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Infiltratoricon Blastericon  Classic Cloak and Dagger
Classic Cloak and Dagger
Base Stats
Health: Bar01 Bar01 Bar02 Bar02 Bar02  
Stamina: Bar01 Bar01 Bar01 Bar01 Bar02  
Attack: Bar01 Bar01 Bar01 Bar02 Bar02  
Defense: Bar01 Bar02 Bar02 Bar02 Bar02  
Accuracy: Bar01 Bar01 Bar01 Bar02 Bar02  
Evasion: Bar01 Bar01 Bar01 Bar01 Bar02  
Effects:
Cost and Requirements:
  • Adamantium League at the end of PVP Tournament: Season 29
Gender: Agent Female Gender Female
Carries Metal? No
Organization/s:
  • X-Men
Bio:
As runaway teenagers, Tandy Bowen and Tyrone Johnson first met when Tyrone saved Tandy from a mugging. The two became fast friends, and when Tandy joined a new shelter on Ellis Island, Tyrone couldn't help but be suspicious and joined her. He was right as the shelter was a testing ground for a new drug the Maggia had developed. Most died in their experiments, but Tandy and Tyrone not only survived, they gained incredible powers that were both a blessing and a curse. They defeated the Maggia responsible and protect the streets of New York as Cloak and Dagger.
Cloak and Dagger-Bright Blades Bright Blades Cloak and Dagger-Black Out Black Out Level 2
Stamina Cost: 17% Stamina Cost: 27%
Target: One Enemy Target: All Enemies
Total Damage: 492 - 692 Total Damage: n/a
Cooldown: n/a Cooldown: 2 Rounds
# of Hits: 4 # of Hits: n/a
Hit/Critical: 94% / 17% Hit/Critical: 100%
Type: Ranged Type: Debuff

Special Properties

Psychic Energy Attack - Ignores most Avoidance, Shield, Counter, and Protect effects; Deals energy damage to targets immune to psychic attacksPsychic Energy Attack - Ignores most Avoidance, Shield, Counter, and Protect effects; Deals energy damage to targets immune to psychic attacks Psychic Energy Attack

One Enemy

Diminished Resolve (2 rounds) - Reduces damage dealt by all attacks • Counts as a Delirium effectDiminished Resolve (2 rounds) - Reduces damage dealt by all attacks • Counts as a Delirium effect Diminished Resolve
Weak Mind (3 rounds) - Increases the damage taken by Psychic attacks and effectsWeak Mind (3 rounds) - Increases the damage taken by Psychic attacks and effects Weak Mind

Special Properties

Subtle - Does not trigger most status effectsSubtle - Does not trigger most status effects Subtle

All Enemies

Dark Forces - Chance to cause a harmful Dark effect, including Apprehension, Bane, Dark Void, Doom, Falter, Sin, and ShadowgraftDark Forces - Chance to cause a harmful Dark effect, including Apprehension, Bane, Dark Void, Doom, Falter, Sin, and Shadowgraft Dark Forces
Dementia - Chance to cause Delirium effects, including Confusion, Disoriented, Mind Control, and PossessedDementia - Chance to cause Delirium effects, including Confusion, Disoriented, Mind Control, and Possessed Dementia
Cloak and Dagger-Shot in the Dark Shot in the Dark Level 6 Cloak and Dagger-Child of Darkness Child of Darkness Level 9
Stamina Cost: 33% Stamina Cost: 22%
Target: One Enemy Target: Self
Total Damage: 781 - 1014 Total Damage: 781 - 1014
Cooldown: 1 Round Cooldown: 3 Rounds
# of Hits: 1 # of Hits: n/a
Hit/Critical: 92% / 16% Hit/Critical: 100%
Type: Ranged Type: Buff

Special Properties

Exploits Delirium - Deals extra damage against targets that are being manipulated by other status effects like Disoriented, Mind Control, or PossessedExploits Delirium - Deals extra damage against targets that are being manipulated by other status effects like Disoriented, Mind Control, or Possessed Exploits Delirium
Mental Prowess - Hits against targets with Weak Mind are guaranteed to be critical hitsMental Prowess - Hits against targets with Weak Mind are guaranteed to be critical hits Mental Prowess
Psychic Energy Attack - Ignores most Avoidance, Shield, Counter, and Protect effects; Deals energy damage to targets immune to psychic attacksPsychic Energy Attack - Ignores most Avoidance, Shield, Counter, and Protect effects; Deals energy damage to targets immune to psychic attacks Psychic Energy Attack

Special Properties

Quick Action - Grants an immediate free turn after using; Does not trigger follow-up attacksQuick Action - Grants an immediate free turn after using; Does not trigger follow-up attacks Quick Action

Self

Dark Aberration (2 Rounds) - Attacks become Stealthy; Deals increased damage to Blinded targets; Chance to avoid and counter incoming attacksDark Aberration (2 Rounds) - Attacks become Stealthy; Deals increased damage to Blinded targets; Chance to avoid and counter incoming attacks Dark Aberration
Remove Debuffs - Remove harmful status effects from the targetRemove Debuffs - Remove harmful status effects from the target Remove Debuffs
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