Ascended Winners and Losers

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  • entrailbucket
    entrailbucket Posts: 6,910 Chairperson of the Boards

    @WhiteBomber said:

    @entrailbucket said:

    @WhiteBomber said:
    Glad to hear hulk was actually viable. Killmonger and Cap Marvel on the other hand... those are some unfortunate temp buffs.

    Killmonger was very, very strong in an America Chavez featured event a long time ago when he happened to be boosted -- so strong that if you weren't running him you were at a pretty massive disadvantage.

    I don't know what that means. I imagine he's annoying against the Shang-Chi infinite teams, but I don't know if anybody is doing that anymore. He's probably a decent counterplay against boosted 1* Spidey? I think he's a decent counter character against a metagame that mostly doesn't exist right now.

    5* Carol is pretty terrible. I have her at 550, and at 672 she's somehow still unusable, even after the buff she got. They need to just throw out her design and start over.

    His 1 niche ability doesn't even work; I'm not sure I've ever seen his locked crit tile stay locked through the end of my turn. I'm not sure what's happening with it because he was not good enough for me to figure it out, but that locking crit tiles never countered me, it still unlocked on my same turn.

    I've killed multiple of him boosted in this tournament where that was the result, on top of that, he contributed nothing else. Perhaps he reacts differently to Chavez crit tiles / tiles created in different ways or maybe he did something better on offense, but defense, he is useless.

    I love the concept of punishing crit / combo characters though! It just isn't him.

    Not the locking ability, this one!

    Mine is only lvl504. This is the boosted number.

    I suppose you can play around it by having a ton of red AP on hand, but because he locks the tile, you'll often end up making 2 or 3 crit matches in a row and getting smacked for 100 or 200k.

  • DAZ0273
    DAZ0273 Posts: 11,390 Chairperson of the Boards

    @WhiteBomber said:
    Glad to hear hulk was actually viable. Killmonger and Cap Marvel on the other hand... those are some unfortunate temp buffs.

    Killmonger is OK but yeah, Carol, not soo great.

  • WhiteBomber
    WhiteBomber Posts: 747 Critical Contributor

    @entrailbucket said:

    @WhiteBomber said:

    @entrailbucket said:

    @WhiteBomber said:
    Glad to hear hulk was actually viable. Killmonger and Cap Marvel on the other hand... those are some unfortunate temp buffs.

    Killmonger was very, very strong in an America Chavez featured event a long time ago when he happened to be boosted -- so strong that if you weren't running him you were at a pretty massive disadvantage.

    I don't know what that means. I imagine he's annoying against the Shang-Chi infinite teams, but I don't know if anybody is doing that anymore. He's probably a decent counterplay against boosted 1* Spidey? I think he's a decent counter character against a metagame that mostly doesn't exist right now.

    5* Carol is pretty terrible. I have her at 550, and at 672 she's somehow still unusable, even after the buff she got. They need to just throw out her design and start over.

    His 1 niche ability doesn't even work; I'm not sure I've ever seen his locked crit tile stay locked through the end of my turn. I'm not sure what's happening with it because he was not good enough for me to figure it out, but that locking crit tiles never countered me, it still unlocked on my same turn.

    I've killed multiple of him boosted in this tournament where that was the result, on top of that, he contributed nothing else. Perhaps he reacts differently to Chavez crit tiles / tiles created in different ways or maybe he did something better on offense, but defense, he is useless.

    I love the concept of punishing crit / combo characters though! It just isn't him.

    Not the locking ability, this one!

    Mine is only lvl504. This is the boosted number.

    I suppose you can play around it by having a ton of red AP on hand, but because he locks the tile, you'll often end up making 2 or 3 crit matches in a row and getting smacked for 100 or 200k.

    Makes me even more curious then, because I either had a lot of red on hand, or it wasn't workin. I think I would have felt that :smiley:

  • dianetics
    dianetics Posts: 1,488 Chairperson of the Boards

    @WhiteBomber said:

    @entrailbucket said:

    @WhiteBomber said:

    @entrailbucket said:

    @WhiteBomber said:
    Glad to hear hulk was actually viable. Killmonger and Cap Marvel on the other hand... those are some unfortunate temp buffs.

    Killmonger was very, very strong in an America Chavez featured event a long time ago when he happened to be boosted -- so strong that if you weren't running him you were at a pretty massive disadvantage.

    I don't know what that means. I imagine he's annoying against the Shang-Chi infinite teams, but I don't know if anybody is doing that anymore. He's probably a decent counterplay against boosted 1* Spidey? I think he's a decent counter character against a metagame that mostly doesn't exist right now.

    5* Carol is pretty terrible. I have her at 550, and at 672 she's somehow still unusable, even after the buff she got. They need to just throw out her design and start over.

    His 1 niche ability doesn't even work; I'm not sure I've ever seen his locked crit tile stay locked through the end of my turn. I'm not sure what's happening with it because he was not good enough for me to figure it out, but that locking crit tiles never countered me, it still unlocked on my same turn.

    I've killed multiple of him boosted in this tournament where that was the result, on top of that, he contributed nothing else. Perhaps he reacts differently to Chavez crit tiles / tiles created in different ways or maybe he did something better on offense, but defense, he is useless.

    I love the concept of punishing crit / combo characters though! It just isn't him.

    Not the locking ability, this one!

    Mine is only lvl504. This is the boosted number.

    I suppose you can play around it by having a ton of red AP on hand, but because he locks the tile, you'll often end up making 2 or 3 crit matches in a row and getting smacked for 100 or 200k.

    Makes me even more curious then, because I either had a lot of red on hand, or it wasn't workin. I think I would have felt that :smiley:

    The very first time KM was boosted was during an America Chavez PvP event. Most people were using other characters, and it was an absolute bloodbath.
    KM was murdering everything on. The second time he was boosted everybody was using him.
    If you see boosted KM it can get ugly quickly if you aren't careful.

  • DAZ0273
    DAZ0273 Posts: 11,390 Chairperson of the Boards

    Killmonger's biggest issue is his lack of health, in a world where most 5* boost to at least over 200k he is 50k at least behind that, if you have a 3a5 Hulk who can hand slap you for 48K every turn, he doesn't last long (and even less in a non Leapfrog world).

  • ThaRoadWarrior
    ThaRoadWarrior Posts: 9,550 Chairperson of the Boards
    edited 9 July 2025, 17:52

    For someone whose whole deal is retaliating against crits, the fact he has no defense against eating an incoming heavy crit match means it isn’t something you are doing more than a time or two. He is a lot more effective when the enemy isn’t running him. I bet that’s what was happening in the above scenario where crits were unlocking right away - enemy killmonger unlocked them at the start of his turn.

  • BlackBoltRocks
    BlackBoltRocks Posts: 1,252 Chairperson of the Boards

    I'm a bit bored (especially with all the hullaballoo surrounding the engine and now NovaFrankie), and it's F4 season, so here are both Johnny Human Torches

    2a5 Human Torch (Johnny Storm), lv550
    Red at 5: 51952 damage, destroys 2 tiles
    Black at 5: 8 x 4650 Attack tiles, depletes Blue, Purple, and Yellow AP by 30%
    Green at 5: 4225 damage per Green AP, max 38029 damage

    3a5 Human Torch (Classic), lv550
    Red at 5: 33769 damage, destroys 4 tiles
    Black at 5: 8 x 3556 Attack tiles, depletes Blue, Purple, and Yellow AP by 10%
    Green at 5: 4225 damage per Green AP, max 38029 damage

  • DAZ0273
    DAZ0273 Posts: 11,390 Chairperson of the Boards

    I don’t remember last time I used either. Does he get AP for destroying tiles?

  • BlackBoltRocks
    BlackBoltRocks Posts: 1,252 Chairperson of the Boards

    @DAZ0273 said:
    I don’t remember last time I used either. Does he get AP for destroying tiles?

    Yes. Based on that 3a5 Torch seems better than 2a5, but 2a5 has much more initial damage. And with the pace of the game today you’ll rarely get off more than 2 Fireballs per match on average