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  • bbigler
    bbigler Posts: 2,146 Chairperson of the Boards
    edited 1 July 2025, 20:11

    @WhiteBomber said:
    They have to be talking about Spiderman Black, right? I don't believe there is a 3 or 4 that just negates that damage... but I am prepared to be surprised!

    Ha Ha! I found it ..... It's Gorr. "While Gorr has one or more Shadow Minions on the board, he takes no extra damage from enemy Strike tiles."

    Plus, Gorr takes 10% less damage from enemy matches and abilities for each Shadow Minion repeater tile.

    Plus Plus, Gorr has a passive that anytime the enemy places 3 or more SAPs in a turn, he will convert them all to basics, deal damage, increase his match damage and create a 2-turn CD tile that deals 3x his increased match damage!

    Or if you set his black power to level 5, he can deal damage for each Shadow repeater and then either down them if below 30% health or deal 20% of their max health, ignoring protect tiles.

    This is awesome! I think everyone forgot his other abilities. He's a perfect counter to JuggSam. With 5 repeaters out, he can resist 50% damage after ignoring their strike tiles. So ascended, he can tank. Then he will remove all their strikes and buff his own match damage, thus ensuring more tanking. His offense is strong as well with lots of ability damage to take down Juggs.

    More notes:
    He can use Tinkerer or OmniCity
    His SAP conversion bypasses BRB's passive
    His Black hit bypasses BRB protects too
    Electro is a good partner
    4-Moonstone is a good partner
    Toni Ho is a good partner
    Use Sanctum on heroes for yellow

    Could someone with an ascended Gorr test this out? I'm also wondering how Elektra would work with Gorr's strike tile conversion.

  • LavaManLee
    LavaManLee Posts: 1,652 Chairperson of the Boards

    I've run into a couple Gorr's in the wild. He might be good in the hands of a player, but the AI isn't great handling it on defense.

    While matches may take a bit longer with Sam/Juggs, eventually that team wears him down. Shadow Minions don't stay out forever. The AI even sometimes helpfully matches the Shadow Minions away. Ironically, getting rid of being able to use Thanos Copter actually helps the Sam/Juggs team. Not as many 2+ SAPs in a turn.

    I think there is some use there but it is definitely not a counter, IMHO.

  • entrailbucket
    entrailbucket Posts: 6,716 Chairperson of the Boards

    The problem with Gorr is that he destroys all their strikes at the end of the turn. With Copter (is it already gone in sim?) that team will cascade kill him (or just everybody else on your team, I guess) before he can remove the strikes.

    I had better luck with Maximus because he hits you for every tile you create.

  • Daniel2121
    Daniel2121 Posts: 252 Mover and Shaker
    edited 2 July 2025, 04:03

    Yes, the 4 controversial supports are now goners in Sim.

    I think 2* Mags is worth ascending soonish. I'm aiming to make a Kang winfinite with PX and 2* Mags making 30 blue AP for Kang to send everyone away. I just need to ascend Mags so he can carry a support. But should be doable imho. Heck, I'm sure someone else has figured this team already.

  • bbigler
    bbigler Posts: 2,146 Chairperson of the Boards

    @LavaManLee
    I'm looking for PVP counters used by players to get wins against the tough meta teams. I'm not suggesting defensive scarecrow teams. So Gorr on offense is very useful, and Sam does create 4 strikes with a single Juggernaut match. So Gorr should always be removing their strikes when their turn is over.

    Now I realize that those JuggSam cascades can really hurt, but if you combine Electro or Ascended Quake with Gorr, that should take the sting away. If you want more offense, then try Elektra with Gorr plus some yellow supports. Or try Ascended Moonstone or Toni Ho.

    The point of this thread is to find good counters to the meta teams, so don't put down an idea until it's been tested. I know that Electro & Elektra work because I use them regularly, but they usually need a health pack.

  • Daniel2121
    Daniel2121 Posts: 252 Mover and Shaker

    Do the Quake and 5* Electro AOE damage reductions stack with each other? I've always wondered

  • dianetics
    dianetics Posts: 1,797 Chairperson of the Boards

    @Daniel2121 said:
    Do the Quake and 5* Electro AOE damage reductions stack with each other? I've always wondered

    Since they are both static damage number the answer is likely not.

  • bbigler
    bbigler Posts: 2,146 Chairperson of the Boards
    edited 3 July 2025, 00:43

    @dianetics said:

    @Daniel2121 said:
    Do the Quake and 5* Electro AOE damage reductions stack with each other? I've always wondered

    Since they are both static damage number the answer is likely not.

    The damage reduction between Electro & Elektra does stack. Elektra reduces 50%, then Electro reduces her static number. I frequently see Juggs AOE dealing 1 damage.

  • ArchusMonk
    ArchusMonk Posts: 229 Tile Toppler

    @bbigler said:

    @dianetics said:

    @Daniel2121 said:
    Do the Quake and 5* Electro AOE damage reductions stack with each other? I've always wondered

    Since they are both static damage number the answer is likely not.

    The damage reduction between Electro & Elektra does stack. Elektra reduces 50%, then Electro reduces her static number. I frequently see Juggs AOE dealing 1 damage.

    The question he was answering was whether Quake and Electro stack since both are static. Electro and Elektra would be expected to stack since one is static and one is % based.

  • bbigler
    bbigler Posts: 2,146 Chairperson of the Boards

    I think it comes down to the programming, not how they reduce damage. You can either calculate those reductions in parallel or in series. In parallel, they don't stack; in series, they do. Ultimately, all reductions are just a number whether it's calculated or static. Of course, the answer to any question is testing it out.

  • WhiteBomber
    WhiteBomber Posts: 708 Critical Contributor

    I've updated page 1 with a warning for the supports being rebalanced. Fingers crossed they come back usable.

    Ha! I personally believed Gorr to be one of the best anti-sappers, but yeah, forgot the 1 part about not taking damage from strikes ala BlackSpidey, even better! My guess is, however (since I don't have him ascended) that others will likely still eat too much damage while he waits for the next turn to convert them.

    Someone has surely stacked Quake and Electros reduction to see if it is additive. Even so, it likely wouldn't be enough to keep up with the amount of strikes being generated to justify carrying Quake, maybe with ascended Gorr also :smiley:

  • bbigler
    bbigler Posts: 2,146 Chairperson of the Boards

    I'm thinking that a combination of Electro & Gorr could work. That should reduce damage enough during their turn before Gorr removes all their strikes the next turn. The yellow from Electro can be used to either create more repeaters or put down your own strikes to beef up the repeater damage. Black & green can also do damage. It may not be perfect, but it may work.

    Perhaps we're going about this the wrong way. All you have to do is break the combo and individually you can handle them. Meaning, stun 1 of them, or send 1 away or airborne, preferably Juggernaut. I'm sure we can come up with lots of teams to do this on turn 1.

  • BriMan2222
    BriMan2222 Posts: 1,597 Chairperson of the Boards
    edited 4 July 2025, 04:53

    @bbigler said:
    I'm thinking that a combination of Electro & Gorr could work. That should reduce damage enough during their turn before Gorr removes all their strikes the next turn. The yellow from Electro can be used to either create more repeaters or put down your own strikes to beef up the repeater damage. Black & green can also do damage. It may not be perfect, but it may work.

    Perhaps we're going about this the wrong way. All you have to do is break the combo and individually you can handle them. Meaning, stun 1 of them, or send 1 away or airborne, preferably Juggernaut. I'm sure we can come up with lots of teams to do this on turn 1.

    Polaris with krakoa support and b/p ap boost and all ap boosts. As long as she doesn't have a mutant team mate she'll start with enough blue ap to immediately stun an enemy.

  • bbigler
    bbigler Posts: 2,146 Chairperson of the Boards

    @BriMan2222 That does use a lot of AP boosts though. I wouldn't do that 10 times in a row. With supports, there's a lot of characters that can stun using yellow, purple or green. Riri & Coulson with green supports would work and be annoying to fight against.
    4-star Moonstone & Daredevil have good "double stuns" using yellow or purple.

    How about this team:
    5-Electro with Quantum Realm
    4-Moonstone with Refreshment Cart
    3rd with BW Batons OR Sanctum Sanctorium

    • 1 or 2 Blue/Purple AP Boost

    You can stun Juggs & 1 other enemy on Turn 1. Your teammate stun will only last 1 turn because of Refreshment. With Batons, you can do a 2nd double stun, taking out Juggs for 6 turns! This buys you time to collect Yellow and go winfinite with Electro hitting on Black.
    OR
    Use Sanctum to start with Yellow in addition to Purple. On turn 1 you should be able to take down Sam and then stun the remaining 2 enemies. Collect yellow again to finish.

  • Borstock
    Borstock Posts: 2,959 Chairperson of the Boards

    The advantage of the Polaris team is that you're guaranteed the AP to stun. Bringing something like Widow's batons, you get no such guarantee.

  • Daniel2121
    Daniel2121 Posts: 252 Mover and Shaker
    edited 5 July 2025 05:08

    @bbigler said:
    @BriMan2222 That does use a lot of AP boosts though. I wouldn't do that 10 times in a row. With supports, there's a lot of characters that can stun using yellow, purple or green. Riri & Coulson with green supports would work and be annoying to fight against.
    4-star Moonstone & Daredevil have good "double stuns" using yellow or purple.

    How about this team:
    5-Electro with Quantum Realm
    4-Moonstone with Refreshment Cart
    3rd with BW Batons OR Sanctum Sanctorium

    • 1 or 2 Blue/Purple AP Boost

    You can stun Juggs & 1 other enemy on Turn 1. Your teammate stun will only last 1 turn because of Refreshment. With Batons, you can do a 2nd double stun, taking out Juggs for 6 turns! This buys you time to collect Yellow and go winfinite with Electro hitting on Black.
    OR
    Use Sanctum to start with Yellow in addition to Purple. On turn 1 you should be able to take down Sam and then stun the remaining 2 enemies. Collect yellow again to finish.

    How's this any better than just boosting 4 yellow AP (with boost and supports) and starting to winfinite straight away? Electro's yellow passive would work only against Juggs, Omega or other AOE based teams.