Marvel's Midnight Suns

Marvel's Midnight Suns

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Scarlet Witch Hex Charge
For the cost (3 heroism) i expect it to be decent, at least usable, but I cannot get it to work. Even in the THREAT room, without the card dilution from other heroes I found it impossible to use effectively.

Can someone explain how to use this ability? I feel like the Devs had a concept of this ability in conjunction with Unleashed, Hex Mark, Quick Toss, and/or probably more Hex Charge; but I have never been able to generate the chain reaction I think they intended.
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Showing 1-12 of 12 comments
Danceofmasks Dec 31, 2022 @ 3:32am 
Even under optimal circumstances, it's underwhelming.
For example, in the counterattack mission type, sometimes when you hit the button the enemies will be clumped up.
Even then, I keep thinking it's better to make them beat each other up instead.
Donachaild Dec 31, 2022 @ 3:38am 
it's only really good at removing shield dudes from protecting objectives and getting them off protecting other targets. but it's still a form of damge non the less.
Bryxia Dec 31, 2022 @ 5:13am 
Originally posted by donachaild:
it's only really good at removing shield dudes from protecting objectives and getting them off protecting other targets. but it's still a form of damge non the less.

It's my main use too.

I love to use it with move card, like Magik Trap Door or Spidey Special Delivery.

By the way, you can kill the Hexed enemy as a last action of the turn to make it explode early. Combined with Hex Mark, you can easily make a 5-8 action turn.
Last edited by Bryxia; Dec 31, 2022 @ 5:15am
Giblix Dec 31, 2022 @ 6:32am 
Originally posted by donachaild:
it's only really good at removing shield dudes from protecting objectives and getting them off protecting other targets. but it's still a form of damge non the less.
even then i rather use the mind control cards that the dark hunter has. or wanda with her area card that, after upgrade, has enemies attack each other twice. This will make it so the protector enemy will stop doing what they're doing and attack the enemy they're protecting. great way to take out mystics or nest mothers even faster. on top of that enemies scale and their damage output goes up. as with the Hex Charge its static.

the hex charge card is....useless. it is super situational and just not worth it. even after upgrading and modding it.
Cat Dec 31, 2022 @ 6:34am 
I feel like making it work with detonate would be a nice buff to it, but detonate is another card with mixed results. Scarlet Witch feels like she was a bit rushed out, maybe being one of the last heroes means she got less attention compared to the heroes you have for 80% of the game.
Yian Yan Dec 31, 2022 @ 10:17am 
It's a bind that doesn't apply the effect "Bind" and costs one more. That is...

It removes the enemy's action for the turn making them instead explode. They can still be moved with knockbacks (unlike bind). It does damage upfront and on explosion.

It's a decent card for what it does.
My beef with Hex Charge is that using it puts Wanda inside the blast radius.

You'd expect that with it being magic, you could cast it from a longer range than just beyond arm length. Plan accordingly.
Agent.0.Fortune Dec 31, 2022 @ 7:53pm 
Originally posted by Yian Yan:
It's a bind that doesn't apply the effect "Bind" and costs one more. That is...
It removes the enemy's action for the turn making them instead explode. They can still be moved with knockbacks (unlike bind). It does damage upfront and on explosion.
It's a decent card for what it does.

I didn't realize it prevented the enemies from taking an action. In all my testing, I tried to use it as a grenade and put it on minions to throw (KB) into someone else on my turn.
It is still very costly, but now I have some new strategies to test.
Giblix Jan 1, 2023 @ 2:31am 
if it would apply the bind or stunned condition while waiting for the explosion etc of a 3 hero cost. it would be more worth while imo. then you could have it combo with cards from other heroes, potentially with mods, that do additional damage on a stun/bind.
NoWayi Jan 1, 2023 @ 8:06am 
I have used it a lot, i liked it as others mentioned it removes their action(1action ) on their turn and can be used to disable shield and also perhaps not obvious first but you can trigger the explosion on your turn as well, it will explode when it gets KO ed even on your turn

I personally prefer banish way more as that disables both actions for supervillains and also stops end turn stuffs such as shield dude reguarding or the one giving counter or explosion to someone, and yea can be used defensively as well,basically and upgraded version of conceal... as you cannot take dmg and i think also stops DOTs and provides a drop where you can roll the dice :) funny how nico supposed to be the gambling hero but you can be way more good at it with magiks portals into drops with quick knockbacks lol
Danceofmasks Jan 1, 2023 @ 9:19am 
Oh yeah, banish ... I rolled one with free, and it's now one of my best cards.
Agent.0.Fortune Jan 11, 2023 @ 6:18am 
In my testing of this card (which is much better than i first realized), i discovered that it 1 shot KO's Sabertooth, he frenzies and dies.
I have not seen this behavior on other villians, and have not tested it on other frenzy enemies (yet).
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Date Posted: Dec 31, 2022 @ 2:52am
Posts: 12