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

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  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler
    Akoni said:


    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.

    I absolutely love this. She plays to trap tiles extremely well, and if I had to pick, I'd pair her with Mr. Sinister and America Chavez. I love how they are different kinds of trap tiles that she can use to varous effects and how her blue ties it all together nicely. She is a great mirror to Sinister while being markedly different. I'd definitely want to use her! Great work on her!
  • Akoni
    Akoni Posts: 742 Critical Contributor
    I'm starting to think that I like crazy characters. The Marvel universe has a lot of insane characters, but this one is debatably in the top 10.


    Killer Thrill (Bounty Hunter)
       
    4 Star (Legendary)

    Affiliation: Villains
    Health
    : Upper moderate
    Match Damage: Very high

      More Than One Screw Loose 7  AP
    When Killer Thrill gets bored, she resorts to dangerous games for entertainment. Create 3 3-turn Black Countdown tiles. When one expires deal 147 damage to a random enemy and 109 damage to to a random ally. If matched by either team, it deals 297 damage to the target.
    (At level 70)
    • Level 2: 173 and 109 damage, or 349 damage
    • Level 3: 215 and 109 damage, or 436 damage
    • Level 4: 288 and 109 damage, or 582 damage
    • Level 5: 411 and 109 damage, or 831 damage

      I Plead... Insanity! 5  AP
    What does a maniacal, thrill seeker like Killer Thrill do for fun? Not what you'd expect. Create 1 strength 100 Strike tile with 30 less strength for each active enemy.
    (PASSIVE) Matches made by Killer Thrill do not deal damage. For each tile Killer Thrill matches, place 1 charge on this power. When Killer Thrill fires a power, remove all charges from this power and deal 19 damage for each charge removed.
    (At level 70)
    • Level 2: ...strength 140 Strike tile with 40 less strength... (PASSIVE) ...22 damage...
    • Level 3: ...strength 200 Strike tile with 50 less strength... (PASSIVE) ...25 damage...
    • Level 4: ...strength 300 Strike tile with 75 less strength... (PASSIVE) ...30 damage...
    • Level 5: ...strength 400 Strike tile with 100 less strength... (PASSIVE) ...37 damage...

      Flora Coloss-tomy 10  AP
    Killer Thrill uses her Flora Colossi prosthetic to disembowel her target. Destroy a chosen 3x3 block of tiles, dealing damage, but not generating AP. For each special tile destroyed this way deal 64 damage and generate 1 AP in the destroyed special tile's color.
    (At level 70)
    • Level 2: 75 damage
    • Level 3: 93 damage
    • Level 4: 124 damage
    • Level 5: 178 damage
  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler
    Akoni said:
    I'm starting to think that I like crazy characters. The Marvel universe has a lot of insane characters, but this one is debatably in the top 10.


    Killer Thrill (Bounty Hunter)
       
    4 Star (Legendary)

    Affiliation: Villains
    Health
    : Upper moderate
    Match Damage: Very high

      More Than One Screw Loose 7  AP
    When Killer Thrill gets bored, she resorts to dangerous games for entertainment. Create 3 3-turn Black Countdown tiles. When one expires deal 147 damage to a random enemy and 109 damage to to a random ally. If matched by either team, it deals 297 damage to the target.
    (At level 70)
    • Level 2: 173 and 109 damage, or 349 damage
    • Level 3: 215 and 109 damage, or 436 damage
    • Level 4: 288 and 109 damage, or 582 damage
    • Level 5: 411 and 109 damage, or 831 damage

      I Plead... Insanity! 5  AP
    What does a maniacal, thrill seeker like Killer Thrill do for fun? Not what you'd expect. Create 1 strength 100 Strike tile with 30 less strength for each active enemy.
    (PASSIVE) Matches made by Killer Thrill do not deal damage. For each tile Killer Thrill matches, place 1 charge on this power. When Killer Thrill fires a power, remove all charges from this power and deal 19 damage for each charge removed.
    (At level 70)
    • Level 2: ...strength 140 Strike tile with 40 less strength... (PASSIVE) ...22 damage...
    • Level 3: ...strength 200 Strike tile with 50 less strength... (PASSIVE) ...25 damage...
    • Level 4: ...strength 300 Strike tile with 75 less strength... (PASSIVE) ...30 damage...
    • Level 5: ...strength 400 Strike tile with 100 less strength... (PASSIVE) ...37 damage...

      Flora Coloss-tomy 10  AP
    Killer Thrill uses her Flora Colossi prosthetic to disembowel her target. Destroy a chosen 3x3 block of tiles, dealing damage, but not generating AP. For each special tile destroyed this way deal 64 damage and generate 1 AP in the destroyed special tile's color.
    (At level 70)
    • Level 2: 75 damage
    • Level 3: 93 damage
    • Level 4: 124 damage
    • Level 5: 178 damage

    This is just so creative, especially her purple, which ties very nicely to her other two. The idea to make her unable to damage with matches but only with powers is just so fun, especially since her Purple is so cheap. Given that he rmatch damage would be very high, it would guarantee a greater chance that the matches would be hers allowing her to stack charges quickly. The ideas used here are also really good, especially the tiles with decreasing strength. I would really love to get a character like this!
  • Akoni
    Akoni Posts: 742 Critical Contributor
    The goal here was to take this character and have his split personality show through his powers, similar to Legion. In this case, he only has two personalities so each set of powers toggle back and forth as you fire them. 

    Mister Negative (Martin Li)
      
    4 Star (Legendary)

    Affiliation: Villains
    Health: Moderate
    Match Damage: Above moderate

      Philanthropist 7  AP
    The man known as Mr. Li feeds and protects those in need. Create 2 enemy strength 20 Protect tiles and one 2-turn Blue Countdown tile that generates 1 Red AP and gives a random enemy 200 health each turn. This power becomes Crime Lord.
    (At level 70)
    • Level 2: Create 2 enemy strength 30 Protect tiles...
    • Level 3: Create 3 enemy strength 30 Protect tiles...
    • Level 4: Create 3 enemy strength 40 Protect tiles...
    • Level 5: Create 4 enemy strength 40 Protect tiles...
    =>  Crime Lord 8  AP
    Feared as Chinatown's Kingpin, Mister Negative gets what he wants. Convert 1 enemy Protect tile to a friendly Strike tile and double its strength. This power becomes Philanthropist.
    (At level 70)
    • Level 2: Convert 1...
    • Level 3: Convert 2...
    • Level 4: Convert 2...
    • Level 5: Convert 3...

      Healing Touch 8  AP
    People learned that they could go to Mr. Li for help when hospitals weren't an option. Give 475 health to the ally with the lowest health. This power becomes Corrupting Touch.
    (At level 70)
    • Level 2: Give 558 health...
    • Level 3: Give 698 health...
    • Level 4: Give 930 health...
    • Level 5: Give 1329 health...
    =>  Corrupting Touch 7  AP
    Even the strongest of wills are corrupted by Mister Negative's touch. Deal 950 damage to the enemy with the lowest health. Enemies damaged by this power lose their Heroes affiliation and become Villains until stunned or downed. This power becomes Healing Touch.
    (At level 70)
    • Level 2: Deal 1116 damage...
    • Level 3: Deal 1396 damage...
    • Level 4: Deal 1860 damage...
    • Level 5: Deal 2658 damage...

      Object Empowerment 9  AP
    Imbued with Darkforce energy, Mister Negative's weapons become deadlier. Fortify 3 friendly special tiles and increase the strength of 3 friendly Strike, Attack, and Protect tiles by 32. This power becomes Person Empowerment.
    (At level 70)
    • Level 2: Increase by 38
    • Level 3: Increase by 47
    • Level 4: Increase by 63
    • Level 5: Increase by 90
    =>  Person Empowerment 8  AP
    Mister Negative's touch can enhance you, but at a cost. Select another ally or enemy and increase their match damage by 35%, and increase their power's costs by 1. This power becomes Object Empowerment.
    (At level 70)
    • Level 2: Increase match damage by 40% and power's costs by 1
    • Level 3: Increase match damage by 55% and power's costs by 2
    • Level 4: Increase match damage by 70% and power's costs by 2
    • Level 5: Increase match damage by 100% and power's costs by 3
  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler
    Akoni said:
    The goal here was to take this character and have his split personality show through his powers, similar to Legion. In this case, he only has two personalities so each set of powers toggle back and forth as you fire them. 

    Mister Negative (Martin Li)
      
    4 Star (Legendary)

    Affiliation: Villains
    Health: Moderate
    Match Damage: Above moderate

      Philanthropist 7  AP
    The man known as Mr. Li feeds and protects those in need. Create 2 enemy strength 20 Protect tiles and one 2-turn Blue Countdown tile that generates 1 Red AP and gives a random enemy 200 health each turn. This power becomes Crime Lord.
    (At level 70)
    • Level 2: Create 2 enemy strength 30 Protect tiles...
    • Level 3: Create 3 enemy strength 30 Protect tiles...
    • Level 4: Create 3 enemy strength 40 Protect tiles...
    • Level 5: Create 4 enemy strength 40 Protect tiles...
    =>  Crime Lord 8  AP
    Feared as Chinatown's Kingpin, Mister Negative gets what he wants. Convert 1 enemy Protect tile to a friendly Strike tile and double its strength. This power becomes Philanthropist.
    (At level 70)
    • Level 2: Convert 1...
    • Level 3: Convert 2...
    • Level 4: Convert 2...
    • Level 5: Convert 3...

      Healing Touch 8  AP
    People learned that they could go to Mr. Li for help when hospitals weren't an option. Give 475 health to the ally with the lowest health. This power becomes Corrupting Touch.
    (At level 70)
    • Level 2: Give 558 health...
    • Level 3: Give 698 health...
    • Level 4: Give 930 health...
    • Level 5: Give 1329 health...
    =>  Corrupting Touch 7  AP
    Even the strongest of wills are corrupted by Mister Negative's touch. Deal 950 damage to the enemy with the lowest health. Enemies damaged by this power lose their Heroes affiliation and become Villains until stunned or downed. This power becomes Healing Touch.
    (At level 70)
    • Level 2: Deal 1116 damage...
    • Level 3: Deal 1396 damage...
    • Level 4: Deal 1860 damage...
    • Level 5: Deal 2658 damage...

      Object Empowerment 9  AP
    Imbued with Darkforce energy, Mister Negative's weapons become deadlier. Fortify 3 friendly special tiles and increase the strength of 3 friendly Strike, Attack, and Protect tiles by 32. This power becomes Person Empowerment.
    (At level 70)
    • Level 2: Increase by 38
    • Level 3: Increase by 47
    • Level 4: Increase by 63
    • Level 5: Increase by 90
    =>  Person Empowerment 8  AP
    Mister Negative's touch can enhance you, but at a cost. Select another ally or enemy and increase their match damage by 35%, and increase their power's costs by 1. This power becomes Object Empowerment.
    (At level 70)
    • Level 2: Increase match damage by 40% and power's costs by 1
    • Level 3: Increase match damage by 55% and power's costs by 2
    • Level 4: Increase match damage by 70% and power's costs by 2
    • Level 5: Increase match damage by 100% and power's costs by 3

    I see some interesting powers here and I love them. I can see how the powers switch utility when he switches personalities. My favourite would be Healing and Corrupting touch, especially the ability to make a hero a villain., and how his empowerments have two different but just as good uses to them. This is a great moveset and I really enjoyed it!
  • VALACK
    VALACK Posts: 7 Just Dropped In
    wanna to see shuma-gorath   or all new sentry
  • Akoni
    Akoni Posts: 742 Critical Contributor

    Regent (Augustus Roman)
      
    5 Star (Epic)

    Affiliation: Villains
    Health: Moderate
    Match Damage: Above moderate

     Imprison 8  AP
    Regent blames villains and heroes alike for his family's demise and attacks them both with extreme prejudice. Send a random enemy airborne for 1 turn and convert a chosen Basic tile to a 3-turn Repeater tile that sends a random enemy airborne for 1 turn.
    (PASSIVE) When an enemy returns from airborne, if you have 8 or more Green AP, drain 8 Green AP to deal 1327 damage and destroy 3 tiles in a random column dealing damage, but not generating AP.
    (At level 255) 
    • Level 2: Deals 1442 damage
    • Level 3: Deals 1551 damage and destroys 4 tiles in a random column
    • Level 4: Deals 1825 damage and destroys 5 tiles in a random column
    • Level 5: Deals 2340 damage and destroys a random column

     Siphoned Strength 7  AP
    Power taken from the many are accumulated in one: Regent. Steal 1 random AP. If there is an airborne enemy, steal 1 additional AP in 1 of the airborne enemy's colors.
    (PASSIVE) If you have 7 or more Black AP, drain 7 Black AP to remove up to 5 enemy Strike, Attack, or Protect tiles and increase Regent's match damage by 3% (max 75%) for each one removed.
    (At level 255) 
    • Level 2: (PASSIVE) Increase by 4% (max 120%)
    • Level 3: Steal 2 additional AP... (PASSIVE) Increase by 5% (max 150%)
    • Level 4: (PASSIVE) Increase by 6% (max 180%)
    • Level 5: Steal 3 additional AP... (PASSIVE) Increase by 10% (max 300%)

     Age of Regent 10  AP
    All with power will fall, for this is the age of Regent. Stun allies for 4 turns and create a 4-turn Countdown tile that increases up 2 friendly Strike, Attack, or Protect tiles by 68 per turn and deals 1117 damage when it expires.
    (PASSIVE) If you have 10 or more Yellow AP, drain 10 Yellow AP to create 3 strength 126 Strike tiles.
    (At level 255) 
    • Level 2: Increase up to 2 by 85 and deals 1315... (PASSIVE) ...strength 137
    • Level 3: Increase up to 3 by 85 and deals 1643... (PASSIVE) ...strength 147
    • Level 4: Increase up to 3 by 95 and deals 2191... (PASSIVE) ...strength 174
    • Level 5: Increase up to 4 by 135 and deals 3130... (PASSIVE) ...strength 222

    Developer's Notes:
    • If there is more than 1 airborne enemy, Siphoned Strength will randomly select one of them, then randomly select one of that enemy's colors, then steal AP from that enemy AP pool.
  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler
    Akoni said:

    Regent (Augustus Roman)
      
    5 Star (Epic)

    Affiliation: Villains
    Health: Moderate
    Match Damage: Above moderate

     Imprison 8  AP
    Regent blames villains and heroes alike for his family's demise and attacks them both with extreme prejudice. Send a random enemy airborne for 1 turn and convert a chosen Basic tile to a 3-turn Repeater tile that sends a random enemy airborne for 1 turn.
    (PASSIVE) When an enemy returns from airborne, if you have 8 or more Green AP, drain 8 Green AP to deal 1327 damage and destroy 3 tiles in a random column dealing damage, but not generating AP.
    (At level 255) 
    • Level 2: Deals 1442 damage
    • Level 3: Deals 1551 damage and destroys 4 tiles in a random column
    • Level 4: Deals 1825 damage and destroys 5 tiles in a random column
    • Level 5: Deals 2340 damage and destroys a random column

     Siphoned Strength 7  AP
    Power taken from the many are accumulated in one: Regent. Steal 1 random AP. If there is an airborne enemy, steal 1 additional AP in 1 of the airborne enemy's colors.
    (PASSIVE) If you have 7 or more Black AP, drain 7 Black AP to remove up to 5 enemy Strike, Attack, or Protect tiles and increase Regent's match damage by 3% (max 75%) for each one removed.
    (At level 255) 
    • Level 2: (PASSIVE) Increase by 4% (max 120%)
    • Level 3: Steal 2 additional AP... (PASSIVE) Increase by 5% (max 150%)
    • Level 4: (PASSIVE) Increase by 6% (max 180%)
    • Level 5: Steal 3 additional AP... (PASSIVE) Increase by 10% (max 300%)

     Age of Regent 10  AP
    All with power will fall, for this is the age of Regent. Stun allies for 4 turns and create a 4-turn Countdown tile that increases up 2 friendly Strike, Attack, or Protect tiles by 68 per turn and deals 1117 damage when it expires.
    (PASSIVE) If you have 10 or more Yellow AP, drain 10 Yellow AP to create 3 strength 126 Strike tiles.
    (At level 255) 
    • Level 2: Increase up to 2 by 85 and deals 1315... (PASSIVE) ...strength 137
    • Level 3: Increase up to 3 by 85 and deals 1643... (PASSIVE) ...strength 147
    • Level 4: Increase up to 3 by 95 and deals 2191... (PASSIVE) ...strength 174
    • Level 5: Increase up to 4 by 135 and deals 3130... (PASSIVE) ...strength 222

    Developer's Notes:
    • If there is more than 1 airborne enemy, Siphoned Strength will randomly select one of them, then randomly select one of that enemy's colors, then steal AP from that enemy AP pool.
    Interesting character moves. He is very centred around AP numbers and draining them to make his team stronger. He also makes use of enemies "buffing" themselves to make his own team stronger. I think he will do wonders against troublesome Invisible enemies like Onslaught and Prof X. Great work!
  • Akoni
    Akoni Posts: 742 Critical Contributor
    I know, we already have 5* Gambit, but this is New Sun son. (Ok, that was twice as corny as I thought it would be after typing it out.) :s


    New Sun (Gambit)
      
    5 Star (Epic)

    Affiliation: Villain, Mutant
    Health: Moderate
    Match Damage: Moderate

     Unrestrained Potential 9  AP
    Trained from an early age, this Earth's Gambit learned to harness his abilities at full power. Convert up to 3 Basic or enemy Strike, Attack, and Protect tiles to 3-turn Countdown tiles that deal 561 damage when they expire.
    (At level 255) 
    • Level 2: Deal 748 damage
    • Level 3: Deal 1068 damage
    • Level 4: Convert 4
    • Level 5: Convert 4 Basic or enemy Strike, Attack, Protect, Countdown or Repeater

     Charged Attack 8  AP
    New Sun turns the battlefield itself into a weapon. Select a tile and convert up to 4 Basic tiles in a 3x3 block into Charged tiles.
    (PASSIVE) Deal 194 damage for each Charged tile New Sun matches.
    (At level 255) 
    • Level 2: Convert up to 5... (PASSIVE) Deal 228 damage
    • Level 3: Convert up to 6... (PASSIVE) Deal 285 damage
    • Level 4: Convert up to 6 in a 4x4 block... (PASSIVE) Deal 380 damage
    • Level 5: Convert up to 9 in a 4x4 block... (PASSIVE) Deal 543 damage

     Le Diable Blanc 9  AP
    New Sun scorches the land in an effort to restore the legendary Old Kingdom. Create a 3-turn Black Countdown tile that destroys 5 random tiles, dealing damage, but not generating AP. If 1 or more Charged tiles are destroyed this way, deal 352 damage to the enemy team and create another 3-turn Black Countdown tile.
    (PASSIVE) Red and Purple Charged tiles destroyed by friendly matches generate 1 additional AP.
    (At level 255) 
    • Level 2: Deal 440 damage
    • Level 3: Destroy 6 random tiles... deal 587 damage
    • Level 4: 2-turn Black Countdown tile
    • Level 5: Destroy 9 random tiles... deal 838 damage
  • Akoni
    Akoni Posts: 742 Critical Contributor


    Isca the Unbeaten (X of Swords)
       
    4 Star (Legendary)

    Affiliation: Mutants
    Health: Moderate
    Match Damage: Moderate

      Not Just A Name 0  AP
    (PASSIVE) Those who believe "the Unbeaten" is just a title will soon have their beliefs shaken. Isca the Unbeaten's match damage is increased by 105% for each downed ally.
    (At level 70)
    • Level 2: 130%
    • Level 3: 160%
    • Level 4: 200%
    • Level 5: 300%

      To The Victor 0  AP
    (PASSIVE) Isca's power and fierce competitive drive make her a dangerous foe. If Isca the Unbeaten has no active allies and there isn't one, create a 3-turn Repeater tile that gives her 191 health per turn and deals 808 damage to herself and the enemy team when it resets.
    (At level 70)
    • Level 2: 225 health, 950 damage
    • Level 3: 281 health, 1188 damage
    • Level 4: 2-turn Repeater tile, 562 health, 1589 damage
    • Level 5: 803 health, 2263 damage

      Mercy 11  AP
    Isca's sword is named after that which she lacks. Deal 1541 damage and create a 2-turn Red Countdown tile. While this tile is present, when an enemy would be healed, they receive damage instead.
    (At level 70)
    • Level 2: 1813 damage
    • Level 3: 2266 damage, 3-turn Red Countdown tile
    • Level 4: 3022 damage, 4-turn Red Countdown tile
    • Level 5: 4317 damage, 5-turn Red Countdown tile
  • Akoni
    Akoni Posts: 742 Critical Contributor
    This suggestion features a mechanic suggested in the thread Timed Trap tiles.

    Rictor (Julio Richter)
       
    4 Star (Legendary)

    Affiliation: Mutants
    Health: High
    Match Damage: Low

      Crater Than Expected 8  AP
    Once in proximity, Rictor springs his trap. Create a 2-turn Timed Trap tile that converts 1 Team-Up tile to a Purple, Black, or Green Basic tile each turn. When it expires destroy the surrounding tiles in a 3x3 block, dealing damage and generating AP for each Purple, Black, and Green tile destroyed.
    • Level 2: 3-turn Timed Trap tile
    • Level 3: 4x4 block
    • Level 4: 4-turn Timed Trap tile
    • Level 5: 5x5 block

      Bold and Boulder 8  AP
    With boulders at his command, Rictor draws enemy fire away from his allies. Create a 3-turn fortified Countdown tile. While this tile is present Rictor is the target of all enemy powers. When it expires, deal 495 damage to the enemy team.
    (At level 70)
    • Level 2: 583
    • Level 3: 728
    • Level 4: 971
    • Level 5: 1387

      Seismic Activity 7  AP
    Rictor unleashes his full power to put a hault to the enemy assault. Shift all enemy Strike, Attack, and Protect tiles down 1 row, then destroy the bottom row, dealing 79 damage for each enemy special tile destroyed. (Destroyed tiles do not deal damage or generate AP.)
    (At level 70)
    • Level 2: 98
    • Level 3: 131
    • Level 4: 187
    • Level 5: ...destroy the bottom 2 rows...
  • Noob_Master1
    Noob_Master1 Posts: 2 Just Dropped In

                                                                  


          Emma Frost (Phoenix Five)
     
    5 Star (Epic)


      Enhanced Telepathy 10 AP

    With the Phoenix Force’s power, Emma’s telepathic powers are stronger than ever. If you have at least 5 yellow AP, destroy 5 of it and stun all enemies for 3 turns. If you also have at least 7 blue AP, destroy 7 of it and destroy up to 3 chosen enemy Strike, Protect, or Attack tiles, dealing double damage and generating double AP. If you have less than 5 yellow AP, reveal all enemy Trap tiles, turn all enemy Invisibility tiles into purple Charged tiles, and do 500 damage to the enemy team.


    Level 2: Requires 4 yellow AP and 6 blue AP

    Level 3: Does 700 damage if you don’t have enough yellow AP

    Level 4: Stuns enemies for 4 turns.

    Level 5: Costs 2 AP less.

    Diamond Skin 12 AP

    Emma turns her skin to diamond, making her almost invulnerable. She Fortifies all basic  black, purple, and yellow tiles, then creates a Protect tile with strength 30 +10 for each Fortified tile. If more than half the tiles on the board are Fortified already, Emma gains 2 black AP.


    Level 2: Protect tile base strength is increased to 60.

    Level 3: Protect tile strength is increased by 20 for every Fortified tile.

    Level 4: AP gain is increased to 4.

    Level 5: Create a 2 turn Repeater that Fortifies 1 random Special tile and improves fortified Protect tiles by 10


    Power of the Phoenix 0 AP

    (PASSIVE) When any of the Phoenix Five fall, Emma gains their power. When an ally is downed, Emma’s match damage is increased by 100% for 4 turns. If a Phoenix Five character on either team is downed, her match damage is increased by 200% for 5 turns and she creates 2 fortified 3-turn Countdown tiles. While any of these tiles are on the board, Emma Frost takes 30% less damage.  


    Level 2: Match damage increased by 150% or 250% if a Phoenix Five character is downed.

    Level 3: Creates 3 4-turn Countdown tiles.

    Level 4: The Countdown tiles reduce damage by 50% .

    Level 5: Match damage increased by 200% or 350% if a Phoenix Five character is downed.


  • Akoni
    Akoni Posts: 742 Critical Contributor
    @Noob_Master1 Like you, I am waiting for the rest of the Phoenix Five. 

    This is an intriguing power set you have here. Her yellow is especially interesting. It encourages the player to target her first. That's tricky because her allies could wreak havoc while you're trying to take her out.
  • Tiger_Wong
    Tiger_Wong Posts: 734 Critical Contributor
    edited September 2021


    Red skull (Johann Shmidt)
    5-Star Rarity
    Affiliations: Villains



    Health - Low
    Match damage - moderate

    In the Old Man Logan story arc, The Red Skull organizes all the villains and defeats all the heroes except for a precious few. He then splits up America among his lieutenants and takes The White House as his own and becomes President of The United States. The Red Skull wears the mask and costume of Captain America as his most treasured prize. 

    Villains…… Assemble! -  PASSIVE
    (PASSIVE) With the villains organized, The Red Skull knows they can’t be defeated by the Heroes. Damage done by each active Villain powers on the team is increased by 50% when attacking Heroes and damage received from opposing Heroes powers is decreased by 20% when attacking Villains on your team




    • Level 2: Increases damage dealt to Heroes by 55%
    • Level 3: Decreases damage dealt by Heroes by 25%
    • Level 4 increases damage dealt to Heroes by 60%
    • Level 5 Decreases damage dealt by Heroes by 30% 

    Old Yet Strong -  8  AP

    Even as old as he is, The Red Skull still has strength. The Red Skull deals 1700 damage to a single target, plus an extra 700 damage for every Villain on his team. 

    • Level 2: Deals 1800 damage to a single target, plus an extra 800 for every Villain on his team
    • Level 3: Deals 1960 damage to a single target, plus an extra 900 for every Villain on his team
    • Level 4: Deals 2100 damage to a single target, plus an extra 1000 for every Villain on his team (max level 8500 plus an extra 5250 for each Villain on his team)
    • Level 5: Damage done by this attack to a Hero can not be reduced

    Skins Of The Fallen - 7  AP

    The Red Skull collects the weapons, armor, and tech of all he defeats. Create 3 trap tiles. If matched by a Villain on either team, deal 545 damage for each friendly Trap on the field. If matched by a Hero on either team, steal 3 enemy AP in that color. (Max level - 2120 damage per tile)

    (PASSIVE) - If a Villain downs a target Hero with a power, whatever that targeted Hero’s strongest color was, that color power can no longer be fired by any remaining Hero nor any special tile placed on that color tile on that opposing team. 

    • Level 2: Create 4 trap tiles that deal 595 damage for each friendly Trap tile 
    • Level 3: Trap tiles deal 635 damage for each friendly Trap tile
    • Level 4: Trap tiles deal 670 damage for each friendly Trap tile
    • Level 5: Create 5 trap tiles that deal 855 damage for each friendly Trap tile (Max level - 3450 damage per tile)
  • Akoni
    Akoni Posts: 742 Critical Contributor

    Forge (???)
       
    4 Star (Legendary)

    Affiliation: Mutants
    Health: Moderate
    Match Damage: Moderate

      Technological Marvel 8  AP
    Widely useful, Forge's inventions are trusted to get the job done. Create 3 2-turn Countdown tiles that create 1 Charged tile when they expire. If matched or destroyed, they create 1 strength 30 Strike, Attack, or Protect tile.
    (At level 70)
    • Level 2: ...strength 45...
    • Level 3: Create 4 Countdown tiles
    • Level 4: ...strength 60...
    • Level 5: Create 6 Countdown tiles... strength 60...

      Master of Invention 6  AP
    Forge comes up with a simple solution to a complex problem. Remove a selected friendly Strength, Attack, or Protect tile and create 1 Charged tile.
    (PASSIVE) When you match a Charged tile, improve 1 random friendly Strike, Attack, or Protect tile by 6 for each Charged tile matched.
    (At level 70)
    • Level 2: (PASSIVE) ...increase strength by 10...
    • Level 3: ...create 2 Charged tiles.
    • Level 4: (PASSIVE) ...increase strength by 14...
    • Level 5: ...create 3 Charged tiles. (PASSIVE) ...increase strength by 20...

      Ingenious Engineering 10  AP
    Forge creates a device that makes the impossible real. Deal 964 damage, then destroy a Basic or Team-Up tile for each charge this power has, then reset the counter. (Destroyed tiles do not generate AP.) When a friendly Countdown tile is created, place 1 charge on this power (max=12)
    (At level 70)
    • Level 2: Deal 1134 damage
    • Level 3: Deal 1418 damage
    • Level 4: Deal 1890 damage
    • Level 5: Deal 2700 damage
  • Akoni
    Akoni Posts: 742 Critical Contributor
    This suggestion features a mechanic suggested in the thread Timed Trap tiles. I had the idea for this character before Loki (Alligator of Mischief) was released. I contemplated changing this character's first power, but decided to leave it the same since I think it is recognizably different from Alligator Loki's.

    Forgetmenot (Classic)
      
    4 Star (Legendary)

    Affiliation: Mutants
    Health: Moderate
    Match Damage: Low

      Forgotten Ally 0  AP
    (PASSIVE) Forgetmenot fights the good fight even after fading into obscurity. Forgetmenot goes invisible when you make a Purple match. While Forgetmenot is invisible, if you made a Purple match last turn, Forgetmenot remains invisible this turn.
    (At level 70)
    • Level 2: no change
    • Level 3: remains invisible if a Purple or Blue match was made last turn
    • Level 4: remains invisible if a Purple, Blue, or Black match was made last turn
    • Level 5: starts the match invisible

      I Got Your Back 6  AP
    Forgetmenot lends a helping hand to the very allies who have forgotten his existence. Remove 4 Charged tiles to give the ally who has received the most damage 550 health.
    (PASSIVE) While Forgetmenot is invisible, new Purple tiles are Charged tiles.
    (At level 70)
    • Level 2: 660 health
    • Level 3: 825 health
    • Level 4: 1010 health
    • Level 5: 1375 health

      I Remember You! 8  AP
    Occasionally, someone bumps into Forgetmenot jogging their memory. Create 3 3-turn Timed Trap tiles that convert to Charged tiles when they expire. If matched while Forgetmenot is invisible, Forgetmenot becomes visible and deals 1140 damage. 
    (At level 70)
    • Level 2: ...deasl 1340 damage.
    • Level 3: ...deals 1680 damage.
    • Level 4: ...deals 2240 damage.
    • Level 5: ...deals 3200 damage.