****Hit-Monkey****

**Hit-Monkey star.png
star.png
star.png
star.png
**

At Max Level: HP: 13934 Tile Damage: 78/11/64/10/11/82/3.0x

yellowflag.png
Banana in the Tailpipe/ Passive
Hit-Monkey prevents his enemies from getting away unscathed. If enemy team makes match-4 or more, deals 335 damage to a random enemy.

Level Upgrades
Level 2: Deals 469 damage
Level 3: Deals 603 damage
Level 4: Deals 871 damage
Level 5: Deals 1408 damage
Max Level
Level 3:1196
Level 4:1725
Level 5: Deals 2888 damage

blackflag.png
Fur Real Though 7 or 14 blacktile.png
AP
Hit-Monkey aims to take down his enemies. If Hit-Monkey has 7 black AP, he grabs two guns with his hands and shoots for 340 damage. If he has 14 black AP, he grabs two more guns with his feet and shoots for 900 damage

Level Upgrades
Level 2: Deals 478/1244 damage
Level 3: Deals 608/1597 damage
Level 4: Deals 866/2186 damage
Level 5: Deals 1405/3715 damage
Max Level
Level 3: Deals 1190/3120 damage
Level 4: Deals 1756/4480 damage
Level 5: Deals 2651/6954 damage

blueflag.png
Without a Trace/ Passive
After Hit-Monkey takes down his enemies, he escapes undetected. If Hit-Monkey downs an enemy, turns invisible for one turn.
Level Upgrades
Level 2: Turns invisible for 2 turns
Level 3: Turns invisible for 3 turns
Level 4: Turns invisible for 4 turns
Level 5: Turns invisible for 5 turns

Hmm… So he only gets to turn Invisible after downing an opponent?

That’s going to be quite tricky to execute, but how will it look like when he goes invisible? Like Professor X, Miles Morales, and Invisible Woman’s tiles? Or will he be turning invisible after meeting certain conditions like 5 Star Spiderman?

I imagine he’d just say “Invisible (5)” like somebody who’s “Stunned (5)”.

This one could use a little rework. There’s no advantage in saving up 14 AP if the result will be the same using the skill twice for 7 AP. It needs some additional effect (maybe small AOE damage or strike tiles?).
Also, the numbers for max level are way off (it should be roughly 2x stronger than at level 70)