We are lacking 1-star characters in this game, so here are some suggestions for 1-stars that could be added that might be useful without being annoyingly OP or totally worthless:
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Rogue (Modern)
1-Star
Health - on par with, or slightly lower than, 1-star Black Widow (very squishy support)
Abilities: 3
Max level cap: 50
Primary colors: 1.) Green, 2.) Yellow, 3.) Black
Green -
Steal Breath
Cost: 10 AP
Level 1: Steal 2 Blue AP from your opponent
Level 2: Steal 3 Blue AP from your opponent
Level 3: Steal 4 Blue AP from your opponent. Stuns current target for 1 turn.
Level 4: Steal 5 Blue from your opponent. Stuns current target for 1 turn.
Level 5: Steal 5 blue from your opponent. Stuns current target for 2 turns.
Yellow -
Steal Power
Cost: 12 AP
Level 1: Take control of up to 1 enemy strike tile or protect tile.
Level 2: Take control of any combination of up to 2 enemy strike tiles or protect tiles. (e.g. 1 strike tile & 1 protect tile, or 2 strike tiles, or 2 protect tiles)
Level 3: Take control of any combination of up to 3 enemy strike tiles, protect tiles, or attack tiles.
Level 4: Take control of any combination of up to 4 enemy strike tiles or attack tiles.
Level 5: Take control of any combination of up to 5 enemy strike tiles or attack tiles. You may also take control of one enemy countdown tile but must add 2 to the countdown.
Black -
Steal Life
Cost: 12 AP
Level 1: Create a 3-turn countdown tile. When the countdown tile hits zero, your opponent loses 2 of each AP. You do not gain any AP.
Level 2: Costs 1 less AP. When the countdown tile hits zero, your opponent loses 3 of each AP. You do not gain any AP.
Level 3: When the countdown tile hits zero, your opponent loses 4 of each AP. Rogue is stunned for 1 turn. You do not gain any AP.
Level 4: Costs 1 less AP. When the countdown tile hits zero, your opponent loses 4 of each AP. Rogue is stunned for 2 turns. You do not gain any AP.
Level 5: Reduce countdown to 2. When the countdown tile hits zero, your opponent loses ALL AP. Rogue is stunned for 3 turns. You do not gain any AP.
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Kitty Pryde (Modern)
1-Star
Health - on par with, or slightly lower than, 1-star Black Widow (very squishy support)
Abilities: 2
Max level cap: 40
Primary colors: 1.) Blue, 2.) Purple, 3.) Black
Blue -
Phase Shift
Cost: 8 AP
Level 1: Kitty places a 3-turn purple countdown tile on the board. When the countdown expires, the tile explodes, dealing 50 damage to the current target and stunning Kitty for 2 turns. Kitty cannot be targeted while she is stunned for those 2 turns.
Level 2: Does 75 damage.
Level 3: Does 100 damage. Costs 1 less AP.
Level 4: Does 150 damage. Kitty is stunned for 3 turns. She cannot be targeted while she is stunned for those 3 turns.
Level 5: Does 200 damage. Costs 1 less AP. Reduce countdown to 2 turns. Kitty is stunned for 3 turns. She cannot be targeted while she is stunned for those 3 turns.
Purple -
Phase Shield
Cost: 10 AP
Level 1: Kitty generates 3 yellow AP. She stuns one of her teammates for 1 turn. Her stunned teammate cannot be targeted for that turn.
Level 2: Kitty generates 4 yellow AP.
Level 3: Kitty generates 5 yellow AP. She stuns one of her teammates for 2 turns. Her stunned teammate cannot be targeted for that turn. While stunned, her teammate regenerates 100 health per turn.
Level 4: Kitty also stuns the currently targeted enemy character for one turn. That enemy character cannot be targeted for one turn.
Level 5: Kitty generates 6 yellow AP. She stuns herself and one of her teammates for 3 turns. Neither she nor her stunned teammate can be targeted for those turns. While stunned, Kitty and her teammates regenerate 150 health per turn. Also, Kitty stuns the currently targeted enemy character for 3 turns. That enemy character cannot be targeted for 3 turns.
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Sunspot (Modern)
1-Star
Health – slightly lower than 1-star Iron Man, decently tanky when fully leveled
Abilities: 2
Max level cap: 40
Primary colors: 1.) Yellow, 2.) Black, 3.) Red
Yellow –
Corona
Cost: 0 AP (Passive)
Level 1: As long as you have 10 yellow AP, Sunspot generates 1 of every color AP (except yellow and black) at the start of your turn.
Level 2: Sunspot generates AP as long as you have 9 yellow AP.
Level 3: Sunspot also generates 1 yellow AP per turn.
Level 4: Sunspot generates AP as long as you have 8 yellow AP.
Level 5: Sunspot generates 1 of every color AP (including yellow and black).
Black -
Solar Blast
Cost: 8 AP
Level 1: Select one tile on the board. Sunspot absorbs solar energy, blasting that tile to deal normal damage. Does not generate AP.
Level 1: Select two tiles on the board. Sunspot absorbs solar energy, blasting those tiles to deal normal damage. Does not generate AP.
Level 3: Select one tile on the board. Sunspot blasts a 3x3 square border around that tile (but does not destroy the selected tile). Deals normal damage. Does not generate AP.
Level 4: Select one tile on the board. Sunspot blasts a 4x4 square border around that tile (but does not destroy the selected tile). Deals normal damage. Does not generate AP.
Level 3: Select one tile on the board. Sunspot blasts a 5x5 square border around that tile (but does not destroy the selected tile). Deals normal damage. Does not generate AP.
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Beast (Modern)
1-Star
Health – on par with Venom, somewhat tanky
Abilities: 2
Max level cap: 40
Primary colors: 1.) Blue, 2.) Yellow, 3.) Green
Blue -
Brilliant Deduction
Cost: 9 AP
Level 1: Pick any basic tile on the board. Hank changes it to a basic blue tile. If this tile causes a match, the first match does not generate AP, but any subsequent matches do.
Level 2: Pick any two basic tiles on the board. Hank changes them to basic blue tiles. If these tiles cause a match, the first match does not generate AP, but any subsequent matches do.
Level 3: Costs 1 less AP.
Level 4: Pick any 3 basic tiles on the board a row or column of 3. Hank changes them to basic blue tiles. Matching these 3 tiles does not generate AP, but any subsequent matches do.
Level 5: Costs 1 less AP. Pick any 4 basic tiles on the board a row or column of 4. Hank changes them to basic blue tiles. Matching these 4 tiles does not generate AP, but any subsequent matches do.
Yellow –
Superhuman Leap
Cost: 10 AP
Level 1: Hank smashes 2 random basic yellow tiles on the board, dealing 2x their normal damage. Does not generate AP. Cannot be used if there are no basic yellow tiles on the board.
Level 2: Hank smashes 3 random basic yellow tiles on the board, dealing 2x their normal damage. Does not generate AP. Cannot be used if there are no basic yellow tiles on the board.
Level 3: Costs 1 less AP. Cannot be used if there are no basic yellow tiles on the board.
Level 4: Hank smashes 4 random basic yellow tiles on the board, dealing 2x their normal damage. Does not generate AP. Cannot be used if there are no basic yellow tiles on the board.
Level 5: Costs 1 less AP. Hank smashes 5 random basic yellow tiles on the board, dealing 2x their normal damage. Does not generate AP. Cannot be used if there are no basic yellow tiles on the board.
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Cloak & Dagger (Modern)
1-Star
Health – on par with 1-Star Hawkeye (relatively squishy, but there are two of them after all 
)
Abilities: 2
Max level cap: 40
Primary colors: 1.) Yellow, 2.) Black, 3.) Red
Yellow –
Light Dagger
Cost: 6 AP
Level 1: Deal 50 damage to the current target.
Level 2: Costs 1 AP less.
Level 3: Deal 100 damage to the current target.
Level 4: Costs 1 AP less.
Level 5: Deal 150 damage to the current target.
Black -
Dark Hunger
Cost: 0 AP (passive)
Level 1: As long as you have 9 or more red AP, all enemy team members lose 5 health per turn.
Level 2: As long as you have 10 or more red AP, all enemy team members lose 8 health per turn.
Level 3: As long as you have 11 or more red AP, all enemy team members lose 10 health per turn.
Level 4: As long as you have 12 or more red AP, all enemy team members lose 15 health per turn.
Level 5: As long as you have 12 or more red AP, all enemy team members lose 25 health per turn.