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Contents
  1. Chapter 8 - Trial By Fire
    1. Mission 1 - Circle of 8 City
    2. Mission 2 - We're Not Worthy!
    3. Mission 3 - Highest Bidder
    4. Mission 4 - Mindless Mischief
    5. Mission 5 - Demonic Dealings
    6. Premium Mission: Savage Science


Chapter 8 - Trial By Fire[]

Mission 1 - Circle of 8 City[]

Heroic Battle
Wave 1
Sin Icon Sin Blastericon
Passive:
Hardened - Chance to take reduced damage from attacksHardened - Chance to take reduced damage from attacks
Military Training - Chance to counter single-target melee attacksMilitary Training - Chance to counter single-target melee attacks
Relentless - Immune to Stun, Exhaustion, Cower and prevention effectsRelentless - Immune to Stun, Exhaustion, Cower and prevention effects
Wounded - Greatly decreased EvasionWounded - Greatly decreased Evasion
Wave 2
Bastion Icon Bastion Generalisticon
Passive:
Critical Processor - Immune to psychic and fear attacks; Very high crit resistanceCritical Processor - Immune to psychic and fear attacks; Very high crit resistance
Flying - Immune to most ground attacksFlying - Immune to most ground attacks
Mechanical Body - Cannot be afflicted with Bleeding or Poison; Immune to Bio attacksMechanical Body - Cannot be afflicted with Bleeding or Poison; Immune to Bio attacks
Mutant Detector - More likely to critically hit mutantsMutant Detector - More likely to critically hit mutants
Predictive Systems - Chance to gain the positive aspects of the target's classPredictive Systems - Chance to gain the positive aspects of the target's class
Relentless - Immune to Stun, Exhaustion, Cower and prevention effectsRelentless - Immune to Stun, Exhaustion, Cower and prevention effects
Red Skull Icon Red Skull Tacticianicon
Passive:
Relentless - Immune to Stun, Exhaustion, Cower and prevention effectsRelentless - Immune to Stun, Exhaustion, Cower and prevention effects
Sentinel Alpha MK IV Icon Selene Sentinel Scrappericon
Passive:
Mechanical Body - Cannot be afflicted with Bleeding or Poison; Immune to Bio attacks; Susceptible to EMP grenadesMechanical Body - Cannot be afflicted with Bleeding or Poison; Immune to Bio attacks; Susceptible to EMP grenades
Mindless - Immune to psychic and fear attacksMindless - Immune to psychic and fear attacks
Mutant Detector - More likely to critically hit mutantsMutant Detector - More likely to critically hit mutants
Relentless - Immune to Stun, Exhaustion, Cower and prevention effectsRelentless - Immune to Stun, Exhaustion, Cower and prevention effects
Countermeasure Protocol - Grants Counter-attack to allies when attackedCountermeasure Protocol - Grants Counter-attack to allies when attacked
Wave 3
Sin Icon Sin Blastericon
Passive:
Hardened - Chance to take reduced damage from attacksHardened - Chance to take reduced damage from attacks
Military Training - Chance to counter single-target melee attacksMilitary Training - Chance to counter single-target melee attacks
Relentless - Immune to Stun, Exhaustion, Cower and prevention effectsRelentless - Immune to Stun, Exhaustion, Cower and prevention effects
Wounded - Greatly decreased EvasionWounded - Greatly decreased Evasion

"The current Worthy threat branches into many possible futures. Bishop has a plan to set us on the best path. Cable claims it will make it worse. Help them think 4th dimensionally and work out their difference."
— Description

Heroes Required: Bishop, Cable
Appears in: Chapter 8 - Trial By Fire: Mission 1 - Circle of 8 City
Potential Gear Reward: Random Deploy Gear, Empowered Iso-8 026 Energized Iso-8, Empowered Iso-8 032 Thoughtful Iso-8
Total Hero Cost: 270 Command point icon

Strategy:
This battle looks scary, but it's only tricky. This battle consists of three waves. In the first one you need to defeat Sin to proceed to the next wave. The second wave is the hardest one: Cable and Bishop must survive for four rounds to proceed to the final wave. While you can eliminate Bastion and the sentinel, you cannot defeat the Red Skull no matter how much damage you do. In the final wave just recharging is enough to finish the job and achieve the victory. The key for an easy victory is having both heroes at level 13, in order to have 2 EISO slots. Equip two Recovering EISO to Cable and Bishop's own Dynamo EISO (if you have it) along with the Sympathetic EISO.

In the first wave, defeat Sin by any means. In the second wave, recharge with Cable: you'll recover 20% health with each recharge, due to the double
Soothing Rest - Recharge restores some HPSoothing Rest - Recharge restores some HP
 Soothing Rest. Stack
Potential Energy - Unlocks and increases the power of mutant abilitiesPotential Energy - Unlocks and increases the power of mutant abilities
 Potential Energy with Bishop thanks to his
Focused Efforts - All Normal Actions generate 1 additional Potential EnergyFocused Efforts - All Normal Actions generate 1 additional Potential Energy
 Focused Efforts passive and his
Quick Action - Grants an immediate free turn after using; Does not trigger follow-up attacksQuick Action - Grants an immediate free turn after using; Does not trigger follow-up attacks
 Quick Action moves, then use his L9 to apply a healing buff which will give you extra health (due to the Sympathetic EISO). While attacking will not win the wave, eliminating the Sentinel can give you some room for breath a little while surviving Red Skull's and Bastion's attack, and because its
Countermeasure Protocol - Grants Counter-attack to allies when attackedCountermeasure Protocol - Grants Counter-attack to allies when attacked
 Countermeasure Protocol can allow all enemies to counter your attacks. Cable can give the enemies dizzy and weakened with Techno-Organic Rampage, this will decrease the damage done by enemies. Increasing your heroes' health, Defense and Evasion is also recommended. If you manage to survive 4 rounds, you are done.

Another good idea would be to equip both Cable and Bishop with a Recovering Empowered Iso-8 and a Sheltered Empowered Iso-8. Defeat Sin with any way you like and then just recharge. The two E-Isos will shield and heal the two heroes, so unless you are aflicted with a lot of damage-over-time effects, you will be able to outlast that wave.

Mission 2 - We're Not Worthy![]

Heroic Battle
Power Armor Icon Power Armor Generalisticon
Passive:
Energy Dampening Armor - Immune to Energy attacks; Attack increases each round; Disrupted by Melee attacksEnergy Dampening Armor - Immune to Energy attacks; Attack increases each round; Disrupted by Melee attacks
Mechanical Body - Cannot be afflicted with Bleeding or Poison; Immune to Bio attacks; Susceptible to EMP grenadesMechanical Body - Cannot be afflicted with Bleeding or Poison; Immune to Bio attacks; Susceptible to EMP grenades
Protect (2 turns) - Protects allies from single-target attacksProtect (2 turns) - Protects allies from single-target attacks
Power Armor Icon Power Armor Generalisticon
Passive:
Energy Dampening Armor - Immune to Energy attacks; Attack increases each round; Disrupted by Melee attacksEnergy Dampening Armor - Immune to Energy attacks; Attack increases each round; Disrupted by Melee attacks
Mechanical Body - Cannot be afflicted with Bleeding or Poison; Immune to Bio attacks; Susceptible to EMP grenadesMechanical Body - Cannot be afflicted with Bleeding or Poison; Immune to Bio attacks; Susceptible to EMP grenades
Protect (2 turns) - Protects allies from single-target attacksProtect (2 turns) - Protects allies from single-target attacks
Power Armor Icon Power Armor Generalisticon
Passive:
Energy Dampening Armor - Immune to Energy attacks; Attack increases each round; Disrupted by Melee attacksEnergy Dampening Armor - Immune to Energy attacks; Attack increases each round; Disrupted by Melee attacks
Mechanical Body - Cannot be afflicted with Bleeding or Poison; Immune to Bio attacks; Susceptible to EMP grenadesMechanical Body - Cannot be afflicted with Bleeding or Poison; Immune to Bio attacks; Susceptible to EMP grenades
Protect (2 turns) - Protects allies from single-target attacksProtect (2 turns) - Protects allies from single-target attacks

"The last of the Hydra holdouts have been found. Vision will personally see to the destruction of their remaining Power Armors."
— Description

Heroes Required: Vision
Appears in: Chapter 8 - Trial By Fire: Mission 2 - We're Not Worthy!
Potential Gear Reward: Random Deploy Gear, Empowered Iso-8 007 Immaterial Iso-8
Total Hero Cost: 200 Command point icon

Strategy:
With Vision's refactor, the strategy for this fight is a bit different than when it was first introduced. The Power Armors are immune to Vision's energy attacks most of the time, but you can create a window of opportunity with melee attacks from either his Melee Interface's Vision-Physical Disruption Physical Disruption or Vision-Intangible Fist Intangible Fist, the former of which gives Vision Phased to reduce his damage received from the Power Armors. Phased also gives a few turns to heal with the Recovering Empowered Iso-8 or attack them with his Blaster Interface's Vision-Microwave Pulse Microwave Pulse.

The general idea here is to pick them off one at a time. To do that, you should switch to Melee interface first and use Vision-Physical Disruption Physical Disruption to go phased, which will also take down the energy shield on whichever Power Armor you targeted, along with applying Incapacitation (and Straining on the AoU alt). From there, you switch back to Ranged Interface, and use Vision-Microwave Pulse Microwave Pulse, which will stun all enemies, keeping them from protecting each other and guaranteeing the next crit. Finally, you use Vision-Solar Jewel Solar Jewel on whichever armor you attacked with melee earlier. It should do heavy damage, possibly KO'ing the target altogether. Wait for Tangible to wear off (Soothing Rest is recommended here, or Suppression), then rinse and repeat.

The whole process is much quicker if you already have Vision's Flaring Augmented Iso-8 for his L9, as it'll add Phased Advantage and Exploit Radiation, massively increasing his damage output. The Age Of Ultron Vision alt has Deadly Crits and Exploit Strain as well, which also speeds things up, along with adding some survivability through Modulating Density.

Alternatively, if you have Vision's Sighted Augmented Iso-8 for Upgraded Interface, switching to Melee mode will apply Phased to Vision, while switching to Ranged Interface will grant 5 Energy Charges. Because neither Vision-Intangible Fist Intangible Fist or Vision-Microwave Pulse Microwave Pulse remove Phased, you can continually switch back and forth between these two attacks while staying permanently phased. While this strategy is much slower than the ones listed above, the Power Armors have no way of attacking a Phased Target. Just be conscious of your stamina while doing this.

Mission 3 - Highest Bidder[]

Heroic Battle
Arcade Icon Arcade Infiltratoricon
Passive:
Flying - Immune to most ground attacksFlying - Immune to most ground attacks
Game Master - 20% chance to perform a preemptive counter against melee attacks; Avoids attacks that are countered in this wayGame Master - 20% chance to perform a preemptive counter against melee attacks; Avoids attacks that are countered in this way
Relentless - Immune to Stun, Exhaustion, Cower and prevention effectsRelentless - Immune to Stun, Exhaustion, Cower and prevention effects

"Arcade is 'Beta Testing' a new Murderworld. He's kidnapped Molly Hayes & Nico Minoru and is forcing them into his QA & Test Department."
— Description

Heroes Required: Molly Hayes, Nico Minoru
Appears in: Chapter 8 - Trial By Fire: Mission 3 - Highest Bidder
Potential Gear Reward: Random Deploy Gear, Empowered Iso-8 018 Sweet Iso-8, Empowered Iso-8 022 Gasping Iso-8
Total Hero Cost: 290 Command point icon

Strategy:
This battle could be extremely easy and fast, if you have Nico at level 9, or really long and painful. Regardless there is a new "buff",
Survival Required - All heroes must surviveSurvival Required - All heroes must survive
 Survival Required where if one of your teammates die, you lose the fight instantly which is where most of the issues arise (although this does not seem to effectively work at now). In the first case, you'll just need to use Nico's Blood Sacrifice and give Molly an
Extra Turn (1 turn) - Taking an extra turnExtra Turn (1 turn) - Taking an extra turn
 Extra Turn with Kick Ass!: with her, use Raspberry and Temper Tantrum, and you'll have then an average of 4-5 free attacks. Buff Molly's Stamina with ISO, alternate Drop Kick and Wind-Up Punch and you'l sure end the fight on the first round... if Arcade's
Game Master - 20% chance to perform a preemptive counter against melee attacks; Avoids attacks that are countered in this wayGame Master - 20% chance to perform a preemptive counter against melee attacks; Avoids attacks that are countered in this way
 Game Master passive does not trigger. If Arcade dodges Molly's attacks and you don't kill him on the first round, just spam Nico's Witch Arm, while setting up Molly's Temper Tantrum another time. Arcade's debuffs could be dangerous, especially
Fumbling (1 round) - Single-target attacks provoke a counter-attackFumbling (1 round) - Single-target attacks provoke a counter-attack
 Fumbling, but thanks to Nico's resurrection you should have no problems defeating him. Alternatively this battle could become very long and hard due to the random nature of Arcade's loaded dice which can give a variety of effects. One effect can give him regeneration, making him even harder to kill or one variant can remove most of your HP and then he can kill you in one hit with his next attack. This is a fight that's ease is dependent on RNG and can go several different ways and getting the same result using the same method is very tricky.

Mission 4 - Mindless Mischief[]

Heroic Battle
Dragoness Icon Dragoness Blastericon
Passive:
Flying - Immune to most ground attacksFlying - Immune to most ground attacks
Mechanical Wings - Chance to avoid attacks; Susceptible to Electricity and EMP grenadesMechanical Wings - Chance to avoid attacks; Susceptible to Electricity and EMP grenades
Relentless - Immune to Stun, Exhaustion, Cower and prevention effectsRelentless - Immune to Stun, Exhaustion, Cower and prevention effects

"Shatterstar has been tracking down Dragoness in this area. Rumors has it that she's been recruiting for a new Mutant Liberation Front."
— Description

Heroes Required: Shatterstar
Appears in: Chapter 8 - Trial By Fire: Mission 4 - Mindless Mischief
Potential Gear Reward: Random Deploy Gear, Empowered Iso-8 006 Corybantic Iso-8
Total Hero Cost: 135 Command point icon

Strategy:

This battle is really easy, even if Dragoness'
Mechanical Wings - Chance to avoid attacks; Susceptible to Electricity and EMP grenadesMechanical Wings - Chance to avoid attacks; Susceptible to Electricity and EMP grenades
 Mechanical Wings passive could be really annoying if it triggers too much. Use Shatterstar's Gladiatorial carnage if you start first, because Dragoness will use Charging Energy during her first turn, gaining a shield effect and charging a powerful attack: you'll have to remove it as soon as you can with Mojo Skewer's
Shield Breaker (1 round) - Removes and prevents new shieldsShield Breaker (1 round) - Removes and prevents new shields
 Shield Breaker effect. Since Mojo Skewer has
True Strike - Ignores most Avoidance effectsTrue Strike - Ignores most Avoidance effects
 True Strike, there is no problem to trigger Dragoness'
Mechanical Wings - Chance to avoid attacks; Susceptible to Electricity and EMP grenadesMechanical Wings - Chance to avoid attacks; Susceptible to Electricity and EMP grenades
 Mechanical Wings. After that, just spam Vibro Shockwave and use Gladiatorial Carnage every time you can, re-using Mojo Skewer if she manages to get her shield effect again.

Mission 5 - Demonic Dealings[]

Heroic Battle
Mafioso Thrall Icon Mafioso Ductus Infiltratoricon
Passive:
Hallowed Vulnerability - Vulnerable to Hallowed WeaponsHallowed Vulnerability - Vulnerable to Hallowed Weapons
Vampiric Aura - Chance to Gain Extra Turns; Removed by Hallowed WeaponsVampiric Aura - Chance to Gain Extra Turns; Removed by Hallowed Weapons
Cloak of Shadow (2 rounds) - 25% chance to temporarily become incorporeal avoiding single-target attacks; Bypassed by Psychic, Ethereal Strike, and Hallowed WeaponsCloak of Shadow (2 rounds) - 25% chance to temporarily become incorporeal avoiding single-target attacks; Bypassed by Psychic, Ethereal Strike, and Hallowed Weapons
Malefactor Thrall Icon Malefactor Ductus Blastericon
Passive:
Blood Work - Exploits Bleeding; Gains increased Attack and Evasion when hit by or hitting Bleeding targetsBlood Work - Exploits Bleeding; Gains increased Attack and Evasion when hit by or hitting Bleeding targets
Hallowed Vulnerability - Vulnerable to Hallowed WeaponsHallowed Vulnerability - Vulnerable to Hallowed Weapons
Vampiric Aura - Chance to Gain Extra Turns; Removed by Hallowed WeaponsVampiric Aura - Chance to Gain Extra Turns; Removed by Hallowed Weapons
Cloak of Shadow (2 rounds) - 25% chance to temporarily become incorporeal avoiding single-target attacks; Bypassed by Psychic, Ethereal Strike, and Hallowed WeaponsCloak of Shadow (2 rounds) - 25% chance to temporarily become incorporeal avoiding single-target attacks; Bypassed by Psychic, Ethereal Strike, and Hallowed Weapons

"A brood of vampires has been located. Union Jack has volunteered to clear them out. He wants some payback after what Dracula did to him."
— Description

Heroes Required: Union Jack
Appears in: Chapter 8 - Trial By Fire: Mission 5 - Demonic Dealings
Potential Gear Reward: Random Deploy Gear, Empowered Iso-8 028 Bounding Iso-8
Total Hero Cost: 90 Command point icon

Strategy:

This battle is pretty hard, especially because of the stacks of
Bleeding (3 rounds) - Taking damage every round or after performing hostile actions; This effect can be applied 3 timesBleeding (3 rounds) - Taking damage every round or after performing hostile actions; This effect can be applied 3 times
 Bleeding your enemies can put on you. Buff Jack's health, Attack and Evasion, and equip his own Victorious AISO if you have it: if so, use V for Victory on the Infiltrator vampire, then use Trench Warfare on him (if you don't have UJ's AISO, just use Trench Warfare), which will be followed by Service Revolver. You'll then have both the
Capital Defence (1 turn) - Preemptively counters ranged attacks; Does not counter Stealthy, Subtle, or Psychic attacksCapital Defence (1 turn) - Preemptively counters ranged attacks; Does not counter Stealthy, Subtle, or Psychic attacks
 Capital Defence and
Stiff Upper Lip (1 turn) - Preemptively counters melee attacks; Does not counter Stealthy, Subtle, or Psychic attacksStiff Upper Lip (1 turn) - Preemptively counters melee attacks; Does not counter Stealthy, Subtle, or Psychic attacks
 Stiff Upper Lip buffs, preemptively countering your enemies' attacks: if you find them gaining too many stacks of
Taste of Blood - Increased Attack and Evasion when hit by or hitting a bleeding targetTaste of Blood - Increased Attack and Evasion when hit by or hitting a bleeding target
 Taste of Blood, switch to Over the Top to remove them. The most important part is keeping your enemies under
Lock-On (3 turns) - Taking additional damage from ranged attacksLock-On (3 turns) - Taking additional damage from ranged attacks
 Lock-On, to increase Royal Arms's damage (Union Jack's most damaging attack). After the first two rounds, Agent Coulson will give Union Jack some hallowed bullets, granting him the
Hallowed Rounds - 150% Damage to Undead, Vampires and Demons; Only affects those with Hallowed VulnerabilityHallowed Rounds - 150% Damage to Undead, Vampires and Demons; Only affects those with Hallowed Vulnerability
 Hallowed Rounds passive (150% damage against the two vampires, plus removing their
Vampiric Aura - Chance to Gain Extra Turns; Removed by Hallowed WeaponsVampiric Aura - Chance to Gain Extra Turns; Removed by Hallowed Weapons
 Vampiric Aura passive by attacking), plus giving him the
Oshtur's Boon (1 round) - Restores health every turn and removes harmful effectsOshtur's Boon (1 round) - Restores health every turn and removes harmful effects
 Oshtur's Boon buff. Follow the same setup as above, killing the Infiltrator vampire first and then switching to the Blaster: it is now recommended to use V for Victory on him to attack twice in a single round.

Premium Mission: Savage Science[]

Heroic Battle
Kang Icon Kang Tacticianicon
Passive:
Cybernetic - Immune to Bleeding, Burning, Chilled, and Obsolete Tech; Very high crit resistanceCybernetic - Immune to Bleeding, Burning, Chilled, and Obsolete Tech; Very high crit resistance
Future Knowledge - See DisambiguationFuture Knowledge - See Disambiguation
The Conqueror - Greater than average health; Immune to Exhausted; Takes 2 actions each roundThe Conqueror - Greater than average health; Immune to Exhausted; Takes 2 actions each round

"Kang just showed up, and he's talking with... Kang. They're arguing over how to prevent a past that belongs to the future. The problem is that past is our future."
— Description

Allies: Kang
Appears in: Chapter 8 - Trial By Fire: Premium Mission: Savage Science
Potential Gear Reward: Random Deploy Gear, Empowered Iso-8 005 Cybernetic Iso-8
Total Hero Cost: 0 Command point icon

Strategy:
This battle is pretty easy but extremely time consuming, especially if you do not have Kang unlocked. If you have him pump up his Attack plus Accuracy and a bit health; to win faster, give his first move the Ionizing Augmented Iso-8 or the Bursting Augmented Iso-8. Lastly, Kang must be at level 9 to even have a chance of hurting the other Kang.

The enemy Kang will often use his
Chrono Shield - Shield effect absorbs incoming damage; Attackers gain Timestream Displacement; Evades Temporal attacks; Immune to harmful Time effectsChrono Shield - Shield effect absorbs incoming damage; Attackers gain Timestream Displacement; Evades Temporal attacks; Immune to harmful Time effects
 Chrono Shield and attack you with all of his moves. Most of them are Temporal, so you'll just need to activate your own Chrono Shield to avoid them: to actually hit him, you'll have to hit him with your own Non-Temporal moves: Quantum Purge and, above all, Maha-Kalpa; this last attack is practically your only way to win, since it has
Exploits Shields - Bypasses and deals extra damage against targets that are protected by ShieldsExploits Shields - Bypasses and deals extra damage against targets that are protected by Shields
 Exploits Shields, but it has a very long cooldown. It will be difficult, if not impossible, to remove the enemy's Chrono Shield with Quantum Purge: this attack's damage is simply not enough damage to break the Shield, unless you're using the
Shield Breaker (1 round) - Removes and prevents new shieldsShield Breaker (1 round) - Removes and prevents new shields
 Shield Breaker AISO. Attack then with Maha-Kalpa every time it is off cooldown, while using your own Chrono Shield and Quantum Purge every other time. The enemy's AI doesn't activate Chrono Shield every possibile time, so if you see him without it, take the chance and attack him with everything you have.

Overall the battle is not hard, and the other Kang can only hurt you with the same moves as well... but, as said above, this battle can take a very long time due to the unnecessarily long cooldowns and low damage outpouts. This can be further compounded if you do not have him unlocked, and thus being unable to boosting his stats.

Trivia[]

  • Season 2 - Chapter 8 is the only Story Chapter where one of the Heroic Battles doesn't require the player to have the only required hero recruited.
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