Marvel Heroes Slots

  • Marvel Heroes Reborn printed the whole of the Heroes Reborn series for Iron Man and the Fantastic Four. Tie-in #12 of the Avengers and Captain America were reprinted to complete to storyline. When it had finished the run, from #17 the Hulk filled the newly created third slot, and his time reprinted The Incredible Hulk #454-#474.
  • Players can find many types of poker games at online casinos, and all of them require skill, strategy, and a bit of luck. Texas Hold'em is the most popular poker game Marvel Heroes Slots in the world, but three card poker is one of the quickest to learn.
  • The Marvel slots are usually devoted to one of the superheroes (or the group of them in case of the Avengers and the Fantastic Four) and have relevant game symbols, sound effects, and video clips.

Marvel Heroes, also known as Marvel Heroes 2015, Marvel Heroes 2016 and Marvel Heroes Omega, was a free-to-play massively multiplayer online action role-playing video game developed by Gazillion Entertainment and Secret Identity Studios.


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The HulkThe Hulk IISpider-ManSpider-Man IIIRON MANIRON MAN IIBlade
Fantastic FourWolverineX-MenThorGhost RiderDareDevilSub-Mariner
The PunisherElektraStan Lee

Marvel Super Heroes is a fighting game developed by Capcom. Originally released in the arcade in 1995 on the CPS-2 arcade system, it was later ported to the Sega Saturn and PlayStation. It features many superheroes and supervillains from the Marvel Comics line, including Spider-Man, Doctor Doom, and the Hulk.
The game is loosely based on the Infinity Gauntlet storyline, with the heroes and villains battling each other for the Infinity Gems. The final boss is Thanos, who steals whatever Gems the player had collected (at that point, all but the sixth gem, Mind) and uses them against the player, but with each gem having a strange, new effect when used by Thanos.
The game played similar to Capcom's previous Marvel-licensed fighting game, X-Men: Children of the Atom, but with a more simplified use of the super combo gauge, and the addition of the Infinity Gems. Each Gem could be activated in battle, giving the user a different power for a few seconds. In addition, each character had a Gem that they had a special affinity for, and would get additional abilities whenever they activated it.
This game was dedicated to the memory of Jack Kirby, with character artwork based on his old designs.

Gameplay

Gems
In order to win a gem from the opponent, a player must hit him/her with several combos in succession.

Power
Gives the character increased attack strength. Special users are Spider-Man (creates a duplicate on the opposite side of the opponent), Captain America (alters his special attacks into attacks that would be super-attacks in later games in the series), Wolverine (causes trails to follow him and multiply his hits), and Psylocke (creates a duplicate in front and behind her. The duplicates can deal damage but are invulnerable).

Time
Speeds up the character's movements. Special users are Hulk (allows him to rapid-fire his strongest attacks) and Shuma-Gorath (normal attacks turn opponents into stone).

Space
Gives the character increased defense. Special users are Juggernaut (makes him immune to all attacks, similar to how he was in X-Men: Children of the Atom) and Magneto (gives him his magnetic shield, making him immune to all attacks, again similar to his boss version's move in X-Men: Children of the Atom).

Reality
Causes elemental attacks such as flames, icicles, and lightning bolts to accompany the character's regular attacks. Special user is Blackheart (turns invisible, in addition to the gem's normal effects).

Soul
Causes the character to regenerate health. Special user is Iron Man (adds extra electric damage to his normal attacks)

Mind
Causes the character to regenerate their super attack gauge. In single-player gameplay, you will not be able to use it until the final battle, as Thanos alone holds this gem. To obtain it, you will have to beat it (and the other five) out of him with Super Combos.
Thanos super-attacks are named after each gem he uses for the attack.

Power
Creates a miniature sun

Time
Slows his opponent to half-speed
Space

Opens up a rift in space and drops asteroid fragments on the opponent

Reality
Creates two stone walls that crush the opponent between them

Soul
Shoots an energy pulse that absorbs the opponent's energy into his own life bar
Mind

Causes the opponent's controls to be reversed for a short period of time.
In reality, Thanos doesn't have to have the gem to use the corresponding super-attack, but his attacks are still named for them, and the CPU won't use the attack without the corresponding gem, though a player-controlled Thanos can.
Infinite combos

Enterprising players have found a few characters in Marvel Super Heroes who are able to perform infinite combos (i.e. combos that can be sustained until a foes lifebar is depleted) that are mostly unblockable or unavoidable when hit. For instance, the character of Wolverine is able to attack a regular-sized foe with a 5-6 hit combo before launching them into the air for an aerial combo, continue with a 3-4 hit combo and ending with a strong punch/kick that brings aerial foes down to the ground. The instance before hitting the ground, Wolverine is able to hit grounded foes and launch again to continue the barrage. Thus starts the infinite combo system. Spider-Man also has an infinite combo move utilizing the Spider Sting. The infinite combo routine is also present in the sequel, X-Men vs. Street Fighter and has become a feature that has returned in future installments like Marvel vs Capcom 2. By that game however, safeguards reduced their lethality using things like Damage buffering to reduce infinites to little or no damage and 'Dizzy outs' which popped a character free if the same chain was used for over 50 hits.
Characters

Heroes

Captain America uses his shield for most of his attacks. His stage is New York harbor with the Statue of Liberty being reconstructed in the background.
The Incredible Hulk (Based on the 'Professor' persona) is a slow, but powerful character. His attacks involve the use of gamma energy and strength. His stage is a desolate carnival.

Iron Man uses energy attacks that include beams and blasts as well as explosives. He can also fly. His stage is the headquarters of his alter ego's company, Stark Industries.

Psylocke uses ninjutsu and telepathy ('psi-flash' projectiles, telepathic illusions, and psychic blade attacks) like her incarnation in the previous game. Her stage in this game is the top of a moving train in Tokyo.

Spider-Man's attacks are based on his web abilities as well as his great amount of agility. His stage is on a scaffold that is going up and across the Daily Bugle building.

Wolverine also has a lot of agility. Like in X-Men: Children of the Atom, he has moves related to his powerful brawling and clawing skills. Wolverine's stage is a wooden bridge somewhere in Canada. The bridge is breakable and will float on the raging river below, going down until reaching a waterfall which the loser of the bout will fall into.

Villains
Blackheart is tall and somewhat slow, but he has powerful dark magic and demon-summoning attacks. His stage is hell.

Juggernaut, unlike his previous incarnation, is faster in this game but has lost much of his strength and invulnerability. However, he is still slower than the other characters, he usually ignores the first hit of any combo, and his attacks can still devastate the opponent. Like in X-Men: Children of the Atom, Juggernaut can still pick up objects from the ground that he can use against enemies. His stage is an American port.

Magneto is also much weaker in this incarnation than in X-Men: Children of the Atom. A number of his attacks that he had when he was a boss have been taken away. However, like Juggernaut, Magneto is still very powerful. He has a great amount of agility, and his attacks are mainly magnetic and energy-based. He can also fly. Magneto's stage is Asteroid M as it approaches the Sun.

Shuma-Gorath mainly uses magic attacks as well as attacks that take advantage of his unique shape. He can also absorb life energy from another character with one of his attacks. Shuma-Gorath's stage is his own domain, the chaos dimension. Shuma-Gorath's stage also has the distinction of having no walls once the small stage barrier is broken, preventing corner traps.

Bosses
Doctor Doom takes great advantage of his armor's abilities and uses magical attacks as well. His armor grants him the ability to do beam and energy attacks. Doom also has the ability to fly with his jet packs. His stage is a submarine of his that starts out at the bottom of the sea and makes its way to the surface.

Thanos has a great number of attacks, mostly centered around the gems. While he can use his titanic strength to do normal attacks against opponents, he can use the gems to devastate them. Thanos can perform a super move for each of the six gems. He also has great agility, which is surprising for a character of his size. Thanos's stage is his shrine to Death.

On the arcade version of the game, Dr. Doom or Thanos can be chosen via a code at the selection screen. However, if the game is completed with Thanos, Magneto's ending text will be displayed. Artwork unique to this ending suggests that a true ending for him was planned, but not completed. Thanos has a correct ending in the console ports.

]Hidden fighter

Anita (from the Darkstalkers series, see Donovan Baine for information on her) appears as a hidden character in the Japanese version of the game. She appears to be unfinished, however, since she has no name under the lifebar, her name isn't announced at the end of rounds (though it is printed on the screen), she has Thanos' portrait, win screen, and win quotes, and she's called Thanos on the vs. screen. Furthermore, she has no ending. Instead, if the player beats the game with her, the credits will be shown twice. Her attacks are very incomplete. Most of them do not have audio, and one uses the sprite of Akuma from Super Street Fighter II Turbo. She also uses Dylec, the sword of Donovan uses, in her attacks. (Credit: Wikipedia).

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Daredevil
Bio
Real NameMatt Murdock
Voiced ByBrian Bloom
History
Starting Attributes
Durability
2
Strength
2
Fighting
3
Speed
2
Energy
1
Intelligence
2
Final Attributes
Durability
3
Strength
3
Fighting
6
Speed
3
Energy
2
Intelligence
3
Defensive Statistics (Level 1-60)
Health300 - 7,590
Spirit100 - 191
Health Regen0/min - 540/min
Spirit Regen960/min -
Defense0 - 0
Physical Defense0 - 0
Energy Defense0 - 0
Mental Defense0 - 0
Dodge Rating0 - 2,052
Tenacity0 - 45
Projectile Deflect0% - 10%
Move Speed300 - 351
Offensive Statistics (Level 1-60)
Attack Speed1% - 3.0%
Critical Rating0 - 90
Critical Damage150%+0 - 153%
Brutal Strike Rating0 - 360
Brutal Damage300%+0 - 317%
Damage Rating0 - 0
Damage Bonus0 - 18%
Phys Damage Rating0 - 0
Phys Damage Bonus0 - 12%
Energy Damage Rating0 - 0
Energy Damage Bonus0 - 8%
Mental Damage Rating0 - 0
Mental Damage Bonus0 - 8%
Melee Damage Rating0 - 0
Melee Damage Bonus0 - 0
Ranged D. Rating0 - 0
Ranged D. Bonus0 - 0
Power Dura0 - 0
Synergies
Level 25+3% vs Norm/Elite
Level 50+2% Melee


Price(G)450
Price(ES)200
Costume CoreRadioactive Isotope

When young Matt Murdock saved a blind pedestrian from a crashing truck, a radioactive isotope spilled onto him from the vehicle. The substance blinded Matt, but he soon found that his other senses were amplified to superhuman levels. He also manifested a 'radar sense' that allowed him to visualize his surroundings without relying on sight.

As he grew up, Matt received training from the ninja master Stick. He later earned a law degree and opened an office with his friend Foggy Nelson, defending those unjustly accused of crimes. By night, he protects his home neighborhood of Hell's Kitchen from criminals and super-villains. Despite living through more personal tragedies than any man should be able to endure, Matt retains an optimistic, heroic outlook on life.

Skills

Skills gain strength when character levels, in addition to skill points invested. Skill strength listed as Level 60 character.

Martial Arts
IconNameTypeDescriptionUnlock LevelDamage typeRank 1Rank 20SpeedCost
Assault and BatteryBasic, Melee, OpenerPummel your enemies with club strikes and kicks.1Physical
  • 2,835 - 4,252
  • Restore 1 Spirit when you strike an enemy
  • Generates 1 combo point
  • 5,399 - 8,098
  • Restore 3 Spirit when you strike an enemy
  • Generates 1 combo point
2.80
Rebounding ClubRangedThrow your club, bouncing it between multiple nearby enemies, inflicting lasting injuries. Damage dealt to the same target decreases each time it is hit again.4Physical
  • 4,760 - 7,140
  • 1,528 twice per second for 3 seconds
  • Maximum Bounces 7
  • Cooldown 2 seconds
  • 9,067 - 13,600
  • 2,910 twice per second for 4.9 seconds
  • Maximum Bounces 7
  • Cooldown 2 seconds
9.7
Triple StrikeMelee, OpenerStrike an enemy three times in rapid succession, dealing more damage for each consecutive hit in the combo.6Physical
  • 3,587 - 5,380 (3 hits)
  • Total Damage +40% per consecutive strike
  • Generates 1 combo point
  • 6,832 - 10,248 (3 hits)
  • Total Damage +40% per consecutive strike
  • Generates 1 combo point
114.5
Staff StrikeBasic, Melee, OpenerFasten your clubs together to form a staff, and swiftly pummel your enemies with it.10Physical
  • 3,770 - 5,654
  • Critical Rating +240
  • Critical Damage Rating +240
  • Generates 1 combo point
  • 7,180 - 10,770
  • Critical Rating +416
  • Critical Damage Rating +430
  • Generates 1 combo point
1.70
ApprehendRangedSeize enemies in front of you, and drag them toward you using your clubs' connective cable.12Physical
  • 10,184 - 15,275
  • Cooldown 3 seconds
  • 19,397 - 29,096
  • Cooldown 3 seconds
14.5
Club SweepMelee, AreaLash out at all enemies around you, knocking them down.14Physical
  • 6,911 - 10,366
  • Base Damage +50% against weakened enemies
  • Knockdown Duration 2 seconds
  • 13,163 - 19,744
  • Base Damage +50% against weakened enemies
  • Knockdown Duration 3.9 seconds
1.39.7
Nunchuck BeatdownBasic, Melee, OpenerSpin your clubs around you by their wire like nunchucks, brutally whipping them into your enemies18Physical
  • 3,609 - 5,414
  • Generates 1 combo point
  • 6,874 - 10,311
  • Generates 1 combo point
2.30
Whirling ClubMelee, AreaSwing your billy club in a wide circle, slowing and weakening all enemies around you.24Physical
  • 3,754 - 5,630
  • -20% attack/move speed for 3 seconds
  • Enemies deal 10% less damage for 3 seconds
  • 7,149 - 10,724
  • -39.5% attack/move speed for 4.9 seconds
  • Enemies deal 10% less damage for 4.9 seconds
2.67.8
Spinning Hook KickMelee, FinisherA master of many martial arts, including Tae Kwon Do, Daredevil is able to deliver a perfectly executed Spinning Hook Kick when he has performed a flawless combo.42Physical
  • 14,870 - 22,305
  • +40% base damage to elites and bosses
  • Can only be activated within 2 seconds of performing a Finisher at maximum combo points
  • 28,324 - 42,486
  • +40% base damage to elites and bosses
  • Can only be activated within 2 seconds of performing a Finisher at maximum combo points
0
Fighting Focus
IconNameTypeDescriptionUnlock LevelDamage typeRank 1Rank 20SpeedCost
Radar SensePassiveYour proximity sense allows you to avoid attacks and deflect projectiles on a superhuman level. Upon entering combat or reaching maximum combo points, your senses are further heightened by adrenaline, giving you an additional chance to evade attacks completely and pinpoint enemies' weak points.1
  • You are able to see enemies on the minimap
  • Dodge Rating +1,872
  • Projectile Deflection Chance +10%
  • When entering combat or reaching maximum combo points
    • 2% chance to completely evade damage from an attack for 8 seconds
    • Enemies take +10% damage for 8 seconds
  • You are able to see enemies on the minimap
  • Dodge Rating +3,088
  • Projectile Deflection Chance +24.6%
  • When entering combat or reaching maximum combo points
    • 4.9% chance to completely evade damage from an attack for 8 seconds
    • Enemies take +10% damage for 8 seconds
0
Devil of Hell's KitchenPassiveYou are a master of many fighting styles and have a near superhuman ability to land devastating critical hits on your enemies.8
  • Damage Rating +432 to melee powers
  • Critical Rating +336
  • Critical Damage Rating +432
  • Damage Rating +774 to melee powers
  • Critical Rating +582
  • Critical Damage Rating +774
0
Relentless JusticePassiveYour dogged determination allows you to resist forced movement and quickly close the gap between you and your enemies16
  • Defense Rating +456
  • Tenacity +240
  • Attack & Move Speed +2%
  • Damage Negated 10% for 10 seconds when you use a movement power
  • Defense Rating +1,456
  • Tenacity +766
  • Attack & Move Speed +10.8%
  • Damage Negated 10% for 10 seconds when you use a movement power
0
Enter the VoidAssume a heightened mental state that shakes off and prevents crowd controlling effects.28
  • Crowd Control Immunity Duration 1.5 seconds
  • Cooldown 15 seconds
  • Crowd Control Immunity Duration 3.4 seconds
  • Cooldown 11.6 seconds
0
Born AgainFinisherEnter a focused trance that amplifies your fighting capabilities and prolongs your endurance in combat.47
  • Regenerate 70 Health per combo point spent
  • Regenerate 1% of your maximum Health per second for 3 seconds per combo point spent
  • Regenerate 206 Health per combo point spent
  • Regenerate 1% of your maximum Health per second for 3 seconds per combo point spent
25
Acrobatic Prowess
IconNameTypeDescriptionUnlock LevelDamage typeRank 1Rank 20SpeedCost
Jumping StrikeMelee, FinisherTarget an enemy to leap forward and smack them with your billy club, knocking them down.1Physical
  • 9,816 - 14,724
  • Deals +25% damage per combo point spent
  • Knockdown Duration 2 seconds
  • 18,697 - 28,045
  • Deals +25% damage per combo point spent
  • Knockdown Duration 3.5 seconds
24.2
Sliding StrikeMelee, MovementSlide forward and sweep your connected clubs in a wide circle, cracking nearby enemies' skulls, briefly stunning them.1Physical
  • 7,634 - 11,450
  • Generates 2 combo points if you have none
  • Stun Duration 2 seconds
  • 14,540 - 21,810
  • Generates 2 combo points if you have none
  • Stun Duration 3.5 seconds
14.1
Action RollMelee, MovementRoll forward to evade attacks and knock down enemies.2
  • Move Speed +10% for 5 seconds
  • Knockdown Duration 1.2 seconds
  • Move Speed +10% for 6.9 seconds
  • Knockdown Duration 3.1 seconds
9.7
Street SweeperMelee, FinisherLeap into the air, bouncing from enemy to enemy, ferociously striking them as you pass.22Physical
  • 6,684 - 10,025 per hit
  • Maximum Bounces: 3, +1 per combo point spent
  • Deals +25% extra damage per combo point spent
  • 12,730 - 19,095 per hit
  • Maximum Bounces: 3, +1 per combo point spent
  • Deals +25% extra damage per combo point spent
24.2
Heroic LeapMovement, LeapVault over enemies and some obstacles329.7 - 6.9
Swinging AssaultMelee, MovementSwing forward, delivering a powerful kick and stunning enemies in your path37Physical
  • 7,945 - 11,918
  • Stun Duration 2 seconds
  • 15,133 - 22,700
  • Stun Duration 3.9 seconds
14.1
Special
IconNameTypeDescriptionUnlock LevelDamage typeRank 1Rank 20SpeedCost
Devil's DueSignature, Melee, AreaUse your billy club cable to vault into the air and execute a brutal crashdown strike into your enemies at target location.30Physical
  • 32,346 - 48,519
  • Generates Maximum combo points
  • Cooldown 20 seconds
  • Cooldown is reduced by .5 seconds when you spend a combo point
  • +1% base damage/point in Man Without Fear
  • 61,612 - 92,417
  • Generates Maximum combo points
  • Cooldown 20 seconds
  • Cooldown is reduced by .5 seconds when you spend a combo point
  • +1% base damage/point in Man Without Fear
n/a29.1
Man Without FearUltimateDemonstrate the teachings of your old master Stick to allies, increasing your chances to deal devastating critical hits considerably. Once your martial prowess has been displayed, the world's greatest assassin joins you to deal massive damage to nearby enemies in a flurry of quick attacks before absconding for another contract.52Physical
  • 16,847 per hit (10 hits)
  • Critical Rating +748
  • Buff Duration 20 seconds
  • Cooldown 10 minutes
  • Elektra's Stats:
    • 18,204 - 27,305 damage
    • Sai Throw: 36,522 - 54-782
    • Shadow Strike: 52,645 - 78,967
    • 256.4% of Daredevil's Health
    • 256.4% of Daredevil's defense rating
  • ???
0

Gear

Marvel Heroes Slot Machine

Uniques
IconSlotName
1Hornhead's Handy Clubs
2Matt Murdock's 'I'm Not Daredevil' Sweater
3Blades of the Beast
4Deathstalker Treads
5Shadowy Mask of the Hand

Costumes

Marvel Heroes Slots Game

ModernShadowlandSecret WarArmoredEarth X
I'm Not DaredevilNoirOriginal



Marvel Heroes Slots Games

Heroes
Angela • Ant-Man • Beast • Black Bolt • Black Cat • Black Panther • Black Widow • Blade • Cable • Captain America

Captain Marvel • Carnage • Colossus • Cyclops • Daredevil • Deadpool • Doctor Doom • Doctor Strange • Elektra • Emma Frost
Gambit • Ghost Rider • Green Goblin • Hawkeye • Hulk • Human Torch • Ice Man • Invisible Woman • Iron Fist • Iron Man
Jean Grey • Juggernaut • Kitty Pryde • Loki • Luke Cage • Magik • Magneto • Moon Knight • Mr. Fantastic • Nick Fury
Nightcrawler • Nova • Psylocke • Punisher • Rogue • Rocket Raccoon • Scarlet Witch • She-Hulk • Silver Surfer • Spider-Man
Squirrel Girl • Star-Lord • Storm • Taskmaster • Thing • Thor • Ultron • Venom • Vision • War Machine
Winter Soldier • Wolverine • X-23

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Marvel Heroes Navigation

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