Marvel: Avengers Alliance Wiki
Marvel: Avengers Alliance Wiki
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This Gear is Reforgeable
Iso-Infused Mighty Staff
Iso-Infused Mighty Staff

—Image © Marvel and Playdom
Gear Stats
Melee Melee
Power Level: Agent level +5
Stamina: 17%
Target: One Enemy
Total Damage: 537 - 643
Cooldown:

1 Round

Hit / Critical: 82% / 7%
Number of Hits: 1
PVP Bonus:  +367 OFF
 +367 DEF
Type: Melee
Availability and Requirements:
Silver-icon Sell: 250
Research: Iso-Infused Mighty Staff
This Gear is a part of:

Mighty Weapons

Tooltip
Iso-Infused Mighty Staff This Gear is ReforgeableMelee

Melee
One Enemy
+367 OFF   +367 DEF

Iso-Infused Mighty Staff
Pwr Lvl: Agent Lvl +5 Stamina: 17%
Damage: 537 - 643 Hit/Crit: 82% / 7%
Hits: 1 Cooldown: 1 Rounds
Aqualung - Grants Steel Nerves (Immune to Drowning and Waterlogged) to all allies at the start of combatAqualung - Grants Steel Nerves (Immune to Drowning and Waterlogged) to all allies at the start of combat
Customized - Power is set by Agent level when acquiredCustomized - Power is set by Agent level when acquired
Mighty Means - Deals extra damage to those deemed WorthyMighty Means - Deals extra damage to those deemed Worthy
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
Weak Point (2 turns) - The next attack against this target is guaranteed to hit and critWeak Point (2 turns) - The next attack against this target is guaranteed to hit and crit
Generalized (2 turns) - Removes effects from Class bonuses; Prevents this character from gaining Class benefitsGeneralized (2 turns) - Removes effects from Class bonuses; Prevents this character from gaining Class benefits

Effects[]

Aqualung - Grants Steel Nerves (Immune to Drowning and Waterlogged) to all allies at the start of combatAqualung - Grants Steel Nerves (Immune to Drowning and Waterlogged) to all allies at the start of combat

 Aqualung

Customized - Power is set by Agent level when acquiredCustomized - Power is set by Agent level when acquired

 Customized

  • Power is set by Agent level when acquired
Mighty Means - Deals extra damage to those deemed WorthyMighty Means - Deals extra damage to those deemed Worthy

 Mighty Means

  • Deals extra damage to those deemed Worthy
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

  • Grants an immediate free turn after using
  • Does not trigger follow-up attacks
  • Can only use 1 Quick Action each round
Weak Point (2 turns) - The next attack against this target is guaranteed to hit and critWeak Point (2 turns) - The next attack against this target is guaranteed to hit and crit

 Weak Point (2 rounds)

  • The next attack against this target is guaranteed to hit and crit
Generalized (2 turns) - Removes effects from Class bonuses; Prevents this character from gaining Class benefitsGeneralized (2 turns) - Removes effects from Class bonuses; Prevents this character from gaining Class benefits

 Generalized (2 rounds)

  • Removes effects from Class bonuses
  • Prevents this character from gaining Class benefits


Other Versions[]

Icon Name
Mighty Staff Mighty Staff
Regular Version

Notes[]

  • This weapon is designed to counter Nerkkod.



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Due to the stats having a difference between players depending on their Agent's Level and Equipment,
Gear stats in the Wiki are now based on a Level 300 Agent equipped with a Generalist's Kevlar Jumpsuit without any Iso-8 slotted on the Uniform and no other items that affect the stats.

Editors must refrain from changing the stats if this is not their Agent setup.

For Customized Gear in addition to the requirements above, editors must have their Customized Gear's Power Level at 300 or greater via Reforging or obtaining the Gear at the required Level. It is recommended to use obtaining gear.


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