“When the Phoenix Force returned to Earth, it didn’t bond to Hope Summers, but instead to a group of five Mutants. Now Cyclops leads the Phoenix Five, working to rebuild the world into the one he envisioned Hope would create. But is it possible for him to reach that vision without giving in to the all-consuming power of the Phoenix?”
(Abilities listed at level 255, followed by 450)
18821 Health / 75651 Health
Phoenix Blast - 9 AP
Cyclops’s optic blast strikes his target directly, while the Phoenix’s flames rush past and set the battlefield ablaze. Deals 2078 damage and creates 2 Red 3-turn Repeater tiles that destroy 1 Green basic tile. (Destroyed tiles deal damage and generate AP). (Max level 8353 damage)
Savior of Mutantkind - 7 AP
Cyclops guides his team, inspiring them to be the best they can possibly be. Increases all Cyclops’s teammates’ match damage by 60%. For every 3 Team-Up AP you have, swap a pair of basic tiles.
(PASSIVE) If Cyclops has no active teammates, swap Cyclops’s Yellow and Black match damage and this power becomes Dark Phoenix Unleashed.
Level 2: Increases match damage by 65%.
Level 3: Swaps a pair of basic tiles for every 2 Team-Up AP you have.
Level 4: Increases match damage by 75%.
Level 5: Swaps a pair of basic tiles for each Team-Up AP you have. Dark Phoenix Unleashed - 13 AP
Cyclops lets loose all the power of the Phoenix Force on his enemies. Drains all friendly Team-Up AP and deal 2745 damage to the enemy team plus 235 additional damage for each AP drained this way. (Max level 11032 / 946 damage)
(PASSIVE) Cyclops cannot be Stunned.
Level 2: Deals 2937 damage to the enemy team plus 275 additional damage for each AP drained. (Max level 11804/1107 damage)
Level 3: Deals 3129 damage to the enemy team plus 313 additional damage for each AP drained. (Max level 12576/1258 damage)
Level 4: Deals 3733 damage to the enemy team plus 353 additional damage for each AP drained. (Max level 15004/1419 damage)
Level 5: Deals 4914 damage to the enemy team plus 430 additional damage for each AP drained. (Max level 19747/1731 damage)
Disarming Gaze - 10 AP
Cyclops bombards his enemies with concussive blasts, sundering their weaponry. Stuns a random enemy for 2 turns and converts 4 tiles to Red basic tiles, targeting enemy Strike tiles first.
Level 2: Converts 5 tiles to Red basic tiles.
Level 3: Converts 6 tiles to Red basic tiles.
Level 4: Converts 7 tiles to Red basic tiles.
Level 5: Targets enemy Strike and Protect tiles first.
Release Events:# Store Offerings
Incendiary Cyclops Cover Store- Starts: February 11th 7am
Ends: February 21st 7am
Chance to get Cyclops (Phoenix Five). Increased chances in 10x and 40x pulls
Scott Summers Limited Vault- Starts: February 18th 12pm
Ends: February 22nd 11:59pm
40 Items
1x Eye in the Sky Legendary Store Token
1x 4-Star Red Guardian (Alexei Shostakov) cover
3x Random 3-Star covers
6x Heroic tokens
4x 2500 Iso
6x 1000 Iso
5x 500 Iso
14x Two stars
Eye in the Sky Legendary Store- Starts: January 21st 12pm
Ends: January 25th 11:59pm
15% chance to get Cyclops (Phoenix Five), Beta Ray Bill (Korbinite Cyborg), or Jean Grey (Phoenix)
Additional Tokens can be purchased for 25 Command Points
Release Debut:### Hearts of Darkness- Starts: February 11th, 7 am
Ends: February 15th, 2am
Cyclops (Phoenix Five) in placement rewards
Introducing… Cyclops- Starts: February 11th, 7 am
Ends: February 18th, 7 am
Cyclops (Phoenix Five) Shards in rewards
Featured Event:### Meet Rocket & Groot- Starts: February 14th, 7am
Ends: February 18th, 2am
Cyclops (Phoenix Five) as a progression reward
Versus Tournaments:### PVP Matchmaking (Valentine’s Tournament)- Starts: February 11th, 8pm
Ends: February 15th, 3am
Cyclops (Phoenix Five) as a placement reward
Fire and Eyes- Starts: February 14th 8am
Ends: February 17th, 3pm
Rewards tokens to the Incendiary Cyclops cover store
Cyclops guides his team, inspiring them to be the best they can possibly be. Increases all Cyclops’s teammates’ match damage by 60%. For every 3 Team-Up AP you have, swap a pair of basic tiles.
Does that mean you can keep using it and keep buffing match damage? Cause that’s interesting.
Third, I believe. Legion is the obvious one, with all colors available. But Banner goes from Purple/Black/Blue to Red/Green when he Hulks out. I used to pitch for them to add a yellow passive that didn’t actually do anything as an excuse to make him a rainbow character (it should say “The Hulk can see ghosts” because that’s technically a comic ability of his, but doesn’t need to have an actual game effect, just for grins and giggles).
Not being able to take the timer down on the repeaters limits their usefulness, although in trying to save his black, you might have to leave him for last. That might help them fire a few times. Doubt it, but maybe.
The black is a HUGE nuke, but is it viable? How often are you really depending on the last man standing?
If you can keep firing off yellow, that could be his best power.
The green takes a lot of specials off the board, but is it fast enough?
At the very least, he seems far more usable than recent 5 stars. This yellow power, the green battery, the unstunnable thing if he remains alone AND stunning ability (not many 5 stars do that)… I don’t know, it seems to me that combined with BRB and Apo it can be pretty brutal.
I Just worked out the numbers for his black, and if I’m correct, at 30 team up ap, you’ll be dealing 71,677 unboosted damage. How does that stack up with other characters? I’m pretty sure apoc can do similar amounts with his black in smaller chunks.
shame about the 13 ap cost and tricky requirements though. I’m just wondering about how to make your allies active without having them downed. I assume airborne would work, and any self stunners, but I can’t think of any particularly good pairings off the top of my head
As usual, they make an ability to directly counter a meta character, but it’s too slow to be useful in that role. Once red’s repeaters get going, they completely shut down ihulk.
Looks like the X-Men (Phoenix, OML) have these seemingly cool late game transform abilities, that in practice never end up being useful.
Overall looks interesting, but doesn’t have a clear use on a team.
Certainly reads like a passive that only boosts his allies so they tank all the time.
He´s green and active yellow is meant to take advantage of cascades and increased match damage but there´s a risk of wiping out any repeaters you have out. Just feels counterproductive.
First impressions, he´s a glass cannon that needs a good defensive partner.
If the repeater tiles look like a ihulk counter but they really aren’t even if you naturally match 9 red by the 4th turn, you still have 3 turns until you get rid of any green…
It’s really just a battery for his green.
He’s more of a support and late game nuke
Him, charles, iceman, rogue or onslaught could be interesting though
His red and green power are bonded and could neutralice Ihulk but it is really expensive.
I think his best power is yellow for dealing a lot of damage with AW or KM. I suppose the basic tiles swapped are auto and random. Still it is a good power for to accelerate the AP incoming.
So strange! His match damage is not creeped.
It could had purple instead of yellow. He overlaps too much with apocalypse.
Perhaps it could inspire a new match damage meta as I said.
I think he is good overall.
Except that power has a separate passive component. The passive switches his yellow/black match damage and gives him a new powers. That first part definitely reads like an active that buffs allied match damage and then does extra swaps if you have team-up AP. I mean, the match damage part is even before the swap part, and if it were meant to be part of the passive component, you would expect the swap part of the power to come first, you know?
at first glance, i’m not very impressed.
3-turn, unfortified repeaters will almost never make it. unless you’re very lucky, that’s at least 6 turns before the first one gets to fire, even if it makes it.
yellow is potentially nice, but i can’t really see myself preferring him to apoc or okoye.
black will just never happen on offense, and pretty easy to avoid if he’s on defense.
green removes a lot of tiles, but is way too expensive - the only use would be vs gritty or brb, and by the time you have 10 green it’s too late.