles instead.(PASSIVE) Evan Sabahnur's match damage is increased by 30% for each teammate in the fight.(At level 70)Level 2: ... strength 167 Black Strike tile... strength 21 Protect tiles... (PASSIVE) 50%Level 3: ... strength 225 Black Strike tile... strength 28 Protect tiles... (PASSIVE) 75%Level 4: ... strength 300 Black Strike tile... strength 38 Protect tiles... (PASSIVE) 100%Level 5: ... strength 400 Black Strike tile... strength 50 Protect tiles... (PASSIVE) 150% The Ties That Bind 6 APBelieving the many are stronger than the few, Evan works with his allies to overcome great challenges. Create a 6-turn Red Countdown tile that increases Evan Sabahnur's ally match and power damage by 5%.(At level 70)Level 2: ... by 10%.Level 3: ... by 15%.Level 4: ... by 20%.Level 5: ... by 25%. United Front 7 APEvan stands with his team against insurmountable odds. Create 3 strength 10 Protect tiles, plus 2 additional Protect tiles of the same strength for each teammate in the fight, then fortify 2 friendly special tiles.(PASSIVE) If both of Evan Sabahnur's allies are Mutants, their powers cost 1 less for every 5 friendly Protect tiles (min. cost=3).(At level 70)Level 2: ... strength 20 Protect tiles, plus... then fortify 2.Level 3: ... strength 20 Protect tiles, plus... then fortify 3.Level 4: ... strength 25 Protect tiles, plus... then fortify 3.Level 5: ... strength 35 Protect tiles, plus... then fortify 4.Developer's Notes:Since Evan Sabahnur is a version of Apocalypse, he and any other version of Apocalypse should not be permitted to be on the same team.Circle Of Friends does not count Evan Sabahnur as a teammate for its affect.More than one Countdown tile can be created by The Ties That Bind. The affect of these tiles stack.The Ties That Bind Countdown tiles also affect Evan Sabahnur. Therefore, the affects of these Countdown tiles and Circle Of Friends' passive ability stack.United Front's passive ability does not affect Evan Sabahnur. Both of Evan Sabahnur's teammates must be Mutants in order for the cost lowering affect to take place. This remains the case whether the ally is active or not.
Akoni said: Zenpool (AXIS) 4 Star (Legendary)Health: ModerateMatch Damage: Moderate Pacifist With A Mouth 0 AP(PASSIVE) I'm not sure those guys on the other team are all in on this non-violence thing, so at the start of their turn I'll tempt them by converting one tile in their weakest color to their strongest color. If they make a match in their strongest color, I'll beat the violence out of them with 1 hit of 50 damage for each AP they have in that color.(At level 70)Level 2: ... 1 hit of 60 damage....Level 3: ... 1 hit of 75 damage....Level 4: ... 1 hit of 85 damage....Level 5: ... 1 hit of 100 damage.... Zen Garden 7 API need to center my chi by meditating for 3 turns, creating 2 strength 34 Protect tiles and 2 more at the start of each turn. If disturbed by an enemy attack, I'll pop up and retaliate by converting 2 friendly Protect tiles into Strike tiles, double their strength, then counterattack for 812 damage.(At level 70)Level 2: 2 strength 35 protect tiles. Convert 2 and deal 934 damage.Level 3: 2 strength 45 protect tiles. Convert 3 and deal 1074 damage.Level 4: 2 strength 52 protect tiles. Convert 3 and deal 1235 damage.Level 5: 2 strength 60 protect tiles. Convert 4 and deal 1420 damage. Yeah, But You're Not Dead 9 APOkay, so I hit'em with 2014 damage and ruptured their spleen, but they're still alive. You're welcome.(PASSIVE) If I would Down an enemy with a power, stun them for 3 turns and leave them with 1 health instead. See, I'm a nice guy!(At level 70)Level 2: 2316 damageLevel 3: 2664 damageLevel 4: 3063 damageLevel 5: 3523 damageDeveloper's Notes:Pacifist With A Mouth deals its damage to the enemy team whenever they make a match it their strongest color.When Zen Garden is fired, it causes Zenpool to meditate (stun) for 3 turns and creates 2 Protect tiles. At the start of each turn Zenpool is stunned by the effect of Zen Garden, it creates 2 more Protect tiles of the same strength.If Zenpool is stunned by any effect other than Zen Garden, he does not create Protect tiles.If Zenpool receives enemy damage while he is stunned by the effect of Zen Garden, he becomes active, then converts 2 friendly Protect tiles to Strike tiles, then doubles their strength, then deals damage to the target.Yeah, But You're Not Dead prevents Zenpool from downing an enemy(s) with any of his powers by leaving the enemy(s) with 1 health and stunning them for 3 turns. If an enemy cannot be stunned, it will still leave them with 1 health. Zenpool can still down an enemy with match damage.
Akoni said: Power Man (Victor Alvarez) 4 Star (Legendary)Health: ModerateMatch Damage: Moderate Knowledge Is Power 7 APAccruing the rich history of his surroundings empowers Victor to fight for his community. Increase the strength of friendly Strike, Attack, and Protect tiles by 12. If there are none, create 3 strength 12 Blue, Purple, or Black Strike tiles.(At level 70)Level 2: Increase by 14 or create 3 strength 14 Blue, Purple, or Black Strike tiles.Level 3: Increase by 16 or create 3 strength 16 Blue, Purple, or Black Strike tiles.Level 4: Increase by 19 or create 3 strength 19 Blue, Purple, or Black Strike tiles.Level 5: Increase by 22 or create 5 strength 22 Blue, Purple, or Black Strike tiles. Heritage 0 AP(PASSIVE) Power Man draws upon his ancestors to gain the strength needed to defeat his foes. Increase Power Man's Red, Yellow, and Green match damage by 5% when you make a Red, Yellow, or Green match.(At level 70)Level 2: 10%Level 3: 15%Level 4: 20%Level 5: 25% Screaming Eagle Slap 8 APWith the chi granted to him from Iron Fists's disciple, Power Man delivers a swift blow to criminals. Deal 52 damage for each enemy special tile. If none exist, deal 1984 damage instead. If White Tiger is an ally, this power becomes New York Tiger-Style Kung Fu.(At level 70)Level 2: Deal 61 damage per enemy special tile or 2334 damage.Level 3: Deal 72 damage per enemy special tile or 2746 damage.Level 4: Deal 85 damage per enemy special tile or 3230 damage.Level 5: Deal 100 damage per enemy special tile or 3800 damage.=> New York Tiger-Style Kung Fu 11 APWith White Tiger's chi, Power Man goes on a fierce assault on crime inciting both fear and retaliation. Decrease the strength of all enemy Strike, Attack, and Protect tiles by 31 (to a min. of 1), then deal 63 damage to the enemy team for each tile affected.(PASSIVE) When Power Man makes a match, create 1 strength 16 friendly Strike tile and 1 strength 7 enemy Strike tile.(At level 70)Level 2: Decrease by 36... deal 74 per... strength 18 friendly... strength 7 enemyLevel 3: Decrease by 43... deal 87 per... strength 22 friendly... strength 7 enemyLevel 4: Decrease by 50... deal 102 per... strength 26 friendly... strength 7 enemyLevel 5: Decrease by 59... deal 120 per... strength 30 friendly... strength 7 enemy
Akoni said: White Tiger (Ava Ayala) 4 Star (Legendary)Health: ModerateMatch Damage: High Ruthless Efficiency 6 APFew have stood face-to-face with the White Tiger and walked away unscathed. Deal 470 damage and convert 1 Basic tile to Green. If there are 8 or more Basic Green tiles, convert 3 Basic Green tiles to strength 18 Attack tiles.(PASSIVE) When you make a Green match, deal 157 damage to the enemy team.(At level 70)Level 2: Deal 553 damage... strength 21 Attack tiles... (PASSIVE) deal 184 damageLevel 3: Deal 650 damage... strength 26 Attack tiles... (PASSIVE) deal 217 damageLevel 4: Deal 765 damage... strength 29 Attack tiles... (PASSIVE) deal 255 damageLevel 5: Deal 900 damage... strength 34 Attack tiles... (PASSIVE) deal 300 damage Predatory Prowess 8 APAlways looking for an opening, White Tiger delivers a decisive blow when least expected. Create 4 strength 18 Yellow Attack tiles, then increase White Tiger's match damage by 10% for each Yellow friendly special tile.(PASSIVE) If White Tiger takes 1200 or more damage, she removes 1 friendly Attack tile to deal 10% of the damage received to the target.(At level 70)Level 2: Strength 21 Attack tiles... match damage by 20%... (PASSIVE) 20% damageLevel 3: Strength 26 Attack tiles... match damage by 30%... (PASSIVE) 30% damageLevel 4: Strength 29 Attack tiles... match damage by 40%... (PASSIVE) 40% damageLevel 5: Strength 34 Attack tiles... match damage by 50%... (PASSIVE) 50% damage Tiger Claw 10 APWhite Tiger attacks with a ferocity befitting of her name. Remove up to 2 selected enemy Strike, Attack, or Protect tiles and deal 1 hit of 425 damage, plus 1 additional hit for each tile removed. If Power Man (Victor Alvarez) is an ally, this power becomes White Tiger God.(At level 70)Level 2: Deal 450 damageLevel 3: Deal 500 damageLevel 4: Deal 550 damageLevel 5: Deal 650 damage=> White Tiger God 12 APWith the aid of Power Man, White Tiger generates enough chi to summon the White Tiger God. Destroy all Red tiles, dealing 520 damage for each tile destroyed, then convert all new Red tiles to strength 104 Attack tiles.(PASSIVE) Friendly matches involving 1 or more friendly Attack tiles generate 1 Red AP.(At level 70)Level 2: Deal 612 damage per... strength 123 Attack tilesLevel 3: Deal 720 damage per... strength 145 Attack tilesLevel 4: Deal 848 damage per... strength 170 Attack tilesLevel 5: Deal 997 damage per... strength 200 Attack tilesDeveloper's Notes:White Tiger God converts all fallen Red tiles to Attack tiles prior to any matches that might take place as a result of the new board state.White Tiger God's passive power generates only 1 Red AP for a match involving friendly Attack tiles regardless of the number of Attack tiles.
Akoni said: The Hulk (Devil Hulk) 5 Star (Epic)Health: ModerateMatch Damage: High Subconscious Guide 0 AP(PASSIVE) Devil Hulk manipulates Banner through gut feelings. Convert 1 tile in the team's strongest color to Green.(At level 255) Level 2: no changeLevel 3: Convert 1 tile in each team's strongest colors to Green.Level 4: Convert 2 tiles in friendly team and 1 tile in the enemy team's strongest to Green.Level 5: Convert 2 tiles in each team's strongest colors to Green.=> Devious Deception 0 AP(PASSIVE) As intelligent as he is strong, Devil Hulk is not a foe you want. Drain all friendly Purple AP and decrease the enemy's highest AP pool by 1 for every 3 Purple AP drained this way.(At level 255) Level 2: ...decrease enemy's highest AP pool by 1 for every 2 Purple AP drainedLevel 3: ...decrease enemy's highest AP pool by 1 for every 1 Purple AP drainedLevel 4: ...decrease enemy's highest AP pool by 1 for every 1 Purple AP drainedLevel 5: ...decrease enemy's highest AP pool by 2 for every 1 Purple AP drained Mind's Desire 0 AP(PASSIVE) Devil Hulk's goal is to escape Banner's mind and take control. If there are 12 or more Green tiles at the start of the turn, Devil Hulk makes a match.(At level 255) Level 2: If there are 11 or more...Level 3: If there are 10 or more...Level 4: If there are 9 or more...Level 5: If there are 8 or more...=> Dreadful Taunt 5 APDevil Hulk psychologically torments his foes. Create a 4-turn Black Countdown tile that converts 1 tile in the enemy team's weakest color to their strongest color each turn. While 1 of these tiles is present, when the enemy makes a match in their team's strongest color, the target enemy also receives 25% of that damage for each Dreadful Taunt Countdown tile. If the enemy matches this Countdown tile, deal 325 damage to the enemy team.(At level 255) Level 2: ...target enemy also receives 50%... deal 350 damage to enemy team.Level 3: ...5-turn countdown tile... deal 350 damage to enemy team.Level 4: ...target enemy also receives 75%... deal 435 damage to enemy team.Level 5: ...7-turn countdown tile... target enemy receives 100%... deal 500 damage to enemy team. Emergence 10 APFinally free, Devil Hulk lets loose. Destroy all Green tiles, dealing damage, but not generating AP, and replace Devil Hulk's powers with new ones.(At level 255) Level 2: no changeLevel 3: no changeLevel 4: no changeLevel 5: no change=> Menacing Grimmace 6 APDevil Hulk is a menace to all that oppose him. Destroy a selected Green tile, then increase Devil Hulk's match damage by 4% for each Green tile remaining (max 190%).(At level 255) Level 2: 5% (max 240%)Level 3: 6% (max 290%)Level 4: 8% (max 380%)Level 5: 10% (max 480%)
Akoni said: Vertigo (Savage Land Mutate) 4 Star (Legendary)Health: ModerateMatch Damage: Moderate Motion Sickness 8 APVertigo causes your entire world to warp around you. Shuffle 1 pair of random tiles and stun the target for 1 turn for each Blue tile shuffled. (PASSIVE) When the board is shuffled, stun a random enemy for 1 turn.(At level 70)Level 2: Shuffle 2 pair...Level 3: (PASSIVE) Stun a random enemy for 2 turns.Level 4: Shuffle 3 pair... (PASSIVE) Stun 2 random enemies for 1 turn.Level 5: Shuffle 4 pair... (PASSIVE) Stun 2 random enemies for 2 turns. In A Daze 6 APThose affected by Vertigo's power find it difficult to contain themselves. Stunned enemies lose 1 AP in each of their colors.(PASSIVE) Friendly matches deal 111 more damage to stunned enemies.(At level 70)Level 2: (PASSIVE) ...deal 125 more damage to stunned enemies.Level 3: (PASSIVE) ...deal 132 more damage to stunned enemies.Level 4: (PASSIVE) ...deal 157 more damage to stunned enemies.Level 5: (PASSIVE) ...deal 203 more damage to stunned enemies. Unsteady 7 APThose caught in Vertigo's radius struggle to bear arms. Create a 3-turn Purple Repeater tile that steals 1 random enemy Strike, Attack, or Protect tile. While this tile is present, enemy Strike, Attack, and Protect tiles lose 10% strength when created.(At level 70)Level 2: ...lose 15% strength when created.Level 3: ...lose 20% strength when created.Level 4: ...lose 25% strength when created.Level 5: ...lose 40% strength when created.Developer's Notes:Motion Sickness stuns an enemy when the board resets due to a power or when there are no matches.In A Daze only affects stunned enemies. If a stunned enemy is Red/Blue/Green, they will lose 1 Red, 1 Blue, and 1 Green AP. If there are two enemies with the colors Red/Blue/Green and Red/Blue/Purple, they will lose 2 Red, 2 Blue, 1 Green, and 1 Purple AP. An Unsteady Repeater tile steals 1 enemy Strike, Attack, or Protect tile when it reaches 0. Multiple Unsteady Repeater tiles can be created. The affect of these tiles stack when decreasing the strength of newly created enemy Strike, Attack, and Protect tiles (to a minimum of 1).