So a little background first. I’ve been mostly hoarding whilst ensuring that I fully cover each Latest 5* before they leave and immediately getting at least one cover of each for PVE.
I already have Okoye/Thor/Kitty champed at 45x and whilst I had accumulated 3000cp or so I didn’t pull from their special vault as I personally see no value in potentially getting them each to level 46x. I didn’t originally intend to pull from Carol’s release store, however got very bored and decided to take the opportunity to full cover my Starlord who was one of my few incomplete Classic 5*s. I ran at around 14% through circa 130 pulls and with a decent distribution managed to finish off SL and get 9 covers for Carol. I then all but emptied my stock of Latest tokens once Carol entered packs, ran an awful (but for me standard) 9/94 but this was enough to champ Kingpin (hooray!!) and Carol.
So onto Carol - like almost everyone I looked at her numbers and powers and concluded, to be generous, that she wasn’t the best. But I’ve tried to give her a try anyway. My thoughts:
Red
Fun and ok power - IF you can get the repeater tile to fire. Maybe a little underpowered on both damage and strike strength. Passive unnoticed.
Green
Passive - very slow, even if you can get the repeater to zero.
Active - ok at 5 covers but still not as good as other green users. Decent if somehow you’ve managed to flood the board with specials
Yellow
The damage is decent for only 8ap. However as a downside you have to take one of your characters out of the battle for 2 turns, which given you sometimes try to build a team is less than ideal.
Conclusions
Carol is bad/weak/slow enough that I cannot see me using her in PvP even during her 2 week boost period. Aside from her yellow, everything she does relies on repeaters which aren’t fortified - unless you run her with either Goblin or Cable (and even with them they may be unprotected for a turn). The downside of the yellow can be very problematic unless its a standard PvP where the 3* essential can often be sitting there doing nothing anyway. Maybe some ok synergies with likes of Carnage, Storm and Vulture.
Suggested buff’s
A complete rework would honestly be best, but assuming we’re keeping her powers mostly as they are:
- The red should get immediate damage/strikes with the repeater to follow;
- Green passive reduced to 2 turns;
- Green active I am undecided on. It’s serviceable, but there are much better uses for it;
- All repeaters should initially be fortified. This is the most important by far;
- The yellow should send an enemy airborne instead of (or as well as) a teammate.
Even with all of the above she would still only be mid-tier if that and make no impact on the meta. However she may become fun/borderline useable. At present, there is little more unfun than collecting enough red/green ap to fire a power and then have the repeater matched before it has done a thing.