Iron Fist (Danny Rand) 4 Star Rarity (Legendary)
At Max Level: HP: 1399512/13/85/11/74/65/4.0x
Chi Focus 6
AP
Danny concentrates his energy to augment his physical power. Creates a strength 56 Purple Strike tile. Then, if there are at least 3 friendly Strike tiles on the board, Fortify up 1 of them and gain 2 Green AP.
Level 2: Creates strength 70 Strike tile, if there are at least 3 Strike tiles Fortify 1 and gain 2 Green AP.
Level 3: Creates strength 77 Strike tile, if there are at least 3 Strike tiles Fortify 2 and gain 3 Green AP.
Level 4: Creates strength 126 Strike tile, if there are at least 3 Strike tiles Fortify 3 and gain 3 Green AP.
Level 5: Creates strength 166 Strike tile, if there are at least 3 Strike tiles Fortify 3 and gain 4 Green AP.
Max Level: - Level 3: Creates strength 149 Strike tile, if there are at least 3 Strike tiles Fortify 2 and gain 3 Green AP.
Level 4: Creates strength 243 Strike tile, if there are at least 3 Strike tiles Fortify 3 and gain 3 Green AP.
Level 5: Creates strength 320 Strike tile, if there are at least 2 Strike tiles Fortify 3 and gain 4 Green AP.[/color]
Crowd Control 8
AP
Danny rushes into the fray, making quick work of his enemies. Deals 579 damage. Then, if there is more than 1 enemy remaining, gains 2 Black AP. Otherwise, deals 159 extra damage.
If Luke Cage is an active ally, this attack ignores all enemy Protect tiles.
Level 2: Deals 811 damage, gain 2 Black AP, or deal 223 damage.
Level 3: Deals 1,042 damage, gain 2 Black AP, or deal 286 damage.
Level 4: Deals 1,505 damage, gain 3 Black AP, or deal 413 damage.
Level 5: Deals 2,432 damage, gain 4 Black AP, or deal 668 damage.
Max Level: - Level 3: Deals 2,030 damage, gain 2 Black AP, or deal 556 damage.
Level 4: Deals 2,933 damage, gain 3 Black AP, or deal 803 damage.
Level 5: Deals 4,738 damage, gain 4 Black AP, or deal 1,298 damage.[/color]
Like unto Iron
12 AP
Danny channels all his chi into his fist to deliver a devastating punch. Converts up to 2 friendly Protect tiles to Strike tiles, then deals 1,334 damage.
Level 2: Convert 2 tiles then deal 1,334 damage.
Level 3: Convert 3 tiles then deal 2,399 damage.
Level 4: Convert 4 tiles then deal 3,465 damage.
Level 5: Convert 8 tiles then deal 5,605 damage.
Max Level: - Level 3: Convert 3 tiles then deal 4,673 damage.
Level 4: Convert 4 tiles then deal 6,748 damage.
Level 5: Convert 8 tiles then deal 10,915 damage.[/color]
[/list]
Power set looks very good.nice that blue feeds green which feeds black.with the right partners that black will be downright nasty.3/5/5 looks like the preferable set up.i’m pretty sure they have another top tier character here.
Like Unto Iron; the fist attack animation plays, then if the player has a Protect tile it converts to a Strike tile, and the enemy receives the more devastating hit.
Nova or Captain Marvel are actually the best PvP teammates for him, not Cage. The problem with this self-accelerating character is, his blue is useless unless he already has 3 or 2 strike tiles out. Spending 6 AP to just get a single weak strike tile is bad. Saving up 12-18 blue AP to get the additional green AP is even worse. You NEED to use him with a strike tile generator if you intend to use his blue at all. Obviously Punisher doesn’t work because his main strike generation comes from his blue, and his black and green are better anyhow. So that means we need to find other strike tile generators that don’t use blue. You have Ant-Man, which is an option, but a bit slow since you need to wait several turns to get the strike out even after gathering the AP. Still not a bad choice. Nova can put out 3 strikes with his black or 2 with his yellow, so depending on your plan, you can go with 3 or 5 blue Danny. If you go with a 5/5/3 Danny, you can throw down CM black, wait 3 turns, and then go from blue to green to another black CM, and deal a lot more damage than straight up using IF black. Plus, a there is a lot more AP generation potential. Your strike tiles would stay out once they are fortified. So get 8 black for CM, then use 6 blue AP and 4 green, so 18 AP total, and deal (11674 CM black + 4748 IF green) 912 damage per AP plus get back 4 more black to have a half priced CM black for a second cast. Not to mention you can buff all of those fortified strike tiles.
Nova wouldn’t be quite as good of a teammate, but you would probably go with 3/5/5 Danny and save up his blue until you can get the free AP from his blue.
Overall, the character is too limited by teammates to be outstanding, but he is a good character, and will be crazy good boosted.
You didn’t mention a couple of strike tile generators.phoenix and oml have a new best friend.i agree with you about the four star options though.and as you said,watch out when he’s boosted.
I usually only consider characters from the same star level when thinking of teammates. Occasionally you have a character like IM40 with enough health and boosting potential to play with characters a rank up, but that doesn’t seem to apply as much with 4 star characters in the 5 star world. Also, people that have max 5s have better options than IF. For the people that do have fully covered OML and Phoenix, IF is a good option though.
Anyway, leaning toward 3/5/5. That Black is just dirty.
Edit: Damn, just realized he has complete coverage with Big Pun, so you can’t set Frank’s Blue to 5 and spam strikes.
Also seems to work with Flaptain. Sam fills all yellow tiles with protects which Danny converts to strikes. 5/6 active colors. Just bring along a Purple user, of which there are plenty in 4* land.
My initial impression is that he has the same problem as Mordo - he’d be great if you could spec him 5/5/5, but as-is he’s just okay. Also, can we please stop tacking “ignores protect tiles” onto powers and pretending like it ever matters?
Agreed. Protect tiles just aren’t strong enough to think that “Ignores protects” is ever some kind of spectacular bonus. Peggy ignores protects too and I’ve never once considered it a significant positive. It’s about as useful as Danny’s ‘bonus’ for teaming up with cage (a different animation)
In MtG they call effects like this “trinket text”. It makes cards more flavorful without adding too much power. “Ignores protect tiles” doesn’t really do anything most of the time, but it’s something to encourage the danny/luke pairing. You can’t make an addition like this too powerful or people would say the power is useless without Cage on the team.
And it’s not that it never matters, but it only comes up in some edge cases. You’re rarely going to build a team around ignoring enemy protect tiles, but when someone actually manages to spam a few thousand points of protect tiles on the board, it sddenly seems like a nice bonus.
I just hope the devs aren’t prioritizing “ignores protect” too much when setting the cost and damage numbers on a skill. From the looks of Peggy’s red, at least, it doesn’t seem like they do. That would be a solid 9AP punch with or without the special effect.
Fair enough, but Cage’s yellow gives an extra protect tile with Fist on the team, which at least mitigates some match damage. Danny’s green bonus will do literally nothing 99.999% of the time. The only time it MIGHT matter is if you’re fighting Professor X, Sam Wilson, or Carol Danvers and they buff a protect tile to ridiculous levels. Even then, you’d be better off using something that shuffles the board or just removes specials to get rid of it, rather than relying on a power that ignores protect tiles under certain circumstances.
Adding a weak strike tile would’ve made far more sense - like under 100 in strength. Not enough to be a gamebreaker, but it’d make it easier to trigger the secondary effect on his blue power.
I’m definitely going to be trying a 4Cage/4IF/Wasp combo once I get enough covers for Danny. Her yellow will make sure there’s a strike tile ready from Cage’s protect tiles when needed. The only drawback I see is the costs on black & Blue. In PVP on defense, you’ll never see IF fire his black as Wasp will always be shooting her cheaper black off first. Still, that’s going to be a lot of buffed special tiles, so maybe it won’t matter. And Wasp’s blue will never get going since IF will be firing that first. But in PVE it should be no problem.
wait, no, not Wasp. Danny spends blue AP. I was thinking that power was some other color.
Danny, Sam, and Phil (Coulson). Check it. Only downside is you need to get Phil’s yellow off for strike tiles before using Danny blue.
I’m still playing with this a bit, but the core idea is Danny, Sam, and someone that can generate strike tiles early to kickstart Danny’s blue and generates countdowns frequently to get benefit out of that part of Sam’s blue passive. Active purple would be a bonus. Trying to keep it to 4*, or Green Goblin would be obvious.