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Dernière mise à jour du guide : 05/02/16

Guide basé sur celui réalisé par Goldencahill et Tavarich inspiré également par le guide réalisé par Alien_Symbiote[1] traduit et complété par Adalia.

Un terme que vous ne comprenez pas ? Consultez la page Terminologie

A-Bomb[]

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A-Bomb

Pour un personnage "Hulk", il est vraiment étrange. Il est plutôt furtif et subtil qu'un gros personnage écrasant. Il peut faire des dégâts énormes à lui seul. Deux builds sont possibles pour lui, Debuffer et Attaquant.


Attaquant

  • Santé - Attaque - Défense : Exemplaire x8

E-ISO

  • Ukemi : Pour réduire les dégâts des secondes attaques et casser sa faiblesse contre les Broyeurs.
  • Combat de Rue : Augmente les chances de critique de son L6 qui possède Coups Critiques Mortels.

A-ISO

  • L1: Visée Assistée augmente les dégâts lors d'utilisation répétée de cette attaque.
  • L2: Sanglant. Ajoute un DoT utile sur une attaque qu'il utilisera souvent.
  • L6: Attaque Chargée augmente les chances de coup critique et assure les Critiques Mortels. Préférez Attaque Puissante si vous utilisez habituellement cette attaque en mode camouflage.
  • L9: Pulvériser intensifiera les dégâts de toutes vos attaques au corps à corps.

Debuffer

  • Santé - Défense - Précision : Patient x8

E-ISO

  • Ukemi : Pour réduire les dégâts des secondes attaques et casser sa faiblesse contre les Broyeurs.
  • Combat de Rue : Augmente les chances de critique de son L6 qui possède Coups Critiques Mortels.

A-ISO

  • L1: Visée Assistée augmente les dégâts lors d'utilisation répétée de cette attaque.
  • L2: Sanglant ajoute un DoT utile sur une attaque qu'il utilisera souvent.
  • L6: Attaque Chargée augmente les chances de coup critique et assurer les Critiques Mortels. Préférez Attaque Puissante si vous utilisez habituellement cette attaque en mode camouflage.
  • L9: Frappant pour mettre Handicap sur tous les ennemis.

Angel[]

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Angel

Le héro sympa que beaucoup de personnes ont eu en récompense d'un JCJ bugué. Ce qui incita Playdom à sortir un costume à 90 CP. Angel ne fait pas beaucoup de dégâts mais il est sympa à jouer. Archangel est complètement différent, il aura donc son propre build d'attaquant.


Support

  • Santé - Défense - Esquive : Alerte x8

EISO

  • Générosité : Chaque action est un renforcement, donc chaque action va le soigner.
  • Encouragements : Augmente les statistiques de toute l'équipe, un incontournable pour un build support.

AISO

  • L1: Pulvériser pour augmenter les dégâts au corps à corps de vos alliés.
  • L2:
    • Sanglant uniquement dans une équipe basée sur les saignements.
    • Pressurisé uniquement dans une équipe avec l'exploitation suprême des faiblesses.
    • Grâce une action rapide qui va requinquer toute l'équipe.
  • L6: Visée Assistée pour augmenter les dégâts à distance de vos alliés.
  • L9: Manifeste pour renforcer l'équipe avec un coup critique au tour suivant.

Attaquant

  • Santé - Défense - Attaque - Précision : Renforcé x4 / Renforcé x4

EISO

  • Générosité : Chaque action est un renforcement, donc chaque action va le soigner.
  • Combat De Rue : Ses plus grosses attaques sont au corps à corps.

AISO

  • L1: Pénitent pour augmenter les dégâts au corps à corps de vos alliés.
  • L2:
    • Sanglant ajoute un DoT pour plus de dégâts, idéal si votre équipe peut en tirer profit.
    • Pressurisé à choisir si un membre de votre équipe exploite les faiblesses.
  • L6: Visée Assistée pour augmenter les dégâts à distance de vos alliés.
  • L9: Manifeste donne un coup critique au tour suivant.

Attaquant Archangel

  • Santé - Défense - Attaque - Précision : Renforcé x4 / Renforcé x4

EISO

  • Combat De Rue : Ses plus grosses attaques sont au corps à corps.


DOT Form -

His L1 is a pain booster, and Pulpy will add a great DOT.

His L2 is great with his personal Virulent to become AOE and prevent most buffs.

His L6 would be great with Ionizing, since it has no cooldown and is already good for Despair.

His L9 already ignores defense, and with Pulpy on his L1, Vampiric would be good to add a heal.

Debuff Form -

His L1 and Pulverizing, to boost his later damage.

His L2 can still have Virulent for the AOE option.

His L6 can use Pressurized, for a stat reducing aspect as well as a heal preventer.

His L9 is intended to be a Fatal Blow attack, so Increased Damage is good enough.

Angela[]

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Angela

Odin's missing child that came back with a play on Pinpoint Target, some powerful debuffs and a really great moveset. Having played her a little bit, her flow is simple. You start with a L1, then take your QA L6 and finish with a L9, using the Extra Turn for an additional L1, and using the L2 to disrupt setups. This build keeps the same general idea, but makes it work better and with more damage.

EISO 1: Close or Aggressive, because Angela's damage is her biggest aspect, and the more damage you do, the faster you can heal with her passive. Adding almost 40% extra crit chance will help her damage be the best, while Aggressive will increase actual base damage but will take a little longer to set up.

EISO 2: Ardent, makes it so that she gets 100% of health back when an enemy dies.

L1: Having played around with her, Mark of the Huntress is how she gets everything done. Adding Pulverizing will increase her damage on the really damaging attacks that use the rest of this move's debuffs.

L2: This move is intended as a crippler, removing buffs and blocking them, with a little Bleed damage on the side. Adding Incapacitation with Knocking keeps the move doing the same thing it is doing, but now adds a Stun to the mix, which gives it the ability to destroy setups on enemy heroes.

L6: While this move does do some Fear debuffs on enemies with MotH, it is primarilly a buff move. Manifesting gives her a free crit along with the Rising Up, boosting the next attack's damage.

L9. This is the big killer, the move that decimates the enemy and lets you start on the next one. Vorpal is a good choice, because despite the small damage cut, ignoring enemy shields and defensive buffs will make sure this attack can't be stopped by some enemy buffs and will keep her working fast.

Ant-Man[]

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Ant-Man

EISO 1: Ukemi

EISO 2: Sting

L1: Knocking

L2: Erupting

L6: Increase Damage

L9: Cooperative

Anti-Venom[]

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Anti-Venom

He's a little odd, but actually a pretty good character with some good debuffs and great damage potential. He's one of very few heroes who can stand up to a 1v1 against the Integrated Intelligence Set, even coming out on top sometimes, and even the Worthy can't often do that. He also can AOE Depower, Remove Buffs, Bleed a little, he's pretty fun. He's also a little creepy, especially when his passive activate a ton and he starts flailing randomly and shooting tentacles and such.

EISO 1: Close, all of his attacks are melee, so this gives them a higher chance to crit.

EISO 2: His personal, Shifty, so he gains a 20% chance to dodge incoming attacks.

L1: Knocking, to Stun enemies while he sets up for his L6.

L2: Pulverizing, because he tends to lead with this move and it will increase the damage of all his other moves on all enemies.

L6: It's his biggest hit, so Increased Damage is all it really needs, but Vorpal is also an option if you want to Ignore Defense instead.

L9: Snaring, so he is guaranteed to hit and crit when the enemy has Webbed (which he'll set up with his L2)

Arès[]

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Arès

Un Cogneur avec des mouvements aléatoires pas si évident à jouer, destiné majoritairement à un rôle de support. Les EISO et AISO peuvent changer la donne dans une certaine mesure, en faisant de lui une machine à stun et à dégâts.


Attaquant

  • Santé - Attaque - Précision : Stable x8
  • Santé - Attaque - Précision : Stable x4 / Chaotique x4 (Attaquant équilibré)
  • Santé - Attaque - Précision : Renforcé x2 / Stable x2 / Patient x2 / Exemplaire x2 (Attaquant général)

EISO

  • Désespéré : Ses dégâts augmenteront considérablement quand sa vie sera basse.
  • Combat De Rue : Très utile dans une équipe basée sur les attaques secondes.

AISO

  • L1: Attaque Chargée pour augmenter les chances de critiques.
  • L2: Éclatant si votre équipe peine contre les boucliers ennemis et qu'aucun de vos autre personnage ne peut les dissiper. Sinon Attaque Puissante pour augmenter les dégâts.
  • L6: Avantageux permet d'entraver l'ennemi à chaque tour, un incontournable.
  • L9: Attaque Puissante est le plus convenable pour cette attaque cinétique.



Support

  • Santé - Défense - Précision : Patient x8

EISO

  • Combat de Rue : Très utile dans une équipe basée sur les attaques secondes.
  • Cogneur De Crânes : Offre une chance d'immobiliser qui va profiter aux attaques secondes.

AISO

  • L1: Assaut Vampirique est utile dans une équipe basée sur les saignements. Suitant est un bon choix pour ajouter plus de DoT. Vous pouvez aussi optez pour Frappant afin d'augmenter vos chances d'immobilisation.
  • L2: Tireur D’Élite pour infliger Désespéré à coup sûr. Éclatant est à considérer contre des adversaires utilisant des boucliers.
  • L6: Avantageux permet d'entraver l'ennemi à chaque tour, un incontournable.
  • L9: Attaque Puissante est le plus convenable pour cette attaque cinétique.

Beta Ray Bill[]

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Beta Ray Bill

When he was practically announced on Twitter, most people thought he would be a duplicate of Thor. Playdom ended up adding a few new Electricity debuffs and buffs, making him dual-class and giving him a set of really powerful passives that make him far different from Thor, or really any other character.

EISO 1: He protects from low-health allies, so Vengeful will give him an way to retaliate when your team is hurting.

EISO 2: Close, he has 2 ranged and 2 melee, but his L9 has Deadly Crits and his L1 is setup, so they could use some Increased Crits.

His L1 can go two ways. If you want the move to be a more powerful move, Knocking will give it a good chance to Stun. If you prefer it as setup, go with Pulverizing so it will boost his L9 damage even more.

His L2 probably wont be used much. His other actions seem far more important. However, with Bursting on this action, it will make it a little better in PVP for those annoying Invisible Woman teams.

His L6 is AOE and Energy, and some strong setup for his L9. I choose Ionizing so he can add an extra DOT for a little damage.

His L9 is just a big hit, so Increased Damage is the simplest way to go.


Blade*[]

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Blade

One of the heroes everyone had been asking for, on release he seemed a little disappointing. After a few fixes and a tiny buff, Blade is still a little slow to get started but once he gets his L9 out he can use it every subsequent round (provided enemies are Bleeding) giving him two turns to Bleed, Fatal Blow, or do whatever he pleases. His passives are pretty great actually, and I see potential in him. The build is nothing special, a simple damage increasing build.

EISO 1: Aggressive, increase attack every time Blade attacks, including his follow-up and counter passive. More attack gives more damage which means a faster win.

EISO 2: Close, make his attacks crit more often.

L1: His personal, Lambent, making this attack Ethereal Strike and apply 1-3 stacks of Internal Bleeding. You lose the 3 stacks of instant bleeding, but get a move that won't miss and applies irremovable bleeding. The trade off seems worth it to me.

L2: Pulpy, it makes up for the Bleeding lost on the L1 and will be used just as often.

L6: Bursting, makes this move also usable as a Shield Breaker as well as to Stun, Hemorrhage or to Fatal Blow. Kind of the jack of all trades in a move.

L9: Manifesting, guarantees the critical hit on his next turn.

Blizzard[]

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Blizzard

Blizzard n'est pas vraiment impressionnant, son L1 a 0% de chances de coup critique même avec attaque chargée. Il n'a pas l'immunité au froid que sa version boss possède et ne peut pas être suffisamment renforcé pour devenir un monstre. Essayons de le rendre convenable.


Attaquant

EISO

  • Fréquences Phasées : Pour être sûr de passer au travers des effets d'esquive.
  • Tir De Précision : spécialement pour les critiques mortels de son L9.

AISO

  • L1: Décharge Ionisante ajoute un très bon DoT cumulatif. Suppresseur est à considérer pour un style de jeu plus défensif.
  • L2: Visée Assisté ajoutera un bonus de dégâts à son L9, mais aussi les dégâts à distance de vos alliés.
  • L6: Calamiteux permet d'éviter qu'un adversaire protège son équipe de l'attaque de zone.
  • L9: Attaque Chargée augmente les chances de coup critique pour assurer les Critiques Mortels.



Debuffer

EISO

  • Fréquences Phasées : Pour être sûr de passer au travers des effets d'esquive.
  • Implacable : Pour éviter de perdre des tours et faire en sorte que chaque manche se solde par une immobilisation d'un adversaire.

AISO

  • L1: Décharge Ionisante ajoute un très bon DoT cumulatif.
  • L2: Visée Assisté ajoutera un bonus de dégâts à son L9, mais aussi les dégâts à distance de vos alliés.
  • L6: Frappant pour mettre Handicap sur tous les ennemis.
  • L9: Attaque Chargée augmente les chances de coup critique pour assurer les Critiques Mortels.

Boomerang[]

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Boomerang

Boomerang ne fait vraiment pas beaucoup de dégâts, et son surprenant manque d'AOE ne fait pas de lui un héro efficace. Mais ne le négligez pas trop facilement, ses interruptions et son panel varié de debuffs peuvent faire de lui une sérieuse menace que vous aurez plaisir à jouer.


Attaquant

EISO

  • Tir De Précision : Pour de meilleures chances de critique avec ses boomerangs.
  • Réserve D’Énergie : Un apport de dégâts non négligeable grâce au bonus de niveau 15.

AISO

  • L1: C'est potentiellement son Boomerang le plus utilisé, Visée Assistée va lui faire profiter d'une augmentation de dégâts considérable.
  • L2: Cette attaque pourrait très bien être la plus utilisée en fonction de l'équipe d'en face. Visée Assistée sera donc à mettre pour les mêmes raisons que ci-dessus.
  • L6: Obsolète ajoute technologie obsolète, un debuff utile dans beaucoup de situations.
  • L9: Réactif ajoute réflexes au combat à l'action rapide pour qu'il puisse lancer un Boomerang-Rasoir en plus des Boomerangs d'interruption. Grâce est également à considérer.



Debuffer

EISO

  • Tir De Précision : Pour de meilleures chances de critique avec ses boomerangs.
  • Surprenant : Ajoute 10% de chance d'immobiliser à chaque Boomerang qui touche.

AISO

  • L1: C'est potentiellement son Boomerang le plus utilisé, Visée Assistée va lui faire profiter d'une augmentation de dégâts considérable.
  • L2: Cette attaque pourrait très bien être la plus utilisée en fonction de l'équipe d'en face. Visée Assistée sera donc à mettre pour les mêmes raisons que ci-dessus.
  • L6: Obsolète ajoute technologie obsolète, un debuff utile dans beaucoup de situations.
  • L9: Réactif ajoute réflexes au combat à l'action rapide pour qu'il puisse lancer un Boomerang-Rasoir en plus des Boomerangs d'interruption. Grâce est également à considérer.

Captain Britain[]

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Captain Britain

Bien qu'il soit Cogneur, son style correspond bien plus à celui d'un attaquant. On va donc tout faire pour le rendre meilleur dans ce rôle. Il peut faire très mal quand il frappe, ce n'est pas toujours le cas. Mais quand il le fait, c'est comme se prendre camion en pleine face.


Attaquant

EISO

  • Pendragon : Améliore ses capacités défensives.
  • Combat De Rue : La majorité de ses attaques sont au corps à corps. De plus, son L9 possède critiques mortels.

AISO

  • L1: Attaque Chargée pour augmenter les chances de critiques.
  • L2: Pressurisé pour poser les debuffs exploités par son L9.
  • L6: Débordement ajoute Point Faible à tous les ennemis
  • L9: Attaque Chargée pour profiter des Coups Critiques Mortels.

Chase Stein[]

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Chase Stein

He seems like a debuff machine, what Golden calls an offensive support. Let's build on that, since he's not gonna singlehandedly win fights, but he can help greatly in crippling enemies while another hero does the real damage for you.

EISO 1: Surprising, add a stun chance while he locks out and messes with enemy stats and moves.

EISO 2: Distant, for an increased crit rate to maximize his damage output.

L1: Obsolescent, it does debuffs already but now you can lock out their tech abilities as well as their ranged, melee or buff and debuff. This will also help keep his passive effective. Another option is Bursting if you don't like to deal with shields, it will work the same as Obsolescent keeping the enemies shield-free.

L2: Pulverizing, most ingame follow-ups are Melee and it applies Flanked, so adding Wide-Open is a great way to boost ally damage.

L6: Automated, Target one enemy and increase your damage. Makes this move great way to start the fight.

L9: Aiming, since his L1 is the most often used move you want to boost its damage and the damage of your allies Ranged attacks. -Tavarich

Chatte Noire[]

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Black Cat

She certainly isnt seen well by the public, but she can hit hard if you set her up right. Let's make her support herself a little better, she will never be the best hero but she'll become a hard and fast high damage bleeder who is definately playable and in no way bad..

EISO 1: Startling, for a follow-up with her L2 on any enemy who is bleeding, giving her an extra crippling attack she'll use often.

EISO 2: Lucky, for a chance to gain two turns after using her L6, just in case you need to bleed another enemy after killing the first one.

ALT EISO: Starling is probably better for guaranteed follow-up damage rather than chance turns.

L1: Pulverizing, it sets up her L9, which is Melee, so Wide-Open is the best choice.

L2: Feline, adds Hexed and Fumbling to her Unlucky kick which will also be her follow-up with the Starling E-ISO, allowing for more counters and more bleeds everywhere.

L6: Manifesting, to set up the Deadly Crit on her L9 and assure maximum damage is dealt.

L9: Increased Damage, it's all the move needs.

Colossus*[]

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Colossus

One of the cheap protectors, he's a very good defender on his own, but needs a little offensive help. His P5 alt adds to the defensive with health boosts and damage reductions, but for that offensive power he needs some good isos. He could also use a refactor, but only PD can do that. If you look at him and Thing, they are exactly the same except for a few debuffs. Same passive essentially, same move style, same protect and reduce, funny isn't it?

EISO 1: Decimating, his own EISO from the X-Men HB, he's a protector and this EISO makes him counter with his L6 (Decimate) when attacked, evening him out a little.

EISO 2: Vengeful, Extra turns while protecting.

ALT EISO: Decimating, counter when attacked.

(Note: Colossus is also a great candidate for Elite E-ISO if he's being used in PVP, because the defense and attack stacks will give him the offensive power he desperately needs while further stacking his damage reduction to make him truly impenetrable)

L1: Knocking, this is the attack that sets up his L6, having it apply more debuffs is a nice addition.

L2: Iron, his personal, he's a protector and now he will make your whole team take 50% less damage.

L6: Pulverizing, he'll do this as a counter with his EISO, so making it do more damage is a good idea.

L9: Erupting, even if it's the only AISO for ground attacks, it greatly improves them.

Crystal[]

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Crystal

Water. Earth. Fire. Air. Long ago, in SO13 ,the world was mostly peaceful. Then everything changed when the Black Order attacked. Only the Avatar, master of all four elements, could stop them, but when the world needed her most, she vanished (leaving only Black Bolt and Thane to fight off Thanos). Ten Spec Ops passed and most MAA players discovered the new Avatar, an Inhuman named Crystal. Although her pyrokinesis skills were great, she has a lot of XP to gain before she can save anyone. But I believe Crystal can save MAA.

Sorry about that :D. An interesting Blaster with some cool elemental powers, she might actually make a fun team with Storm.

EISO 1: Collateral, because her first two attacks are single target, and the collateral damage applies Burning which lets her counter. (Granted, this does limit her ability to keep Chilled on the enemy, if you would prefer to just hit use Unavoidable)

EISO 2: She doesn't really seem to have huge damage potential, so Distant will make sure she does what she can often.

Her L1 is Energy with debuffs, so Ionizing doubles the DOT damage the enemy will get, and boosts the damage next time she uses it.

Her L2 is also ranged, I'd give it aiming to boost her damage on all other moves.

Her L6 has two real options. Using it as the AOE attack move, Cooperative is smart so it becomes a Quick Action. If you prefer to use it for the Gale Force buff, Manifesting will give the team a free critical hit.

Her L9 already does some fun debuffs, and adding Knocking gives it a good chance of stunning the whole enemy team as well. If you are worried about fighting Flying enemies, Erupting will let her hit them and Ground them.  -Goldencahill

Daimon Hellstrom*[]

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Daimon Hellstrom

The first time I ever came across a Spec Ops hero, I had only heroes up to L4 except for my L6 Storm. I go to fight the boss in this limited time mission thing and team up with some powerful guy with a flaming trident. He's absorbing stuff, doing Soulfire, making my attacks Stealthy, healing huge amounts, it inspired me to stay with the game as long as I have.

EISO1: Hellacious, his own EISO from his HB against Satana, heal to half health when dying. makes a lot of sense, if he dies he comes back and uses his L9 to full restore and stop debuffs.

EISO 2: Resonant, so he heals a small amount after any action.

L1: Knocking, so he can add a Stun to his attack that already removes enemy buffs.

L2: Blessing, gives the whole team Increased Healing (which his personal heals from Darksoul, Resonant E-ISO and his L9 would benefit from). If you don't have that, Manifesting might ne nice for a team critical hit.

L6: Cooperative, so any of the moves become a Quick Action. He can AOE Mind Control, do damage or Poison before stabbing, healing or making the team stealthy with another action.

L9: You can go for the buff or debuff side of things. If you want buffs, Rising, add a buff to Daimon or an ally while healing and stopping debuffs. Turns it into a cross between Iron Fist's Healing Chi and Praying Lotus. If you want debuffs, his personal Desecrating will boost your magic damage on all enemies.

Emma Frost[]

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Emma Frost

She is once Hellfire club, a mind-reading sort-of X-Man that can be really great in-game. On her own, she is OK, with her E-ISO she can be amazing. I once fought an Emma that used Diamond Body so many times, she survived 27 attacks in a round, and Black Bolt's Power Word (30 ambient particles and Strengthened on him) also failed to kill her. Empower and augment her right, you have an amazing character.

EISO 1: Eternal Empowered Iso-8, her personal, because like I said above it helps her reduce any and all damage, thus letting her survive longer.

EISO 2: Honestly there isn't one E-ISO that will be the next 'best' for her. To further increase survivability, Savant is a great choice, to increase offensive power Skullthumper is excellent.

ALT EISO: Eternal, for survivability.

Her L1 is fun with her personal, Controlling, so they take damage when attacking and then take another hit from their allies.

Her L2 doesn't always Stun, so I add Incap so the stun chance is significantly better.

Her L6 already Energizes and is intended to buff, so Manifesting will help increase the next damage hit as well as removing debuffs and restoring stamina.

Her L9 is AOE, and Maddening will increase her L1 damage or support her Psychic allies. -Goldencahill

Falcon[]

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Falcon

I wouldn't have ever thought that someone could beat Rescue as a super-support hero, but here he is, the team-buffer turn changer, counter-maker, Falcon! Adding debuffs makes him a debuffer and support hero, aka really good.

EISO 1: His personal E-ISO is a waste of time. Blurred makes far more sense, so you can still get Nimble on round 1 but have a second evasion effect as well.

EISO 2: Skullthumper, this turned out really well for him in the Heroic Battle and seems to work well in PVP too!

His L1 can have Pressurized, so he does the opposite to the enemy as to his team.

His L2 can be Aiming, so he increases allied Ranged attack damage.

His L6 is really to cripple, I think Knocking will keep the Stun chance as nearly 100%.

His L9 is used early-on for the free Shield Agent summons. Sharpshooting will make it a setup for his L2 as well. Otherwise, Bursting gives him another AOE debuff that will help in PVP.

Flèche Noire[]

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Flèche Noire

He came out, was slightly OP, and was nerfed to obscurity. Now he has been revamped and is better than ever! His moves were slightly buffed, as were his particles, his Power Word can kill again and he can summon Inhumans to make him immune to stuff, buff the team, give him a precounter or shield the team. I play him in PVP sometimes, here's the build I gave him.

EISO 1: Savant, so he can start with a shield. He can be slow to start, and needs the little extra defense in the beginning.

EISO 2: Critical hits really enhance his L9 and L6 damage, so Distant will make the crits more common.

His L1 can use Suturesu, so he can't be hurt by counters on his standard punch move.

His L2 is always used to give him Kree Speed, and Pulverizing will also boost his damage on that enemy next round.

His L6 is effective and breaking and stunning, and the best iso I have used on it is Bursting, so he can blow apart shields of all the enemies.

His L9 can do some good damage, but needs to crit to be really effective. I give it Increased Crits for that purpose.

Gamora[]

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Gamora

A sa sortie elle n'était vraiment pas forte. Alliée à Groot Avec leurs costume de gardien, ils formaient une équipe défensive dure à vaincre.


Damnation / Décès

  • Santé - Défense : Solide x8 (Gamora Gardien)
  • Santé - Défense - Précision : Solide x4 / Patient x4 (Précision moyenne)
  • Santé - Défense - Précision : Patient x8 (Précision sûre)

EISO

  • Combat De Rue : pour que toutes ses attaques profitent des Critiques Mortels.
  • Implacable : pour ne pas être ralenti dans la mise en place du combo.

Gamora Gardien : Combat De Rue ou Implacable dans une équipe avec Rocket Raccoon Gardien. Ukemi est également un choix judicieux pour son costume d’Espion.

AISO

  • L1:
    • Sanglant dans une équipe Gamora et Rocket Raccoon Gardiens.
    • Attaque Chargée si vous avez le costume de Gardien.
    • Attaques Concentrées cette attaque ne doit pas rater.
  • L2: Fiable pour éviter que l'action ne soit bloquée.
  • L6: Calamiteux pour ne pas qu'un adversaire protège ses alliés.
  • L9:
    • Lames Monocellulaires dans une équipe Gamora et Rocket Raccoon Gardiens.
    • Attaque Chargée si vous avez le costume de Gardien.
    • Attaques Concentrées cette attaque ne doit pas rater.

Exécutrice

  • Attaque : Fort x8 (Gamora Gardien)
  • Attaque - Précision : Violent x8


EISO

  • Combat De Rue : pour que toutes ses attaques profitent des Critiques Mortels.
  • Implacable : c'est l'iso défensif qui aura le plus d'impacte sur la partie.

Gamora Gardien : Combat De Rue ou Implacable dans une équipe avec Rocket Raccoon Gardien. Ukemi est également un choix judicieux pour son costume d’Espion.

AISO

  • L1:
    • Sanglant uniquement si Rocket Raccoon Gardien est dans votre équipe.
    • Attaque Chargée Pour augmenter les chances de coups critiques.
  • L2: Fiable pour éviter que l'action ne soit bloquée.
  • L6: Calamiteux pour ne pas qu'un adversaire protège ses alliés.
  • L9: Lames Monocellulaires ignore les défenses adverses pour maximiser les dégâts.

Ghost Rider[]

Ghost Rider Icon Large 1

Ghost Rider

A motorcycle rider turned demon with the Spirit of Vengeance, he can do killer damage with his L2 and is great at spreading Soulfire and Sin. I wish he didn't always fight Mephisto, who stops his L2 from Epic Overkilling him with Prince of Lies. He can really get to some brutal damage when he builds Vengeance and Sin, and he's pretty great at sending PVE baddies straight to Mephisto.

EISO 1: Tenacious, get to 50% health instead of dying. Useful for a sudden turnaround or when you accidentally Bleed out or something similar.

EISO 2: Ferocious, so he gains Enraged when attacked, giving him a nice stat boost that'll really help his damage.

L1: Damning, apply Sin to all enemies for faster spreading.

L2: Brain Freeze, it's the only Psychic move Ghost Rider has, so Maddening won't be as good (except if he's paired with a psychic hero).

L6: Pulverizing, his L1, which sets up pretty much everything he does is Melee, so it can benefit from this.

L9: Lock On, so that his L2 benefits from it (the move is basically direct setup for his L2, turning enemy Sin into Attack, so it'll add a helpful boost). If you plan to use him in PVP, Bursting might also be a nice option.

Hank Pym*[]

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Hank Pym

He makes (some) other genius heroes stronger, and buffs himself with Ignore Defense and guaranteed hit as the rounds go on. He also spreads Opportunist really well, and his L9 makes me hope Galactus will come to the game. Honestly, he's not the greatest hero, but he works great as a team supporter and after the Opportunist nerf he became one of the best spreaders of Opportunist effects. Through some easy E-ISO and A-ISO he becomes the hero he was meant to be.

EISO 1: His personal, Diminutive, so he has some passive evasion to keep alive longer.

EISO 2: Savant, so he can start with a Shield, to help stall until he can get his better Analysis buffs.

L1: It only needs Pulverizing, to set up his following damage.

L2: As his default counter and follow-up, his personal Slamming will stop Stealthy attacks. This allows him to help completely neutralize Infiltrators (since he already has Off-Balance).

L6: This is just an AOE debuffer, and his personal Formican adds one Opportunist debuff he doesn't do.

L9: This hits hard when he sets it up right, and Increased Crits will help him deal the best damage. However, I also realized that he can have an AOE Exploit Combos if you give him Pugilistic, so if you are fighting him and someone who spreads Combo Setup it can make his damage immense.

Havok*[]

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Havok

For a time his Plasma Wave was the bane of all in PVP. He'd take a turn or two to setup, and then WHAM, a One Hit KO. Then it was nerfed, so now he isn't quite as much of a killer. Still, he is a great team hero with powerful attacks, and no real way to run out of Stamina between Cosmic Energy, his L9 fully restoring it, and his L1 taking 0 Stamina.

EISO 1: Grounding, protect allies from energy attacks and gain some Cosmic Energy.

EISO 2: Unavoidable, get Ethereal Strike on all of his attacks, don't want Plasma Wave avoided by Phased.

L1: Ionizing, add Radiation Exposure to an attack that already has very good debuffs.

L2: Stabilizing, adds a cooldown, but doesn't Kick Like a Mule anymore.

L6: Aiming, only his L2 & L6 are Ranged, but his L2 is a huge damage dealer and this can benefit the team with another ranged hero/agent present. Otherwise, Ionizing or Bursting makes a great PVP build.

L9: Gracious, even if Havok isn't a stamina intensive hero, it benefits the team.

Heimdall*[]

Heimdall Icon Large 1

Heimdall

The Eternal Vigiliant, who made an annoying team with Hercules for the longest time. His ability to prevent turns and deal big damage is quite effective, and some bonus E-isos and A-isos will make him a true force once again, even if he can't do quite what he used to thanks to buff removal.

EISO 1: Halting, so he can prevent counters as well as pre-counters and turns.

EISO 2: Close is nice for him, gives him the Deadly Crit power he needs.

L1: Without the accuracy he needs from being lv12 with Shade's build, Increased Accuracy is probably smart. Once he's there, go for Increased Damage, since Accuracy will then be about 95%.

His L2 is used often, and although his L9 is the bigger Stamina drain, I put Gracious on this one so his L9 slot can stay open. Heimdall can quickly run out of Stamina, so the Energize is really necessary.

L6: It is just setup for his L1, and while it isn't always used since it takes another turn, it really can help. Knocking will cripple the enemy team so they can't stop what is coming.

L9: It gives all his allies a lot of buffs. Since it is also setup for him, I give it Manifesting, so his next L1 will be sure to deal large damage.

Hulk Rouge[]

Hulk Rouge Icon Large 1

Hulk Rouge

Red Hulk has two main abilities, with the chance for an additional massively high damage move. His first is Bulwark, protecting your team, cutting the damage he takes and draining massive health from enemies. His second is Heat, gradually increasing his damage and how he works with Fire until WHAM, he explodes. Some people see the second as a good thing, some people don't as it stuns him after the explosion. This build gives you the option of getting Heat really high for damage but not quite to 100%, or triggering Pyrophoric like a maniac, based on situation.

EISO 1: Quick, near vital as it allows him to make Bulwark a Quick Action, so he can attack and protect at the same time.

EISO 2: Smoldering, so he can start with a large damage boost as well as Burning and Pyrophoric on attacks. Since most Rulk users like to lead with a Gamma Bomb, this will get him triggering Pyrophoric very early.

L1: This move is when he is at his most vulnerable. Since the damage isn't very high, and it really is just intended as setup, Knocking will make it a more valuable move, allowing you to likely Stun an enemy while he builds up his Heat.

L2: This move is really good for two things. The damage alone isn't very high, so it can be easily used as a cooldown, reducing some Heat for those who don't want to make him explode. Ideally however, the move would be a massive killer, and it will be if they have Radiation Exposure stacked up enough. Either way, the goal is damage, so Increased Damage is the simple solution.

L6: With the QA from Quick Empowered, this move can additionally become a quick setup. Manifesting is wise, since he can protect, and on his extra turn guarantee a critical hit. Aware is another great option.

His L9 can really help his setup with Endothermic, so he gets 30% heat from it. Combined with his E-ISO, he can have 80% on round 1, giving him Fire attacks, Burning, Pyrophoric, higher damage and guaranteed crits. Another option for PVP players is Bursting, so you can crack down on shields and deal with Invisible Woman or Rescue teams.

Iceberg[]

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Iceberg

L'exemple parfait de héro tant attendu par les joueurs. Mais quand il est sorti, il n'était pas vraiment comme on l’espérait. En revanche, son costume alternatif fait de lui un vrai monstre avec ses debuffs and killing enemies, and while it's maybe not the best Horseman suit it certainly is a powerful character upgrade. His regular suit needs a little work, but hey, does anyone play default Beast or X-23 since the suits came out? Didn't think so.


Attaquant

EISO

  • His L1 is what you want to crit, and is Deadly Crits. A Distant E-ISO is a good idea to make it have maximum damage, and help his L6 crit as well.
  • Relentless, because immunity to Stun is always helpful and nothing else really helps him significantly.

AISO

  • L1: It's actually his biggest damage move. Increased Damage is all either suit needs.
  • L2: This is an AOE Melee, but his only one. Knocking will give default a chance to Stun and boost his chance greatly in Death suit.
  • L6: This is energy, and also a debuffing move. Ionizing on his default suit, since it is only debuff. Suppressing on his Death suit, since it is also Fatal Blow and he doesn't have any other defense capabilities.
  • L9: This is just good with Gracious, so he keeps his team Stamina high. In Death form, he can't have any A-ISO on this move.

Iron Man[]

Iron Man Icon Large 1

Iron Man

Iron Man est votre premier héro, il est donc très simple à jouer. Son L1 aide à mettre en place son L9, son L2 pose un DoT et son L6 pose rapidement un bouclier pour vous protéger. Il ne demande pas de stratégie particulière pour être joué. Le build propose de se concentrer plus sur les dégâts de son Unirayon. Toutefois, les missiles sont aussi une option si vous préférez vous orientez vers les DoTS.

EISO 1: Son ISO personnel Photoconductif. Quand un ennemi utilise une attaque d'énergie ou électrique, Iron Man charge son Unirayon, lui donnant plus de dégâts et plus de précision.

EISO 2: Surcharge. Pour prévenir et contrer les attaques technologiques ennemies, faisant de lui un anti-tech efficace pour les joueurs n'ayant pas accès à Technologie Obsolète.

ALT EISO: Surcharge. Prévenir les attaques technologiques est généralement mieux que des dégâts supplémentaires.

L1: Ionisant. C'est son coup basique de préparation qui augmente les dégâts des attaques à distance, cela ajoute un DoT et augmente les dégâts des attaques d'énergie, renforçant la préparation de l'Unirayon.

L2: Précis ou Brûlant. Le premier marche mieux pour une mise en place générale tandis que l'autre est fait pour une utilisation répétée des missiles. Si vous souhaitez spammer son L2, alors Brûlant, mais si vous préférez mettre l'accent sur l'Unirayon, choisissez Précis.

L6: Automatique. Il bénéficiera tout aussi bien de l'amélioration technologique avec son bouclier comme action rapide qu'avec son Laser À Haute Énergie.

L9: L'augmentation de chance de toucher est tout ce dont il a besoin, car c'est son attaque avec les plus gros dégâts et a besoin de toucher pour faire des dégâts.

Hawkeye*[]

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Hawkeye

Hawkeye isnt a bad hero, especially with his Heroic Age suit, but in terms of damage the developers really left him behind. The first 50 levels he's OK, but without substantial assistance or buying his suit he really needs some help. His debuffs and attack spam can be pretty fun regardless, and he isn't a bad hero to use.

EISO 1: I like his personal, Attentive, because if he can take the first turn he is less likely to die off soon and in his Heroic Age alt he can shoot a ton of debuffs early on for a quick advantage.

EISO 2: I say Surprising, because it is cheap and since he tends to follow up with his arrows, it can often give a god chance to Stun. If you have his other personal, Nocking, go with that instead. The precounters are great, and really can add to his power especially when he gets into multi-shots.

ALT EISO: Nocking is ideal, Attentive isn't bad, Surprising or Close is also acceptable.

L1: It really needs damage, so that's what I'll give it. Powerful Ballistic is all it really needs.

L2: It is an AOE, so Aiming makes a lot of sense, the Lock-On can help his damage a good deal.

L6: While it isn't often used it should be useful, so I'm giving it Bursting. The Shield Breaker effect can help him for his later shots, while stunning an enemy.

His L9 can't be augmented, nothing for debuffs.

Cyclops*[]

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Cyclops

A cheap, early Tactician that works with his extra turn in a simple but very effective way. His flow is basic, but it's all that it really needs, L6 leading into the L1 on a Blaster, next turn use the L2 on the Flanked target and follow-up with a crit. Simple enough for a new player, but to really make him shine you have to play around a little with isos, and this build will do just that.

EISO 1: Optical, his Store EISO that costs 30 Gold and adds Ignore Defense to both his L1 & L9. Essentially gives him a portion of the passive on his Phoenix Five suit, and adds some power to his hits.

EISO 2: Distant is the best option for his overall damage, but his personal Commanding is also a decent option for some team support.

ALT EISO: Optical for Uncanny, Commanding for P5, both will get a little bit of the other.

L1: Aiming, since it provides a follow-up and is his default follow-up move, it increases it's own damage as well as allies with Ranged attacks.

L2: Suterusu, so you can apply Disadvantage and Weak Point on any target you want without dealing with any Inf counters.

L6: Manifesting, so he buffs the team with a counter, free critical hit and Agile as a Quick Action.

L9: Bursting, to break the entire enemy team's shields and then apply Incap for a chance to Stun, making it a decent situational move.

Iron Fist*[]

Iron Fist Icon Large 1

Iron Fist

I absolutely love Iron Fist, specifically in his Heroic Age uniform. Yeah it can be hard to get, but once you have it it can win nearly any battle against any boss. Like PKB has said before, he's like a second Agent, with some helpful passives, a way to heal the team, some setup and a good damage move.  I used to love him for PVP but battles took way too long since I needed to heal, then wait rounds, etc, until I realized that he can be a pretty fast support hero if you use him right. Anyway, here's my best build.

EISO 1: Aggressive, since it can easily boost his damage fast. Alternatively, Bruised will stop him removing Combo Setup when he attacks, which also boosts damage.

EISO 2: Heartfelt, the personal one from his HB that gives him 100% Combo Breaker. It limits his combo breaker use, but guarantees it. If you'd prefer, go with the one you didn't choose from above.

ALT EISO: If you really like Heartfelt, go for it, but I personally prefer the ability to do more Combo Breaker over guaranteeing a few. I personally do Agressive on his Scrapper Suit and Hardened for the Bruiser one.

L1: I equip it with Pugilist, because Exploiting Combos raises the damage of his L1 to almost his L2. If you'd prefer him to support others, Pressurized works, but Pugilist is best overall.

L2: Increased Damage, because it doesn't need debuffs. It is intended as a finishing blow, not a mid-game punch.

L6: With his personal Ferric for Rising Up, it can work almost as well as the Horn of Heimdall, especially AOE with HAIF's Praying Lotus. However, if you like him as a team supporter for PVP, he can use Manifesting to start the combat with no debuffs and a free crit, clearing the field for your team's max damage potential.

L9: I use Gracious, since it is used every 3 rounds so keeps team stamina up and Energize allows you to skip the Healing Chi but still get the Stamina bonus.


Dr. Strange*[]

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Dr. Strange

Here's the guy who left the medical practise to go into magic, and became the Sorcerer Supreme. He's mainly an attacker but does other interesting things, and with the right isos on him he can throw multiple hundred thousand damage Bolts of Balthakk, pretty amazing for a 23cp hero! 

EISO 1: His personal Siphoning makes him get a large stat boost whenever he gets Power of the Principalities, going up to 100% max. This can make him do huge damage.

EISO 2: Baleful, his own EISO from the HB with Dormammu. Exploit Attrition on his L1 for some boosted damage.

ALT EISO: Siphoning, for the epic damage boost.

L1: Ionizing, this is Strange's main attack and with the Radiation Exposure it does incremental damage each time you use it.

L2: Rising, adds a buff on him and there aren't a lot of other options here, if you want to go with a more offensive choice, you can use Thorned.

L6: Sorcerous, apply the debuffs and do a little damage as a stealthy action, so even if it's a team of Tacticians they don't get the extra turns.

L9: Phasing, it completely changes the purpose of this move from a shield to a selective Phase for one member of your team. Perfect for PVP. 

Sif*[]

Sif Icon Large 1

Sif

Sif is fun, but kind of left behind. Almost no heroes do only Ravaged on an attack... However, she can be setup to be the true warrior she is, quite easily in fact. A few isos give her better damage and an ability to make the whole team go Berserk with some basic counters and follow-up attacks, not too bad for a cheap hero.

EISO 1: Aggressive, since two of her attacks are Melee and that can boost her attack nicely.

EISO 2: Two options here. One, go with her personal Berserking and give her L6 Manifesting, to buff the team with a Guaranteed Crit. Otherwise, give her Street Fighting for crits, and her L6 gets her A-ISO, Raging. You don't really need both Berserker moves, so only choose one.

ALT EISO: If the alt is Scrapper, go with Aggressive or Close. Bruiser can only have Close, so go with that.

Her L1 is a setup move, so I think Wide-Open can be good with the Pulverizing.

Her L2 is her big hit, Hemmorhaging will add some extra Bleed exploitation to assure a bigger hit.

Her L6 can go two ways, Raging to give the whole team Berserker or Manifesting to give the whole team a crit. EISO2 explains how to set it up with the EISO.

Her L9 probably isnt used too much, so I'd give it Vampiric just in case she ends up needing health. 

Kitty Pryde*[]

Kitty Pryde Icon Large 1

Kitty Pryde

The Shadowcat, the intangible x-man. Even if you only get her to farm 12.2, she's an interesting character that does some cool things and has a dragon, giving earlier players their first example of a Summon attack. She has a simple style with Phased, her L1 gives it to her, her L9 doesn't use it and let's her stay hidden, and her L2 exploits having it for some good damage.

EISO 1: Draconian, counter with Lockheed while she's not phased.

EISO 2: Sting, she'll counter with her lockheed passive, which applies burn, with this it'll also apply poisoned.

ALT EISO: Draconian, she starts phased and countering, with this she'll keep countering after her phase finishes.

L1: Pulverizing, this attack sets up her L2 and all but one of her attacks are melee so it can set up anything with Wide-Open.

L2: Focused, you want to make sure this attack hits, since has deadly crits and does more damage while Kitty's phased (and even more with Wide-Open & Exposed).

L6: Knocking, add a stun to the Reduced Defense this attack creates.

L9: Cooperative, her L9 isn't a super effective move but as a QA that doesn't remove Phased it will be a lot more beneficial.

Spider-Woman*[]

Spider-Woman Icon Large 1

Spider-Woman

And I thought Nul was tough to beat. The hero who was long a mediocre Scrapper for new players has been reborn as one of the toughest Worthies yet. As such, I will give her a more up-to-date build as well as one for her alt only. How I personally work her E-ISO is a little confusing, but you will see why.

EISO 1: Tantalizing, her own from the HB with M.O.D.O.K. It works as a substitute for an AISO on her L9, and makes Mind-Control rather annoying for the other team (Lose Control)

EISO 2: Rising, because her passive is even better when it works 100% of the time.

ALT EISO: Her personal, Runic, so you don't lose the Runes when they blow up (and they blow up big). The Runes are very effective at what they do, destroying the enemy team. Her L9 Rune already has most of the effects from Tantalizing, and she really doesn't need the 100% counter as Kuurth. She'll just make them kill themselves.

L1: Dazing, her own AISO, makes it exploit stun and delirium, and turning this into a massive punch.

L2: Bursting, since this is the set up for her L1, making sure that hits is important. On her alt it already has Shield Breaker, so go with Sorcerous for the ability to stealthily target an enemy.

L6 & L9: There's no AISO for debuff actions.

Daredevil[]

Daredevil Icon Large 1

Daredevil

The Man Without Fear, but as WiiSage would know, players always have fear when using him since Playdom throws crap at his and calls it A-ISOs. Reckless Rage? That's move of a buff for the enemy team! Anyway, there is a way to make Matt Murdock good. He IS the only hero to have Heavy Crits in the game, and Man Without Fear is a powerful suit. Let's see how to make him great.

Base Build:

EISO 1: Assailing E-ISO, his 30 gold Store E-ISO, gives him a follow-up attack after attacking enemies with Pressure Points. 

EISO 2: Cognitive, so he can gain an extra turn after being hit by any Melee attack with no limits on turns.

Note: I also like his Typhlotic E-ISO so he can gain Paragon Exploiter, so if you are missing either of these, you should use that one.

L1: Knocking, to add Incap which is exploited by his L9 Paragon Exploiter.

L2: Gracious, for a Stamina boost to keep him going.

L6: Pulpy, so he can apply Bleeding on a move other than his L1 and work around it better.

L9: Ragged, so he Hemorrhages and works around his own Bleeds.

Man Without Fear Build:

Fichier:Daredevil Icon Large 3.png

Daredevil

As Man Without Fear works a little differently from base Daredevil, he'll need a separate build. He still uses L1 for Paragon Setup, but with his finisher now melee and Unarmed he gets a new Combo Wide-Open move that'll add a L6 use to make it do the best damage.

EISO: Cognitive, the extra turn will be the most helpful in his setup.

L1: Knocking, to keep his L1 as his primary setup move for Paragon.

L2: Pulpy, add more Bleeding to be Hemorrhaged by his L9.

L6: Bursting, add Shield Breaker on the setup move to stop any damage reducing shields from slowing you down.

L9: Pugilist, so he can Exploit Combos twice and do a massive amage attack.

Nightcrawler*[]

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Nightcrawler

He seems like an odd Infiltrator, playing with Pressure Points and some counter/follow-up spam, throw in the typical evasion passive and a Bleed alt, but nothing special. This build will change that completely. The release of her personal A-ISO required a rework of how he functioned, and let's just say his damage is way too high for a 48 cp hero. Add in the alt and you have a massive damage hero that also supports Bleeders. Pretty fun.

The way this build works, you start off with the L9 every time. Next round, you can either attack an enemy with L1, and get a follow-up for a near guaranteed kill, use the L2 to 100% guarantee that next round the L1 will kill, or use the L6 for slightly less damage than the L1, but an additional Stun chance.

EISO 1: His personal, Revered, gives him a little chance to setup by keeping debuffs off the team and making him only vulnerable to damage.

EISO 2: Close, brings the unisod crit rate of his L1 to a whopping 91%, and makes his overall damage much higher.

ALT EISO: In his alt, either of these will go. Close will provide more damage, but Revered gives you that setup time early on. That's a personal call.

L1: Waylaying, it adds Paragon Exploiter to this move, allowing it to exploit Stun, Pressure Points and Combo Setup (twice!), followed thereafter by the same attack 60% of the time, overall bringing the damage up significantly and making this a killer move.

L2: In this build, this attack is a situational assistant to the damage of the L1. It already has Stun and Weakened, Pulverizing will give it Wide-Open to increase the damage further.

L6: This move gets a L1 follow-up, and will add the Stun part of Paragon Exploiter with Knocking. If you lead with the L9 and then hit with this, you are almost guaranteed a damaging follow-up on that target.

L9: Pressurized. This already does Exposed and Slowed, so some of you might see this as redundant, but it truly is not. Pressure Points adds 100% chance for Dizzy, and a 25% chance for others. With two of the 3 others guaranteed, you have 3/4 pressure point debuffs AOE with a chance for a 4th, straight away.

Phoenix*[]

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Phoenix

Phoenix should be the great Psychic master of the universe and stuff, but is dwarfed by Emma Frost and Psylocke in terms of effects. Strange, isnt it. At least they got he look right in P5 suit, so I'll keep that one. Damn it looks awesome in team page. I like her better as a Tactician, but this build reflects Blaster class. She has no particular 'flow' to speak of, just a bunch of moves that do some different things.

EISO 1: Consuming E-ISO, her personal one, gives her Soulfire on her L1 which removes buffs and can be quite helpful in PVE.

EISO 2: Explosive for the Collateral Damage, her two non-locked attacks are Single Target so a bit of AOE damage evens her out a bit. It will also give Burning to all the enemies, so they'll have nearly permanent burns. If you have her Tactician or Infiltrator, go with Distant for crits.

L2: I think this should be augmented with Ionizing, since when I use her I tend to spam it since it's her better attack of the two and it boosts damage of Energy, namely, itself. The Radiation Exposure is also a helpful DOT.

L2: I'd say this should be given Lock-On with the Aiming A-ISO, because it will again boost her damage of L1.

L6: This goes nicely with Energize, since she can drain her own Stamina fairly fast.

L9: This isn't often used since an ally has to die and noone really wants that to happen, but I'd say the best way to augment it is with Increased Damage. It doesn't really need debuffs and is intended to be a big hit, so make it that way.

Quicksilver*[]

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Quicksilver

The only reason anyone is reading this is to make their PVP team better XD. Nah, he's fun to play with everywhere, but he can really be a PVP monster. With the new Pulpy A-ISO, he can become as good a Bleeder as X-23 or anyone. Amazing, isn't it? He can also be an annoying attack Interrupter in his AoU alt, and he can be very annoying as a Blaster.

EISO 1: I think his E-ISO, Accelerating, is clearly worth it, because he loves to counter with Tag Team and if he does't use Quickness it is a good thing.

EISO 2: Aggressive, since everything he does is Melee and it can quickly boost his damage with all the counters and whatnot.

ALT EISO: His alt is amazing, well worth the E-ISO slot. If you get either Scrapper alt or the Generalist one, go with Accelerating. If Blaster, Phased Frequencies will make sure no enemy can escape his wrath with Phased or Dodge.

His L1 is default to build his Quickness, but adding Pulpy will turn it into an annoying DOT spreading attack as well.

His L2 can be great with an AOE Wide-Open, this has been done in PVP before. it can also be great with a Bloody, which will turn him into a bleeder over an Unarmed only guy. 

His L6 is good with Suterusu to make his big punch Stealthy. Increased Damage is also a good call.

His L9 is intended to Stun, and what better way to augment that then with an Incapacitation AOE? Knocking is a great choice.

Footnote: Using the Pulpy route to give him Bleeds on his L1 and L2, I see him as a PVP partner for more people than the majority he already partners with. I see him with X-23 in the future as a potential threat. Only time will tell.

Storm*[]

Fichier:Storm Icon Large 1.png

Storm

The beautiful Ororo Munroe was my first purchase above 15 CP and she was well worth it. The combo of her and Cyclops when he had Combat Expertise, amazing. Storm makes a versatile Blaster and has one of the earliest 50% dodge abilities, and can truly be a destructive force if she's isoed right.

EISO 1: Her personal EISO, Windy, lets her start with the Protective Shroud so she doesn't have to use a turn.

EISO 2: Unavoidable will increase the accuracy of her Lightning and make her other two ignore Phased.

ALT EISO: Her personal works well for both classes, but if she is Tactician, Quick for Snappy Service helps Protective Shroud production.

Her L1 is Energy, so Ionizing would be a perfect companion. It would allow her to do a little extra damage and a DOT.

Her L2 is an team buff, and I think that Manifesting for the Epiphany is smart. Allows your team to dodge and dish out some big hits in return.

Her L6 is often used, so Aiming for the Lock-On to setup her L1 or L9.

L9 truly needs nothing other than damage, it's really a damage move with some defensive properties as well.

War Machine*[]

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War Machine

Oh the great War Machine. The bane of my existence for a time. Once Iron Patriot came out, he became the PVP staple some called Pepsi Can. He's not quite what he once was, since the Worthy come with an immunity to Radiation, but he's still the bane of lower level enemies in PVE, a few 21 Gun Salutes will clear the field very fast. He'll need two builds, since Iron patriot uses primarily Energy and Radiation, while War Machine uses guns. 

EISO 1: His personal E-ISO, Tactical, can play a good role for his Classic, Patriot and Original suits. A free Disadvantage as well as Targeted can be helpful at neutralizing enemies, especially Infiltrators who he might be vulnerable to.

EISO 2: The second choice for his original suit I'd say should be Surprising, he attacks a lot and the chance to Stun can stack up pretty fast. You could also make a case for Distant, but it wouldn't help his Iron Patriot suit as much (since that Overcharge grants guaranteed crits for a turn). 

ALT EISO: This depends on the suit. I generally like Tactical, so that's what I'd reccomend on the Original alt, but if you were running Iron Patriot in PVP, Surprising/Distant might be a better option, or perhaps Unavoidable for a Blaster Patriot.

War Machine/Original Build -


L1: He doesn't have any real defenses to speak of, and he ends up using this move a lot when he has no Charged Capacitors. Suppressing is the best choice so he'll constantly keep up a shield, to handle counters and DOT damage alike.

L2: Again, a lot of options here, and even though he doesn't play off Radiation, I'd put Ionizing here. The attack is intended to be repeated for a kill, and Radiation Exposure will increase the damage of the next shot, plus add a DOT at the end to finish them off if they survive. 

L6: Like his other two attacks, it's got several options. Bursting or Lock-On are OK, but not the best choices, and Obsolete Tech won't really be much use. I'd personally use Sniping, since the accuracy on this move is generally terrible and you want to make sure it hits. 

L9: Automated, because Tech Upgrade directly increases his damage for more than just the next attack. 


Iron Patriot PVP Build - L1: Supressing, same reasons as above.

His L2 can get Ionizing again, since it now Exploits Radiation, so will boost itself even more. 

His L6 is intended to Irradiate the entire enemy team and make them die of Radiation Exposure. An Ionizing will give it two stacks per attack, so you can get the full four stacks from 2 charged capacitors and make them die of DOTs on their turn, but if you have it on his L2, another excellent choice is Downgrade, for an AOE Obsolete Tech. 

L9: Automated, same as base build.

Amazing Spider-Woman*[]

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Amazing Spider-Woman

Her hands look really wierd. I mean, I like the character, she's fun to play, she webs like a monster and she can do awesome damage, but ... her hands look really odd. Anyway, she's a great team-up for any of the spiders and she also does well with Magneto or Victor Mancha. She's also a great defensive PVP hero since she can quickly steamroll an unprepared team. She also seems like a good candidate for Rampant E-ISO, if anyone has it...

EISO 1: Unavoidable,so she can ignore enemy Phased and Evasion effects to take them down however they try to hide.

EISO 2: Explosive, gives her a chance to do Splash Damage and Burning on all enemies after using any of her attacks (except the L6). Another option is Close, to boost her L9 crit rate. 

ALT EISO: Get the Blaster alt no matter what, and give it Unavoidable. Scrapper alt doesn't have any super beneficial E-ISOs that can be applied by class, so Close would have to do.

L1: Pulverising, adding Wide-Open to her follow-up/counter makes it also a setup move for her L9.

L2: Exploit Webs, since this action applies a ton of Webbed it will do far more damage on repeat uses.

L6: Her personal, Rattling Maneuever, is an excellent option to apply a debuff that will assist her alt and the team as a whole.

L9: Suterusu, to ignore any protection or counters on her truly devasting punches,

Beast*[]

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Beast

He is almost two characters, a support character who buffs and inspired the Neurotrope and a debuffer who stops the removal of debuffs. Pestilence was always the staple of debuff teams before the arrival of the Scroll of Rutamarroth, and now he is starting to become a little less popular. He can also make PVE a little difficult, as he prevents your debuff removal as well as theirs. 

EISO 1: Pacifying, so he will heal a small amount of health when Stunned, using L2 or L6, and Recharging.

EISO 2: Inspiring, so he gives himself and others on the field a stat boost.

ALT EISO: Either of the PVP E-ISOs would be greatly recommended, Covert for the precounter Generalized or Energizing to prevent his abilities getting locked out. Otherwise, Pacifying makes him restore health using the L6 as a Quick Action. 

EISO 1: Pacifying, since he can use his turn on his L2 and the health boost may help. You could also use any of the Tactician or Infiltrator E-ISOs, depending on which you got. If you use him more in PVE, Sympathetic is also an option.

L1: Pulpy, in his regular suit it is a helpful DOT and in his Pestilence suit he can Exploit Attrition later.

L2: No iso, as it is a debuff in both constumes.

L6: Manifesting, so his L6 gives you all the benefits of a Neurotrope. No A-ISO for Pesilence, as it's a debuff.

L9: Suterusu, so protectors can't block it.

Black Panther*[]

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Black Panther

One of my favorite Tacticians, he may seem to be average and weak, but when he gets his abilities going he becomes a real monster. The right build is integral to assuring his complete dominance over the playing field, in as little time as possible, and this provides a good example of how to make him shred the competition. 

EISO 1: Flashing, his own from the HB with Black Widow and Wasp, adds a passive to his L9 and a new passive when his L6 is activated. Gives him a vicious Pre-Emptive Depower as well as Hobbled and Stealthy on his attacks.

EISO 2: Close, his L1 and L2 do average damage without his passives, so they get a higher crit chance to boost it straight away.

L1: Pulverizing, because of the way his passives work this should be the opening attack, so it gets a debuff that makes his L1 and L2 do more damage.

L2: Bloody, this attack Exploits Bleeds, and with this AISO it also creates them.

L6: Rejeuvenating A-ISO, so he can geain some heals as well as powerful buffs..

L9: Reflexive, his own AISO, makes this attack a QA. Combined with the E-ISO, allows him to have a pre-counter, Stealthy, Hobbled, follow-up and counter by Round 3. 

Black Knight[]

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Black Knight

Black Knight for a while was one of my favorites, then he fell to 'Ready to Train' status. His refactor made him one of my best heroes. Dishing out huge damage, buffing allied Slashing attacks, he can act as a tank or damage dealer, depending on your need. He also is great for PVP, since he gives the team a resistance to magic attacks and a passive immunity to Soulfire, Dark Void, Deathfrost, Bane, and best of all, Scroll of Angolob removing buffs.


Tank/Support Build - We need him strong and able to take hits, since he'll be staying in Atonement for the whole game. EISO 1: Shielding, his personal, allows him to reduce damage like Captain America

EISO 2: Savant, so he can start with a shield and block some early hits.

His L1 doesn't need to be augmented for this build, since using it forces him into Blood Curse mode and you want him to tank.

His L2 should be Restful Atonement, so he can restore a little health and keep up tanking.

His L6 can be Pulverizing (Wide-Open), combined with Weak Point it will set up an ally.

His L9 and Cooperative, so that he can do a quick de-tank for the team, and then use his L6 to set up.


Blood Curse Build - You want him to cut the enemy team to pieces and augment Slashing. EISO 1: Close, for some extra crits and damage. Alternatively, Skullthumper if you want crits.\

EISO 2: Shielding, his personal, so you can occasionally cut damage.

His L1 gets Hemmorhaging, to add extra bleed damage after every follow-up. 

His L2 won't be used.

His L6 needs Increased Damage since it is his big hit, intended to finish the enemy when they are Bleeding.

His L9 goes with his personal, Trampling, so you can AOE Hemorrhage even if you miss, and he can follow-up.


Interchangeable Build - In this, you don't need one specific form. Maybe you start in Blood Curse, and then feel the need to tank. This build will allow quick swaps for the most efficient method.

EISO 1: His personal, Shielding, so he can reduce damage.

EISO 2: Quick, so he can swap from Blood Curse form to Atonement form without losing a turn.

His L1 will get Hemmorhaging, again for the extra Bleed damage.

His L2 will use Restful Atonement, for the QA health boost when you need to tank.

His L6 will go with increased damage, more for the Blood Curse form than Atonement, but you can only have 1.

His L9 will go with his own, Trampling, for the follow-ups in Blood Curse mode as well as the Hemorrhaging . -Goldencahill

Captain America*[]

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Captain America

The valiant avenger of justice, worthy enough to pick up Thor's hammer in comics. He's not an exceptional hero, but he has a certain simple style about him that brings you back to the game's beginning without being completely obsolete. Obviously he could use a little bit of a buff, but isos can give you almost all that he needs.

EISO 1: Fevrent, so he can counter with Shield Throw, often dealing some nice damage.

EISO 2: Leading, so he gets to start the combat. Useful for starting with a Shield Guard.

ALT EISO: Any of the above, WW2 Cap would benefit more from Fevrent as he starts with Shield Guard already, as would Steve Rogers who can counter with multiple shield types, Avengers and Age of Ultron would probably prefer Leading to get a protect up fast.

L1: Concussed, so he can do Subdue and cut damage of melee.

L2: Pulverizing, to increase his damage on counters and repeat uses.

L6: Calamitous, so his Shield Throw is guaranteed to hit and ignores avoidance on his Discus counters and regular uses. If you don't have it, Bursting, so he breaks enemy Shields on his counters as well.

L9: Gracious, so he can keep his Stamina up and have no need to Recharge.

For Steve Rogers the moves change a little, and with added debuffs some stuff is no longer needed. L1 keeps Concussed, L2 can't have anything, L6 can use Knocking and L9 Calamitous or Bursting. 

Doctor Voodoo*[]

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Doctor Voodoo

One of my favorite Blasters, he's not your usual Blaster and does interesting stuff. Magic Warding makes him great to fight Demons and all that, and no more evil Scroll of Angolob in PVP. He's only lacking a really good damage move, and while you can't really augment that onto him, you can augment him with more support and defense to keep him alive longer.

EISO 1: Spiritual, his own from the HB with the Gorillas, makes the team receive less damage from AoE attacks.

EISO 2: Resonant, most of his attacks are magic, so with this he gets a little heal each time he uses one.

L1: Sorcerous, give a couple of debuffs and some damage as a stealthy action. Also, since it has Soulfire, will remove the protect or buffs you need to get rid of.

L2: Thorned, add a passive buff to an attack that exploits his L1, has deadly crits and heals.

L6: Ritualistic, there are too many types in this attack for anything else to be useful, unless you only use one of them, in that case you can go with a type-specific AISO.

L9: His personal Energizing will restore Stamina to the ally gaining Extra Turns.

Elsa Bloodstone*[]

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Elsa Bloodstone

I really didn't think she would be all that useful until I saw how powerful her counters could get. Even at low levels she was doing 6 or 7k shots when enemies took several turns, and I loved every minute of it. I still can't tell if she'll be useful for PVP, she's got a lot of really powerful effects that work in the current meta but Magic Warding will slow her down a lot... something to think on.

EISO 1: Resonant, to grant her heals after every action she does (including the counter)

EISO 2: Hair Trigger or Grit, grant her a L1 follow-up after using L1/L9 or grants her a small stat boost after any attack. Either is really a great option.

L1: Thorned, so her counter and regular L1 add Thorns, to Hemmorhage attacking enemies.

L2: Knocking, it'll add a Stun to her Shovel and make it a more useful move.

L6: Calamitous, will assure she hits with an AOE Despair and Soulfire.

L9: Sniping, to make sure this attack hits (raises Accuracy to 100% to go with the Ethereal)

Fandral*[]

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Fandral

The cheapest of the Warrior's 3 and the first in game double class. Doesn't hit very big but can be a great support hero, since he focuses more on debuffs and evasion then actual damage results. Don't underestimate him however, with the right player or a little luck he can really slow down a team, and often he can screw with important high damage moves with his pre-emptive Witty Retort.

EISO 1: Loquacious, his own from the Season 1 HB, add Migraine to his Witty Retort passive.

EISO 2: Convivial, gives him a follow-up/counter passive for a little extra damage and debuffs.

L1: Hemmorhaging, adds extra bleed damage so he can actually benefit from his own L9.

L2: Manifesting, for a free critical hit on his next action.

L6: Rising, gain some buffs while healing.

L9: Pulverize, also apply wide open to the enemy team.

Gambit*[]

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Gambit

I'm not a big fan of the Infiltrator class, but I like this guy, he does a lot of damage when Kinetic Charge is stacked high enough. Add in his E-ISO, and wow. He lost a lot of setup speed when they nerfed him to not gain Kinetic Charge on follow-ups and counters, but he's still a strong hero, albeit a little slow.

EISO 1: Pilfered, his own EISO from, Kinetic Charge now stacks up to 8 times.

EISO 2: Ukemi, so he can take a counter or a hit from a Scrapper and not be killed.

L1: Knocking, so he can Stun an enemy and give himself extra time to build up charges.

L2: High Card, turn this QA with his Kinetic Charge into a move that applies Flanked and is Stealthy, great for team setup.

L6: Increased Crits, it's Deadly Crits and needs to kill the target.

L9: Aiming, AoE attack that doesn't consume Kinetic Charges, add Lock On to all the other team.

Gorgon*[]

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Gorgon

One of the new Inhumans and the last in game hero (for now), yet another attacking bruiser, since his moveset is offensive, so are his A- and EISOs. He can make your team immune to some debuffs, which is fun, and seems to be made like a Thundra 2.0 - more overall power and better debuffs, but the vulnerability of Kicks Like A Mule and Ground Attacks

EISO 1: Relentless, you want this guy to attack every round. Unfortunately it will not remove the Kicks Like A Mule from his L9.

EISO 2: Viscous, add slowed for his L9 to exploit if Gorgon's attacked with Melee. Even if just for his L6 and L9 he can also benefit from Close to get higher crits on those attacks.

L1: Pressurized for his L9 to exploit. Since Dizzy is now guaranteed with Pressure Points and this move does Weakened and Exposed, you'll have 3/4 debuffs for his L9 to smash, and the Slowed from Viscous gives you all 4.

L2: Pulpy, so he can hit all enemies with Bleeding and set up a critical hit.

L6: Suterusu, to Ground and Flank an enemy without any protectors getting in the way.

L9: Focused, since you'll lose a turn after this attack you want to make sure it hits.

Groot*[]

Groot Icon Large 2

Groot

I am Groot. What more is there to say? He has a few options, since you can choose to augment his offensive or defensive forms, but not both. Ideally you want him to stay in big Groot form, so this mostly augments the offensive side.

EISO 1: Vengeful, since he naturally protects the Extra Turns help him a lot.

EISO 2: Hardened, he can use the extra defense since it doesn't expire even after he 'dies' and returns to protect mode. If you have his personal, go for it, reduced DOT damage is excellent.

ALT EISO: Vengeful or his personal, but if you don't have his personal and use him Generalist I'd go for Cleansing

L1: Pulverizing, to setup his L9.

L2: Manifesting, so he sets up a crit on himself and allies for when he returns to Big Groot.

L6: Pulpy, so he can apply Bleeding without having to be hit with Thorns.

L9:Erupting because you don't want a miss to a Flying enemy.

Hercules[]

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Hercules

He is a classic protect bruiser who plays off some basic buffs from Rising Up. Seems simple enough, until you find out that when he has all four, he hits like a truck. Say hello to a cheap defensive team, Hercules and Heimdall. Here's my build for him. (Some of you may prefer to give him debuffs, but honestly, when I use him it is for damage and damage alone)

EISO 1: His personal, Smiting, because the Marble Down counters and guaranteed to hit and may Stun all enemies.

EISO 2: Vengeful for Big and Fast, which partners well with his L2. If you want cheaper, Hardened will boost his defense a little each battle.

His L1 doesn't really need debuffs, because IMO it is his biggest hit, so I'd go with Increased Damage. A little damage boost can't hurt, especially with Blessings. Alternatively, Knocking for the chance to stun.

His L2 I give Gifted, the QA one. There has been debate on if the Rising Up/Breakthrough one is better, I think QA is better. With QA you are getting a protect and a move, giving you 2 buffs and an attack. Rising Up and Breakthrough merely gives him a hint of his full potential, one crit and possibly a few buffs, at the cost of a turn.

His L6, I think Bursting makes the most sense, so he can take out Shields on those really annoying Shielded enemies.

His L9 is used to setup or as the counter with his E-ISO, so Pulverizing for the AOE Wide-Open will help increase his L1 damage. -Goldencahill

Hulk*[]

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Hulk

Hulk isn't quite the Smasher you'd think from watching the MCU, at least not without setup. He needs to build Enraged and Hulk Ups to hurt anything, and is very vulnerable to Blasters while doing so. Some defense and extra damage will make him a bit more of a Hulk.

EISO 1: Thick, his personal, so his Hulk Ups cut damage he takes.

EISO 2: Ironclad, his other personal, so he can take reduced damage and resist crits. Combine the two and he takes little damage, especially if he gets Fortified or some other Defense boost.

ALT EISO: Take your pick. Both do the same/similar things, so whichever you have or prefer.

L1: It stacks his Hulk Ups, so Pulverizing will increase his L2's damage as well.

L2: Increased Crits, since the Deadly Crits can make his damage huge.

L6: It makes sure he doesn't miss, so why not make sure the enemy has no Shields with Bursting?

L9: It doesn't really need much, it's just a Stun move, so I just went for Increased Damage.

Agent Venom*[]

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Agent Venom

The first in our long line of symbiotes that have managed to annoy PKB to no end, which turned out to late be a precursor to the Spider-Army. Agent Venom is a little odd, in that he has a ton of support for his own moveset, but you can't control when he is in setup mode vs when he is in Exploit mode. You also have to worry about his class changing, and sometimes you'll have an enemy perfectly set up for a nice big hit and he'll decide to hit someone else instead. However, his damage and team support can make him a really nice offensive support hero with the ability to hold his own if needed, so I really like him. Augmenting is a little difficult since his actions vary so much, but here's the best build we could come up with augmenting the best parts of each.

EISO 1: Relentless, for an immunity to Stun which is something he can't really afford to have, as most of his attack setups require debuffs which expire after a few rounds and he is often limited in his use of Venom, so a round Stunned might make him lose his chance.

EISO 2: Assertive, to apply Combat Awareness to all allies at the start of every turn, making him a genuinely helpful team player.

L1: Knocking, both actions are Melee so Incap will be added to both. Additionally, his L1 in Venom form has Paragon Exploiter, which will exploit the Incap. 

L2: There's not much you can add here to his Go Long that he doesn't already do somewhere else, so I'd augment his Eat Your Brains. It's Melee Unarmed, which lets us add debuffs, and he does both Paragon and Attrition, so either Pressurized or Pulpy will work, deending on which action you choose to use. If you plan to use his L9 for massive AOE, go Pulpy, but if you want to use the L2 ith L1 follow-up, Pressurized might be smarter.

L6: Another action with two very different things to augment. He doesn't really need We Are Venom augmented with Energize or Manifesting, so I'd augment the Bullet Blitz action. Sharpshooting will increase the damage of his next Ranged action by 50%, so is a good choice for setting up his other attacks in Agent form.

L9: This is a hard call. His L9 in Venom mode has far more damage potential, but his L9 in Agent mode is far easier to augment. Go based on which move you prefer. Increase Crits on Ranged/Explosion is good for the Agent mode, Increase Damage on Melee/Slashing is good for the Venom mode.

Another idea is to use some of the Webbing A-ISOs for more overall damage on any of his actions. He does apply Webbed with his Venom L9, and since the isos augment Single Target they would do both for his L1 or L2, and the grenade for his L9. I'm personally passing on these since his way of applying Webbed isnt very consistent, but if you want to use them for a team-up with Anti-Venom or any Spider-People they could be pretty effective.

Bishop[]

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Bishop

He's interesting, I'll give him that. One moveset playing off a Tech Gun set, with getting rid of enemy tech and boosting your own. The other is an Absorb Energy set with varying function. Alone, he's really not very effective at building up his energies fast enough to do any harm. With the right isos however he can be a deadly hitter with some self-support.

EISO 1: His personal, Dynamo, so he can build his energy stacks easier and faster by using his tech actions.

EISO 2: His other personal, Energized, because the two E-ISO combined will make him generate Potential Energy like mad and be able to switch between movesets almost at will.

L1: I'd go for Suppressing, so he can shield himself and cut DOT damage.

L2: Knocking, so he can Stun non-mechanical targets as well in his Tech form.

L6: Bursting, so he can shatter shields of all enemies in his Energy form.

L9: Aiming, so his Tech form can further boost his damage.

Cable*[]

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Cable

Another character with completely different “personalities”, at least you can choose what Cable you want. He has a Psychic form that can be fun for debuffs, and then a futuristic form that is great for setup and damage. Future form drains a ton of Stamina, but Psychic form restores it. This makes him a fun, interesting character with no need to ever Recharge. With two very different modes, it can be hard to get one overall best build, but this one should work.

EISO 1: Instant, his own, gives a chance to precounter attacks. This seems to include follow-ups and counters, although this may be a glitch.

EISO 2: Unavoidable, make Cable hit (almost) every time, regardless of mode.

L1: Sharpshooting, increases the damage of his next L1 use after he uses the L1.

L2: Aiming, add Lock On to all enemies to setup a larger damage L1.

L6: Pressurized, so his T-O Control mode can setup his L1 without having to switch forms.

L9: Automated, so he gives himself Tech Upgrade as a QA as well as giving any ally an extra turn.

Deadpool[]

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Deadpool

Hehe, you think this will be a regular discussion of a hero? Unlikely. I am so amazing I obviously belong on another plane of existance. It is easy to see why Woods worships me. I only cost 135cp, but my power is worth so much more! Sometimes I wsih we could go back to the old MAA days so I could be worth 1000cp or something (like Thor or Hulk or whoever was, I never really paid attenton). Honestly, I'm just amazing!

In all seriousness, Deadpool is really just an annoyance. He has an easy 4 turn setup that can really be powerful, and he can do some nice damage and debuffs. His passive Laptop can also become very annoying if the proc rates go against you. With some good isos, he can be a threat and a powerful hero anyone should put some thought towards dealing with.


EISO 1: Savory, his own EISO, adds Come At Me, Bob & Still Better, protecting and making his L1 give 2 stacks of bleeding. Basically gives him Wolverine's passive and makes his L1 similar.

EISO 2: Spicy, his own EISO, adds Lifepool & Well Fed. Well Fed isn't really going to do anything, but Lifepool restores him to 50% health when he dies.

Alt EISO: Either of his EISOs should work, really whichever you get first.

L1: Ridiculous, give Deadpool (and the target) some buffs to be Boon Busted. (Even better in his alt!)

L2: Aiming, apply Lock On to do more damage with his L9 & L2.

L6: Pulverizing, also give Wide Open with this attack.

L9: Bursting, add Shield Breaker to all of what this attack does in case it fails to kill. Otherwise Increased Damage is good.

Deathlok*[]

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Deathlok

He looked pretty lame at his release, with a generic Cybernetic passive, a resistance to guns (common in PVE but not really in PVP) and moves that seemed counterproductive (Remove Buffs and Boon Buster? What?) Once he came out, people realized that he can do massive damage, and a quick power build turns him into a real one-man army.

EISO 1: Several of his moves are single-target, and one is QA. Explosive will make it add an extra DOT and some multi-target damage.

EISO 2: Unavoidable, so his hailfire of weapons will always hit and ignore Phased and similar effects.

L1: This is his massive damage dealer, and enemies with tons of Combat Data will be completely finished - if the move hits. Sniping combines with the Unavoidable E-ISO to make sure this move will never miss, no matter what.

L2: This move is a debuff setup for the other moves, and has two options. Ionizing adds a simple AOE DOT, and is a the best choice in general for the move. However, Obsolescent is a great option if he is being used in PVP, where Tech attacks on common.

L6: It's a QA almost guaranteed to be thrown out once for the debuffs, and with Explosive, Pyrophoric would be a great option. If you don't have it, Aiming is a good option to boost the damage on the second turn's attack.

L9: Sharpshooting, for a nice combo to boost the damage of the attack fired next. Simple and easy.

Domino[]

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Domino

Since she's gonna be needed for the premium mission on Chapter 8 of Season 2, let's try and make her do a little more of what she already does, which is spread hell.

EISO 1: Distant, get even higher crit rates on all of her attacks.

EISO 2: Surprising or Unavoidable, either try to get stuns for her L1 to exploit or hit phased enemies.

L1: Knocking, get Incapacitation on 2 of her attacks (her L9 already has it with a 60% chance) for this attack to exploit.

L2 and L6: Aiming & Bursting, i'd go with Aiming on her L2 and Bursting on her L6, but since all of them are AoE ranged any of the AISOS works on either attack

L9: Her personal Buckshot is a must-have, it makes her PVP viable through the AOE Exhausted and Bleeding it adds. -Tavarich

Drax[]

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Drax

One more Guardian of the Galaxy, the least often seen in PVP for some reason. Best guess is that he can be unreliable, if he spends 3 rounds without getting hit he is a monster, but who waits 3 rounds? He can be great, but too much setup.

EISO 1: Close, all of his attacks are melee, this makes all of them crit more often.

EISO 2: Aggresive, melee attacks increase attack.

Alt EISO: Close, make Drax crit more often.

L1: Bloody, for a guy who works off of bleeding targets none of his attacks apply bleeding without his limited Destroyer buffs, this fixes that.

L2: Aware, give him Combat Awareness every round.

L6: Pulverizing, apply Wide Open to the target since this move is a setup.

L9: Charged, increase the crit chance of an attack with deadly crits. Good to crit on a finisher. -Tavarich

Fantomex[]

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Fantomex

Fake French guy, who does an accent to be funny. Only hero to use Gun attacks to the point that they are helpful. This hero isn't bad, he just can't keep a buff.The X-Force revamp would have really helped him, but his L9 is bugged, so eh. I think he needs to be better. Heres how.

EISO 1: Duplicitous, it allows him to play off Disoriented/Mind Control in a fun way.

EISO 2: Hair Trigger, so he can perform a follow-up L1 after using his L1 or L6. If you didn't get this E-ISO, try Distant.

His L1 and his personal Sensing for a precounter.

His L2 needs to be used at least once, so Sharpshooting for the damage buff. His L6 should hit to Disorient, so Sniping will guarantee it.

His L9 is supposed to be his big damage hit, but why not give it Cooperative to take another turn after? -Goldencahill

Hogun*[]

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Hogun

My favorite out of the W3. Another double class, this time Scrapper and Infiltrator. He seems mediocre but can dish out mega damage, and doesn't need the other Warriors to work like Fandral or Volstagg. He plays simply, starting with the L2, then going for the L1, which sets up for the L9 super slam. With his E-ISOs and A-ISOs, he is a great hero for any team, especially those that do follow-ups and counters for more damage. His only real weakness is Combo Breaker :)

EISO 1: Disciplined, his own from the S1 HB, makes him immune to Off-Balanced, Fumbling, Winded and Flanked.

EISO 2: Militant, so he gains Warbound, increasing Attack and Accuracy for him and his allies when he's hit.

L1: Pulverizing, add Wide Open to his follow up and counter to boost his L9.

L2: Ambient, removes starting cooldown and reduces cooldown to one round, making it a constant debuff on all enemies as opposed to an occasional application.

L6: Rising, add some buffs to this action since it heals him anyway.

L9: Charged, more crits to an attack with Deadly Crits.

Kamala Khan*[]

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Kamala Khan

In the comics, she's pretty amazing, but in the game she really isn't. Her wide variety of powers just ended up a generic Combo Setup style, and without very much Lockjaw it really didn't make her very interesting. However, she seems like she might be able to pull off some good damage if she's augmented right, and her L2 does look pretty unique, so without further ado here's Kamala Khan.

EISO 1: Bruised, so none of her actions consume Combo Setup.

EISO 2: Close, to augment her L9 specifically since it has Deadly Crits, as well as give all her other abilities a nice crit boost.

L1: Pugilist, so her setup move also Exploits the Combos that she won't remove.

L2: Gracious, for the team Stamina boost that'll also keep her attacks going.

L6: Pugilist, again for the Exploit Combos so her overall damage becomes far better.

L9: Increased Crits, so the Deadly Crits on this move will have a very high chance to proc.

Kang*[]

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Kang

I remember fighting Kang and hating him for his Out of Time passive, dodging every single shot I made and then taking his shots at me, until I'd finally get lucky and hit him. Somehow, when he came out, he didn't quite capture the ability to enrage that boss Kang had, what with the constant Temporal Armory debuffs, Timestream Displacement triggers and dodging constantly. He's not bad by any note, but nor is he inspiring. He needs more immunities and more damage to be worth the cost of the second hero. This build aims to change that.

EISO 1: Relentless, since you can't have anyone else on your team with him, his turns will really count, so make sure that you won't lose them.

EISO 2: Cybernetic, his personal will give him some strong immunity and crit resistance that he could really use.

L1: Ionizing, so both his guns will apply Radiation Exposure, giving him a second DOT to play off and increasing his Energy damage.

L2: No AISO for this move.

L6: Automated, since you will definitely use the Chrono Shield after gaining Rally, and all his attacks are Tech, so you get a fast damage increase.

L9: Obsolescent, so he can neutralize enemy Tech effects, useful for PVP (if you'd use him) or a few bosses/enemies in PVE. Otherwise Suppressing will augment his Out of Time L9 with a DoT reducing shield to give him a little more resistance.

Karnak[]

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Karnak

Un Inhumain dont les dégâts ne sont pas élevés, mais il debuff tout et ses contre préventifs sont fabuleux. Rendons-le encore plus fort avec un build d'attaquant.


Attaquant

EISO

  • Combattant Offensif : Incontournable car ses contres sont des attaques au corps à corps.
  • Combinaison : Pour que ses attaques ne consomment pas de combo.

AISO

  • L1: Optez pour Pressurisé sauf si un membre de votre équipe peut infliger Points de pression. Dans ce cas Pulvériser est un choix plus judicieux.
  • L2: Fiable empêchera le blocage de cette action.
  • L6: Pulvériser uniquement si vous ne l'avez pas équipé sur son L1. Dans ce cas, optez pour Attaque Puissante.
  • L9: Optez pour Pugiliste pour l'augmentation de dégâts apportée.

Karolina Dean[]

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Karolina Dean

An amazingly powerful girl with rainbow powers. Her MAA build makes her remarkable similar to Havok, but also the opposite. While he builds defense and breaks enemy Shields, she builds Attack and needs Shields to do real damage. She plays with crits a lot, I don't see too many non-crits with her. Here's a build that is really part community, part me.

EISO 1: Unavoidable, so she doesn't miss on her L1 and L6 and her L9 can ignore Phased.

EISO 2: I went with Distant, for increased crits on her L9 as well as other moves. If you have her personal, it would be a good replacement for this.

L1: It is a buff move for her more than a debuff move, but we can even it out with Ionizing (and make it even smarter to boost her future Energy damage).

L2: Manifesting, so she sets up a team critical hit.

L6: Aiming, to increase the damage of her other moves on all enemies.

L9: Increased Damage to make sure it does the best damage possible and kills all the enemies she's faced with.

Kate Bishop*[]

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Kate Bishop

She is Hawkeye, but better. She comes with the Loaded Quiver, but you select the arrows, her Sure Shot gives you the Pinpoint Target, and she can AOE Fatal Blow. She also has a nice L9 with killer damage. Her style is simple, shoot and keep shooting, and don't let any enemy get in the way.

EISO 1: Distant, with her constant attack style and Deadly Crits AOE Fatal Blow moves, you want to keep her crits as high as possible.

EISO 2: Again, focusing on her constant attacks, a great option is Surprising. A 10% chance to stun may not seem like much, but when you add it to all her arrows and passives you are near guaranteed some Stuns.

L1: This is her simple setup move. Most people will use it at least once to work with her passive, and since all her attacks are Ranged, Aiming makes the most sense.

L2: She has many types of arrows, but only a few A-ISO options. The one that makes the most sense is Bursting, so she can fire off an AOE Shield Breaker that also packs some handy debuffs.

Note -  According to 568624, her passive Boomerang Arrow is actually augmented by A-ISO on her L1. In that case, Bursting and Aiming could be swapped, mainly because the Shield Breaker would be applied AOE every other round.

L6: It's a Fatal Blow move, notorious for low damage but great potential. The potential in this case is Deadly Crits, so Increased Crits is what is used. The increased crits from this iso and Distant E-ISO combined will make sure enemies on low health won't survive the Fatal Blow.

L9: It's a simple big damage shot. The only A-ISO that makes sense is Suppressing, since adding debuffs to a damage only move is never wise, and Kate alone has little defensive abilities. This way, if you don't kill the enemy you can survive their counter, and if you do kill the enemy you get a free shield.

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