over 1 year ago - /u/CM_Cerebro - Direct link

Archangel and Nemesis

Today, we're staring Death in the eyes, as we'll be taking a closer look at Archangel, Apocalypse's Death Horseman, and his new ally-in-arms Nemesis. Archangel will be leading the Death Seed team, who will reign over Raid lanes, and the full team will consist of Dark Beast, Magneto, Psylocke, and Nemesis. Let's dive into the two newest Death Seed characters, starting with the Horseman of Death…

Archangel

Warren Worthington was a teenager when his mutant ability emerged in the form of a pair of large feathered wings, enhanced strength, and a healing factor. He became the hero "Angel," and fought with the X-Men and then X-Force, before a failed mission cost him his wings. The mutant tyrant Apocalypse captured Angel and offered to restore his wings in return for his service, to which Angel agreed. Apocalypse corrupted Angel's mind, augmented his body with a pair of bio-metallic wings, renamed his new acquisition "Archangel," and anointed him the Horseman of Death. Archangel eventually managed to free himself of Apocalypse's corruption, but the dark persona he was given under Apocalypse has caused him to clash with his friends and allies.

Archangel leads his Death Seed team as a Blaster with high Damage and Focus stats. He can not only level enemies with big attacks, but his Passive Ability, "Fallen Angel," brings a litany of mechanics to bend the battle to your will. On enemy Death, he attacks the most injured enemy, reduces the Speed Bar for all enemies, and, in Raids, Barriers himself. So once the Death Seed team gets rolling, the enemy won't be taking many turns. Even though Archangel is a Blaster, he has Support aspects in his kit. On kill, he generates Ability Energy for all Death Seed allies. On ally Crit, he heals himself and all Death Seed allies. As an encore, this Horseman also grants additional Armor and Crit Chance to Death Seed allies.

Traits: Villain, Global, Mutant, Blaster, Death Seed, Horseman, Legendary

Basic - Wing Wrath

  • Attack primary target and adjacent targets for 300% damage + apply 2 Bleed.
  • In RAIDS, apply an additional 2 Bleed to the primary target.
  • This attack cannot be counterattacked.

Special - Shard Storm

  • Energy Cost: 4/4
  • Clear 3 negative effects from self and all Death Seed allies.
  • Apply Offense Up for 2 turns to self and all Death Seed allies.
  • Attack primary and adjacent targets for 330% damage.
  • On any target Block, fill Speed Bar for this character by +20%.
  • On Kill, apply Offense Down for 2 turns to all enemies.
  • This attack cannot be counterattacked.

Ultimate - Angel of Death

  • Energy Cost: 3/3
  • Transfer all positive effects, excluding Taunt and Regeneration, from primary target to self + flip 3 random positive effects to negative effects.
  • Attack primary target for 700% Piercing.
  • In RAIDS, on Kill, prolong the duration of all positive effects on self and all Death Seed allies by +1, up to a maximum of 2.
  • This attack cannot be counterattacked.

Passive - Fallen Angel

  • On Kill, generate 1 Ability Energy for self and all Death Seed allies.
  • On enemy Death:
  • > Attack the most injured enemy for 200% Piercing, ignoring Taunt and Stealth.
  • > Reduce Speed Bar for all enemies by 10%. In RAIDS, reduce Speed Bar for all enemies by 25% instead.
  • > In RAIDS, Barrier self for 10% of this character's Max Health.
  • On this character or Death Seed ally Crit, heal self and all Death Seed allies for 3% of this character's Max Health.
  • Gain +30% Armor. Death Seed allies gain +30% Armor.
  • Gain +15% Crit Chance. Death Seed allies gain +15% Crit Chance.

Nemesis

While serving as the previous Horseman of Famine, Autumn Rolfson had an affair with the mutant tyrant Apocalypse, leading to the birth of her son: William. Autumn feared that Apocalypse would view her son as a threat and kill him, so she went into hiding, raising her son by herself. William was granted immense power when his mutant powers emerged in the form of bio-furnace energies. He could generate radioactive plasma and blast bioplasma at a temperature equal to the core of the sun. But his energy was unstable, resulting in the need for William to be trapped within a suit designed to contain his essence. William and his mother remained in hiding until they were found by Archangel when he ascended as Apocalypse's replacement. Now known as "Nemesis," he agreed to help Archangel cleanse the world, resulting in confrontations with the likes of Magneto and Psylocke.

Nemesis is a Support for the Death Seed team, but he's not your typical Support.

Nemesis shows that the best defense is a good offense. All of his attacks steal enemy Health and distribute it to Death Seed allies, bypassing Heal Block. His Passive Ability, "Armor Breach," grants Death Seed allies additional Damage, along with granting himself Speed Bar and Speed Up when a Death Seed ally drops below 50% Health.

Traits: Villain, Global, Mutant, Support, Death Seed

Basic - Exo-Punch

  • Attack primary and adjacent targets for 240% damage + Steal 5% Health from each target and redistribute to self and all Death Seed allies. This bypasses Heal Block.

Special - Bio-Energy Eruption

  • Energy Cost: 3/3
  • Attack primary and adjacent targets for 250% damage + Steal 10% Health from each target and redistribute to self and all allies. This bypasses Heal Block.
  • Transfer all positive effects from a random non-summoned Archangel ally to self.
  • Spread all positive effects on self to all non-summoned Death Seed allies.
  • These actions will not spread Taunt, Stealth, Regeneration, or Safeguard.
  • Apply Speed Up for 2 turns to self and all Death Seed allies.

Ultimate - Plasma Meltdown

  • Energy Cost: 5/5
  • Attack all enemies for 300% damage + Steal 10% Health from each target and redistribute to self and all allies. This bypasses Heal Block.
  • Apply Slow for 2 turns and 2 Bleed to all enemies.
  • In RAIDS, apply Trauma for 2 turns to all enemies.

Passive - Armor Breach

  • Gain +30% Damage. Death Seed allies gain +30% Damage.
  • Lower Armor by 30% for all enemies with Bleed.
  • In RAIDS:
  • > On Spawn, apply Defense Up for 2 turns to self and all Death Seed allies.
  • > When this character or a Death Seed ally drops below 50% Max Health, fill Speed Bar for this character by 30% + gain Speed Up.

Red Hulk Awakened Abilities

Arriving with the upcoming Version 6.6 Release are Red Hulk's Awakened Abilities. You'll need Awakened Ability Materials to upgrade Red Hulk's Special and Passive Abilities to their Awakened Levels, and you can find these special ability materials in Red Hulk's upcoming War Horseman Saga. Here are the powerful updates coming to Red Hulk's abilities:

Special - Pavement Pummel

  • Pavement Pummel - level 7:
    • Energy Cost: 3/3
    • Clear Barrier on primary and adjacent targets.
    • Attack primary and adjacent targets for 350% damage, apply Offense Down for 2 turns, and reduce Speed Bar by 10%.
    • Clear Revive Once on the primary target.
    • Repeat this attack 1 additional time.
    • In WAR, repeat this attack 2 additional times instead.
  • Pavement Pummel - level 8:
    • Energy Cost: 3/3
    • Clear Barrier on primary and adjacent targets.
    • Attack primary and adjacent targets for 350% damage, apply Offense Down for 2 turns, and reduce Speed Bar by 10%.
    • Clear Revive Once on the primary target. If Apocalypse is an ally, or with 3 or more HORSEMAN allies, clear Revive Once on adjacent targets as well.
    • Repeat this attack 1 additional time.
    • In WAR, repeat this attack 2 additional times instead.
    • Fill Speed Bar for 1 random, adjacent HORSEMAN ally by 10%.
    • Fill Speed Bar for 1 random Apocalypse ally by 15%.

Passive - Seeing Red

  • Seeing Red - level 5
    • On Spawn, if Charged, clear Charged.
    • On Spawn, if Hulk is an ally, gain Safeguard and Immunity.
    • On Turn, Heal self for 20% of this character's Max Health.
    • At the end of any turn, when this character has 5 or more Charged, gain 7 ability energy and fill this character's Speed Bar by 50%. This can only trigger once per match and once per WAR.
    • When an enemy attacks this character, gain +1 Charged, up to a maximum of 5.
    • Gain +60% Focus. GAMMA allies gain +60% Focus.
    • For each Charged, gain +10% Speed, +20% Block Chance, and +20% chance to Counterattack.
    • In WAR:
    • > On Spawn, fill Speed Bar by 10% + 10% per GAMMA ally.
    • > If this character has 3 or more GAMMA allies, when an enemy attacks this character, gain an additional +1 Charged, up to a maximum of 5.
    • > When an enemy attacks a GAMMA ally, gain +1 Charged, up to a maximum of 5.
    • > Gain +50% Damage Reduction. GAMMA allies gain +50% Damage Reduction.
    • > Gain +50% Resistance. GAMMA allies gain +50% Resistance.
    • > Defense Up and Minor Defense Up cannot be applied to self or any GAMMA allies.
  • Seeing Red - level 6
    • On Spawn, if Charged, clear Charged.
    • On Spawn, if Hulk is an ally, gain Safeguard and Immunity.
    • On Turn, Heal self for 20% of this character's Max Health.
    • At the end of any turn, when this character has 5 or more Charged, gain 7 ability energy and fill this character's Speed Bar by 50%. This can only trigger once per match and once per WAR.
    • When an enemy attacks this character, gain +1 Charged, up to a maximum of 5.
    • At the end of this character's turn, if Apocalypse is an ally, gain +1 Charged, up to a maximum of 5.
    • Gain +60% Focus. GAMMA allies gain +60% Focus.
    • Apocalypse and all HORSEMAN allies gain +60% Focus.
    • For each Charged, gain +10% Speed, +20% Block Chance, and +20% chance to Counterattack.
    • In WAR:
    • > On Spawn, fill Speed Bar by 10% + 10% per GAMMA ally.
    • > If this character has 3 or more GAMMA allies, when an enemy attacks this character, gain an additional +1 Charged, up to a maximum of 5.
    • > When an enemy attacks a GAMMA ally, gain +1 Charged, up to a maximum of 5.
    • > Gain +50% Damage Reduction. GAMMA allies gain +50% Damage Reduction.
    • > Gain +50% Resistance. GAMMA allies gain +50% Resistance.
    • > Defense Up and Minor Defense Up cannot be applied to self or any GAMMA allies.

Until next time…

Good luck, Commanders!

**Please note that the information in this blog is subject to change before going live in the game.*\*

External link →