The Indestructable strategy! Binary Options 2020

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Tips for Collector ( A more updated version)

First off i would say the path to take for first clear then the type of champs that will cost to 1 teamrevive a run . Or less.

THE PATH : Take the kang to fight and teleport to angela then fight Gwenpool. After that take the path with venom , gamora , voodoo etc.

LUKE CAGE – Gets indestructable when hit. So do 4 hit combo but end in a light attack and immediatly hold block. Then let collector do his heavy then hit and Repeat this and collector will not do specials untill sp3 for Cage to tank it.

KILLMONGER – Same as Luke cage but just do a sp2 before collector does sp3.

MORDO -When duped he gets energy resistance and all collector hits are energy. He can block collectors unblockable specials. Just do sp3 to get lucky with a regen or 2.

HULK PAIRED WITH THOR RAG – Hulk basicly gets indestructable for u to get more damage on collector

MAGIK – Use a mystic boost for sp2 to get more power when using sp2 then u can almost insta power drain collector whole time.

SPARKY – Spiderman has the ability to evade specials. Its all based on luck if u wanna use him.

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NIGHTCRAWLER – Use his special 1 before collector does specials then just swipe back. He will evade his specials.

DOCTER VOODOO – He gets energy resistance when blocking. If u play him right u can get collector to 50% hp. Thats when his specials are unblockable.

THOR – U can get decent amount of damage of him before he dies.

WINTER SOLDIER PAIRED WITH KILLKONGER SYNERGY – If its a 5* Killmonger you get 5% attack each hit for soldier till max of 100 hits. My soldier does 4k bleed on 100 hits as 6* so u can do a bit of damage.

DAREDEVIL CLASSIC – High sig means u have 100% chance to evade collectors specials.

SCARELT WITCH – When on high sig u must just get lucky enough to power lock and drain collector.

VISION CLASSIC – When duped he can get a bar of power and u can get collector power drainee a lot. U can do the 4 hit combo like luke cage here and when collector has enough power do a 5 hit combo and do sp2 to power drain all his power.

Now kabam made some better champs so .. Spidergwen – When special attacks are unblockable she gets a 550% chance to evade so when he throws in a special just don’t do anything.

CORVUS GLAIVE – Build some some charges and he can do damage ( this will cost you some lvl 1 revives)

CAPTAIN MARVEL ( MOVIE ) – Build up some parries for Binary then when she is indestructable she can tank his sp3 if you need that, try to spam heavy if u can for binary.

GHOST WITH THE HOOD – Pretty much depends on RNG if your Ability Accuracy will be reduced so yea but she can still do it.

NOTE : For those of you that disagree with the sp3 thing , I have tested this out . Any Form of Indestructable or Safe Guard ( can’t take more than x% damage from an attack) all those does tank his sp3 aswell as Ghost . What is meant by “This attack instantly kills his opponets” That means that the damage is just too high to survive it but like i said , i tested it out and it works perfectly

Thats all i tried and can think of. I used 1 team revive per path on collector.
When i tried more ill be sure to post this. But for now i hope u guys can benefit out of this.

I would appreciate any positive feedback aswell as some options you guys have.

Age of Mythology Heaven

Age of Mythology is a game by

Heroes and God Powers

A Greek hero in action at the E3 demo.

Another big change in concept is how heroes and god powers work. Originally, heroes were going to be hugely focal units for your culture – now they just counter myth units.

At the E3 demo last year, we saw a hero in action for the first time. He could cast two god powers – lightning storm and meteor shower, which survived to become the god powers of the Greek Hera and the Egyptian Thoth – at the cost of favor. ES had said more god powers were in the making. The idea was to give heroes a bigger purpose than simply being really strong units, as they were in AoK.

Spells, not god powers. That’s Warcraft 3 folks, not AoM.

This system though has three real drawbacks in my opinion. The first and most obvious is that your strategy is so reliant on a small number of units. Having played Warcraft 3, strategy is really dependent on your heroes, and its kind of frustrating to see them get swarmed by enemy units.

The second drawback is that your god powers are limited to strictly combat based options. AoM at its current state of development has some really interesting god powers that have no bearing on combat whatsoever. Hephaestus’ Plenty god power creates an indestructable storehouse that continuously generates food, gold and wood. Loki’s Spy can show the player the line of sight of any enemy unit for a period of time. These ideas create much wider options for strategic development.

An Egyptian hero calls down a lightning storm.

The third drawback is that even if you call them god powers. the concept is the same as any fantasy based game, where there’s magic and spells. “Here we are trying to say that god powers were natural disasters sent by the gods, not “spells” that were “cast” by a “sorcerer.” Yet, here we had this little guy waving his arms to call down a Lightning Storm.” says Greg “Deathshrimp” Street. The Age games are based in history – and AoM is not much different. The people of the time believed that gods really did touch their lives and that fearsome creatures did inhabit the world, but this didn’t happen through sorcerous magics.

Converting them myth units

So the idea of having heroes cast god powers was scrapped. Instead, god powers would be cast once per age. Instead of being used to cast god powers, favor would be used to buy mythological units and technologies instead – to make them even more valuable.

Heroes still retain quite a bit of individuality. Polyphemus’ special ability is throwing myth units, for instance.

The idea succeeding the god-power-casting-hero was the myth-unit-countering-hero. This idea made perfect sense. The units could work in a rock-scissors-paper relationship, heroes countering myth units, myth units being strong against human units, and human units being able to overrun heroes. This idea sounds a lot like how it works now, true, but it has also changed a lot since conception too. A good example of this is the role of AoM’s Egyptian priest. Originally, they converted enemy myth units. but like the monks of AoK, this could be frustrating and ended up being not so fun. “Because of the binary nature of the relationship – I either steal your unit or die in the attempt – it was frustrating for both attacker and defender.” says Greg “Deathshrimp” Street. Now priests just attack myth units normally.

How you acquire heroes has changed a bit too. The Egyptians and Greeks worked roughly like they do now – though it was a while before we found out that the Egyptian Pharoah would regenerate after he was killed. However the Norse were originally slated to get heroes whenever one of their units achieved a certain number of kills. that is, it’d convert into a hero. Perhaps a difficult system to balance, but either way, the Norse now get their heroes through more mundane means, they’re trained at the Longhouse.

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