Peggy Carter (Captain America) 4 Star Rarity (Legendary)Wiki Link)
At Max Level: HP: 14956 Tile Damage: 74/83/65/13/12/11/4.5x
Ultimate Soldier - 9
AP
When Captain America has a mission, no one gets in her way. Peggy lands a well-placed blow, ignoring any Protect tiles and dealing 806 damage to the target. Level Upgrades
Legendary Presence - 0
AP
(PASSIVE) Tales of Captain America’s combat prowess are told far and wide, so when she enters the battle, her enemies panic and falter. While Peggy’s health is greater then 50%, all enemy powers cost 2 AP more. Level Upgrades
Level 2: While Peggy’s health is greater then 40%, all enemy powers cost 2 AP more.
Level 3: While Peggy’s health is greater then 40%, all enemy powers cost 3 AP more.
Level 4: While Peggy’s health is greater then 30%, all enemy powers cost 3 AP more.
Level 5: While Peggy’s health is greater then 30%, all enemy powers cost 4 AP more.
Max Level - Level 3: While Peggy’s health is greater then 40%, all enemy powers cost 3 AP more.
Level 4: While Peggy’s health is greater then 30%, all enemy powers cost 3 AP more.
Level 5: While Peggy’s health is greater then 30%, all enemy powers cost 4 AP more.[/color]
Do as Peggy Says- 11
AP
Captain America lands a direct hit with her shield, disabling the enemy team and helping her allies get the drop on their target. Stuns all enemies but the target for 3 turns and places one 3-turn Blue Countdown tile (that deals 102 damage) for each active ally. Level Upgrades
Level 2: Disable all enemies but the target for 3 turns and place one 3-turn Blue Countdown tile that deals 167 damage for each active ally.
Level 3: Disable all enemies but the target for 3 turns and place one 3-turn Blue Countdown tile that deals 482 damage for each active ally.
Level 4: Disable all enemies but the target for 3 turns and place one 3-turn Blue Countdown tile that deals 1113 damage for each active ally.
Level 5: Disable all enemies but the target for 3 turns and place one 3-turn Blue Countdown tile that deals 2726 damage for each active ally.
Max Level - Level 3: Disable all enemies but the target for 3 turns and place one 3-turn Blue Countdown tile that deals 936 damage for each active ally.
Level 4: Disable all enemies but the target for 3 turns and place one 3-turn Blue Countdown tile that deals 2160 damage for each active ally.
Level 5: Disable all enemies but the target for 3 turns and place one 3-turn Blue Countdown tile that deals 5292 damage for each active ally.[/color]
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The passive will be really annoying to fight while hopping. The stun is at least targetable, although it is way too costly compared to Iceman, at least in the late game. It will be useless with only one enemy left, but very useful early on. Stun two people and take out the remaining guy on the same turn, and you have three free turns. The red better do good damage, because ignoring protect tiles is pretty much meaningless. Outside of PvE, I can’t remember the last time I saw a protect tile besides Luke Cage’s, which is negligible except against match damage. Overall, as with all characters, usefulness will depend on final numbers and max level of powers, but seem mid-tier right now.
Agreed. I find myself wondering how much cheaper 5* Spidey’s 14 AP green attack would be if it didn’t ignore protect tiles. It would still be a nuke with a random stun, but maybe 11 or 12AP? How much do we pay to bypass a tile that nobody really cares about much?
This red power should give us a good indication. Without the “bypass protect tiles” it’s just pay 9 AP to do X damage. Hulkbuster’s Rocket Punch provides a baseline expectation - 630 damage per AP. I would expect this ability to deal less than 5670, unless power creep is being purposefully introduced. That said, let’s assume that no power creep happens - a touch over 5.5k is not very much damage in the 4* champ & 5* tiers; I’d sooner bring Hulkbuster and just collect more red or use Strike tiles to go over the top of enemy protects.
Ultimately, I think I would have preferred if the ability were Black, did huge damage and still ignored protect tiles but also generated a decently strong enemy protect tile on each use - the more you use it, the more you have to use it since you’re mitigating your own damage from other sources.
Looks to be a beast of a character. I suspect the red will be a bit underwhelming damage wise, but 3 turn stun on two characters and that passive.. very nice.
Hero reimagined. Ms marvel.. binary.. warbird…captain marvel. Carol has been reimagined plenty.
I wonder if that passive is at 1 cover or at 5? If 1 cover increases by +2, imagine what 5 covers might do? It may be +3 or more in addition to lowering the health requirement!
He/She would be a monster in PvE where the goons can’t move tiles. Imagine it increasing Muscle threaten CD from a cost of 3 to 5+ or a Kishu Caltops from 7 to 9+. Even feeder nodes (Wolvie+red feeders in EOTS) will be a lot less deadly if the costs are increased by 2+. This power could single-handedly change PvE.
I’m going to go with Citizen V because it would be an inspired choice and follow in the footsteps of releasing a semi known character like Moon Knight.
What is this passive going to ramp up to at 5 covers? Will it be an extra 4AP or will his health need to be above 25% or both. This passive will be really annoying in PVP. Red will be nice in PVE, but you don’t see many protect tiles in PVP. Blue again looks really good. the PVE for his release will be a blood bath.