Your latest fun team combination
Comments
-
5* Black Panther 4/4/5
Hulkling 3/5/5
Northstar 5/5/3
this is basically a team built only to get the best out of 5* Black Panther and his convoluted powers.PANTHER’S PREY - 5 turn CD. any damage done to a character gets some damage tacked on. It costs 9 AP (not ideal). Here’s how Northstar and Hulkling help:
- northstar’s blue destroys a row and gains black/blue/yellow for each color destroyed in that row, this speeding it up
- Hulkling’s green only costs 4 AP so you can fire a few of those off during the time the CD is on the field. You have to keep an eye out for your TUPs though because Hulkling drains 3 of them and puts it into another AP pool. And you’ll need at least 11 TUP for…….
SPIRIT OF WAKANDA - a very convoluted passive (that probably should be scrapped/reworked). If you have 11 or more TUP and make a yellow match, drain 7 of them and deal a big CHUNK of damage. This isn’t easy to accomplish more than once in a match. But Northstar and Hulkling help here very well.- northstar’s yellow turns 5 tiles of the enemy’s strongest color into TUP tiles.- Hulkling’s yellow passive helps greatly as after every TUP match, he adds 2 more to it. So a match 3 becomes 5 TUP, a match 4 becomes 6 and 5 becomes 7. This helps a lot for getting to 11 TUP multiple times in a match.MOVE….. OR BE MOVED - if BP would take 6800 or more damage, negate 60% and then stun yourself for 2 turns. Whenever BP returns from being stunned or invisible, deal 13368 damage (about double the threshold). Basically you want BP to be stunned or invisible, then return in the next turn and do damage.- Northstar’s yellow cones up big here because after he drops 5 TUP on the field, he places a 3-turn CD on the field that chooses a random ally and turns them invisible each turn. Note, he doesn’t turn your ally invisible for 3 turns. He turns them invisible, once each turn of the CD. So what happens is if BP is chosen, he turns invisible for 1 turn, becomes visible, does the damage, and then immediately goes back to being invisible. This happens for 3 straight turns. The only problem is the CD randomly picks who to turn invisible. This can be mitigated however by……
- Hulkling’s purple, which takes him into the air when he chooses purple for 2 turns and steals into AP in the opponents 2 strongest AP pools.13 -
Northstar has the second best team up add to the board after 2* Captain Marvel. He does seem uniquely useful at working with Panther.0
-
Tiger_Wong said:5* Black Panther 4/4/5
Hulkling 3/5/5
Northstar 5/5/3
this is basically a team built only to get the best out of 5* Black Panther and his convoluted powers.PANTHER’S PREY - 5 turn CD. any damage done to a character gets some damage tacked on. It costs 9 AP (not ideal). Here’s how Northstar and Hulkling help:
- northstar’s blue destroys a row and gains black/blue/yellow for each color destroyed in that row, this speeding it up
- Hulkling’s green only costs 4 AP so you can fire a few of those off during the time the CD is on the field. You have to keep an eye out for your TUPs though because Hulkling drains 3 of them and puts it into another AP pool. And you’ll need at least 11 TUP for…….
SPIRIT OF WAKANDA - a very convoluted passive (that probably should be scrapped/reworked). If you have 11 or more TUP and make a yellow match, drain 7 of them and deal a big CHUNK of damage. This isn’t easy to accomplish more than once in a match. But Northstar and Hulkling help here very well.- northstar’s yellow turns 5 tiles of the enemy’s strongest color into TUP tiles.- Hulkling’s yellow passive helps greatly as after every TUP match, he adds 2 more to it. So a match 3 becomes 5 TUP, a match 4 becomes 6 and 5 becomes 7. This helps a lot for getting to 11 TUP multiple times in a match.MOVE….. OR BE MOVED - if BP would take 6800 or more damage, negate 60% and then stun yourself for 2 turns. Whenever BP returns from being stunned or invisible, deal 13368 damage (about double the threshold). Basically you want BP to be stunned or invisible, then return in the next turn and do damage.- Northstar’s yellow cones up big here because after he drops 5 TUP on the field, he places a 3-turn CD on the field that chooses a random ally and turns them invisible each turn. Note, he doesn’t turn your ally invisible for 3 turns. He turns them invisible, once each turn of the CD. So what happens is if BP is chosen, he turns invisible for 1 turn, becomes visible, does the damage, and then immediately goes back to being invisible. This happens for 3 straight turns. The only problem is the CD randomly picks who to turn invisible. This can be mitigated however by……
- Hulkling’s purple, which takes him into the air when he chooses purple for 2 turns and steals into AP in the opponents 2 strongest AP pools.1 -
Maybe Shang-Chi, 3*Emma Frost (mine currently 4/1/0 lvl40), and Melinda May is faster for most nodes but switching Valkyrie in for May is insanely great for the challenge node. (It didn’t help that May is only 3/3/4). Poor Carbage, Venom and the Mutated Puppers died so quickly and horrifically.0
-
Tiger_Wong said:5* Black Panther 4/4/5
Hulkling 3/5/5
Northstar 5/5/3
this is basically a team built only to get the best out of 5* Black Panther and his convoluted powers.PANTHER’S PREY - 5 turn CD. any damage done to a character gets some damage tacked on. It costs 9 AP (not ideal). Here’s how Northstar and Hulkling help:
- northstar’s blue destroys a row and gains black/blue/yellow for each color destroyed in that row, this speeding it up
- Hulkling’s green only costs 4 AP so you can fire a few of those off during the time the CD is on the field. You have to keep an eye out for your TUPs though because Hulkling drains 3 of them and puts it into another AP pool. And you’ll need at least 11 TUP for…….
SPIRIT OF WAKANDA - a very convoluted passive (that probably should be scrapped/reworked). If you have 11 or more TUP and make a yellow match, drain 7 of them and deal a big CHUNK of damage. This isn’t easy to accomplish more than once in a match. But Northstar and Hulkling help here very well.- northstar’s yellow turns 5 tiles of the enemy’s strongest color into TUP tiles.- Hulkling’s yellow passive helps greatly as after every TUP match, he adds 2 more to it. So a match 3 becomes 5 TUP, a match 4 becomes 6 and 5 becomes 7. This helps a lot for getting to 11 TUP multiple times in a match.MOVE….. OR BE MOVED - if BP would take 6800 or more damage, negate 60% and then stun yourself for 2 turns. Whenever BP returns from being stunned or invisible, deal 13368 damage (about double the threshold). Basically you want BP to be stunned or invisible, then return in the next turn and do damage.- Northstar’s yellow cones up big here because after he drops 5 TUP on the field, he places a 3-turn CD on the field that chooses a random ally and turns them invisible each turn. Note, he doesn’t turn your ally invisible for 3 turns. He turns them invisible, once each turn of the CD. So what happens is if BP is chosen, he turns invisible for 1 turn, becomes visible, does the damage, and then immediately goes back to being invisible. This happens for 3 straight turns. The only problem is the CD randomly picks who to turn invisible. This can be mitigated however by……
- Hulkling’s purple, which takes him into the air when he chooses purple for 2 turns and steals into AP in the opponents 2 strongest AP pools.Interesting team combination! Before there are Northstar and Hulkling, I have tried using Cloak & Dagger and 3*Storm with 5*Black Panther.Cloak & Dagger is to use to generate black for 5*Black Panther and yellow for both 3*Storm with 5*Black Panther. Yellow can be used by Storm to generate TU AP for 5*BP while C&D put yellow tile on the board to increase chances of matching yellow for 5*BP yellow passive damage.The attach tiles and cheap purple ability of C&D can be increase by 5*BP black ability.The only ability left is 5*BP's red, which this team cannot combo with.
0 -
Man, I may not remember the comic or show that Apocalypse and Kamala Khan became best friends but am I ever happy they did.1
-
Chasm + Gritty vs Mindless Ones is crazy fun goodness.0
-
Since the rebalance, I've started running 4* Emma/4* Elektra/Polaris.Normally, I'm reluctant to include Polaris in these teams because everything performs great when paired with Polaris. But... well, Polaris isn't actually here to run away with the game, just to spam strike tiles. I discovered Emma/Elektra are good strike tile support if you give them a fast strike tile spamer with an active blue or green. And there's no faster, better strike tile spamer than Polaris, who conveniently also comes with an active strike-tile-themed blue. And Elektra has an actual specific Polaris-starter in purple, an interaction she doesn't have with other strike tile spamers. (Which is why Polaris is pretty much Elektra's favourite partner in general...) So, those three end up supporting each other too well for me to be able to really switch Polaris for someone else. Anyway.* Step 1 is to make strike tiles fast. There's 4 ways to get Polaris started making strike tiles: Elektra's purple, Polaris' own blue, Emma's yellow (the initially slowest, but leads directly into step 2. So I like to beeline to yellow when possible) or with board luck, Polaris' random initial strike tile.
* Step 2 is to start getting the secondary effects into place: Emma's yellow into black and Elektra's red.The end result is: Polaris multiplies the strike tiles as she does, Emma helps her doing that and boosts the strike tiles, plus tanks hits for the team, and Elektra double-dips on the strike tiles every turn with her red while leeching AP from the opponent team.3 -
5* Emma Frost 5/5/3
5* Gambit 4/5/4
Black Bolt 5/5/3
looking for ways to exploit Ph5 Frost’s abilities and I like how this team feels. With Gambit, you’re not going to use Emma’s active red but the passive part of it still holds up and it gives Gambit and BB a much needed power boost. Gambit’s black repeater gives you 3 red after it ticks down so you’ll have a steady supply of red to boost BB’s black passive and green active.I also like Ph5 Colossus instead of BB because Colossus’ matches hit harder with charged tiles out and his black active pumped by Emma hits like a mack truck.5 -
I tried Silk, Chasm, and mThor in the simulator and it is pretty fun with all the exploding tiles and occasionally cascades into being a low to fire a power. Against Shang-Chi you want mThor behind Chasm and ahead of Silk to avoid Chasms death causing a cascade that kills off Silk.2
-
I found a good trio against the Chasm/Ihulks (nickname Abyss team) in simulators.Moonknight + Jane Thor + Shang Chi.
”Typical” strategy of killing Abyss teams remain:- Kill Ihulk a few times so that he tank all colours, then kill chasm (so that his abyss tiles are consumed) OR use an AOE/multi hit to kill them in 1 turn.
Jane Thor & SC need no explanation as they can make a lot of matches in a single turn. But I found that Moonknight really make this trio tick in hunting down the Abyss team. He is immune to stun, so you can take ur first turn. When he matches blue, red on the first turn, he remains in front. Chasm will only remove his strongest colour (black and green), which means that JT and SC colours are safe. When SC tanks most of the colours, chasm will not reduce green and black, which allows MK to fire his abilities. If you can fire his black, you can one shot Ihulk who just revived, and you will heal back. SC can also heal with his red, so you have 2 characters that can heal back the damage.
thus far, I have good success with this team, with 100% success against Abyss.4 -
Sekilicious said:I tried Silk, Chasm, and mThor in the simulator and it is pretty fun with all the exploding tiles and occasionally cascades into being a low to fire a power. Against Shang-Chi you want mThor behind Chasm and ahead of Silk to avoid Chasms death causing a cascade that kills off Silk.0
-
atomzed said:I found a good trio against the Chasm/Ihulks (nickname Abyss team) in simulators.Moonknight + Jane Thor + Shang Chi.
”Typical” strategy of killing Abyss teams remain:- Kill Ihulk a few times so that he tank all colours, then kill chasm (so that his abyss tiles are consumed) OR use an AOE/multi hit to kill them in 1 turn.
Jane Thor & SC need no explanation as they can make a lot of matches in a single turn. But I found that Moonknight really make this trio tick in hunting down the Abyss team. He is immune to stun, so you can take ur first turn. When he matches blue, red on the first turn, he remains in front. Chasm will only remove his strongest colour (black and green), which means that JT and SC colours are safe. When SC tanks most of the colours, chasm will not reduce green and black, which allows MK to fire his abilities. If you can fire his black, you can one shot Ihulk who just revived, and you will heal back. SC can also heal with his red, so you have 2 characters that can heal back the damage.
thus far, I have good success with this team, with 100% success against Abyss.0 -
Tiger_Wong said:What do you proc Moonknight at? Is yours the highest level on that team?A few tips while running this team:-
1) I go in with all ap boosts + r/y boost and b/p boosts.
2) First turn, chasm stuns everyone except MK. So MK tanks every colour. I try to match blue or red, because that’s the off colour for MK and chasm cannot reduce red and blue. You only need 7 blue (JT) or 7 red (SC red).3) Second turn, you can fire SC red to match 4/5 or JT blue to get more charge tiles.4) When SC starts tanking all colours, you can match green and black without worrying it gets reduced by chasm. That gives MK to use his black to target the lowest health char (usually IHulk) and heal back.5) Try to keep SC combo going while creating more cascades. This is a rainbow team, so every ap is useful.6) If you kill chasm and he revives, you have One More Chance to kill him, since MK ensures you can use his ability. Save enough green or black to do so.5 -
In FFW, I was using boosted OML/Boosted C4rol/Gargantos on the 5e nodes. Chase yellow, use command decision on one of Gargantos’ CDs which creates a pair of strikes that immediately buff. Then just keep doing that.3
-
Daredevil and MThor are having a lot of fun together.
once you get DD's green countdown tile out, if MThors charged tile board shake up will destroy that tile then you get the damage of it being cleared away by "other means" BUT it also generates a new countdown tile. I had opponent stunned and a lot of AP to fire MThors powers consecutively for just an absolute ton of damage. Yes there is RNG at play, but if you MThor a lot you'll be used to having half the board covered in charged tiles3 -
Maybe run Danver5 as a third to generate yellow whenever those friendly strikes also get destroyed?2
-
Thanks to double iso, I finally champed Flaptain. For how bad a reputation he has (when I started, he was known as the worst 4* in the game), he really doesn't play too badly tbh. Or maybe I'm still traumatised from pre-buff Emma, idk.I revisited an old gimmick team from literally years ago in the thread:AlexR said:(...)
3/5/5 Ghost + Coulson + SWitch.Switch feeds Ghost purple to go invisible quickly (and once Ghost is content, feeds it to Coulson for 5-matches). Coulson is there to tick down either of their cds(...)Anyway, for non-gimmick teams, the main team I've started running for Flaptain is a Magik/Vulture shell.Magik + 5/3/5 4* Sam Wilson + VultureVulture is a very spam-y character and any time he does anything (which can be very often and regularly), Magik makes protect tiles. This ensures that Flaptain will always have protect tiles for his nuke even if you haven't gotten hold of yellow yet. Then, between Vulture giving a little red and Magik's purple Repeater making red tiles, Flaptain's 14 AP red nuke becomes faster to fire.1 -
Polaris/Flaptain/P4nther is probably pretty good too. Flaptain’s red has no cap outside of the whole board, and Polaris can get the board flooded real fast. Any matches of protects you make along the way P4nther will do a bunch of damage on as well.
1 -
@ThaRoadWarrior said:
Polaris/Flaptain/P4nther is probably pretty good too. Flaptain’s red has no cap outside of the whole board, and Polaris can get the board flooded real fast. Any matches of protects you make along the way P4nther will do a bunch of damage on as well.In theory. Problem is you're dealing with a slow start (9 yllw AP or 10 blue AP or 7 yllw AP+2-turn+luck) to get protect tiles on the field in the first place and no red battery to speed Flaptain's nuke up. He'll struggle to get there before Polaris just completes the battle. Panther/Polaris is very fun though! But yeah, I think they'll do much better with a third who has a cheap/free protect tile starter instead of Flaptain.
It's similar if you try to run BRBPolaris with Flaptain. If you get his nuke off, it's awesome, but they're a bit too fast for him to be able to keep up. BRB + Flaptain + battery works quite well for them both, though!
0
Categories
- All Categories
- 45.4K Marvel Puzzle Quest
- 1.6K MPQ News and Announcements
- 20.6K MPQ General Discussion
- 6.4K MPQ Bugs and Technical Issues
- 3K MPQ Tips and Guides
- 2.1K MPQ Character Discussion
- 173 MPQ Supports Discussion
- 2.5K MPQ Events, Tournaments, and Missions
- 2.8K MPQ Alliances
- 6.4K MPQ Suggestions and Feedback
- 13.9K Magic: The Gathering - Puzzle Quest
- 530 MtGPQ News & Announcements
- 5.5K MtGPQ General Discussion
- 99 MtGPQ Tips & Guides
- 443 MtGPQ Deck Strategy & Planeswalker Discussion
- 308 MtGPQ Events
- 60 MtGPQ Coalitions
- 1.2K MtGPQ Suggestions & Feedback
- 5.8K MtGPQ Bugs & Technical Issues
- 548 Other 505 Go Inc. Games
- 21 Puzzle Quest: The Legend Returns
- 5 Adventure Gnome
- 6 Word Designer: Country Home
- 428 Other Games
- 178 General Discussion
- 250 Off Topic
- 7 505 Go Inc. Forum Rules
- 7 Forum Rules and Site Announcements