Sinister Six

This alliance event uses a two-boss scoring structure. Each boss node is fed by 3 subnodes. Unlike a standard boss event, the boss battle is a 3-wave node where each wave is one of 6 bosses. The two bosses divide the 6 villains differently with each wave, so players should review the description carefully before deciding on the team to use.

The six villains have the same appearance as their rosterable version, but they have different powers. Not all villains make matches.

### CARNAGE

Carnage makes matches

* Red (5 AP) – deals damage and swaps a bunch of tiles
* Black (Passive) – at the start of his turn, make a bunch of matches (number of matches based on the amount of Black AP he has)
* Green (5 AP) – This power may deal damage to the target, or damage to the team, or destroys a bunch of tiles (with damage and generating AP)

Strategy: You will want to make all the black matches you can, so you should consider characters for your team that can utilize black well.

### DOCTOR OCTOPUS

Doctor Octopus does not make matches.

* Green (passive) – When he first appears, Doc Ock makes a 20-turn colorless countdown (Reactor) tile. If this tile hits 0, the game is over. While this tile is on the board, Doc Ock does not take damage.
* Blue (passive) – When he first appears, Doc Ock makes 4 Tentacle tiles. Each tile is a Repeater with a different effect. When all 4 Tentacle tiles are gone (matched/destroyed), the colorless Reactor tile becomes green (it is still counting down, but now it can be matched/destroyed).
* Black (Passive) – If the Reactor tile is matched/destroyed, Doc Ock is stunned for a number of turn. When he becomes not-stunned, he puts out 4 more Tentacle tiles and a new Nuclear Reactor tile.

Strategy: The Nuclear Reactor can be changed from colorless to green (and removes the tentacles) by having its row or column destroyed. So consider characters that give you the ability to destroy a row/column (Gwenpool, Cyclops, Okoye, etc.)

### GREEN GOBLIN

Green Goblin makes matches.

* Black (passive) – If Green Goblin has teammates, create 2 Henchmen. Henchmen are automatically KO’d if Green Goblin is KO’d.
* Purple (10 AP) – Creates countdown tiles of a specific color, each color does something different (I believe these map to the existing Green Goblin’s power)
* Yellow (5 AP) – Decreases some number of countdown tiles by 1.
* Yellow (passive) – At the start of the turn, fortify a countdown tile

Strategy: Generated henchmen will block Green Goblin by default. But you can just cycle him to the front (and ignore them).

### SANDMAN

Sandman makes matches

* Green (passive) – Damage dealt to Sandman is reduced. If you make a yellow match-5 it hits Sandman with extra damage.
* Purple (passive) – When he has less than 20 Yellow AP, changes 5 tiles to yellow
* Yellow (18 AP) – Deals big damage to the whole team

Strategy: You will get a lot of extra yellows and want him to not have yellow, so look for characters for your team that can make good use of yellow and high damage output to get around his reducer.

### VENOM

Venom does not make matches.

* Purple (passive) If there are less than 5 Invisibility tiles on the board, Venom makes one for himself.
* Green (passive) If there are 5 Invisibility tiles on the board, he removes them all, deals damage, and creates 2 countdown tiles. He won’t create Invisibility tiles until the countdown tiles are gone and each turn the countdown tiles are on the board, they make Web tiles.
* Black (passive) If there are 11 or more Web tiles on the board, he’ll all of them and KO the target.

Strategy: If you get a turn against Venom before he goes Invisible, you might be able to take him out. Otherwise, use his Invisible turns as a way to build up AP. You can also extend his time Invisible by matching/destroying the Invisibility tiles he generates.

### VULTURE

* Black (7 AP) – Puts out a 3 turn countdown which, if it goes off, sends him airborne for 2 turns (so gather up what AP you want/can with 2 free turns) but when he lands, he does damage to a random character.
* Green (8 AP) – Destroys tiles and damages target
* Blue (13 AP) – Damages target. Does more damage if the Black countdown tile is on the board.

Strategy: Deny black, just like you would against a regular Vulture.