Five Stars
Archangel
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Angle of Attack ![]()
8
Archangel dives and swoops, picking off his foes before they can get a bead on him. Deal 211 damage and send the target Airborne.
(PASSIVE) At the start of turn, deal 211 damage to any Airborne enemies and stun them for 1 turn.
At Max Level:
Level 3: Deal 4021 damage. At the start of turn, deal 2822 damage to any Airborne enemies.
Level 4: At the start of turn, deal 4233 damage to any Airborne enemies.
Level 5: Stun them for 2 turns.
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Enemy Down ![]()
10
No changes.
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Air Superiority ![]()
7
No changes.
Comments:
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Lowered the cost by 3 AP. Lowered the damage by 40%.
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No changes.
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Removed team AP gain restriction for Ranks 1-3. Rank 5 damage moved to Rank 4. No longer 5-turn Countdown tiles. Rank 5 now allows two colors to be chosen.
Black Bolt
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Quasi-Sonic Whisper ![]()
10
With even the softest word, Black Bolt unleashes destruction. Destroys the middle two rows dealing 1445 damage. If you have at least 5 AP in all colors, he lets out a scream, draining half of all friendly colored AP, destroying the board and dealing 3223 damage to the enemy team. Destroyed tiles do not deal damage or generate AP.
At Max Level:
Level 3: A whisper deals 7947 damage to the target or a scream deals 16560 damage to the enemy team.
Level 4: A whisper deals 10089 damage to the target or a scream deals 20167 damage to the enemy team.
Level 5: A whisper deals 14371 damage to the target or a scream deals 27382 damage to the enemy team.
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Energy Channeling ![]()
0
(PASSIVE) Black Bolt uses his antenna to draw out the ambient energy surrounding him. Every turn, creates 1 Charged tile in the color most present on the board. If there are at least 4 Charged tiles on the board, deals 789 damage to the target.
At Max Level:
Level 3: Deals 3782 damage to the target.
Level 4: Deals 4296 damage to the target.
Level 5: Deals 5312 damage to the target.
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The Silent King ![]()
8
Black Bolt’s noble stoicism and supreme wisdom motivate his subjects to work their hardest. If one does not exist, converts a random basic tile into a 4-turn Motivation tile targeting all allies, increasing all their powers by 1 level (to a max of 5).
Level Upgrades:
Level 2: Motivation tile lasts 6 turns.
Level 3: Motivation tile increases all powers by 2 levels (to a max of 5).
Level 4: Generate 1 AP in each active ally’s strongest color.
Level 5: Generate 2 AP in each active ally’s strongest color. Increase the cost by 1 AP.
Comments:
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Drains half instead of all.
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No longer damages Black Bolt at all ranks.
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Moved each rank up by 1. Targets all allies by default. Rank 4 and 5 now generates strongest color AP for each active ally.
Black Panther
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Panther’s Prey ![]()
9
The Black Panther seeks vengeance. Choose an enemy and create a 3-turn Black Countdown tile. While this tile is on the board and the chosen character would take damage, they suffer an extra 975 damage.
At Max Level:
Level 3: Creates a 4-turn CD tile, and the chosen character suffers an extra 4592 damage.
Level 4: Creates a 5-turn CD tile, and the chosen character suffers an extra 5219 damage.
Level 5: If the enemy target is downed before the Countdown tile resolves, gain 5 Black AP.
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Spirit of Wakanda ![]()
**0
No changes.
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Move… or Be Moved ![]()
0
(PASSIVE) Black Panther dodges his enemy’s attack, then leaps back at them. If Black Panther would take 2787 or more damage, negate 50% of that damage and stun him for 2 turns.
At Max Level:
Level 3: If Black Panther would take 8961 or more damage, negate 60% of it. Deal 11985 damage on return from being Stunned or Invisible.
Level 4: If Black Panther would take 6721 or more damage, negate 70% of it. Deal 11985 damage on return from being Stunned or Invisible.
Level 5: If Black Panther would take 6161 or more damage, negate 70% of it. Deal 12097 damage on return from being Stunned or Invisible.
Comments:
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Moved up Rank 1-4. Refunds 5 AP if the target is downed before the Countdown tile resolves.
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No changes.
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Increased damage reduction at Rank 4 by 10%.
Black Widow
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Tell Me Everything ![]()
12
Black Widow finds the enemy’s secrets and dismantles their carefully laid plans. Deals 557 damage and removes up to 3 enemy Attack, Protect, Strike, or Countdown / Repeater tiles. Costs 1 AP less for each enemy Attack, Protect, or Strike tile and 2 AP less for each enemy Countdown / Repeater tile on the board (minimum cost 7 AP).
At Max Level:
Level 3: Deals 6496 damage.
Level 4: Deals 8624 damage.
Level 5: Deals 10752 damage.
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Acrobatic Takedown ![]()
6
Black Widow turns her enemy’s strength against them and strikes. Deals 1394 damage, If the enemy has at least 9 AP in any color, deals an additional 753 damage. If this downs an enemy, destroy 2 AP in a random color.
At Max Level:
Level 3: 6889 / 5040 / 3 AP
Level 4: 7897 / 5656 / 3 AP
Level 5: 7897 / 5656 / 4 AP
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Red in My Ledger ![]()
10
Black Widow pays her debts. Deals 2090 damage. If any allies are below 33% health, steal 2 random enemy AP and deal an extra 1588 damage.
(PASSIVE) Whenever one of Black Widow’s allies is stunned, stun a random enemy for 2 turn.
At Max Level:
Level 3: 12321 / 2 AP / 6384.
Level 4: 12321 / 4 AP / 8960.
Level 5: 14114 / 4 AP / 8960. If any allies are below 40% health.
Comments:
-
Cost reduction now includes Attack, Protect, and Strike tiles. Doubled the cost reduction for Countdown / Repeater tiles.
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Scaled the damage and AP destruction to 6 AP. Lowered the requirement by 3 AP.
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Loosened the ally health restriction. Passive now stuns for 2 turns.
Captain America (First Avenger)
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Earth’s Mightiest Heroes ![]()
10
No changes.
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Shield Bash ![]()
9
Shield raised, Steve charges forward, making an opening for his allies. Hits the target for 1496 damage and transforms a random basic Red tile into a 2-turn Fortified Countdown tile that generates 7 AP in his team’s strongest color. For each active ally, the AP generated is increased by 1 (2 if members of Team Cap).
At Max Level**:**
Level 5: Deals 7651 damage.
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Coordinated Offense![]()
7
Everybody to me! New plan - let’s take the fight to them. Cap and his team deal x damage to the target and destroys 2 enemy AP in a random color. For every friendly Special tile on the board (up to a maximum of 6), deals x additional damage and destroys 1 enemy AP in a random color.
At Max Level:
Level 5: 3062 damage and 1633 additional damage for every friendly Special tile on the board (up to a maximum of 6).
Comments:
-
No changes.
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Lowered the cost by 2 AP. Non-Team Cap members generate half of the additional AP. Creates a Fortified Countdown tile.
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Initial hit now destroys 2 enemy AP in a random color. Now includes friendly Countdown / Repeater tiles. Lowered the condition by 2 friendly Special tiles. Scaled the bonus damage to 6 friendly Special tiles.
Captain America (Infinity War)
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Rope-a-Dope ![]()
8
No changes.
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Coup de Grâce ![]()
10
No changes.
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Man without a Country ![]()
6
No changes.
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On Your Feet Soldier ![]()
8
Captain America reaches down and lifts up a fallen ally. This battle’s not over yet. Revives a Downed ally and grants them a burst of 15% of their health. If there are no Downed allies, give a selected ally half of the effect.
Level Upgrades:
Level 2: Grants a burst of 18% health.
Level 3: Grants a burst of 20% health. Fortifies 1 selected tile.
Level 4: Grants a burst of 23% health.
Level 5: Grants a burst of 30% health. Fortifies 2 selected tiles.
Comments:
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No changes.
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No changes.
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No changes.
-
Lowered the cost by 7 AP and halved the health values. Can now fortify selected tiles.
Doctor Octopus
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Superior Science ![]()
9
Doctor Octopus sets to work on a new invention. He grabs hostages, forcing them to work before tossing them away. Stuns the target for one turn and creates a 3-turn Countdown tile. While on the board, it stuns the target for 1 turn each turn. When it expires, the target takes 857 damage and it creates 2 strength 143 friendly Strike tiles. For each Tentacle tile on the board, lower the cost by 1 AP.
At Max Level:
Level 3: Creates strength 269 Strike Tiles and deals 4591 damage.
Level 4: Creates strength 1068 Strike tiles.
Level 5: Creates strength 1492 Strike tiles and deals 6656 damage.
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Tentacles ![]()
5
Doc Ock’s tentacles lash out constantly. If he has fewer than 4 on the board, Doc Ock creates a Tentacle tile. Then he deals 857 damage for each Tentacle tile he controls. For each Tentacle tile on the board, increase the cost by 1 AP.
(PASSIVE) At the start of each turn, if Doctor Octopus is Stunned, his tentacles make a match for his team for each Tentacle tile he controls.
At Max Level:
Level 3: Each tentacle deals 4223 damage.
Level 4: Each tentacle deals 5004 damage. Creates an additional Tentacle tile if there are none.
Level 5: Each tentacle deals 6565 damage.
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Cunning Scheme ![]()
8
(PASSIVE)Doctor Octopus generously creates a nuclear reactor to power the city, but secretly rigs it to blow. Place a 10-turn Nuclear Reactor Countdown tile on the board that deals 3974 damage to each enemy. This power becomes Phase 2.
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Phase 2 ![]()
8
Doctor Octopus’s generator powers hospitals. Upgrade the Nuclear Reactor tile to give a burst of 514 health to each friendly character each turn. This power becomes Phase 3.
(PASSIVE) If the Reactor is matched, gain 8 Green AP. If it’s destroyed, this power becomes Cunning Scheme.
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Phase 3 ![]()
6
Upgrade the Nuclear Reactor tile so that it deals 457 damage to each enemy each turn. This power becomes Final Phase.
(PASSIVE) If the Reactor is matched, gain 11 Green AP. If it’s destroyed, this power becomes Cunning Scheme.
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Final Phase ![]()
0
(PASSIVE) All his work has led to this perfect moment. If Doc Ock’s Nuclear Reactor is matched away when it’s timer reads “1” he wins the battle! If Doc Ock’s Nuclear Reactor is matched at another time, gain 15 Green AP. If it’s destroyed, this power becomes Cunning Scheme.
Comments:
- Lowered the cost by 1 AP. Added cost reduction that scales with Tentacle tiles.
- Lowered the cost by 2 AP. Rank 4 increases the rate that the Tentacle tiles are created.
- Lower the initial cost by 5 AP.
Doctor Strange
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Crimson Bands of Cyttorak ![]()
9
No changes.
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Eye of Agamotto ![]()
0
(PASSIVE) By Agamotto’s all-revealing light - let the Eye see through your plans with mystic sight! If one does not exist, creates a colorless eye tile that activates each turn, spending 2 Purple AP to remove a random enemy Attack or Protect tile. Generate 1 Yellow AP for each removed tile. The Eye tile can’t be matched and doesn’t fall. Generate 1 Yellow AP for each removed enemy Special tile.
Level Upgrades:
Level 2: Spend 1 Purple AP…
Level 3: Removes a random enemy Attack, Protect, Strike, Invisibility, or Trap tiles.
Level 4: Removes 2 random enemy Attack, Protect, Strike, Invisibility, or Trap tiles.
Level 5: Generate 2 Yellow AP for each removed enemy Attack, Protect, Strike, Invisibility, or Trap tiles.
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Flames of the Faltine ![]()
14
No changes.
Comments:
-
No changes.
-
Changed to passive. Generates Yellow AP for each removed enemy tile.
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No changes.
Gambit
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Ragin’ Cajun ![]()
11
No changes.
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Aces & Eights ![]()
1
Gambit charges a killer hand of cards. Destroy up to 2 random Charged tiles or basic tiles, dealing an extra 849 damage for each Charged tile destroyed this way. Then create 3 Charged tiles. If there are 2 or more Charged tiles on the board, increase the cost by 7 AP. Does not generate AP.
At Max Level:
Level 5: Deals an extra 7580 damage.
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Stacked Deck ![]()
0
(PASSIVE) Gambit finds an advantage for himself at any cost. At the start of the turn, if one doesn’t exist, create a 2-turn Repeater tile that lowers the cost of Gambit’s Purple power by 1 AP.
Level Upgrades:
Level 2: Lowers the cost of Gambit’s Red Power by 1 AP.
Level 3: While the the duration of the Repeater tile is at 1 turn, reduce the cost by 2 AP.
Level 4: Reduce the cost of Gambit’s powers by 2 / 3 AP.
Level 5: Reduce the cost of ally’s powers by 1 AP.
Comments:
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No changes.
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Lowered the cost by 7 AP. Cost now increases when there are Charged tiles on the board. Initial cost cannot be reduced. Reverted back to old damage values. No longer generates AP.
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No longer generates AP. Now gives cost reduction.
Ghost Rider
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Hell Ride ![]()
9
Ghost Rider tears through the battlefield leaving trails of fire to scorch his enemies. Creates 2 Green Repeater tiles that destroy up to 3 surrounding Green, Red, or Black basic tiles every 2 turns. If there are already Hell Ride Repeater tiles on the board, lower the cost by 3 AP for each Hell Ride Repeater tile, remove them, and destroy their respective columns, then create 2 new Green Repeater tiles.
At Max Level:
Level 2: Destroyed tiles deal 2 times their damage.
Level 3: Creates 3 tiles.
Level 4: Destroyed tiles deal 3 times their damage.
Level 5: Repeater tiles last 1 turn.
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Chain Whip ![]()
7
Ghost Rider hurls his chain at an enemy, binding them in place. Stuns the target for 1 turn and creates a 5-turn Red Countdown tile targeting the Stunned enemy. While this tile is on the board, this power becomes Judgement Day and whenever an enemy makes a match the targeted enemy takes 224 damage.
Level Upgrades:
Level 2: Deals 386 damage when an enemy makes a match.
Level 3: Countdown tile lasts 6 turns. Deals 412 damage when an enemy makes a match.
Level 4: Countdown tile lasts 7 turns. Deals 655 damage when an enemy makes a match.
Level 5: Countdown tile lasts 8 turns. Deals 914 damage when an enemy makes a match.
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Judgement Day ![]()
7
No changes.
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Damnation ![]()
10
No changes.
Comments:
-
Now limited to 2 / 3 Hell Ride Repeater tiles. Can now remove ineffective Repeater tiles.
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All enemy matches damage the targeted enemy.
-
No changes.
Green Goblin
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Goblin Glider ![]()
8
No changes.
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Trick or Treat ![]()
8
Green Goblin cackles as he flings pumpkin bombs at his enemies, the contents of which are certain to be an unpleasant surprise. Selects 3 basic tiles and creates 3 3-turn Countdown tiles of the chosen colors. The chosen tile’s color will determine the Countdown tiles’ effect.
At Max Level:
Level 3: Yellow: 1306 Protect; Red: 9067 damage; Black: 1306 Strike
Level 5: Yellow: 1439 Protect; Red: 9974 damage; Blue: 2-turn random stun; Purple: Drains 3 AP from 3 random colors; Green: Destroy 4 Random tiles; Black: 1439 Strike
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Goblin King ![]()
6
Osborn uses his maniacal genius to manipulate those around him. Reduce up to 2 random friendly Countdown tiles by 1 turn.
(PASSIVE) At the start of your turn, fortify 2 random friendly Countdown tiles.
Level Upgrades:
Level 2: Reduce up to 3 random friendly Countdown tiles by 1 turn.
Level 3: Reduce up to 3 random friendly Countdown tiles by 1 turn. At the start of your turn, fortify 3 random friendly Countdown tiles.
Level 4: Reduce up to 4 random friendly Countdown tiles by 1 turn and unfortify 2 random fortified enemy Special tiles.
Level 5: Reduce all friendly Countdown tiles by 1 turn and unfortify 3 fortified enemy Special tiles.
Comments:
-
No changes.
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Lowered the cost by 2 AP. Can now select multiple colors.
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Lowered the cost by 3 AP. Rank 4 and 5 now unfortifies fortified enemy Special tiles.
Hawkeye
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Can’t Seem to Miss ![]()
0
(PASSIVE) Hawkeye stays cool under pressure and hits his targets. Whenever a friendly Countdown tile reaches 0, gain 1 Blue and 1 Red AP. At the start of the turn, fortify 1 friendly Countdown tile.
At Max Level:
Level 3: Gain 2 Blue, 3 Red AP and Fortify 2 Countdown tile.
Level 4: Gain 2 Blue, 3 Red AP and Fortify 3 Countdown tile.
Level 5: Gain 3 Blue, 3 Red AP and Fortify 3 Countdown tile.
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Full Quiver ![]()
5
Hawkeye pulls another incredible trick arrow from his quiver and fires. Select a basic tile to create a 3-turn Countdown tile. This Power starts as Bola Arrow. When you fire it, this power becomes Explosive Arrow, and there are 3 arrows remaining. Once used, Hawkeye is out of Trick arrows. Out of Trick Arrows creates a 1-turn Countdown tile that deals 1,421 to the enemy target.
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Deep Breath ![]()
5
Hawkeye takes a deep breath and draws his bow, taking careful aim at his prey. Places a 3-turn Fortified Blue Countdown tile. When it reaches 0, if you have at least 9 Red AP, spend 9 Red AP and deal 4,041 damage. Otherwise, deal 1,115 damage.
At Max Level:
Level 3: Either deals 20,385 damage or 6,272 damage.
Level 4: Either deals 23,298 damage or 7,168 damage. …if you have at least 7 Red AP, spend 7 Red AP.
Level 5: Either deals 26,210 damage or 8,064 damage. Lower the Countdown duration by 1 turn.
Comments:
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Increased Red AP gained by 1.
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Can now select the basic tile to create the Countdown tiles. Sonic Arrow, Acid Arrow, and Smoke Bomb Arrow removed. Ant-Man Arrow steals a of total of X random enemy AP. Out of Arrows is removed and replaced by Out of Trick Arrows, which deals the same amount of damage, but is now a 1-turn Countdown tile.
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Lowered the requirements for Rank 4 by 2 AP. Lowered the duration of the Countdown tile by 1 turn at Rank 5.