I feel there are some three stars that need some love obviously these numbers may need to be adjusted a bit but I think this would make the game a bit more even and more diverse. These are in alphabetical order not priority.
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Bullseye
Lethal Improvisation
POWER COST ![]()
7
Bullseye grabs anything at hand and hurls it with deadly accuracy. Deals 246 damage then turns 2 selected Attack, Protect, or Strike tiles to basic tiles dealing 50 damage for each friendly tile targeted.
Level 3: deals 1000 damage then converts up to 2 tiles dealing 250 damage per friendly tile.
Level 4: deals 1500 damage then converts up to 2 tiles dealing 300 damage per friendly tile.
Level 5: deals 2000 damage then Converts up to 2 tiles dealing 500 damage per friendly tile.
Dev note: can now cast without special tiles on the board.
Bullseye is close, he is very fun to play in survival, and can get really nasty however if he does not have a special tile to fire his purple off on or enough damage to kill someone with green he is pretty much useless. This change gives him a way to do damage and keeps the general feel of him while rewarding him for destroying friendly special tiles to keep balance.
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Captain Marvel
POWER COST ![]()
7
Captain Marvel unleashes the amazing cosmic power of her photonic blasts, shattering her enemy’s defenses. Deals 208 Damage to enemy team and destroys up to 2 Enemy Protect tiles. Does not generate AP.
At Max Level:
Level 3: Deals 892 damage.
Level 4: Deals 1494 damage.
Level 5: Deals 1494 damage (Also Destroys All Enemy Protect Tiles).
Cap Marvel is ignorable, basically deny her black, hit her last and she is worthless other than for niche opponents this gives her some punch.
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The Hulk
POWER COST ![]()
14
The Hulk smashes, consuming up to 10 of the team’s BLACK AP and damaging the target for 657 plus 44 to the enemy team for each black AP remaining. Does 30% of the damage to allies if there are more than 10 Green tiles on the board.
At Max Level:
Level 3: Deals 2503 damage to the target plus 209 to enemy team for each Black AP remaining.
Level 4: Deals 2712 damage to the target plus 261 to enemy team for each Black AP remaining.
Level 5: Deals 2920 damage to the target plus 348 to enemy team for each Black AP remaining.
I think this would make the hulk much more interesting his red currently is a joke, sure it can do great damage but the computer will never use it properly and he has no way to spend black AP which he can tank giving him team damage for the extra over 10 could be really interesting.
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IM40
POWER COST ![]()
13
Tony Stark diverts all power to a focused energy beam fired from Model 40’s chest. Deals 1096 damage and costs 3 of the team’s AP in every other color.
At Max Level:
Level 3: Deals 2825 damage. (Drains 2 AP from other colors).
Level 4: Deals 3512 damage (Drains 1 AP from other colors).
Level 5: Deals 5172 damage (Drains 1 AP from other colors).
Ballistic Salvo
POWER COST ![]()
14
Fires charged homing missiles. They do 822 damage to each enemy and crater the battlefield, destroying 3 basic tiles. Uses reserve power, Stunning Iron Man for 2 turns.
At Max Level:
Level 3: Deals 2869 damage and Stuns current target for 1 turn.
Level 4: Deals 3130 damage and reduces stun to Ironman to 1 turn.
Level 5: Deals 3130 damage and Stuns current target for 2 turns stuns Ironman for 1 turn.
Ironman is a joke, basically you only use him as a ![]()
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generator. His red and blue are way too expensive and don’t do enough. His current red costs 3 more than cyclops’ (who has a red generator) and does the same damage. That does not take into account the 2 turn stun you will probably endure to get to fire it. His blue is also a joke 20 ![]()
to do 3k damage granted its team damage but it is 450 damage per ap and if you get 20 blue the game is probably over anyways. Getting rid of the AP drain and lowering the cost to 14 while adding a self stun makes it much more interesting. His ![]()
probably needs to be changed too but I currently like it up to level 2.
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Psylocke
Psychic Knife
POWER COST ![]()
8
Psylocke gains momentum, fluidly chaining attacks together. Deals 137 damage and creates a strength 27 Red Strike. Costs 1 less for each Red Strike tile (min cost 5).
At Max Level:
Level 3: Deals 696 damage and creates a strength 139 Red Strike tile.
Level 4: Deals 696 damage and creates a strength 226 Red Strike tile.
Level 5: Deals 1131 damage and creates a strength 226 Red Strike tile.
Dev note: always creates strike tile.
Bewilder
POWER COST ![]()
10
Psylocke steadies and channels her telepathic power, reaching into the minds of the enemy to disrupt their attack. Converts a TARGETED basic Blue tile to a 3 turn Countdown tile that steals up to 3 AP from the enemies’ largest color pool at the beginning of each turn.
Level Upgrades:
Level 2: Steals up to 4 AP per turn.
Level 3: Steals up to 5 AP per turn.
Level 4: Steals up to 5 AP per turn and 1 random AP.
Level 5: Steals up to 5 AP per turn and 1 random AP three times.
Psylocke’s red is great until there are 3 strike tiles on the board then it is kind of a joke. Letting her continue to add strike tiles makes her the deadly ninja she is. The change to bewilder makes her much more dangerous and a target to be hit first on def. The level 5 upgrade gives people a reason to possibly take 5 ![]()
in her covers, the steal might need to be lowered however it would probably just end up draining them completely on one to two turns.
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Punisher
Molotov Cocktails
POWER COST ![]()
7
The Punisher lobs a bottle of liquid mayhem. Damages the enemy team for 164 and creates a Red Countdown tile that spreads fire every 3 turns, converting a random basic color tile to a 16 damage Attack tile. When Casted places 1 attack tile
Level 3: Deals 783 damage to enemy team and deals extra 65 damage per Attack tile. When Casted places 1 65 damage attack tile.
Level 4: Deals 783 damage to enemy team and deals extra 78 damage per Attack tile. When Casted places 2 65 damage attack tiles.
Level 5: Deals 783 damage to enemy team and deals extra 78 damage per Attack tile. When Casted places 3 65 damage attack tile.
Judgement
POWER COST ![]()
8
The Punisher unloads his arsenal. Destroys a TARGETED 3x3 group of tiles, doing damage but not generating AP. Chaos creates an opening, converting a basic color tile to a strength 27 Strike tile.
Two changes to Punisher could make him top tier again. 1. Make his ![]()
drop attack tiles right off the bat. 2 make his ![]()
TARGETABLE.
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Quicksilver
Idle Hand
POWER COST ![]()
11
Quicksilver just can’t help using his speed to make the enemy look stupid. Swaps the position of 2 selected basic tiles. Costs 1 AP less for every Locked tile on the board (minimum 7 AP).
At Max Level:
Level 3: Deals 348 damage to enemy team.
Level 4: Deals 783 damage to enemy team.
Level 5: Deals 1653 damage to enemy team.
Fists of Fury
POWER COST ![]()
10
Quicksilver grabs his enemy and pummels them with a furious blur of punches. Creates 1 targeted Critical tile. Costs 1 AP less for every Locked tile on the board (minimum 6 AP).
Quicksilver is anything but quick. He is slow, boring, and ignorable. Making black do team damage gives him some bite, targeted critical is much more interesting.
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Spider-man
Web Bandages: Reworked to Web-slingshot
Web-Slingshot
POWER COST ![]()
10
Spider-Man uses his web to slingshot himself into the enemy team deals X damage plus X damage for each web tile on the board
At Max Level:
Level 3: Deals 1500 damage plus 150 for each web tile on the board.
Level 4: Deals 2000 damage plus 300 for each web tile on the board.
Level 5: Deals 3500 damage plus 500 for each web tile on the board.
Everyone knows that Spidey is weak and pretty much just a stun machine. Since the true heal nerf Spidey is not desirable in the slightest. Giving him a damage spell while keeping his other two spells would make him relevant again. His new red is comparable to cyclops and cap while he does not have a red generator. However, getting stronger from web tiles means it could get much stronger per ap (kinda like cap if he can fire his shield multiple times)
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Sentry
Supernova
POWER COST 11
The Sentry projects an epic energy blast. Damages the enemy team for 329 before shattering up to 4 random Red tiles. Each tile damages the enemy team for 82 and allies for 82 but does not generate AP. This ability no longer ends the turn.
Sentry right now is pretty much only useful in a true heal team or to use once for his ![]()
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combo. His yellow is great and one of the strongest in the game. His green has potential and while his ![]()
hurts it should not end the turn. The nerf to both red and green were unnecessary
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Storm
Mistress of the Elements (reworked)
POWER COST ![]()
9
Clouds darken the battlefield and lightning streaks across the sky as Storm’s awesome power inspires her teammates and assaults her foes. Creates a 5 turn targeted countdown tile that at the beginning of each turn strengthens two attack tiles by 12.
At Max Level:
Level 3: Strengthens 3 attack tiles by 50 each turn
Level 4: Strengthens 3 attack tiles by 50 each turn, lasts 6 turns
Level 5: Strengthens 5 attack tiles by 50 each turn, lasts 6 turns.
Storm is interesting, she is very annoying if she gets her ![]()
off and her ![]()
is decent. However that is all she is, annoying and decent. Adding this yellow would make her NASTY. She would still be squishy but now she would have a place in the team and her with Ironfist would be excellent.
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Vision
Attack Protocol
POWER COST ![]()
10
Changes based on Vision’s density.
Solar Beam - Deals 184 damage and destroys a random + of tiles. Does not generate AP.
Light Disruption - Converts up to 2 enemy Strike or Protect tiles to basic tiles. Deals 137 per tile.
Heavy Strike - Deals 274 damage to the enemy team.
At Max Level:
Level 3: 1815 / 783 x3 / 1217 to team
Level 4: 2647 / 783 x4 / 2064 to team
Level 5: 3510 / 783 x6 / 2859 to team
Density: Light
POWER COST ![]()
5
Vision reduces his density, becoming intangible. Creates a Density: Light Yellow 4-turn Countdown Tile. While this tile is on the board, Vision reduces damage to himself by 88 and his Red power becomes Light Disruption. While this tile is on the board Vision moves to the front of the team. Destroys any existing Density tile.
At Max Level:
Level 3: Reduces damage to Vision by 389.
Level 4: Reduces damage to Vision by 500.
Level 5: Reduces damage to Vision by 723.
Vision is super interesting I love his concept but his stuff costs too much for what it does. There is currently no reason to spec yellow and when the NPC uses it you just switch targets till he changes his tile. By putting him in front you now have a reason to use his yellow. His red is good but too expensive for the damage/usefulness. 10 ![]()
+5 ![]()
or ![]()
for that little damage makes him not useful. I do think that the coding for his red should require the covers in ![]()
or ![]()
to do the upgraded red. but whateva.
Still to be done:
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I don’t use him enough to really have an idea of how to keep his feel while making him relevant
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probably just needs a buff on green damage
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might need a bit of love same thing as rags I don’t use her.