Psylocke (Uncanny X-Force) ![]()
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At Max Level: HP: 13934 Tile Damage: 11/82/73/64/10/11/3.5x
npxo
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Psychic Immunity ![]()
Passive
(PASSIVE) Psylocke can predict her opponent’s critical maneuvers and withstand psychic attacks. When either team makes a Match-5 or greater, creates a random purple 0-turn countdown tile. While this tile is on the board, Psylocke takes 50% less damage and cannot be stunned.
Level Upgrades
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Level 2: Psylocke takes 90% less damage.
Level 3: Countdown increases to 1 turn.
Level 4: While at least one Countdown tile remains, Psylocke confers its benefit to her teammates.
Level 5: Creates 3 Countdown tiles.Max Level: When either team makes a Match-5, creates 3 1-turn Countdowns which reduce damage to her team by 90% and prevent stuns.
- Level 2: Deals 520 (initial)/520 (CD) damage.
Level 3: 675 / 675 damage.
Level 4: Creates 3 tiles.
Level 5: Creates 4 tiles.
Max Level - Level 3: Deals 1325 damage and creates 2 1-turn Countdown tiles that deal 1325 damage to the enemy with the lowest Health.
Level 4: Deals 1325 damage and creates 3 1-turn Countdown tiles that deal 1325 damage to the enemy with the lowest Health.
Level 5: Deals 1325 damage and creates 4 1-turn Countdown tiles that deal 1325 damage to the enemy with the lowest Health.
- Level 2: Deals 500 damage.
Level 3: Deals 620 damage.
Level 4: Converts 2 enemy special tiles.
Level 5: Deals 906 damage and converts 3 enemy special tiles.
Max Level - Level 3: Deals 1200 damage.
Level 4: Converts 2 enemy special tiles to basic tiles and deals 1200 damage.
Level 5: Converts 3 enemy special tiles to basic tiles and deals 1772 damage.
Dat Blue! Yes, Psychic Immunity is an anti-Jean, anti-Xavier power that means those teams will have to contend with her first. At high ranks she makes your team all but invulnerable to the match-5 passives, as well as providing a great benefit (and possibly extra purple AP) when either team matches 5 or more tiles (I.e. she’s pretty good with Jean/Xav as well, but at the cost of overlapping on two colors and locking out an active blue).
The CDs are placed randomly (on any basic tile), but when the enemy matches-5 these tiles should be created on existing purple tiles only, so it isn’t a drawback; e.g. the enemy makes a Match-5 and get a free cascade of purple AP.
At ranks 1 and 2, the 0-turn countdown would only last until matches are evaluated, so besides dampening psychics she’d usually prevent the bonus damage from an ensuing critical cascade. At rank 3, the tile and damage reduction will stick around until your next turn, making it very potent offensively and defensively, especially at ranks 4 and 5 when it protects your whole team. In PvE you could save an outstanding Match-5 until the turn before a powerful enemy attack. It’s strong but not 100% reliable since it could just get you some purple and go away.
Perfect Edge: A pretty basic power, decent damage per AP, and great on offense as the countdowns target the weakest foe, not the guy in front. Of course they can try to destroy some of the CDs to lessen the damage.
The CD’s could be purple, but depending on power level they could be blue (she doesn’t need blue, after all, adding some passive acceleration) or even another color you want to reduce.
I like multi-CD powers because they are stronger with Strike tiles, but also multiply your enemies’ Protect tiles as well. It might be good to up the initial damage at rank 5 a tiny bit, so it would trigger Thing’s Rock Solid passive (and he’d just hop in front and then block all the damage from the CDs, which is funny and a good interaction).
Precog Strike: Another cheap utility power, a special tile destroyer. It’s thematic that Psylocke kind of has to keep herself focused on one thing or another–telepathy, telekinesis, etc–and so it destroys only one tile until rank 4. But note that there’s no type restriction, so if there’s just one enemy CD on the board, you can remove it easily. Sort of an active Redwing. On a board littered with enemy special tiles, it’s not as useful, so hopefully you brought another Red user to the fight. I love powers that are dynamic in that way. But at least it will always do some damage.
If testing proved it is too weak, the first change I’d suggest is making it destroy the tiles instead of converting them. A tiny bit of board shake may make up for the low damage (unless there’s no enemy specials on the board… Then, you’re out of luck.) I’m guessing it’s pretty solid though.
What do you think?
