With Kestrel making her grand return to Nexus Earth, Nick Fury has been reinvigorated and is ready to pick up where their partnership left off.
To reflect this in the game, many of Nick Fury’s abilities have been updated to have specific synergy with Kestrel. For ease of visibility, only the updated lines from his abilities are shown below - the rest of his kit remains unchanged.
Nick Fury:
Special: Rally
Old:
Heal self and all S.H.I.E.L.D. MINION allies for 10,000 Health + 15% of this character's Max Health.
New:
Heal self, Kestrel and all S.H.I.E.L.D. MINION allies for 10,000 Health + 15% of this character's Max Health.
Ultimate: Reinforcements
Old:
Summon 2-3 S.H.I.E.L.D. Agent at 340% normal Damage and 150% of normal Health + gain positive effect for 2 turns.
New:
Summon 2-3 S.H.I.E.L.D. Agents at 340% normal Damage and 150% of normal Health. Gain a positive effect for 2 turns.
If Kestrel is an ally, apply Defense Up for 1 turn + 2 Deathproof to summoned agents.
Passive: Directory of S.H.I.E.L.D.
Old:
On Turn, 50% chance to grant Speed Up to self + S.H.I.E.L.D. MINION allies. On WAR DEFENSE, this action also affects Coulson.
30% chance to grant Assist Now to self or a random ally on each HERO ally's turn. If the ally granted Assist Now is a S.H.I.E.L.D. MINION or Nick Fury, they also gain Offense Up.
S.H.I.E.L.D. MINION allies gain +10% Armor.
S.H.I.E.L.D. MINION allies gain +30% Resistance.
New:
On Turn, 50% chance to grant Speed Up to self, S.H.I.E.L.D. MINION, and Kestrel allies. On WAR DEFENSE, this action also affects Coulson.
30% chance to grant Assist Now to self or a random ally on each HERO ally's turn. If the ally granted Assist Now is a S.H.I.E.L.D. MINION, Kestrel, or Nick Fury, they also gain Offense Up.
S.H.I.E.L.D. MINION and Kestrel allies gain +10% Armor.
S.H.I.E.L.D. MINION and Kestrel allies gain +30% Resistance.
Heroes for Hire
Two of the Defenders are now pulling double-shifts as part of the new Heroes for Hire team along with the upcoming characters, Colleen Wing and Misty Knight. With the updates to these characters, they make a formidable team especially on War Defense.
Luke Cage:
Basic: Beat Up
Old:
30% chance to apply Assist Now to a random Hero. If that ally is a Defender they also gain Offense Up.
New:
Always apply Assist Now to a random Hero. If that ally is a Defender or Heroes for Hire they also gain Offense Up.
Special: Bring It On!
Old:
Apply Regeneration to all Defender allies.
New:
Apply Regeneration to all Defender and Heroes for Hire allies.
Ultimate: Unbreakable
Old:
Apply Defense Up to all Defender allies for 2 turns.
New:
Apply Defense Up to all Defender and Heroes for Hire allies for 2 turns.
Apply 2 Deflect and 2 Deathproof to self and all Heroes for Hire allies.
Passive: Power Man
Old:
Gain +5% Max Health per Defender ally.
Gain +50% Max Health for Self and all Heroes For Hire allies
New:
Gain +10% Max Health per Defender and Heroes for Hire ally.
On Spawn, On War Defense:
Fill Speed Bar by 80%.
If this character has 3 or more Heroes for Hire allies, if Health if full, and not Charged, gain Charged.
At the end of any turn, if Charged, and below 50% Health, Lose 1 Charged, clear all negative effects, heal for 100% of this character's Max Health, gain Offense Up for 2 turns, 2 Deflect, and Deathproof.
If Charged, always Revive on Death and gain +10% Damage, +10% Damage Reduction, and +175% Resistance per Charged.
Iron Fist:
Special: Inner Peace
Old:
Clear all negative effects from self.
Heal self and Defender allies for 10% of this character's Max Health
New:
Clear all negative effects from self and all Heroes for Hire allies.
Heal self, all Defender, and all Heroes for Hire allies for 30% of this character's Max Health.
Ultimate: The Iron Fist
Old:
60% chance to gain Offense Down.
New:
On War Defense, this attack targets the enemy with the highest damage instead of the primary target, ignoring Taunt and Stealth.
No longer has a chance to gain Offense Down.
Passive: Son of K'un-Lun
Old:
On Spawn, heal self and Defender allies for 30% of this character's Max Health.
On Turn, 40% chance to heal self and Defender allies 30% of this character's Max Health.
Gain 5% Damage per Defender ally.
New:
On Spawn, heal self, Defender, and Heroes for Hire allies for 30% of this character's Max Health.
On Turn, 40% chance to heal self, Defender, and Heroes for Hire allies 30% of this character's Max Health.
Gain 5% Damage per Defender and Heroes for Hire ally.
When a Heroes for Hire ally drops below 50% Health, apply Defense Up for 2 turns to that ally.
On Spawn, On War Defense, if this character has 3 or more Heroes for Hire allies, if Health is full, and not Charged, gain Charged.
At the end of any turn, if Charged, and below 50% Health, Lose 1 Charged, clear all negative effects, heal for 100% of this character's Max Health, gain Offense Up for 2 turns, 2 Deflect, and Deathproof.
If Charged, always Revive on Death and gain +10% Damage, +10% Damage Reduction, and +175% Resistance per Charged.