Unburdened by morality, Mister Sinister will stop at nothing to understand genetic mutation. Using his vast array of powers and superior intellect, Mister Sinister concocts convoluted multi-decade plans to achieve his goals. Operating in the shadows, Mister Sinister steps into the fray only when absolutely necessary.
Powers[]
Original Sinister[]
POWER COST 0
(PASSIVE) Mister Sinister gleefully tosses one of his clones into the line of fire. If an enemy would deal 1735 or more damage and the friendly team has at least 3 Black AP, drain 3 friendly Black AP, prevent up to 1215 damage, and create 2 Trap tiles that deal 417 damage when matched by either team.
Level Upgrades:
Level 2: Prevents up to 1284 damage; Trap tile deals 497 damage.
Level 3: Prevents up to 1389 damage; Trap tile deals 551 damage.
Level 4: Prevents up to 1562 damage; Trap tile deals 689 damage.
Level 5: Prevents up to 1736 damage if the team has 2 Black AP; drains 2 Black AP.
At Max Level:
Level 3: Prevents up to 5581 damage; Trap tile deals 2214 damage. (Procs on 6975 or more damage)
Level 4: Prevents up to 6278 damage; Trap tile deals 2767 damage.
Level 5: Prevents up to 6976 damage if the team has 2 Black AP; drains 2 Black AP.
Sinister Secrets[]
POWER COST 0
(PASSIVE) Mister Sinister's schemes account for all externalities. Whenever an enemy fires a power, Mister Sinister creates 1 Trap tile. If the enemy has 7 or more AP in a Sinister Secrets Trap tile's color when it is matched by either team, steal 3 enemy AP in that color. Otherwise destroy 2 enemy AP in that color.
Level Upgrades:
Level 2: Steals enemy AP if the enemy team has 6 or more AP.
Level 3: Steals enemy AP if the enemy team has 5 or more AP; creates 2 Trap tiles.
Level 4: Steals enemy AP if the enemy team has 4 or more AP.
Level 5: Steals enemy AP if the enemy team has 3 or more AP; creates 3 Trap tiles.
At Max Level:
Level 3: Steals enemy AP if the enemy team has 5 or more AP; creates 2 Trap tiles.
Level 4: Steals enemy AP if the enemy team has 4 or more AP.
Level 5: Steals enemy AP if the enemy team has 3 or more AP; creates 3 Trap tiles.
Behold![]
POWER COST 8
Mister Sinister's plans can only be comprehended by a single mind: his own! Creates 3 Trap tiles that deal 469 damage for each friendly Trap tile on the board (including these tiles; up to 8 tiles) when matched by either team.
Level Upgrades:
Level 2: Trap tiles deal 516 damage for each friendly Trap tile.
Level 3: Trap tiles deal 563 damage for each friendly Trap tile.
Level 4: Trap tiles deal 657 damage for each friendly Trap tile.
Level 5: Trap tiles deal 844 damage for each friendly Trap tile.
At Max Level:
Level 3: Trap tiles deal 2263 damage for each friendly Trap tile.
Level 4: Trap tiles deal 2640 damage for each friendly Trap tile.
Level 5: Trap tiles deal 3395 damage for each friendly Trap tile.
Notes[]
Best Build[]
Level[]
Gallery[]
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