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With Earth caught in the middle of a war between alien races, Captain Marvel must rise up to save it. As the Kree-Skrull War rages, she stands tall, a galactic warrior and one of the universe's most powerful Super Heroes. Can she reconcile her mysterious past to save a present in turmoil?

Powers[]

Mean Right Hook[]

POWER COST  red  8
Captain Marvel soars up swinging, blasting, and bashing in skulls and ships as she rockets through the atmosphere. Creates a 3-turn Red Repeater tile that deals 1454 damage and creates 2 Red strength 53 Strike tiles.

(PASSIVE) Whenever a friendly Strike tile is destroyed by any means other than a match, gain 1 Yellow AP.

Level Upgrades:
Level 2: Create strength 60 Strike tiles and gain 2 Yellow AP.
Level 3:
Level 4:
Level 5:



Event Horizon[]

POWER COST  green  0
(PASSIVE) Captain Marvel draws power from within and readies herself for an attack. At the start of her turn, if one does not exist, create a 3-turn Green Repeater tile that generates 2 Green AP. When Captain Marvel has 10 or more Green AP, this power becomes Photonic Rush and Captain Marvel's Event Horizon Repeater tile is removed.

Level Upgrades:
Level 2: Photonic Rush places a 2-turn Countdown tile.
Level 3:
Level 4:
Level 5:



ALT: Photonic Rush[]

POWER COST  green  10
Captain Marvel goes binary, unleashing a massive surge of photonic energy. Captain Marvel creates a 3-turn Countdown tile that destroys its row and deals 1653 damage. If the destroyed row contains friendly special tiles, destroy one additional row for every friendly special tile destroyed. Destroyed tiles deal damage but do not generate AP.

(PASSIVE) When Captain Marvel has less than 10 Green AP, this power becomes Event Horizon.

Level Upgrades:
Level 2: Place a 2-turn Countdown tile.
Level 3:
Level 4:
Level 5:



Got Your Six[]

POWER COST  yellow  8
Danvers is back in the cockpit, and she's pretty sure she remembers how to fly this thing well enough to save the day. Captain Marvel sends a chosen ally Airborne for 2 turns. When they land, heal the ally for a burst of 430 health and deal 959 damage to the target.

Level Upgrades:
Level 2: Deal 1224 damage and heal the ally for a burst of 529 health.
Level 3:
Level 4:
Level 5:



Notes[]

Best Build[]


Level[]

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Gallery[]

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