Marvel.com: Let’s go over Agent Venom's abilities. I feel like there are so many different directions you guys could have gone.
Josh Austin: Flash’s first ability is called Symbiotic Assault and it costs 10 Red AP. Venom channels the power of his alien symbiote to unleash the ultimate tactical strike to deal damage. If you have at least 12 AP in any color, it deals bonus damage as well.
Agent Venom’s second ability is called Military Might and it costs 5 Black AP. Flash Thompson’s military skills help keep his alien symbiote in check—for a time. He drains 2 AP from the highest friendly AP pool and deals damage. If you have at least 14 AP in any color, this power becomes Alien Weakness.
Alien Weakness costs 0 Black AP. The Venom symbiote asserts its dominance, lashing out and fighting with Flash for control. At the start of your turn, it drains 2 AP from the highest friendly AP pool, destroys random tiles and deals self-damage to Venom. The destroyed tiles do not generate AP. If all friendly AP pools are below 14, this power becomes Military Might again.
Lastly, Flash’s third ability is called Take Cover and costs 11 Yellow AP. For this ability Agent Venom lets loose his arsenal and lays down cover, so his allies can regroup. Deals AOE damage to the enemy team and renders all of Venom’s allies invisible for two or more turns.