Goose (Flerken Family) 5*****
Comments
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Yep, I have to retract my previous evaluation now that she’s “nerfed”. Black at 11 is too high and creating 2 strikes instead of 3 makes a big difference. But she still has some value:
On defense, she would annoy Omega & IHulk by becoming invincible with her Kitty tiles. And of course on offense you can use her against Omega & IHulk. But let’s keep in mind that she can simply fire her 7 purple to become invincible. Which will be so annoying that you may match purple yourself to stop her.
On offense, you could put her in front to tank & make strong strikes, but she does have a low health pool. Against MThor, she would create tons of strikes off Thor’s cascades, but also die quickly. When boosted, she would be great though! Of course, her strikes can
be exploited with passives and AOEs.On defense, an obvious solution to her strike tile creation is hitting her last, BUT if she gets 7 purple (which is likely late in the battle), out come the Kitten tiles to reduce all dmg to her by 92% - 112%! Even if you get rid of 2 of them, she still has a reduction of 46% - 56%. So, she’s designed quite well. Her low health pool is justified by this mechanic.
And because of her potential to become invincible, gathering 11 black for the Insta-Kill is certainly possible.
Anyway, she’s still good and useful in the current game.
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There's certainly a difference between a power that can be cast 3 times in a row and one that can't.
I assume Chasm, iHulk, iShulk revive from this power (do we know that yet?) and so it's got a weakness that Kang doesn't so the additional benefit of down v away is that bit smaller.
I wonder what made them so cautious.
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@Daredevil217 said:
Grizwald said:
Strikes are created on Goose taking damage. Tanking more colors would generate more strikes.
This is correct. When GOOSE takes damage she makes a strike for each teammate in the fight. You want her tanking.I think she’s also an upgrade to 5* grocket because Chasm completely nullifies that team and most Polaris teams that rely on beginning of game tile placement. The cat goose steps around that problem.
Okay. I misread the comment earlier, then.
So the strikes come when Goose takes any damage. It's just that we can only generate up to two per hit ("teammate") rather than three per hit ("ally").Thanks, Griz and DD.
If it all works out for the better, I should go see what supports I have to help Goose tank blue (priority) or green over Polaris in PVE.
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I forgot to mention earlier that her 3 star version now appears to be superior to the 5 star version.
The Black auto-kill power retains it's 8 cost there and is easier to achieve (7+ protects + Goose invisible) since the invisible tile can go anywhere.
Also the damage reduction is 65% at all times (no need for kitten tiles on the board) until you use the Black auto-kill power.
KGB
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What happens if you try to fire her purple and the tiled in question are special or locked or something else? Do those just not go out or does she overwrite them?
I understand that the 8->11 black cost was a typo, but regardless of why, can we get it lowered to 10 or 9 lol. Double digit AP costs are rough in 5*-land, not to mention ones that have requirements to fire.
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@Seph1roth5 said:
What happens if you try to fire her purple and the tiled in question are special or locked or something else? Do those just not go out or does she overwrite them?They don't get placed.
KGB
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What is her best build at this point, especially as a counter to OR/Chasm/May?
3/5/5?
5/5/3?0 -
@cooperbigdaddy said:
What is her best build at this point, especially as a counter to OR/Chasm/May?
3/5/5?
5/5/3?I'm not sure I could personally make a proper justification for anything other than 3,5,5.
She kinda has 3 play styles, but none of them seem to play in to having pink at 5 covers:
Probably her most used play style, countering team damage? Assuming this purpose, the vast majority of team damage characters being played are hitting your team multiple times per match (Juggy4, OMega5), meaning: as long as you are making matches, you are moving her countdowns and creating more than 4. SO, increasing the turns from 3-4 is basically nothing, since you keep creating more. Similarly, as soon as you have 4 or more, you are no longer getting value beyond 100% defense by minimally increasing the percentage blocked.
Strike tile generator: Assuming you just wanted her to get hit and create strike tiles, yellow should for sure be at 5, and having black at 5 is a very good battery / board shake vs needing to gather enough pink to throw the defense, AND, if you are dropping too many strikes, you are less likely to get any value from the pink since the kitten countdowns don't replace your own strikes. This strategy is also best against team damage, guaranteeing she jumps to the front.
Infinite generator I don't think she get's used for this often, but I have 2 infinite teams that I really enjoy running her on, none of which see value throwing her pink and hoping she tanks something (especially since the other team doesn't really get many chances to do anything). Her black at 5 is key here. If anything you could run her yellow at 3 here, but in general, her black and yellow just go so much more value at 5.
Maybe, if you are starting with 7 pink and reeeeally don't want her to take ANY damage (vs 94% resist), you could do... somethin? But at that point, you probably have better options you should be choosing and would really mostly use her for team damage punish (her bread and butter).
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