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Genetic Manipulation - Passive ![]()
Mister Sinister is a genetic genius. He is able to manipulate DNA to enhance mutations and other powers.
Every-time there is a team-up match, generate AP of choice (pick a tile on board) and do 22 damage per AP (all AP) the team has.
Level 2 - generate 2 AP of same color (choose)
Level 3 - Increase Damage to 33 per tile
Level 4 - generate 3 AP of same color (choose)
Level 5 - Increase Damage to 44 per tile
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Telekinetic Transformation - 13 ![]()
AP
Mister Sinister uses his telekinetic and telepathy powers to manipulate his surroundings.
Choose a protect, strike or attack tiles, all special tiles matching that tile are turned to team-up tiles.
Level 2 - Gain 1 AP of chosen tile color
Level 3 - Can choose web and charged tiles
Level 4 - Can choose countdown or invisilibility tiles
Level 5 - Gain 2 AP of chosen tile color
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Immortal - Passive ![]()
Mister Sinister can’t not be harmed. He has extraordinary regenerative powers.
Every turn, Mister Sinister creates a new 3-countdown tile. As long as there are three Sinister countdown tiles on the board he can not be harmed. If more than three countdowns are destroyed in one action, heal Mister Sinister 10%. Maximum countdown tiles is 3.
Level 2 - increase countdown to 4, increase healing to 15%
Level 3 - if more than two countdown tiles are destroyed heal. increase maximum countdown tiles to 4.
Level 4 - increase countdown to 5, increase healing to 20%
Level 5 - if more than two countdowns are destroyed also do 3000 damage to opponent; healing increases to 25%. increase maximum countdown tiles 5.