Wednesday, June 17, 2015

Roster Advice: CMags or Black Panther?

I got some new covers, but I only have roster space for one. They are red/blue Classic 3 star Magneto, blue Black Panther, and green Classic Bullseye. I'm probably not going with Bullseye but figured I'd include it since I have one.

3 star magneto (CMags, usually) is an awesome character. He does incredible damage once you level him up. His red is decent damage (depending on board composition) but it is a great cascade activator. It also is relatively cheap. I use it over LThor's red.
His blue is very high damage. It makes a great finisher, and again, it doesn't break the bank. There are those really rare times where you don't have any red or blue tiles on the board to swap, but I generally never have trouble getting it to fire. I rate it highly on the cost/damage balance sheet.
His yellow isn't really worthwhile, it blocks so little damage that it just becomes bait for moves that steal special tiles or deal damage based on them.
As for Black Panther, he is very strong as well. Good health for tanking. His yellow activates based on your saved team up AP, which I personally usually have plenty of. The strike tiles it lays down are really strong, on the other hand, it does require them to sit on the board for a few turns for max value.
His black is an incredibly strong move with a downside. It hits all enemy characters, which is always worth hanging onto in MPQ. At max level its 3,708 damage to all characters, which is about as good as you will find. Plus, most other characters don't use black AP, so its easy to save. The problem is that it goes give 5 AP in the enemy's strongest color, which shouldn't be overlooked. You will almost certainly give them the AP to fire a special in return. Thus, it works best as a finisher.
His blue is pretty dumb in my opinion, it requires a countdown and even then the tile it creates isn't that strong.
Bullseye is interesting, and I think his black passive has some real potential, but I'm not yet buying. Pass for me.

If I were you, I'd save the CMags. The value of having two colors is really helpful as well, you need 9 covers before a 3 star is useful, so CMags is already that much closer. Plus, the blue cover is Panther's worst power.

Tuesday, June 16, 2015

Play-around Guide: Daken

Daken is one of the most popular choices for PvP with his latent healing and latent damage boosts. When he was buffed to add the active ability with solid damage output he only got stronger. There is no way to play PvP without frequently encountering him as you climb, and even at the highest ranks. He can be a scary opponent, and at times skipping around a Daken team may be the best choice. When you have to fight him though, how do you approach it?

Daken comes in two flavors, the standard 2 star and the gold 3 star version. The 2 star is a staple of 2 star PvP, with Ares and OBW he clearly occupies the highest tier. The gold 3 star version is also excellent, however at the 3 star level he appears less frequently. This is both due to the fact that 3 star teams have more options for team building, as well as more answers to Daken’s unique abilities.

Dane’s two passives are Pheromone Rage and Healing & Heat. Pheromone Rage creates a red strike tile on any green match. Healing and Heat either restores health or causes damage to Daken. His active is Chemical Reaction, which does damage, destroys attack tiles, and creates a few green tiles.

Pheromone Rage is probably the first one you really need to think about. A lot of passives that create special tiles on matches can be dealt with by denying the opponent those matches. Not here, as your green will create strike tiles as well. In a way, your creating the tiles is slightly worse, as Daken then gets the benefit without you having a chance to remove them. The best way to deal with this move is to just continually remove the red strike tiles. At this highest level, Gold Daken creates two strength 46 tiles, 2 star Daken creates one strength 46 tile. Neither is immediately lethal to similarly leveled character. The danger comes from these tiles stacking up and being paired with special moves. As long as you prioritize red matches, you should be able to keep the board relatively clear. You can also use moves that destroy special tiles, such as Daredevil’s Radar Sense or Squirrel Girl’s Nuts From Above. I find that these moves are very helpful, but only once per match.

Pheromone Rage: The Bane of PvP
The second move to deal with is Healing & Heat. This move causes latent healing each turn based on the number of blue tiles on the board. If there are less than a certain number of blue tiles, Daken takes damage each turn. The difficulty is that at max level, Daken only needs 6 blue tiles to maintain healing. It can be very tough to keep this number down, so you should prepare to get hit with a lot of heals. When I face Daken, I always prioritize first clearing any red strike tiles, and second clearing any blue tiles. A few turns of “Heat” can really slow an enemy Daken down. One thing to be careful of, especially as a climbing 2 star player, is when Healing restores more health per turn than your match damage. In these cases, its best to put another opponent first, save up for a lethal amount of special moves, then switch to focusing Daken and kill him in one shot.

Daken’s active move does moderate base damage, plus bonus damage based on the strike tiles on the board. It destroys these tiles, and also converts 2 blue tiles to green tiles. This is good, because it reduces the number of blue tiles on the board, but also bad, because it makes it very easy for Daken to replace any consumed strike tiles with immediate cascades. The other difficulty with this move is that it only requires 5 blue AP, and if there are a few strike tiles on the board, can hit very hard.

Daken’s biggest weakness is actually to stun. If you need to get rid of some green tiles, a stunned Daken will not fire Pheromone Rage. Additionally, you won’t see Healing and Heat function on a turn that Daken is stunned. Even occasional stuns can be essential to manage the green tiles.



Daken is generally high on my kill list. Pheromone Rage is never immediately lethal, but over time, it adds up. However, as mentioned earlier, if his healing is equal (or even nearly equal) to your match damage, put him in back until you have enough specials charged to one shot him. Blue denial is a possibility, but it ultimately will depend on the board. It is satisfy to watch him die from a Healing and Heat turn, but as long as you are denying blue AP to fire Chemical Reaction, you probably won’t be getting the total blue tiles below 6 often. 

Monday, June 15, 2015

Reader Question: What do you think of the weekly boosted characters?

Just wondering what your thoughts were on the rotating boosted characters within the game?

I generally like this feature. The game was getting rotten and stale with the same 2 or 3 teams appearing over and over in PvP. At the 2 star level it was rare to fight a battle that didn’t include Ares, OBW, or Daken, or you fought the Stormneto team. The 2 star level was a little more varied, as the number of characters in the game has always been growing and there used to be a lot more 3 star cover scarcity, but even then it got stale quickly.

The weekly boosted characters have added a lot of variability to this but giving players a chance to use a character that isn’t strictly as powerful.

I’m also a fan of the fact that it makes a lot of different characters viable in PvP. It’s great that you can see a powered up 2 star competing with a team of 3 stars. It creates a lot of unique match up and team possibilities not otherwise possible. For example, this week I’ve been experimenting with GSBW as an activator for 2 star Hawkeye.

It also helps make less covered characters viable. A 3 star with 9 covers is solid, but you probably don’t want to bring it into a 166 team fight. When you add the boost, however, you can now add that under covered hero to your roster.

And possibly best of all, I’m sure the dev team loves that this gives players a chance to try a new character and possibly drop some money on the game. I’m onboard here.


Got a question? Submit one in the comments or by email and maybe I’ll answer it here!

Friday, June 12, 2015

New 4 Legendary Character: Carnage

Carnage.. the newest 4 star character to be added to MPQ. As usual, I have no idea who this guy is from the comics or lore, but whatever. The cover art is pretty cool, as is the character model.

Carnage definitely goes for the wild, out of control play style. I don’t know if this is lore appropriate, but so far I think he is pretty awesome. Let’s look at his powers first.

In Game Cover Art
Red: Symbiote Scythes - Carnage’s red power deals damage to the target, then deals additional damage to your own team, as well as across the enemy team. At max power, it deals 4903 damage to the target, plus 1808 to all others, for 7 AP. That is some serious damage for not too much AP. A solid value in my view, although this isn’t really F2P efficient.

 Black: Alien Instincts - The black power is a passive. As an aside, why is it that new legendary characters are either countdown tiles or passives? Even worse, this one fires off of other powers, which continues the trend of Prof X and Kamala. Either way, this one sets 4 attack tiles, 2 friendly and 2 for the enemy. The friendly ones are strength 137, the enemy are strength 90 (at max level). This one is more of a non-starter for me, unless you have a lot of powers firing frequently, I don’t see it having a huge effect. Also, in the 4 star arena, the damage values aren’t that high. I would like to see Carnage paired with Falcon though, his yellow boosting your attack tiles with his blue keeping the enemy ones in check is an interesting idea.

Green: Carnage Rules - Carnage’s green power destroys random tiles and does additional damage for any special tiles destroyed. At max level, it destroys 16 and causes 651 damage per special tile. At first, I was incredibly underwhelmed, as we have seen how Doc Oct remains useless even with this power re-worked. However, this one seems to deal damage based on either a friendly or enemy special destroyed. Paired with his black, there is potential here. His green power is also exciting because it answers a real problem in team building. Moves that shake the board are great, but you can’t pair them with characters that build the board with special tiles. Hulk and Daken seem like a great pair, but in practice they just don’t work together. Carnage has the potential to work with characters that set special tiles.

I’m actually pretty excited about the direction of Carnage. A wild and crazy character sounds fun, it looks like he will be one that results in either unexpected loses or HUGE wins. I think he might capture some of the fun that is 2 star Hawkeye. So many players seem to love his speed shot with its huge damage potential on a lucky cascade, and I think Carnage could fill a similar role.


On the other hand, legendary characters are expensive and dear. Only the most dedicated (or rich…) players have a fully covered 4 star roster. For everyone else, its scraping and scrimping and praying for covers, and it makes a fun, but unproductive, character less appealing. If I’m a low budget player, I’m not spending my hard earned ISO and HP on a character that I won’t use in a key fight. 

Thursday, June 11, 2015

Deadpool Daily Quest Teams: My Personal Group

I consistently see forum questions asking for information on teams to complete the final DDQ node. This is an ongoing series where I examine different teams or strategies.

For my first installment, I am going to share the team I have been using to clear the DDQ events with minimal effort. This team has so far basically trivialized the events, as much as they can be. You still need to pay attention to countdown tiles and your AP reserves, but this team never seems to lose.

Character 1: Level 94 OBW, covered at 3/5/5. OBW is going to be the backbone of pretty much any team you see here, so this should come at no surprise. I am confident you can easily clear this node without her, but in order to consistently get first run clears, she is going to be a necessary edition. The 3/5/5 cover pattern is the generally accepted ideal. I initially had reservations about the 3 purple, which lowers the AP stolen per move. However, it is true that you are able to fire it much more frequently with 3 covers, and I have come around. Blue remains the most over powered move in MPQ, and that is no different here. Stall on the countdown tiles plus a team heal can't be beat. The heal is especially key in these mutli-round events. Her black is a nice damage boost, and at level 94 with 5 covers it actually helps work down the goons.
Anti-Gravity Device - The most OP move in existence


Character 2: Level 166 LThor, covered at 3/5/5. LThor is one of the best 3 stars, with a lot of versatility. He has the HP to tank, great damage output, plus tile generation. Mine is fully leveled to 166, which really helps reduce the time to kill, however you do not need him at max. You can easily replace with 2 star Thor as well, although I think you will want him at 94. I like 3/5/5 personally, although some argue for 4/4/5. I'm willing to let the red slide a bit because I want his yellow power generating as many green tiles as possible. I frequently find that I can fire Call the Storm twice, fire his yellow once, and then gain enough AP to immediately fire Call the Storm again.

Character 3: Level 131 X-Force, covered at 2/3/1. X-Force is obviously a strong character and generally useful. Mine isn't even close to fully covered, but I still include him here for a few reasons. First, his black power is great against goons. Goons tend to place countdown tiles in their strongest color, and Surgical Strike wipes them off the board. It is an excellent backup to OBW when you are low on blue AP. His yellow is also useful as a board shaker plus strong healing, although in this context you will want yellow AP to Thor. His green is a decent board clear, but I'd never waste the AP that should be going to Call the Storm.

The strategy:
The strategy is pretty straightforward. Round 1, against the goons, you want to build AP. I try to prioritize blue, since I want to get out of Round 1 with as much health as possible. Ideally you take no damage. Every turn make sure that no countdowns are about to fire, and just make matches. The only AP you should spend are blue to stall countdowns, and if you are facing Maggia goons, you can use OBW's purple to steal some blue in a jam. If a move is about to fire, carefully consider the value of wasting another special vs. the damage. If you are going to get hit by one shuriken tile, you should just take the damage. If 2 Tommy Guns are about to fire, use X-Force's black to knock them out.

My single exception is that when the last goon is under 1,300 health, I use Thor's red to wipe them. The reason is that this allows me first turn at the next round.

Strategy? Just fire Call the Storm until everyone is dead
Round 2, against the three mid-level characters, is time to dump my AP. I always fire Call the Storm first, making sure to switch the lead character in between for maximum damage. I then cycle through Thor's red, then Thor's yellow, and then I evaluate. Usually I have green AP for Call the Storm again, so that is a nice bonus, but if not fire X-Force's black. This is almost always enough to clear, if it isn't, check the enemy AP. If they have enough to fire any of their specials (check the living enemy heroes to verify), use OBW's purple until they can't. You can easily survive a round or two of matches, but they will try to fire their specials, and these can really mess you up moving forward.

I'd try to avoid firing OBW's blue if possible. You want it for the next round of goons.

Round 3, as long as you made it out of round 2 without taking a lot of damage, is similar to round 1. Its perfectly acceptable to have spent all your AP. Again, start saving up AP and blocking countdown timers. The round 3 goons are a little stronger, so be careful letting them fire their moves. The fact that they are stronger is really helpful though, as you can save up even more AP during the round. Again, the countdown blocking pattern goes OBW's blue, then if possible OBW purple to steal blue AP, then X-Force black, and as a last resort, any other power to stop an imminent attack.

One thing to consider this round is the Maggie Thug. They generate blue AP, which you can steal, so leaving them around is helpful. Also, one of their moves is threaten, which creates a strike tile. In some instances, you can let this fire without ruining your run. It only does immediate damage if it creates a cascade, so if you are in trouble, check the Threaten tile. If nothing falling above it will make a cascade, let it go off and save the blue AP. However, be mindful of this new tile, as it will make a lot of other attacks lethal.

Again, try to finish off this round with a Thor red to maintain your first turn status in Round 4.

Round 4 is both the scariest and the easiest round. By now you should have nearly max AP in most categories, except for blue. First things first, use two Call the Storms. This should basically kill at least one enemy, and leave the other two very low. Don't forget to change order between the first and second shot. You can then cycle your other powers until all are dead. If you don't have the legs to finish them in one round, make sure to steal down their AP with OBW.

One thing to watch out for on this round is Deadpool. Life of the Party blocks high damage from other characters, so you may need to kill him first. Call the Storm usually is fine (since it hits all) but any other moves he will step in front, take the damage, and immediately heal.

This round just go for broke, losing your guys is fine as long as you win in the end. Feel free to use OBW's blue to heal as needed, and enjoy your 3 star cover and 1,000 ISO.

How did this team work for you? Got a better team? Post it in the comments and I will try it out and do a follow up post.

Tuesday, May 26, 2015

Analysis of Moonstone's Recent Black Buff - Is She Now a Keeper?

Moonstone is my favorite character, and when I heard she was being buffed, I was really excited. However, I still admit that she still isn't a high tier character.

 Her black is cheaper, which is the most important improvement. The previous black move was one of my favorites, because it was so unique and produced so many interesting and fun results. The fact that it was also a single target stun was the icing on the cake. It just cost way too much. If they reduced the cost some, I think you are on the right track. Instead, we get another "answer to enemy special tiles" move. These used to be rare (basically Captain America's overwrite, then we added Loki and Daredevil) but now it seems like every new character can either destroy or steal enemy special tiles. I guess added Moonstone to this list gives another option, but I don't think its that special anymore. As for the black power firing itself, its better, for sure, but I personally prefer moves that destroy enemy special tiles and cause damage based on that over moves that steal the tiles. I do think the cost is a little more in line with expectations though.

 Moonstone's red remains much like her old black: A potentially awesome move ruined by its cost. Her red has the potential to be a beastly nuke, it can OHKO pretty much anyone if the board is set up. The problem is that it has a fairly high cost to charge, and then further requires even more red tiles to sit on the board for damage. This makes it one of the slowest moves in the game. You could possibly charge with the new silver magneto purple, I guess...

 Moonstone's purple, on the other hand, I think is one of the better powers in the game. It is a great counter to hero character's that place countdowns or strong special tiles. You can completely nullify something like a Magneto countdown or Sentry's Sacrifice attack tile with it. I always thought this was cool. When her purple has no targets, it does solid single target damage and has a great potential to set up cascades. This has always been my preferred use, and I still think it fits that role spectacularly. In fact, in my view, unless the special tiles is particularly strong, I don't think Moonstone's purple is an efficient use of AP to remove. A regular Daken tile, for example, doesn't warrant using Gravity Warp. If you have a Falcon boosted Daken tile, that changes things, or if you are going to pull one of Blade's attack tiles into a cascade with others, maybe you can make the argument. This reveals the real power of her new black, it has solid synergy with purple. It can either completely eliminate the special tiles and let her purple function as damage, or it can at least reduce the number of enemy special tiles and make Gravity Warp much more predictable. The counter to Moonstone has always been more than one special tile, her new black really helps here.

 As a cover to keep or toss, her HP isn't great... but she is frequently boosted and her covers are somewhat easy to come by as frequent progression rewards for both PvP and PvE events. If you are a beginning 2 star player, she might be the first character that you can get a full set of covers for. She also is really great against 2 star Daken, the bane of the beginner player. However, you will soon find that there are easily 5 other 2 stars that vastly outrank her, so if you are conscious of your total roster slots, you will probably want to replace her. CStorm, Daken, Ares, OBW, and Thor are all objectively stronger, I'd say Wolvie is a little more well rounded (plus his heal helps budget players).

Friday, May 8, 2015

2 Star Character Guide: Captain America (Modern)

Captain America's Modern cover is a strong 2 star character with beefy health and interesting power mechanics. He is a strong PVP competitor and a powerful PVE choice. His covers don't appear in the story, but are a good PVP award. Yellow - Sentinel of Liberty: Captain America's Yellow power is very expensive, but also incredibly useful. It requires 19 AP to activate at level 5, but it turns 4 tiles into strength 166 protect tiles. With over 650 full points of damage reduction, this can really slow the enemy team. Additionally, it creates yellow protect tiles, so you can use it to set off critical combos, or erase enemy special or countdown tiles. A since each is individually so strong, using two to set off a combo and leaving two behind still provides significant protection. During PVP, there is always the risk that the other team wipes them quickly, and at 19 required AP this one doesn't often come around until later in the match. In the PVE, it is mostly effective for creating critical tiles or eliminating enemy countdowns. Red - Star Spangled Avenger: This move allows Captain America to deal damage and then create a countdown timer which returns all but one of the AP spent. The damage isn't very high, topping out at 627, but the fact that after three turns it returns almost in full means this move can often be chained repeatedly. Additionally, the countdown tile can be created on an enemy special tile (depending on the moves level, at 5 any tile can be targeted) so it can be used offensively. In PVP, this move is effective in conjunction with a stun move, or to destroy enemy special tiles, but getting through three turns without removal can be tough. in PVE, this move is ridiculous, as it often won't be destroyed, and can be used repeatedly. Blue - Peacemaker: Captain America's Blue move is Peacemaker. This move stuns the enemy target only for 2 turns, and then creates a 3 turn countdown, which returns all but 2 of the AP used. Like his red move, the countdown tile can be created over enemy special tiles, an added bonus. In PVE this is a strong move, as it can be used to prevent an eminent enemy attack, and it is easy to get the AP returned. In PVP, this move by far works best after the first two opponents have fallen. The countdown is only one turn longer than the stun, so the enemy can basically be infinitely stunned, unless they remove the timer. This can also be used to destroy any of the story events against a single, overpowered opponent. PVP Summary - A strong but not outstanding choice. Two of his powers are easily countered by PVP opponents, and the third takes a ton of AP to trigger. PVE Summary - An excellent choice, as two moves are essentially free once used for the first time and the third is outstandingly versatile. Team-Up: Weak. Sentinel of Liberty takes a lot of AP to trigger, and Star Spangled Avenger and Peacemaker require multiple uses to be truly effective, which is impossible here. Match-ups: Anyone with complementary colors. Counters: None in particular, Modern Captain America is well rounded.

Wednesday, May 6, 2015

Roster Advice - 3 Stars Falcon and Kamala Khan

I received a question from a budding 3 star player about roster composition regarding two new pickups: Captain Falcon and Kamala Khan. This player already had a decent 2 star roster and held quite a few underleveled 3 star characters. Although both Khan and Falcon are squarely within the support category, both are strong enough to warrant a spot over a lot of other 3 star covers. Falcon rates highly in my book. Falcon is strictly a support character, but he is extremely efficient in a variety of matchups. Even if your team isn't creating a lot of special tiles for him to boost, as long as you hang onto 5 blue AP he can destroy enemy tiles pretty well. My only gripe is that his powers trigger frequently and it can make matches take forever. He doesn't rely on specific pairings nearly as much as most other support characters. Khan I have less experience with but her healing at five covers can make it extremely difficult to kill enemy teams and requires no AP, her Green damages the entire team which is always a huge bonus, and her purple is a green generator, and you should never overlook moves that generate tiles. On this particular user's roster, I recommended both Falcon and Khan over Doc Ock, Colossus, Ragnarok, and Squirrel Girl. I recommended that this user hand onto Daredevil, especially post buff. Questions about your roster? Post them here and I will answer in a future post.

Friday, March 27, 2015

2 Star Character Guide: Bullseye - Dark Avengers Hawkeye

Bullseye is unfortunately one of the weakest 2 star characters. Although his passive is decent, his single other move is weak in all but the rarest of circumstances. 

Purple - Adamantium Bones: Bullseye's purple power is a passive, Adamantium Bones. This creates a Protect tile on a purple match by either team. These can eventually slow the enemy down. Since either team's match creates one, it often isn't long before the board is getting crowded. Also, anytime your opponent matches one to destroy it, another is formed in its place.  At the same time, moves like Daredevil's purple are perfectly suited counters, creating the tiles and then immediately using that purple AP to destroy them. 

Black - Murderous Aim: Murderous Aim has the potential to be the strongest move in the game. Except that it can never, ever be so. Murderous Aim creates 2 critical tiles at max level. If after those are created there are a total of 4 critical tiles on the board, he deals an additional 8,200 damage at max level. 8200 damage kills pretty much every single 2 star character, and a fair number of 3 star characters, in one shot. The additional damage done by four critical tiles should just about wipe the rest of the team, plus the resulting AP would charge almost all of your moves. However, the chances of this occurring are so low as to be impossible. Even if you were to save for two uses (which is a solid 32 black AP, by the way), finding places on the board to set a critical without it matching are tough. The only benefit to this move is that the player selects the critical tiles location, and while it can't directly target a special tile, it can be used to match with them. 

PVP Summary: Adamantium Bones actually works pretty well against most teams, but his overall weaknesses don't make up for it. 

PVE Summary: You can use Murderous Aim to try to remove countdown tiles, but that is about it. His purple move is pretty useless against computer teams. 

Team UP: Murderous Aim actually is a nice team up to select. It allows you one get out of trouble card by easily matching with a stubborn countdown or special tile, and can provide the critical hit you need to get you over a hump. Also, since it is just creating a critical tile, you can use it at any level with equal effect. 

Match Ups: Falcon immediately springs to mind, powering up some of the protect tiles could really mess up an enemy team. Bullseye also provides a good way to unload your black AP, which few other characters do. 


Counters: No one particular, maybe someone who wants purple AP as to charge they will have to put up your protect tiles. 

Tuesday, February 17, 2015

2 Star Character Guide: Original Black Widow

Black Widow's Original cover (commonly OBW) is one of the premier two star characters. The powers are excellent for both PVP and PVE situations, and her covers tend to be relatively available as event rewards.

Purple - Aggressive Recon: Her purple power, Aggressive Recon, steals the enemies AP. In PVP, this is one of the single most key moves you can have. The outcome of a match-up is often determined by which players uses this move first. The pain of losing your own AP is only outweighed by the pain of seeing the enemy gain so much AP. At the highest level, she steals 4 of each color, meaning a swing of 8 in each color. It is a little less useful in PVE match ups, but still helps slow the enemy and keep your team moving forward. This move should always be at 5/5.

Blue - Anti-Gravity Device: Her blue power, Anti-Gravity Device, used to actually be the single most powerful power, but was hit hard with a nerf. Currently, it either increases the timer on enemy countdown tiles, or if none are present, heals each team member. At 5/5, it extends the countdown timers and offers some healing, at all lower levels it does one or the other. In PVP, this move is pretty useful for the healing powers, and situationally useful if the opponent uses countdown timers. In PVE, this move is incredibly useful if you want to try and avoid damage to extend your playtime. The healing doesn't extend past the end of the match (this is the nerf, it used to be possible to always heal up before the final blow and enjoy less downtime), but it still is a nice boost to avoid a loss.

Black - Espionage: OBW's black power is a passive, known as Espionage. When making a black, purple, or blue match, you steal 1 of that color AP and do additional damage. This move looks much more useful than it is. The stealing of AP is helpful, as it does suppress the enemy and can help boost your own reserves, but it doesn't completely imbalance the game like a well timed Aggressive Recon will. The damage boost is nice, but also keep in mind that using this power means putting OBW first and subjecting her relatively low life bar to abuse. Also, black and purple tend to be the least popular colors, so its unlikely that your PVP opponent is going to miss them, and your PVE opponent almost certainly doesn't care.

PVP Summary: Purple power is an absolute game changer, blue and black are both strong. OBW does have some low health and is subject to one shotting.

PVE Summary: Blue power is absurdly strong in PVE for both timer delay and healing, and low hitpoints tend to be less of a liability.

Team-Up: Aggressive Recon is an outstanding choice, and Anti-Gravity Device is a good choice as well, although without Espionage both can take a little longer to charge. Still, you cannot go wrong with either.

Match-ups: Anyone strong in blue, black, or purple powers.


Counters: OBW is very strong against Marvel NOW Magneto and Modern Hawkeye as both rely heavily on countdown tiles. OBW is also the only counter to the truly unfair Speed Shot. Anti-Gravity Device also works surprisingly well against Ares' Sunder timer.

Wednesday, February 11, 2015

Webslinger and Starfall

Webslinger Wrap Up 

I had a nice result from the Webslinger event, finishing in the top 100 of my group, and scoring a yellow Sentry cover. I found my team very effective in the Spiderman event, plus my gaming timing was good. My classic Spidey sits at level 70, although I'm covered up through 91. I've never really been a huge fan of the Spiderman, but I do remember when the lack of 3 star characters made him much more valuable. Since I'm covered across all moves, my Spiderman was almost always more effective than the opposition's. Spider-sense provided some nice damage control, although it made redundant Classic Magneto's yellow. Web Bandages is a good get out of jail move, but with the healing changes I generally didn't waste much AP on it. 

I was a little surprised at how frequently I used All Tied Up. Mine sits at 5 AP for a 1 turn stun (2 with 3+ web tiles). I never found myself staring a a lot of web tiles, but at the low cost of 5 AP, I found it made a decent finisher. I could often stun the last guy for two, maybe three, turns and get out of the match without any additional damage. I also made use of it to avoid an imminent Call the Storm. 

Starfall Event 
Now begins the Starfall event. I personally dislike Sentry with his "high risk, high reward" moves. While its true that you can use him to take down pretty much anyone, he always needs a rest after. Mine sits at level 63, which will be helpful as a damage sponge during the event. 

Sentry is a popular character, so expect high level players to also have a leveled and boosted Sentry. The 3 star cover reward is Mystique, whom isn't very popular, but is new enough to where some players may be excited to add her to their collection. 

Pro-Tips! 
Keep in mind that Sentry is extremely vulnerable to protect tiles! Since World Rupture tracks each countdown tile as a separate attack, a few protect tiles can completely reduce the incoming damage, while still causing damage to the deploying team.  

Sentry is also somewhat vulnerable to moves that attack enemy special tiles. Daredevil's Radar Sense can get some revenge on moves like Sacrifice, and Moonstone could theoretically steal a World Rupture tile. 


Otherwise, moves that clear a lot of tiles are useful to have on hand, in case a World Rupture or Sacrifice is otherwise undefended. Hulk Clap can help with removal, as can Captain America's moves. 

Tuesday, February 10, 2015

2 Star Character Guide: Ares

Ares - Dark Avengers

Ares is a dangerous foe with strong moves that often have a significant downside. He is a powerful, if temperamental, character, strong in both PVP and PVE combat. 

Green - Onslaught: Ares’ green power is Onslaught. For 7 AP, Ares does high damage to the enemy target. For each additional AP over 7 available, he can do extra damage. However, the enemy gets half of the green AP consumed returned to them. Thus, this move can lead to some devastating counter attacks if the enemy team is strong in green. In the alternative, if the enemy has no use for green AP, this move becomes very strong. Additionally, 7 AP is a relatively low amount to set off a very strong attack. At times, Onslaught can be very spammy. It also requires a deft touch, as burning 20 green AP on an overkill is much less effective that using 10 AP on two different enemies. In PVP, it all depends on what powers the enemy team has. In PVE, this is a great source of damage output with minimal downsides. 

Red - Rampage: Rampage is Ares’ red power, and like his others it is situational. It does damage to the entire enemy team, and excellent feature, and it does close to double damage if Ares himself is at low health. At five covers you have some wiggle room (he must be below 30% health) but it still can be difficult to get the damage to stop in this range. When it does, however, this move can really turn the tide of the game. It only costs 10 AP, but can cause immense team damage. In PVP events, as long as the enemy does not finish him off, Rampage is an excellent move. In PVE it is effective for doing team damage, but makes less of an impact. 

Yellow - Sunder: Sunder is a very unique move. It does high damage, but also causes damage to Ares. A countdown is then placed, and when the countdown goes off, it does more damage to the enemy and heals Ares. The base damage is very high, but it returns close to half to Ares. The countdown add nice damage, but still does not heal the full amount lost. Thus, this move is always going to leave you in a worse state than when activated. Also, if the countdown gets stopped, it move becomes less damaging to the opponent and more damaging to Ares. Also, if the initial strike finishes the match, Ares takes the damage but does not have a chance to heal. This move is great for winning battles, but it does reduce the overall playtime and effectiveness of Ares as a cover. In PVP events it becomes a high risk, but very high reward, move. In PVE, the risk is mitigated significantly. 

PVP Summary: A very popular choice, since he has good hit points and crushing, low cost special moves. Ares can take down many teams with ease. 

PVE Summary: Ares is slightly above average in PVE. He causes good damage and tanks well. 

Team Up: Any are good, each carries with it the pros and cons of the original moves. 

Match-Ups: Ares matches well with The Hood’s countdown reducing power, and characters with healing moves like Black Widow.  


Counters: Ares is a good counter for tanks or any character that has strong healing and is tough to kill. The extremely high damage special moves make eating through hit points or healing powers much easier. 

Saturday, February 7, 2015

The Good and The Bad

The off-season is always a nice time to indulge in some PvE, so I went through a lot of the Rocket and Groot event. Ended up clearing all the rewards without working too hard, and I didn't have that last blue cover, so I'll take it.

I actually found this event to be pretty good. Like usual, I mostly cleared the mob nodes, and generally ignored the computer controlled opponents. I also don't have any Star Lord covers, but I do have a maxed OBW and a 84 Wolvie that covered me well.

As for the off-season PvP event, that one was a massive disappointment, as I missed hitting 300 by 5 points. I could have easily done this, but I just sort of forgot about the end of the event.

As a rule, I always try to hit 300 in all PvP events. The heroic event token alone is worth it, plus during the season is almost guarantees a 10 pack result. My Gold Storm has 4 covers, putting her at a solid 63 without boosts, so I should have pulled better here.