Here’s your Marvel Contest of Champions news brief for Wednesday, January 20, 2021.
Schedule Notes: The first set of Jubilee’s Arcade Objectives expire at 1pm EST. The second Prize Voucher, which will unlock the Set 2 Objectives and grant you the third set of Arcade Tokens (8), arrives at 1pm EST. 100% Roster Availability ends at 3pm EST when the Alliance Quest Series begins.
Here’s your Marvel Contest of Champions news brief for Tuesday, January 19, 2021.
Schedule Notes: Alliance War Season 23 ends with the conclusion of today’s war attack. Rewards should be issued 12-16 hours after the conclusion of the season. 100% Roster Availability begins at 2pm EST following the conclusion of AW attack.
Brian Grant compares his Abyss experiences before and after pulling Aegon.
Inspired by Michael B. Jordan’s portrayal of the character in Black Panther, Killmonger is one of the most versatile characters in Marvel Contest of Champions. Killmonger has an extensive bag of tricks that reward Summoners who pay attention to his kit. Originally hailed as a counter for Medusa’s Auto-Block and a Defensive stud, Killmonger is now respected as a well-rounded champion that can deal with some of the most troublesome challenges in Act 6.
Key Information: Killmonger is a high-utility Skill champ that relies on Bleeds and targeted use of special attacks to break down opponent’s defenses. He doesn’t have a complicated ramp-up for damage, but you do need to know which specials and abilities you are looking to maximize during the fight to get the most out of him.
One of the most important parts of Killmonger’s kit is his ability to gain a True Strike Buff, which allows him to ignore the opponent’s Armor, Resistances, Auto-Block, and all Evade effects. Killmonger gains True Strike by punishing the opponent’s special attacks. If the opponent has an easy to punish SP1, you should be able to achieve 100% True Strike uptime via normal gameplay.
Killmonger has Vibranium Armor. This grants him additional Armor Rating, and a passive power gain of 15% of his missing power each time he is inflicted with any Debuff. Vibranium Armor is disabled if Killmonger has an Armor Break Debuff on him.
Killmonger has an 80% chance to inflict a Bleed Debuff of 1.5 seconds on Critical Hits. This Bleed does not stack.
Killmonger also has additional Critical Resistance as part of his base kit.
Signature Ability: Killmonger’s Signature Ability provides both offensive and defensive benefits. The awakening is not required to play him on offense (it’s nice to have though), but if you’re going to place him on Alliance War Defense, he should be awakened.
When awakened, Killmonger’s Vibranium Armor activates Reverberation for 8 seconds, which deals damage back to the opponent when Killmonger is struck or Blocks an attack. The reflected damage is Physical. The more power Killmonger has at the time Reverberation activates, the more damage done. There is an 8 second cooldown after Reverberation expires.
If Reverberation and True Strike are active, Killmonger gains an increase to attack rating while hitting opponents. This increase in attack scales with Signature Level.
Team Building/Key Synergies: Killmonger has several unique synergies. The most common partner for Killmonger is Void. Both champions receive excellent benefits from the “Fearless” synergy. Killmonger gains a 35% chance to purify a debuff after a .5 second delay and instantly heal 4% of his health. This is the synergy which allows Killmonger to “cheese” the Icarus Node. Void will regenerate 1% health when placing an Intimidating Debuff, making him very sustainable in longer quests.
Killmonger has the “Enhanced Soldiers” synergy with Winter Soldier, which grants Killmonger 100% chance to acquire True Strike when Intercepting a dash attack. This isn’t a common synergy to use for Killmonger but it can be useful in select circumstances, particularly against a Spider-Man or Nightcrawler. This is also the synergy that turns Winter Soldier into “Star-Lord,” granting him a 5% attack increase per hit of Winter Soldier’s Combo Meter.
With the “Wakanda Leadership” synergy with Black Panther Civil War, Killmonger gains 3 Indestructible Charges and 3 Counterpunch Charges at the top of the fight. Again, not a common one to use, especially since you’re sacrificing a roster spot by bringing BPCW. This synergy will allow you to tank damage or SP3 at the top of the fight without getting to your SP2 first. Killmonger also gains +6% attack from the Nemesis synergy with BPCW.
With Storm Pyramid X, Bleed Debuffs will last +30% longer with the “Kingdom of Wakanda” synergy.
By pairing Sabretooth and Killmonger, the “No Mercy” synergy activates. This grants Killmonger +30% offensive power rate when hitting an opponent suffering from a Debuff. Sabretooth gets the better of this synergy, as Inflicting a Debuff reduces the opponent’s Ability Accuracy by 100% for .7 seconds. This allows Sabretooth to effectively turn-off the Masochism Node.
Mastery Setup: Killmonger is a somewhat Suicide friendly champion if you have the Void synergy which allows you to shrug off the debuffs. By running Suicides you would be sacrificing the utility of the SP1 and SP2 or taking the recoil damage. Maxing Deep Wounds is very important for Killmonger.
Alliance War Defense: Killmonger should be awakened before being placed on Alliance War Defense. Placing him on a Debuff Immune node prevents Armor Break champions from shutting him down. Stunning Reflection can be a good node for him as well. Increased Power Gain or Power Reserve can also be useful.
Special Attacks: Killmonger’s SP1 attack grants him 2 Counterpunch charges. These charges allow you to shrug off enemy attacks when they hit into your block and then immediately counter-attack. This is very useful in scenarios where your opponent is stun-immune and you need a way to set an opening.
The SP2 grants Killmonger 3 Indestructible Charges (max stack of 4) which will ignore all incoming damage from either a hit or a blocked attack. These are incredibly valuable, as they provide a huge safety net while playing Killmonger, allowing you to tank SP3s from your opponent.
The SP3 can inflict up to 50 Bleeds on the opponent lasting 6 seconds, based on the number of Bleeds Killmonger has already inflicted over the course of the fight. You need to have inflicted a minimum of 15 Bleeds for this ability to activate. The SP3 is most useful in long fights as there is a ramp-up required.
Pros: Very rewarding to play for Summoners who understand his kit and many tricks.
Is not synergy dependent, and his best synergy is with Void. As Void is arguably the best Science champion, you’re not wasting a roster spot to gain the benefits of the synergy.
One of the easiest champions to maintain a constant True Strike buff. 100% percent uptime of True Strike is available in many of the fights where you need it. True Strike is gained by punishing specials. Since you should be doing that anyway, there is no need to adjust your tactics.
Excellent counter for challenging defenders such as Thing, Medusa, Wasp, Mr. Fantastic, and Heimdall.
Passive power gain in matchups where the opponent is placing many debuffs on Killmonger allows for easy cycling of SP2s.
Indestructible Charges provide a big safety against nodes like Destructive Feedback or power gain champions such as Mordo and Hyperion.
Good for the Do You Bleed? node.
No real “damage ramp-up” to worry about maintaining.
Cons: There are much better pure DPS options available. Bleed-Immune matchups can be rough.
Not a high Prestige champion.
Not a Spider-Gwen counter, as she can Nullify his True Strike Buff.
While he does have Bleed Debuffs, Killmonger is not a good option for the Diss Track node since the Bleeds don’t stack.
If Killmonger is suffering from an Armor Break, he loses his Vibranium armor, and thus much of his utility. This includes his damage reflection, passive power gain, and the benefits of the Void “Fearless” Synergy. He has no way to shrug-off an Armor Break. Avoid taking him against Aarkus or the Crumbing Armor node.
Pro Tips: If you need to use the Counterpunch charges, try to throw an SP2 first. That way you won’t take damage from the blocked hit that sets up your opening.
You can turn the challenging Icarus node in Act 6.2.3 into your best friend by playing Killmonger with the Void synergy. Killmonger will consistently gain power and heal from the debuffs.
Here’s your Marvel Contest of Champions news brief for Monday, January 18, 2021.
Schedule Notes: Summoner Sigil Owners, your Solo Event, Gold Quest, and items on a 7-day timer and the Featured Crystals in the Black-ISO Market reset at Noon EST. Round 2 of the 4-Star X-23 and Jubilee Featured Arenas at 1pm EST. 100% Roster Availability ends at 2pm EST when Alliance War Attack resumes. UMCOC Podcast, Live on Discord at 8pm EST.
It’s Episode 47 of the Contest Realm Podcast! In this episode Rich and I discuss the fallout from this year’s Gifting Event, review Episode 1 of Wandavision, and talk about living that Free-To-Play life in Realm.
Here’s my guide for Act 4.1.5 “Dark Times” in Marvel Contest of Champions.
Act 4.1.5 has 8 paths, so it will take you a while to 100% explore. It also has many hidden defenders. They won’t give you much trouble, but the Hulkbuster boss is a step-up in difficulty over the last few bosses, so make sure you are prepared for him.
I reached Level 40 during my run through Act 4.1.5, which gave me an extra point to put in Greater Strength (my units were low from Gifting) and more importantly, inventory increases for T2A and Tier 4 CC. This was much needed as I was about to put a T2A in the overflow, so I was rushing to Level Up my Captain America Infinity War just in case I had to R4 him so my T2A wouldn’t expire. I also brought my 5-Star Psylocke to Rank 2, and my 4-Star Sorcerer Supreme and Sabretooth went to Rank 4.
If you have questions about the basic attack moves and combos in Marvel Contest of Champions, please check out my MCOC 101: Combos guide.
Best Champs: Any
Restrictions: Need 1 Tech Champion
Global Node: None
Boss Notes: Energize +200% Health
This is a beefy 7K Hulkbuster with extra power gain, and if you aren’t careful, you’ll take a ton of SP2 chip damage. I found the best champion for this fight to be Sorcerer Supreme because she can nullify the Armor Buffs, has power control, and most importantly, a heal-on-block ability that keeps you at a 100% health the entire fight if you don’t get hit.
If you don’t have her, I would go with a power-control champion or Magneto. Remember to bait the SP1 and cut off your combos as needed.
Lane 1 – Top Left
Gate: Need 1 Tech Champion
Defenders: Storm, War Machine, Wolverine, Daredevil, Spider-Man, Black Bolt, Scarlet Witch, Captain America, Elektra, Magneto, Juggernaut, Magik, Captain Marvel Classic, OG Vision, Iron Man, Deadpool
Nodes: +50% Attack & Health (Iron Man)
Team: 6-Star Red Skull, 5-Star Captain America Infinity War, 4-Star Emma Frost, 4-Star Man-Thing, 4-Star Black Widow Deadly Origin
Tips: This is an endurance lane with 16 fights plus the boss. You’ll likely need an energy refill to complete it in one session. The toughest fights are Magik, OG Vision, and Spider-Man as they are awakened. If the marathon nature of this path poses a problem, make sure to bring a regen champion or two.
Nodes: +50% Attack & Health (Star-Lord, Hawkeye, Ronan, Rocket Racoon, Iron Man), Deadpool
Team: 5-Star Captain America Infinity War, 5-Star Psylocke, 4-Star Sabretooth, 4-Star Sorcerer Supreme, 4-Star Guardian
Tips: This is a shorter path, but it has several stronger opponents because some of the defenders have an attack and health boost. All these defenders are pretty standard though, so as long as you are Parrying well and baiting specials you should be ok.
Lane 3 – Left & Upper Hidden Path
Defenders: Storm, War Machine, Black Panther, Ronan, Daredevil, Magik, OG Vision, Magneto, Deadpool
Team: 6-Star Red Skull, 5-Star Captain America Infinity War, 4-Star Emma Frost, 4-Star Black Widow Deadly Origin, 4-Star Man-Thing
Tips: The hidden Magik is duped so watch out for that and bring a non-Metal champion for Magneto. The rest of the hidden defenders aren’t a problem.
Lane 4 – Left & Lower Hidden Path
Defenders: Storm, War Machine, Black Panther, Ronan, Black Bolt, Daredevil, OG Vision, Magneto, Deadpool
Team: 5-Star Captain America Infinity War, 4-Star Guardian, 4-Star Sorcerer Supreme, 4-Star Hulk Ragnarok, 4-Star Sabretooth
Tips: This path is easier than Path 3. Other than Magneto, there shouldn’t be any matchup issues for your team.
Lane 5 – Down then Up to Rocket & Captain America
Defenders: Iron Man, Hawkeye, Rocket Racoon, Captain America, Magik, Storm, Unstoppable Colossus, Punisher, Iron Patriot, Deadpool
Nodes: +50% Attack & Health (Unstoppable Colossus)
Team: 5-Star Captain America Infinity War, 4-Star Sorcerer Supreme, 4-Star Hulk Ragnarok, 4-Star Guardian, 4-Star Sabretooth
Tips: I relied on Cap IW as my main lane clearer, with Hulk Ragnarok (Face Me) as my counter to Magik Limbo damage. Sorcerer Supreme put in some nice work on Hulkbuster for a solo. Her heal-on-block mechanic enabled me to continuously tank SP2 attacks and remain at 100% health the entire fight.
Lane 6 – Down then Up to Rocket, Down to Star-Lord – Easy Path
Defenders: Iron Man, Hawkeye, Rocket Racoon, Star-Lord, Ronan, Unstoppable Colossus, Punisher, Iron Patriot, Deadpool
Nodes: +50% Attack & Health (Unstoppable Colossus)
Team: 6-Star Red Skull, 5-Star Captain America Infinity War, 4-Star Killmonger, 4-Star Sentry, 4-Star Aarkus
Tips: This is an Easy Path for initial completion.
Lane 7 – Down the Up to War Machine
Defenders: Iron Man, Hawkeye, Black Bolt, Elektra, War Machine, Captain America, Punisher, War Machine, Iron Patriot, Deadpool
Team: 6-Star Red Skull, 5-Star Captain America Infinity War, 4-Star Killmonger, 4-Star Sentry, 4-Star Aarkus
Tips: This is one of the shortest and easiest paths in this quest.
Lane 8 – Lowest Path
Gate: Need 1 Tech Champions
Defenders: Iron Man, Hawkeye, Black Bolt, Elektra, Juggernaut, Magik, Daredevil, Scarlet Witch, OG Vision, Punisher, Iron Patriot, Deadpool
Team: 6-Star Red Skull, 5-Star Captain America Infinity War, 4-Star Emma Frost, 4-Star Man-Thing, 4-Star Black Widow Deadly Origin
Tips: There are 12 fights on this path. Make sure you have solid counters for Scarlet Witch and Magik, unless you can simply overpower them with high PI champs.
Next week in Marvel Contest of Champions brings us the second set of objectives for Jubilee’s Arcade and the conclusion of Alliance War Season 23.
I hope you and your family are staying safe during these difficult times.
Alliance Wars Seasons We are currently in the Alliance War Season 23. The rewards cut-off date was January 8 at 6pm EST, and the season ends on January 19. Season 24 is scheduled to start on Wednesday, February 3.
Full Roster Availability (No AW/AQ): 100% Champion Availability starting at 3pm EST on Sunday, January 17 through Monday, January 18 at 2pm. There will be a second window starting at 2pm EST on Tuesday, January 19 through Wednesday, January 20 at 3pm EST.
Sunday, January 17: Sunday Arenas begin at 1pm EST. 100% Roster Availability begins at 3pm EST, following the conclusion of the Alliance Quest Series. The Tier 4 Basic Arena begins at 6pm EST.
Monday, January 18: Summoner Sigil Owners, your Solo Event, Gold Quest, and items on a 7-day timer and the 5-Star Featured Crystal in the Black-ISO Market reset at Noon EST. Round 2 of the 4-Star X-23 and Jubilee Featured Arenas at 1pm EST. 100% Roster Availability ends at 2pm EST when Alliance War Attack resumes. UMCOC Podcast, Live on Discord at 8pm EST.
Tuesday, January 19: Alliance War Season 23 ends with the conclusion of today’s war attack. Rewards should be issued 12-16 hours after the conclusion of the season. 100% Roster Availability begins at 2pm EST following the conclusion of AW attack.
Wednesday, January 20: The first set of Jubilee’s Arcade Objectives expire at 1pm EST. The second Prize Voucher, which will unlock the Set 2 Objectives and grant you the third set of Arcade Tokens (8), arrives at 1pm EST. 100% Roster Availability ends at 3pm EST when the Alliance Quest Series begins.
Thursday, January 21: Round 1 of the 4-Star Basic Arena Sasquatch and To Be Announced Featured Arenas begin at 1pm EST. Incursions Milestones reset at 1pm EST.
Friday, January 22: No schedule updates.
Saturday, January 23: The Alpha Arena begins at 6pm EST.
It’s Episode 46 of the Contest Realm Podcast! In this episode Rich and I discuss the bugs that cropped up with the v29.2 update, give our thoughts on Jubilee, and talk about where we are at with Realm of Champions.
If you are looking to acquire Jubilee and Stryfe in Marvel Contest of Champions here are some important dates to mark on your calendar. Please note that Kabam can make changes to the Arena and Basic Pool release schedules, and all these dates are based off my understanding of their champion release process.
Jubilee is headed off to the Arcade to punch her Prize Card and collect some sweet rewards. This event has multiple steps and prize options, and a few key rules to keep in mind, so read on! Read the Official Forum Post.
1st Voucher & Token Set: Wednesday, January 6 at 1pm EST
2nd Token Set: Wednesday, January 13 at 1pm EST
2nd Voucher & Objective Set, 3 Token Set: Wednesday, January 20 at 1pm EST
4th Token Set: Wednesday, January 27 at 1pm EST
Ends: Wednesday, February 3 at 1pm EST
IMPORTANT EVENT STATS
Total Vouchers – 2 Total Tokens – 32 Total Stamps – 96 Total Arcade Game Options – 3
Earn 10% of a Random Tier 5 Class Catalyst Fragment Crystal by collecting 80 Stamps from Legendary Difficulty Arcade Games.
Note that because the X-Men Arcade Game rewards 3 Stamps and the others reward 2 Stamps, you will need to play the X-Men Arcade a minimum of 16 times (and another 16 times split between the other 2) to end the event with 80 Stamps. Of course, you can play the X-Men Arcade more than 16 times if you wish to do so.
If you want the Cavalier Objective, it is highly recommended to only play the Legendary Difficulty and DO NOT BACK OUTof Arcade Quests.
HOW TO PLAY
First off, you will receive an in-game mail allowing you to collect your first Voucher. Then you need to go to the Featured Item Tab in the Store to purchase the Set 1Prize Card Bundle, which will allow you to select from two sets of Solo Objectives and give you 8 Tokens. Your second set of Tokens will arrive via in-game mail in week 2 of the event. The Solo Objectives will focus on either Crystal Shards or Catalysts, allowing you to target your desired set of rewards.
You will receive a second Voucher on January 20. You will then be able to purchase the Set 2 Prize Card Bundle, which will unlock the second set of Objectives and grant you 8 Tokens (third set). Your fourth and final set of Tokens will arrive via in-game mail in week 4 of the event.
Since you will receive 2 Vouchers, you can always choose to “switch sides” for the final two weeks.
Now that you have your Tokens, you can play the Arcade games. There are 4 difficulty levels: Heroic, Master, Epic, and Legendary. You will only receive 32 Tokens over the course of the event and each entry to the Arcade costs 1 Token.
You DO NOT have enough Tokens to play all difficulty levels. Furthermore, if you use a Token to begin a quest, you are committed. You WILL NOT get your Token back if you quit the quest, so don’t back out! This is very important, especially for players who want to achieve the Cavalier Special Objective.
There are three versions of Arcade Games to choose from: Spiders In Time – Hero Crystal Shards & 2 Stamps King of Avengers ’98 – Rank Up Resources & 2 Stamps Mutant Showdown – Mix of Shards & Catalysts & 3 Stamps
The Stamps you earn from these quests are important for achieving the Solo Objectives. If you earn 64 Stamps from any difficulty level you will receive a special profile pic.
Each Arcade Game has only one path, and the defenders will always remain the same. The Mutant Showdown is more difficult than the Spiders In Time or King of the Avengers ’98 Arcades.
Below are the potential rewards for the Solo Objectives. You will choose from the Set 1 Objectives on January 6 and the Set 2 Objectives on January 20. If you are Cavalier or above, and are going to switch sides for Set 2, I recommend going with Shards for Set 1 and the Rank-up rewards for Set 2. This is because there are T5CC Frags in Set 2 of the Rank-Up Objectives.
Solo Objectives Rewards are tied to your Stamp Collection. For example, if you want to achieve Legendary Objectives, you need to collect Legendary Stamps by playing the Legendary Arcade Difficulty.
There are additional Solo Objectives for Arena. These will require you to defeat 10 #X-Men Champions in Arena. Rewards for the Arena Objectives are 5K Gold and Continue Coins, which are special revives which will restore 1 champion to 25% health. Continue Coins will expire on February 3, 2021 at the end of the event.
This is an event with a lot of moving parts, so be careful and make sure you double-check your selections so you don’t miss out on rewards. I do like that players have the ability to target the rewards they find most impactful. I think once everyone gets the hang of it, it will be a solid event, depending on the difficulty of the Arcades.
Here’s my guide for Book 2 Act 7.1.1 “Reboot” in Marvel Contest of Champions
Welcome to Book 2, or Act 7 as the community commonly calls it. Originally slated to be released in the Summer of 2020, the first iteration of Book 2 was scrapped after the Beta was resoundingly panned by the player base for being a less entertaining version of Act 6. After a 6-month revamp, we received content that is a complete 180 from the original Beta and has been hailed as some of the most enjoyable content the Kabam team has released.
So what’s new for Act 7? Each quest is limited to 6 paths, each with a unique identity. While there are nodes that may restrict your play or options, there is usually a second node which presents an easier road to victory.
Book 2 is still restricted to 5-Star and 6-Star Champions. Significant bonuses are applied via Global Nodes to 6-Star champions, so keep that in mind when choosing your team.
Instead of 1 boss, there are now 3 Boss fights in each quest, with two paths leading to each respective boss. This breaks up the monotony of fighting the same boss half-a-dozen times and presents an easier path for initial completion, as you can target a path with the boss you believe will be the easiest for you to take down.
Finally, Act 7 borrows one of the best features Incursions: Champion Swapping. Just before the boss, you can choose to trade out one member of your team for another champion on your roster. The swapped in champion will have the same health level as the champion you are swapping out. This allows for much more flexibility when planning your attack team. There is no penalty for swapping a champ, so use it to bring an extra option for the boss or to add a key synergy to your team.
Best Champs: Corvus Glaive, Sunspot, Symbiote Supreme, Doctor Doom, Void, Human Torch, Thing
Restrictions: Only 5-Star & 6-Star Champions are eligible for Book 2 Quests.
Boss Notes: +150% Attack +500% Health Super-Masochism – Every 5 seconds the next Stun, Bleed, Poison, Shock, Incinerate, Coldsnap, or Rupture Debuff triggered on the defender is immediately Purified and applied to the Attacker. Each time this effect triggers, the Defender will Regenerate 5% of their Max Health. Knocking down the Defender refreshes the cooldown and increases future cooldown by 1 second. Feats of Power Rich Get Richer – 1 Foresight
Despite the unsettling sounding “Super-Masochism” node, Yondu is the easiest boss fight in 7.1.1. Just avoid bringing a champion that is going to deal Damage-Over-Time. The Foresight node will reward you for Intercepting Yondu. Corvus Glaive is a very popular choice for this fight, and I also soloed it with Star-Lord. In general, if you can play the fight parry-free by power cycling Yondu’s SP1 and bring a champion that won’t set off Super-Masochism, you’ll find this a simple fight.
Boss: Claire Voyant
Boss Notes: +150% Attack +500% Health Footloose Coolant Leak Juke Prey on the Weak – 4 Unblockable Specials
The key to this fight is managing the Footloose node. If you can do that, you shouldn’t have any problems here. Remember you can parry-stun Claire to burn the Unstoppable timer. I used Human Torch and Thing successfully in the fight. She-Hulk, Luke Cage, and Void are also potentially excellent options. Just don’t bring a robot!
Boss: Black Widow Deadly Origin
Boss Notes: +150% Attack +500% Health Bullet Time – Any time the Defender is Stunned, they immediately remove the Stun and gain an Evade Charge which grants a 100% Chance to Evade. 1 Evade Charge is removed if a hit is evaded. If the Attacker avoids a Basic Attack using the Dexterity Master, all Evade Charges are removed, and the Defender is Passively Stunned for 1.5 seconds per Charge Removed. Stun Vulnerability Tenacity – 3 Enhanced Shock
This is the most difficult boss fight in 7.1.1, but it is also the most fun and rewarding fight once you figure it out. The key is to trigger the Passive Stun on Black Widow. Do this by Parrying, which of course will not stun her but gives her an Evade Charge. Then you need to Dex her next Basic Attack to actually Stun her and go in for the big damage. Because of Tenacity 3, using a champion dependent on Debuffs to deal big damage is not advisable. That is, unless you have Sunspot, who may be the best option for this fight.
Lane 1 – Left & Up – Yondu Boss – Easy Path
Defenders: Ronan, Storm, Iron Fist, Red Guardian, Gwenpool, Ultron
Nodes: Flare, Colorblind (Entire Path)
Team: Corvus Glaive (5-Star Rank 5 Sig 200), Thor Ragnarok (5-Star Rank 5 Sig 200), Star-Lord (5-Star Rank 5 Sig 132), Colossus (5-Star Rank 5 Sig 40), Hulk Ragnarok (6-Star Rank 2 Sig 0)
Tips: This is a path with no hard counters required. There are 2-3 Corvus charges available (depending on Ultron’s mood), and since Corvus is great for the Yondu boss, he’s a prime option. Other than that, just mix up the class variety because of Colorblind.
None of these fights require any special notes. You just need to work really fast because of Flare, so bring some heavy-hitters. What’s also nice is all of these defenders have quite easy SP2s to evade, so you don’t have to waste time and health dancing around baiting too many specials.
This path ends with the Yondu boss, so make sure you have a champion that won’t have an issue with the Super Masochism node available.
Lane 2 – Right & Up – Yondu Boss
Defenders: Howard The Duck, Cull Obsidian, Doctor Octopus, Beast, Venom The Duck, Colossus
Nodes: Can’t Stop Won’t Stop, Muscle Wizard, Fight or Flight
Team: Doctor Doom (5-Star Rank 5 Sig 200), Symbiote Supreme (5-Star Rank 5 Sig 60), Star-Lord (5-Star Rank 5 Sig 132), Morningstar (6-Star Rank 2 Sig 0), Hyperion (5-Star Rank 5 Sig 100).
Tips: This path is all about being Unstoppable. This isn’t a very troublesome path, but you do need to watch the timers and use the nodes to your advantage because these aren’t quick fights.
Obviously, you want to play into the Fight or Flight node to gain Unstoppable and prevent your opponent from getting it. You can build on that by bringing Mystic Attackers to activate Muscle Wizard, which will give your attacker an Unstoppable Buff when the opponent is knocked down.
You can further ramp-up your damage by knocking down your opponent again while you are Unstoppable to gain up to 4 permanent furies. Since these are rather beefy health-pools and Mystics usually aren’t the heaviest of hitters, I recommend doing this as soon as you can at the top of the fight.
The defenders here are pretty simple. I used Symbiote Supreme for Howard, then Doom for everyone through Venom The Duck. I closed out with Morningstar against Colossus and she did quite well. I think the 6-Star boost really helped. Anyone with a 6-Star Doom will wreck this path.
Speaking of Doom, I had to get by with my max 5-Star. His heavy is great for preventing the opponent from gaining Unstoppable, so work that into your combos. Against Doctor Octopus and Venom The Duck I was alternating the SP1 and SP2 to prevent them from reaching their troublesome SP2s.
I used Star-Lord to solo the Yondu boss since he does big damage. Hyperion never got off the bench.
Lane 3 – Down & Left – Claire Voyant Boss – Hard Path
Defenders: Iron Man, Yellowjacket, X-23, Nova, Morningstar, Gwenpool
Team: Corvus Glaive (5-Star Rank 5 Sig 200), Symbiote Supreme (5-Star Rank 5 Sig 60), Killmonger (5-Star Rank 5 Sig 180), Thing (5-Star Rank 5 Sig 200), Void (5-Star Rank 5 Sig 200)
Tips: Whenever you see Invade, the goal is usually to hit into the block as much as possible because your blocked hits do more damage than your landed hits. With 2 Corvus charges available on the first fight, this looks like a great setup.
Unfortunately, the AI was super-aggressive for me and even though I took down Iron Man, Yellowjacket killed my Corvus. The block damage is crazy on this path. So just a warning, be on your toes, because I usually find Invade goes pretty smoothly, but not this time.
I decided to play a little more of a regular style going forward, using Void for X-23 and then Symbiote Supreme for Nova. That’s a tough fight and it cost me a couple revives. Once you get through him, Morningstar and Gwenpool are easy (I used Thing & Killmonger respectively.)
Once I reached the Boss Node I switched Symbiote Supreme for Human Torch and Nova Flamed my way to an easy victory.
Lane 4 – Left & Up – Claire Voyant Boss
Defenders: Nebula, Luke Cage, Vision AoA, Ghost-Rider, Ultron (Classic), King Groot
Nodes: Masochism, Double Down, Power Focus 2
Team: Ghost-Rider (5-Star Rank 5 Sig 20), Sunspot (5-Star Rank 5 Sig 200), Human Torch (5-Star Rank 5 Sig 1), Blade (5-Star Rank 5 Sig 200), Stark Spider-Man (5-Star Rank 5 Sig 200)
Tips: I prefer to use Debuff-Heavy champions to overpower Masochism, and Sunspot was excellent. You probably don’t want to do this unless you have a high signature level Sunspot, as you will likely run out of Solar Charges overwise. I used Sunspot very effectively during the first three fights, utilizing a Sp1-Sp2-Sp3 rotation and his clutch Perfect Block.
My plan for the second half of the lane was to rely on Blade, since he gains Danger Sense is all three fights. This was fine for Ghost-Rider and would have worked against Ultron except I got a text message and then the inevitable lag that follows, causing me to eat a special and die. I closed out the fight with Stark Spidey and the big anit-robot Sp2 finish. Then I Nova Flamed King Groot.
I switched out Ghost-Rider for Thing to solo Claire Voyant to finish off an item-free run.
Lane 5 – Down & Right – Black Widow Deadly Origin Boss
Defenders: Mysterio, Stealth Spider-Man, Sentinel, Emma Frost, Darkhawk, Archangel
Team: Corvus Glaive (5-Star Rank 5 Sig 200), Hyperion (5-Star Rank 5 Sig 100), Venom (5-Star Rank 5 Sig 40), The Champion (6-Star Rank 2 Sig 20), Captain Marvel Movie (6-Star Rank 2 Sig 0)
For this path you’ve got to remove the Armor Up buffs or be Bleed-Immune or you will die very quickly. You’ll have to fight a quick place to keep the Armor Breaks up. Once you adjust this isn’t too difficult of a path.
I used Corvus Glaive for Mysterio and Emma Frost, Captain Marvel Movie for Sentinel, Venom for Stealth Spider-Man and The Champion for Darkhawk and Archangel. The Champion was actually quite good, as I just tanked Darkhawk’s SP1 to keep him out of a mode, and then healed the damage back during the AA fight.
For the Black Widow Deadly Origin boss I switched in Sunspot for Venom. Sunspot is excellent for Tenacity fights because he regains Solar Charges from purified Incinerates. He also has Perfect Block which is handy. Just don’t get shocked because that shuts down his Flare State. If you have a way to bring Apocalypse and make him a Horseman he’ll be Unblockable much of the fight.
If Sunspot doesn’t work for you, I would use Corvus with Proxima or maybe Captain Marvel Movie.
For other options, consider Cosmics with Armor Break such as Medusa and Aarkus or potentially mystics that can stagger the Armor Up Buff. Morningstar has the potential to be very good here and could cheese the Armor-Up with her SP2. Cosmic Ghost-Rider is bleed-immune and could also be a fantastic option if you’ve acquired him.
Lane 6 – Up and Right – Black Widow Deadly Origin Boss
Nodes: Pleasure to Burn, Got a Light, Mighty Charge
Team: Human Torch (5-Star Rank 5 Sig 1), Sunspot (5-Star Rank 5 Sig 200), Thing (5-Star Rank 5 Sig 200), Iceman (5-Star Rank 5 Sig 200) Mephisto (5-Star Rank 5 Sig 200)
Tips: I just used Sunspot and Human Torch for this path. Thing, Iceman and Mephisto were on the team for synergies to support those two. This is a fairly easy path once you solve for the nodes. While you don’t have to bring champions that naturally deal Incinerate Debuffs because of the Got a Light? node, it certainly helps to accelerate your damage if you can. The Got A Light? node also allows you to utilize Human Torch’s Nova Flames despite the Pleasure to Burn Node.
The fights themselves are not too bad. All these defenders have SP1s that can be punished so you can power rotate them to get your ins. Thor Ragnarok is the only one who might trip you up with his Power Gain (he did get me once), and with Corvus you can’t take too many blocked hits. You can check out my solo of Black Widow Deadly Origin with Sunspot above in the “Boss Notes” section.
The latest “State of the Battlerealm” champion puzzle has just been released, so it’s time to engage in one of my favorite pastimes: rampant speculation on who is coming soon to Marvel Contest of Champions.
Galactus(Cosmic/NPC): The biggest question mark on the puzzle must be Galactus. His coming has been talked about for over a year, and with links to Reed Richards and the Heralds, the coming of the Devourer of Worlds is certain. He may not end up being playable, but Galactus will have a huge impact on the Contest.
Wishlist Poll Rank: 21
Odin(Cosmic): Another of the bigger question marks is in the center of the Asgardians. The King of Asgard is the most likely option, and hopefully he will be the Cosmic version of Apocalypse and buff his loyal subjects.
Wishlist Poll Rank: #10
Knull(Cosmic): Who else but the “God of the Symbiotes” could be at the center of the Battlerealm’s Symbiotes?
Wishlist Poll Rank: 47
Iron Legionnaire (Tech): It looks like we’re guaranteed to have a Realm crossover this year, which isn’t unexpected. With a direct link to the House of Iron, expect to see a new Iron Man suit this year. Hopefully this build will be based off the amazing Drone weapons showcased in Realm and be more of an offensive champion than previous Iron Man variants.
Black Panther(Skill): There is a second Realm inspired champion coming, which should be a female Black Panther. Note that this likely won’t be Shuri, as Gabriel Frizzera has said he wants to keep the MROC Barons out of Contest of Champions for a while. Based on the weapon options in Realm, this build of Black Panther may rely on a spear instead of her claws.
Kitty Pryde(Mutant): Will 2021 finally be the year Shadowcat arrives in the Battlerealm? She’s the most important X-Man not in the game. With links to Colossus (her longtime love interest), Wolverine (key mentor) and Storm (her de facto mother), I don’t see who would fit better in this spot. Let’s just hope Lockheed the Dragon is riding shotgun with Kitty!
Wishlist Rank: #6
Stardust (Cosmic): There is another spot for a Herald of Galactus. I believe this will be Stardust, as she would be the first female Herald. Stardust would also be a more interesting design choice than the other likely candidates, Firelord and Nova (Frankie Raye), whose power sets are based around fire. Stardust gives the design team an opportunity to try something new instead of designing a Human Torch or Sunspot retread.
Wishlist Poll Rank: #269
Enchantress(Mystic): There is an Asgardian spot open, and I’m guessing this will be Amora because Odin’s event quest will need a villain. If it’s not her, it’s probably going to be Sif, but I think Enchantress is the more interesting pick as she would be a Mystic.
Wishlist Poll Rank: #21
Korvac (Tech): I think Michael Korvac is the most likely candidate for the question mark connecting Kang and the three Carol Danvers. He feuded with Carol’s Avengers and actually impersonated Kang at one point. Korvac is from an alternate future and would likely be Tech.
Wishlist Poll Rank: 339
Wiccan(Mystic): The mystical child (reincarnated) of Vision and Scarlet Witch, Wiccan has been a key member of the Young Avengers. There is a chance this could be Wiccan’s brother, Speed, but Wiccan has a higher profile, and Quicksilver fans would absolutely lose their minds if we got Speed over Pietro.
Wishlist Poll Rank: 240
Anti-Venom(Cosmic): There are so many potential Symbiotes to choose from, but Anti-Venom is an interesting take on Eddie Brock’s character and has been a common request. If it’s not Anti-Venom, I think Toxin or Gwenom are the other potential picks.
Wishlist Poll Rank: 50
Nimrod(Tech): I’m going out on a limb here, because Gabe told me at Comic Con 2018 he doesn’t like the visual design of this character, but I think the most likely candidate for the Sentinel link is Nimrod. Nimrod is an unstoppable robot from the future and has ties to Kitty Pryde, making him the likely adversary for her Event Quest. If not Nimrod, potentially Omega Sentinel. But I really feel since the line is Bishop-Sentinel-? that we’re dealing with a time-traveler, which is why I’m thinking Nimrod.
Wishlist Poll Rank: #110
Spider-Man 2099(Science): With links to Spider-Gwen and Punisher 2099, I believe this is our best chance to get Spider-Man 2099. I was really hoping for Gwenom but I don’t think she fits here.
Wishlist Poll Rank: #19
There are several isolated sets of question marks which are impossible for me to predict. The Annihilus-Sue Storm link could be Franklin Richards, but we’ve repeatedly been told the game team doesn’t want us “punching kids in the face,” (tough break Power Pack) so I don’t know who else makes sense. I’d love to hear some theories though.
There is an extended line of three champions branching off from Guillotine and Morningstar, which points to future Kabam original champions. Obviously, I can’t make any predictions there.
The other spots I’m not making predictions for at this time are for the question marks attached to Hyperion, Black Panther Civil War, and Gwenpool, respectively.
So those are my predictions! Who do you think we’ll see enter the Battlerealm in 2021? Want to weigh in on who you would like to see added to The Contest? Head over the MCOC Wishlist Poll and cast your vote!
29.2 HIGHLIGHTS X-Men: Prodigal Son Event Quest Side Quest: Jubilee’s Arcade-ia Jubilee & Stryfe Undo Button Season Tags Fixes & Improvements
January’s Event Quest, “X-Men: Prodigal Son” sees the Mutant home of Krakoa under attack from an unknown assailant. Cable and a team of young mutants set off to uncover the identity of their mysterious foe.
Take a trip with Jubilee to the Mall Arcade. Use tokens each day to play Arcade Quests and earn Stamps on your Punch Card when you defeat foes to earn prizes! No word on if the villainous Arcade will make an appearance as an NPC in quest, but fingers crossed. Look for a full breakdown on the side-quest coming soon. Read the Forum Post.
A fan-favorite, Wolverine’s sidekick and Mutant mall-rat Jubileeis finally here! Expect Jubilee to put her fireworks powers to good use again Stryfe, an evil clone of Cable raised by, and later rejected by, Apocalypse.
Rejoice, for the Alliance Quest Undo Button is finally here! No longer will officers have to scramble when someone takes a wrong turn. You will have a limited number of Undos, and your energy spent will not be returned, so be careful.
A new set of temporary Tags will be added to the game, allowing for more variety in interactions. Season Tags are going to be introduced in Alliance War content first and will be paired with new Tactics. Expect to hear more details on Season Tags soon.
FIXES & IMPROVEMENTS
● New players will see that the first Mastery Point they receive at Level 6 will get spent on the Parry Mastery automatically at no additional cost.
● Fixed issue that would cause frame stutters during the run-in.
● Fixed issue where the camera would break during run-in if app was suspended.
● Fixed issue where the Info Page data would round numbers differently to how it was rounding in gameplay.
● Fixed issue where in certain circumstances HUD icons would show the incorrect timer when paused.
● Insecurity Buff: Updated Info Page to specify the Taunt debuff drains 50% of their max power over 3 seconds.
● Mind Games Buff: Updated string to specify opponents also have a reduced attack rating.
● Stubborn Defense Tactic: Fixed issue where the defender would gain an indestructible passive while attacking into a knocked down opponent.
● Blade: Demon Hunter Synergy updated with Mephisto and Dormammu to reduce Energy Resistance by a flat 950 rather than 30%.
● Ghost Rider: Updated the last three flamethrower hits during Special 2 to be projectiles instead of contact hits.
● Guardian & Spider-Ham: Fixed issue where their highlight Visual Effects would be behind other Champions in the Team Select Screen.
● Human Torch: Fixed issue with Familiar Faces Synergy where Info Page did not match in-game potency.
● Korg: Fixed issue with Pit Fighter Synergy where Thor (Ragnarok) would not gain a Fury buff when finishing the combo with a Medium Attack against the opponent’s wall.
● Nick Fury: Fixed issue where his Special 3 Bleed would be more potent than expected if that Special was activated on the same frame as the 4th Light Attack.
● Nova: Fixed issue where Nova would obtain intense Power Gain when Stunned by Quake’s Aftershock during his dash.
● Old Man Logan: No…Not You… Synergy had Info Page updated to specify that Mysterio heals an additional 10% of the damage he took rather than flat +10% health.
● Spider-Ham: Updated misaligned Special 2 Visual Effects location.
● Vision (Aarkus): Fixed issue with Signature ability where Apocalypse was unable to prevent the Purify Ability.
● War Machine: Fixed issue where the rocket Visual Effects was misaligned during his Special 2.
If you have been following me for a while, you know I’m a X-Men fan at heart, so anytime Mutants come to the Battlerealm is a call for celebration. While Jubilee isn’t at the very top of my list, she’s still a fun character with the potential for amazing Fireworks animations. Stryfe is a little bit of a deeper cut unless you’re a hard-core Cable fanatic, but I was just getting into comics during “X-Cutioner’s Song,” so he made a big impact on me as a kid.
The Undo Button is a fantastic, much-requested addition to Alliance Quest, but I’m a bit dubious about the Season Tags. Personally, I’ve dropped down to Tier 6 AW so I’m hoping they don’t have any impact on my day-to-day in-game experience.
Let’s hope MCOC gets off to a strong start in 2021!
If you plan on clearing some difficult content in Marvel Contest of Champions this January, you’ll need to know when all your champs will be available. Here is the full schedule of 100% Roster Availability (no AQ/AW) for the month. All times are EST, 2pm is based off of the approximate end of AW attack.
Friday, January 1 at 3pm EST – Saturday, January 2 at 2pm EST
Sunday, January 3 at 2pm EST – Monday, January 4 at 2pm EST
Sunday, January 10 at 2pm EST – Monday, January 11 at 2pm EST
Sunday, January 17 at 3pm EST – Monday, January 18 at 2pm EST
Tuesday, January 19 at 2pm EST – Wednesday, January 20 at 3pm EST
Tuesday, January 26 at 2pm EST – Thursday, January 28 at 2pm EST
Here’s all the information on the long-awaited first Chapter of Book 2 in Marvel Contest of Champions, which will be released on Wednesday, December 9th at 1pm EST.
INFO RUNDOWN Book 2 Overview Rewards Legends Run 6-Star Global Nodes Mashup Champions Return Boss Nodes Class Buff Nodes
BOOK 2 OVERVIEW
– Each Act will have 4 Chapters – Each Chapter will have 6 Quests – Each Quest will have 6 Paths – Each Path will have 6 Defenders and then a Boss – There are 3 Bosses per quest (2 paths lead to each boss) – You can swap 1 Champion (like in Incursions) per path, right before the Boss – Energy cost is 3 per title for all Quests – Total Completion Energy Cost = 414 – Total Exploration Energy Cost = 2,484
Let’s get to the good stuff, you want to know what the rewards are!
Additionally, you will receive 6x Tier 5 Class ISO and 4x Tier 6 Class ISO per quest. The class type will change with each quest.
The Legends Run program is not being retired (as previously announced) but updated! The rules have changed, so pay attention if you are planning a run.
The Legends Run will be available from December 9-January 8. As soon as you begin Book 2.1.1, you will then have 24 hours to 100% Explore it to be eligible for a Legends time.
Time will be recorded differently for this Legends Run. Only time spent actually fighting during the 24-hour timeframe will count toward your Legends time. This means you can take a break, pause the game, spend some time on team selection, or boost up without actually impacting your time. This should also make it possible for more devices to qualify, as loading time doesn’t count.
Top 5 Summoners 50% Tier 5 Class Catalyst Selector 10x 6-Star +5 Signature Stones 6-Star Weapon X Mythic Title
Top 6-100 Summoners 25% Tier 5 Class Catalyst Selector 4x 6-Star +5 Signature Stones 6-Star Weapon X Legend Title
If you bring your 6-stars, you’ll gain three specific boosts from Global Nodes in 2.1.1.
Adrenaline Rush: The Attacker gains up to 100% Damage Reduction at all times, scaling with their current Adrenaline. Adrenaline is gained after being Struck.
Hold the Line: The Attacker gains up to +80% Block Proficiency at all times, scaling with their current Adrenaline. Adrenaline is gained after being Struck.
Star Power: 6-star Attackers gain a permanent Passive Fury, increasing Attack Rating by +700.
MASHUP CHAMPIONS RETURN
Yes, some of M.O.D.O.K.’s unique creations are returning in 2.1.1. Expect to see Electro Luke, Night Carnage, Punishing Angel, Spider-Witch, Gwenperion, and yes, the dreaded Ice Phoenix as you quest through Chapter 1.
As you might expect, Kabam has cooked up some new and challenging nodes for the Bosses. Here’s what you’ll have to deal with.
Bullet Time: Any time the Defender is Stunned, they immediately remove the Stun and gain an Evade Charge which grants a 100% Chance to Evade. Each time a Hit is Evaded 1 Evade Charge is removed. If the Attacker avoids a Basic Attack using the Dexterity Mastery, all Evade Charges are removed, and the Defender is Passively Stunned for 1.5 second(s) per Charge removed.
Redlining: When the Attacker has more than 33% of their Max Power, they gain a Power Gain Passive which raises their Combat Power Rate by 100%. If the Attacker has more than 75% of their Max Power, they are immediately Power Drained down to zero.
Tantrum: Whenever the Defender is Struck by a basic attack, they gain a Tantrum Charge. When the Defender is knocked down, all Tantrum Charges are removed and each deals a burst of Physical Damage equal to 10% of the Defender’s Atack to the Attacker. While the Defender has a Concussion, Disorient, Enervate, or Taunt Debuff, all Tantrum Charges are removed without causing damage, and the Defender cannot gain any new Charges.
Defective Defense: Blocking attacks has a 100% chance to apply a Disorient Debuff to the Attacker, reducing Block Proficiency and Defensive Ability Accuracy by 25% for 12 second(s). The chance is reduced by 50% flat if the Block was Well-Timed. The Attacker can dash back and hold block for 1.2 second(s) to remove one of these Debuffs.
Special Burst Lock Down – 2: Whenever the Defender activates a Special Attack, the Attacker is afflicted with both a Heal Block and an Armor Break Debuff, lasting 10 seconds and reducing Armor Rating by 35%.
Rust and Ruin: When the Defender is struck, 40% chance to inflict Armor Break on the Attacker, reducing the Attacker’s Armor Rating by 25% over 10 seconds. If the Attacker has 5 or more of these Armor Breaks active on them, they are consumed and turned into an indefinite Armor Break Debuff.
Arrogance: Every 10 Hits on the Attacker’s Combo Meter afflicts them with a Falter Passive. Falter causes their attacks to Miss, and lasts 3 second(s). When the Attacker is Struck, Falter is removed.
Mercy: Whenever the Attacker avoids a Hit with the Dexterity Mastery, they gain a Mercy Passive. Executing a Well-Timed Block will remove all Mercy Passives from the Attacker and apply them to the Defender, where they will fall off 1 at a time every 1.5 seconds. The Defender reduces damage taken from all sources by 90% unless they have a Mercy Passive. If the Defender has a Mercy Passive, the Attacker gains +80% Attack Rating for their Special Attacks.
Staggering Beauty: While close to the Defender, the Attacker gains a Stagger Debuff every 3 seconds, nullifying their next Buff effect. Staying far away from the Defender causes these Staggers to gradually fall off.
Cold Fusion: Whenever a Cold Snap or Frost Bite expires or is purified by either Champion, the Defender gains 33% of a Bar of Power over 6 second(s).
High Energy Diet: The Defender has 99% Energy Resistance, and any Hit that deals Energy Damage Regenerates them for what the damage would have been. While the Defender is affected by an Incinerate, Shock, or Coldsnap Debuff, the Defender gains 100% of a Bar of Power every 10 second(s).
Power Buildup: When the Defender reaches 2 Bars of Power, they gain an indefinite Prowess Buff every 2 second(s) increasing Special Attack Damage by 100%.
Power Overflow: If this Defender has 10 Prowess Buffs when they activate a Special Attack it becomes Unblockable.
CLASS BUFF NODES
There are a number of class based nodes that will be available to enhance your champions.
Shake it Off: Skill Attackers Purify 1 Debuff(s) whenever they Dash backwards. The number of Debuffs Purified increases by 1 for every subsequent Dash performed in a row.
Cage Rattler: Whenever a Skill Attacker is Blocked, they have a 50% chance to Passively Stun the Defender for 2 second(s). The Stun chance is increased by 10% for every 5 hit(s) on the Attacker’s Combo Meter.
Double Down: Whenever a Skill Attacker fails to apply a Debuff to the Defender due to an Immunity, they gain a Precision Buff increasing Critical Rating by 40% for 10 second(s).
Muscle Wizard: Whenever a Mystic Attacker knocks down the Defender, the Attacker gains an Unstoppable Buff for 6 second(s). If the Attacker was already Unstoppable, they instead gain an indefinite Fury Buff, increasing Attack Rating by 50%. A maximum of 4 Fury Buffs can be gained this way.
Mystic Focus: Whenever a Mystic Attacker holds Block or charges a Heavy Attack, they activate a Power Gain Buff, providing 5% of their Max Power every 1 second(s) for the duration of the Block or Heavy Charge.
Mystic Curse: Whenever a Mystic Attacker activates a Special Attack, they Poison the Defender, dealing 60% of their Attack Rating as Direct Damage over 7 second(s). The potency of the Poison increases by 25% for every Buff on the Defender.
Impatience: Whenever a Cosmic Attacker fails to trigger a Buff due to chance, they have a 100% chance to trigger a Fury Buff instead, increasing Attack by 80% for 7 second(s). This cannot trigger itself.
Cosmic Fracture: Cosmic Attacker’s Light Attacks have a 50% chance to Armor Break the Defender, reducing their Armor Rating by 40% for 7 second(s). If the Light Hit was Critical, the chance is 100% instead.
Cosmic Avalanche: Whenever Cosmic Attackers activate a Special Attack, they gain a +40% Fury Buff for the duration of that Special Attack for each Unique Buff on them.
Mutant Mastery: Whenever a Mutant Attacker applies a Debuff to the Defender, they have a 40% chance to gain an indefinite Prowess Buff, increasing Special Attack Damage by 30%. This chance increases by 20% for each Debuff on the Defender. These Prowess Buffs are removed after the Attacker finishes a Special Attack.
Acclimation: Every 5 hits on their Combo Meter, Mutant Attackers Purify all Bleed, Incinerate, and Coldsnap Debuffs currently on them. Any Debuffs Purified this way provide the Attacker with 10% of a Bar of Power.
Evolutionary Advantage: While the Defender is suffering from a Bleed, Armor Break, or Concussion Debuff, Mutant Attackers gain an indefinite Fury Buff, increasing Attack Rating by 70%. The Fury is removed when the Defender no longer has any of those Debuffs.
Power Suppression: Whenever a Science Attacker activates a Special Attack, they apply an Enervate Debuff to the Defender for 6 second(s), preventing them from gaining Power when struck. Whenever this Enervate would expire, it consumes an active Debuff on the Defender to reapply itself.
Backfire: Whenever Science Attackers perform a Well-Timed Block, they apply a Power Sting Debuff to the Defender for 5 seconds. Defenders with Power Sting take 100% of the Attacker’s Attack Rating as Direct Damage when activating a Special Attack. The Power Sting duration increases by 25% for every Debuff on the Defender.
Eat Crow: Science Attackers gain Immunity to Nullify. Whenever a Nullify or Poison fails to apply to the Attacker due to Immunity, they gain a Fury Passive increasing Attack by 80% for 6 second(s).
Technical Suppression: Whenever a Tech Attacker activates a Special Attack, they have a 100% chance to Heal Block the Defender for 8 second(s). If the Defender was already Heal Blocked, the Attacker instead gains a Fury Buff for the duration of that Special Attack, increasing Attack Rating by 70%.
Fortification: While Tech Attackers have an Armor Up Buff, they are immune to Bleed, Poison, and Coldsnap effects. Whenever a Tech Attacker would receive a Debuff they are immune to, they gain a Fury Passive increasing Attack Rating by 20% for 7 second(s).
The Gloves Are Off: Whenever a Tech Attacker removes their own Armor Up Buff, or it expires, or it is removed by an Armor Break, they have a 30% chance to gain a Fury Buff, increasing Attack Rating by 50% for 8 second(s). This chance increases by 15% for every Attacker Armor Up Buff that has expired or been removed by an Armor Break since the start of the fight.
Congrats on making it this far. Good luck tackling Book 2 Act 1 Chapter 1 when it drops on December 9th!