X-Men Legends II: Rise of Apocalypse Character Building Guide (X-Box): Version 0.6 =========================================== Table of Contents: =========================================== 1. Introduction / Overview 1.1 - General Stat & Skill Overview 1.2 - Mutant Types 1.3 - Team Building 1.4 - Overview of Character Building 2. Character Analysis 2.1 - Bishop 2.2 - Colossus 2.3 - Cyclops 2.4 - Deadpool* 2.5 - Gambit 2.6 - Iceman 2.7 - Iron Man* 2.8 - Jean Grey 2.9 - Juggernaut 2.10 - Magneto 2.11 - Nightcrawler 2.12 - Professor X* 2.13 - Rogue 2.14 - Scarlet Witch 2.15 - Storm 2.16 - Sunfire 2.17 - Toad 2.18 - Wolverine * Unlockable Characters 3. Miscellaneous 3.1 - Version History 3.2 - Character / Game Glitches 3.3 - Contact Info 3.4 - Credit 3.5 - Legal =========================================== 1. Introduction / Overview: =========================================== This guide is broken into two main parts; First is the overview, this is to give the player a broad look at strategy for building not only the character but also in building the team. Second is the character analysis, this is meant to satisfy the player that just wants the lowdown on an individual character and how to turn them into a strong part of your team. The goal of the overview is to give players the tools necessary to look at the character builds and think for themselves and help point them in the right direction as to which build will work the best and what modifications are necessary to make the characters and team work towards their personal goals for the game. This isn't meant to spoon feed players with the absolute best build as much as it's meant to show them how to build. I have yet to play hard mode all the way through and really develop the long term strategy for builds but that won't last too long as I can't quit playing this game. ======================== 1.1 General Stat & Skill Overview ======================== Stat Points: Once you get into the game you will notice the characters each have their own menu for stat point distribution. You will be able to allocate their points as you wish to build the characters. Some people prefer the rainbow strategy with points in every category and every skill. You will usually find that having your characters specialize and be exceptional in only a few areas works better. Each character will have default number of stat points that they start with. Stat points that are gained as you level and they gain 4 stat points per level that the player can distribute themselves. Stat points can also be gained by accessing tech stations, and completing some danger room missions. Adding stat points throughout the game will be necessary to keep your players fit to defeat the enemy. The 4 stat point categories and effects are: -Body: Raises Health Points (HP) and chance for double health from health potions (the more HP, the more damage character can absorb) -Focus: Increases Energy Maximum, Energy Regeneration Rate, Melee Mental Dmg, and chance for double health from potions (allows more liberal use of skills that use energy) -Strike: Raises Damage done by melee attacks (Effects vary between character to character) -Speed: Raises ATK (how often you land hits on enemies) and DEF (how often enemy's hits are dodged by you) ratings. --- Skill Points: You will only start with one skill point per character at the beginning of the game and the skill is predetermined. You will gain 1 skill point per level and there are chances to pick up extra skill points throughout the game. One way to do this is purchasing them from Beast or Forge. Main types of skills include: -Melee: Usually a kick or punch with some sort of added damage built in. -Charge: Running, jumping or flying attack. Usually in straight line meant to hurt multiple enemies or objects. -Beams: Shoot single or multiple beam(s) at enemy. Sometimes requires holding it down to continue action. -Projectile: Shoots object(s) at enemies. Sometimes does radial damage upon impact. -Radial: Is an area of effect attack usually a circular pattern of damage. -Trap: Skill that requires enemies to be near or advance towards your characters position. -Blast: Also an area of effect attack, pattern varies. -Passive: Work all the time and don't require activation before or during a battle. -Boost: Can be either for the individual or the entire team. Can also be called a "buff" -Debuff: Hurts enemy by reducing their effectiveness or the effectiveness of their group. -Ability: Allows the character to preform a specific action. -Special: Any skill that is out of the ordinary and doesn't fit into any other category well. -Xtreme: A special move that cost Xtreme points that first appear at level 15. Can be any type of skill seen above. When one or more players use their skills at the same time to harm an enemy your team will have preformed a combo. Combo can help boost the effectiveness of your team so you will find many references to them throughout this guide. --- Resistances: Usually provided by a boost or a passive skill. There are many types that will be mentioned throughout this guide. Abbreviations will be used in this guide are as follows: R-EL = Resist Elemental R-EN = Resist Energy R-M = Resist Mental R-R = Resist Radiation ======================== 1.2 Mutant Types ======================== X-Men Legends II is much like the first in the sense it has different types of characters. There are naturally a few characters of each type. There are also characters that can be built in different ways that determine their type. Best results usually come from building characters in a direction that is natural as to enhance their best traits and make them stronger. Each character will overlap into a few different types. They will overlap into several types either naturally because of a skill they possess OR due to the direction a player builds them in. Keep in mind that the types you may have encountered in XML 1 don't all apply due to game play changes that make them unnecessary. ------------------------ Three Main Types of Character: Tanks / Range / Support ------------------------ A. Tanks - These are characters made to take the brunt of the damage dealt by the enemy. On the front line they also need to deal quite a bit of damage to the enemy. You will find certain characters are naturally inclined to be tanks because it takes fewer strike points to increase the damage they deal. Another quality you should look for in a tank is a personal shield or passive skill that raises DEF, lowers damage taken, or raises resistance to many different types of damage. Of course if they have a shield/passive that does more than one of these you know they're a winner. Keep in mind that sometimes the best defense is a good offense (cliche, yeah sorry) Some players myself included like to build a tank that deals so much damage that defense rarely is fully tested. However if you go this route you have to keep in mind that once you progress to harder levels and harder enemies, defense cannot and should not be ignored. So you will want to invest for the future somehow. Armor is a good way to do this but don't forget you may get some armor with very elite offensive power that you will leave you scrambling for another way to boost defense. B. Range - Unfortunately this name doesn't leave you guessing as to what their purpose is. Some people call them bombers, wizards, or snipers instead. Basically they are the polar opposite of tanks. They sit in the back of the group and deal damage. You will find that the damage is significant, at lower levels they concentrate on fewer enemies and at higher levels they deal damage to many enemies at once. Their powers come at the cost of energy though. You will want to concentrate on their focus, mutant mastery, and any other skill that saves, regenerates, or recovers energy. C. Support - Support is a category for the characters that can possibly be a melee (tank like) or ranged support character but they are best at being a little of both. In fact while playing I found the support characters to be very balanced between the two extremes. Some like to lump support characters and boosters into the same category but I like to keep them separate. The support have to be able to back up the tank, but don't necessarily have to boost them. Often times just having them up at the front dealing damage and providing a little distraction or stun is the best support you could ever give your tank. In the character analysis you will see three types of support characters listed; ranged support, melee support, and just plain support. ------------------------ Types of Individual Abilities: Leaders / Bridgers / Fliers / Boosters / Teleport / Command & Confuse ------------------------ D. Leaders - Characters that possess leadership skill. This will boost experience gained when using combos. E. Bridgers - They can create bridges within the game to facilitate movement F. Fliers - This won't take long either. Characters that fly. Done. G. Teleporters - Only two of them. Maybe this is getting too specific. They can teleport. H. Boosters - This is a type of character and a boost an individual ability. Every character in this game has a boost. However, this part is about the "group booster". That is a character who's boost benefits the entire group. Some unique characters actually have a passive that benefits the entire group, so I include them in this group as well. I don't consider it a group boost when a character can add only a certain type of damage to their allies melee attacks. If they boost %damage, experience, DEF, or ATK of the entire group that is a different matter. Some may not agree but the reason I make this differentiation is to draw attention to what I consider the more useful boosts. I. Command & Confuse - I added this a little late, but I figured it is an important concept that should be near the beginning. Confusers make it difficult to combo, they usually make the enemy flee or move away from the group. Command does the opposite and facilitates combos, they usually stun, freeze, slow or pull the enemy closer. Why didn't I make a category for each? Easy...I'm Lazy. ------------------------ Character Breakdown ----------------------- TK = Tank RG = Ranged SP = Support LD = Leader BG = Bridger FL = Flier TE = Teleporter MM = Move massive objects MD = Move objects from distance BR = Booster (Xt = Extreme Power, Group Boost Only) CC = Command and Confuse (Cm & Cf, CC = both) | TK | RG | SP | LD | BG | FL | TE | MM | MD | BR | CC | ====================================================================== Bishop | -- | xx | -- | -- | -- | -- | -- | -- | -- | Xt | -- | Colossus | xx | -- | -- | -- | -- | -- | -- | xx | -- | xx | -- | Cyclops | -- | xx | -- | xx | -- | -- | -- | -- | -- | xx | Cm | Deadpool | -- | -- | xx | -- | -- | -- | xx | -- | -- | -- | Cm | Gambit | -- | -- | xx | -- | -- | -- | -- | -- | -- | -- | -- | Iceman | -- | -- | xx | -- | xx | -- | -- | -- | -- | -- | Cm | Iron Man | -- | -- | xx | -- | -- | xx | -- | xx | -- | -- | -- | Jean Grey | -- | xx | -- | -- | xx | xx | -- | xx | xx | xx | Cf | Juggernaut | xx | -- | -- | -- | -- | -- | -- | xx | -- | xx | -- | Magneto | -- | xx | -- | xx | xx | xx | -- | xx | xx | xx | Cf | Nightcrawler | -- | xx | -- | -- | -- | -- | xx | -- | -- | xx | -- | Professor X | -- | xx | -- | xx | -- | -- | -- | -- | -- | xx | Cm | Rogue | xx | -- | -- | -- | -- | xx | -- | xx | -- | -- | -- | Scarlet Witch | -- | xx | -- | -- | -- | -- | -- | -- | -- | xx | -- | Storm | -- | xx | -- | -- | -- | xx | -- | xx | xx | -- | -- | Sunfire | -- | -- | xx | -- | -- | xx | -- | -- | -- | -- | -- | Toad | -- | -- | xx | -- | -- | -- | -- | -- | -- | -- | -- | Wolverine | xx | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | ====================================================================== ======================== 1.3 Team Building ======================== Gosh where to start... There are so many strategies to build a team that works well together. It also allows you to determine the size of your team up to 4 characters. Team choice partially depends on if you are playing alone or with others. I will focus on playing alone but expand briefly about group play. First I will go over the strategy of a team when you actually play the game. Strategy 1: Tanks and Confusers, sometimes called crowd control. This is a good strategy because your confusers usually weaken enemies offense or defense as well as disorient them. This makes them good targets for the tanks that can do heavy damage. Basically the tank's job is to come in and mop up the enemies while the confuser leaves them clueless. The problem with this build is it's usually not effective on bosses. In this strategy try to look for confuse attacks that weaken the amount of damage the enemy deals out. A confuse attack that affects groups is best. This will allow the tanks to wade through the enemies knocking them off in a leisurely manner. Strategy 2: Leader and Command, sometimes called a combo team or experience farming team. The idea of this strategy is to have the leader with their experience and critical bonus lead the team to faster leveling and quick knockouts. Usually having a command character that can freeze or stun the enemy is best, because hitting combos on moving targets is usually harder. You should also look for characters with high damage quick attacks that can be repeated often. This will allow more combos and getting mobbed is not a problem if the mob is dying quickly. With the right characters you may be able to build the team without a command character. Getting multiple characters with radial attacks can also work for this strategy. There is no wrong way to do it as long as you are dealing enough damage while hearing the word COMBO!! every few seconds. Attacks to look for include beam, projectile, radial, and quick melee attacks. Don't expect to combo quite as much if you are using a "slow" melee fighter. Strategy 3: Tanks and Boosters This strategy ignores combos and crowd control. Well in a sense it controls the crowd because it just kills them like most strategies do. With a good booster this strategy can really work well. It comes down to having 2 or 3 heavy tanks that run into the fray with a booster on the edge keeping them full of health, energy or both. If you only have two tanks it's usually because you want to level faster so you threw a leader in the team. Some people throw tanks that are energy pigs in and have the booster act as what I like to call an "energy dumpster". They will be mentioned several times throughout this FAQ. ---- General Overview: It may seem obvious after outlining all the different types of characters that you will want a few different types with abilities that compliment each other. Most players prefer to have a core group that includes a tank, ranged support, and melee support character. The last character is up for grabs but most prefer a second tank or support character. At least one of the characters should be a booster, choosing the boost could make or break your team. Many prefer Jean Grey or Scarlet Witch for the energy recovery boost they offer. Leaders provide an obvious boost but only if the team is capable of pulling off enough combos to make it worth while. As far as specific (individual) abilities go there are a few points in the game where if you don't have a character with a specific ability it makes the game very painful and even impossible. No need to spoil anything, you will (or should) know when you have reached one of these points. You want to try to have a flier, bridger, leader, someone able to move objects from a distance and someone with the ability to move massive objects. Not all are necessary but they do make your life easier. Some characters are nice because they do several of these at once. A good example is Magneto, a bridger, leader, able to move objects from a distance, can move massive objects, and he can fly. Wow, that takes care of that!! Well, not quite, he isn't the answer for everybody nor should he be. Enough about him, you can keep reading if he is all you care about. ---- I hope none of this is to redundant or says the same thing over and over. By now you should realize that there are many combinations that work for a team. Just because i haven't mentioned a team of only ranged characters yet doesn't mean it can't work with the right preparation. I just tried to point out the more common (easier) ways to build a team. When I go into further depth on the characters I will mention what they do well and that will give you an idea what type of team to build using the characters. Have fun with it and don't be afraid to be "weird" when building your team. If you want to use characters just because they are your favorite from the comics go ahead and try. Worst that can happen is they all die a gruesome death. (can I say that? what is this game rated anyhow? ...maybe they just get knocked out) This game is enough fun that playing it over again shouldn't be too much of a chore. Special Team Bonuses: There are unique bonuses for having certain characters on your team or having them wear certain skins. I am not going to list them all here as they are easily available in so many other places. If you want to find out more about them just look around www.gamefaqs.com a little more. Just worth mentioning, that's about it. ======================== 1.4 Overview of Character Building ======================== Ok, before we move on lets look at where we have been. You should now understand the basics on stat points and skill points and where they come from. You should understand the types of mutants you have to work with and which type each mutant is. In addition you can now see which mutants have the skills necessary to make navigating the game easier. Team building hopefully gave you some ideas on how to choose a team by taking the character type and these individual abilities into account. With this all said all that is left is to figure out how to actually build the Tank, Ranged, or Support character so that they complete their role in the team while making the necessary abilities available to the team. Use this as a general guide in combination with the more detailed character analysis that comes from the next section and you should be on your way to a good build. --- Stat Point Distribution Overview: First you will want to kick up your stat points. For the characters that you are using for your core group you will have to do this slowly. If you switch to an unused character all of the sudden you may find yourself scratching your head trying to decide what to do. Usually I will give instructions on how to allocate points in groups of 4 since you gain 4 points per a level. So it may take some effort to build up the unused character but it should still be easy enough to figure out with the guidelines suggested. For example, lets say Nightcrawler is best built with "2/focus and 2/strike and every third level 1 point for each stat (1 body, 1 focus, 1 strike, & 1 speed). Lets plan for he long run and say you go to level 99 because you start at level 1 that comes out to 98 levels x 4 = 392 total stat points not counting the default stats. So Nightcrawler would end up with about 28/Body 168/Focus 168/Strike 28/Speed added to his stats. This is to be taken as a general guide to stat points not the law. Mainly because this ratio of stat points will vary depending on the level of difficulty you chose. For example if you are playing on a harder level you may want to increase the allocation of points to speed and body. So instead of only giving speed and body each 1 point every 3rd level you may give them each 2 points every fourth level while continuing to give 2 points to both focus and strike for all the levels in between. Trust your instincts too. If you notice your tank is having their health points drained too quickly, using health packs a lot, or getting low often despite their armor and defensive skills don't be afraid to change the plan a little and donate extra to speed and body. Just make sure you take into account the future of the game because it might only be one more level before they gain a stronger defensive skill or better armor that fixes the problem for you. Also I believe stats max out around 250 so you may want to hold back a little so you don't accidently glitch your stats and have them roll over or roll back or whatever happens to them. I haven't noticed exactly what happens yet although I have maxxed a few characters stats out. I wasn't paying enough attention to see if anything glitched. --- Skill Point Distribution Overview: As far as skill points are concerned I am going to keep this rather short. I mostly want to make sure the balance between stats and skills is understood in this section. Most of the advise about this is contained in the Character Analysis section for each individual character. Some general guidelines though: A. Energy Consumption: If you build out a skill, make sure that it doesn't consume more energy than they produce. In fact make sure they have enough energy to preform this skill as often as necessary. For example, most of the time I like to have one skill that I will really focus on that doesn't take up much energy and one skill that sucks energy but is equally useful in boosting the team, character or dealing more group damage if I get surrounded. If you find your character eating up a lot of energy and you really want to use that skill you either have to pump up your focus stat or work on adding skill points to mutant mastery. The other possibility is to not level the skill as much and depend on other boosts or passives to make the skill deal out more damage. B. Defensive Skills: Some people rely on skills to boost their defense. The problem with that is skills only enhance the DEF rating usually by a %. If you didn't invest in speed the whole game and you have a low DEF rating even if a skill boosts it 900% it won't do much good if you are stuck with a base defense of 10. Extreme I know... but you get the idea I hope. Speed is often an easy way to boost your base DEF rating so don't forget about it especially on the harder difficulties. C. Offensive Skills: This is a repeat of defensive skills really. Don't forget about your base damage and ATK rating that you gain from strike and speed. Enhancing a weak base damage is only going to offer a weak enhancement. If your ATK rating is low it won't help the amount of damage you do, because no matter how powerful the attack is no damage is done when you swing and miss the enemy completely. D. Max vs. Min: Choose your skills carefully, unless you are sure you are going to keep playing until you max out everything. Usually it is a good idea to focus on what you think is best and only put a few points into skills you are unsure of. The nice thing about XML2 vs. XML1 is that you can go to Forge or Beast (depending on what act you are in) and purchase "redistribute skills" for a character. The first time you purchase this it's relatively cheap compared to the second and third time so I usually wait until I am past at least level 40 before using it. That way I am a little more sure of what direction I am going to take the character in. Once you are sure that a you have a skill you want to take all the way go ahead and max it out. For abilities like fly though...one point is enough, two at the most. E. Purchase extra skill points as soon as you can during the game. They get more expensive as you level up. I personally like to purchase 3 extra skill points for my 4 main characters. I do this by getting the first extra point for each of the. Once they all have that I go for the second...and so on. =========================================== 2. Character Analysis: =========================================== First, I will include stat and skill point distribution guidelines. Second is the reasoning for why the character is built this way to give insight as to why certain skills are ignored and others are maxxed. Details may also include an overview of their use with a team. Some characters will have one or more alternate builds. Generally speaking the support type characters will warrant more alternate builds. Whether the character is going to be Human or AI controlled can also affect your build, so I will try to mention which build is best for each or changes necessary. Then I will list the green item for that character. Last will be a full listing of the characters powers in the order they appear in the game. (more or less the descriptions the games gives) The skill listings are there mostly to aid the player in evaluating the build to make sure the build works to give the characters skills they need to stand on their own and help the team. Some of these builds will be more complete than others, but hopefully the information will be equally useful for them all. -Characters marked with a "*" after their name need to be unlocked. -Skills with a "*" in front of them are Xtreme Attacks ======================== 2.1 Bishop ======================== Ranged Support --- Stat Distribution: 1 Body / 3 Focus; occasional focus in speed Skills Distribution: Plasma Blaster or Full Auto Bombardment Absorption Energy Combat Gun Mastery Mutant Master Xtreme: Superconductor Special Item: Phase Pistols / Build Details: Bishop develops into a strong character later in the game. Full auto rules but not until level 14, you can use energy combat until that point. Mutant master is a must have skill as is gun mastery. Like him or hate him he is a powerhouse especially when teamed with a energy dumpster like Scarlet Witch or Jean Grey. --- Skills Listing: ------------------------ -Bio Beam / Beam Channels energy through his hands to blast enemies with beam of focused power -Plasma Blaster / Projectile Uses guns to fire projectiles that stun enemies (press and hold) -Sapping Strike / Melee Melee attack that reduces damage victims do by 50% for a time. Drains Batteries. -Full Auto / Projectile Fires both guns in spray of bullets causing radiation damage (press and hold) -Rapid Fire / Projectile Fires both guns in broad sweeps with atomic radiation rounds -Bombardment / Radial Fires high-powered rounds into air, crashing down into enemies and objects -Bio Blast / Radial Energy attack damages enemies w/ chance of 'Deadly Strike' (takes 33% enemy health) *Big Bang / Radial Sucks in surrounding energy and releases explosion & nullifies enemy powers *Superconductor / Boost Entire team spends no EP and takes no energy damage for a time -Absorption / Boost Absorbs a % of energy damage and converts it to HP gain and boosts (PR) -Energy Fury / Boost Gives bonus energy damage to melee attacks for self and allies for a time -Energy Combat / Passive Adds energy damage to melee attacks -Gun Mastery / Passive Adds to gun damage and increases chance for criticals with gun attacks -Power Trip / Passive Adds to DEF and movement speed and R-EN -Mutant Mastery / Passive Increases EP regeneration rate ======================== 2.2 - Colossus ======================== Tank --- Stat Distribution: 1 Body / 3 Strike / occasionally alternate 1 strike to focus or speed Skill Distribution: Iron Fist or Uppercut (pick one, Level 20 or 18) Massive Strike (Level 14) Siberian Express (Level 11) Galvanize (Level 15) Metallurgy (Level 15) Might (Level 2) Mutant Master (as needed) Xtreme: Demolition (Level 7) Build Details: With this build Colossus should be able to take the damage as well as deal it out. If you run out of things to spend skill points don't be afraid to max mutant master or invest in brawler. If you are looking to include Colossus in a combo team you may want to worry less about body and move to focus and use thunderclap instead of iron fist or massive strike. This would also be advised if you are working on a dual tank team and are looking to just deal out serious damage from a little further away. Though thunderclap is not nearly as strong as it was in the first game though. Usually I just stick with massive strike for the most part and I don't level up uppercut right away, prefer to keep energy cost down a little. --- Skills Listing: ------------------------ -Iron Fist / Melee Increased melee attack with knockback -Uppercut / Melee Increased melee attack that pops enemies into air -Thunder Clap / Radial Thunderous clap that sends out a 140-degree blast of damage -Massive Strike / Melee Increased melee attack with chance for "deadly strike" (takes 33% enemy health) -Bounding Smash / Radial A colossal leap and landing that sends out radial shockwave of damage -Siberian Express / Charge An increased melee attack by charging forward *Demolition / Radial Xtreme concussion attack *Unbreakable / Boost Makes Colossus invincible and increases damage -Steel Skin / Boost Generates steel armor around body absorbing damage -Roar / Boost Battle cry giving all team members a bonus to all character traits -Block / Ability Allows protection from attacks by blocking damage at cost of EP -Brawler / Passive Gives natural ATK increase -Galvanize / Passive Gives natural DEF increase -Metallurgy / Passive Increases natural resistance to R-EL, R-EN, and R-M -Might / Ability Increases lifting strength & destruction level of melee -Mutant Master / Passive Increases EP regeneration rate ======================== 2.3 - Cyclops ======================== Ranged Support --- Stat Distribution: 1 Body / 3 Focus / occasional focus to speed Skill Distribution: Optic Beam Polarized Beam Tactics or Command Visor Upgrade Leadership Mutant Master Xtreme: Flawless Tactics and Optic Rage (In that order) Build Details: If you commit to only a few powers and don't try to get a little of everything he can deal some major damage. You will have two beam powers, one with low energy consumption (optic beam) that you can use all day long and one with higher energy consumption (polarized beam) for easier combos and large groups. With visor upgrade maxxed out you will find yourself dealing out plenty of damage. Tactics and command are only something I would add if you plan on using Cyclops yourself, tactics would be my choice. Defense grid is good to use if you are going to let A.I. control this overgrown laser pointer. Flawless tactics and leadership will help your entire team to level even faster. I usually let the A.I. control Cyclops and I switch to him just before I'm about to fight a large mob of enemies or a boss. Make all the combos really count!! --- Skills Listing: ------------------------ -Optic Beam / Beam Beam of energy filtered through Cyclops's visor -Optic Slam / Beam Wide beam that can knock enemies back -Optic Flash / Debuff Produces a low-power discharge of energy, stunning and damaging enemies -Auto Artillery / Trap Sets a small trap that sends out a wave of electricity when activated by enemies -Fusion Beam / Beam A beam laced with atomic energy, causing extra radiation damage -Focused Beam / Beam An intensely focused beam that can pierce through enemies -Polarized Beam / Beam Beam that splits into 3 at point of contact with enemies *Optic Rage / Beam Xtreme arc spray attack *Flawless Tactics / Boost Increases experience earned for entire team -Tactics / Boost Uses combat knowledge to organize and prepare allies, increasing DEF -Command / Boost Uses natural leadership abilities to boost effectiveness of entire team -Defense Grid / Passive Adds a chance to dodge projectile attacks -Visor / Upgrade Passive Increases damage of all visor beam attacks and the chance of critical hits -Leadership / Passive Increases combo XP of team & increases chance of critical strike for team -Mutant Master / Passive Increases EP regeneration rate ======================== 2.4 - Deadpool* ======================== Melee Support --- Stat Distribution: 1 Focus / 3 Strike; occasionally 1 strike to speed & body Skill Distribution: Rupturing Jab Teleport Regeneration (Level 1) Stealth Weapon Mastery Mutant Master Build Details: With a deadly damage dealer like Deadpool on your team your tank won't have to worry about absorbing to much damage. Repeated rupturing jab will not leave enemies standing for long. With such a variety of abilities it may be hard to distribute skills but this should give you a good base to work off of. If your team needs a ranged character Deadpool wouldn't be my first choice although it looks possible to make him one. Keep him closer to the front lines and reap the benefits. --- Skills Listing: ------------------------ -Rupturing Jab / Melee Sword Attack -Teleport / Special Teleports, through reinforced walls at higher levels; carries Allies @ Level 4 -Dual Shot / Projectile Pulls out two pistols and shoots -Butterfly Kick / Melee Backflip followed by thrust from each sword -Blade Cyclone / Charge Spin move with swords (press and hold) *Nitrogen Blast / Blast Throws explosive nitroglycerin grenades that freeze and slow enemies. -Wisecrack / Boost Taunts others to get them to fight -Block / Ability Allows protection from attacks by blocking damage at cost of EP -Regeneration / Passive Heals over time -Stealth / Passive Boosts damage and chance for criticals with all melee attacks -Weapon Mastery / Passive Boosts damage and chance for criticals with all sword and gun attacks -Mutant Master / Passive Increases EP regeneration rate ======================== 2.5 - Gambit ======================== Ranged Support --- Stat Distribution: 3 Focus / alternate 1 stat point through all 4 stats Skill Distribution: Card Shuffle Ace of Spades or Full House Evade Card Mastery Mutant Master Xtreme: 52 Pickup (primary), Prince of Thieves (for fun) Build Details: This build is good for a combo team. Gambit can sit in the rear of your group dealing damage with a full deck or two. If enemies get too close he can dodge attacks and throw down Ace of Spades or a full house or two. Card mastery will ensure a massive amount of damage and mutant master will be necessary to keep dealing the damage. ======================== Melee Support --- Stat Distribution: 1 Focus / 2 Strike / alternated 1 point between body and speed Skill Distribution: Staff Assault Staff Slam Energy Form or Energy Fury Energy Combat Evade Mutant Master Build Details: Built a little bit different Gambit is now ready to play backup for your tank. This turns him into a melee character. Also a good build if you plan on controlling Gambit yourself since it depends on having a boost running as much as possible. Don't count on this build if you intend to combo a lot. --- Skills Listing: ------------------------ -Card Shuffle / Projectile Multiple card projectile attack -Staff Assault / Melee Multiple staff melee attacks in quick succession -Ace of Spades / Trap Throws down cards that blow up when enemies approach them causing radiation damage -Staff Slam / Radial Radial energy attack -Full House / Trap Throws down cards that blow up when enemies approach them causing popup damage -Detonation / Special Charge object/enemy; if enemy causes massive knockback and explosion *52 Pickup / Radial Throws cards into air, which rain down energy damage *Prince of Thieves / Boost Affects techbit, health pack and energy pack drops -Energy Form / Boost Turns parts of body into energy, improving defense and movement speed -Energy Fury / Boost Gives nearby allies and self energy damage on all melee attacks -Block / Ability Allows protection from attacks by blocking damage at cost of EP -Energy Combat / Passive Adds additional energy damage to melee attacks -Evade / Passive Increases chance to evade melee attacks -Card Mastery / Passive Adds damage to all projectile card attacks -Mutant Master / Passive Increases EP regeneration rate ======================== 2.6 - Iceman ======================== Ranged Support --- Range/Combo Support Stat Distribution: 1 Body / 3 Focus / occasional focus to speed Skill Distribution: Slow Beam Arctic Burst Cold Mastery Piercing Cold Mutant Master Xtreme: Cold Snap Build Details: This is designed to allow more combos while using Iceman in your team whether you control him or the A.I. does the work. Iceman has a few ranged attacks; Slow Beam, Freeze Beam, Ice Shards and Cold Crush. (all make for decent combo helpers) I suggest slow beam in this build because it does good damage and will last longer than freeze beam. Ice shards is the only one of the four that doesn't slow or freeze the enemy, the good thing about it is at higher levels the shards cover a large area and are a good combo helper. Cold crush is a radial and projectile attack, but it only works well when the enemies are grouped together tightly and it comes at a high energy cost. If the fight comes to Iceman you can use Arctic Burst, a solid radial attack with good damage. Arctic Burst is also a really good combo helper. ======================== Melee Support ---- Stat Distribution: 1 Body / 2 Strike / 1 Speed or Focus (alternate) Skill Distribution: Arctic Burst Ice Armor Ice Combat Cold Mastery Mutant Master Xtreme: Cold Snap Build Details: This build is for those that intend on controlling Iceman themselves. I didn't call this a tank build mostly because I would not fully rely on Iceman to be the only tank on a team. Therefore I called it "melee support" because with this build you can follow your tank around dealing lots of damage and pain. Since his melee boosting skills aren't entirely passive it relies on the player to take control and apply the boost when needed. Face it, without Ice armor active Iceman is very vulnerable, at least too vulnerable for my taste. I threw in the Arctic Burst just so Iceman wouldn't be useless for combos and it doesn't hurt to have something to bail you out if you are surrounded and need some room. If you are surrounded and out of energy hopefully you have an xtreme point to use on Cold Snap, which is a very "cool" radial xtreme for dealing damage. --- Skills Listing: ------------------------ -Slow Beam / Beam Beam that slows enemies; can build bridges -Ice Shards / Projectile Throws shards of ice at enemies inflicting cold damage -Freeze Beam / Beam Beam that freezes enemies; can build bridges -Ice Slide / Charge Slides on ice sled damaging and slowing enemies -Arctic Burst / Radial Radial blast of cold that damages and slows enemies -Cold Crush / Projectile Ice projectile that freezes enemy and slows enemies within explosion radius -Ice Pillar / Blast Blasts ice pillars from the ground, damaging enemies and popping them up *Cold Snap / Radial Xtreme cold attack, damages everything; freezes nearby enemies & slows distant enemies *Ice Sidekick / Special Spawns a minion to fight alongside team -Ice Armor / Boost Armor absorbs damage; also damages and slows melee attackers -Ice Gloves / Boost Gives self and allies ice gloves, adding cold damage to melee & increases ATK -Ice Combat / Passive Adds additional cold damage to melee attacks -Cold Mastery / Passive Adds additional damage to all cold damage and adds resistance to cold damage -Piercing Cold / Passive Increases chance of piercing hit using beams and ice shards -Mutant Master / Passive Increases EP regeneration rate ======================== 2.7 - Iron Man* ======================== Ranged Support --- Stat Distribution: 2 Focus / 1 Strike / rotate 1 point btw all 4 stats Skill Distribution: Gamma Bolts Motion Amplifier (Level 16) Auto Medic (optional) Mark VII Upgrade Might (Level 2) Flight (Level 1) Mutant Master (Level 15) Build Details: Although he is a powerhouse I suggest teaming him with an energy dumpster if possible. Glitch detailed in section 3.2 tells of the true power motion amplifier has. This build has Iron Man working best as a support character. Let a tank take the damage for the team and have Iron Man make the enemy sorry. At high levels gamma bolts alone can clear out a room with ease. As a combo helper he is only useful when using gamma bolts or one of his other skill attacks. I would suggest as a second skill attack either uni-beam or repulsor rays. I wouldn't worry about leveling them too much due to EP cost and damage will take care of itself if you use motion amplifier as much as you should. --- Skills Listing: ------------------------ -Uni-Beam / Beam Beam attack, causes energy damage -Plasma Charges / Projectile Shoots multiple charges of energy from hands -Disruptor Shock / Blast Burst of radiation, damages and stuns enemies -Auto Turret / Trap Places an auto turret that fires on nearby enemies -Repulsor Rays / Projectile Rapidly fires lasers as long as button is held -Gamma Bolts / Projectile Fires 3 gamma bolts that pierce enemies and bounce off walls -Tractor Beam / Blast Attaches gravity well to enemy, causing damage/stun & sucks in nearby enemies *Concussive Overload / Radial Suit overloads, sending shockwaves of different energy types *System Override / Boost Allows Iron Man to revive himself if he's defeated within the boost lifetime -Energy Shield / Boost Suit forms energy shield that turns energy dmg into HP & increases physical dmg -Motion Amplifier / Boost Increases attack speed and melee damage -Auto Medic / Passive Heals over time -Mark VII Upgrade / Passive Increases damage done and chance of criticals when using energy attacks -Environmental Suit / Passive Increases resistances -Might / Ability Increases lifting strength & destruction level of melee -Flight / Ability Allows flying and improves mastery over it -Mutant Master / Passive Increases EP regeneration rate ======================== 2.8 - Jean Grey ======================== Range Support --- Stat Distribution: 4 Focus; occasionally alternate 1 stat point between body and speed Skill Distribution: Telekinesis (to level 8) Psionic Boom Mental Vortex or Calming Presence (max one) Xtreme: From the Ashes Mental Mastery (extra points) Flight (1 point) Mutant Master Build Details: You will want to turn your AI power to something other than telekinesis as soon as possible if you intend to combo and not control Jean yourself. When choosing between mental vortex and calming presence make sure to take into account your team. If all members of your team have decent focus calming presence can enhance the regeneration and it can be simply amazing. If your members don't have much focus and need a lot of EP mental vortex is better. Mental master is a must flight is only necessary if you don't already have a flier. From the ashes can be a life saver, highly recommended. --- Skills Listing: ------------------------ -Telekinesis / Special Ability to lift & throw objects and enemies; can build bridges -Psychic Spike / Projectile Fires mental homing projectile -Psionic Boom / Radial A radial mental attack inflicting pain on enemies and reducing their dmg -Memory Wipe / Radial A radial blast of mental energy that confuses enemies and makes them flee -Dark Phoenix / Blast Mental energy blast & causes explosion of physical dmg around fallen enemies -Mental Guardian / Trap Summons a mental guardian that attacks enemies *Phoenix Force / Radial Xtreme radial dealing mental damage w/ chance to convert enemies *From the Ashes / Boost Resurrects 1 ally -Mental Vortex / Boost All allies turn 20% of damage inflicted into EP -Calming Presence / Boost Increases EP regeneration rate of entire team -Psychic Fury / Boost Gives Jean and allies mental damage bonus on all melee attacks -Psionic Combat / Passive Adds mental damage to melee attacks -Telekinetic Net / Passive Gives Jean a chance to dodge projectile attacks -Mental Mastery / Passive Increases damage of all mental attacks -Flight / Ability Allows flying and improves mastery over it -Mutant Master / Passive Increases EP regeneration rate ======================== 2.9 - Juggernaut ======================== Tank --- Stat Distribution: 1 Body / 3 Strike / occasionally alternate 1 strike to focus or speed Skill Distribution: Thunder Punch Crimson Rage Precision (at least a few points) Cyttorak's Folly Balanced Form Critical Strike Might Xtreme: Path of Destruction Build Details: This build is best for when you let the AI control Juggernaut for you since it uses passives more than boost. You may want to consider putting more into focus if you plan to control him yourself. Using mainly thunder punch and intelligent use of crimson rage will pave the path to your enemies destruction. Get balanced form and his other passives up as soon as possible. Eventually you will want to max the melee skills but don't overdo it too soon otherwise you will find yourself short on power. If you find yourself lacking EP you may have to toss some stats into focus ahead of schedule. Well, there's not much more you need to know about this build. --- Skills Listing: ------------------------ -Thunder Punch / Melee Increased melee attack with stun bonus -Brutal Blitz / Melee Spins around and hits surrounding enemies -Arcane Fist / Radial Crystal-powered ground slam that sends out radial blast -Bullrush / Charge Charges against enemies, knocking them back -Widowmaker / Melee Massive melee attack, weakens Juggernaut -Crimson Rage / Melee Multiple punch attack building up damage with each hit *Crimson Devastation / Melee Opens portal to Crimson Cosmos, flooding enemies w/ energy damage & causing stun *Path of Destruction / Boost Ability to break through objects effortlessly and preform one hit kills -Cyttorak Shield / Boost Team gain energy shield reflecting some energy damage -Cyttorak Transfer / Boost Team converts inflicted [er] & [fr] dmg into HP for Juggernaut & receives Strike and DEF bonuses -Block / Ability Allows protection from attacks by blocking damage at cost of EP -Precision / Passive ATK increased -Cyttorak's Folly / Passive All physical attacks have a chance to convert 15% of inflicted dmg into EP gain -Balanced Form / Passive Increases DEF and attack speed -Critical Strike / Passive Increases chance of criticals for melee attacks -Might / Ability Increases lifting strength & destruction level of melee ======================== 2.10 - Magneto ======================== Range Support --- Stat Distribution: 1 Body / 3 Focus / occasional focus to speed Skill Distribution: Levitation (Level 8) Metal Spikes Polarized Shield Magnetic Deflection or Intimidation Leadership Flight (Level 1) Mutant Master Build Detail: If AI controlled stick with magnetic deflection or intimidation, otherwise polarized shield is a better way to go when player controlled. Levitation doesn't work with combos real well, tends to be more of a confuse attack. Almost any of his projectile, trap or blast attacks will provide better combo helpers I suggest metal spikes. Combos usually are the goal if you are going to go through the trouble of using a leader. --- Skills Listing: ------------------------ -Levitation / Special Ability to lift and throw objects & enemies; can build bridges -Magnetic Shell / Beam Forms metal shell around enemies, inflicting damage & holding them in place -Metal Spikes / Projectile Forms metal spikes & hurls them at enemies -Shrapnel Sentry / Trap Forms metal shards on the ground that damage enemies who come near -Magnetic Grasp / Radial Forms metal shards and pulls in surrounding objects and enemies (press & hold) -Magnetic Blast / Blast Slows down blood flow using iron in blood to damage & confuse enemies -Death Trap / Debuff Surrounds enemies w/ cloud of flying metal, reflecting damage back to enemy *Metallic Mayhem / Radial Xtreme radial that pulls in surrounding metal objects and blast them outward *Metal Minion / Special Spawns metallic minion to fight alongside team -Polarized Shield / Boost Gives chance to block all incoming attacks -Supremacy / Boost Makes entire team better in combat increasing level of assigned skills -Magnetic Deflection / Passive Magnetic field deflects a percentage of missile attacks -Intimidation / Passive Increases DEF, lowers melee damage taken -Leadership / Passive Increases combo XP of team & increases chance of critical strike for team -Flight / Ability Allows flying and improves mastery over it -Mutant Master / Passive Increases EP regeneration rate ======================== 2.11 - Nightcrawler ======================== Melee Support --- Stat Distribution: 2 Focus / 2 Strike; occasional focus to speed instead Skill Distribution: Teleport (Level 3) Teleport Attack Teleport Frenzy Teleport Mastery Leap of Faith Critical Strike Uncanny Reflexes Xtreme: Master of Chaos & Disappearing Act Build Details: Teleport attacks have damage based off of NC's base damage so strike is a key stat. Leap of faith is a must and uncanny reflexes will virtually eliminate the need for too much speed but don't ignore speed completely. By now everybody should know there's a glitch on this character. It can either work for or against you, I try to play the middle ground. I don't hesitate to put a few points into teleport attack so I have something to fight with and I try to build focus up as if the glitch didn't exist because focus is focus and it will be needed even if you take full advantage of the glitch. --- Skills Listing: ------------------------ -Divine Blades / Melee Multiple sword attacks in quick succession -Teleport / Special Teleports, through reinforced walls at higher levels; carries Allies @ Level 3 -Teleport Attack / Melee Teleports and performs a boosted melee attack -Piercing Strike / Melee Sword attack that causes bleed damage -Teleport Frenzy / Melee Teleports to attack multiple enemies causing stun -Sword Whirlwind / Melee Spins around, attacking w/ swords (push and hold) (move w/ analog control) *Master of Chaos / Charge Teleports around attacking each enemy up to a set number of times *Disappearing Act / Boost Makes all allies invisible, and give them DEF & XP bonus -Worship / Boost Gives self and allies reduced power consumption -Shadow Mastery / Boost Hides in shadows, becoming hard for enemies to attack and defend against -Block / Ability Allows protection from attacks by blocking damage at cost of EP -Sword Mastery / Passive Boosts damage and chance for criticals w/ all sword attacks -Teleport Mastery / Passive Extra damage and increased chance for criticals to all teleport attacks -Uncanny Reflexes / Passive
Increase chance to dodge melee attacks -Leap of Faith / Passive Chance Nightcrawler rescues allies from defeat when in range (once per minute); AI only -Critical Strike / Passive Increases chance of criticals for melee attacks ======================== 2.12 - Professor X* ======================== Ranged Support --- Stat Distribution: 3 Focus / alternate 1 btw body to speed Skill Distribution: Cleave Crushing Ego Reveal Intent Clairvoyance Leadership Mutant Master Xtreme: Psychic Shock Build Details: A real team player with a great defense. Unfortunately his offense isn't as strong. Crushing ego will hold the enemies down so with the help of the rest of the team Professor X can become effective as well as help with combos. Cleave can deliver damage if the enemy gets too close. Leadership assures faster leveling as long as the combos keep rolling. If you can't tell I was hoping he would be better. I am going to make an effort to play him more so maybe my opinion will change. --- Skills Listing: ------------------------ -Cleave / Melee Swings massive sword, causing dmg w/ chance for "deadly strike" (takes 33% enemy health) -Crushing Ego / Blast Radial burst of mental energy that temporarily holds enemies -Psychic Storm / Special Sends psychic lightning from body to nearby enemies (press & hold) *Psychic Shock / Special Resurrects nearby fallen allies and enemies; enemies then become allies then die -Telepathic Link / Boost Links minds of all teammates, increasing ATK and damage -Reveal Intent / Passive Increases mental insight increasing DEF -Clairvoyance / Passive Increases movement speed and reduces damage taken -Leadership / Passive Increases combo XP of team & increases chance of critical strike for team -Mutant Master / Passive Increases EP regeneration rate ======================== 2.13 - Rogue ======================== Tank --- Stat Distribution: 1 Focus / 2 Strike / alternate last point btw Body & Speed Skill Distribution: Smash Torpedo Strike Hardened Prism Shield Critical Strike Might Flight (Level 1) Xtreme: Reflective Aura Build Details: If you finding Rogue not taking much damage and needing few health packs you can start to focus more stat points. This will allow increased usage of smash and torpedo strike. Torpedo will be the best skill use when trying to combo later in the game. Reflective aura is great for some of the tougher bosses that deal out high amounts of damage. --- Skills Listing: ------------------------ -Smash / Melee Increased melee punch w/ knockback -Bedazzle / Debuff Baits nearby enemies into attacking & lowers enemy fighting ability -Power Theft / Special Steals a power from enemy (if possible) & stuns them -Energy Overflow / Radial Releases built-up energy in 180-degree forward arc -Torpedo Strike / Charge Torpedo style attack that knocks back enemies -Tremor / Melee Leaps into air & comes down w/ smash attack *Manic Slam / Charge Saps EP from all enemies, stuns them, & prevents them from using their power *Reflective Aura / Boost Reflects all dmg back onto enemies -Heal / Boost Raises HP regeneration rate for team & removes harmful effects; cost 15% of Rogues HP -Southern Shout / Boost Increases HP and EP maximums for team -Block / Ability Allows protection from attacks by blocking damage at cost of EP -Hardened / Passive Increases DEF -Prism Shield / Passive Increases resistances -Critical Strike / Passive Increases chance of criticals for melee attacks -Might / Ability Increases lifting strength & destruction level of melee -Flight / Ability Allows flying & improves mastery over it ======================== 2.14 - Scarlet Witch ======================== Range Support --- Stat Distribution: 1 Body / 3 Focus / very occasional body to speed Skill Distribution: Misfortune or Combustion Reality Shift Probability Syphon Hex Mastery Deflect Missiles Mutant Master Build Details: As true support her main job is to keep the rest of the team bursting with energy using probability syphon. Using her remaining energy she can use combustion to combo and probability shift to pick up some cool gear and extra techbits while dominating the enemy. --- Skills Listing: ------------------------ -Misfortune / Boost Causes enemy attack to backfire, reflecting % of damage back at enemy -Hex Bolt / Projectile Fires a single hex bolt -Combustion / Radial Spontaneously combust surrounding enemies and objects -Reality Shift / Special Fires hex bolt that has chance to turn enemy into crate -Hex Locked / Projectile Fires several hex bolts w/ chance to cause "deadly strike" (takes 33% enemy health) -Hex Explosion / Projectile Fires a hex bolt that causes nearby objects to explode *Anarchy Assault / Radial Unleashes Magick burst of random dmg type, w/ chance to convert enemy *Revitalize / Boost Restores full HP for entire team & raises max HP -Probability Syphon / Boost Team members absorb 20% of inflicted damage into EP -Amplify Luck / Boost Increases teams damage and chance for criticals -Heal / Boost Gives team regenerative healing -Scarlet's Touch / Passive Increases chance of critical hits on all attacks -Deflect Missiles / Passive Increases chance of deflecting missile attacks -Hex Mastery / Passive Increases dmg & chance of criticals when using hex bolt attacks -Mutant Master / Passive Increases EP regeneration rate ======================== 2.15 - Storm ======================== Range Support --- Stat Distribution: 1 Body / 3 Focus / occasional body to speed Skill Distribution: Lightning Strike (few levels) Electrical Shock or Funnels Chain Lightning or Whirlwind Lightning Mastery or Wind Mastery Flight (Level 1) Mutant Master Xtreme: Will of the Goddess Build Details: Choose either the path of lightning or wind. EP cost are high no matter which way you go. Both can assist combos well and do lots of damage. Lightning may be slightly better as combo helpers. Wind has a slightly higher confuse affect. You may want to put skill points into storm shield only if you plan on Storm being player controlled. --- Skills Listing: ------------------------ -Lightning Strike / Blast Cast lightning bolt down to enemy -Funnels / Trap Two small wind funnels that move outward, stunning enemies on contact -Blizzard / Debuff Attaches a blizzard to an enemy, damaging other enemies nearby -Electric Shock / Radial Electrical pulse radiates outward, damaging other enemies nearby -Whirlwind / Trap Powerful wind vortex that lifts and throws objects and enemies about -Chain Lightning / Blast Lightning shoots from hands, chaining from enemy to enemy -Static Charge / Debuff Charges enemies within range increasing all damage taken *Raging Tempest / Radial Radial lightning and wind attack *Will of the Goddess / Boost Makes all team members invulnerable and increases max EP -Whirlwind Armor / Boost Whirlwind protector absorbs energy and radiation damage & cause damage when touched -Storm Shield / Boost Increases resistances for self & allies -Elemental Combat / Passive Adds electricity damage to melee attacks -Wind Mastery / Passive Increases damage & chance for criticals with wind damage -Lightning Mastery / Passive Increases damage & chance for criticals with electricity damage -Flight / Ability Allows flying and improves mastery over it -Mutant Master / Passive Increases EP regeneration rate ======================== 2.16 - Sunfire ======================== Range Support --- Stat Distribution: 1 Body / 3 Focus / occasionally 1 focus to speed Skill Distribution: Ignite Flame Sword Fire Mastery Ionize Flight (Level 1) Mutant Master Xtreme: Rising Sun Build Details: This build should make sunfire a good combo helper and damage dealer. Usually you will want to use him as a mid-range attacker. Ignite and flamesword should be what you build first. If Sunfire is player controlled add in ion shield and elemental combat as well as putting more stats towards strike and speed. --- Skills Listing: ------------------------ -Ignite / Blast Explodes nearby enemies -Flamethrower / Beam Shoots flames from hands -Atomic Charge / Projectile Shoots atomic homing projectile -Fiery Geyser / Blast Creates a column of flame that harms enemies -Blazing Barrage / Projectile Launches fire balls at enemies -Flame Sword / Melee Sweeping arc of fire w/ increased critical chance -Inferno / Projectile Launches fireball that explodes on contact and harms nearby enemies *Super Nova / Radial Mushroom cloud that causes fire and radiation damage *Rising Sun / Boost Makes Sunfire invincible and increases his damage -Flaming Fury / Boost Adds fire damage to melee attacks for self and allies -Ion Shield / Boost Forms shield of atomic particles that increases DEF and damages enemies -Fire Mastery / Passive Increases fire damage and chance for criticals -Elemental Combat / Passive Adds additional fire damage to melee attacks -Ionize / Passive Increases all resistances -Flight / Ability Allows flying and improves mastery over it -Mutant Master / Passive Increases EP regeneration rate ======================== 2.17 - Toad ======================== Melee Support --- Stat Distribution: 1 Body / 2 Strike / alternate last point btw speed and focus Skill Distribution: Tongue Strike Mucous Spit or Tongue Lash Secretion Tongue Mastery Critical Strike Mutant Master Build Details: Toad is a good team member to add to the team if you need some extra physical damage needed. His xtreme powers aren't even worth the trouble but you will definitely want his passives. Secretion is a must have to make him effective, problem is AI may not use it all the time. As a secondary attack I like mucous spit although I felt like tongue mastery was going to waste. I have considered redistributing with tongue lash instead. --- Skills Listing: ------------------------ -Hammer Kick / Melee Quick kick, lowering enemy's DEF -Tongue Strike / Melee Quick tongue stab that stuns enemy -Mucous Spit / Projectile Explosive bile projectile, leaving sticky substance on ground -Tongue Lash / Melee Wide tongue attack that strikes several enemies causing popup -Noxious Spew / Projectile Poisonous bile, does radiation damage on impact, splits hitting multiple enemies -Leap Attack / Charge Leaps at enemies, doing radial damage on impact (press & hold) to leap further *Tongue Whip / Radial Xtreme 360-degree tongue strike *Plunder / Boost Increases packs and techbits dropped by enemies -Secretion / Boost Secretes pheromones that enhance team speed and increase melee damage -Taunt / Debuff Insults enemies, causing them to attack and reducing their stats -Block / Ability Allows protection from attacks by blocking damage at cost of EP -Spit Mastery / Passive Increases damage and chance for criticals when using spit attacks -Tongue Mastery / Passive Increases damage and chance for criticals when using tongue attacks -Critical Strike / Passive Increases chance of criticals for melee attacks -Mutant Master / Passive Increases EP regeneration rate ======================== 2.18 - Wolverine ======================== Tank --- Stat Distribution: 1 Focus / 2 Strike / alternate 1 point btw body & speed Skill Distribution: Eviscerate (Level 14) Berserker Rage Claw Master (Level 20) Enhanced Senses (Level 15) Strong Willed (Level 15) Regeneration (Level 15) Might (Level 1) Build Details: Only downside of this tank is he has but one level of might. His passives are a must have on the road to making him a killing machine. Not many skill points to spare but put them into berserker rage if you plan on making him player controlled. --- Skills Listing: ------------------------ -Feral Slash / Melee Increased melee attack with knockback -Claw Flurry / Melee Increased melee combo that stuns victims -Bloodlust / Melee Increased melee attack as bleed damage -Eviscerate / Melee Increased melee attack causing extra damage for a short time -Lethal Lunge / Charge Launches forward, knocking back enemies where he lands and brutally slashing them -Claw Frenzy / Melee Multiple slashing attacks, with each hit increasing attack speed *Berserker Fury / Radial Slashes multiple enemies in a blinding flurry of rage *Rude Awakening / Boost Gives Wolverine ability to revive himself if he's defeated within boost time limits -Berserker Rage / Boost Boost defense and movement -Scream / Debuff Causes enemies to run in fear and decrease their defense -Block / Ability Allows protection from attacks by blocking damage at cost of EP -Claw Master / Passive Increases effectiveness of claw power attacks -Enhanced Senses / Passive Animal instincts allow a natural increase in ATK and DEF -Strong Willed / Passive Increases all resistances -Regeneration / Passive Heals over time -Might / Passive Increases lifting strength & destruction level of melee =========================================== 3. Miscellaneous: =========================================== 3.1 Version History ======================== Version 0.1 (10/11/2005) - Created formatting, table of contents, intro, General Stat & Skill Overview, Mutant Types, Team Building, Overview of Character Building Version 0.2 (10/14/2005) - Started character analysis and started builds on some characters. Version 0.3 (10/17/2005) - Worked on character analysis, added skills listing for all characters, added more builds, & corrected some formatting, grammar, and spelling errors. Version 0.4 (10/20/2005) - Adjusted character width to 79 characters to conform with standards set for gamefaqs.com, added build analysis for a few more characters and fine made revisions on others. Published. Version 0.5 (10/21/2005) - Added and refined character analysis [after playing the game even more, labor of love], added to glitches at the same time, cleaned up spelling, punctuation and spacing. Reorganized, clarified, omitted babble where necessary. Published. Version 0.6 (10/21/2005) - Further research and refinement of character analysis builds, added possible glitch, all characters have at least one build now, fixed a few errors in character analysis builds. Published. ======================== 3.2 Character Game Glitches ======================== -Gambit - Energy fury appears to be glitched, still doing research. -Iceman - Ice gloves skill consumes no energy. -Iron Man - Motion amplifier increased damage on more than just melee. Jean Grey - Dark phoenix doesn't do anything when you go for the last few levels, need to look into this more also. -Nightcrawler - Glitch allows Teleport frenzy to be used without draining energy so long as there are no skill points invested in teleport attack. This first becomes available at level 28. Can be taken advantage of by purchasing a "redistribute skill points" from either Beast or Forge. ======================== 3.3 Contact Info ======================== I am more than willing to make corrections and accept suggestions and ideas for characters/teams. Please, just put "X-Men Legends II CG" in the subject and don't attach anything. I won't guarantee you will get a response but if your idea or suggestion is used or correction is made I will give credit where credit is due. pnx8x@hotmail.com Please don't send questions because I don't have the time or knowledge to answer them all. Post it on the www.gamefaqs.com boards and I may just answer there if I can. ======================== 3.4 Credit ======================== * Thanks to all those everybody in the gamefaqs.com boards. Thanks mostly for putting up with my sarcastic comments and attempts to stir things up. * All of my friends locally that sit and argue with me until they realize it's useless. Thanks for your valuable input and it wasn't useless. * In paticular Zibanzo's thread on the gamefaqs.com boards had some really useful info that I didn't know already. Special thanks to Zibanzo for those tidbits. ======================== 3.5 Legal ======================== This guide is meant to enhance the enjoyment of a game and the maker is not responsible for addiction, mental anguish, physical defects, loss of sight, or any other harm that may be caused by the information on or improper use of this document. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. ======================== ======================== Copyright 2006 pnx8x.