Character Movesets

Kelvinkhr
Kelvinkhr Posts: 145 Tile Toppler
Hey, everyone. 

I decided to compile any future movesets I make into a single discussion so as to not clutter the forums. 

Hope you enjoy and stay safe.
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Comments

  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler
    edited June 2021


    Mantis (Modern)

         
    4 Star (Legendary)

    Health: Moderate
    Match Damage: Low

      Spreading Radiation 7  AP
    Don't let looks fool you. Mantis has been trained by the Priestesses of Pama in the art of offense. Stuns the target for 2 rounds and places a 3-turn Countdown tile that reduces enemy AP in a random colour by 1 every round and stuns the target for 1 round when it expires.
    (At level 70)
    • Level 2: Stuns...for 3 rounds.
    • Level 3: Countdown tiles reduce enemy AP in a random colour by 2 and stuns the enemy for 2 rounds.
    • Level 4: Stuns...for 4 rounds.
    • Level 5: ...reduce enemy AP in two colours by 3...stuns for 3 rounds.

      Telepathic Empathy 10  AP
    Mantis reaches out to her allies telepathically, healing them. Select an ally and place a 2-turn Countdown tile that heals them with 400 health every round. 

    (PASSIVE) Friendly heals are improved by 10% for each Countdown tile on the board.
    (At level 70)
    • Level 2: ...3-turn Countdown tile...500 health...
    • Level 3: ...improve healing by 20%
    • Level 4: ...4-turn Countdown tile...
    • Level 5: ...5-turn Countdown tile... improve healing by 30%

      Telepathic Sense 8  AP
    This one senses weakness. When an enemy makes a match in their strongest colour, places a 3-turn Countdown tile that converts up to three tiles in the enemy's strongest colour into basic tiles in the enemy's weakest colour.
    (At level 70)
    • Level 2: ...2-turn Countdown tile...converts up to five tiles.
    • Level 3: Deals 100 damage for each tile converted.
    • Level 4: Deals 200 damage for each tile converted.
    • Level 5: ...1-turn Countdown tile...converts up to six tiles. Deals 300 damage for each tile converted.
  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler


    Nitro (Robert Hunter)

         
    4 Star (Legendary)

    Health: High
    Match Damage: Moderate

      Human Warhead 0  AP
    (PASSIVE) Nitro is explosive to the touch, so woe to anyone who dares to touch him. Enemy powers that damage Nitro create a 3-turn Countdown tile that detonates when expired, dealing 500 damage to the enemy team. If the Countdown tile is matched or destroyed, it detonates early, destroying up to five Red tiles and dealing 350 damage to the enemy team.
    (At level 70)
    • Level 2: ...750 damage or 500 damage...
    • Level 3: ...1000 damage or 650 damage...
    • Level 4: ...2-turn Countdown tile...1250 damage or 800 damage...
    • Level 5: ...1-turn Countdown tile...1500 damage or 950 damage...

      Explosive Reaction 10  AP
    (PASSIVE) Nitro's reaction to heavy fire? A big bang. When Nitro takes more than 2000 damage, reduces damage by 50% and deals 500 damage to the enemy team but is stunned for 2 rounds.
    (At level 70)
    • Level 2: When Nitro takes more than 1750 damage...reduced by 55%...
    • Level 3: ...1500 damage...
    • Level 4: ...2500 damage...stun for 1 round
    • Level 5: When Nitro takes more than 1500 damage...reduced by 60%

      Short Fuse 0  AP
    (PASSIVE) Nitro has received modifications from the Kree. Friendly match-4 and above destroy up to 2 enemy special tiles, dealing damage and generating AP.
    (At level 70)
    • Level 2: ...3 enemy special tiles
    • Level 3: ...4 enemy special tiles
    • Level 4: ...5 enemy special tiles
    • Level 5: ...6 enemy special tiles
  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler
    edited June 2021
    Crystal (Inhuman Advisor)

        
    4 Star (Legendary)

    Health: Moderate
    Match Damage: Moderate

      Elemental Tempest 9  AP
    Crystal lets loose the fury of the elements to rain mayhem and destruction upon her enemies. Deals 900 damage to the enemy team and creates a Red Attack tile, Blue Protect tile, and Black Strike tile of strength 50.
    (At level 70)
    • Level 2: …1500 damage...strength 80
    • Level 3: …2100 damage...strength 110
    • Level 4: …2700 damage...strength 140
    • Level 5: …3300 damage...strength 170

      Veil of the Earth 0  AP
    (PASSIVE) Crystal manipulates the element of earth to defend her friends and allies. When an enemy makes a match in the colour most present on the board, grants allies a burst of 400 health and creates a strength 50 Protect tile. If Crystal has more Blue AP, this power becomes Water Spout. If Crystal has more Black AP, this power becomes Fan the Flames.
    (At level 70)
    • Level 2: …600 health...strength 75 Protect tile
    • Level 3: …800 health...strength 100 Protect tile
    • Level 4: …1100 health...strength 125 Protect tile
    • Level 5: …1500 health...strength 150 Protect tile

    =>   Water Spout 0  AP
    (PASSIVE) Crystal manipulates the element of water to chill her enemies. When an enemy makes a match in the colour most present on the board, deals 500 damage to the enemy target and stuns them for 1 round. If Crystal has more Black AP, this power becomes Fan the Flames. If Crystal has more Yellow AP, this power becomes Veil of the Earth.
    (At level 70)
    • Level 2: …600 damage
    • Level 3: …800 damage...2 rounds
    • Level 4: …1100 health...3 rounds
    • Level 5: …1500 health...4 rounds

    =>   Fan the Flames 0  AP
    (PASSIVE) Crystal manipulates the element of fire to burn her enemies. When an enemy makes a match in the colour most present on the board, deals 500 damage to the enemy team and creates a 1-turn Repeater tile that destroys 1 enemy AP in a random colour. If Crystal has more Yellow AP, this power becomes Veil of the Earth. If Crystal has more Blue AP, this power becomes Water Spout.
    (At level 70)
    • Level 2: …600 damage
    • Level 3: …800 damage...2 enemy AP
    • Level 4: …1100 health...3 enemy AP
    • Level 5: …1500 health...4 enemy AP

      Royal Advisor 0  AP
    Crystal’s advice proves invaluable to the Inhuman Royals. Choose Strike, Attack, or Protect and destroy all enemy tiles in that type, dealing damage and gaining AP.

    (PASSIVE) Crystal creates a strength 50 Strike, Attack, or Protect tile when a friendly match is made in the colour most present on the board.
    (At level 70)
    • Level 2: …strength 80 Strike, Attack, or Protect tile...
    • Level 3: …strength 110 Strike, Attack, or Protect tile...
    • Level 4: …strength 140 Strike, Attack, or Protect tile...
    • Level 5: …strength 170 Strike, Attack, or Protect tile...
  • Akoni
    Akoni Posts: 789 Critical Contributor
    Kelvinkhr said:
    Mantis (Modern)

         
    4 Star (Legendary)
    Health: Moderate
    Match Damage: Low
      Spreading Radiation 7  AP
    Don't let looks fool you. Mantis has been trained by the Priestesses of Pama in the art of offense. Stuns the target for 2 rounds and places a 3-turn Countdown tile that reduces enemy AP in a random colour by 1 every round and stuns the target for 1 round when it expires.
    (At level 70)
      Telepathic Empathy 10  AP
    Mantis reaches out to her allies telepathically, healing them. Select an ally and place a 2-turn Countdown tile that heals them with 400 health every round. 
    (PASSIVE) Friendly heals are improved by 10% for each Countdown tile on the board.
    (At level 70)
      Telepathic Sense 8  AP
    This one senses weakness. When an enemy makes a match in their strongest colour, places a 3-turn Countdown tile that converts up to three tiles in the enemy's strongest colour into basic tiles in the enemy's weakest colour.
    (At level 70)
    I like this one. The specific application of countdown tiles for each power is excellent. Her green power reads like a passive power. Is it supposed to be?

    Kelvinkhr said:
    Nitro (Robert Hunter)

         
    4 Star (Legendary)
    Health: High
    Match Damage: Moderate
      Human Warhead 0  AP
    (PASSIVE) Nitro is explosive to the touch, so woe to anyone who dares to touch him. Enemy powers that damage Nitro create a 3-turn Countdown tile that detonates when expired, dealing 500 damage to the enemy team. If the Countdown tile is matched or destroyed, it detonates early, destroying up to five Red tiles and dealing 350 damage to the enemy team.
    (At level 70)
      Explosive Reaction 10  AP
    (PASSIVE) Nitro's reaction to heavy fire? A big bang. When Nitro takes more than 2000 damage, reduces damage by 50% and deals 500 damage to the enemy team but is stunned for 2 rounds.
    (At level 70)
      Short Fuse 0  AP
    (PASSIVE) Nitro has received modifications from the Kree. Friendly match-4 and above destroy up to 2 enemy special tiles, dealing damage and generating AP.
    (At level 70)
    Wow, another good one. I'm liking the play on countdown tiles and how many of your concepts that use them can be combined on a team. This one is all passive which would make him very desirable among players. Lots of free damage capacity.

    Kelvinkhr said:
    Crystal (Inhuman Advisor)

        
    4 Star (Legendary)
    Health: Moderate
    Match Damage: Moderate
      Elemental Tempest 9  AP
    Crystal lets loose the fury of the elements to rain mayhem and destruction upon her enemies. Deals 900 damage to the enemy team and creates a Red Attack tile, Blue Protect tile, and Black Strike tile of strength 50.
    (At level 70)
      Veil of the Earth 0  AP
    (PASSIVE) Crystal manipulates the element of earth to defend her friends and allies. When an enemy makes a match in the colour most present on the board, grants allies a burst of 400 health and creates a strength 50 Protect tile. If Crystal has more Blue AP, this power becomes Water Spout. If Crystal has more Black AP, this power becomes Fan the Flames.
    (At level 70)
    =>   Water Spout 0  AP
    (PASSIVE) Crystal manipulates the element of water to chill her enemies. When an enemy makes a match in the colour most present on the board, deals 500 damage to the enemy target and stuns them for 1 round. If Crystal has more Black AP, this power becomes Fan the Flames. If Crystal has more Yellow AP, this power becomes Veil of the Earth.
    (At level 70)
    =>   Fan the Flames 0  AP
    (PASSIVE) Crystal manipulates the element of fire to burn her enemies. When an enemy makes a match in the colour most present on the board, deals 500 damage to the enemy team and creates a 1-turn Repeater tile that destroys 1 enemy AP in a random colour. If Crystal has more Yellow AP, this power becomes Veil of the Earth. If Crystal has more Blue AP, this power becomes Water Spout.
    (At level 70)
      Royal Advisor 0  AP
    Crystal’s advice proves invaluable to the Inhuman Royals. Choose Strike, Attack, or Protect and destroy all enemy tiles in that type, dealing damage and gaining AP.
    (PASSIVE) Crystal creates a strength 50 Strike, Attack, or Protect tile when a friendly match is made in the colour most present on the board.
    (At level 70)
    I glanced at Crystal once and couldn't come up with any ideas, but you nailed it. What a creative way to include elemental powers. In addition, she could absolutely wreak havoc teamed up with Nightcrawler. Since she doesn't use purple, it's still balanced, but what a duo they would be. 

    You must have spent quite some time on these as they are all very good. I have to say that going back and looking at some of your previous work, they are getting better and better. With that said:
    1. I'm looking forward to seeing more of your submissions, and
    2. I need to step up my game a bit. 
  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler
    Akoni said:
    Kelvinkhr said:
    Mantis (Modern)

         
    4 Star (Legendary)
    Health: Moderate
    Match Damage: Low
      Spreading Radiation 7  AP
    Don't let looks fool you. Mantis has been trained by the Priestesses of Pama in the art of offense. Stuns the target for 2 rounds and places a 3-turn Countdown tile that reduces enemy AP in a random colour by 1 every round and stuns the target for 1 round when it expires.
    (At level 70)
      Telepathic Empathy 10  AP
    Mantis reaches out to her allies telepathically, healing them. Select an ally and place a 2-turn Countdown tile that heals them with 400 health every round. 
    (PASSIVE) Friendly heals are improved by 10% for each Countdown tile on the board.
    (At level 70)
      Telepathic Sense 8  AP
    This one senses weakness. When an enemy makes a match in their strongest colour, places a 3-turn Countdown tile that converts up to three tiles in the enemy's strongest colour into basic tiles in the enemy's weakest colour.
    (At level 70)
    I like this one. The specific application of countdown tiles for each power is excellent. Her green power reads like a passive power. Is it supposed to be?

    Kelvinkhr said:
    Nitro (Robert Hunter)

         
    4 Star (Legendary)
    Health: High
    Match Damage: Moderate
      Human Warhead 0  AP
    (PASSIVE) Nitro is explosive to the touch, so woe to anyone who dares to touch him. Enemy powers that damage Nitro create a 3-turn Countdown tile that detonates when expired, dealing 500 damage to the enemy team. If the Countdown tile is matched or destroyed, it detonates early, destroying up to five Red tiles and dealing 350 damage to the enemy team.
    (At level 70)
      Explosive Reaction 10  AP
    (PASSIVE) Nitro's reaction to heavy fire? A big bang. When Nitro takes more than 2000 damage, reduces damage by 50% and deals 500 damage to the enemy team but is stunned for 2 rounds.
    (At level 70)
      Short Fuse 0  AP
    (PASSIVE) Nitro has received modifications from the Kree. Friendly match-4 and above destroy up to 2 enemy special tiles, dealing damage and generating AP.
    (At level 70)
    Wow, another good one. I'm liking the play on countdown tiles and how many of your concepts that use them can be combined on a team. This one is all passive which would make him very desirable among players. Lots of free damage capacity.

    Kelvinkhr said:
    Crystal (Inhuman Advisor)

        
    4 Star (Legendary)
    Health: Moderate
    Match Damage: Moderate
      Elemental Tempest 9  AP
    Crystal lets loose the fury of the elements to rain mayhem and destruction upon her enemies. Deals 900 damage to the enemy team and creates a Red Attack tile, Blue Protect tile, and Black Strike tile of strength 50.
    (At level 70)
      Veil of the Earth 0  AP
    (PASSIVE) Crystal manipulates the element of earth to defend her friends and allies. When an enemy makes a match in the colour most present on the board, grants allies a burst of 400 health and creates a strength 50 Protect tile. If Crystal has more Blue AP, this power becomes Water Spout. If Crystal has more Black AP, this power becomes Fan the Flames.
    (At level 70)
    =>   Water Spout 0  AP
    (PASSIVE) Crystal manipulates the element of water to chill her enemies. When an enemy makes a match in the colour most present on the board, deals 500 damage to the enemy target and stuns them for 1 round. If Crystal has more Black AP, this power becomes Fan the Flames. If Crystal has more Yellow AP, this power becomes Veil of the Earth.
    (At level 70)
    =>   Fan the Flames 0  AP
    (PASSIVE) Crystal manipulates the element of fire to burn her enemies. When an enemy makes a match in the colour most present on the board, deals 500 damage to the enemy team and creates a 1-turn Repeater tile that destroys 1 enemy AP in a random colour. If Crystal has more Yellow AP, this power becomes Veil of the Earth. If Crystal has more Blue AP, this power becomes Water Spout.
    (At level 70)
      Royal Advisor 0  AP
    Crystal’s advice proves invaluable to the Inhuman Royals. Choose Strike, Attack, or Protect and destroy all enemy tiles in that type, dealing damage and gaining AP.
    (PASSIVE) Crystal creates a strength 50 Strike, Attack, or Protect tile when a friendly match is made in the colour most present on the board.
    (At level 70)
    I glanced at Crystal once and couldn't come up with any ideas, but you nailed it. What a creative way to include elemental powers. In addition, she could absolutely wreak havoc teamed up with Nightcrawler. Since she doesn't use purple, it's still balanced, but what a duo they would be. 

    You must have spent quite some time on these as they are all very good. I have to say that going back and looking at some of your previous work, they are getting better and better. With that said:
    1. I'm looking forward to seeing more of your submissions, and
    2. I need to step up my game a bit. 

    Thank you! I am glad you think so. Your movesets are always a great inspiration for me too!
  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler


    Arcade (Classic)

        
    5 Star (Epic)

    Health: High
    Match Damage: Low

      Welcome to Murderworld 9  AP
    (PASSIVE) Arcade welcomes you to Murderworld where you will be dying to have a good time...literally. Create a trap tile every round. If you match a trap tile, convert all Trap tiles into friendly Strike tiles of strength 110 and deal 350 damage per tile to the enemy team. If the enemy matches a trap tile, convert all Trap tiles into friendly Attack tiles of strength 150 and deal 200 damage per tile to the enemy team.
    (At level 270)
    • Level 2: ...Strike tile of strength 175 and deal 500 damage...Attack tile of strength 200 and deal 350 damage...
    • Level 3: ...Strike tile of strength 250 and deal 650 damage...Attack tile of strength 275 and deal 500 damage...
    • Level 4: ...Strike tile of strength 325 and deal 800 damage...Attack tile of strength 350 and deal 650 damage...
    • Level 5: ...Strike tile of strength 400 and deal 925 damage...Attack tile of strength 425 and deal 800 damage...

      Murderbots 11  AP
    Arcade has a Murderworld version of almost every hero and villain that he can make use of. Select a hero and create a 2-turn Countdown tile. While this Countdown tile is on the board, matches made by this enemy deal additional damage to a random enemy. When the tile expires, fires a random power of the enemy.

    (PASSIVE) When a Countdown tile is matched, create a trap tile in that colour. 
    (At level 270)
    • Level 2: ...3-turn Countdown tile...deals 150% damage to a random enemy...
    • Level 3: ...4-turn Countdown tile...deals 200% damage to a random enemy...
    • Level 4: ...5-turn Countdown tile...deals 250% damage to a random enemy...
    • Level 5: ...6-turn Countdown tile...deals 300% damage to a random enemy...

      Joy Buzzer 8  AP
    Arcade has a friendly disposition...in fact, he is always ready to shake a hand or two. Stun the enemy for 1 round and create a 1-turn Repeater tile that turns two random basic tiles into Green Charged tiles.

    (PASSIVE) When an enemy is Stunned, create a Murderbots countdown tile targeting that enemy.
    (At level 270)
    • Level 2: ...2 rounds...
    • Level 3: Stuns other enemies for 1 round
    • Level 4: ...3 rounds...Stuns other enemies for 2 rounds
    • Level 5: ...4 rounds...Stuns other enemies for 3 rounds
  • Akoni
    Akoni Posts: 789 Critical Contributor
    I'll say you captured the essence of this character fairly well, but I'd like to turn my attention to those Murderworld trap tiles. 

    Kelvinkhr said:

      Welcome to Murderworld 9  AP
    (PASSIVE) Arcade welcomes you to Murderworld where you will be dying to have a good time...literally. Create a trap tile every round. If you match a trap tile, convert all Trap tiles into friendly Strike tiles of strength 110 and deal 350 damage per tile to the enemy team. If the enemy matches a trap tile, convert all Trap tiles into friendly Attack tiles of strength 150 and deal 200 damage per tile to the enemy team.
    (At level 270)
    • Level 2: ...Strike tile of strength 175 and deal 500 damage...Attack tile of strength 200 and deal 350 damage...
    • Level 3: ...Strike tile of strength 250 and deal 650 damage...Attack tile of strength 275 and deal 500 damage...
    • Level 4: ...Strike tile of strength 325 and deal 800 damage...Attack tile of strength 350 and deal 650 damage...
    • Level 5: ...Strike tile of strength 400 and deal 925 damage...Attack tile of strength 425 and deal 800 damage...

    I like the mechanic of taking his trap tiles and converting them into strike or attack tiles via matching. That's a true trap. Simple and creative. This mechanic has some potential. I'm going to have to spend some time thinking more about it. Thanks for the inspiration.
  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler


    Selene (Selene Gallio)

     
    4-Star Rarity (Legendary)

    Health: Medium
    Match Damage: Low

      Timore  AP
    Selene uses her magic to reach into the enemy's worst thoughts and uses them against the enemy. Create two 3-turn Countdown tiles targeting random enemies that, when matched or destroyed, deal 2000 damage to the target.

    While these tiles are on the board, enemy matches in their strongest colours deal 200 damage to themselves.
    (At level 70)
    • Level 2: ...deal 2500 damage when matched or destroyed...enemies deal 300 damage to themselves.
    • Level 3: ...three 4-turn Countdown tiles...
    • Level 4: ...deal 3000 damage when matched or destroyed...enemies deal 400 damage to themselves.
    • Level 5: …three 5-turn Countdown tiles that deal 3500 damage when matched or destroyed...enemies deal 500 damage to themselves.

      Psychic Vampire AP
    (PASSIVE) Selene absorbs psychic energy from her targets to sustain herself. When an enemy makes a match in their strongest colour, Selene gains a burst of 90 health for each remaining tile in that colour on the board. If the enemy has more than 10 AP in that colour, stun the target for 1 round.
    (At level 70)
    • Level 2: ...110 health...
    • Level 3: Reduces threshold to 9 AP and stuns the target for 2 rounds.
    • Level 4: ...130 health...reduces threshold to 8 AP...
    • Level 5: ...150 health...reduces threshold to 7 AP...

      Black Queen 9  AP
    Selene's position as the Black Queen of the Hellfire Club is not all just in name. Creates three 3-turn Countdown tile that converts a random basic tile into the enemy's strongest colour each round and stuns all other enemies for 1 round.

    (PASSIVE) Selene drains one AP in a random colour from the enemy team for each enemy stunned at the start of each round. Selene gains a burst of 200 health if AP is drained in the enemy's strongest colour.
    (At level 270)
    • Level 2: ...stuns all other enemies for 2 rounds...
    • Level 3: ...drains 2 AP in a random colour and gains a burst of 300 health.
    • Level 4: ...drains 3 AP in a random colour and gains a burst of 400 health.
    • Level 5: Passive effect may trigger on Invisible or Airborne enemies.
  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler



    Spider-Girl (Mayday Parker)

       

    4-Star Rarity (Legendary)

    Health: Medium
    Match Damage: Low

      Amazing Spider-Girl 0 AP
    (PASSIVE) Mayday is out to make a name for herself, as the daughter of the original Spider-Man on her Earth. When any character makes a match in their strongest colour, creates a random Web tile and locks a random enemy special tile. If the match is a match-5, match two Web tiles.
    (At level 70)
    • Level 2: ...two Web tiles...
    • Level 3: ...three Web tiles...match two pairs of Web tiles.
    • Level 4: ...four Web tiles...match three pairs of Web tiles.
    • Level 5: Effect triggers on a match-4 or greater.

      Mayday! 0  AP
    (PASSIVE) Taking up her father's mantle and creed of power and responsibility, Mayday Parker leaps in to save the day. When an enemy match includes a Web tile, convert up to three basic tiles in the colour most present on the board to the team's strongest colour. If the colour most present on the board is the team's strongest colour, convert two tiles into critical tiles.
    (At level 70)
    • Level 2: Also stuns the enemy for 1 round.
    • Level 3: Converts four basic tiles...
    • Level 4: Stuns the enemy for 2 rounds...
    • Level 5: Converts five basic tiles...creates three critical tiles...

      Amazing Swings 10  AP
    Mayday Parker has an extra trick up her sleeves. Deals 900 damage to a random enemy and destroys one basic tile for each Web tile on the board. If any tile in the team's strongest colour is destroyed, stun the targeted enemy for one round. This ability costs one less AP for each locked special tile on the board, to the minimum of 5 AP.
    (At level 270)
    • Level 2: Deals 1100 damage.
    • Level 3: Deals 1300 damage.
    • Level 4: Deals 1500 damage.
    • Level 5: Deals 1750 damage.
  • Akoni
    Akoni Posts: 789 Critical Contributor
    Kelvinkhr said:


    Selene (Selene Gallio)

     
    4-Star Rarity (Legendary)

    Health: Medium
    Match Damage: Low

      Timore  AP
    Selene uses her magic to reach into the enemy's worst thoughts and uses them against the enemy. Create two 3-turn Countdown tiles targeting random enemies that, when matched or destroyed, deal 2000 damage to the target.
    While these tiles are on the board, enemy matches in their strongest colours deal 200 damage to themselves.
    (At level 70)
      Psychic Vampire AP
    (PASSIVE) Selene absorbs psychic energy from her targets to sustain herself. When an enemy makes a match in their strongest colour, Selene gains a burst of 90 health for each remaining tile in that colour on the board. If the enemy has more than 10 AP in that colour, stun the target for 1 round.
    (At level 70)
      Black Queen 9  AP
    Selene's position as the Black Queen of the Hellfire Club is not all just in name. Creates three 3-turn Countdown tile that converts a random basic tile into the enemy's strongest colour each round and stuns all other enemies for 1 round.
    (PASSIVE) Selene drains one AP in a random colour from the enemy team for each enemy stunned at the start of each round. Selene gains a burst of 200 health if AP is drained in the enemy's strongest colour.
    (At level 270)
    I am excited to see this one. I was working on a design for her, too, but you beat me to it. Her blue passive is very nice. That extra bit makes the countdown tiles unique. Her purple and black are very thematic. I like how she gains health when the enemy does something as opposed to hurting the enemy for the health. It makes her weak against non-matching goons in PvE, but not worthless. Black, of course, ensures that she continues to gain health from those enemy matches.
  • Akoni
    Akoni Posts: 789 Critical Contributor
    Kelvinkhr said:



    Spider-Girl (Mayday Parker)

       

    4-Star Rarity (Legendary)

    Health: Medium
    Match Damage: Low

      Amazing Spider-Girl 0 AP
    (PASSIVE) Mayday is out to make a name for herself, as the daughter of the original Spider-Man on her Earth. When any character makes a match in their strongest colour, creates a random Web tile and locks a random enemy special tile. If the match is a match-5, match two Web tiles.
    (At level 70)
    • Level 2: ...two Web tiles...
    • Level 3: ...three Web tiles...match two pairs of Web tiles.
    • Level 4: ...four Web tiles...match three pairs of Web tiles.
    • Level 5: Effect triggers on a match-4 or greater.

      Mayday! 0  AP
    (PASSIVE) Taking up her father's mantle and creed of power and responsibility, Mayday Parker leaps in to save the day. When an enemy match includes a Web tile, convert up to three basic tiles in the colour most present on the board to the team's strongest colour. If the colour most present on the board is the team's strongest colour, convert two tiles into critical tiles.
    (At level 70)
    • Level 2: Also stuns the enemy for 1 round.
    • Level 3: Converts four basic tiles...
    • Level 4: Stuns the enemy for 2 rounds...
    • Level 5: Converts five basic tiles...creates three critical tiles...

      Amazing Swings 10  AP
    Mayday Parker has an extra trick up her sleeves. Deals 900 damage to a random enemy and destroys one basic tile for each Web tile on the board. If any tile in the team's strongest colour is destroyed, stun the targeted enemy for one round. This ability costs one less AP for each locked special tile on the board, to the minimum of 5 AP.
    (At level 270)
    • Level 2: Deals 1100 damage.
    • Level 3: Deals 1300 damage.
    • Level 4: Deals 1500 damage.
    • Level 5: Deals 1750 damage.
    Wow! This one is good. Her blue is a great, creative way to get web tiles on the board. Yellow provides the feeling of the bad guys committing a crime (web tiles) and having Spider-Girl swing in to save the day (critical tiles). Red is a little tile destruction to shake up the board with a little call back to her blue. There are some mechanics here that I hope devs decide to use someday. Great job with this one. 
  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler
    edited July 2021


    Avalanche (Classic)

       

    4-Star Rarity (Legendary)

    Health: Medium
    Match Damage: Medium

      Epicenter  AP
    Avalanche stands at the centre of some pretty big waves. Create a 1-turn Repeater tile in a random colour that destroys the current row and generates AP for tile destroyed in that colour. 

    (PASSIVE) If there are six or more enemy special tiles on any row at the start of the round, destroy all tiles in that row.
    (At level 70)
    • Level 2: Lowers threshold to five or more enemy special tiles.
    • Level 3: Lowers threshold to four or more enemy special tiles.
    • Level 4: Lowers threshold to three or more enemy special tiles.
    • Level 5: Lowers threshold to two or more enemy special tiles.

      Shockwave  AP
    Avalanche releases a vibrating wave strong enough to destroy even a Sentinel. Shuffles the bottom row and converts Team-Up tiles in that row into basic tiles of a random colour.
    (At level 70)
    • Level 2: Shuffles the bottom two rows. 
    • Level 3: Also destroys the top row.
    • Level 4: Shuffles the bottom three rows and destroys the top two rows.
    • Level 5: Shuffles the bottom four rows and destroys the bottom two rows.

      Fault Line 11  AP
    Avalanche vibrates the earth until he finds a fault line...or creates one. He isn't fussy. Deal 400 damage plus an additional 200 damage for each colour of tile in a random row. If there are more than four colours in that row, destroy the row and repeat this power on the row below it. 

    This power continues until a row with less than four colours is selected or upon reaching the bottom row.
    (At level 70)
    • Level 2: Deals 800 damage plus 350 damage.
    • Level 3: Deals 1200 damage plus 500 damage.
    • Level 4: Deals 1600 damage plus 650 damage.
    • Level 5: Deals 2000 damage plus 800 damage.
  • Akoni
    Akoni Posts: 789 Critical Contributor
    Kelvinkhr said:

    Avalanche (Classic)

       

    4-Star Rarity (Legendary)

    Health: Medium
    Match Damage: Medium

      Epicenter  AP
    Avalanche stands at the centre of some pretty big waves. Create a 1-turn Repeater tile in a random colour that destroys the current row and generates AP for tile destroyed in that colour. 
    (PASSIVE) If there are six or more enemy special tiles on any row at the start of the round, destroy all tiles in that row.
      Shockwave  AP
    Avalanche releases a vibrating wave strong enough to destroy even a Sentinel. Shuffles the bottom row and converts Team-Up tiles in that row into basic tiles of a random colour.
      Fault Line 11  AP
    Avalanche vibrates the earth until he finds a fault line...or creates one. He isn't fussy. Select a row and deal 400 damage plus an additional 200 damage for each colour of tile in that row. If there are more than four colours in that row, destroy the row and repeat this power on the row below it. 
    This power continues until a row with less than four colours is selected or upon reaching the bottom row.
    I like how his powers target the board. Each power is broad and general like an earthquake. I'm assuming the Epicenter Repeater tile does not destroy itself, thereby, making good use of it as a Repeater. It's a creative way to shake up the board and generate AP. How much does it cost to place the Repeater?

    Shockwave. How have I not thought of shuffling a single row or column before? Good work on that one. 

    Fault Line has both familiar and foreign concepts. It is similar to Wiccan in it's mechanic, but differs in its application. I like it, but the only issue is with the ability to select a row. I will almost always select the highest row to give myself a chance to get as much as possible out of it. With Wiccan's power, all columns after the first are random to limit the chance of just destroying the entire board. I could see the same thing working here. Doing that, however, would change the goal or feel of the power. To keep it intact, an alternative option might be to have the first row selected randomly, then keep the rest of the power the same so that it still ends at the bottom row in the best case scenario. Still, the basic premise is nice.
  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler
    Akoni said:
    Kelvinkhr said:

    Avalanche (Classic)

       

    4-Star Rarity (Legendary)

    Health: Medium
    Match Damage: Medium

      Epicenter  AP
    Avalanche stands at the centre of some pretty big waves. Create a 1-turn Repeater tile in a random colour that destroys the current row and generates AP for tile destroyed in that colour. 
    (PASSIVE) If there are six or more enemy special tiles on any row at the start of the round, destroy all tiles in that row.
      Shockwave  AP
    Avalanche releases a vibrating wave strong enough to destroy even a Sentinel. Shuffles the bottom row and converts Team-Up tiles in that row into basic tiles of a random colour.
      Fault Line 11  AP
    Avalanche vibrates the earth until he finds a fault line...or creates one. He isn't fussy. Select a row and deal 400 damage plus an additional 200 damage for each colour of tile in that row. If there are more than four colours in that row, destroy the row and repeat this power on the row below it. 
    This power continues until a row with less than four colours is selected or upon reaching the bottom row.
    I like how his powers target the board. Each power is broad and general like an earthquake. I'm assuming the Epicenter Repeater tile does not destroy itself, thereby, making good use of it as a Repeater. It's a creative way to shake up the board and generate AP. How much does it cost to place the Repeater?

    Shockwave. How have I not thought of shuffling a single row or column before? Good work on that one. 

    Fault Line has both familiar and foreign concepts. It is similar to Wiccan in it's mechanic, but differs in its application. I like it, but the only issue is with the ability to select a row. I will almost always select the highest row to give myself a chance to get as much as possible out of it. With Wiccan's power, all columns after the first are random to limit the chance of just destroying the entire board. I could see the same thing working here. Doing that, however, would change the goal or feel of the power. To keep it intact, an alternative option might be to have the first row selected randomly, then keep the rest of the power the same so that it still ends at the bottom row in the best case scenario. Still, the basic premise is nice.

    Ooh, good catch with Epicenter and Fault Line. Epicenter would be around 8 AP in cost and yeah, Fault Line would be better off starting with a random row. 

    Also, thanks for your regualr feedback! 
  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler
    edited July 2021


    Pyro (St. John Allerdyce)

        
    4-Star Rarity (Legendary)

    Health: Medium
    Match Damage: Medium

      Stoke the Flames 0  AP
    (PASSIVE) Where there is a flame, someone's bound to get burned. If the enemy has more than 10 AP in any colour at the start of the turn, create two 1-turn Repeater tiles that deal 200 damage and reduce enemy AP in that colour by one each.
    (At level 70)
    • Level 2: Reduces threshold to 9 AP. Deals 250 damage.
    • Level 3: Reduces threshold to 8 AP. Deals 300 damage.
    • Level 4: Reduces threshold to 7 AP. Deals 350 damage.
    • Level 5: Reduces threshold to 6 AP. Deals 400 damage.

     Ignition 8  AP
    (PASSIVE) Even the smallest spark can become a big fire. If the enemy team has more than 8 special tiles on the board at the start of the turn, convert two into friendly Attack tiles of equal strength.
    (At level 70)
    • Level 2: Reduces threshold to 7 or more enemy special tiles. Also improves converted tiles by 20.
    • Level 3: Reduces threshold to 6 or more enemy special tiles. Converts three tiles and improves them by 30.
    • Level 4: Reduces threshold to 5 or more enemy special tiles. Also improves converted tiles by 40.
    • Level 5: Reduces threshold to 4 or more enemy special tiles. Converts three tiles and improves them by 40.

     Playing with Fire 0  AP
    (PASSIVE) Those who play with fire are bound to get burned. When the enemy fires a power, create an enemy Strike tile of strength 20 and fortify a random friendly special tile. If this is the fourth enemy power fired or a Red power is fired, improves all friendly tiles by 60 and resets the counter.
    (At level 70)
    • Level 2: Creates an enemy Strike tile of Strength 25. Improves friendly tiles by 70.
    • Level 3: Creates an enemy Strike tile of Strength 30. Improves friendly tiles by 80.
    • Level 4: Creates an enemy Strike tile of Strength 35. Improves friendly tiles by 90.
    • Level 5: Creates an enemy Strike tile of Strength 40. Improves friendly tiles by 100.
  • Akoni
    Akoni Posts: 789 Critical Contributor
    Kelvinkhr said:


    Pyro (St. John Allerdyce)

        
    4-Star Rarity (Legendary)

    Health: Medium
    Match Damage: Medium
      Stoke the Flames 0  AP
    (PASSIVE) Where there is a flame, someone's bound to get burned. If the enemy has more than 10 AP in any colour at the start of the turn, create two 1-turn Repeater tiles that deal 200 damage and reduce enemy AP in that colour by one each.
     Ignition 8  AP
    (PASSIVE) Even the smallest spark can become a big fire. If the enemy team has more than 8 special tiles on the board at the start of the turn, convert two into friendly Attack tiles of equal strength.
     Playing with Fire 0  AP
    (PASSIVE) Those who play with fire are bound to get burned. When the enemy fires a power, create an enemy Strike tile of strength 20 and fortify a random friendly special tile. If this is the fourth enemy power fired or a Red power is fired, improves all friendly tiles by 60 and resets the counter.
    This is a nice counter character. There's an opportunity for at least one of the passive powers to go off regardless of the enemy team. The give and take on his black power is good since the special tile he gives can eventually trigger his purple. Good one.
  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler
    edited July 2021


    Angela (Odinsdottir)

        
    4-Star Rarity (Legendary)

    Health: High
    Match Damage: Medium

      Blades of Ichor 0  AP
    Angela wields the Blades of Ichor with deadly efficiency. Places a 3-turn Countdown tile that deals 200 permanent damage to a random enemy every round. When the Countdown tile is matched or destroyed, deal 350 damage to the target for each round remaining on the counter. The duration of this tile is increased when an enemy match includes an enemy special tile.

    (PASSIVE) When an enemy returns from being Airborne or Invisible, Angela deals 250 permanent damage and places one Blades of Ichor tile on the board.
    (At level 70)
    • Level 2: Deal 300 permanent damage or 450 permanent damage. 
    • Level 3: (PASSIVE) ...deals 350 permanent damage...
    • Level 4: Deal 400 permanent damage or 550 permanent damage.
    • Level 5: Deal 500 permanent damage or 650 permanent damage. (PASSIVE) ...deals 500 permanent damage...

     Hunter of Heven 0  AP
    (PASSIVE) Angela is a master at the art of the hunt. When Angela deals match damage to the enemy with the lowest health, deal 300 permanent damage to all enemies. If the enemy with the lowest health is at the back at the start of each round, Angela sneaks in for the kill, dealing 300 permanent damage.
    (At level 70)
    • Level 2: ...deal 450 permanent damage...
    • Level 3: ...deal 600 permanent damage...
    • Level 4: ...deal 750 permanent damage...
    • Level 5: ...deal 1000 permanent damage...

     Avenging Angel 6  AP
    When you are in Angela’s sights, you are as sure as dead. Place a 3-turn Countdown tile in a selected colour on the board. While the tile is on the board, allied matches in that colour become Angela’s matches and deal permanent damage. Destroys the tile when the enemy makes a match in that colour and grants Angela a burst of 250 health for each round remaining on the counter.
    (At level 70)
    • Level 2: Places a 4-turn Countdown tile...
    • Level 3: ...500 health...
    • Level 4: ...750 health...
    • Level 5: Places a 5-turn Countdown tile...1000 health
  • Akoni
    Akoni Posts: 789 Critical Contributor
    Kelvinkhr said:

    Angela (Odinsdottir)
        
    4-Star Rarity (Legendary)

    Health: High
    Match Damage: Medium
      Blades of Ichor 0  AP
    Angela wields the Blades of Ichor with deadly efficiency. Places a 3-turn Countdown tile that deals 200 permanent damage to a random enemy every round. When the Countdown tile is matched or destroyed, deal 350 damage to the target for each round remaining on the counter. The duration of this tile is increased when an enemy match includes an enemy special tile.
    (PASSIVE) When an enemy returns from being Airborne or Invisible, Angela deals 250 permanent damage and places one Blades of Ichor tile on the board.
     Hunter of Heven 0  AP
    (PASSIVE) Angela is a master at the art of the hunt. When Angela deals match damage to the enemy with the lowest health, deal 300 permanent damage to all enemies. If the enemy with the lowest health is at the back at the start of each round, Angela sneaks in for the kill, dealing 300 permanent damage.
     Avenging Angel 6  AP
    When you are in Angela’s sights, you are as sure as dead. Place a 3-turn Countdown tile in a selected colour on the board. While the tile is on the board, allied matches in that colour become Angela’s matches and deal permanent damage. Destroys the tile when the enemy makes a match in that colour and grants Angela a burst of 250 health for each round remaining on the counter.
    Okay, I read this one a few times, then took a long break and came back to it. I see what you were going for now. There are a few moving parts to each power, but it all makes sense. Each power introduces something new/experimental. Very creative.
  • Kelvinkhr
    Kelvinkhr Posts: 145 Tile Toppler
    edited August 2021


    Beetle (Janice Lincoln)

        

    4-Star Rarity (Legendary)

    Health: Medium
    Match Damage: Low

      Misrepresentation AP
    As a lawyer, Janice Lincoln has represented some of the best...and worst of them in court...and won. Select an enemy and stun them for 3 rounds. Beetle places a 3-turn Countdown tile on the board that drains 1 random AP in the enemy’s colours every round. If the tile is matched by the enemy’s team, Beetle stuns the enemy for an additional 1 round.

    (PASSIVE) If Beetle has more AP in at least four colours, place a 3-turn Countdown tile that creates a strength 20 Protect or Strike tile every round. If the enemy has more AP in at least four colours, place a 3-turn Countdown tile that deals 200 damage every round.
    (At level 70)
    • Level 2: Creates a strength 30 Protect or Strike tile or deals 300 damage.
    • Level 3: Creates a strength 40 Protect or Strike tile or deals 400 damage.
    • Level 4: Creates a strength 50 Protect or Strike tile or deals 500 damage.
    • Level 5: Triggers if Beetle or the enemy has more AP in at least three colours.

     Litigative Defense 0  AP
    (PASSIVE) Beetle has prepared herself for a lengthy court battle. At the start of each round, for each colour Beetle has more AP in each colour, she gains a burst of  200 health. If Beetle has more AP than the enemy team in at least four colours, all allies gain a burst of 350 health per colour.
    (At level 70)
    • Level 2: Gains a burst of 300 health or 500 health.
    • Level 3: Gains a burst of 400 health or 650 health.
    • Level 4: Gains a burst of 500 health or 800 health.
    • Level 5: Gains a burst of 600 health or 950 health.

     Equal Argument 10  AP
    Beetle has just the right argument to get the opponent to settle. Select an ally character and place a 3-turn Countdown tile on the board. Enemy matches in the selected ally’s power deal 20% less damage. If the ally has at least 10 AP in the enemy’s match colour, the ally drains five AP in that colour to fire their power.
    (At level 70)
    • Level 2: Enemy matches deal 30% less damage.
    • Level 3: Enemy matches deal 40% less damage. Effect triggers at least 9 AP.
    • Level 4: Enemy matches deal 50% less damage. Effect triggers at least 8 AP.
    • Level 5: Enemy matches in that colour increase the duration of the tile by 1 round.

  • Akoni
    Akoni Posts: 789 Critical Contributor
    Kelvinkhr said:
    Beetle (Janice Lincoln)
        
    4-Star Rarity (Legendary)

    Health: Medium
    Match Damage: Low

      Misrepresentation AP
    As a lawyer, Janice Lincoln has represented some of the best...and worst of them in court...and won. Select an enemy and stun them for 3 rounds. Beetle places a 3-turn Countdown tile on the board that drains 1 random AP in the enemy’s colours every round. If the tile is matched by the enemy’s team, Beetle stuns the enemy for an additional 1 round.
    (PASSIVE) If Beetle has more AP in at least four colours, place a 3-turn Countdown tile that creates a strength 20 Protect or Strike tile every round. If the enemy has more AP in at least four colours, place a 3-turn Countdown tile that deals 200 damage every round.
    As if the stun isn't enough, that passive is good enough on it's own to shine. The flexibility presented here is great.
     Litigative Defense 0  AP
    (PASSIVE) Beetle has prepared herself for a lengthy court battle. At the start of each round, for each colour Beetle has more AP in each colour, she gains a burst of  200 health. If Beetle has more AP than the enemy team in at least four colours, all allies gain a burst of 350 health per colour.
    I just realized that her powers all focus on her or the enemy team have more AP. A solid theme with good application all around.

     Equal Argument 10  AP
    Beetle has just the right argument to get the opponent to settle. Select an ally character and place a 3-turn Countdown tile on the board. Enemy matches in the selected ally’s power deal 20% less damage. If the ally has at least 10 AP in the enemy’s match colour, the ally drains five AP in that colour to fire their power.
    I was a little confused about this one at first, but after reading it a few times I think I got it. If the chosen ally has a red power and the enemy makes a red match while you have at least 10 red AP, then 5 red AP are automatically drained to fire the chosen ally's red power. Did I get that right?

    The choice to focus the flavor text and powers on Beetle's civilian life was nice. I wrecked my brain trying to come up with a version of this character. You did a pretty decent job here.