With all the nerf 5* Gambit talk, the fact that 5* Archangel is garbage and needs to be revisited has been lost. To lay it out here, his powers are weak, cost too much, and are not well thought out. To this last point I ask, why have the character have a passive that targets airborne opponents without any ability to send them airborne? If other 5* went airborne with some regularity this might make some sense, but it seems like the developers were more concerned with creating a character that can counter Vulture, a 4*, than creating a balanced 5* character. All this said, I really think he could be reworked quite easily and there are changes that can make him a much more interesting character to play.
Current Powers (to keep discussion manageable, let’s just talk generally, but here they are at level 5):
Angle of Attack - 11 **![]()
**AP
Angel dives and swoops, picking off his foes before they can get a bead on him. Deal 351 damage and stun the target for 1 turn. (PASSIVE) At the start of turn, deal 351 damage to any Airborne enemies and stun them for 1 turn.
-
(Level 5) Deal 6,702 damage and stun the target for 2 turns. (PASSIVE) At the start of turn, deal 7,055 damage to any Airborne enemies and stun them for 2 turn.
Enemy Down - 10
AP
Angel lets loose a flurry of cosmic flame feathers, paralyzing his enemies. Deals 2,604 damage and destroys 2 AP in 2 random enemy AP pools. -
(Level 5) Deals 14,701 damage and destroys 4 AP in 2 random enemy AP pools.
Aerial Superiority - 7 **
**AP
Angel soars overhead, isolated from his team, where he can control the flow of battle. Creates a 4-turn Countdown tile of a chosen color which deals 2,633 damage. While an Aerial Superiority tile is on the board, neither team may gain AP in its color. -
(Level 5) Creates 2 5-turn Countdown tiles of a chosen color which deals 7,998 damage.
Suggestions for a more creative/effective Archangel:
Angle of Attack - 11 **![]()
**AP
Angel dives and swoops, picking off his foes before they can get a bead on him. Deal 351 damage and SENDS THE TARGET AIRBORNE for 1 turn. (PASSIVE) At the start of turn, deal 351 damage to any Airborne enemies and stun them for 1 turn.
- (Level 5) Deal 6,702 damage and SENDS THE TARGET AIRBORNE for 2 turns. (PASSIVE) At the start of turn, deal 7,055 damage to any Airborne enemies and stun them for 2 turn.
Commentary: Above all else, please just make this change. I think it makes no sense for him not to send a target airborne. For the 11 AP cost, the damage stun of the current power is woefully underpowered and expensive. Consider what Dr. Strange’s does for 9 AP… 11 AP is a high cost, this change will make the damage commiserate with the power. You could also reduce the AP cost and reduce the damage of the passive, if you think this is too much damage, but 11 AP is a lot no matter how you cut it.
Aerial Superiority - 7 AP
Angel soars overhead, isolated from his team, where he can control the flow of battle. Creates a 4-turn Countdown tile of a chosen color which SENDS THE TARGET AIRBORNE FOR 1 TURN IF DESTROYED. While an Aerial Superiority tile is on the board, neither team may gain AP in its color.
- (Level 5) Creates 2 5-turn Countdown tiles of a chosen color which SENDS THE TARGET AIRBORNE FOR TWO TURNS IF DESTROYED..
Commentary: The power is just meh as is and rarely do those tiles go off and the cost per damage given that is thus overestimated. By removing the damage component if they countdown to zero the power is still effective in stop AP gen, but if the other team destroys the tile somehow, there is a penalty in terms of damage and taking a character out of play for 1-2 turns. I could live with a slight increase to 9 AP if deemed necessary, but not sure its merited given the gimmick of needing the tile to be destroyed to do damage.
Another Aerial Superiority - 7 **![]()
**AP
Angel soars overhead, isolated from his team, where he can control the flow of battle. Creates a 3-turn Countdown tile of a chosen color which deals 2,633 damage. While an Aerial Superiority tile is on the board, neither team may gain AP in its color.
- (Level 5) Creates 2 4-turn Countdown tiles of 2 CHOSEN COLORS which deals 7,998 damage.
Commentary: This is pure and simple a much more effective way to combat Gambit. Right now, you can only use this power effectively against Gambit’s Purple, but the Red still does crazy damage in the meantime. Instead, allow Archangel to neuter Gambit for a few turns. We can quibble about the amount of turns, but allowing the player to chose two colors is the crux of this change. I don’t recommend increasing the AP beyond 8 in this scenario as Gambit burns you down to quick and you need top his AP gen fast.
Another Aerial Superiority - 7 **![]()
**AP
Angel soars overhead, isolated from his team, where he can control the flow of battle. Creates a PROTECTED 4-turn Countdown tile of a chosen color which deals 2,633 damage. While an Aerial Superiority tile is on the board, neither team may gain AP in its color.
- (Level 5) Creates 2 5-turn PROTECTED Countdown tiles of a chosen color which deals 7,998 damage.
Commentary: Lowest common denominator change to simply help ensure these tiles last and help Archangel do at least some damage. I find mine get matched all to frequently.
Enemy Down - 10 ![]()
AP
Commentary: If you tweak the two powers above, just leave the expensive green alone. If you don’t touch the other powers, you basically need to reduce the AP cost of it.
In any case, I’m sure folks have even better suggestions, but let’s share them with the devs. As of right now Archangel will rarely if ever be used (outside of Vulture, Riri, and Colossus fights). @Brigby maybe you can help share with them?