Here’s your Marvel Contest of Champions news brief for Tuesday, October 22, 2019.
Schedule Notes: The Alliance Quest series begins at 3pm EST. The Alpha Arena starts at 6pm EST.
Kabam announced everything coming to the Battlerealm in November with v25.0, and it is a lot to take in. The Fantastic Four will finally be reunited as Reed Richards enters the Contest, along with his arch-enemy Doctor Doom.
Also coming in November: AQ update and modifiers, the Old Man Logan and Colossus buffs go live, a first ever community-wide event, an updated calendar, and most importantly, the release of Act 6.3 on November 13.
Expect to see the update sometime around November 4-5, as the November EQ starts on November 6.
Here’s your Marvel Contest of Champions news brief for Monday, October 21, 2019.
Schedule Notes: 100% Champion availability until Alliance War attack resumes. Round 2 of the 4* Star-Lord and Man-Thing Featured Arenas at 1pm EST. Summoner Sigil Owners, your Solo Event and Gold Quest reset at 1pm EST. Dungeons to return at 1pm EST.
The Cosmic class is loaded with some truly outstanding champions such as Corvus Glaive, Medusa, Captain Marvel Movie and Venom the Duck, but for all-around damage and usefulness, Hyperion may be the best of the lot. In the hands of even an untrained Summoner, Hyperion is a runaway freight train. Once you understand his ramp-up and play-style, he becomes one of the Contest’s true powerhouses.
Key Information: Released in December of 2016, Hyperion was one of the earliest characters to break out of the standard M-L-L-L-M combo meta. Hyperion is a single-fight ramp-up champion, and like many Cosmic characters, gains many buffs throughout the course of the fight. Hyperion’s big damage comes from throwing heavy attacks at the opponent, and building up fury buffs. These fury buffs stack and last for 10 seconds each.
Hyperion also has passive Cosmic Charges. These charges are generated automatically over the course of the fight, and he can have a maximum of three charges. Cosmic Charges passively increase physical resistance, passively increase attack, and most importantly, are converted into active power gain buffs, 1 at a time, which begin to fill Hyperion’s power meter at an accelerated rate, even if he is not attacking or being struck.
When at 3 Cosmic Charges, Hyperion can convert these charges into a 15 second long regeneration buff, which will heal approximately 15% of the base health of a 5/65 Hyperion. This is accomplished by dashing back and holding block for 2 seconds. There is a downside, as activating Hyperion’s healing prevents any additional Cosmic Charges from generating for the next 45 seconds, thus curbing his high-end damage potential.
Hyperion is immune to poison.
With this combination of damage and utility, Hyperion is useful in all areas of the game including questing, Alliance War attack and defense, Alliance Quest and dungeons.
Signature Ability: Hyperion’s signature ability increases his buff duration. Although this is useful for extending fury, regeneration and power gain buffs, it is certainly not required to play the champion. Additionally, this signature ability does not scale well with additional signature stones. In short, Hyperion is not a champion you should spend an awakening gem on, and you should not use cosmic signature stones on him either.
Team Building/Key Synergies: Hyperion is not synergy-dependent and fits well on any quest or attack team. The champion has no unique synergies. The synergy that benefits Hyperion the most is Cosmic Supremacy between Black Bolt and Ronan or Kamala Khan, which increases Fury duration by 30%.
Mastery Setup: Hyperion benefits from max parry and stupefy for increased stun duration. Extended Fury and Enhanced Fury are also beneficial but not required.
Hyperion doesn’t need suicide masteries, but as a poison immune champion he is capable of running them. There are certain matchups in which having suicides on will be detrimental (for example, vs Electro or Killmonger).
Alliance War Defense: Because of Hyperion’s power gain buffs, he makes an excellent alliance war defender, particularly on hidden nodes, power start one, increased buff duration, and All-or-Nothing.
Special Attacks: Hyperion’s SP1 is one punch followed by three hits from his laser eye beams, which can place incineration debuffs on the opponent. If the fight calls for damage over time or placing debuffs on the opponent, this is the go-to special.
The SP2 is an excellent combination of damage and utility. It has a 100% chance to inflict armor break, making it the go-to special attack when fighting against opponents like Mysterio and Killomonger, and has a 60% chance to stun.
You’ll use the SP3 more often than normal, just because Hyperion’s increased power gain will fill the power meter. This attack does big damage, especially when multiple fury buffs are active. It will also generate up to 3 Cosmic Charges, unless Hyperion already has three, in which case he gains a Cosmic Overcharge buff, which allows him to gain power without converting Cosmic Charges.
Pros: Fantastic mix of big damage and utility makes Hyperion viable in multiple game modes.
Easy for beginners to use, but has enough tricks to keep experience players invested.
Great option for both short and long fights.
Very easy to ramp-up quickly.
Hyperion’s heavy attack rotation and large size tag make him an excellent option for much of Variant 2.
Doesn’t need to be awakened, and is not mastery- or synergy-dependent.
Hyperion’s extensive kit makes him one of the more useful champions for AQ Map 7, as he is capable of taking down the Omega Red mini bosses, and can run many different lanes including Buffed-Up, Pleasure to Burn, Diss Track, and Caustic Temper.
Cons: Ramp-up more difficult in stun-immune fights.
Regeneration mechanic can be hard to access.
Severely hampered by champions and nodes that can prevent or nullify buffs.
Power gain buffs can cause you to overshoot the particular special best suited for a given fight.
Not one of the better Labyrinth of Legends options because of the global limber node.
Not available as a 6* Champion.
Can’t use the SP1 on the Clapback node as Hyperion isn’t incinerate-immune.
Pro Tips: A common attack rotation for Hyperion is to parry, heavy attack, then parry heavy attack again to gain fury buffs. At this point you may already be close to a special two with your power gains, which you can use to end your next combo for big damage. If you get the stun on the SP2, you can heavy and restart the ramp-up cycle with your fury buffs.
To maximize Hyperion’s effectiveness, you need to practice countering the opponent’s heavy attack with your own. This is very important in stun-immune fights and versus auto-block opponents like Medusa and Infinity War Iron Man.
You can take heavy countering a step further by studying the spacing needed to avoid opponents’ special attacks, and seeing which ones you can counter with your heavy.
Another important skill needed to maximize Hyperion is learning to intercept with specials. Because Hyperion is almost always generating power, you don’t have to attack as much to access your specials. This is incredibly handy against Aspect of War nodes, Invade nodes, and in other circumstances in which parrying would result in too much damage.
Intercepting with Hyperion’s SP1 is a good way to minimize reflected damage, as only the first hit makes physical contact. This can be utilized effectively versus Electro, Korg, or thorn nodes.
Hyperion is a great option for summoners facing the Bane node. He’ll almost always have a special ready, which is useful if you need to stretch out the combo to flip the debuff back, or you can just stay at a full power and use the SP3 if you need a safety net.
This week in Marvel Contest of Champions Ronin makes his first appearance in the 4* basic arena, and Alliance War Season 13 kicks off on Wednesday, October 23. The Alliance War Season 13 rewards lockout date is Friday, November 8 at 6pm EST, and Season 13 concludes on Tuesday, November 19.
Full Roster Availability (No AW/AQ): 100% champion availability on Sunday, October 20 following the conclusion of Alliance War attack until Alliance War attack resumes on Monday, October 21.
Sunday, October 20:UMCOC Podcast, Live On Discord, 8pm EST. 100% Champion availability following the conclusion of AW attack.
Monday, October 21: 100% Champion availability until Alliance War attack resumes. Round 2 of the 4* Star-Lord and Man-Thing Featured Arenas at 1pm EST. Summoner Sigil Owners, your Solo Event and Gold Quest reset at 1pm EST. Dungeons are projected to return at 1pm EST.
Tuesday, October 22: The Alliance Quest series begins at 3pm EST. The Alpha Arena starts at 6pm EST.
Wednesday, October 23: First matchmaking for Alliance War Season 13 at 6pm EST.
Thursday, October 24: Round 1 of the 4* Ronin and TBA Featured Arenas (Old Champ) at 1pm EST.
Friday, October 25: Tier 4 Basic Arena at 6pm EST.