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Forge

  
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Tier List

Hero, Global, Mutant, Support, X-Treme X-Men

Arena★ ★ ★ ★ ★
Alliance War Offense★ ★ ★ ★ ★
Alliance War Defense★ ★ ★ ★ ★
Blitz/Real-Time Arena★ ★ ★ ★ ★
Raid★ ★ ★ ★ ★
Dark Dimension★ ★ ★ ★ ★
Cosmic Crucible★ ★ ★ ★ ★
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Iso-8

As a support character, Forge can benefit from 2 classes – Skirmisher and Striker. Skirmisher will help with his Focus and will ensure that he can clear Positive effects from his enemies with his Ultimate, but his main supportive abilities are more focused on sustaining his team, and for that he doesn’t need a lot of focus. That’s where Striker comes in, his basic attack applies Regeneration and Deflect to all of his X-Men allies, and having a ton of Deflects and Regens will certainly help.

T4 Priority

U – Ultimate ability

S – Special ability

P – Passive ability

B – Basic ability

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Ultimate – The main reason for having his Ultimate maxed out is that it will then apply Safeguard to all X-Treme X-Men allies in Raids. Forge, primarily, is a Raid character and Safeguard is essential there so this upgrade should be first on any lists.

Special – will clear Heal Block before Healing, so it is also essential.

Passive – is fairly simple, it will just apply Defense Up to all X-Men on Spawn.

Basic – will allow Forge to apply Deflect and Regen to all of his allies, instead of 4 most injured ones.

Infographics

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Theory Craft

Forge was born with the Mutant ability to mentally create, manipulate, and control technological devices, making him an incredibly skilled inventor and engineer. He eventually joined the X-Men as their chief mechanic, where he designed and improved many of their iconic gadgets such as cybernetic limbs, the Blackbird, and even the Danger Room.

Forge is an irreplaceable Support character for his X-Treme team, he can provide them with a bevy of Positive effects, including Safeguard, he can also Heal them and Revive a dead X-reme ally with 100% Health and he can supply his X-Treme allies with more Charged and he also has an interesting invention mechanic.

Basic – Crafted Shot

Very simple attack, it will just hit the primary target for damage and will apply Deflect and Regeneration to his X-Men allies.

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Special – Boot N’Shoot

Energy Cost: 5/5

First, he will attack the primary target and copy 1 Positive effect, then chain to 1 adjacent target and copy another Positive effect (can’t copy Taunt).

After that, he will spread all Positive effects from self to his X-Men allies (excluding Taunt). Then he will clear Heal Block from them and will heal self and them for 20% of his max Health.

If he’s Charged, he will apply Immunity to self and all X-Men and then lose 1 Charged.

This is a good supportive ability, that will bolster the teams’ standings in any combat situation. Clearing Heal Block and then healing is always good to have, and applying Immunity if he’s Charged will make things even better.

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Ultimate – Engineering Support

Energy Cost: 10/10

This ability will attack the primary and adjacent targets and clear all Positive effects from them. Then, it will clear all Negative effects from his X-Men allies and will heal all X-Men for 30% of his Max Health.

Then it will prolong the duration of all Positive effects on X-Men allies by +1, after which he will apply Counter, Deathproof, and Deflect to all X-Men. In Raids, he will also apply Evade and Safeguard, but only to X-Treme X-Men.

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Then, it will apply +1 Charged to all X-Men, and +10 Charged to all Cyclops allies.

Finally, it will Revive a dead X-Treme X-Men ally with 100% Health, and if there are no dead X-Treme allies he will gain 3 ability energy instead.

This is the ultimate supporting ability, it has everything, clearing negatives, applying positives including the ever-important Safeguard. It can also heal and revive. The only issue is the massive cooldown, but it can be slightly offset if there are no dead allies. Forge will also be getting Ability Energy from Sunspot so it is possible to use this ability more than once per battle, but don’t count on that too much.

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Passive – Improvised Inventions

On Spawn, he will apply Defense Up to self and all X-Men allies

The most interesting part about his Passive is the Invention Mechanic. On Turn, he will craft one out of 3 inventions, all inventions provide different bonuses to him:

  • Rifle Upgrade: On Attack, apply +1 Vulnerable.
  • Shoulder Cannon: On X-Men ally Turn End, attack lowest Health enemy for 200% Piercing.
  • Targeting Reticle: Gain +25% Crit Chance for self and all X-Men allies.

Eventually, he will get all 3 Inventions and will have all bonuses, the only way to distinguish these bonuses is by paying attention to the character model. It’s pretty self-explanatory – if he gets Rifle Upgrade, he modifies his gun and it will look like a riffle, etc.

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He also has a grace mechanic, when any X-Men ally drops below 50% Max Health he will Barrier all X-Men for 10% of his Max Health, and will fill his Speed Bar by 15%. This will allow him to get to his turn faster and heal the injured ally.

If he doesn’t have any of his abilities ready it’s no problem since he can also heal 1 most injured X-Men ally on Turn, it’s only by a small amount 5% of Forge’s Max Health, but it’s better than nothing.

His Passive also has some stat boosts, +30% Armor and Resistance for X-Men allies, and in Raids X-Treme allies gain an additional +60% Armor and Resistance.

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Conclusion

Not many Forge’s abilities are locked behind Raids, so he and his X-Treme team can still be useful in other game modes. But his long cooldowns prevent him from being a truly exceptional character. The only thing we might want from him is the ability to Revive more than 1 X-Treme X-Men ally, but it is what it is. Forge is also very slow, so his usefulness as a stand-alone character outside of raids will be fairly limited.

That said, in Raids, when he has his X-Treme allies by his side, he is one of the best support characters.

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