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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.

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L'Invisible[]

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L'Invisible

The first and cheapest infiltrator besides Black Widow, she was one of the first heroes you would get that had an equally defensive strategy as offensive potentail.  She wasn't too much of a threat before her Heroic battle came out, with the E-ISO that makes all shields gain Prevent Debuffs, and combined with her alt and a suitable partner it can really wreck a team that isn't prepared with Shield Breaker. This build works at keeping the defense/offense balance and making her do the best damage possible.

EISO 1: Circulating, her EISO from the Fantastic 4 HB, removes and prevents debuffs while a shield is active.

EISO 2: You want her to do good damage with the Force Spheres, so Distant will make the Deadly Crits happen more often.

ALT EISO: Go with her personal one. Since she shields a lot and ally shields still get the benefits of the passive, your team will be mostly immune to debuffs.

L1: Bursting, so you can apply Shield Breaker. This attack serves as her follow-up and counter when the team is shielded, so you may apply it to more than one enemy.

L2: I'd put Manifesting since it sets her and the team up for future crits, although Energize can always be an option.

L6: Aiming, so you can apply Lock-On to the whole enemy team. Allows her to set up her L1.

L9: There's no AISO for Debuff actions. 

La Chose[]

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La Chose

Another cheap protector and the last of the Fantastic Four, he's a bit of a Colossus copy and is often considered one of the worst heroes. But does he really deserve such an honor? With the right isos he becomes a pretty good tank, and his L2's protect abilitiy is one of the best. Doing him right will really make it Clobberin' Time.

EISO 1: Masonic, his AISO from the HB, start with Stone Wall and receive less damage when Stone Wall is active, making Stone Wall even a better protect ability.

EISO 2: Vengeful, for a chance to get an extra turn when he's protecting. 

ALT EISO: Masonic, to make him a better protector overall.

L1: Knocking, since he's mainly a defender, you want him to last in combat so the less he's attacked, the better.

L2: Aware, adds a counter to his protect.

L6: Erupting, also hit flying targets (pretty generic for Ground attacks)

L9: Bursting, it's his only ranged attack so Aiming wouldn't be very effective. It also makes the move a little better.

La Guêpe[]

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La Guêpe

Hank Pym's female counterpart, put both of 'em on a team and you can pretend you are teamed with Galactus XD. Anyway, she plays off the original version of Opportunist, which now isn't that different from all others. She is still good.

EISO 1: Irritating, her personal, so she can always counter enemies with Opportunity Debuffs with Buzz Kill, exploiting all the debuffs she does.

EISO 2: She's likes to Poison, and her counters exploit it, so Lingering would be wise for her.

Her L1 and her personal, Anaphylactic, so she can Incapacitate as well, allowing her to set up more debuffs.

Her L2 is to slow down, and I think Bursting is a nice partner. Distracts, removes buffs and cracks down on Shields? Why not?

Her L6 is AOE and also setup, so Aiming helps prepare her L1 or L2 for use.

Her L9 is to crush and kill. If you play a team with Combos for some reason, Pugilist would hugely buff damage. If not, Increased Damage makes better sense.

La Torche[]

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La Torche

One of the cheap monsters. This guys is a beast on low levels, even if he gets less so on higher levels he's still fun to play. I still remember the terror of fighting a Annihilus Human Torch and Iron Patriot team in low league PVP when I first joined, makes me laugh playing him at level 300. 

EISO 1: Pyroclastic, all Human Torch does is burn people, so getting better burns is a great addition.

EISO 2: Explosive, Splash damage + Splash Burning so you only need to use the L1 once. 

ALT EISO: Pyroclastic, since it's still fire based, so now attacks will apply additional fire debuffs if they have burning (which might even add those debuffs to his passive counter)

L1: Aiming, to set up his L2 and do more damage on all of his attacks.

L2: Ionizing, add a nice debuff in radiation exposure and does more damage each time used.

L6: Bursting, shield breaker is a nice addition to this attack.

L9: Suppresing, since this attack also damages your teams it's better not to go with another debuff.

Luke Cage[]

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Luke Cage

Luke Cage was for a long time the worst hero in the game, then he became one of the best. His Nul suit can be very powerful in PVP, and his reg suit is a great scrapper. His Meteors and precounters can be pretty devastating, but sometimes the enemy team will be able to counter them. That's where isos come in.

EISO 1: Tag Team, his 30 Gold Store EISO, a chance to gain an extra turn when allies are hit with melee attacks.

EISO 2: Cracking, his other EISO, from the HB with Iron Fist, removes debuffs when Knuckle Up is applied (1 each time).

ALT EISO: Tag Team, chance to get extra turns. His Cracking doesn't tend to work with Divine Hammer, but also can, very confusing.

L1: In his base suit, go for Pugilistic to Exploit Combos on his follow-up and counter. Nul aready does that, so you can give him  Suterusu, to make his Fatal Blow move Stealthy.

Fichier:Luke Cage-Ragnarok'em Sock'em.png

Divine Hammer

L2: Knocking is a good call for Nul, since it's a setup move. For Cage, Suterusu will make his big Punch Stealthy to ignore Bruiser protectors.

L6: Cagey, his personal AISO that makes him receive reduced damage from follow ups and counters. Nothing for Nul since it's a debuff.

L9: Erupting, even if it's the only AISO for ground attacks, it greatly improves them. We don't want him missing, since his Collaposing Infrastucture/Meteor Swarm can become a great DOT that is very lethal for enemies

Maître De Corvée[]

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Maître De Corvée

Taskmaster has a rapidly varying playstyle that makes him a little complicated to use and iso. His Photographic Reflexes, while very fun to use, changes his class constantly, and his movesets don't exactly line up on all the different options. The build, as such, focuses on a little bit of everything, not forcing him into any one pattern and allowing him to do what he does best.

EISO 1: Distant, because a majority of his attacks are Ranged and higher critical hits helps his damage, which is his only constant.

EISO 2: Close, because without any real flow of moves, augmenting damage is all you can really do, and with Distant already on him, all his attack moves get the crit boost.

L1: This is Taskmasters hardest attack to iso since it's 3 ranged and 3 slashing melee attacks. In my opinion, Bursting is the best option for the ranged ones (which I may consider to have higher importance, since it is ranged in his base class) or Knocking if you would prefer to augment the Slashing/Melee attacks.

L2: Taskmaster's L1 attacks mostly apply or focus on Bleeding, and Vampiric Strike is hinted at in a few of these moves. If you wanted, Vampiric gives all his Slashing moves the same ability to heal him and absorb the bleeds, but honestly with the wide variety of this move, a simple Increased Damage on whatever type you wish wouldn't hurt.

L6: This one is pretty simple. All attacks but his Tactician form are Ranged, and all of those but Scrapper are AOE. Aiming adds to the setup style of most of the moves, increasing the damage of his other Ranged attacks.

L9: When they removed buff from his Power L9's, only his Nightmare Sword remained available to A-ISO. Vorpal is the only real choice, because you want this attack to break through anything and do the damage.

Médusa[]

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Médusa

Queen of the Inhumans, married to Black Bolt, here's the woman with her hair as a weapon. An infiltrator with some fun debuffs and who can reduce damage, what's not to like?


Attaquant

EISO

  • Distant, all of her attacks are ranged, so they get a crit boost. Ukemi if you want more survivability, since it stacks with her damage reduction.
  • Lingering can be very nice if you're countering, if not, Reflexive, for higher survivability and for no Gold, Relentless to keep attacking.

AISO

  • L1: Focused, this attack exploits stun with can be done with her L6 and has deadly crits which can be guaranteed thanks to her L9, so you want it to hit often.
  • L2: Vorpal, Ignore Defense with this attack.
  • L6: Bursting, add a nice debuff to this attack.
  • L9: Aiming, apply Lock On to the whole enemy team.

Miss Hulk[]

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Miss Hulk

Regular She-Hulk when augmented right turns into a mini Hulk with some fun effects and the ability to use debuffs like Opportunist effectively, as well as the ability to cancel turns. With Worthy, you can only get one of the two so it may or may not be worth it, depending on how valuable you consider Pain and some Passive immunity. Let's get right to the builds.

EISO 1: Furious, for the Getting Angry passive. It gives her way better damage and a more Hulklike style, but since she doesnt consume it it'll end up as a permanent stat increase.

EISO 2: Objecting, for a passive that blocks turns like Heimdall. None of the CP or Bruiser E-ISOs are better.

ALT EISO: Either is good, whichever you have or can afford.

L1: It should go with Boxing, so it becomes a Rage Punch with lots of debuffs. If you feel like the passive gives you enough Hulk Ups, I guess the next best option is Pugilistic so it exploits its own Combos. (Note: For Skirn there is no Combo Setup, so stick with Boxing)

L2: Bursting, because there isn't much better. Give her regular damage if you prefer.

L6: It needs Pugilistic, to exploit the combos her L1 will apply and make it her equivalent of Hulk Smash. Since her Skirn suit doesn't have combos, you could just do Damage instead.

L9: Manifesting, so she gets a free critical hit on the first of the next 2 turns.

Miss Marvel[]

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Miss Marvel

Ms Marvel is one of my favorite heroes and is a really great early level Blaster because she has a heavy offensive focus, but has just a little bit of healing and absorption to keep her alive and not too vulnerable to enemy attacks. She works by going for damage through attacks, I personally use her in a L2 -> L9, L6 on the L2 enemy -> L1 flow, but she has potential to be used however you want. 

EISO 1: Fixating, one of her own EISOS, the one that drops from her HB, adds True Strike and Guaranteed Hit to all of her attacks, so she won't miss unless they are Phased.

EISO 2: Realized, her other EISO which costs 30 Gold on the store and makes hidden potential trigger on Elemental, Kinetic and Psychic attacks, letting her charge up a lot more often and faster. If you want to go to a cheaper EISO, the Skullthumper EISO can be a good addition, as can the Distant EISO for crits.

ALT EISO: For her alts the best option is her Fixating EISO from the HB.

L1: Ionizing, this attack already has lock on which increases the damage you deal on the next attack, Radiation Exposure will increase this damage every time you attack with it.

L2: Knocking, Incapacitation is a nice add to her arsenal.

L6: Pugilistic, her L2 has Combo Setup and with this AISO you can exploit that combo for some buffed damage.

L9: Manifesting, this will guarantee a critical attack on your next attack, which has a 100% chance to hit because of the Fixating EISO.

Misty Knight*[]

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Misty Knight

She's an interesting Blaster, and the third hero to work with Marked for Revenge. Hers is unlike the others, you don't want to use the Marked for Revenge unless they are already setup, because her L9 changes from a simple Deadly Crits punch into a guaranteed hit, crit, Exploitation masterpiece. Obviously she needs a little setup added to make the Exploits worth anything, and that's where we come in.

EISO 1: Distant, for Ranged Crits on her first 3 actions.

EISO 2: Unavoidable, a Blaster classic, so she can ignore enemy Phased and evasion effects.

L1: Pressurized, her L9 has Paragon Exploiter against targets with Marked For Revenge, and she needs some way to set that up.

L2: Sharpshooting, to keep her L1 and L2 damage as high as possible.

L6: Obsolescent, so her missiles and Killer Driller apply Obsolete Tech.

L9: Increased Damage, the move won't really be used unless the target has Marked For Revenge, so nothing else is really helpful.

Molly Hayes[]

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Molly Hayes

When I saw Molly Hayes appear on the ad, and it said 'Princess Powerful', my first thought was "Great, they are messing up MAA now". Then I saw her kill entire enemy teams in PVP and my opinion changed. She's a tough Bruiser with some great immunity, a starting buff, and potential to crush PVP like has never been managed before (except maybe with Iron Patriot).

EISO 1: She needs to recharge after using her L6 Temper Tantrum, so I give her Recovering so she gets a small health recovery. Another smart option is her personal Sweet, since she migh eat candy every round. This can be lethal, not only for the health and stamina she gets, but for the buffs like Phased (!) she might give herself and the debuffs like AOE Exhausted. The final option is her Spec Ops personal so she wont always lose a turn after her Tantrum.

EISO 2: Close Empowered, because she relies on critical hits for damage, and this boosts those crits.

  • L1: "Frappant" pour bénéficier de l'exploitation de l'immobilisation de son L2 sans avoir à utiliser son L9.
  • L2: The move is intended to kill the setup enemy, but it notorious for being blocked and doing little damage, Suterusu for a Stealthy killer.
  • L6 is tricky, you can give it Manifesting if you want to set up a crit after Temper Tantrum, or Energize if you want to restore Stamina when using Raspberry.
  • L9: Bursting is a great choice, allows her to break enemy Shields before going on a rampage.

Mr. Fantastic[]

Mr

Mr. Fantastic

Ce n'est pas un héro très puissant, mais un moyen pas cher d'obtenir des bonus JCJ, voici le pas fantastique, Mr. Fantastic.


Attaquant

EISO

  • Boosté : Pour infliger Bifurcation à tous les ennemis.
  • Tir De Précision : A choisir si vous utilisez plus souvent son L1 et son L2.
  • Combat De Rue : A choisir si vous préférez misez sur les critiques mortels de son L6.

AISO

  • L1: Attaque Chargée pour augmenter les chances de critiques. Pugiliste est également à considérer dans l'optique d’enchaîner L2 puis L1.
  • L2: Attaque Chargée pour augmenter les chances de critiques. Pugiliste pose et exploite les combo qui offre la possibilité d'un spam L2.
  • L6: Attaque Chargée pour profiter des Coups Critiques Mortels.
  • L9: Obsolète applique Technologie Obsolète à l'équipe ennemie.



Attaquant à Grosse Tête (Couplé avec Hank Pym ou Spider-Man et son ESIO)

EISO

  • Boosté : Pour infliger Bifurcation à tous les ennemis.

AISO

  • L1: Attaque Puissante pour augmenter les dégâts.
  • L2: Attaque Puissante pour augmenter les dégâts.
  • L6: Attaque Puissante pour augmenter les dégâts.
  • L9: Obsolète applique Technologie Obsolète à l'équipe ennemie.

Nova*[]

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Nova

The one that everyone's been waiting for! Or is he? He isn't the Nova everyone expected, but he looks like he'll still be a great hero to play with. Once you acquire Control and Mastery he can do huge damage and Fatal Blow, but before then he doesn't really have many options. Based on what I see of him, here's how I'd build Nova.

EISO 1: Nova's accuracy sucks, Unavoidable is almost necessary to keep his accuracy in an acceptable range.

EISO 2: Explosive will add an explosion after nearly every move Nova does, which adds to his overall damage nicely.

L1: Ionizing, it'll increase the damage of his L1 and L9 and also apply a damaging DOT on one or all enemies.

L2: As a low damage Quick Action that debuffs, it's basically setup. Pressurized is perfect for it, since his L6 has Paragon Exploiter. However, his personal Speeding is also a good option to activate both his L6 and L9 in a single turn later on in the fight.

L6: It seems to me like it's supposed to be his biggest hit, so I'd go for Increased Damage to boost the killing power.

His L9 is a Fatal Blow attack, and it doesn't really need Increased Damage. Since it is a killing strike, it doesn't need Ionizing or anything. My best choice is Suppressing, so he can shield himself after the hit, giving him a little defense.

Psylocke[]

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Psylocke

Quicklocke, Mental Coordination, Snappy Service. A tough team. Psylocke was once B Grade, and then people realized how great Mental Coordination really was, and then her Tact alt could do it QA. I love her, and once used her in PVP. This was my setup.

EISO 1: Ukemi, to cut damage of counters and follow-ups.

EISO 2: Her personal, Synchronized, to start with Mental Coordination.

ALT EISO: If she's Tact, Quick for the QA Mental. If Inf, Synchronized so she starts with it.

Her L1 can simply have Pulverizing to further boost her L9.

Her L2 can work with Manifesting to set up more damage.

L6 is a buff, and Energize is a great option.

Her L9 was originally for damage, but I see it more as a crippling move. Couple the Psychic Lock with Reduced Potential through her Psychic Shock A-ISO. -Goldencahill

Punisher[]

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Punisher

The most successful serial killer in the Marvel Universe, the definition of anti-hero. A class changing Generalist, but in his case, you choose the class he changes to.

EISO 1: Prepared, his own EISO, makes him preemptively change class to the attacker's counter class. Easily allows him to get a whole bunch of class bonuses at once, and when he has Combat Reflexes, Focused Attacks and Enraged, the results are not pretty.

EISO 2: Distant, most of his attacks are ranged, so make them crit more often. If you were lucky enough to get his Spec Ops one, it will add in a failsafe for him getting on low health, so use that.

L1: Sharpshooting, 5/6 of his L1s are gun and most of his attacks are ranged, this makes his next ranged attack hit harder.

L2: Either his own, or no AISO, since his own can be counterproductive. On its own it is effective, but when you add in his E-ISO he can't class change on his own and he gets the class bonus anyway.

L6: Aiming, 5/6 of his L6s are ranged, so make them and most of his L1 hit harder.

L9: Upgraded, his AISO from the Epic, adds Brutal Strike and Exploits Attrition & Corruption. -Tavarich

Rocket[]

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Rocket

Cannonball, Cannonball. Probably the worst Spec Ops hero ever, or he was. They gave him a little update, and suddenly he went from a slow, random setup to dealing massive damage, preventing debuffs, and being a really powerful Blaster. My build focuses on maximum power and hit/crit, so this guy will be dishing out damage constantly. He really shouldn't be missing either, unless you get some debuffs applied on you or something. (I'm using Shade's iso build, which is getting his accuracy to a nice 96% and boosting damage)

E-ISO 1: Unavoidable. This is pretty much a must have for Blasters. Cannonball will now go through any Evasion effects they have, including Phased.

E-ISO 2: Cannonball's attacks are mostly single-target, and Explosive will add a nice AOE Burning after several attacks.

L1: Suturesu, so you can use a pretty good damage attack without counters/protectors.

L2: Increased Damage, to assure his biggest hit does the best damage it can. 

L6: Erupting. It's a ground attack so really the only choice is Erupting especially since it applies so many useful debuffs (Winded, Off-Balance and Exhausted).

L9: If you are aiming for the damage and power build, go Pulverizing. The Wide-Open makes the damage of the L1 and L2 even higher (I've actually seen 30k hits with this). If you want a more balanced setup though, his personal is a good option allowing you to play around without going straight for damage and not have to worry about debuffs.

Rocket Raccoon[]

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Rocket Raccoon

One more Guardian. The king of QAs, and the most dangerous Raccoon ever. He is amazing in PVE, in PVP he is too fragile. You see him more than Drax though.

EISO 1: Distant, all of his attacks are ranged and this makes them crit more often.

EISO 2: Unavoidable, always be on target. Add in a Guardian Gamora and he will not miss. Ever.

Alt EISO: Unavoidable, since he gets guaranteed crits with the alt.

You can also use his personal to start him off with 5 ammo cells if you got it. Doesn't make him as powerful as these other choices, but it does allow for more blasts to start the combat.

L1: Ionizing, add Radiation Exposure to all the enemies. Costing only 1 Ammo and as a QA, easily allows you to radiate a whole team.

L2: Sharpshooting, all of Rocket's attacks are Ranged Gun, this makes all of them hit harder on the next use.

L6: Aiming, add Lock-On to all the enemies.

L9: Sniping, negate the low hitting chance with a Guaranteed Hit. You do not want to miss.

Thundra[]

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Thundra

Un Cogneur qui dépend bien plus de ses propres buffs que des debuffs ennemis. Elle a un style simple à jouer très efficace contre les protecteurs et les boucliers.


Attaquant

EISO

  • Esprit Indomptable : Pour empêcher la perte de ses renforcements.
  • Combat De Rue : La majorité de ses attaques sont au corps à corps.

AISO

  • L1: Une attaque intéressante qui permet d'augmenter les dégâts de son L6, dans cette optique Pulvériser est un choix parfait.
  • L2: Attaque Puissante pour augmenter les dégâts.
  • L6: Attaque Chargée pour augmenter les chances de critiques. Si vous pensez utiliser cette attaque majoritairement après son L1, préférez Attaque Puissante.
  • L9: Tempête pour lui permettre d'attaquer préventivement avec son L2 avant que son attaque ne touche la cible.

Spider-Girl*[]

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Spider-Girl

She doesn't seem like the best of the Spiders but she can actually do incredible damage. Some people really love her, others don't appreciate her. All I can say is, if you want to see the power a hero can have without being obvious about it, this is a great example of a hero who will surprise you in a good way.

EISO 1: Vengeful, works with her L1 Intercept debuff to grant her a few extra turns every now and then.

EISO 2: Close, for crits on all moves but her L1.

L1: Powerful, it doesn't need anything else.

L2: Pugilist, this move may not often be used, but if you can't use Webs it'll be a nice setup for L9 and you want it to hit hard.

L6: Knocking, to add Incap to her real setup move so you don't need to use the L2.

L9: Snaring, to guarantee a hit and Deadly Crit on enemies with Webbed.

Spider-Man Noir*[]

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Spider-Man Noir

The third member of the infinite counter/follow-up squad, this one is a generalist and one of my favorite Spiders. He precounters enemy Stealthy, works with combos and Flanked, and also has a nice dodge passive along with his trigger happy passive that lets him play well with near anyone, Spider-People, combo users, Union Jack, Hogun, really anyone.

EISO 1: Close, to increase the critical hit rate of his L6 and L9 by a significant amount.

EISO 2: Distant, to boost the critical hit rate of his L1 and L2 by a portion and to push his critical hit rate on the L9 to between 80 and 90%.

Note: If you are using him in PVP, you could always try Hair Trigger for some extra follow-ups.

L1: Exploit Webbing, it applies Flanked and will boost the damage it does on later uses.

L2: Sharpshooting, to increase the damage of his next Ranged attack by 50%, which pairs perfectly with the Wind-Up already on the move.

L6: Pulverizing, it's setup for his L9 so Wide-Open makes it add a little extra setup.

L9: Snaring, so he can gain a Guaranteed Hit and Guaranteed Crit against Webbed targets.

Spiral[]

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Spiral

A fun debuffer, she has the greatest evasion passive in the game. 20% dodge sure, but then a counter and a free turn? Not bad. She can use it on follow-ups and counters? Damn, she is great! And she can be a great partnership to Nul, so PVP Awesome.

EISO 1: Rhythmic, so you can use any Dance without setting it up with another action.

EISO 2: Blurred, so she can start dodging even more.

Her L1 can go for Vorpal, to cut through Shields.

Her L2 already has Stealthy, but Thorned would work to Bleed enemies.

Her L6 has all actions Magic, so Thorned again would help her build defense.

Her L9 can have Sorcerous, to Stun any enemy without worrying about protectors. -Goldencahill

Shatterstar[]

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Shatterstar

He isn't a great hero, and could honestly use more debuffs, but I like him. I can do huge Group Boss damage with him, and that's without isos. I added isos, and suddenly he was great again. Here is how you can do that.

EISO 1: Corybantic, for the damage boost from Warbringer every attack, and the ally boost. If you can't seem to get this E-ISO, Agressive would serve the same purpose.

EISO 2: Close, since he can really do amazing damage on a crit.

His L1 partners with Incapacitation (Knocking) I think, even though Pulverizing would also work. AOE Counter and Follow-Up with stun chance? Why not?

His L2 can have Increased Accuracy. Doesn't need extra debuffs and needed to setup his L6.

His L6 can have Increased Damage to kill more stuff.

His L9 is part of his best setup, consisting of L9 -> L2,L6 and dead. I give it Pulverizing to setup more damage next turn. (If you are afraid of them removing debuffs, swap his L2 and L9 isos) -Goldencahill

Victor Mancha[]

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Victor Mancha

He doesn't have the highest damage of all, but he has promise. He plays a supporter, debuffer and can hold his own, and comes with some passives that will make him stop most harmful debuffs. I see a team-up with Magneto in the future.

EISO 1: Distant, to boost his L1 and L2 crit rates to what they need to be for the Deadly Crits.

EISO 2: Ukemi, so he can reduce the threat from enemy scrappers and play better in PVP.

His L1 is damage and debuff moves combined into one, the wisest choice seems like Ionizing.

His L2 is AOE and boosts later damage. Aiming is the obvious choice.

His L6 is a buff that gives him more power, Automated goes well here.

His L9 is harder. It does what it can be augmented to do, and the leftover options are unnecessary. Increased Damage or Increased Hits are all you need here. -Goldencahill

Jessica Jones*[]

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Jessica Jones

Jessica Jones is a pretty accurate hero for the show she was in, and she's also pretty fun. She's got everything she needs to be a powerful hero, except her L9 that should be a high damage attack is lower than anything else. She's easy to augment however, and I enjoy her. Fun fact, using her and base Mockingbird with Flooded E-ISO lets Mockingbird benefit from an E-ISO designed for Nerkkod without using the suit.

EISO 1: Close, for a higher crit rate on every action except for her L9.

EISO 2: Hardened, gives her a defense boost using every action except her L9.

L1: Pugilistic, gives this attack a lot better damage overall, allowing her to apply and Exploit Combo Setup in one action.

L2: Pugilistic, its her highest damage attack and Exploit Cobos will be helpful in maximizing that damage.

L6: Knocking, adds a useful Stun to all of her weapons.

L9: Bursting, adds a useful debuff on an otherwise useless move.

Ka-Zar*[]

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Ka-Zar

He isn't super effective without the right partner, unlike Shanna who came before him. However, adding someone who spreads Attrition or Opportunist debuffs can make his L9 truly devastating and become a team-killer. His seemingly basic Bleed and Opportunist moves when combined with my augmented and empowered Shanna turned the pair into a team killer, with her spreading Bleeds and debuffs constantly through counters and follow-ups, and Ka-Zar tanking and tearing the enemy team apart. The two were really just made for each other.

EISO 1: Everything he has is melee, and he could use bigger damage, so Aggressive is a wise buff for him.

EISO 2: Close Empowered will help him critical hit and maximize damage.

L1: As a weakening attack that stops extra turns, I like Knocking for Incap so it can get rid of the one turn they get anyway.

L2: His default counter/follow-up, so Pulverizing is a good choice. Lets him apply Wide-Open on a lot of attacks and increase later damage.

L6: In PVE, his L9 can really drain his Stamina, so Gracious will keep his stamina on point and also help allies.

L9: It will kill and brutalize all enemies, exploiting several kinds of debuffs. I'd give it Increased Damage so it can do even more harm to the enemy team.

Magik*[]

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Magik

One of my favorite heroes, she's a little random with her passive attacks and may depend a little on her charges, but her personal A- and EISOS make them way better and there's also more stuff you can do to make her way more fun. A fully augmented and empowered Magik will be pretty good at spreading debuffs constantly, keeping health a an acceptable level and dealing some great damage of her own. Her ability to do Breakdown, Attrition and Paragon debuffs makes her a fun team player everyone should have.

EISO 1: Bloodshot, her own EISO, adds Breakdown to her Eyebite passive, which is helpful when it works.

EISO 2: Resonant, all of her attacks are magic, so with this she gets a little heal each time she uses one.

ALT EISO: Really either of the above is good, but if you have her as a Blaster then Explosive might be an option. Sometimes her L2 is bugged to not do Soulfire when you have 2 charges, so adding an AOE Burning as splash damage after her L1, L6 or L9 might be fun.

L1: Charged, her own AISO, with it she gets a full charge in one turn instead of needing two. This doesn't always work yet, but when PD fixes it it'll be great.

L2: Aiming, since this move is basically setup for her L6 adding an AOE Lock-On will make it set up even more.

L3: Sorcerous, for Stealthy on her biggest damage attack, which will help deal with protectors (usually Bruisers, who Magik doesn't want to deal with as a Scrapper)

L4: Pulverizing, for doing more damage with her L1 and L9 when setting up her Soul Charges.

Mockingbird*[]

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Mockingbird

The original generalist class changer, had a nice exploit style that has since become outdated. Her new Worthy suit isn't quite as obviously powerful as Nul or Kuurth was on release, since she's a little slow and focuses on single-targetyt damage rather than powerful unremovable killer debuffs. With the right builds however, both Mockingbird and Nerkkod can become really powerful, dangerous heroes. Side note: She's on Agents of Shield now, so maybe she'll get an alt?

Mockingbird Build:

EISO 1: Her own E-ISO, Predictive, so she can change classes preemtively and never be at a disadvantage.

EISO 2: Chameleonic, it will assure she gets an extra turn every time she changes class, so she will be able to set up and damage much easier. If you don't have the gold for it, then Close works as well since she has Deadly Crits on L1 and L9.

L1: Pulverizing, apply Wide Open for her other attacks to exploit.

L2: Pugilistic, this attack already creates the combos, with this it also exploits them (since it is the only move that can consume them).

L6: No AISO for Debuff Actions

L9: Increased Damage, it's really just a big hit and damage is all it needs.

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Nerkkod, Breaker of Oceans


Nerkkod Build:

Unlike Mockingbird, Nerkkod can be a fast deadly attacker in PVP without any extra turns or luck. A simple setup and an agent that keeps Disoriented and the likes off your team will give you a Tactician Power Nerkkod that can dish out 25k or higher on the first round on combat - even in Adamantium League!

The flow for this is simple, you start with Summon the Seas as a Quick Action. Then, based on your partner, you either use the L1 to give yourself Rising Up, or if you already have an ally like Heimdall who has given it to you then the L2. Using your extra turn from Tactician Power, hit the enemy you set up and watch them die. Next round, repeat.

EISO: Flooded, her personal will give her a buff making her L6 a QA and Exploit Waterlogged on all her actions. It's integral to this build, so no side options.

L1: Pulverizing, same reason as with the base alt.

L2: Pressurized, so this action can also do Pressure Points.

L6: Manifesting, for a free team critical hit as a Quick Action to start the combat.

L9: More Damage/More Crits, either will make her dish out the best damage possible.

Nico Minoru*[]

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Nico Minoru

Strange, but so good. She has low health, but when she dies she gets a full regeneration. She can only use most of her actions once, yet she gets 10 actions. As the first of the Runaways she marked the beginning of some odd heroes that really gave unique styles of combat to the game (namely Victor and Molly).

EISO 1: Gasping, for the team health boost when she first hits 0 health

EISO 2: Resonant, all of her actions are magic plus she needs bleeding to use some plus she doesn't have that big of a health stat, so make her survive longer with this EISO.

Her personal E-ISO, Gasping,  is also a good option, but I can't decide which I would prefer it to. You might also like the above better since you don't want your Nico getting to the point where she needs her regen. Up to you.

L1: Sorcerous, make her one attack that can be used more than once in combat stealthy.

L2: All of the abilities are magic, and 3 are attacks, so Sorcerous is again smart to ignore protectors or counters.

L6: All of them are Ranged, so Aiming or Bursting are good choices,Aiming is generally better for her but Bursting is good if you plan to use her in PVP.

L9: Thorned, add Thorns so that Nico can apply bleed on the attackers and not just on herself.

Rescue*[]

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Rescue

The definition of stall in PVP. She removes debuffs, protects, stops crits, heals, takes a ton of turns, what else could a stall team want? Her only flaw in this stall style is that, if left as the last hero in a fight, she has little damage potential. Since you can't really augment or empower that, this is what I think would be the best way to give her full potential, keeping health up, and making her one of the best defensive support heroes you can get.

EISO 1: Rescue adores buffs, Sympathetic will heal her whenever she uses any move but her L1.

EISO 2: As she loves buffs, Quick E-ISO will make her use one as a Quick Action every turn.

Her L1 is her only offensive move, so she has two options. The first makes her a better debuffer, Ionizing so she can add Radiation. Otherwise, she can make even her attack become a buff with Suppressing (so she gives herself a shield).

Her L2 can be good with Aware, granting her a counter to go with her protect.

Her L6 gives her team a healing shield. Manifesting will give them a guaranteed crit as well.

Her L9 only removes enemy buffs, but if you add her personal Extricating it becomes a Scroll of Angolob on a hero. I can tell you firsthand, it can really destroy setups.

Silk*[]

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Silk

Our second Generalist spider with an interesting advantage over other generalists, as well as the traditional web fighting style. I see her as an interesting companion to Noir, both generalists and both use the Combo/Wide-Open style. She'd also benefit from his Flanked and apply tons of webbing. he has the typical Spider style, with a Web move, a setup move, an extra move and an Exploit move.

EISO 1: Close, for the crits on her L2, L6 and L9 (L9 has Deadly Crits).

EISO 2: Inspiring, for the team stat boost but also to give her a little more Attack and Evasion.

L1: Exploit Webbing, for the repeat uses.

L2: Exploit Webbing, since it will be used after the L1 to setup for her L9 and it would benefit from the extra damage.

L6: Knocking, to add a Stun on a move that sets up her passive and cripples the opponent.

L9: Increase Damage on her largest move, it's all it needs.

Spitfire*[]

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Spitfire

I'm usually somewhat disappointed with SO reward heroes but Spitfire here is an exception. She's like a buffed version of Bleedsilver Quicksilver, coming with tons of Bleeding, heals, 2 turns, immunity to Interruption, attack and defense buffs, a full heal bite and a massive L9. She's a great Scrapper sure to be Lv15 very soon.

EISO 1: Aggressive, so gains even more attack when she attacks with any action.

EISO 2: Close, to increase the critical hit rates on her L9 as well as any other action and assure she does the best possible damage.

L1: Pulpy, she relies on Bleeding but she also needs the buffs this move grants, so make it also apply Bleeding to further her setup.

L2: Pulverizing, for the usual AOE Wide-Open every Melee user should have for a general damage improvement.

L6: Increased Damage is all this needs since you'll really be using it for the Fatal Blow and the heal, not for debuffs.

L9: Again, it's a lethal move used to kill, so it only really needs Increased Damage.

Star-Lord*[]

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Star-Lord

He was the 100th ingame hero, and he plays Opportunist debuffs like a madman. He is good at 12.2, good at PVP, good in PVE, really he's an awesome hero in general. He is the one Guardian who can work with any of the others to some degree. To maximize his awesomeness, here's my build for him.

EISO 1: Sting, since he counters a lot and an extra DOT is always helpful. Alternatively, go for Ukemi to resist Scrappers.

EISO 2: Distant, since he has every attack as Ranged and critical hits are always a good thing.

ALT EISO: Distant is good for both.

L1: It's AOE, and is always used when he's in a fight between counters, follow-ups or plain setup. Aiming will make it boost the later damage he does.

L2: It can be rather inaccurate at times, Sniping is the perfect candidate to make sure all his shots hit.

L6: Sharpshooting, so his next shot is more effective.

L9: can just be Increased Damage, specifically for Lit Up.

Ultimate Spider-Man*[]

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Ultimate Spider-Man

The beginning of the Spider-Verse tie in, and we get... something mediocre. I'm not really impressed playing him. He seems to me like the regular Spider-Man, but with a few extra debuffs and none of the cool E-ISOs. This build gets him up to his best, which will at least make him a good team-up hero.

EISO 1: As an Infiltrator without much Defense (his builds focus on Evasion) he is very vulnerable to Scrappers with True Strike, so Ukemi from Reflexive is a must-have.

EISO 2: He seems to work with Poison a little, so Sting is a decent option for a DOT on his Webbing counters.

L1: Exploit Webbing, so he can deal more damage on repeat uses of this move.

L2: This move is just going to debuff an enemy and set them up for his L6 or an ally attack. Ionizing adds to that ability, giving it a second DOT.

L6: This one is a difficult choice. The move can actually do some decent damage, and applies Combo Setup. Pugilist will make it Exploit the combos, so next time it is used the damage is even higher. Alternatively, Snaring will guarantee the critical hit and make sure he doesn't miss, but won't give you the same damage boost. It's your call.

L9: A nice AOE Stun that can't be evaded, but costs you your next turn. To help you survive the next turn Stunned, Suppressing will give you a shield that reduces DOT damage.

Valkyrie*[]

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Valkyrie

The Asgardian escort of dead people. Well, we don't love dead allies here in MAA, but she also heals off dead enemies, and enemies being dead is good. She's a little slow, but still has great power and support with Sacrificial Blessing, allowing yo a little chance to recover if you get caught off guard and hurt badly or killed.

EISO 1: Vengeful, gain an extra turn when protecting, which Valkyrie does thanks to her Shield Maiden passive.

EISO 2: Unwavering, increase all stats when an ally if KO'd

L1: Pulverizing, it can be a big hit but it can also be nice for setting up her L2.

L2: You want to be sure she gets the Deathwatch on the right enemy, so make it Stealthy with Sorcerous.

L6: Valhallan, this attack is now a QA and has a 100% chance to apply Deathwatch

L9: Cooperative, make it a QA to debuff the enemy team and be exploited later.

Vision*[]

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Vision

He's an android hero that I think was one of the first who could change class manually, allowing him to go to his counter class if he wants. His two movesets complement each other, but are completely different, so his builds are a little fun and have some options. After his update, he has the fun ability to hang around in Phased, either Downgrading or applying Radiation on the enemies without any fear of retaliation. His E-ISO is broken right now, if they fix it it might be a valuable addition.

EISO 1: Collateral, because he already exploits Burning, so now his single-target attacks might blow up and give all enemies Burning so you won't need to use the L1 as much.

EISO 2: Unavoidable is always a great choice so he can go through Phased and other evasion effects.

L1: It's completely opposite in the different forms, so you need to choose one to work off. Optic Beams makes most sense to play off in my opinion. Aiming will boost his other Blaster form attacks, and help keep the damage of the L9 high. (Additional note: When he is in Phased he is still vulnerable to DOTs, so Supressing is another option to cut DOT damage)

L2: It can only have his A-ISO, which gives him Phased when he becomes an Infiltrator and 5 energy charge when he becomes a Blaster. He gets stuck in the class for a turn, which can slow him down, but with the new buff it shouldn't be a big problem.

L6: Like his L1 it has a variety of options, but the smartest ones that work for both moves are Tech augmenting ones. Automated would be smart if you play Vision PVE, but if you want to try him in PVP, Obsolescent gives him some powerful anti-tech damage.

L9: The A-ISO can be chosen on either side again, but his Blaster Form has a big hit and his Infiltrator form has an anti-scrapper nullfier. Obviously we augment the big hit, his personal Flaring will significantly boost his damage.

Wonder Man*[]

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Wonder Man

Wonder Man is a vastly different character from most others. While he does do some Opportunity, he doesn't exploit it, he's more build around Rising Up and Finest Hour. He also comes with a nice passive protect that boosts his stats as health gets lower, and immunity to all DOTs. With some good iso work, he can be one of the best tanks in the game. If you have Elite E-ISO, throw it on here, it can get his attack and defense (combined with Enraged and a little health loss) to over 10000 points each.

EISO 1: Averting, make his passive also protect Area attacks, giving him the perfect team tank that never goes away.

EISO 2: Elite if you have it, it'll make the only way to get through his protecting to kill him, if you don't have it then Vengeful, because Big and Fast combined with constant protect can give him a few extra turns.

L1: Pulverizing, it's primary setup for his L6, and this is the easy choice to make it do more damage.

L2: Knocking or Increased Damage, depends on how often you use the move.

L6: Increase Damage is all it needs to be the lethal move it is. Suturesu is also an option for a Stealthy big hit.

L9: Enduring, Molecular Reconstruction lasts one more round and cannot be removed, making it actually a valuable move.

Moon Knight*[]

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Moon Knight

So he's a generalist who's insane. This is captured in PD's creation, with him randomly switching classes between Generalist, Tactician, Infiltrator and Scrapper, and gaining new move buffs, new passives and a new counter for each class. Some people like him for this, some people don't. I personally think he's a pretty fun hero, and watching the L1 with 10 retribution on an enemy with 3 bleeding, it's beautiful.

EISO 1: Reprising, he builds up Retribution now when ANYONE attacks including him, so he can easily gain a ton of Retribution fast for some pretty good damage without long wait times.

EISO 2: Close, increase the chance of crits in all his attacks except his L2, thus maximizing his overall damage.

L1: Fractured, makes this action Exploit Bleeds and become a very deadly hit.

L2: Hemmorhaging, so he can trigger all the bleeds he's applied as a QA.

L6: Bloody, so he can apply Bleeds on more than just the one attack.

L9: Pulverizing, three of his attacks are melee, including this one which he uses to gain retribution.

Morbius*[]

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Morbius

For a vampire, Morbius is seriously lacking in Bleeding. He even has a cool passive playing off Bleeding, but he has no way to apply it. He can be a little bit of a threat with a good team member, but honestly he seems more like another test run hero, this time with Delirium. This build focuses on keeping his Health high and maximizing L1 damage.

EISO 1: Sympathetic, because his health can get taken down pretty fast and you want his L9 to be useful, combined with Energize A-ISO it'll be an easy way to heal and make the risk a little less risky.

EISO 2: Close, his L1 has Deadly Crits and can actually do decent damage when it crits and they have some delirium, and L2 will also benefit from a few more crits.

L1: Increased Accuracy, it brings accuracy up into the 90-100% range we want it in, and also helps the crit rate a little.

L2: As it's the main setup for his L1, Pulverizing well help increase the damage by adding Wide-Open.

L6: Brain Freeze, because as his only Psychic attack, Weak Mind is nonsensical, and the Migraine debuff helps the overall (Chilled is just an added bonus).

L9: Gracious, so he can keep his Stamina up (since this move also drains a little Stamina)

Shanna*[]

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Shanna

My first CT hero and my favorite Infiltrator. She may not hit very hard alone, but her debuffs and constant counters, follow-ups and more compensate for it. She makes Poisoned good again, and can really set up other heroes well, by playing as an Opportunist despite having no ability to exploit it. Her style is easy, lead with the L9, then use her L2 on that enemy to gain her buffs (I prioritize Berserker, then Tiger Fury, then Nimble), using the L1 as Follow-Up only. She has the nice ability to heal as much as Iron Fist, which is also pretty impressive.

EISO 1: Sting, so she Poisons on her counter attacks. This includes Berserker counter-attacks, so she can spread the poison around very quick.

EISO 2: Ukemi, less damage from follow ups and counters, increases her survivability. Alternatively, Close, all but one of her attacks are melee, this increases her crit chance.

L1: Bloody, add bleeding to her counter/follow up, which may be applied a lot since her L9 has Flanked and one of her L2s gives a chance to follow up on allies's attacks and retaliate.

L2: Knocking, add Incap to all of her L2s, which are already very good on their own.

L6: Her personal, Naturopathic, so she can take 2 turns the round she heals and 2 turns the next round.

L9: Pulverizing, add Wide Open to make her other attacks hit harder. Alternatively, you could try Vampiric so she can consume her own Bleeding for some extra health.

Squirrel Girl*[]

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Squirrel Girl

Just like in the comics, she is really underrated. She can hit harder than Sabretooth, heal fast, and setup, an all in one. She's not the best hero in the game, but she could probably take down Thanos alone. She seems to focus on repeated attacks and stacking her buffs, the build aims to keep her health up and allow her to do this without taking too much time or too many enemy attacks.

EISO 1: Aggressive, so she damage boosts when attacking.

EISO 2: Sympathetic, since she can use her L6 up to 5 times in a round, so then she can really full heal from near-death.

ALT EISO(s): Aggressive or Increasing, depending on class, to give her overall better damage at lv15. The other one can be either Close or Symapthetic, depending on if you prefer more offensive power or a little extra health.

L1: It is her counter and follow-up, and Knocking for Incapacitation can make her stun well.

L2: It's a Summon that does Flanked. Give it Cooperative and make it a QA, for a QA Flanked.

L6: Nutty, so it loses the chance to fail and waste her Acorn Power

L9: Increased Damage is all it really needs, as it consumes all her Nutty to do some good damage and is really the equivalent of an Exploit move.

Sunfire*[]

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Sunfire

He's like the Japanese version of Human Torch, coming with an immunity to Burning and Radiation Exposure, which is pretty nice (and Radiation was everywhere when he came out). His attacks are difficult to iso, considering he has random sets of moves, some of which have no iso-able type. Playing him is actually pretty fun, but I still don't see Fire as a really lethal type to fight.

EISO 1: Unavoidable, make Sunfire hit through evasion effects and make hit rate based only on Accuracy.

EISO 2: Explosive, make the whole team burn to take advantage of Sunfire's passive and his L2, without having to hit them each individually or use the L6 and waste Plasma.

L1: Focused, only the CP AISOS can be added to this attack and it only has 82% accuracy alone, which isn't as nice as we want.

L2: Knocking, this attacks already Exploits Stun (as part of paragon Exploiter) so let's make it also apply it.

L6: Ionizing, add an additional DOT effect to add to a little of his Attrition side.

L9: Selective, don't hit your allies with a shield and give them a DOT, just hit the enemies.

Volstagg*[]

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Volstagg

The protector of the Warriors 3, and for a time one of the most annoying PVP teams to fight (partnered with Fandral especially). The big guy protects, counters, and drinks a ton of mead, healing and clearing debuffs every time, and if you don't stop him early on his L9 buffed up can kill you. The team has lost some of its luster with Despair and Worthy becoming popular, but Volstagg remains a powerful option.

EISO 1: Nourished, it lets him start with 13 stacks of Well Fed and a protect/counter ability, letting you skip the L2 and go straight into the damage.

EISO 2: Vengeful, he is built to take hits and the extra turns can hurt to fight in PVP.

L1: Pulverizing, so it increases it's own damage on repeat uses.

L2: Manifesting, to give himself a free critical hit on his next counter.

L6: Toasting, so he can drink again every time an enemy dies, especially effective with the other Warriors 3.

L9: This can just have Increased Accuracy, it is supposed to be a killer hit but has terrible base accuracy and his damage increase from Well Fed also lowers it in multiples of 10%. This brings the base up to about 98%, allowing you to worry a little less about the missing.

Avalanche*[]

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Avalanche

Released, and he sucked almost as bad as Cannonball, because PD hadn't really implemented Ground in yet. Now with the right partner (like Quake, Nul or an Opportunist ally) he can actually benefit a team. His style is a simple Opportunist with some Generalized to deal with Bruisers and an extra move to clear buffs on an enemy.

EISO 1: Pillager, have a chance to remove Buffs every time Avalanche attacks. Not the greatest E-ISO, but it works for him and it can remove buffs on his Sky Is Falling counters I think.

EISO 2: Collateral, if you are OK with the trade-off of no Incapacitation his EISO is useful if you run a ground or sonic team. Otherwise a simple Skullthumper can work wonders.

L1: Erupting, hit flying targets with his setup move.

L2: Lock On or Bursting, either do more damage with ranged attacks or break shields, either way this attack is more for the team than for Avalanche himself.

L6: Gracious, recharge stamina to the whole team since he can be a Stamina hog.

L9: Erupting, hit flying targets (not much variety for ground attacks).

Le Constricteur[]

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Le Constricteur

Despite having a decent set of debuffs and a cool passive, he remains somewhat a joke among players. Sure, he isn't bad, but his damage could really use some help, and his moveset is seriously outdated. Here's where we come in. We do a simple L1, L2, L6 progression, allowing the L9 anytime you feel like it.

EISO 1: Skullthumper, his L6 exploits stun and you want to make it happen whenever possible.

EISO 2: Close, so his skills would crit a little more often.

L1: The move is his initial setup, and Pulverizing will add Wide-Open to increase the damage of the next two moves.

L2: Increased Accuracy, the debuffs are important to assure a strong L6 hit, and this brings the accuracy to 99%.

L6: Increased Damage on a move all about damage, no real need for debuffs.

His L9 isn't any type, so can't be slotted with an action.

Destroyer*[]

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Destroyer

The massive engine of destruction, used by Loki time and time again to piss off Thor. For a 'near undefeatable' construct it sure loses a lot of fights, huh? Ingame he comes with a massive immunity passive and a cool moveset that just needs a little tweak to make a PVP, well, Destroyer. I focused this build on giving him a strong offensive presence while also having great defense and debuff immunity, for an all-around hero.

EISO 1: Cleaning, because combined with his passive he becomes essentially immune to debuffs. I'm not sure if it would work with his L6, if it does he'd clear 4 debuffs that round.

EISO 2: Skullthumper, because he doesn't really need any of the others. He recharges naturally through his essence, comes with Stun immunity, has varied attack so no Close, and what harm would 10% Stun do anyway?

Tava and I disagreed on the moveset. The builds are both effective, but have a different purpose. While his maximizes L1 damage, mine is more of a DOT/defense build. I'll include them both.

Tava's Build


His L1 gets Ionizing for further DOT damage and increased energy damage.

L2 gets Pressurized, for the chance of Slowed (stopping evasion) or Exposed (lowering defense)

His L6 can have Energize, as he will probably need Stamina for the turns he might take, or to partner his healing.

His L9 gets Aiming, so he can maximize L1 damage next shot.

Golden's Build


His L1 gets Suppressing. I choose this because Destroyer is already immune to most debuffs, after using his largest damage attack he will get a shield that will reduce damage from what DOTs he isn't immune to and also allow him to absorb damage from the possible counter attack.

His L2 gets Pulpy, because Bleeding is an annoying debuff in PVP and this attack is about annoying debuffs that cripple a character.

His L6 gets Manifesting, as he restores Stamina naturally so now he will be able to spend either the next turn (Frenzy) or counter (Enchanted Armor) using an attack that is guaranteed to crit.

His L9 gets Ionizing, as it boosts the damage of his L1 and also serves as a helpful AOE DOT. 

Doctor Doom*[]

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Doctor Doom

The first and best of the restricted heroes, he can't work with an ally but makes up for it. Getting his cannon unlocked can seem a daunting task, since you need 12 tech attacks or turns and 5 magic attacks for it to truly get the damage out, but in longer fights against Blasters he can really shine. This build gives him a little more damage, some basic resistance and speeds up the unlocking of the cannon, letting you finish off a wave in one easy shot.

EISO 1: Unbreakable, for the powerful immunity to both Stun and Exhaustion.

EISO 2: Distant, because everything he has is Ranged (except the Servoguards) so he can crit more.

His L1 is both tech, so Automated will help him deal more damage in the next rounds.

His L2 is primarily Magic but also Ranged, and Aiming is a great way to get more damage for the L9.

His L6 has two main options. The first, Cooperative, lets him use it as a QA but have a cooldown. This is better for PVE where you need to take a lot of turns. The other option is Obsolescent, which is good for PVP, so you can use an AOE Obsolete Tech.

His L9 is just a finishing blow if it unlocks quickly enough, Increased Damage is all it needs.

Elektra*[]

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Elektra

Matt Murdock's girlfriend, an anti-hero, essentially Catwoman but in Marvel. She has a cool Stealthy passive that makes all her attacks Stealthy and prevents effect that would remove it, so she doesn't have to worry about counters or protection very often. Her style is typical bleeder, but with Internal Bleeding that can't be removed. Sadly she has few options when it comes to A-ISO and E-ISO, but this seems like a decent build that keeps her style and adds a little to it.

EISO 1: Close, all her attacks are Melee, this gives her a higher crit chance on all of them, important for better damage.

EISO 2: Coercive, her personal, so she'll get a follow-up attack after every action once she's hit a single time. This works to set up her Bleeding faster and do a little more overall damage.

L1: She'll be using this move a lot, between the precounter, counter and follow-up and her regular uses, and really Increased Damage is all it needs (although you could also do Wide-Open if you didn't want to have to set up with L2 every time)

L2: Knocking, adding a high Stun chance to one of her moves is helpful and this move is often one of the first she uses.

L6: Calamitous is well suited for this move, as it is Stealthy and focuses on debuffs instead of damage. For the small damage cut it won't miss, making it better to set up some Internal Bleeding on enemies.

L9: As a finisher and Fatal Blow move, we need it to hit, so Increased Hit is the simple, yet effective option.

Enchantress*[]

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Enchantress

The lockbox hero that may change the PVP meta forever. Despite being an infiltrator, she takes lots of turns and can completely cripple enemy setups unless they stop her debuffs. Even though she isn't some expensive Worthy or chapter reward hero, she can still destroy entire teams alone. She also can do truly massive damage for an Infiltrator. She is a little fragile, but that can easily be fixed with an E-ISO/A-ISO build.


Attaquant

  • Resonant, because she can use the L1 a lot and it heals her a good portion every time she uses it, allowing her to heal a good 2k each round..
  • Ukemi, because her biggest issues will come from scrapper follow-ups and retaliation, this will reduce the damage significantly.
  • L1: Aiming, Bursting or Sorcerous are good options, but there is no clear choice here. Aiming works if you want it as a purely setup move for the L9, Bursting works for a little team support by handling several shields a turn and Sorcerous allows her to hit whatever enemy she chooses at any time, not worrying as much about setup for the L9. Pick whichever fits your style best.

L2: Thorned, so she can rapidly stack Thorns for a little defensive support that ties into her debuff style.

L6: Thorned, see above.

L9: Sorcerous, so she can't be countered and can hit all enemies without worrying about protectors.

Fixer*[]

Fixer Icon Large 1

Fixer

He came out, and like every other Lockbox hero people had doubts. Was he just a redone Omega Sentinel? Would he be any good? His damage unisoed at level 5 equaled that of my Heroic Age Iron Fist, and although he can be slow to setup his grenades, put them all down and he can do more than 100k in one blast. Pretty damn good if you ask me.

EISO 1: Relentless, because a Stun stopping his mine setups would be bad.

EISO 2: Unavoidable, go through Avoidance effects and make his hit chance all about his accuracy.

L1: Sharpshooting or Aiming, while in my opinion Sharpshooting is better, it won't work on his Infiltrator form, while Aiming will. Either way it gives him more damage next time he attacks.

L2: Obsolescent, give people a debuff without having to explode the mines. Makes him even more PVP worthy. 

L6: Automated, it's the only one available for this attack.

L9: Manifesting, if you are using this attack it is often because the enemy is starting to damage your team, and Manifesting will guarantee your next attack damages them back.

"Note - Mine Master Radiant can also be used on his L2 to make Magnetized explode his mines, and this requires a different setup than regular Fixer if he's not with a partner who uses Magnetized - Adding Obsolescent to his L1 will make it initially Detonate, then have Magnetized Detonante mines places on the next rounds.

Howard the Duck*[]

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Howard the Duck

Howard the Duck, PD claimed, would never come to MAA unless they really ran out of ideas. Now he's here, and while he's very fun, I had hoped for something a little different. With his L2, I imagined something like A-ISOs that would customize it with a set of 4 moves you could choose out of maybe 20 classic weapons. Obviously he wouldn't gain the passives, just those weapons, and you could make him almost a real second Agent.However, that's a little too much for PD< and what we got isn't bad, but I don't find it exceptional. Here's your build.

EISO 1: Close, for better crits on his L1, L2 sword and L6, which are his primary damage moves.

EISO 2: Sympathetic, so his Duck-Tini and Neurotripe give him some small heals.

L1: Pugilist, so he Exploits the combos his L6 provides.

L2: Suppressing, give him a little added defense on a move that buffs him more than it hurts the enemy.

L6: Pulverizing, to make it apply Wide-Open for better L1 setup.

L9: Manifesting, a free critical hit as a Free Action.

Hyperion*[]

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Hyperion

Despite being a Bruiser, he has the ability to gain every other classes power, without directly changing classes. It makes him a little confusing I think, with no real order to his moves and some odd passives that don't quite flow together as nicely as I'd like. But he is a powerful character, and this build hopefully emphasizes on his randomness with a little of everything, all working towards his overall threat level.

EISO 1: Relentless, to make him immune to Stun, keeps him from getting slowed down and having his powers time out.

EISO 2: Hardened, allows him to build up a little defense as he fights, making him a little more of Superman.

ALT EISO(s): In his alt he's a protector, so if he's Bruiser than you'll want Vengeful (Big and Fast) and either Elite for best use or Relentless if you didn't get it. If you have a Generalist, Relentless and Morale Boost are probably the best options.

L1: Pulpy, it's his counter and follow-up, and this adds a Bleed aspect that both slows counters against him and lets him play with other Bleeders.

L2: Suppressing, for a little defense and DOT reduction, plus the potential prevention of Shield Breaker by his passive.

L6: Pulverizing, sets up for his L1 damage

L9: This move can be used as a debuff move or as damage. If you use it for damage, then Increased Damage. If you prefer debuffs, go for Bursting.

Juggernaut*[]

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Juggernaut

Yet another big Bruiser who's main focus is high damage, and high damage only. He has some support to his style, with his immunity to Immobilized and Psychic, a Shield Breaker move and a buff that increased Unarmed damage, and this can really add up to something. I remember the days when running into him and Quicksilver in PVP spelled my doom, now he seems left behind. This build will change that, making him back into the damage dealing powerhouse he was meant to be. I work him in a simple way like this L9 QA into L2, next round L1, finish up with a L6 on the third round, repeat if needed.

EISO 1: Close, he's a Melee attacker and more damage is always good.

EISO 2: Hardened, so he can increase his defense every time he attacks and become able to better withstand enemy attacks.

L1: Knocking, as this move is a Stun move and sets up a little Momentum you can make the Stun chance a lot higher.

L2: Pulverizing, with the flow provided he'll be using this move round one, preferably on the highest priority enemy. This move might kill them, but if it doesn't you want it to have set them up for his L6.

L6: Perpetual, so he doesn't always lose his Momentum using this move, and since there is no cooldown he is able to use it the next turn again.

L9: Manifesting, the move buffs damage on the team, and you will always lead with it. Use it right before the L2 for some huge damage, and then flow right into the Momentum setup. It'll make him smash like Hulk.

Loki*[]

Loki Icon Large 1

Loki

So the first Loki was all an illusion. Loki's refactor has made him a completely different character, taking away his meager spells and replacing them with several powerful magic debuffs and a whole bunch of QA moves. He can make the enemy heal on attacking, then debuff themself, do an AOE Disadvantage or make his Lie-Smith work like crazy. I'd say this Loki deserves a build to live up to his refactor, so here we have one.

EISO 1: Distant, make his Ranged attacks crit more often.

EISO 2: Tricky, his personal, so he can prevent and counter enemy Magic actions, making him a much more useful ally for both PVP and PVE.

L1: Thorned, Loki can use this dagger often for many different debuffs, so can easily build up stacks of Thorns and bleed enemies out.

L2: Aiming, because this move will mess up an enemy with Mind Games and Cursed Mirror, so why not increase the damage they take as well.

L6: Bursting, so you can truly cripple enemy teams by stopping their healing, stopping class buffs and replacing buffs with debuffs, plus cracking shields Invisible Woman or Rescue might put up.

L9: Sorcerous, so he can get all enemies Disoriented without worrying about a counter attack or protectors.

Magneto*[]

Magneto Icon Large 1

Magneto

The first lockbox hero, and an amazing hero to play with. He destroys in PVE, being immune to Psychic, able to guarantee hits and stop crits against guys with metal, and do some cool debuffs while isod. He also can be great in PVP, ISK once managed Adamantium using him and Groot as a defensive (and defensives tend to be terrible)

EISO 1: Quick E-ISO, so his L9 will become QA and let him attack that round.

EISO 2: Fluxing, so his Magnetized can't be removed as Polarized.

His L1 can have Ionizing, so he can apply constant Radiation Exposure on enemies, increasing the damage of his L6 even further as well as being an annoying DOT.

His L2 can have Aiming, for a damage-increasing debuff he can apply whenever you want to Stun an enemy.

His L6 can have Bursting, to break through Shields if they are stopping your setup. (Mags should be able to deal with Shields alone and keep this as a damage move, but it has the option of Shield Breaker if you run into Rescue or Invisible Woman.)

L9: This pairs Manifesting with the Quick E-ISO to become a setup move for the team as well as a defensive move.

Moonstone*[]

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Moonstone

She went from a second-rate villain to a pretty good hero, albeit with a really slow playstyle. Her refactor kept that style up, but gave her a ton more damage potential. You can stick around in Phased for a little while and punch them to death, or Phase, build up your L9 and then come out with an actual Big Bang. She has a unique style, I kinda like her.

EISO 1: Her personal, Analyzing, can be great for the counters against enemies with her passive debuffs, so teams that use Disoriented, Mind Control or Fear effects will let her counter more often. However, after playing her in Adamantium I have realized that counters against enemies with Elite E_ISO are ineffective and end up hurting her more than helping, so Distant or Gracious will work to either heal her on Big Bang charge (defensive) or boost her Big Bang crits (offensive)

EISO 2: Quick, because she can shoot off her L6 as a Quick Action after Phasing or double up the Solidarity charges she's getting, overall speeding her playstyle.

L1: It is a simple immobilizing punch with some excellent damage coming out of Phased, Knocking will also immobilize their turn.

L2: It is a little damaging and it phases her, I think Ionizing is great with it, since she will always start with it and her largest attack is Energy.

L6: Manifesting oddly doesn't socket on this one, so it'll have to be Gracious for Energize.

L9: With her personal A-ISO Emerging, Big Bang can do some incredible damage (with a lot of setup of course). If you don't have it, itcan just have Increased Damage to hit harder when it is used.

Omega Sentinel*[]

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Omega Sentinel

I thought all the rage about Omega Sentinel was exaggeration, until I got her. Cost me a lot of gold, but it was totally worth it. Her ability to class change, buff the team, heal, protect, target, and so much more makes her the old Steve Rogers. I wish she'd get a little revamp though, to make her the PVP goddess she once was.

EISO1: Her personal E-ISO, Indexing, lets her transform into the counter class of the enemy as long as it is one her 3 classes. This can let her have Scrapper and be in Bruiser suit, confusing, but very effective sometimes since she ends in the wrong class.

EISO2: Distant, nearly every attack she has is ranged and she can't use Tact or Bruiser E-ISOs, so this is the next best. Crits don't hurt anyway.

L1: Pyrophoric A-ISO, adds Pyrophoric. Most of her moves will trigger it, adding a little extra damage after all her attacks. If you didn't get it, try Aiming. 

Her L2 can't be augmented, since it isn't any move type.

L6: This has two buffs that target all allies, so why not give it Manifesting so the whole team can get Epiphany. Energize could also work if you are afraid of running out of Stamina.

L9: It's all Tech moves, so it should get Automated to buff her damage later. 

Sabertooth*[]

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Sabretooth

Victor Creed, Wolverine's more viscous brother who likes to kill and main for sport. Despite this, he's a poor man's Wolverine according to some characters in the comics, without Adamantium until recently and less ability to work in a team. As for people who play MAA, that call could go either way, as this guy can dish out massive percentage points on Group Bosses with his L1, and actually makes a great team player for Attrition or Bleed teams.

EISO 1: Frenzied or Close, get a higher chance to crit on his L1 and L2 with close or change his style. Some people prefer to have him die and come back with 50% and 2 turns, in case he accidentally dies or you get overwhelmed. Others prefer taking two turns from the get-go, riskier, but more damage output. Go with the E-ISO that suits your playstyle.

EISO 2: Aggresive, the Scrapper one that increases attack when using Melee attacks. This boost his attacks easily.

L1: Pulverizing, apply Wide Open for this attack and his L2 to increase their damage.

L2: This move can do lethal damage when they have some Attrition debuffs to exploit. However, even with Shade's iso build, the accuracy isn't high 90s. Increased Accuracy is smart to get the near guaranteed hit, but Increased Damage is also an option.

L6: Gracious, restore a little stamina to the whole team.

L9: Bursting, get rid of the shields from the whole enemy team. Combine it with the adamantium on his other moves and they essentially Ignore Defense. 

Sandman*[]

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Sandman

He had to have been one of the easiest mini-bosses ever. He fell off the map in Chapter 3 and came back a season later with a super-strong moveset and the power to smash the competition. Here's how I build Sandman, and I made him into either a pressure point player or just a tough hero.

EISO 1: Barricaded, his personal, will give him a Protect ability that also generates Grit when he's hit, giving him a faster style and helping the team.

EISO 2: Sandman's L6 does immense damage when it is a critical hit, Close works towards the simple higher crits goal. An additional thing to consider, however, is that with his personal E-ISO he does gain a protect, so Vengeful for Big and Fast is also a good option.

L1: Pulverizing gives his L6 a nice damage boost, and also boosts itself (since you'll use it a few times building up Grit).

L2: Manifesting, so you can set up the next action as a free critical hit with your QA.

L6: Suturesu, big hits are good Stealthy.

His L9 is Ground, and Flying is in PVP, so Erupting will make it hit everyone.

Satana*[]

Satana Icon Large 1

Satana

The first time I ever saw a lockbox hero, it was her. She has a playstyle similar to Daimon but also very different, she debuffs your team, but every debuff boosts a different stat significantly. She can make a fun team with Pestilence, passing debuffs anyone? Alone, she can be a little fragile because of the whole debuff self thing, but once you work her right she is a force to be reckoned with. I turn her into a bit of a Bleeder, so she can play well with them now as well, but keeps the same general style.

EISO 1: Her own, Enticing, so she gets a fun Fandral ability to give enemies Distracted before they attack. Helps her survivability in both PVP and PVE, as well as her allies.

EISO 2: Everything she does is Magic, so Resonant for the constant heal.

L1: Bloody, she needs it to set up and it gives her part of the Bleed aspect. Also makes enemies hurt themselves if they counter it.

L2: Thorned, so that as she progresses in her setup, enemies attacking her will Bleed out. Completes her little Bleed setup.

L6: One of the best uses of Cooperative, so she can either heal, corner or kill as a Quick Action.

L9: A simple fatal/brutal combo, and you don't want protectors screwing with it. Sorcerous, so it becomes Stealthy.

Superior Spider-Man*[]

Superior Spider-Man Icon Large 1

Superior Spider-Man

Based on what Spider-Man content we have in the game, I have to admit, this guy really is superior. He's a Tactician, which is nice for the extra turns and his setup really needs. He also gets a free counter passive and occasional free crit, as well as an occasional debuff crit with fun debuffs. He plays around both Bleeding and Webbed, and really has the potential to work around any of his moves. Overall pretty fun.

EISO 1: His turns are very important to his setup, because he really is a little slow in his move flow. Relentless is a near ideal E-ISO, because immunity to Incap and Stun will stop most turn loss.

EISO 2: Skullthumper, because he takes a lot of counters, and a chance to Stun enemies is always good.

L1: Exploit Webbing, so he can deal more damage on repeat uses (like through his passive counter) while stacking the Webbing.

L2: Despite the fact that the move is supposed to be a high damage Exploit move, it really doesn't do that much damage. Exploit Webbing is the best choice to give it the damage it needs to be a valuable Fatal Blow move.

L6: This move, if the rest of the build is done right, won't be needed all that much except for the inital setup throw. Aiming will make it set up his L1 as well as L2 and L9.

L9: Knocking, for the simple multi-target Stun move that also carries his Bleeding style along. You could also go Vampiric if you really felt like he'd need the health, but it would make the Hemorrhage obsolete so I wouldn't.

Thane*[]

Thane Icon Large 1

Thane

Another interesting LB hero. Also the first in game announced hero. He does a little of everything, and he seems almost like a test hero for things like 3x application that later went to Webbed, Prevent Debuffs, Nanoplague, etc. He, like Black Bolt, came out as game-breakingly good and was nerfed to oblivion. He does get to benefit from the Inhuman passives, which can make him a nice partner, but ultimately he does need a bit of a refactor.

EISO 1: Unavoidable, so he will ignore enemy Evasion effects and worry a little less about missing.

EISO 2: Relentless, because his play style is incredibly slow. He has some nice abilities if you can wait several turns, and you can't afford to lose them to an unlucky Incap or Stun application.

L1: Knocking, because his L9 Exploits Stun (or Incap, which this applies) and you want the enemy to not retaliate or remove debuffs as you set up the increasing amounts of Amber on them.

L2: Gracious, his L1 can guarantee the crits, so Manifesting is kind of redundant, and extra stamina never hurt anyone.

L6: There is no AISO for debuff actions.

L9: Calamitous, because this move can actually do decent damage if it hits, which it doesn't always do. The small damage reduction doesn't really matter in the light of not having to worry about protectors or dodging.

Hybrid*[]

Hybrid Icon Large 1

Hybrid

I finally decided that since Hybrid has so many options, and they really arn't all hekpful, we'd just do one overall build that applies to all classes, and let the people do whatever they want. Yes, there are many unique combinations for him, but using his personal isos this is the best way to iso Hybrid.

EISO 1: Life-Draining, so he heals whenever he attacks or is attacked by Bleeding Targets.

EISO 2: Numb, so he reduces all damage taken by 30%.

ALT EISO: Either of the above works, or any of the others, this depends on whihch suit you are using and for what purpose. Numb might be better overall, unless you are using Bruiser suit or need sustainability, in which case Life-Draining would be better.

L1: Rioting, so his biggest damage move Exploits Bleeds.

L2: Hunger Pangs, so he can heal 10% of his health on his setup move.

L6: Either Infectious or Debilitating, depending on if you prefer chances or debuffs. Depower is a great debuff alone, but a chance to spread might be better if it ever works.

L9: Shifting, for an AOE Flanked to spread his Bleeding faster.

For some other options, User blog:Goldencahill/How to Empower/Augment Hybrid

Quake*[]

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Quake

The cool hybrid of comics and Agents of Shield appeared in the game without warning for the Ant-Man Spec Ops, and added some versatility to Ground effects. She she seems like she'll make a fun partner with Nul or Avalanche. Her style seems pretty simple, with several abilities that work around Ground and Sonic effects, and then one large attack that will benefit from her passive, but isn't Ground so can't be 100% setup. Basically, she ends up like Superior Spider-Man, where any of her moves can be the main focus.

EISO 1: Distant, because all her attacks except the L1 are Ranged and the higher crit rate benefits the overall damage she can do.

EISO 2: Skullthumper, because she hits several times and has Flanked, so will end up with good Stun rates. Relentless is also an option if you'd prefer to protect from instead of applying Stun.

L1: It's Unarmed Melee, applies Combo Setup and does Flanked. Pugilist gives it a nice damage boost and makes her hit harder repeatedly.

L2: Aiming, because she's using it as setup for her L6 by Grounding flying enemies, why not increase the damage on them as well?

L6: Erupting, obviously, to Immobilize even Flying enemies. The obvious choice.

L9: Increased Crits, because it's both her finisher and Deadly Crits, so you really want it to crit and kill the enemy.

Rogue[]

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Rogue

A moderately good absorbing Generalist who became an awesome PVP killer with SO 16. Famine is great, keeping classic Rogue's abilities while giving her a whole new way to destroy stats. Then the alt that was known about or 2 years but never released came out, losing the Famine powers but keeping every power she gains permanently. I used her for many a season, so here was my build for her.

EISO 1: Her personal, Caressing, gives her more healing on her L6 and more stun on her L2, great to start the battle.

EISO 2: Inspiring or Cleaning, depending on your preference.

ALT EISO: Any of the above work, all affect you or the team a different way.

Her L1 can be nice with Bloody, Bleeding helps her team better and the move is her counter/follow-up. (Note: Doesn't currently work because the move exploits combos, so just replace with either Wide-Open or increased damage)

I give her L2 Pulverizing because Southern Hospitality counters make most sense to buff damage, and she needs to absorb every few rounds anyway.

Her L6 can have Incapacitation, with Knocking, so she heals and might Stun the enemy.

Her L9 could use damage, so Pugilist lets it exploit combos.

Sorcière Rouge[]

Sorcière Rouge Icon Large 1

Sorcière Rouge

A buff and debuff artist, she's a fun hero to play with even if just for the randomness of her skillset. I only wish Probability Field could do what it once did...

EISO 1: Statistical, her EISO from the HB with Quicksilver, get rid of the chance to fail that her L6 has.

EISO 2: Fotuitous, her EISO from the Store, chance to get random benefits, adds to her playstyle and further boosts her usefulness.

ALT EISO: Statistical, cheaper than her other one and less random.

L1: Aiming, an AoE debuff that increases the damage of her L2.

L2: Ionizing, add a debuff that makes this attack stronger.

L6: Manifesting, get a guaranteed critical added to the effects this attack causes.

L9: Breaking or Building, one of her AISOS, add buffs or debuffs. This really depends on your playstyle, buffs can be removed but stay with your heroes, debuffs are more damaging but go away once the enemy is dead. Alternatively, add whichever one drops first from the mission.

Spider-Gwen*[]

Spider-Gwen Icon Large 1

Spider-Gwen

She wasn't my favorite Spider when they said she'd be added, and she didn't disappoint me, but not did she impress me. She spreads Webbed pretty well and has a nice passive, but her L2 is basically useless. Her setup just involves Webbing and then hitting with the L9.

EISO 1: Distant, because 3/4 of her moves are Ranged, and moves always benefit from more crits.

EISO 2: Relentless, because Stuns are often annoying, and Incap can be especially annoying on heroes with QAs.

L1: Exploit Webbed, so the repeat uses will do more damage.

L2: Pulpy, for a desperation debuff in case you ever want to use this move.

L6: Calamitous, for the guaranteed AOE Webbed this move originally was.

L9: Snared Target, to guaranteed a hit and Deadly Crits on targets with Webbed, so it can be easily setup with the L6.

Spider-Man*[]

Spider-Man Icon Large 1

Spider-Man

One of the classic Marvel characters and everyone's favorite photographer. He's one of the most often used heroes in the game, be it HBs, premiums, deploys or other things, but when the Spider-Verse series came out, and MAA started releasing other spiders, he seemed a little left behind. However, that is simply not so, as no other Spider-Man can break 100k in damage (that I have seen) and while his debuffs might not be quite as varied as the rest of the Spider-People, he can certainly dish out the damage to prove himself.

EISO 1: Inventive, his own EISO, adds Smartest Man in the Room, which grants a new passive every round (up to 3), those are: Round 1: Ignore Most Avoidance Effects; Round 2: Guaranteed Crit; Round 3: Ignore Defense. Gives him the needed damage and hit rate.

EISO 2: Tangled, his other EISO, his L1 also applies Opportunist, which his L6 exploits, lets his L1 do Staggered and a few other debuffs for some fun, and lets his L6 play with other Opportunist characters.

ALT EISO: Inventive, adds Smartest Man in the Room if you want damage, accuracy and support. Tangled if you'd prefer debuffs.

L1: Exploit Webbing A-ISO, so that his follow-up, counter and set up action gains the level of damage his L6 has (nearly).

L2: Gracious, give a team wide stamina boost.

L6: Arachnid, his own AISO to get Deadly Crits on an attack that has Guaranteed Crits on webbed targets.

L9: Pulverizing, both his L6 and L9 are melee, so make them hit a little harder.

Spider-Man 2099*[]

Spider-Man 2099 Icon Large 1

Spider-Man 2099

He has to be one of the best Spider-Men released, because he plays with all the rest. He has the Webbing (obviously), he has Bleeding for Superior, he has Flanked and Blind Sided for Noir, he has Poision for Ultimate, and best of all he combines it all in a functional, fun moveset. His build just makes his damage a little higher, because he doesn't really need any major fixing.

EISO 1: Close, because his 3 attacks that really matter are all Melee, and could benefit from Increased Crits.

EISO 2: Aggressive, to boost his attack a little each time he attacks.

L1: Exploit Webbing, for a little extra damage while you go for the repeat web effects.

L2: Pulverizing, Wide-Open on his setup move.

L6: You'll usually lead with it, and since Open Wound isn't always sure to apply the Bleeding, add an extra with Pulpy.

L9: As usual on a big hit move, just go with Increased Damage, to keep it doing the damage it aims for.

Thor[]

Thor Icon Large 1

Thor

He is the god of Thunder, and a powerful Bruiser who, when fighting the right team, has an amazing AOE smash. His isos make him more about Thunder and less about smiting, so let's get right to it. (Note, I play him Bruiser, and only Bruiser. A scrapper or blaster setup doesn't make sense to me, since it cuts his smashing power)

EISO 1: This will be his personal, Dynamic. Adding Static Charge to his L6 and making his hammer attacks Electric, this allows him to be dishing out a little extra after every hit.

EISO 2: I think this should be Hardened, since he sets up with his L2, although a Distant could also make a lot of sense so he can crit on his big hits.

ALT EISO: Dynamic, the electric ability is very good.

His L1 is a big hammer. Increased damage is all it needs.

His L2 is setup, his personal Shocking makes it do Static Charge as well as the E-ISO, although I think Knocking for Incap would be nice.

His L6 absolutely needs his Worthy personal, the two stacks of MoM allow him to have a fully powered Summon Thunder first round.

His L9 can again go with Increased Damage. Big AOE hit.

Tigra[]

Tigra Icon Large 1

Tigra

A tiger lady that was recently needed to get Ka-Zar, so a lot of people probably have her. She can be pretty fun to play and she was the original Shredder who ignored immunity to Bleeding.


Attaquant

  • Santé - Attaque - Défense : Exemplaire x8 (Attaquant lourd)
  • Santé - Défense - Attaque - Précision :
    Renforcé x2 / Stable x2 / Patient x2 / Exemplaire x2 (Attaquant général)

EISO 1: Her own EISO, so she can follow-up with a Hemorrhaging Swipe after using her L1 or L6.

EISO 2: Ukemi, so she can cut the counter attack damage since her attacks aren't stealthy unless she fights a Tactician.

Increase damage or wide open on her L1, either to boost her damage in the future or immediately.

Vampiric Strike on her L2, so she can heal off the Bleeding she has applied as a QA.

Pulpy on her L6 so it can also do Bleeding like her L1/L9.

Cat-astrophic A-ISO on her L9 since it is used as a setup so Catastrophic and Stealthy make it guaranteed to work without fail.

Union Jack*[]

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Union Jack

A follow up and preemtive counter machine for the cheap price of 90 CP. Also one of the guys than can help you run 12.2 really fast. His high damage precounters to most enemies actions had made him a fun, but not really relevant hero. Rocket's release made him the first of the counter/follow-up spammers, and his A-ISOs/E-ISOs release made him a truly lethal threat. Once he builds up his Bounding Attacks and other buffs, he'll do easy 20k precounters to any action they dare make, you'll soon prefer the enemy's turns to your own.

EISO 1: His new personal, Bounding, makes his damage stack greatly when his passive functions, which it often does. This also makes a pairing with Rocket Raccoon even better. This E-ISO was even able to survive a damage reducing nerf and still remain a great option.

EISO 2: Aggressive or Combatant if you have it. The goal is to maximize his Attack to get the best damage possible, and while Aggressive works with his L9, L2 or L6, Combatant gives the Winded immunity and works with all follow-ups.

L1: Sharpshooting, deal 50% extra damage the next time Union Jack does this move or precounters.

L2: Suterusu, if you have it, will make his most important move Stealthy. Combined with lv15 bonus, he can set up his precounters without any worry for enemy Bruiser tanks. If you don't have it, try Bloody.

L6: His personal, Surprising Attack, will make this move valuable as he can use it to pre-interrupt buff actions. This essentially makes him a mini-Heimdall for enemy buffers in PVP. At the moment it's broken, applying the buff to enemies, but it'll be the best option once they fix it.

L9: Victorious, his own AISO, makes this attack a QA, but it gives it a cooldown. Considering the damage and the setup it does, it's worth it.

Veuve Noire[]

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Veuve Noire

Black Widow seems lame, but can do some great damage if Iso'd right. In fact, she can do huge damage, so is arguably the best lower level hero when done correctly. Add on some augmentation and empowerment, and she should be all set for those team-ups. If you get her in a costume, her Tactician Grey suit gives her all the buffs of her Infiltrator, but Tact class. Her Scrapper alt in AoU is also one of my favorite Scrappers, when you throw on a Bruiser E-ISO her damage climbs to 10k or more. Woah XD.

EISO 1: Her personal, Adroit, because Disadvantage can always be a benefit and her L1 is a good setup move plus her follow-up and counter.

EISO 2: Close, for a higher crit rate on her L1 and L6 (her L6 seems to have secret Deadly Crits, so higher crits are very good for her)

ALT EISO: Either of these is good.

Her augmentation can go two ways, depending on whether you'd prefer damage or debuffs.

L1: Pulverizing, it's a setup move for her L6 in the base alt, and this makes it better setup.

L2: Sharpshooting, so when she uses it often it'll do a better amount of damage.

L6: Pugilistic, it's her highest damage attack and this will make it Exploit Combos for even higher damage.

L9: Gracious, because it already comes with Targeted so she doesn't need Epiphany, and it'll keep team stamina up.

Wolverine[]

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Wolverine

The star of the X-Men movies, he's not a overpowered hero, but what he does, he does good. In the comics he is the person they send it to be badass and slaughter some minions. Might benefit from Hemmorhaging.

EISO 1: Stalking, his own EISO from the fight against Bob, adds Hunting Instinct, placing Unique Scent on Melee attackers and making them unable to dodge Wolverine's attack, which also have a higher chance to hit against them.

EISO 2: Soothing, his other personal EISO, it gives him the ability to heal to full health once per fight, Wolverine can also benefit from the Close EISO that gives all of his attacks a higher chance to Crit.

ALT EISO: Stalking, adds the Hunting Instinct passive.

L1: Pulverizing, add another useful debuff to an already nice attack.

L2: Vampiric or Charged, either get a small heal or if you think is unnecessary, give an attack with deadly Crits a higher chance to Crit.

L6: Knocking, get a chance to Stun in another of his attacks, specifically his setup.

L9: Mangling, apply Mangle, making the enemy unable to heal or buff.

Note: all of wolverine's attacks are slashing melees, so the AISOS are interchangeable with the exception of his L9 since it's his personal one and only works on that action and Vampiric, which is counterproductive on his L1. -Tavarich

X-23[]

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X-23

Une vraie sanguinaire, incroyable dans son costume de cavalier de la guerre.

EISO 1: Aromatique. Elle applique Activateur Olfactif de manière préventive sur toutes ses attaques sauf son L2, permettant de puissantes attaques secondes.

EISO 2: Endurci. Puisque toutes ses attaques sont au corps à corps, cela la protégera très bien. Sinon, Surprenant pour les chances d'immobilisation qui fonctionne bien avec elle.

ALT EISO: Aromatique, Activateur Olfactif est trop bon pour être abandonné.

L1 Frappant. Va profiter aux attaques secondes et pose déjà de bons debuffs.

L2 Perforant. Pour poser Coussin à Épingles sur tout le monde et augmenter ainsi les dégâts des attaques secondes.

L6 Puissant. Pour plus de dégâts. Concentré peut aussi être choisi si vous manquez de précision.

L9 Vampirique. Destinée à Coup Fatal, cette attaque peut rater si elle laisse l'ennemi a 21% de vie. Assaut Vampirique va permette d'en tirer des bénéfices malgré tout, mais soigneras également après avoir vaincu l'adversaire.

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