Wasp (Janet Van Dyne) 5 Star Rarity (Legendary)Wiki Link)
At Max Level: HP: 12211 Tile Damage: 85/12/74/13/11/65/4.0x
Tactical Intuition- 8
AP
A good field tactician can anticipate the needs of battle and adjust the plan accordingly. Converts all friendly Strike Tiles to Protect tiles and vice versa, strengthening them by 32. Level Upgrades
Level 2: Improves tiles by strengthening them to 43.
Level 3: Improves tiles by strengthening them to 56.
Level 4: Improves tiles by strengthening them to 80.
Level 5: Improves tiles by strengthening them to 129.
Max Level - Level 3: Improves tiles by strengthening them to 110
Level 4: Improves tiles by strengthening them to 157.
Level 5: Improves tiles by strengthening them to 254.[/color]
That Buzzing Sound - 0
AP
(PASSIVE) Wasp shrinks down and flies around the battlefield, distracting opponents and gaining a tactical advantage! At the start of your turn, if you have at least 10 blue AP, creates random 1-turn Countdown tile that steals 1 AP of its color If an enemy matches this tile, wasp stings the target for 185, damage. Level Upgrades
Level 2: Deals 278 damage if matched.
Level 3: Countdown tile Steals 2 AP or if matched by enemy deals 278 damage.
Level 4: Countdown tile steals 2 AP or if matched by enemy deals 463 damage.
Level 5: Requires 9 Blue AP instead of 10 AP, steals 2 AP or if matched by enemy deals 694 damage.
Max Level - Level 3: If your team has 10 Blue AP, creates a random 1-turn Countdown tile that steals 2 AP of it’s color or if matched away wasp stings the target for 542 damage.
Level 4: Same as above but deals 903 damage if Countdown tile is matched by enemy.
Level 5: Requires 9 Blue AP instead of 10 AP, steals 2 AP or if matched by enemy deals 1354 damage.[/color]
Wasp Sting - 7
AP
Wasp channels her bioelectric current into a painful sting. Deals 463 damage and creates a strength 37 Red Strike tile. If the team has at least 8 Blue AP, she drains 3 of it to stun the target for 1 turn. Level Upgrades
Level 2: Deals 752 damage, creates a strength 37 Red Strike Tile and if team has 8 Blue AP she drains 3 of it to stun the target for 1 turn.
Level 3: Deals 752 damage, creates a strength 84 Red Strike Tile and if team has 8 Blue AP she drains 3 of it to stun the target for 1 turn.
Level 4: Deals 1228 damage, creates a strength 84 Red Strike Tile and if team has 8 Blue AP she drains 3 of it to stun the target for 2 turns.
Level 5: Deals 1996 damage, creates a strength 148 Red Strike Tile and if team has 7 Blue AP she drains 3 of it to stun the target for 2 turns.
Max Level - Level 3: Deals 1465 damage, creates a strength 164 Red Strike Tile and if team has 8 Blue AP she drains 3 of it to stun the target for 1 turns.
Level 4: Deals 2509 damage, creates a strength 164 Red Strike Tile and if team has 8 Blue AP she drains 3 of it to stun the target for 2 turns.
Level 5: Deals 3899 damage, creates a strength 288 Red Strike Tile and if team has 7 Blue AP she drains 3 of it to stun the target for 2 turns.[/color]
[/list]
Depending on it’s mechanics (is this threshold for every color type or only some color types, Can you get more than 1 drain per color) it would be devastating against Goons who can’t ever match away the tile and would be perpetually drained of AP.
Ie: Is it ‘If team has more than X AP in any color create this special tile in that color’. So if threshold is 12, does that mean if you have more than 12 Red you’d create a Red special tile. Then if you had more than 12 Black you’d create a 2nd tile in Black and so on. Presumably it would be like the Hood where 1 cover works on 1 color and each successive cover adds another color type you could steal.
Cockroach Conversion - 8
AP
Cockroach Hamilton sends out his resilient army of cockroaches to wreak havoc on the battlefield. Converts 2 friendly strike tiles to protect tiles (or vice versa), buffing them by 26 in the process.
Level 2: Swaps 2 friendly strike or protect tiles, buffing them by 43.
Level 3: Swaps 2 friendly strike or protect tiles, buffing them by 55.
Level 4: Swaps 3 friendly strike or protect tiles, buffing them by 55.
Level 5: Swaps 3 friendly strike or protect tiles, buffing them by 85.
Max Level - Level 3: Swaps 2 friendly strike or protect tiles, buffing them by 109.
Level 4: Swaps 3 friendly strike or protect tiles, buffing them by 109.
Level 5: Swaps 3 friendly strike or protect tiles, buffing them by 171.[/color]
[/list]
Cockroach Crimewave - 0
AP (PASSIVE)
Cockroach Hamilton sends his most larcenous cockroaches out on a stealing spree! If Cockroach Hamilton’s team has at least 8 AP in any color, a friendly countdown tile is created on each respective color which steals 1 AP in each color from the enemy team. If Cockroach Hamilton’s team matches one of these countdowns, it damages the enemy team for 245.
Level 2: Each countdown steals 1 AP in same color, and damages the enemy team for 372.
Level 3: Each countdown steals 2 AP in same color, and damages the enemy team for 372.
Level 4: Each countdown steals 2 AP in same color, and damages the enemy team for 438.
Level 5: Each countdown steals 3 AP in same color, and damages the enemy team for 438.
Max Level - Level 3: Each countdown steals 2 AP in same color, and damages the enemy team for 716.
Level 4: Each countdown steals 2 AP in same color, and damages the enemy team for 912.
Level 5: Each countdown steals 3 AP in same color, and damages the enemy team for 912.[/color]
[/list]
Cockroaches! Cockroaches! Cockroaches! - 7
AP
Cockroach Hamilton sends a wave of cockroaches to bite his target for 572 damage. If possessing more than 9 blue, the enemy is also stunned at the sheer incredulity of being taken-down by Cockroach Hamilton.
Level 2: Damages enemy for 725.
Level 3: Damages enemy for 914 and lowers stun threshold to 8 blue.
Level 4: Damages enemy for 1104.
Level 5: Damages enemy for 1478 and lowers stun threshold to 7 blue.
Max Level - Level 3: Damages enemy for 2105 and lowers stun threshold to 8 blue.
Level 4: Damages enemy for 2609.
Level 5: Damages enemy for 3212 and lowers stun threshold to 7 blue.[/color]
[/list]
I’m not sure I see the benefit of flipping my own tiles tiles unless i can maybe get thing’s passive out and then flip them. i don’t want to flip most tiles i put out there like hb strikes or nova or GR or antman. maybe it’d be nice to flip falcap protects. guess I’m not seeing a large benefit of the function or a strategy in which it becomes valuable.
edit: maybe the value is in the strengthening once we see the numbers.
I could definitely see the advantage of using it with OML. Using his strikes to give protection long enough for him to heal up sounds very useful to me.
I want to say the same for Patch, but probably not, unless you’ve got the AP to switch back quickly.