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Game Cheats » Nintendo GameCube Cheat Codes » Games Starting with the Letter X » X-Men: Legends - Strategy Guide (Page 03)

X-Men: Legends - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for X-Men: Legends - Strategy Guide (Page 03).

To make Colossus most effective, max out Concussion Slam and Steel Skin. 
You also want to max out Knockback and Might; and a level or two of Mutant 
Mastery is also a help. At Concussion Legend level, Colossus' clap can 
clear out the *next* room--just stand near the door and execute the B-power 
and then walk into a room full of falling bodies. It is also very easy to 
hit combos with Concussion Slam. Equip him with a Power Enhancer to 
increase the damage from his attack.


=============================
[4.5] Cyclops (Scott Summers)
=============================

Mutant Powers
-------------
A-power: Optic Beam/Optic Blast/Legend Blast: ranged attack that does 
energy damage to one opponent; can weld metal

B-power: Optic Sweep/Optic Slam/Legend Slam: ranged attack that does energy 
damage to multiple targets in an arc in front of Cyclops, also knocks 
enemies back

X-power: Tactics/Strategy/Command: Cyclops' leadership abilities add to his 
or the team's Strike and Agility scores

Y-power: Optic Rage--an extremely powerful version of Optic Sweep

Skills
------
 - Accuracy: Increases chance of a critical hit for a ranged attack
 - Critical Strike: Increases chance of a critical hit for a melee attack
 - Leadership: Increases damage of and experience received from combos
 - Mutant Mastery: Increases maximum mutant energy
 - Point Blank Shot: Increases damage of ranged attack within 10 feet
 - Toughness: Increases maximum health

When acquired: You pick up Cyclops just after fighting Mystique during the 
first mission.

Recommended AI level: Normal
Recommended AI power: Optic Beam

Cyclops isn't really built for melee fighting. He has no melee skills 
except Critical Strike. His Tactics power can't even be purchased until 
level five, and isn't hugely useful until level 9, when you can get Tactics 
3 and receive +6 to Strike and Agility.

Since he is so weak at melee, you'll want to concentrate on powering up his 
ranged attacks. He's dependant on mutant energy, so pour stat points into 
Focus until you've gotten that stat into the 20s; you can then spare a few 
stat points to beef up his defense and health (Agility and Body).

Max out Optic Beam to Legend Blast and Tactics to Command 3 for an insta-
buff to all X-Men. (You'll also need levels in Tactics for the Weapon X 
Part Deux mission.) A few levels of Optic Sweep can be effective for crowd 
control and for taking out energy saps.

Level up Cyclops' Leadership, Accuracy and Point Blank Shot skills as soon 
as possible. You will also want to put points into Mutant Mastery and, 
possibly, Toughness. Ignore Critical Strike. Optic Rage is nice, but not as 
useful as those Xtreme powers that have 360-degree radial effect (Optic 
Rage only works in a 90-degree arc in front of Cyclops).

With his weak melee skills and the limited usefulness of his ranged attack 
early (before he has enough Focus to keep up the blasting), Cyclops is not 
a good choice for your team until the early teen levels. Afterwards, he 
will probably become a mainstay as his Optic Beam has the longest range of 
any mutant attack in X-Men Legends and Leadership will have a significant 
effect on your team.


================
[4.6] Emma Frost
================

A-power: Confuse/Command/Legend Command--confuses enemies so they are no 
longer able to fight; Command and Legend Command convert enemies to allies 
and add to their stats; the confusion/conversion effect is time-limited

B-power: Fear/Terror/Legend Terror--causes enemies to flee in terror and 
reduces their stats; Terror and Legend Terror also cause mental damage; the 
fear effect is time-limited

X-power: Psychic Shell/Diamond Shell/Impervious Shell--encases Emma in a 
diamond-hard substance that reduces physical damage, beam damage and pain

Y-power: Psychic Bedlam--causes psychic (mental) damage to all enemies 
within 50 feet and paralyzes nearby enemies with fear

Skills:
 - Critical Strike: Increases chance of a critical hit for a melee attack
 - Hardness: Reflects physical damage back at foes
 - Mutant Mastery: Increases maximum mutant energy
 - Psionic Strike/Fury: Adds mental damage to melee attacks
 - Shell Might: Increases lifting strength and damage of melee attacks
   when in Shell Form
 - Toughness: Increases maximum health

When acquired: Emma comes to help free Illyana from the Astral Plane, and 
is first available during the GRSO attack on X-Mansion in Interlude #5.

Recommended AI level: Normal
Recommended AI power: Fear

Emma Frost can be a very good character, but only under human control. The 
key to getting the most from the White Queen's powers is to maximize her 
melee ability using her Shell form in conjunction with Hardness, Psionic 
Strike and Shell Might. Her offensive powers are OK for crowd control, but 
they are not as much use to you when leaving Emma under AI control.

Psychic Shell is as powerful a defense as Colossus' Steel Skin. Maximize it 
and also max out Hardness, Shell Might, Psionic Strike/Fury and Critical 
Strike. Split Emma's stat points up equally between Focus and Strike with 
the occasional point put into Agility or Body (her Shell will protect her 
from a lot of damage) and she becomes a great melee fighter. In order to 
get the most out of her attacks, you have to keep her Shell form in use at 
all times; and that requires human control. You don't want Emma using her 
Confuse or Fear powers on your opponents while you're trying to hit combos. 
The only effect is you will hit a lot fewer combos since all your enemies 
are either running away or fighting on your side.

Level up either one of Emma's offensive powers. Fear is good because it 
eventually begins causing damage along with the fear effects. Buy her 
Xtreme power. Don't worry about Toughness or Mutant Mastery unless you just 
have some spare points. Play as Emma and keep her Shell up and just hammer 
away at your opponents. If you get mobbed, use Confuse or Fear to break up 
the crowd and take them down one-by-one.


==========================
[4.7] Gambit (Remy LeBeau)
==========================

A-power: Charged Card/Charged Shuffle/Card Legend--throws kinetically 
charged cards that cause energy damage and knockback; can also destroy 
objects with a touch (stand next to an object and press R+A)

B-power: Staff Slam/Staff Detonation/Staff Legend--Gambit slams his staff 
on the ground, causing a concussive shockwave that knocks down and damages 
nearby enemies (energy damage)

X-power: Kinetic Boost/Kinetic Amplification/Kinetic Mastery--boosts damage 
of Gambit's physical attacks and his movement speed; at high levels, adds 
energy damage to teammates' melee attacks

Y-power: 52 Pick Up--Gambit fires off a full deck of kinetically charged 
cards, damaging enemies in a wide area

Skills:
 - Critical Strike: Increases chance of a critical hit for a melee attack
 - Kinetic Strike/Fury: Adds kinetic damage to non-staff melee attacks
 - Overload: Adds energy to charged objects
 - Mutant Mastery: Increases maximum mutant energy
 - Staff Master: Adds kinetic energy to non-power staff attacks
 - Toughness: Increases maximum health

When acquired: Gambit is held hostage by the Morlocks; you'll free him at 
the end of your first mission into their sewers.

Recommended AI level: Normal
Recommended AI power: Charged Card

Gambit is another great character for players, who is less useful under AI 
control. By leveling his melee abilities, you can turn him into a very good 
fighter, but his powers are not used by the game as well as they could be. 
Still, if you do want to play with Gambit on your team, but not under your 
control, you can hit some pretty effective combos with either of his 
offensive powers.

The other good thing about using Gambit as your character is the ability to 
charge objects (using his A-power) and hurl them at enemies, where they 
explode. Simply stand next to an object and press R+A, then quickly throw 
it at your opponents. You can also use this to destroy items; just charge 
them up and then step back.

For an AI-controlled Gambit, Charged Card ends up being a better choice 
than Staff Slam. Because CC is a power that affects multiple enemies, you 
have a better chance of scoring a combo. For a player-controlled Gambit, 
Staff Slam is the better offensive power, though you won't hit as many 
combos.

In both cases, you'll want to emphasize Gambit's Strike and Focus stats and 
level up Kinetic Boost, which also provides a bonus to his teammates at 
Amplification and Mastery levels. Level up Critical Strike, Staff Master 
and Toughness. Only level up Overload if you're going to use Gambit's 
ability to charge objects. You should level up Kinetic Strike/Fury if you 
will be using Gambit a lot for hand-to-hand fighting.

Use Staff Slam as a crowd-control measure, and then use lots of strong 
attacks hand-to-hand. Strong (B) attacks are more likely to cause Gambit to 
use his Staff; thus, you get the bonuses from the Staff Master skill. Keep 
Kinetic Boost up and use lots of melee attack sequences.


==========================
[4.8] Iceman (Bobby Drake)
==========================

A-power: Freeze Blast/Deep Freeze/Legend Freeze--slows or freezes enemies, 
builds ice bridges, puts out fires

B-power: Ice Shards/Ice Spikes/Legend Spikes--throws ice projectiles 
(energy damage)

X-power: Ice Armor/Ice Equipment/Ice Forge--reduces damage (all types), 
causes touch damage to attackers; higher levels add energy damage to 
teammates' punches

Y-power: Freeze Frame--freezes enemies within 12 feet, slows enemies within 
33 feet

Skills:
 - Critical Strike: Increases chance of a critical hit for a melee attack
 - Cold Smash/Cold Crush: Adds cold damage to melee attacks
 - Ice Tracks: Iceman can glide through the air on sheets of ice
 - Mutant Mastery: Increases maximum mutant energy
 - Point Blank Shot: Increases damage of ranged attacks within 10 feet
 - Toughness: Increases maximum health

When acquired: Bobby Drake will try to charm Alison during the first 
interlude in X-Mansion.

Recommended AI level: Normal
Recommended AI power: Freeze Blast

Iceman is one of the more versatile X-Men. He's a good support character 
and he's a good fighter. As a bridge-builder, he's very useful--especially 
in some early missions when neither Jean nor Magma are available. Freeze 
Blast slows (or completely freezes) your opponents, making them easier 
targets. Note, it does no actual damage of its own. This is an especially 
important power for some of the tougher mutant bosses, as freezing them 
keeps them from using their most devastating attacks.

Ice Shards is fairly weak unless boosted with the extra damage from Point 
Blank Shot. Considering the overall usefulness of his other two main 
powers, you probably don't want to waste points in this power and have to 
spend points on PBS as well. Ice Tracks is another pretty useless skill. 
The ice slides are hard to control, have incredibly short range until level 
5, and are not nearly as useful as the Flying skill (since you can't carry 
teammates on your slide).

Ice Armor is a great defensive power. It gives Bobby good protection, 
including a small touch attack damage bonus--i.e. any opponent that touches 
him is automatically damaged. He can also give his teammates an energy 
bonus to their melee attacks. Of course, you don't see the full benefit of 
this until you get to Ice Forge level, about midway through the game.

The best build for Iceman is to max out Freeze Blast and Ice Armor and keep 
his Focus high and level up Mutant Mastery so he can keep up his shields 
and keep blasting away. Split remaining stat points between Agility and 
Body and don't worry much about his Strike. You can give him some levels in 
Cold Smash to increase his Melee ability and a point in Toughness will help 
him stay alive.

You can also make Bobby more of a tank by maxing Cold Smash and Critical 
Strike and spending more points on his Strike stat; however, that will 
reduce his effectiveness at providing support for the rest of the team.


===============
[4.9] Jean Grey
===============

A-power: Telekinesis/Telekinetic Mastery/Telekinetic Legend--uses TK to 
throw enemies and objects about (mental damage), build bridges and pull 
distant switches

B-power: Psychic Shout/Psychic Scream/Psychic Legend--radial attack that 
causes mental damage to opponents and reduces their Strike and Agility

X-power: Telekinetic Shield/Telekinetic Shell/Telekinetic Armor--reduces 
damage (all types); Shell and Armor protect teammates

Y-power: Phoenix Force--Jean Grey transforms into Phoenix, lifts all nearby 
enemies up and smashes them into the ground

Skills:
 - Critical Strike: Increases chance of a critical hit for a melee attack
 - Flight: Allows flying and flight pickup (at level 3 and above)
 - Mutant Mastery: Increases maximum mutant energy
 - Psionic Strike/Psionic Fury: Adds mental damage to melee attacks
 - Telekinetic Combat: Increases damage of all mental attacks
 - Toughness: Increases maximum health

When acquired: Jean gives you the tour of the upper two floors of X-Mansion 
during your first visit.

Recommended AI level: Normal
Recommended AI power: Psychic Shout

Jean comes in a very close second to Storm as the most indispensable mutant 
in the game. Both have the best party-wide shields in the game (reducing 
all types of damage for all members of the team), both can fly, move 
distant objects, add bonus damage to melee attacks and have devastating 
mutant attacks. Storm's ability to weld metal and her Leadership skill put 
her just slightly ahead of Jean for overall usefulness.

There's almost no way to go wrong leveling Jean. The only mistake you can 
make is trying to "have it all". You can't max out all her powers and all 
her skills, so you're going to have to sacrifice something. You can start 
with Mutant Mastery and Toughness. Jean's Focus should be high enough that 
MM is not needed, while her shield can protect against taking too much 
damage. You also don't need to spend points in Critical Strike or Psionic 
Strike, as hand-to-hand combat is not Jean's forte; and you really only 
need three levels of Flight (to get teammate pickup)--unless you really 
intend to fly all the way through every stage.

So far that's 19 skill points saved; if you level her all the way to 45th 
level, you *can* max out her mutant powers and her Telekinetic Combat 
skill. But, what if you aren't going to power level? And what if you want 
Jean to be a bit tougher mano-a-mano?

Well, then, there are other ways to spread the skill points around. 
Consider you will almost always have Storm on your team (she is the most 
useful character), so her shield can substitute for Jean's. There's 12 
skill points you don't need to spend.

You don't need to max out Telekinesis. Even though it causes damage, it's 
not as good an offensive power as Psychic Shout. So all you really need is 
a few levels of TK to build bridges and move objects. That's another eight 
or nine skill points you don't need to spend. Now you have some freedom to 
build up Jean's melee combat using Psionic Strike. You can fortify her 
health with a level of Toughness and give her more power with a level of 
Mutant Mastery.

Like I said, it's hard to go wrong building up Jean Grey. Just don't try to 
spread points over *all* her powers and skills; rather, build up to the max 
those skills that best complement each other and Jean will be devastatingly 
effective no matter what you do.


===============================
[4.10] Jubilee (Jubilation Lee)
===============================

A-power: Energy Burst/Energy Blast/Legend Blast--throws charged energy 
globes causing energy damage and knockback

B-power: Photo Flash/Strobe Flash/Legend Flash--radial light attack 
confuses enemies; Strobe and Legend Flash convert enemies to allies

X-power: Bait/Taunt/Pep Rally--reduces enemies' damage; Taunt and Pep Rally 
increase teammates' Strike and Agility

Y-power: Independence Day--sets off a bunch of fireworks

Skills:
 - Accuracy: Increases the chance of a critical hit with a ranged attack
 - Critical Strike: Increases chance of a critical hit for a melee attack
 - Detonate: Adds energy to charged objects
 - Mutant Mastery: Increases maximum mutant energy
 - Point Blank Shot: Increases damage of ranged attacks within 10 feet
 - Toughness: Increases maximum health

When acquired: You find Jubilee hanging out on the grounds of X-Mansion 
during the second interlude.

Recommended AI level: Normal
Recommended AI power: Energy Burst

Many people compare Jubilee to Gambit, usually in a manner unfavorable to 
Jubilee; however, Jubilee is much closer to Cyclops than to Gambit. The 
resemblance to Everyone's Favorite Cajun(tm) is superficial in that their 
ranged attacks are somewhat similar; however, Jubilee gets Accuracy and 
Point Blank Shot, which means her ranged attack is actually far more 
effective.

Also, Jubilee's buffing power raises teammates' Strike and Agility, just 
like Cyclops, with the added bonus of decreasing the damage done by your 
opponents. The only problem--and the reason Jubilee doesn't make it on a 
lot of teams--is she offers nothing else. She has no other supporting 
powers or skills: she can't build bridges, or fly, or weld metal or add a 
Leadership bonus to combos. The result...you usually end up using Cyclops 
or Storm rather than Jubilee.

Which is a shame, really. With a few levels of Photo Flash, Jubilee can be 
very effective at crowd control. You can buff your teammates, confuse your 
enemies and then sit back and throw energy bursts while your accompanying 
tanks cut them to pieces. OK, this won't be that effective against boss 
characters; but, for most of the game your primary concern is being mobbed 
by too many bad guys and Jubilee is a great help here.

Max out Energy Burst and Bait, buy her Xtreme Power and level up Accuracy 
and Point Blank Shot. Keep Focus high; and a point or two of Mutant Mastery 
wouldn't hurt. Don't worry with Critical Strike, and only buy a level of 
Toughness if you're having a hard time keeping her alive. Level up Photo 
Flash, but don't buy any levels of Strobe Flash--your object is to confuse 
mobs, not convert them. If you have some points left over, level up 
Detonate for some grenade-throwing fun.


===============================
[4.11] Magma (Alison Crestmere)
===============================

A-power: Fiery Blast/Magma Blast/Magma Legend--fires balls of fire (energy 
damage) in an arc in front of Magma causing energy damage; is capable of 
welding metal

B-power: Lava Fissure/Lava Rift/Legend Rift--molten rock erupts from the 
ground causing energy damage and throwing opponents in the air; can also 
build molten rock bridges

X-power: Fiery Form/Magma Form/Atlas Form--gives Magma protection from 
damage, damages attackers and adds Might and energy damage to her own melee 
attacks

Y-power: Volcano--Vesuvius erupts under your opponents' feet

Skills:
 - Burning Rage/Erupting Rage: Adds fire damage to melee attacks
 - Critical Strike: Increases chance of a critical hit for a melee attack
 - Lava Tracks: Allows Magma to glide through the air on streams of lava
 - Magma Might: Increases lifting strength and damage of melee attacks
   when in Fiery Form
 - Mutant Mastery: Increases maximum mutant energy
 - Toughness: Increases maximum health

When acquired: You play as Alison during all the interludes; however, you 
can't use her as Magma until you've completed your X-Men Qualification Exam 
after the mission to save the Arbiter.

Recommended AI level: Normal
Recommended AI power: Lava Fissure

Magma is, primarily, a tank. Her ranged power, Fiery Blast, is very weak--
it has no knockback and no bonuses from other skills (such as Point Blank 
Shot). Lava Fissure is a great offensive power, but has limited range. 
However, the combination of Fiery Form, Burning Rage and Magma Might makes 
Alison one tough little cookie. And her Xtreme power, Volcano, isn't too 
bad either.

You really do not need to put any additional points into Fiery Blast. The 
one point you start with is sufficient if you really need to back up 
Cyclops or Storm and weld metal. Lava Fissure is a great offensive power, 
and allows Magma to build bridges. Your main goal with Magma is, like Emma 
Frost, keep up your defensive power and lay into your enemies with your 
fists and feet.

You'll need to max out Fiery Form, Burning Rage, Critical Strike and Magma 
Might. You also want to take Lava Fissure up to at least the Lava Rift 3 or 
4 level; all the way to Legend Rift if you have the points. Since defensive 
powers are so expensive, you might want to consider a point or two of 
Mutant Mastery. Lava Tracks, like Iceman's Ice Tracks, is fun to play with 
for about ten minutes and then will never be used again; don't waste points 
on it. Since you will be operating within a shield most of the time, don't 
worry about Toughness. Definitely buy Magma's Xtreme power.

Keep Magma's Focus and Strike scores high and don't worry as much with 
Agility and Body. Perhaps 1 of 3 points to Focus, 1 of 3 to Strike and 1 of 
3 split to Agility and Body. Keep Fiery Form up at all times, use Lava 
Fissure if you get mobbed and just pound away with your fists.


=================================
[4.12] Nightcrawler (Kurt Wagner)
=================================

A-power: Teleport Leap/Teleport Strike/Legend Strike--teleport ahead for a 
distance; if an enemy is ahead, teleport behind him and strike

B-power: Teleport Flurry/Teleport Frenzy/Legend Frenzy--teleport around an 
area, hitting multiple enemies (or one or two enemies multiple times) and 
end back at start position

X-power: Shadow Blend/Shadow Arts/Shadow Mastery--reduces damage (all 
types) and increases Agility

Y-power: Blindside Blitz--Unrelenting teleport attack frenzy

Skills:
 - Acrobatics: Increases Nightcrawler's Agility and allows a double jump
 - Critical Strike: Increases chance of a critical hit for a melee attack,
   also increases critical chance when using teleport attacks
 - Leap of Faith: Gives a chance that Nightcrawler will use his Teleport
   Leap to rescue teammates from death if they are about to die; this only
   works if the computer AI is controlling Nightcrawler
 - Mutant Mastery: Increases maximum mutant energy
 - Sucker Punch: Adds to the chance of scoring a critical hit when making
   a teleport attack
 - Toughness: Increases maximum health

When acquired: You'll meet Kurt during the second interlude at X-Mansion.

Recommended AI level: Normal
Recommended AI power: Teleport Flurry

Nightcrawler is the one X-Man who almost has to be controlled by the game's 
artificial intelligence. His most useful skill is Leap of Faith, which 
doesn't work when Kurt is controlled by a player. It's OK to just let the 
AI control Nightcrawler, with Teleport Flurry set as his AI power; just let 
him jump around the room attacking your opponents. You will also want a few 
levels of Teleport Leap, as this ability comes in handy in a few instances.

Shadow Blend has the highest damage reduction of any personal shield in the 
game (-80 damage, all types, at Shadow Mastery 3). It also raises 
Nightcrawler's Agility. However, if you use Teleport Leap or Flurry often, 
which you should, Kurt isn't going to be hit anyway. Save the points from 
this and buy some Toughness instead.

Kurt's Flurry/Frenzy power should be maxed out and take Teleport Leap to 
level 4 or 5 so you can teleport other X-Men; don't bother buying the 
Teleport Strike levels. Max level Sucker Punch and Critical Strike as they 
stack; this will allow Nightcrawler to hit lots of criticals (triple 
damage) when using Flurry (or Leap as an attack).

Because Flurry is so expensive, you want to have a high Focus stat and 
probably max out Mutant Mastery. Buy levels of Acrobatics instead of 
spending stat points on Agility. Don't put too many points into Strike, as 
it doesn't affect his teleport attacks. Keep his Body score up to help 
maintain health. Definitely buy Leap of Faith to maximum level.

Keep Flurry as Nightcrawler's AI power, let the AI control him and just 
spam the L button in combat. Kurt will be teleporting in-and-out all over 
the battlefield, doing a lot of damage while taking almost nothing in 
return.


===================================
[4.13] Professor X (Charles Xavier)
===================================

A-power: Hammer Legend--super strong psychic punch

B-power: Blast Legend--radial blast of psychic energy

X-power: Psychic Defense--reduces physical damage, knockback and pain

Y-power: Psychic Maelstrom--large blast of psychic energy and lightning

Skills:
 - Astral Knockback: adds knockback to mental attacks
 - Critical Strike: Increases chance of a critical hit for a melee attack
 - Leadership: Increases damage of and experience received from combos
 - Might: Increases lifting strength and damage of melee attacks
 - Mutant Mastery: Increases maximum mutant energy
 - Toughness: Increases maximum health

When acquired: Prof X is only available as a playable character during the 
mission to free Illyana's mind from the Astral Plane, and again for the 
boss battle against Shadow King (as Astral Gladiator). You cannot otherwise 
play as Xavier.

Recommended AI level: Normal
Recommended AI power: Blast Legend

Prof X is a set character. There's no leveling involved. He's a powerful 
melee fighter and has devastating mental attacks. There's not much to say 
about him, as you only use him twice and you can't adjust his powers and 
skills. As Astral Gladiator, you can "level up" his stats; information 
about recommended settings is covered in the Walkthrough, section 6.23.


================================
[4.14] Psylocke (Betsy Braddock)
================================

A-power: Psychic Slash/Psychic Hammer/Hammer Legend--powerful psychic blade 
attack (mental damage)

B-power: Psychic Bolts/Psychic Spikes/Legend Bolts--throws psychic bolts 
(mental damage)

X-power: Psychic Defense/Psychic Armor/Psychic Wall--reduces damage from 
mental attacks; Armor and Wall cover teammates as well

Y-power: Psychic Onslaught--psychic blades strike down your enemies

Skills:
 - Blade Master: Increases damage and range of psychic blade attacks
 - Critical Strike: Increases chance of a critical hit for a melee attack
 - Mutant Mastery: Increases maximum mutant energy
 - Psionic Strike/Psionic Fury: Adds mental damage to melee attacks
 - Toughness: Increases maximum health

When acquired: You'll help her fight Sentinels during the NYC riots; she'll 
be available after that series of missions.

Recommended AI level: Normal
Recommended AI power: Psychic Bolts

Psylocke doesn't show up until the game is about 75% finished. You can only 
use her during the last four missions; however, she's a very useful X-Man 
to have around. Psychic Slash in conjunction with Blade Master is an attack 
on par with Wolverine's Brutal Slash. Blade Master also affects Psychic 
Bolts, which makes that easily the most powerful "scattershot" ranged 
attack in the game.

Betsy has the fewest skill trees of any X-Man. Also, her Psychic Defense 
only protects against mental damage and is nowhere near as useful as the 
shields of Jean or Storm. Thus, you have the option of maximizing both her 
A and B powers and most of her skills--even if you don't power level. This 
gives Psylocke the option to fight from range or hand-to-hand at equal 
effectiveness. She may be the only true "combination" fighter in the game.

Go ahead and buy her A and B powers up to Legend level. Also max out Blade 
Master, Psionic Strike and Critical Strike. If you have some points left 
over, buy her Xtreme power and a point or two of Mutant Mastery or 
Toughness. Keep her Focus high and put the occasional point into Body or 
Agility; you can ignore her Strike stat.

In combat, you can either sit back and sling bolts at your enemies, or 
close in and slash them with your psychic blade. The only thing Betsy 
really lacks is a decent crowd control ability; if she gets mobbed, you're 
in trouble, so keep Colossus, Emma or Jubilee on the team to break up the 
gangs.


=========================
[4.15] Rogue (Anna Marie)
=========================

A-power: Southern Strike/Southern Smash/Southern Legend--powerful punch 
attack

B-power: Ability Drain/Ability Sap/Consume Ability--stun attack that steals 
powers from the victim; while the victim is stunned, Rogue can use the 
stolen power by pressing R+B

X-power: Bullet Proof/Iron Maiden/Invulnerability--reduces damage and pain

Y-power: Energy Drain--saps energy from all enemies, stuns them and 
prevents them from using their powers for a short time

Skills:
 - Critical Strike: Increases chance of a critical hit for a melee attack
 - Flight: Allows flying and flight pickup (at level 3 and above)
 - Grappling: Increases Strike and reflects punches and kicks
 - Might: Increases lifting strength and damage of melee attacks
 - Mutant Mastery: Increases maximum mutant energy
 - Toughness: Increases maximum health

When acquired: Rogue is hanging out in the sitting room of the X-Mansion 
during your first interlude there.

Recommended AI level: Aggressive
Recommended AI power: Ability Drain

Rogue might be one of the most difficult characters to get a handle on in 
X-Men Legends. Her two offensive powers are radically different; and, when 
you use Ability Drain, you actually end up with a different power mapped to 
your B button.

Rogue is set up as a tank. Southern Strike is second only to Colossus' 
Power Smash in terms of raw, physical damage--and is also a very slow 
attack. Her personal shield is not quite as powerful as Colossus', but will 
still shield her from a lot of damage. Grappling not only increases her 
Strike rating, it also adds to her defense by deflecting melee damage. 
Finally, she gets both Might and Flying, making her the only X-Man that 
could fly tanks over a ravine. Too bad there's really no opportunity to do 
so...

Ability Drain is most useful against boss mutants (Mystique, Pyro, 
Avalance, etc.); and is a good power to use as Rogue's AI power for scoring 
combos. Southern Strike is less useful as it is easy to dodge; but, coupled 
with a Muscle Accelerator or under the influence of Gambit's Kinetic 
Mastery, it can do a lot of damage. Because Grappling aids in defense, you 
probably don't need Rogue's personal shield--especially if you have a 
party-wide shield (Jean, Storm) available.

Max out Rogue's Critical Strike, Grappling and Might skills. You should 
also max out one of Southern Strike or Ability Drain and buy the other up 
to at least level four or five of the second branch (i.e. Southern Smash 4 
or 5; Ability Sap 4 or 5). Take three levels of Flight to pick up objects, 
and a level each of Toughness and Mutant Mastery. Concentrate Rogue's stat 
points on Focus, Strike and Body.


===========================
[4.16] Storm (Ororo Munroe)
===========================

A-power: Lightning Strike/Chain Lightning/Legend Lightning--a slow-
developing, ranged energy attack; Chain and Legend Lightning affect 
multiple opponents; can weld metal

B-power: Whirlwind/Tornado/Legend Vortex--creates a whirlwind that picks up 
and throws enemies, doing physical damage in the process; can also put out 
fires and move distant objects

X-power: Storm Shield/Hail Shield/Blizzard Shield--reduces damage (all 
types); Hail And Blizzard Shield protect teammates as well

Y-power: Cyclone Fury--a powerful, area-wide lightning and wind attack

Skills:
 - Critical Strike: Increases chance of a critical hit for a melee attack
 - Lightning Fury/Lightning Rage: Adds lightning damage to melee attacks
 - Flight: Allows flying and flight pickup (at level 3 and above)
 - Leadership: Increases damage of and experience received from combos
 - Mutant Mastery: Increases maximum mutant energy
 - Toughness: Increases maximum health

When acquired: You can meet Storm during your first tour of X-Mansion.

Recommended AI level: Normal
Recommended AI power: Lightning Strike

Like Jean Grey, it is very difficult to pick-and-choose from among Storm's 
powers and skills. It would be nice if you could just maximize all of them. 
Unfortunately, this just doesn't work, so sacrifices have to be made.

By far, Storm's best offensive power is Lightning; you want this leveled up 
to Legend status. Whirlwind, while incredibly useful and effective, can be 
sacrificed. Buy a few levels for putting out fires and moving objects--just 
in case you don't have Iceman or Jean nearby.

You can sacrifice Storm Shield if you will be using Jean Grey and her TK 
Shield; however, it's more likely you will sacrifice Jean's TK Shield in 
favor of Storm Shield so maximize this to Blizzard Shield 3. The easiest 
skills to give up are the melee-oriented ones; Ororo won't beat many people 
with her fists. A level or two of Lightning Fury early in the game is a big 
help; but don't bother maxing that skill tree.

You can also ignore Critical Strike and Toughness. Storm is dependant on 
mutant energy, so at least one level of Mutant Mastery is a plus. You also 
don't need more than three levels of Flight (for teammate pickup). That 
leaves Leadership as the only skill tree that must be maxed out, and that 
will give you plenty more points for increasing Storm's mutant powers.

Because Storm can weld metal (with Lightning), cross gaps (by flying the 
team members across), move objects and put out fires (with Whirlwind) and 
adds Leadership bonuses to combos, she is the ultimate Swiss Army Knife of 
the X-Men. Unless you have some personal vendetta against Storm, you should 
always have her on your team.

In the early missions, Storm is a better leader than Cyclops. With a level 
or two of Lightning Fury, she can hold her own hand-to-hand when her energy 
runs out; and your energy will run out a lot until you get into the low 
teens in level. Once you have leveled up a bit, you won't be running out of 
power and you can focus on mutant attacks. You'll also be able to bring 
Cyclops into the mix and double your Leadership bonuses.

Chain Lightning/Legend Lightning is great for hitting combos and Whirlwind 
is very useful for crowd control. Equip Storm with a DNA Regenerator--or, 
better, the mask of Xorn--and let her keep the party shield up and just 
spam her mutant attacks.


========================
[4.17] Wolverine (Logan)
========================

A-power: Brutal Slash/Eviscerate/Legend Slash--Wolverines staple power, a 
powerful strike with his extended claws

B-power: Claw Flurry/Claw Frenzy/Legend Frenzy--multiple slashing attacks 
against all enemies in the area

X-power: Feral Rage/Berserker Rage/Unstoppable Rage--adds +5 to Wolverine's 
Agility and increases movement speed by 30%, Berserker Rage also increases 
Strike by +5 and Unstoppable Rage also increases Body by +5

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