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 closes into the line of fire. If an enemy would deal x or more damage and the friendly team has at least 3 Black AP, drain 3 friendly Black AP, prevent y damage, and create 2 Trap tiles that deal z damage when they leave the board.
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.
At Champion Max Level:
Level 3: Prevents up to 11545 damage; Trap tiles deal 14437 damage.
Level 4: Prevents up to 13469 damage; Trap tiles deal 16549 damage.
Level 5: Friendly team at least 2 Black AP, Drain 2 friendly Black AP. Prevents up to 13854 damage; Trap tiles deal 17124 damage.
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.
At Champion Max Level:
Level 3: Deals 15392. Steals enemy AP if that enemy team has 5 or more AP in that tile's color. Creates 2 Trap Tiles.
Level 4: Deals 19240. Steals enemy AP if that enemy team has 4 or more AP in that tile's color.
Level 5: Deals 19240. Steals enemy AP if that enemy team has 3 or more AP in that tile's color. Creates 3 Trap Tiles.
Behold![]
POWER COST 8
Mister Sinister's plans can only be comprehended by a single mind: his own! Select one of Mister Sinister's Trap Tiles. That Trap tile activates, dealing x damage in addition to its normal effect. If none of Mister Sinister's Trap tiles exists, create 2 Sinister Secrets Trap tiles.
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.
At Champion Max Level:
Level 3: Dealing 30007 additional damage.
Level 4: Dealing 33858 additional damage.
Level 5: Dealing 46382 additional damage.
Notes[]
On 25th April 2024, Mister Sinister got a rebalance. However, only the level 550 stats were published. As a result, the level 255/450 stats are outdated.
Level[]
Gallery[]
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