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

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  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler
    Akoni said:

    Red Harpy (Elizabeth Ross)
      
    4 Star (Legendary)

    Health: High
    Match Damage: Moderate

      Aerial Bombardment 7  AP
    Red 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  AP
    Red 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  AP
    Red 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.

    Ooh, really nice. I like the focus on Countdown tiles and Repeater tiles, will do well with the likes of Sentry or 4* Capt Marvel. Her Black passive is really interesting and with someone like Heimdall who can send allies Airborne pretty cheaply, that would be quite nice. All in all, she looks really good! 
  • Akoni
    Akoni Posts: 789 Critical Contributor

    Red She-Hulk (Elizabeth Ross)
      
    4 Star (Legendary)

    Health: High
    Match 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  AP
    Red 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  AP
    Quick 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. 
  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler
    Akoni said:

    Red She-Hulk (Elizabeth Ross)
      
    4 Star (Legendary)

    Health: High
    Match 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  AP
    Red 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  AP
    Quick 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. 

    I must say, I really like this moveset. Her Purple and Blue powers are especially useful in my opinion. Purple is a really good Polaris and Gritty counter, or any team with cheap powers that strive off such tiles in fact. The fact that the ability is passive with a secondary effect in case she isn't facing anyone with that makes it even sweeter.

    Her Blue is really impressive. Locking an enemy ability is really neat and unique and I like how it works like Dr. Strange's ability, so it makes for good utility. 

    Her Red ability is nice as well, working in a manner similar to the Hulk but even better for two reasons. The passive comes cheap, requiring only 575 damage and it takes only 1 round to go off even at level 1. Even though it only generates an additional Red tile, it should trigger often. I assume more than one tile can be created, similar to the Hulk's ability?

    Overall, she is definitely really good. I would run her at 5/5/3. Great work!
  • Akoni
    Akoni Posts: 789 Critical Contributor


    Mimeyoshi (Android Assassin)
      
    4 Star (Legendary)

    Health: Moderate
    Match Damage: Moderate

      If Looks Could Kill 7  AP
    Mimeyoshi 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  AP
    Thinking 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
    Akoni Posts: 789 Critical Contributor
    edited August 2021
    *edit- cleaned up text for The Ties That Bind and United Front.

    Evan Sabahnur (Apocalypse)
       
    4 Star (Legendary)

    Health: High
    Match Damage: Moderate

      Circle Of Friends 7  AP
    The 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  AP
    Believing 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 friendly 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  AP
    Evan 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) At the start of battle, 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
    Akoni Posts: 789 Critical Contributor


    Zenpool (AXIS)
       
    4 Star (Legendary)

    Health: Moderate
    Match Damage: Moderate

      Pacifist With A Mouth 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  AP
    I 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  AP
    Okay, 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 damage
    • Level 3: 2664 damage
    • Level 4: 3063 damage
    • Level 5: 3523 damage


    Developer'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.
  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler
    Akoni said:


    Mimeyoshi (Android Assassin)
      
    4 Star (Legendary)

    Health: Moderate
    Match Damage: Moderate

      If Looks Could Kill 7  AP
    Mimeyoshi 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  AP
    Thinking 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.

    Wow, this really does carry an assassin vibe to it. I've never heard of the character but this makes her very interesting.

    If Looks Could Kill definitely has an interesting passive ability. I definitely like the randomness of the ability. Allowing the player to choose would be tough. 

    Death By Papercut would definitely make her run with Apocalypse well. First, we have a sort of damage-over-time in the form of the Repeater tile which triggers every round. Then, we have the counter-attack against Apocalypse. Since Apocalypse would probably be in the forefront a lot and creating Protect tiles to reduce his damage, she'd be at the back, countering a lot. That's genius!

    Then we have Win At All Costs, which is really cool. Sort of like a parting gift.

    All in all, she dfinitely has a really nice thing going here. I'd probably run her at 4/5/4 with Apocalypse. Really nice!
  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler
    Akoni said:


    Evan Sabahnur (Apocalypse)
       
    4 Star (Legendary)

    Health: High
    Match Damage: Moderate

      Circle Of Friends 7  AP
    The 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  AP
    Believing 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  AP
    Evan 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.

    Wow wow wow, this is really powerful. I like the shift in focus though to a more team oriented moveset. 

    Circle Of Friends gives him a really massive power boost indeed. Give him a few tanks and he'd be able to bulldoze a large part of the enemy, I feel. The active also works well with someone like Polaris or 3* Spider-Man, who can create Protect tiles quite easily. 

    I especially like The Ties That Bind. It really gives his team a nice boost and the fact that it stacks with the effect of Circle Of Friends makes him even more damaging. 

    Forget the need for allies to trigger Circle Of Friends now. United Front is enough. Just slap on two mutants, maybe Polaris and 5* Colossus and you've got it made. A great tank and special tile generation. The passive effect makes the mutant combo even more attractive.

    All in all, this is seriously a really top tier moveset. You'd definitely see someone like this used a lot in PVP. I really enjoy him. Great work!
  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler
    Akoni said:


    Zenpool (AXIS)
       
    4 Star (Legendary)

    Health: Moderate
    Match Damage: Moderate

      Pacifist With A Mouth 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  AP
    I 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  AP
    Okay, 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 damage
    • Level 3: 2664 damage
    • Level 4: 3063 damage
    • Level 5: 3523 damage


    Developer'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.

    Wow, this is an unexpected one.

    Pacifist With A Mouth is really funny indeed. It's like a reverse of 5* Deadpool's ability. I do really like the idea though, especially late game when they might have accumulated a lot of the colour.

    Zen Garden definitely seems interesting. He'd definitely create a lot of protect tiles this way, for one, and the added effect would discourage area attacks.

    Yeah, But You're Not Dead is definitely funny hahaha, but what a novel concept, especially the passive. I can see that being a lot of fun.

    This is definitely a solid one in my opinion. Really nice work!
  • HellHammer
    HellHammer Posts: 1 Just Dropped In

                                                                                Angela (the firstborn)
                                                                                         
                                                                                     5 Star (Epic)

    Health: Moderate
    Match DamageHigh

    Heavenly punishment - 10  AP
    "Angela has no wings, but has a sharp weapon and a deadly punch."
     Deals 4980 damage to the target. For every 2 friendly Protect tiles , additional deal a blow of 562 damage to the enemy. (Max additional damage 5620 )
    (At level 255)
      
    • Level 2: Deal 5300 damage. Additional deal a blow of 615 damage. (Max additional damage 6 765 ) 
    • Level 3: Deal 5630 damage. Additional deal a blow of 677 damage. (Max additional damage 8 124 ) 
    • Level 4: For every friendly Protect tiles , additional deal a blow of 677 damage to the enemy.
    • Level 5: Deal 6120 damage. Additional deal a blow of 744 damage. (Max additional damage 14 880 )

    Queen of Hel - 0  AP
    "Fortune and love favor the brave."
    (PASSIVE) Angela uses her power over the underworld to heal her team and kill opponents. When you makes a Match 5, Angela restores 627 health your team. When you makes a Match 5, Angela deal 423 damage to the enemy team.
          
    • Level 2: Deal 465 damage. Restores 750 health. 
    • Level 3: Deal 493 damage. Restores 873 health. 
    • Level 4: Deal 515 damage. Restores 993 health. 
    • Level 5: Deal 545 damage. Restores 1300 health. 

    Got your back, ... - 12  AP
    "Rocket thinks I'm not a team player. I believe that women's friendship is the strongest."
    Angela breaks into the battlefield to help her teammates. Create 6-turn Yellow Countdown tiles that create Protect 86 Black or Green tiles each turn.
    (PASSIVE)All the Guardians of the Galaxy are on your team match damage is increased by 35%

    • Level 2: ...create Protect 105 Black or Green tiles each turn... 
    • Level 3: ...create Protect 133 Black or Green tiles each turn...
    • Level 4: ...Create 2 6-turn Yellow Countdown tiles...
    • Level 5: (PASSIVE)All the Guardians of the Galaxy are on your team match damage is increased by 75% 

  • Akoni
    Akoni Posts: 789 Critical Contributor
    @HellHammer Not bad. The powers are reminiscent of Angela. My particular favorite is Queen of Hel. Using Green or Black match-5s to trigger damage or healing is nice... albeit a rare occurrence.
  • Akoni
    Akoni Posts: 789 Critical Contributor
    Yes, I know that we have two Gamora's already, but Requiem is awesome so...

    Requiem (Gamora)
      
    5 Star (Epic)

    Health: Moderate
    Match Damage: High

     Soul Search 0  AP
    (PASSIVE) In her search for the missing part of her soul, Requiem uses every trick she knows to get her hands on the Soul Stone. When a friendly Purple match is made, Requiem steals 540 health.
    (At level 255) 
    • Level 2: 587 health
    • Level 3: 667 health
    • Level 4: 794 health
    • Level 5: 992 health

     Infinity Blade 7  AP
    Weilding a sword embedded with the Power Stone, Requiem ruthlessly eliminates anyone who stands in her way. Deal 945 damage, then convert 1 Green tile to Purple. If there are 8 or more Green tiles remaining, destroy all Green tiles (does not generate AP).
    (At level 255) 
    • Level 2: Deal 1027 damage... If there are 8 or more Green tiles remaining...
    • Level 3: Deal 1167 damage... If there are 7 or more Green tiles remaining...
    • Level 4: Deal 1388 damage... If there are 7 or more Green tiles remaining...
    • Level 5: Deal 1736 damage... If there are 6 or more Green tiles remaining...

     Resolute 6  AP
    Requiem will achieve her goal, even if it means taking out her former allies. Deal 1741 damage to the target and 1080 damage to a random ally.
    (At level 255) 
    • Level 2: Deal 1892 damage to the target and 1080 damage to a random ally.
    • Level 3: Deal 2150 damage to the target and 1080 damage to a random ally.
    • Level 4: Deal 2560 damage to the target and 1080 damage to a random ally.
    • Level 5: Deal 3200 damage to the target and 1080 damage to a random ally.
  • Akoni
    Akoni Posts: 789 Critical Contributor


    Power Man (Victor Alvarez)
      
    4 Star (Legendary)

    Health: Moderate
    Match Damage: Moderate

      Knowledge Is Power 7  AP
    Accruing 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  AP
    With 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  AP
    With 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 enemy
    • Level 3: Decrease by 43... deal 87 per... strength 22 friendly... strength 7 enemy
    • Level 4: Decrease by 50... deal 102 per... strength 26 friendly... strength 7 enemy
    • Level 5: Decrease by 59... deal 120 per... strength 30 friendly... strength 7 enemy
  • Akoni
    Akoni Posts: 789 Critical Contributor


    White Tiger (Ava Ayala)
      
    4 Star (Legendary)

    Health: Moderate
    Match Damage: High

      Ruthless Efficiency 6  AP
    Few 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 damage
    • Level 3: Deal 650 damage... strength 26 Attack tiles... (PASSIVE) deal 217 damage
    • Level 4: Deal 765 damage... strength 29 Attack tiles... (PASSIVE) deal 255 damage
    • Level 5: Deal 900 damage... strength 34 Attack tiles... (PASSIVE) deal 300 damage

      Predatory Prowess 8  AP
    Always 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% damage
    • Level 3: Strength 26 Attack tiles... match damage by 30%... (PASSIVE) 30% damage
    • Level 4: Strength 29 Attack tiles... match damage by 40%... (PASSIVE) 40% damage
    • Level 5: Strength 34 Attack tiles... match damage by 50%... (PASSIVE) 50% damage

      Tiger Claw 10  AP
    White 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 damage
    • Level 3: Deal 500 damage
    • Level 4: Deal 550 damage
    • Level 5: Deal 650 damage
    =>  White Tiger God 12  AP
    With 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 tiles
    • Level 3: Deal 720 damage per... strength 145 Attack tiles
    • Level 4: Deal 848 damage per... strength 170 Attack tiles
    • Level 5: Deal 997 damage per... strength 200 Attack tiles


    Developer'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.
  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler
    Akoni said:


    Power Man (Victor Alvarez)
      
    4 Star (Legendary)

    Health: Moderate
    Match Damage: Moderate

      Knowledge Is Power 7  AP
    Accruing 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  AP
    With 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  AP
    With 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 enemy
    • Level 3: Decrease by 43... deal 87 per... strength 22 friendly... strength 7 enemy
    • Level 4: Decrease by 50... deal 102 per... strength 26 friendly... strength 7 enemy
    • Level 5: Decrease by 59... deal 120 per... strength 30 friendly... strength 7 enemy
    Akoni said:


    White Tiger (Ava Ayala)
      
    4 Star (Legendary)

    Health: Moderate
    Match Damage: High

      Ruthless Efficiency 6  AP
    Few 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 damage
    • Level 3: Deal 650 damage... strength 26 Attack tiles... (PASSIVE) deal 217 damage
    • Level 4: Deal 765 damage... strength 29 Attack tiles... (PASSIVE) deal 255 damage
    • Level 5: Deal 900 damage... strength 34 Attack tiles... (PASSIVE) deal 300 damage

      Predatory Prowess 8  AP
    Always 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% damage
    • Level 3: Strength 26 Attack tiles... match damage by 30%... (PASSIVE) 30% damage
    • Level 4: Strength 29 Attack tiles... match damage by 40%... (PASSIVE) 40% damage
    • Level 5: Strength 34 Attack tiles... match damage by 50%... (PASSIVE) 50% damage

      Tiger Claw 10  AP
    White 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 damage
    • Level 3: Deal 500 damage
    • Level 4: Deal 550 damage
    • Level 5: Deal 650 damage
    =>  White Tiger God 12  AP
    With 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 tiles
    • Level 3: Deal 720 damage per... strength 145 Attack tiles
    • Level 4: Deal 848 damage per... strength 170 Attack tiles
    • Level 5: Deal 997 damage per... strength 200 Attack tiles


    Developer'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.
     I will do them both together, since they are connected. I can seriously see this pair being the new and improved 4* Cage-Fist combo. Throw in a special tile generator and this team will be set. 

    Power Man's Blue is definitely one to spam. It's cheap and feeds other powers nicely. His Purple is interesting. I am assuming it means a permanent increase throughout the battle? If so, wow, it will play right into his last passive. IT also works well with White Tiger in the sense that her matching passively increases his own match damage, which would lead to his own damage overtaking hers, allowing her to retreat to the back while he tanks damage in the front. Very nice. His Black is also definitely something to look out for. I can see it hitting hard, esp if you are facing Polaris.

    As for White Tiger, her green has a nice passive that would go super well with the Hulk (3* or Immortal), esp if you have Power Man on the team and you wanna feed her Red passive. Her YEllow is, like Power Mans Purple, intriguing. It will definitely come down to individual play style in this case, whether the player wanna protect Ava or have her in the front. Similarly, her Red is something to look out for. I think she has some really impressive passives as well.

    All in all, these two are a solid lineup. I'd definitely run them together. Great work!
  • Akoni
    Akoni Posts: 789 Critical Contributor

    The Hulk (Devil Hulk)
      
    5 Star (Epic)

    Health: Moderate
    Match 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 change
    • Level 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 drained
    • Level 3: ...decrease enemy's highest AP pool by 1 for every 1 Purple AP drained
    • Level 4: ...decrease enemy's highest AP pool by 1 for every 1 Purple AP drained
    • Level 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  AP
    Devil 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  AP
    Finally 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 change
    • Level 3: no change
    • Level 4: no change
    • Level 5: no change
    => Menacing Grimmace 6  AP
    Devil 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%)
  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler
    Akoni said:

    The Hulk (Devil Hulk)
      
    5 Star (Epic)

    Health: Moderate
    Match 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 change
    • Level 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 drained
    • Level 3: ...decrease enemy's highest AP pool by 1 for every 1 Purple AP drained
    • Level 4: ...decrease enemy's highest AP pool by 1 for every 1 Purple AP drained
    • Level 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  AP
    Devil 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  AP
    Finally 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 change
    • Level 3: no change
    • Level 4: no change
    • Level 5: no change
    => Menacing Grimmace 6  AP
    Devil 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%)

    This is an interesting moveset idea. He could be very strong with the right team, especially with his secondary Purple and Green moves. Give him someone who can stack Green AP and he might be rarin' to go. This is definitely a great one!
  • Akoni
    Akoni Posts: 789 Critical Contributor


    Vertigo (Savage Land Mutate)
       
    4 Star (Legendary)

    Health: Moderate
    Match Damage: Moderate

      Motion Sickness 8  AP
    Vertigo 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  AP
    Those 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  AP
    Those 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).
  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler
    Akoni said:


    Vertigo (Savage Land Mutate)
       
    4 Star (Legendary)

    Health: Moderate
    Match Damage: Moderate

      Motion Sickness 8  AP
    Vertigo 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  AP
    Those 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  AP
    Those 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).

    This is a really good one, esp with the current Mantis and her Stuns. Her powers come cheap and she is Stun heavy too. This is a very creative way to do this character too! Great work!
  • Akoni
    Akoni Posts: 789 Critical Contributor


    Miss Sinister (Claudine Renko)
       
    4 Star (Legendary)

    Affiliation: Villians
    Health
    : Moderate
    Match Damage: Moderate

      Sinister Scheme 3  AP
    Sinister continues her progenitor's work. Create 2 Trap tiles that deal 254 damage if matched by either team.
    (PASSIVE) At the start of the turn swap 1 random pair of tiles. If a friendly Trap tile is swapped, steal 1 AP in its color.
    (At level 70)
    • Level 2: ...deal 299 damage
    • Level 3: ...deal 374 damage
    • Level 4: ...deal 498 damage
    • Level 5: ...deal 712 damage

      Contingency Plan 6  AP
    Sinister prepares for the worst-case scenario. Create 2 Trap tiles that, when matched by either team, give Miss Sinister 322 health.
    (PASSIVE) If Miss Sinister would receive damage from an enemy power, remove a Contingency Plan Trap tile to prevent 411 of that damage.
    (At level 70)
    • Level 2: Create 2 Trap tiles... 379 health... (PASSIVE) ...prevent 483 of that damage.
    • Level 3: Create 2 Trap tiles... 494 health... (PASSIVE) ...prevent 604 of that damage.
    • Level 4: Create 3 Trap tiles... 631 health... (PASSIVE) ...prevent 805 of that damage.
    • Level 5: Create 3 Trap tiles... 902 health... (PASSIVE) ...prevent 1150 of that damage.

      Best Laid Plans 12  AP
    After meticulous preparation, Sinister implements her plan. Deal 336 damage for each color of friendly Trap tile on the board.
    (At level 70)
    • Level 2: Deal 395 damage for each...
    • Level 3: Deal 494 damage for each...
    • Level 4: Deal 659 damage for each...
    • Level 5: Deal 941 damage for each...


    Developer's Notes:
    • As far as affiliation, Claudine is not a mutant, but rather the end result of an experiment.
    • Best Laid Plans functions similarly to Heimdall's Red Power: Prismatic Cleave.