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X-MEN LEGENDS (Gamecube version)
EMMA FROST GUIDE
v1.01 2004-12-09
(c)2004 Barry Scott Will <
[email protected]>
<
http://www.pyric.com/>
This work is licensed under the Creative Commons Attribution-ShareAlike
License. To view a copy of this license, visit
http://creativecommons.org/licenses/by-sa/2.0/
or send a letter to
Creative Commons
559 Nathan Abbott Way
Stanford, California 94305, USA.
X-Men (tm)Marvel Comics
X-Men Legends (c)2004 Activision
This FAQ/walkthrough is not endorsed by, nor is the author associated with,
either Activision or Marvel Comics.
ASCII art by Barry Scott Will
/
\ /--MEN---------------------------------------------------------------
\/ Table of Contents
/\---LEGENDS-----------------------------------------------------------
/ \
/
[1] Emma Frost
[1.1] Game Biography
[1.2] Strengths and Weaknesses
[2] Powers and Skills
[2.1] Confuse/Command/Legend Command
[2.2] Fear/Terror/Legend Terror
[2.3] Psychic Shell/Diamond Shell/Impervious Shell
[2.4] Psychic Bedlam
[2.5] Psionic Strike/Psionic Fury
[2.6] Hardness
[2.7] Shell Might
[2.8] Toughness
[2.9] Mutant Mastery
[2.10] Critical Strike
[3] Ability Stats
[4] Equipment
[5] Character Builds
[5.1] Initial Build
[5.2] Human-controlled Tank
[5.3] Human-controlled Riot Squad
[5.4] AI-controlled Support
[5.5] Level 45 Options
[6] Tactics
[7] Emma Frost's Items
[7.1] Comic Book
[7.2] Danger Room Challenge
[8] Version History
[9] Credits
To jump to a specific topic, open the Edit menu and choose Find in this
Page (or just press Control-F) and enter the bracketed number, including
the brackets. For example, enter [7.2] as the search text to jump straight
to the information on Emma Frost's Danger Room Challenge.
/
\ /--MEN---------------------------------------------------------------
\/ [1] Emma Frost
/\---LEGENDS-----------------------------------------------------------
/ \
/
[1.1] Game Biography
--------------------
This is Emma Frost's Biography as it is given in the game (through the
computer behind Professor Xavier's desk in X-Mansion).
"Codename: The White Queen
"The middle child of a wealthy Boston family, Emma was a majority
stockholder of a multibillion-dollar conglomerate that dealt in electronics
and transportation. With the aid of her personal charms, high intelligence
and her psionic powers, she swiftly rose to power at a very young age. She
was eventually name chairwoman of the board and CEO of Frost International.
"Once her mutant powers had fully activated in her teenage years, Emma
discovered she was telepathic and could convert her body into an organic
diamond substance that was as hard as real diamond. Young and impetuous,
she became a member of a group of evil mutants known as the Hellfire Club
and fought the X-Men several times. But Emma eventually saw the error of
her ways and joined the X-Men."
Emma first joins your team after you return from Muir Island following the
mission at the nuclear plant; and she is available for use beginning with
the GRSO invasion of X-Mansion. She is required during the first mission to
the Astral Plane, to rescue Illyana. You must also use Emma during the
first two stages of the final mission on Asteroid M.
[1.2] Strengths and Weaknesses
------------------------------
Emma is a good melee fighter with the benefit of added mental damage.
Unlike purely physical tanks--Colossus, Wolverine, Beast, Rogue--she is
better able to handle physical-resistant foes. The downside is she is very
weak against mental-resistant foes, including sentinels. Her offensive
mutant powers are very good for crowd control; but, they do no or little
damage, and, again, aren't useful against sentinels.
Emma's personal shield, combined with Hardness, is one of the best in the
game, but she cannot buff or shield any other X-Men. She also doesn't fly,
build bridges or anything else that helps overcome obstacles. Her greatest
contribution to the team is the ability to break up large mobs and make
them easy pickings for the others.
/
\ /--MEN---------------------------------------------------------------
\/ [2] Powers and Skills
/\---LEGENDS-----------------------------------------------------------
/ \
/
[2.1] Confuse/Command/Legend Command
------------------------------------
Confuses enemies into becoming non-hostile for a time. Upgrades to convert
them.
|-------------------------------------------------------------------------|
| | | | | Cost in |
| Power & | | Energy | Required | Skill |
| Level | Effects | Used | Level | Points |
|-------------------------------------------------------------------------|
| Confuse 1 | 1-3 seconds, short range | 10 | 1 | 0 |
|-------------------------------------------------------------------------|
| Confuse 2 | 1-4 seconds, short range | 15 | 3 | 1 |
|-------------------------------------------------------------------------|
| Confuse 3 | 1-5 seconds, short range | 20 | 5 | 1 |
|-------------------------------------------------------------------------|
| Confuse 4 | 1-6 seconds, short range | 25 | 7 | 1 |
|-------------------------------------------------------------------------|
| Confuse 5 | 1-7 seconds, short range | 30 | 9 | 1 |
|-------------------------------------------------------------------------|
| Command 1 | 2-10 seconds, medium range, | 40 | 15 | 2 |
| | converts, +2 victim traits | | | |
|-------------------------------------------------------------------------|
| Command 2 | 2-11 seconds, medium range, | 45 | 17 | 1 |
| | converts, +4 victim traits | | | |
|-------------------------------------------------------------------------|
| Command 3 | 2-12 seconds, medium range, | 50 | 19 | 1 |
| | converts, +6 victim traits | | | |
|-------------------------------------------------------------------------|
| Command 4 | 2-13 seconds, medium range, | 55 | 21 | 1 |
| | converts, +8 victim traits | | | |
|-------------------------------------------------------------------------|
| Command 5 | 2-14 seconds, medium range, | 60 | 23 | 1 |
| | converts, +10 victim traits | | | |
|-------------------------------------------------------------------------|
| Legend | 5-20 seconds, long range, | 70 | 30 | 2 |
| Command | converts, +16 victim traits | | | |
|-------------------------------------------------------------------------|
Confuse causes those enemies in range to wander aimlessly for a while. The
range is so short, it's only useful when Emma is surrounded. Command has a
longer range, allowing Emma to reach ranged opponents, and it converts them
to your team. This has the effect of making them attack their former
allies. The negative effect is AI-controlled X-Men will not attack the
converted foes. Command also increases the stats of the converted enemies,
but they still aren't that effective at fighting their former brethren.
Confuse/Command is a better power for crowd control. The affected foes stay
nearby and don't run off, as they do with Fear. On the downside,
Confuse/Command causes no damage to your opponents, and you cannot use it
to hit power combos.
[2.2] Fear/Terror/Legend Terror
-------------------------------
Causes foes to flee in terror. Upgrades to reduce their abilities for a
short time and cause mental (psychic) damage.
|-------------------------------------------------------------------------|
| | | | | Cost in |
| Power & | | Energy | Required | Skill |
| Level | Effects | Used | Level | Points |
|-------------------------------------------------------------------------|
| Fear 1 | 1-3 seconds, short range | 25 | 5 | 2 |
|-------------------------------------------------------------------------|
| Fear 2 | 1-4 seconds, short range | 30 | 7 | 1 |
|-------------------------------------------------------------------------|
| Fear 3 | 1-5 seconds, short range | 35 | 9 | 1 |
|-------------------------------------------------------------------------|
| Fear 4 | 1-6 seconds, short range | 40 | 11 | 1 |
|-------------------------------------------------------------------------|
| Fear 5 | 1-7 seconds, short range | 45 | 13 | 1 |
|-------------------------------------------------------------------------|
| Terror 1 | 2-8 seconds, medium range | 55 | 20 | 2 |
| | -2 victim traits, 15-18 dmg | | | |
|-------------------------------------------------------------------------|
| Terror 2 | 2-9 seconds, medium range | 60 | 22 | 1 |
| | -3 victim traits, 25-31 dmg | | | |
|-------------------------------------------------------------------------|
| Terror 3 | 2-10 seconds, medium range | 65 | 24 | 1 |
| | -4 victim traits, 50-63 dmg | | | |
|-------------------------------------------------------------------------|
| Terror 4 | 2-11 seconds, medium range | 70 | 26 | 1 |
| | -5 victim traits, 80-100 dmg | | | |
|-------------------------------------------------------------------------|
| Terror 5 | 2-12 seconds, medium range | 75 | 28 | 1 |
| | -5 victim traits, 80-100 dmg | | | |
|-------------------------------------------------------------------------|
| Legend | 5-15 seconds, long range | 85 | 30 | 2 |
| Terror | -8 victim traits, 125-150 dmg | | | |
|-------------------------------------------------------------------------|
Fear is an effective crowd-control power, and can also damage opponents and
be used in power combos. On the downside, it is difficult to keep mobs
contained when your foes are fleeing in fear. Chasing down scared enemies
isn't a lot of fun and fragments the team. Still, the damage factor makes
this a better power for a melee-oriented Emma Frost under player control.
[2.3] Psychic Shell/Diamond Shell/Impervious Shell
--------------------------------------------------
Changes into protective shell form for a time. Reduces physical damage,
beam damage and pain.
|-------------------------------------------------------------------------|
| | | | | Cost in |
| Power & | | Energy | Required | Skill |
| Level | Effects | Used | Level | Points |
|-------------------------------------------------------------------------|
| Psychic | 15 seconds, -8 physical dmg, | 60 | 5 | 2 |
| Shell 1 | -33% pain | | | |
|-------------------------------------------------------------------------|
| Psychic | 16 seconds, -10 physical dmg, | 70 | 7 | 1 |
| Shell 2 | -33% pain | | | |
|-------------------------------------------------------------------------|
| Psychic | 17 seconds, -13 physical dmg, | 80 | 9 | 1 |
| Shell 3 | -33% pain | | | |
|-------------------------------------------------------------------------|
| Diamond | 20 seconds, -13 physical dmg, | 100 | 14 | 2 |
| Shell 1 | -8 beam dmg, -66% pain | | | |
|-------------------------------------------------------------------------|
| Diamond | 22 seconds, -16 physical dmg, | 110 | 16 | 1 |
| Shell 2 | -10 beam dmg, -66% pain | | | |
|-------------------------------------------------------------------------|
| Diamond | 24 seconds, -20 physical dmg, | 120 | 18 | 1 |
| Shell 3 | -13 beam dmg, -66% pain | | | |
|-------------------------------------------------------------------------|
| Impervious| 28 seconds, -30 physical dmg, | 140 | 23 | 2 |
| Shell 1 | -13 beam dmg, Pain immunity | | | |
|-------------------------------------------------------------------------|
| Impervious| 32 seconds, -30 physical dmg, | 150 | 25 | 1 |
| Shell 2 | -16 beam dmg, Pain immunity | | | |
|-------------------------------------------------------------------------|
| Impervious| 36 seconds, -50 physical dmg, | 160 | 27 | 1 |
| Shell 3 | -20 beam dmg, Pain immunity | | | |
|-------------------------------------------------------------------------|
Primary tactics with Emma as a tank involve liberal use of her Shell form.
In combination with her Hardness skill, this is one of the best personal
defenses in the game. Unfortunately, no benefit accrues to any teammates,
so it's of no use when Emma is being used for team support.
[2.4] Psychic Bedlam
--------------------
Xtreme power: Damages all enemies within 50 feet with a psionic attack and
paralyzes nearby enemies with fear. Requires level 15, 2 points; uses one
Xtreme icon.
Like any Xtreme power, this is a very powerful attack. This is a radial,
area-of-effect power that is best used against large numbers of foes. Each
enemy in the blast radius receives 250-300 points of mental damage.
[2.5] Psionic Strike/Psionic Fury
---------------------------------
Adds mental damage to melee attacks.
Psionic Strike
1: 4-5 mental damage, requires level 3
2: 9-11 mental damage, requires level 5
3: 15-18 mental damage, requires level 9
Psionic Fury
1: 25-31 mental damage, requires level 12
2: 50-63 mental damage, requires level 15
3: 80-100 mental damage*, requires level 18
*The official description for Emma Frost's Psionic Fury level 3 lists the
same damage figure as level 2 (50-63). This is a typographic error in the
game. The 80-100 figure given here is from the description of the same
skill for Psylocke and Jean Grey.
Psionic Strike makes Emma a more effective melee fighter, and reduces the
need for an extremely high Strike stat. Since you will have to use Emma and
Jean alone, soon after acquiring Emma, you'll need two or three levels of
Psionic Strike to make her effective. If you intend to use Emma as a tank
character, you should maximize this skill.
[2.6] Hardness
--------------
Reflects physical damage back at foes.
1: 10% chance to reflect 15-18 damage
2: 20% chance to reflect 25-31 damage, requires level 7
3: 30% chance to reflect 50-63 damage, requires level 12
4: 40% chance to reflect 80-100 damage, requires level 17
5: 50% chance to reflect 100-125 damage, requires level 22
Hardness combines with shell form to give Emma a very strong personal
defense system. It doesn't become real effective until skill level 3, and
you should increase it to that level for any build. It should be noted
that, since reflecting damage back on the attacker counts as a "mutant
attack", Power Enhancers increase the damage inflicted on your attacker.
[2.7] Shell Might
-----------------
Increases lifting strength, and damage of melee attacks while in shell
form.
1: +5% damage, Heavy objects, +3 destruction, requires level 4
2: +10% damage, Massive objects, +6 destruction, requires level 9
3: +15% damage, Gigantic objects, +8 destruction, requires level 14
Shell Might makes Emma an even more effective tank character, while in
shell form.
[2.8] Toughness
---------------
Increases Maximum Health
Level 1: Raises Max Health by 10%, requires level 10
Level 2: Raises Max Health by +15%, requires level 12
Level 3: Raises Max Health by +20%, requires level 14
Toughness should be considered an optional skill for max-level (level 45)
builds of Emma. For normal (level 38) builds, it is not as useful.
Normally, Emma should stay in shell form as much as possible, which should
reduce damage received enough that the extra gained from Toughness isn't
needed.
[2.9] Mutant Mastery
--------------------
Increases Maximum Energy
Level 1: Raises Max Energy by 10%, requires level 10
Level 2: Raises Max Energy by +15%, requires level 12
Level 3: Raises Max Energy by +20%, requires level 14
One level of Mutant Mastery can be a big help in the mid-twenties, before
Emma's Focus has gotten really high and her shell form is still short
enough in duration that you have to spend lots of energy keeping it up. In
the later stages of the game, having enough mutant energy shouldn't be a
problem. If you're consistently running out of energy, a DNA Generator
equipped may be a better choice than spending skill points on MM.
[2.10] Critical Strike
----------------------
Increase chance of criticals for melee attacks.
Level 1: +2% chance
Level 2: +4% chance, requires level 7
Level 3: +6% chance, requires level 12
Level 4: +8% chance, requires level 17
Level 5: +10% chance, requires level 22
Critical Strike is a must-have skill for any tank character. In Emma's
case, you may not be able to maximize it due to the importance of other
skills such as Psionic Strike, Hardness and Shell Might. You should be able
to get at least three levels of Critical Strike for your tank builds and
you can maximize it through power-leveling.
/
\ /--MEN---------------------------------------------------------------
\/ [3] Ability Stats
/\---LEGENDS-----------------------------------------------------------
/ \
/
Even as a tank, Emma is very reliant on mutant powers and should have her
stats increased like any X-Man that primarily uses mutant attacks; e.g.
Storm, Jean Grey, etc. Focus should receive approximately 1 out of every 2
stat point increases. For tank builds, split the remaining increases 2:1
Strike to Body--you won't need Agility because you'll be using shell form
all the time. Support builds should split increases after Focus between
Agility and Body, with no points put into Strike.
Tank Stat Distribution Example
------------------------------
Focus +1
Strike +1
Focus +1
Strike +1
Focus +1
Body +1
Focus +1
Strike +1
Focus +1
Strike +1
Focus +1
Body +1
Etc.
Support Stat Distribution Example
---------------------------------
Focus +1
Body +1
Focus +1
Agility +1
Focus +1
Body +1
Focus +1
Agility +1
Etc.
/
\ /--MEN---------------------------------------------------------------
\/ [4] Equipment
/\---LEGENDS-----------------------------------------------------------
/ \
/
For the armor slot, the best nanofiber armor you currently have or can
obtain is optimal for all characters, including the White Queen. For Emma's
belt slot, a Focus or (if playing a tank build) Strike enhancer are most
useful. Your backpack slot may rotate a bit depending on your current
needs.
Soon after obtaining Emma, you have to use her and Jean along with
Professor X on the first mission to the Astral Plane. At this point, a DNA
Regenerator, to help her keep her Shell up; or, a Power Enhancer to
increase the damage of Psionic Strike are the most useful items.
As soon as you obtain the Emma Frost Danger Room Challenge, you can earn
Diamond's Aura, which increases the damage of Emma's Psionic Strike melee
attacks, as well as the damage of her Terror power. However, once you have
a Super or Ultra Power Enhancer, that will add more damage than Diamond's
Aura.
You can also use Super or Ultra DNA Regenerators; but, once Emma's Focus is
high enough (35+), you don't really need to regenerate energy that much
faster--unless you're using her as a support character spamming Command or
Terror. Don't bother with damage-reducing devices in the backpack slot, as
Emma's Shell + Hardness is all you need in that department.
In short, use the backpack slot to enhance Emma's attacks--her melee or
mutant attacks if playing a tank build, or just mutant attacks if playing
support.
/
\ /--MEN---------------------------------------------------------------
\/ [5] Character Builds
/\---LEGENDS-----------------------------------------------------------
/ \
/
The character builds listed here assume Emma will reach level 38 by the end
of the game. This is the typical level for X-Men when you play the game
normally. By power-leveling using the Danger Room, you can increase the X-
Men to a maximum of level 45. Options for spending those extra points are
presented in section 5.5 below.
[5.1] Initial Build
-------------------
During the first mission to the Astral Plane, to rescue Colossus' sister
Illyana, you have a set team of Professor X, Jean Grey and Emma Frost.
While Prof X is with you, he's so powerful that Jean and Emma are almost
superfluous. Once he's gone, it's just Jean and Emma. In this instance, you
almost have to use Emma as a tank. Jean will probably not be leveled as a
tank, and, even if she is, you don't want her being the only one who can
fight. Emma will not have any strong ranged attacks and, if not able to
fight hand-to-hand, will be useless.
Thus, every build for Emma should start as a tank. At the point you acquire
Emma, she will be about level 15. You can use her during the GRSO invasion
of X-Mansion using this starting build, and then continue using this same
build during the Astral Plane Mission. Once past level 15, you can then
vary your level progression according to the builds below.
When acquired, Emma will have one level of Confuse and no other powers or
skills. You want to concentrate on building up her defensive and melee
abilities. At level 15, you should have these stat and skill point levels:
Emma Frost, Level 15
--------------------
Strike +6
Body +1
Focus +10
Psychic Shell 3
Psychic Bedlam
Psionic Fury 1
Hardness 3
Shell Might 2
Critical Strike 2
With this start, Emma will be a good complement to Jean during the final
stage of the Astral Plane mission and you should have no problems
completing the mission. You do have the one level of Confuse, and you
should use it if you get mobbed.
[5.2] Human-controlled Tank
---------------------------
This build concentrates on using Emma for melee attacks (punches/kicks)
while in shell form. The emphasis is on increasing Emma's melee ability
with little use of Emma's mutant offensive powers. This build should be run
by a player, as the AI will not use shell form consistently enough to be
effective with this build.
This is a natural progression from the initial build (see above). You'll
concentrate on Psychic Shell, Psionic Strike, Shell Might, Hardness and
Critical Strike. For mutant attacks, you will use the Fear/Terror power in
order to increase the damage done to foes as well as enable you to hit
power combos.
Level Stat Power/Skill
16 Strike +1 Shell Might +1 (maxed)
17 Focus +1 Hardness +1
18 Strike +1 Psionic Fury +1
19 Body +1 Psionic Fury +1 (maxed)
20 Focus +2 Diamond Shell +1 (2 points)
21 Strike +1 [save]
22 Focus +1 Fear +1 (2 points)
23 Strike +1 Diamond Shell +1
24 Body +1 Fear +1
25 Focus +2 Diamond Shell +1, Fear +1
26 Strike +1 Fear +1
27 Focus +1 Hardness +1 (maxed)
28 Strike +1 Fear +1
29 Body +1 Fear +1
30 Focus +2 Terror +1 (2 points)
31 Strike +1 [save]
32 Focus +1 Impervious Shell +1 (2 points)
33 Strike +1 Terror +1
34 Body +1 Critical Strike +1
35 Focus +2 Impervious Shell +2 (maxed)
36 Strike +1 Terror +1
37 Focus +1 Terror +1
38 Strike +1 Critical Strike +1
[5.3] Human-controlled Riot Squad
---------------------------------
The emphasis here is crowd control using your offensive mutant power. The
specific power you will use will depend on whether other people or the AI
are controlling your teammates. If you are playing single-player and you
convert your enemies to allies, your AI-controlled teammates will not
attack the converted foes. True, they are fighting for you rather than
against you; however, you still want to take the opportunity to get rid of
them since they will turn against you after a short time.
Playing with an AI-controlled team, you should use Fear/Terror and let the
computer-controlled X-Men hunt down the terrorized enemy. You will also
actually have a ranged attack this way, which will help you in hitting
combos.
When playing with other people, use Confuse/Command. This will keep your
opponents near you (a good thing since human-controlled players cannot
separate beyond the limits of the screen) and pacify the mobs, allowing
them to be disposed of easily.
You'll still want some melee power of your own, otherwise, after you've
unleashed your primary power, you'll be standing around twiddling your
thumbs, watching your team cut the enemy to pieces. However, instead of
building up Strike as much, you'll want more points into Focus (for
spamming attacks) and Body (for maintaining health).
Confuse/Command Build
---------------------
Level Stat Power/Skill
16 Focus +1 Confuse +1
17 Strike +1 Confuse +1
18 Focus +1 Confuse +1
19 Body +1 Confuse +1
20 Focus +2 Command +1
21 Strike +1 Shell Might +1 (maxed)
22 Focus +1 Hardness +1
23 Body +1 Psionic Fury +1
24 Body +1 Command +1
25 Focus +2 Diamond Shell +1 (2 points)
26 Strike +1 Command +1
27 Focus +1 Command +1
28 Body +1 Diamond Shell +1
29 Focus +1 Command +1
30 Focus +2 Legend Command (2 points)
31 Strike +1 Diamond Shell +1
32 Focus +1 Psionic Fury +1 (maxed)
33 Strike +1 Hardness +1 (maxed)
34 Body +1 Critical Strike +1
35 Focus +2 Impervious Shell +1 (2 points)
36 Strike +1 Mutant Mastery +1
37 Focus +1 Critical Strike +1
38 Body +1 Impervious Shell +1
Fear/Terror Build
-----------------
Level Stat Power/Skill
16 Focus +1 [save]
17 Strike +1 Fear +1 (2 points)
18 Focus +1 Fear +1
19 Body +1 Fear +1
20 Focus +2 Diamond Shell +1 (2 points)
21 Strike +1 Shell Might +1 (maxed)
22 Focus +1 Fear +1
23 Body +1 Psionic Fury +1
24 Body +1 Fear +1
25 Focus +2 Terror +1 (2 points)
26 Strike +1 Terror +1
27 Focus +1 Terror +1
28 Body +1 Terror +1
29 Focus +1 Terror +1
30 Focus +2 Legend Terror (2 points)
31 Strike +1 Diamond Shell +1
32 Focus +1 Psionic Fury +1 (maxed)
33 Strike +1 Hardness +1 (maxed)
34 Body +1 Diamond Shell +1
35 Focus +2 Impervious Shell +1 (2 points)
36 Strike +1 Critical Strike +1
37 Focus +1 Critical Strike +1
38 Body +1 Impervious Shell +1
[5.4] AI-controlled Support
---------------------------
If you want Emma around for her crowd-control abilities, but do not want to
control her, then Confuse/Command is the only way to go. You do not want
the computer scaring away all your opponents, so avoid Fear/Terror at all
costs. Since the computer isn't real good about using defensive powers, you
can leave off some points from melee-oriented skills and powers and buy
Toughness and Mutant Mastery levels to help keep Emma alive and spamming
the Confusion.
Level Stat Power/Skill
16 Focus +1 Confuse +1
17 Focus +1 Confuse +1
18 Agility +1 Confuse +1
19 Body +1 Confuse +1
20 Focus +2 Command +1 (2 points)
21 Focus +1 Psionic Fury +1
22 Focus +1 Command +1
23 Agility +1 Mutant Mastery +1
24 Body +1 Command +1
25 Focus +2 Diamond Shell +1 (2 points)
26 Focus +1 Command +1
27 Focus +1 Toughness +1
28 Agility +1 Command +1
29 Body +1 Psionic Fury +1 (maxed)
30 Focus +2 Legend Command (2 points)
31 Focus +1 Shell Might +1 (maxed)
32 Focus +1 Diamond Shell +1
33 Agility +1 Hardness +1
34 Body +1 Diamond Shell +1
35 Focus +2 Impervious Shell +1 (2 points)
36 Focus +1 Critical Strike +1
37 Focus +1 Hardness +1 (maxed)
38 Agility +1 Critical Strike +1
[5.5] Level 45 Options
----------------------
If you power level past level 38, your first goal will be maxing out the
partially filled powers and skills from your build. For example, Critical
Strike is left unfilled in all the builds above. Once all your necessary
powers and skills are filled, buy at least one level each of Mutant Mastery
and Toughness (if you don't already have any). Put your remaining skill
points into the unused offensive power so you have different options
available to you. Continue the pattern of stat point increases from the
build progression you are using.
/
\ /--MEN---------------------------------------------------------------
\/ [6] Tactics
/\---LEGENDS-----------------------------------------------------------
/ \
/
If you haven't figured it out yet, Emma Frost is all about controlling your
enemies and then beating the stuffing out of them. Emma's shell form and
bonuses to melee damage are key to making her an effective fighter. She
doesn't really have much of an offensive mutant power selection in terms of
damage. One of her powers causes no damage at all; the other causes very
little compared to other X-Men's offensive powers.
What Emma can do, like Jubilee, is keep mobs off your back. However, where
Jubilee has to stay back and lob balls of energy at the bad guys, Emma can
get up close and personal. When you max out her offensive skills and with
the proper equipment, Emma can easily punch and kick for 200+ points of
damage per hit.
When controlling Emma directly, keep your shell form up and running as much
as possible. When attacked, Confuse or Fear your enemies and then beat them
down. When allowing the AI to control Emma, keep her spamming
Confuse/Command so you can easily subdue your foes.
Tactically, that's really all you have to do with Emma. At first blush,
Emma does not seem to be a very useful X-Man to have around. But, if you
level her properly and understand what her role is on the team, she becomes
a valuable member of the X-Men.
/
\ /--MEN---------------------------------------------------------------
\/ [7] Emma Frost's Items
/\---LEGENDS-----------------------------------------------------------
/ \
/
[7.1] Comic Book
----------------
Emma Frost's comic book is located in The Lonely Dark stage of the first
mission to the Astral Plane. From the Xtraction point, head to the opposite
corner of the map to find the comic. It adds +2 to Emma's Body and Focus
stats.
[7.2] Danger Room Challenge
---------------------------
The Danger Room disc, Challenge - Emma Frost, can be found in The Guardian
Statues stage during the mission to retrieve the three parts of Professor
X's mind in the Astral Plane. You'll find it in a side room near the
objective point. The Challenge reward is Diamond's Aura, which adds 50%
damage to Emma's punch/kick damage and +5 to her Body stat.
To complete the challenge, you must destroy six statues in an area on the
Astral Plane. This is an incredibly easy stage: turn on your Shell and run
around to each statue and destroy it. Use Confuse or Fear if you get
mobbed, which probably won't happen.
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\/ [8] Version History
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1.01 (2004-12-07)
- Corrections of some minor typographic errors
1.00 (2004-12-06)
- First release
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\/ [9] Credits
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Thanks to pgw, freac and cablepuff of the GameFAQs X-Men Legends message
board for build tips, tactics and lots of other great info
Written and (c)2004 Barry Scott Will
This work is licensed under the Creative Commons Attribution-ShareAlike
License. To view a copy of this license, visit
http://creativecommons.org/licenses/by-sa/2.0/
or send a letter to
Creative Commons
559 Nathan Abbott Way
Stanford, California 94305, USA.