How do you stop a charging rhinocerous? YOU DON’T. Rhino barrels through the opposition, dealing 46 damage to the enemy team and destroying a random 3x3 block of tiles. If Rhino was in front, also stun a random enemy for 1 turn. (Destroyed tiles don’t deal damage or generate AP.) (Max level 90 damage)
Level 2: Deals 112 damage to the enemy team. (Max level 218 damage)
Level 3: Deals 178 damage to the enemy team and destroys an additional 1 enemy or basic tile. (Max level 347 damage)
Level 4: Deals 273 damage to the enemy team, destroys an additional 2 enemy or basic tiles, and stuns for 2 turns. (Max level 535 damage)
Level 5: Deals 534 damage to the enemy team, destroys an additional 4 enemy or basic tiles, and stuns for 3 turns. (Max level 1044 damage)
Rhino-Might! - 7 AP
Rhino explodes onto the scene like a wrecking ball. Rhino deals 330 damage, creates 2 strength 24 Fortified Protect tiles, and 2 strength 5 enemy Strike tiles.
(PASSIVE) Whenever an enemy Strike, Attack, or Protect tile is matched or destroyed, Rhino deals 133 damage and jumps to the front. (Max level 644 damage/strength 46 Protect/strength 9 Strike/259 damage)
Level 2: Deals 446 damage and creates strength 32 Fortified Protect tiles. Deals 171 damage when jumping to the front. (Max level 871 damage/strength 62 Protect/strength 9 Strike/333 damage)
Level 3: Deals 563 damage and creates strength 41 Fortified Protect tiles. Deals 209 damage when jumping to the front. (Max level 1099 damage/strength 78 Protect/strength 9 Strike/406 damage)
Level 4: Deals 796 damage and creates strength 60 Fortified Protect tiles. Deals 284 damage when jumping to the front. (Max level 1553 damage/strength 114 Protect/strength 9 Strike/553 damage)
Level 5: Deals 1262 damage and creates 3 Fortified Protect tiles. Deals 461 damage when jumping to the front. (Max level 2462 damage/strength 114 Protect/strength 9 Strike/897 damage)
Hide Bound - PASSIVE
(PASSIVE) Rhino takes 15% less damage from enemy powers.
Friendly Protect tiles are 6% more effective for Rhino if he is in front.
Rhino’s Green, Blue, and Black base match damage is increased by 50%.
Level 2: Takes 20% less damage from enemy powers, friendly Protect tiles are 8% more effective, and Rhino’s Green, Blue, and Black base match damage is increased by 70%.
Level 3: Takes 25% less damage from enemy powers, friendly Protect tiles are 10% more effective, and Rhino’s Green, Blue, and Black base match damage is increased by 85%.
Level 4: Takes 36% less damage from enemy powers, friendly Protect tiles are 15% more effective, and Rhino’s Green, Blue, and Black base match damage is increased by 125%.
Level 5: Takes 58% less damage from enemy powers, friendly Protect tiles are 25% more effective, and Rhino’s Green, Blue, and Black base match damage is increased by 200%.
Release Events:
Story
Honor Among Thieves - February 24 - March 1
Rewards tokens to the Honor Among Thieves Cover Pack
Rhino (Classic) in Placement rewards
Operation Spider Silk - February 28 - March 4
Rhino (Classic) in Progression rewards
Welcome to S.H.I.E.L.D. - February 27 - March 4
Rhino (Classic) shards in Progression rewards
Rewards tokens to the Rhino & Foes vault
Versus
Web 2.0 - February 24 - 28
Rhino (Classic) in Placement rewards
Crash Course - February 27 - March 2
Rhino (Classic) in Progression rewards
Rewards tokens to the Rhino & Foes vault
Offers### Rhino & Foes - February 24 - March 4- 80 Item Vault
4* who jumps on front and has very limited DR against match damage? That will be a super fun essential character. Wish I could save all the black covers until this character rotates or if the latest/featured 4* pool.
AOE and a green stun? Um, sign me up for that all day.
Jumps in front and reduces both match and power damage? Yes, please.
Deals passive damage? Thank you, may I have another?
This is a fantastic character. Meta is debatable, but this is a great kit.
For the zillionth time, please put whoever makes 4* in charge of making 5* lol these powers are all so much better than the 5* garbage we’ve been getting. Or, if it’s the same person, let them have more freedom at 5* land.
I think this char would be fun with apocalypse/carnage. Fire apocalypse’s yellow, then anytime an enemy special tile is matched, KABLAMMO.
I think it’s another great 4* char. For a new player starting now, having him and polaris could be awesome as he always would be in front. And a green stun is great.
A superb partner for polaris . Also he creates enemy tiles along with polaris: enabling a free slot for morbius or mantis on pvp.
For 5* players then it’s not so awesome, except for making a specialized protect tiles team with magneto.
The green AOE is like Sandman, which also stuns (but for 2 turns). Destroying a 3x3 block is like Thing’s green power. Passively jumping to the front (based on a match) is similar to Rogue. Passively reducing damage from enemy powers is also like Rogue. Passively dealing damage when either team matches enemy specials sounds like Medusa & Morbius powers combined. The black power to place both enemy and friendly specials reminds me of 3*Hawkguy (and that power is better known for its passive component). Unconditional Increased match damage is like Juggernaut. Then we have conditional increase to protect tiles.
Overall, there’s a lot going on with this character. The passive dmg reduction and dmg dealing on enemy special matches is yet another Polaris (& Medusa) counter. Ironically, this character also looks like a good partner with Polaris & Medusa. If this was a 5*, they would be good against Wanda.
Unfortunately they have to be extra careful when designing 5* characters. Not only because of the affect on 5* PvP but also on 4* too.
There are essentially 4 classes of higher level PvP play
3*-early 4* player (someone with a handful of the meta 4*s champed).
4* players (someone with 30+ 4* champed and many 5* either fully covered and soft capped or with 8+ covers)
Baby 5* players (someone with multiple meta 5* champs in the 450-480 range)
End game players (someone with multiple 525-550s)
If you make a really powerful meta 4*, you only affect classes 1 and 2 and in reality there are already plenty of OP characters there so 1 more doesn’t matter much esp since many players skip as fast as possible to class 3.
If you make a really powerful 5*, you affect classes 1-4 and depending on how powerful or how many covers needed to unlock the really good abilities you could entirely wreck classes 1-2. Kitty’s Yellow was a good example of this because even 1-2 Yellow covers made her a better option that just about anyone else in 4* land.
Where do you classify a player with 1 x 5* meta champ, multiple other 5s with 10 - 12 covers and 5 x 4 meta champs? That roster doesn’t fall neatly into one of your categories. I think the variety of rosters and players is more diverse than you think. I even came across a roster where their only 5* champ was Wasp.
I also am glad the best character designs are in 4*, which seems to be basic common sense in game mechanics. I don’t want a new highly useful or meta character in 5* released every month . It takes me a month to champ a 4*, but a year to champ a 5*, so the only player base it helps are the 6 year plus whales. (1%?)
You are a borderline class 3 player since you have 1 meta 5* champed and a few more more close. At the moment though your still technically class 1 player (you can’t take advantage of boosts because you have so few characters nor can you use a deep bench to form lots of teams to counter specific opponents so you use the same 3-4 meta characters over and over).
There really aren’t more than 4 classes of rosters even if some rosters like yours straddle 2 categories (you are transitioning directly from class 1 to class 3 which as I said, many are trying to do).
I don’t need/want every 5* to be super crazy meta. Hell I’ve been using polaris/brb forever in scl10 lol. Just finally got BRB champed with the recent store, before that he had maybe 5-6 covers.
The last time I was excited for a LL trio was scarlet witch/ronan/knull. SW comes up often for me, ronan is fun on 1v1 fights (suck it apocalypse!), and knull comes up rarely for me. But they all had interesting/varied powers and even though they aren’t in my teams most of the time, I feel like they’re solid units, I can just get through faster with a polaris-focused team so I do.
More importantly, they have unique powers. A lot of 5* in the past year or 2 have 4*s that can do the same stuff but better, the only difference being higher stats. Really don’t need more low/random AP destruction, super high cost stuns, and saaaaaad strike/attack/protect tile creation.