Post by lastcranston on Oct 18, 2020 19:39:23 GMT -5
Alright time for carol danvers this one is fairly straightforward
On out top line we have a six stamina, medium moving character at size 2 and costs 4 so right on average cost and average speed no real complaints here
So we have a 343 profile for defense. You'll notice resisting energy attacks is a trend with this one.
For attacks we have another character with three.
Our strike is a simple range two five die strike no frills here
Our second attack is a range four, four dice blast that costs us zero power in fact we gain a power and can reroll any die in the attack. Its not a bad energy attack but four dice isn't many but it gets the job done.
Our spender (rocket punch) has a shorter range at three but wallops with a colossal seven dice but it'll cost you three power and stagger on a wild. Wilds won't be hard with that many dice to fish for them. This attack will be perfect for shutting down a Frontliner. Staggers are one of the strongest status effects you can put on someone so using this on a character that hasn't activated yet will be devastating.
Suler powers are huge for captain marvel. Binary form costs five power but it adds two dice to all of your attack and defense rolls so it turns her into a god of war able to go toe to toe with most of the other characters in the game. Energy blast is especially potent with the rerolls.
The danvers special is our first throw and its not the best one but it does the job. For 3 power you can grab an enemy or a terrain feature medium. Perfect for tossing brawlers to force them to move again or tossing characters off of objectives or use a nearby car to finish someone off. Notably you can only throw size 3 or less so avoid size four characters.
Energy absorption is big. Anytime she gets hit with an energy attack for each wild in the defense roll you can flip one of the attacks hits, crits or Wilds to a blank and you gain a power for each. This means energy attacks are more or less useless against her so go ham on anyone that only has energy attacks.
Finally she has fly and all the utility that provides. She can't ignore los like Iron man but its still a neat trick.
Immunity poison will be handy when it comes up since poison would have been devastating on her so this is solid.
So danvers is essentially a reverse Iron man. She is weaker in the beginning but as soon as lines cross and she has enough power to start going binary you can rock the Frontline. Your throw might not be the best but it still gives really good utility. 8/10 character fits into plenty of rosters and is strong when used properly but can be played around and at four points its a big setback if she can't put the work in.
On out top line we have a six stamina, medium moving character at size 2 and costs 4 so right on average cost and average speed no real complaints here
So we have a 343 profile for defense. You'll notice resisting energy attacks is a trend with this one.
For attacks we have another character with three.
Our strike is a simple range two five die strike no frills here
Our second attack is a range four, four dice blast that costs us zero power in fact we gain a power and can reroll any die in the attack. Its not a bad energy attack but four dice isn't many but it gets the job done.
Our spender (rocket punch) has a shorter range at three but wallops with a colossal seven dice but it'll cost you three power and stagger on a wild. Wilds won't be hard with that many dice to fish for them. This attack will be perfect for shutting down a Frontliner. Staggers are one of the strongest status effects you can put on someone so using this on a character that hasn't activated yet will be devastating.
Suler powers are huge for captain marvel. Binary form costs five power but it adds two dice to all of your attack and defense rolls so it turns her into a god of war able to go toe to toe with most of the other characters in the game. Energy blast is especially potent with the rerolls.
The danvers special is our first throw and its not the best one but it does the job. For 3 power you can grab an enemy or a terrain feature medium. Perfect for tossing brawlers to force them to move again or tossing characters off of objectives or use a nearby car to finish someone off. Notably you can only throw size 3 or less so avoid size four characters.
Energy absorption is big. Anytime she gets hit with an energy attack for each wild in the defense roll you can flip one of the attacks hits, crits or Wilds to a blank and you gain a power for each. This means energy attacks are more or less useless against her so go ham on anyone that only has energy attacks.
Finally she has fly and all the utility that provides. She can't ignore los like Iron man but its still a neat trick.
Immunity poison will be handy when it comes up since poison would have been devastating on her so this is solid.
So danvers is essentially a reverse Iron man. She is weaker in the beginning but as soon as lines cross and she has enough power to start going binary you can rock the Frontline. Your throw might not be the best but it still gives really good utility. 8/10 character fits into plenty of rosters and is strong when used properly but can be played around and at four points its a big setback if she can't put the work in.