Monday, June 13, 2016

Marvel Avengers Alliance: Best Team PvP: Guide for best characters for PvP. Review Hyperion


I have always liked Hyperion. The general idea how having a few other universes with an evil version of the justice league was I smart move from the start. And that gave us evil super man, however, this Hyperion is of course one of the few good ones. 

I wrote about that years back when he was new in the main universe, and by "he" I of course mean this current main stay Hyperion. This Hyperion comes from having his universe being destroyed by the incursions. And while they said it was a new one, i.e he is not those classic evil one or the brain washed one etc. However,  I always assumed he was one of the good Hyperions from the Exiles story.

I like to talk about the Exiles and they had this great story( Exiles only had great stories obviously). 


The Exiles got themself a Hyperion to help them save the multiverse he of course turned to be evil and the main issue was, they could simply not beat him whatever they tried to do as he is the super man of Marvel, which I always felt was a good way to ridicule how boring super man is as he simply cannot be beaten. The ending was a really great as Beak, the kinda useless Mutant from 616(hes a bird man that cant fly...)


We will likely never see Beak in Marvel Avengers Alliance..

While Beak was a weak character physical wise, he was always an interesting and realistically smart character that had to really on actually good plans to succeed. So from this he come up with the only salvation over Hyperion (who at this time had taken over 1 earth) which simply of course was to get 2 Hyperions :)


Because of the different design of these 2 and how they very clearly stated they could not find any more than these 2 good Hyperions(hinting rest being evil) I always assumed this Hyperion is the one to the right in this image.

When I did the machine code translations for the new Avengers vol 5, a few years back. I used to comment on how I always expected Hyperion to be evil. To me an interesting character, probably because they gave him the duality of man over the super stoic super man. 


In the game then Hyperion is very similar to the classic immunity kind of character. He is immune to lose his buffs because of his solar defence and so on. Without a alt suit he is Bruiser which make sense as he is obviously a tanky guy, all his move set makes him very Generalist type of character, hes basically all classes. So the alt suit that is Generalist I by far think is what suits him, he is supposed to have no weakness. So I will assume that you play with him as the Generalist for this review. But sure he does work well with the standard Bruiser as well as he cant lose the bruiser stacks.


Passives:

First of all the concept Hyperion has is that each attack gives him a class advantage, this is regardless of the enemy type. Its like Taskmasters ability where he can grant people the copied class that attacked him by training, but Hyperion instead just buffs himself with it and can do it right away then of course. Because of this his original suit which as mentioned is Bruiser was designed so his 4 different attacks would give the other 4 class buffs, where he then in total would have all 5. 
 But with the alt suit what you get is then the 5th buff, Bruiser as an auto passive. This also means his Bruiser alt suit is pretty bad, like wtf. It just gives him Bruiser stacks faster. That is what it does, it also do gave him a tank property, but come on do not buy his Bruiser version. Its clearly redundant.

So as I mentioned earlier I wont even consider the Bruiser form of him.

The passive he has than are as follow.

Flying, which gives like nothing. Only person with Ground moves that are played is Nul and he likely then is isod to hit flying.

Than Hyperion has 2 passives which are working together and its very important to note that these passives are designed to completely stack with each other. Righteous is pretty much purely a protection of his supreme buff. However, Righteous also protects his other class gaining abilities then and of course including his Bruiser boost.
 This is the key ability of Hyperion. Hes quite the good character becasue of this but he does not relay fit into any team. That's why the new character Blue Marvel really reminds me a lot of Hyperion. They are both very solid, generalist with no apparent weakness but they do not really mix up with anyone. Hyperion issue is that he is all round very good but hes not great at anything. (He does actually combo well with Blue Marvel, one of his clear top team partner).

So what does it do then?

Simply Righteous prevents Hyperion from losing any buffs. This is an ability the agent can have as well with items that gives Blocker, but no one ever really uses. This is as best of course for Bruisers who don't simply just get different buffs but are weak versus neutralized that both removes their class ability and the basic stats buffs
 Hyperion then gains the Stats buffs by any ability with his third passive supreme, which has the rising up for all of his attack so he randomize the 4 stats buffs all the time. 

His 4th passive is that the is a Bruiser while being a Generalist. He gains bruiser stacks from any attack instead of just Scrappers (this passive is as mentioned crap if you already are a bruiser) Of course these stacks are protected by Righteous as well. 

Then all of the class buffs he gains from the different attacks are also protected by it.
 This means that Hyperion will grow increasingly strong over a few turns. He gains very strong momentum after turn 2 where he can be a Tactician, Scraper and Blaster + potential Bruiser stacks + the 4 stats buffs(likely) giving him huge stats and a lot of attacks. 

However, this takes time to build up so hes not really fast enough for the PvP meta. That is his weakest point, while he has no weakness and cant be stopped, except by just killing him this takes time to build and a top character will win the game before this happens. But otherwise he crush all other characters who aren't in the top 20 or so. 

Hes that kinda of character that just from his passives makes him super solid but he cant really match up with the characters who are insanely strong at a specific task. Hyperion attacks are not specially super at all, they just trigger is different buffs while making him do ok damage, but after 2 turns he is so buffed up any attack does very high damage. And he can take 2 turns + 2 attacks from scrappers dishing out a whooping 4 attacks with buffs on him per turn. 

The suit passive also then makes him a tank, this means nothing in Marvel Avengers Alliance. As its riddled with unblockable attacks in either psychic form, stealth etc. But it does give him higher critical resistance making it harder to kill him. And well he does tank against bad teams, so again hes good against people who just play random low ranked characters. 


Abilities: 

There is a very clear order in how to attack with Hyperion. He only has offensive moves but where each of these 4 give one of each class ability (while he is always a bruiser). Because of this while they attacks them self aren't very good its all about getting the class abilities. 

The order then its very clear and there really is no other way to attack with him at the start.

You want to go like this 3->1->2->4. 

Solar Strike (3)

Gives the Tactician ability. This means that next turn you can do both 1 and 2. Starting with anything else then 3 is frankly stupid, that means you only get 1 turn each round. 

I could see however, an argument for his ultimate. Because its an AoE that does hobbled. While it will deal zero damage turn 1, it will debuff the enemies from using Stealth. So in the case of facing Quicksilver + Spitfire. You can prevent their stealth moves. But that is just a fringe case. 

Solar Strike does also give the near fatal debuff on the enemy that kills them if they go under 20% max hp for 2 turns. Which is actually pretty good, If it had Brutal strike that would be horrible as a starter attack. But Near Fatal means you can attack the enemy next turn and the effect is still active so even if you do no succeed on getting them to 20% turn 1 you can do it on turn 2. Any character can of course also do this not just Hyperion.


After this you use Fists of Fusion (1) that will give him Scrapper. This means the second turn 2 attack (ignoring agent giving Hyperion a turn etc) will right away get the double attack in.
 This attack random debuffs that can be used by the ultimate, its not very important,

So then we use Atomic Vision(2) Which gives Blaster, all attack now critical and ignore armor (80% I believe is set to now) 
 While this buffs any attack this is primarily a way to set up the ultimate the ultimate has Deadly critical and now for 2 turns all attacks are critical. 

It also gives Melt armor which means all attack vs this opponent are now ignoring, this is pretty bad. First of all it clearly does not help Hyperion he just gained the exact same thing, for him it does nothing. And lets assume the agent is a supporting character, that or the third character is. So they also gain nothing from melt armor.  


After this you may use the third attack again on turn 3 to not lose the tactician power. Or you can finish them of with the ultimate

Ultimate:

Here is one big issue for Hyperion.

This ultimate is crap. Its just pure damage and the hobbled debuff, while he gains the infiltrator buff. 

First of all its really bad to get the counter passive last, this means you use a finishing move and then if they survive you want them to attack into you...that just bad. You rather get more damage buffs to then finish them off for sure. 
 The idea clearly is to cancel stealth, make him tank all moves and counter. A decent set up but so many teams runs attacks which are magic and so on which hobbled does not affect.

I have been ranting about that many times before but he game really needs a debuff or a tank buff that makes you tank anything! Regardless of the type, going for the tank plan wo'tn work against almost any good team in the game as I mentioned earlier it just enforces a way for Hyperion to beat already weak teams. Weak teams you will beat regardless. 

So lets just ignore that whole bit.

Then comes the second issue, it does way to low damage. Its base damage is very low and should clearly be buffed.
 So even with 100% Critical and some exploit it does low damage, he also cannot set it up easily by himself for the paragon and it does no for w.e reason gain boost from his buffs. It completely lacks the classic rising up synergy where each stat buff boost the damage (excluding the stats they boost) which would be perfect for him as he cannot lose stat buffs lol. 
 I mean really wtf where they thinking here. I get that they where afraid of making him to strong but it makes no sense that he does not have this massive finish move turn 3+. It takes a while to get there and even character who can instantly buff themself to go for a rising up finisher does to low damage. Especially as damage != wining. Pure damage like this move still is is really bad in the game you much rather do half the damage but get in 4 nasty debuffs. He really should have Finest Hour on it and even then I would say increase the base damage as it just does pure damage. No viable debuff. And gives him the worst class ability. (No one is able to counter anything anyway and if you can they are in ethereal plane or something or avoid by cube and so on) 

I usually just finish people off with more single target focus from his scrapper + tactician way to doing a lot of attacks on someone with fatal on them. 


Verdict:

Hyperion is very solid but he does not do anything for anyone. He does not give any debuffs that others can exploit.

He can tank but who is is to tank?

Hes clearly to slow, the game moves to fast for a character to be really strong after turn 2. 

6.75/10

Hes a character that will still have high ratings, because as I said several times he will hard counter at least half the characters easily. But, they are all in the low tier. Hes one of those characters that are excellent on an overall view of all the characters but hes not good against anyone of the top tier characters except the spammy scrappers like Spitfire. 

I wish he would be better but I think the final nail for him is that his ultimate is just useless. 

Sunday, June 12, 2016

Marvel Avengers Alliance: Best Team PvP: Guide for best characters for PvP. Review Amazing Spider-Woman


Amazing Spider-Woman is of course the most classic and iconic Spider-Girl. Mayday "May" Parker. Who is the daughter of Peter Parker in the MC2 universe. Which basically is just a universe where she did not die as Spider-Man got one shitty life. I remember one of the comics I have which I always felt was so sad even do it was not even meant to be is where Green Goblin resurfaces and taunts Peter that he got May, Peter then think he means Mayday its aunt May. So when he arrives to save May its this kind of bitter-sweet moment as hes happy Aunt May is alive but that also means his daughter is still dead. 

But in the MC2 universe which is a what if that did not happen she is alive(obviously) instead its Peter who dies in the beginning of the Spiders-verse story and then she takes over his mantle and goes from being the "girl" to a becoming a woman. 

May is the last of the Spiders (for now where the hell is Kaine?). And I am dam happy about it I had to really force myself to write about each one as they are so similar to each other.
 I think that if anything its clear here with May. As she is way overpowered. She is so much better then the others. It feels like a lot of their best ideas where all given to her. After having failed 10 times with the others they could finally make a playable spider.


Passive:

First of all its very noticeable that her first passive is broken. Seriously broken.

It may just look like another complete evasion move, her Amazing Spider-Sense. 
 However, it is for sure Amazing. Her evasion chance is way higher then the other characters. She will constantly evade anything. This also applies the debuff Dizzy(-25% accuracy) which is w.e is just that that she does it way more then any other character with this passive. So while Silk's preemptive counter + evade is better in theory its worse because her chance is just so much lower(the game does not write out the exact % chance but this is evident by just playing with both of them 1.

Than she also gains extra turns when evading, this is not even said she should do but I have seen it happen over a 100 times and I have other people asking/telling me about this as well so that looks by definition to be broken, likely it has something to do with her second passive which grants extra turns from attacking.


Her second passive empowers all her attacks by giving them magnetic velocity. Its pretty stupid written in the games UI design. While her passive just says it does magnetic velocity you can then read on each attack on what it does and it looks like the attack does this and while they do its the passive that gives those attack that properties. I would have at least put it on her passive as well, Quicksilver also has this confusing text system. 

Anyway, its really good. It gives her up to 3 stacks of Magnetic Velocity. Each Stack increase teh damage dealth, which is standard. This passive is actually very similar to Quicksilver as he also gaisn attack and Accurcy per stack etc.
 But she gains more turns ???

Is just a WTF moment really. She gains a lot more turns, it has a higher chance of happening per stack she can gain more then 1 turn per round and as mentioned it seems to bug her evasion ability to make it give turns as well, I think becasue it applies Dizzy so when you apply Dizzy it is counted as an attack and then you can gain a turn. She gains a lot of extra turns and she does insane damage.
 She has like the highest single target damage in the game and this if anything is why she puts all the other spiders to shame, they all have a finishing single target move. May has that as well(because fuck creativity) but her actually does ridiculous damage so why use any other character then May?

There really is no reason to, really not.

Her 2 passives are amazing, super high evasion with massive damage boost +  lot of extra turns to do more damage, spread more webbing etc. She is better then the other ones at everything 

She also has a alt costume, I mean really wtf playdom, the other all sucked and you gave her the 2 best passives + an extra one for the fun of it. (Clearly they saw that people actually played with May so they boosted her to make more money with a suit but.., come on they play with May over the others becasue they suck. Note that the suit was released like a month after she was new or something it was really weird(greedy))

Her last passive(if suited) 

Gives her a chance to preemptively counter webbed targets, so its kinda makes her be Silk but better chance for evasions. And it also makes her first attack Stealthy which is kinda w.e but her third move was always stealthy so they she can always use those 2 I suppose.
 The suit is not super good, to be honest. May is great but I would rather go like Magic + resurrect or something over transforming her passive to silks passive(with higher %). Her suit does actually only boost the passive and the stealth thing, so one of the weakest suit in the game. But the suit cost cp vs 30 gold iso or other good isos which are 5-20 gold (I got 600 CP now lol so anything for CP its cheaper then 1 gold:)

My point is that she is way better than other spiders but I would argue for that costume set up of isos as 1 slot is removed for a wearing a suit is better to go without it, I would say. Her suit thing for me was a clear cash grab so they just added another spider thing(this time from silk). 




Abilities:

One very noticeable thing is also that her ability are actually good!

That sounds like an obvious thing as new characters has a lot of power creep(Cloak and Dagger-_-) but all the spiders sucked when they were released and still do, except May.

And while her amazing damage its the clear noticeable feature she even have utility moves. 

First of all lets look at her third ability, this is one of those that you always start with. Like with Gwen's wrecking ball.
 Its an Quick action move so its free of charge to always use, its also stealth so god dam yeah you will always use it. It does like no damage at start but if you have 3 velocity stack it actually does pretty high damage. Well it does very high damage for being a free QA move that hits everyone. The kicker is that it gives everyone magnetized (and grounded). The grounded thing is utter crap, who uses earth attacks? Its only Nul, and if you use Nul I am sure you have the ability Iso so that his ground ultimate still hits flying as its such an important move. She does not have a ground attack anyway so I have no idea why she has this debuff, really no idea. But yeah its there.

No what she does is decent high damage, gains 1 stack!!! of magnetic Velocity. This is actually very important and why she is crazy strong. You start with this and that will increase her damage right away but also give her a chance for free turn. So the next attack as this was  QA has a chance of triggering another turn, it can also trigger by itself or something( she is not the strongest character in game but one of the most bugged ones) That's really good.

The obvious best part is however that she can right away do her ultimate. Her ultimate just has sick damage and only exploits webbing and magnetized. So if you ignore the webbing part you will still do really high damage right away as you could set it up with QA action. Or the QA action gave you stacks, now you use her second ability to set up webbing get another turn from the stacks, get more stack(more damage) and likely 1 shot the person you webbed. I mean really, she has this absurd combo turn 1- 

3->2->4 on the same target and its almost always a 100% kill. 

This is why she is amazing in defence, the AI will likely get the extra turn with its higher % chance on stuff. And kill 1 of your characters, usually the agent turn 1. She was like the worst character to face in the game until the resurrect iso was released. She is still dam devastating as you can trigger this so easily turn 1 so even with no despair on the agent(mostly) will die turn 1-2. 


So her third move is amazing then her other moves are pretty good, sur the ultimate is super boring but its damage is truly insane. 

Her first move Web Slingshot that becomes stealth if suited. Is not even a webbing move!

I was seriously amazed that they designed a spider without a base move that added webbing, instead it does disoriented and incapacitated. Incapacitated is like stun but it does not count as stun for stun immunity, that's like the only difference for stun exploit moves it is counted...and of course disoriented is a 50% chance to attack an ally instead. So its like a double debuff chance for them to lose a turn. Which is pretty good, not fantastic but good.


Her second ability then as I mentioned in the Silk review, is called Impact Webbing. Here instead May gets a 100% sure 2 + webbing attack. For w.e reason. There is no reason why she just has a way better webbing attack, but she does. It does 2 on 1 character + a chance for 1 on each!!!

Yeah that's right, she can also set an enemy with 3 webbing turn 1. Plus webb the two others with 1 each. So e.g Turn one May Magnetic Maneuver(3) into 2 then followed by Silk's 1. You likely have 2 enemies with 3 webbing. 

Impact Webbing is the best webbing attack by far in the game. Did I mention she is by far the best Spider...yeah its a reason for that.

Best Passive, best webbing, a QA move that sets up her ultimate right away and so on

Ultimate:

Her ultimate than is not amazing, well first of all its boring. No but its just a single target damage like everyone else but hes does teh highest damage so as I went over earlier its the best one by just doing the most killing. Its a very simple blend but insanely strong attack, I have seen my characters become one shot by this move from full hp turn 1 so many times, that why I was surprised May was not played in the Meta Last season.

Because of the simply way to trigger this to by herself, she does not need any support. She does not need to be with e.g Silk or Gwen for spider buffs. She does not need to be with e.g Magneto so they are polarized(improved version of magnetized).  She just deal insane damage on her own right away. Gets more turns and evade everything. 


Verdict:

May is easily one of the strongest characters in the game, I do still find her design lacking. Its still some lazy cup out both with her ultimate and her suit passive.

Design 6.5/10 roughly.

PvP viability(also great for PvE for overkill etc) is 10/10. She is one of the most dangerous defenders in the game and works with any high damage team. She also gains so much turns so she is not just a good super high burst character. She got burst but can sustain a high damage overall thanks to her many extra turns + then she evades attack ridiculous much. 

This means she is good in most teams, she is good in a longer safer route as well. The only team she does not fit in are the damage over time teams, with heavy emphasis on defend stats. However, she is ok with characters like Pestilence just because she does so high damage specifically after she is at 3 stack you have to kill her first, making her cover for him. While she evades half the attack(at least), so she does not die so fast, and this can give her more turns. She is of course still best with high damage output like, Spitfire or Cloak and Dagger.  And overall she is at the worst with people who have full gold maxed out stats, teams with max May is one of the worst as then it can take 2-3 turns to kill her and she still does insane damage while not having low health.

Wednesday, June 8, 2016

Marvel Avengers Alliance: Best Team PvP: Guide for best characters for PvP. Review Spider-Man 2099



Spider-Man 2099 is ok I guess.

But first of all hes not at all good with other spider-verse characters. Sure he has the standard finisher ultimate that gains bonus from webbing and his first attack like the rest also deals webbing but that is about it. His other moves are completely unrelated to spider-verse (I guess its fine with Gwen) as he boosts follow up and counter attacks. His passive overall boost damage to everyone regardless of them being spiders or not.


Passive:

2099 actually does not have an evade ability. Unheard of when it comes to the spiders. And definitely makes him weaker then many of them purely from that. The survivalist has always been the biggest thing for classic Spider-Man.

Instead he has preemptive counter. Preemptive counter is a lot better then counter. So its hard to say if its directly worse then having evade, as it may kill the attacker before the damage happens. I would say its better then Spider-Girl who has a bad evasion, but its worse then e.g Gwen with Evasion + counter.
 It does stack with his third ability and other characters with follow up shenanigans like Rocket Raccoon + Agent etc is his best combo from this passive + the third ability.


- His second passive is very different from other spiders. What it does then its the weak point spam, it gives opponent weak point all the time. Weak point is that the next attack cannot miss and it will be a critical, were Targeted is all attacks for the next whole round. But he keeps reapplying it all the time, it has a huge chance for it to happen so this passive just from that. Then it also gives Mirror Image each time it happens to all allies and himself which increases evasion.

While this then make it sound like he has evasion increase, mirror image is countered by all buff removal, it does not take in consideration for AoE attacks. Which classic spider-man AoE cover shines. Its very mediocre, but the weak point is good so in total its a good passive.


Abilities: 

So like the other Spider-verse character his first ability and his ultimate is extremely uninspired.

He got webbing + straining. Like other spiders its webbing + random debuff the developer pulled from a hat. Straining is a good debuff for the agent but its really crap here. It does not turn of any class it just takes away very little stamina. Its way worse then e.g Spider-Girl's first attack.
 If anything than its even lazier design then the other spiders...


Where he shines are his second and third ability.

"What the shock?!" His second ability is actually very good. It does biofeedback, envenomed and open wound (random number of bleeding + Ravaged)
 That's a lot of dots!

I mean really this is one of the best dot moves in the game, 2 slightly better then basic dots. Then open wounds which will give at average 2 bleeding which is another dot but if you get in ravaged its x2 so that's 4 dots. So by this attack alone it can take away 40% max hp right away, even more if you get in all 3 bleeding + ravaged and then it also does some base damage.

 Very simply and solid massive dot move. Really strong.

The third ability is more of a support move and then empowers his passive and other similar characters who focus on coordination attacks (follow up / counter / team coordination, e.g coulson,psylocke etc)

It gives the enemy Blind Sided which empowers all these kind of coordination moves. It also gives Flanked so that all single attacks on them will be a follow up, this help triggering characters like Spider-Man Noir and so on, while it makes his passive better.
 This move also has huge base damage, it does big damage without any set up.

A pretty good move but it does less damage then his second ability unless someone else really can use the flanked + blind sided in a good way.


Ultimate: The ultimate exploits poison, so you want to set it up with the second move and not the third move. Because of this 2099 like many character has a 2 moves that kinda overlaps and you will only use 1 of them more or less. Depending on the team you either focus on his own damage and then its 2->4 (it also has bleeding trigger etc). Or if the team is built for follow up its 3-3-3 to spread it around.

Compare this to for example my analyzation on agent items. Signpost is great Luna-C is great but you can only use one per turn so the other one become obsolete. However, this also shows why the Agent is always by far the best character. Than we can change the Agents equipment and get rid of the overlapping slot items. A character like 2099 cannot and he is left having 1 move really per team. You wont ever use the first move for that matter.


His ultimate got good base damage but its not amazing and it does not exploit bleed which is really bad as that would push it way up in damage after a open wound start. It does always critical on webbing so he still does combo well with Gwen and other spiders, but I would say Gwen is the best.

In the end its very simple and plain like the other Spider-verse characters.


Verdict:

4/10

He has 2 interesting move and his passive are way more fun then the others. But his first and ultimate are just another copy, its really like 1 person just did all the spider design in 1 day for all the characters and did not bother to change the base template at all. He also does not team to well with any other spider character making him quite useless in the end he is best with the follow up full on attack team as mentioned but they have way better combos then using 2099.



Tuesday, June 7, 2016

Marvel Avengers Alliance: Best Team PvP. Guide for best characters for PvP. Review Spider-Girl






Ok, So this will be a little different then reviewing other characters now in retrospect I believe. I think that generally all the spider-verse characters fall under this do but now when I am writing this after already having played a lot with all the spider characters I can right away say that Spider-Girl is ok, but she is not better then for example Spider-Gwen who is quite good and by far not as good as Amazing Spider-Women (May from MC2). Hard to get excited about Spider-Girl I guess.

 Because of this I am gonna jump over Hyperion a character I like and just do all the spider-verse characters right away I think that will make it more fluent.

Note that I read Spider-verse monthly when it was new so I am liked it and I do know all the characters I would say pretty good, as good as you can I am big spider-man fan.
 Which is another reason why I don't really care for Arana, she had little to no story, no character development and she was clearly overshadow by the classic spider-girl Mayday Parker.


Passive:

She is clearly similar to Symboit Spider-man both being a Bruiser and how her passive works. She exploits webbing just like he does and does not have the same tank skills like standard spider-man(which he also loses as symboit).

Then she got the basic avoid stuff passive like all spider-verse character has. She has one of the worst ones directly making her one of the weaker spider-verse characters. She just gains more defence and evasion. Compare this to for example Gwen who counters, classic Spider-man who has huge evasion bonus and tanked for the team etc.
 Her passive evasion si quite bad I would not even call it mediocre as other character have way better straight up % chance to evade like Scarlet Witch, Cloak and Dagger(who avoids everything ranged) or Fantomex.

Clearly she is way more offensive then most of the spiders. Her first passive empowers this and she cannot survive as many attacks as the others. Of course she has a exploit webbing finisher like all of them, so like the others you would play her with another Spider that is just how it is.

Skills:

The problem right away with Spider-Girl is that she has no utility(this is an overall issue for Spider-Verse)

She just does damage.

Her first ability is a multi functional but both of the options are attacks.

So she has 5 attacks.

She does have high single target damage, and her third ability is stealth with flanked + combo set up and wide open which does set up a great hand combat finish. And her ultimate is then unarmed mele.

However, the third ability does not set up webbed. So you need another character to come in before her and do the webbing.

This is obviously pretty bad, well I guess you can argue and say that if you use her, you are likely also using May(Amazing Spider-Women, I am just gonna write May from now on). And then they would both target the same target so its not to bad.

Her second ability also just deals damage gives her the random 4 basic buffs no webbing.

Its only her first ability where the first option is just bad. That does Webbing. Compare this to e.g Silk who can set up more then 1 webbing a turn. That is way better. Spider-Girl can only set up her first ability with option 2. This will give her an intercept counter that spreads webbing its ok, then you can set up the third ability and then the ultimate. Second ability only gives her buff and takes way to long time to set up. Its literally completely useless, you wont ever use it.


Verdict:

I went over Spider-Girl here pretty quickly becasue she is just such a one trick pony. She only has single target damage in mind, does nothing for the team and has zero utility such as healing, shield, removal etc. She is pretty bad. At best shes a mediocre single target killer but she still really needs the other to help her. Making her especialy weak in 1v1.

3/10

Marvel Avengers Alliance Season 30 Recap

Ok, so I finally found myself having time to write and go over games again. And I have been uploading overwatch videos everyday since the game was released so basically I got a lot more free time,  I suppose.

 I been gone for a dam long while now as I last year I moved 3 times (3 different countries) and the last time I wrote about Marvel Avengers Alliance I had for a short while worked at Disney still had nothing to do I guess off work but then I kinda quickly got a new job again which had me move again, then my mother sold her house so I really had to move. With all my stuff and so on, we also had a flood just before that with most of my stuff still in my mothers basement etc. Then I had to commute at first when I think about it for my new job back in Sweden which was 2.5 hours 1 way. So I had zero time to do anything unfortunately. Long story, bla bla. Pretty much. But now I plan to go over each character in Marvel Avengers Alliance which I always had. And I can say right away that Cloak and Dagger is crazy overpowered and this recap will mainly talk about how good they are. Then I will go over each character in order of release since my latest so it will take my a while to get to a full review of Cloak and Dagger.

 It especially takes a lot of time to fill in the tier list, so that will not be finished until way later. At least not before I have review each character, but I can say that CD(Cloak and Dagger) is rank 1, they are extremely broken.

Knowing how friendly the Internet is, let me just start by posting this screen shoots so people don't think I lost my edge, I been playing the game constantly easy getting into Adamantium with 1 day effort I just haven't had time to write about it.



Of course I haven't been aiming for rank 3000 that just takes way to much time for no actually gain.




Current Meta: 

What I want to talk about is the games current meta teams, the agent weapons and the general counters etc. I think that's the most important part of wining in the game and then other post as I mentioned will go over characters in detail.


First of all I think this season was pretty fun it was a lot of varied teams is not anymore the only fear itself or the Emma Frost in every battle. Well at high level of play you do face CD a lot, around 80% of the games.
 But the CD teams are varied, they are not just CD and Nul, while its the most common one and actually what I used in offence is not the only CD team.
 CD are mixed around with the top 3 fear itself characters, Nul, Kuurth and Angrir. As well with characters like Spitfire and other high damage dealers. However, CD also works with slow teams for the damage over time effect so they where also played with Loki, Pestilence and Enchantress.

SO overall I really enjoyed that a lot of variance even at the Top, while it was clear that CD is the new Emma Frost (first year) or Kuurth (year 2).

Right away that points at why CD is so good, they can be both high damage dealers, slow safe damage and they can heal the team and remove debufffs....yeah they freaking got everything. I am not gonna go into their details here but here is how their most effience team works.

 You take Nul for this meteor rain that never goes away and use CD's second ability that damage everyone and heals them. This means you have 2 aoe constant damage dealing effects on the opponents which makes them take around 15-20% life each turn. Stack with the agent doing some aoe damage as well, its just a super safe way to kill any opponent.
 Also the Meta is a lot about self healing with Bruiser agents, Angrir never deign, Enchantress self healing with magic abilities etc. This means that the Despair Iso is super important to be able to debuff the whole enemy team with it and here Nuls debuff is excellent for a safe Despair on the opponent. CD can also use it for their second ability so if I did not have Nul with it I would have it on them instead. On CD I used Endemic Iso instead so that the opponent cant remove debuffs as well as cant heal or resurrect.

Note do that Cloak and Dagger is IMBA they can still heal over Despair...

Otherwise as people now I am not a big fan of Nul, do I like him with Angrir as well but thats more as I like Angrir and he is good with him, likewise he is good with CD because of the same AoE meteors, you add that he can hit flying with his ground attack and as its ground attack it cant be protected. Its just very safe, I face a lot of people having way higher stats then me as I don't use any gold to improve my armor stats, I do that like once every 4-5 season or so. And 90% or so of the ones I faced has higher stats then me. In those cases damage over time effects as I have talked about in previous strategy guides are far superior. (But CD also deals huge flat damage ..broken)

So thats that team, its the best team by now.

Second best I would say is Angrir and Nul.

I really like Angrir, his possession debuff is amazing it can basically stun the whole opponent team even if they are stun immune! Its summon magic and cannot be countered and because of that it can be isoed to be Quick action it can also add in debuffs otherwise etc. He can also heal your team and protect you from damage. Very good at keeping you and himself a live and this is why he works with Nul as he reduces damage taken as well and makes Nul survive for the meteors. He can nullify Enchantress which is still decently popular.

Stamina Drain!!!

 But what makes him strong is the combo with the Agent, Bruiser agent has always been the best. But now with the life and stamina steal iso, your agent can just stand there and adsorb attacks.
 This is also the new shet. Trust me. Stamina drain has always been kinda good except when Tactician just made you have infinitive stamina I wrote about that years ago. But now Stamina is high still I would say but it is possible to take it away with such a good items for it. Signpost was always the best agent item and even more now. Stealing Hp and Stamina each turn, healing the agent so he is hard to kill and eventually if you get down to a 1v1 with your agent left they would run out of stamina eventually even 2 years ago. But now today just wow. Its so easy. I been runing with Luna-C for a while to further take away stamina and as the Madness debuff was great with Emma Frost. But now we also have the agent Bruiser iso. Which makes the agent auto drain all melee attackers. Bam they are out of stamina,
 Even better last pvp gave us the Spirit Blade which is like the second best agent item now! Even better then the cube, it further drains a lot of stamina and heals the agent. Its  literally impossible to kill an agent if you don't turn of healing. Especially as every agent runs the resurrect iso.

I was thinking about this a lot actually, as everyone is using this everyone is also using anti heal/resurrect at high level or else you cannot kill the agent. Because of that he resurrect iso actually is not that good anymore, it is pretty crap actually because it just never triggers. But stealing stamina is still suuuuper good now as even if you do not yourself gain it, the enemy loses it. And now you can easily drain all their stamina in 2-3(depending on their stats) turns, simply with Bruiser agent Spirit Blade + Signpost. And then throw in Angrir, bam 2 turns as he can also drain stamina. Its extremely strong, I would not necessarily say that Angrir is the second strongest character in the game but hes definitely in the top but the combo with the stamina draining agent is the best in the game!

 Sure I used Nul over him because I just wanna win fast, because even hard matches leaves my CD alive vs them and they die by their broken shet. And it always goes Super fast. Gaining ranked points at an alarming speed. But the best partner for the best kind of Agent that is Angrir. The Stamina drain completely shuts down characters like Kuurth, who never gets to damage you, she sets up her debuffs and never get to attack, I was never a fan of her as she was so slow, now shes just useless. Enchantress always had a huge issue with luna-c agent stamina drain, she is completely out of this. Shes countered by Angrir anyway but with the agent going the same set up. She cannot do anything either. Every character that attacks are lot will go out of stamina in 2 turns max. Some even turn 1.
 So this kind of agent in general is amazing vs Spitfire and Quicksilver as they just heal him and Spitfire teams are quite common. But then with Angrir's stamina drain as well :) They cant do anything. And it also then beats the rocket raccoon teams, if you survive turn 1 they will not be able to move. They can lock them self out sometimes even after the first combo attack.

And! Back to the resurrect iso. While I considered removing it as all top teams pretty much will remove healing and resurrect, sometimes like 20% or so of the matches at high adamantium will feature people with high damage type of teams. Mostly Spitfire teams, usually SF and Star-Lord. Or Rocket Raccoon with usually Spider-Man Noir. But also other type of high damage teams like Beta Ray Bill or other electric teams and than its  a few % really funky teams that some run.
 All of these are super useless versus resurrect. If you don't have a good debuffer with which removes healing, you cant win pretty much. So even if 70% (roughly I would say) the resurrect iso(that cost 30 gold I probably should say but is way worth it) of the games its useless. The 30% its an auto win.
 As long as people are not on the ball of this kind of healing Agent, you cannot lose. They may kill you but you then easily jump to full life again drain their stamina and then they cant do any damage you keep healing yourself and so on. Its just so strong it was not worth removing as the meta was not stall enough for only fear itself or CD teams. (Which is really good way game wise)


I would summarize and say that healing teams way outplay the rest of the teams. High attack teams have a chance because they can kil them so fast, but resurrect agent, resurrect on Angrir etc then comes back once more so it can be really tough. And other teams who are just there, like Enchantress + Pestilence a good classic team but they are 100% useless versus healing teams, unless if you despair on one of them but they cant spread it as good as for example CD with a stable unblockable AoE debuff.



Agent set up:


The agent items I use, which I would say is the best set up unless you go full attack is. You may change a few of these to get in for example Luna-C instead especially as it stacks better with the Dark Energy Blade. You may want to change Modok but I would not recommend it.



Spirit Blade -Cube - Signpost - Custom Only For Killing (modok's weapon) and Dark Energy Blade.

I am gonna rank them and top 3 is not changeable. There is no better item than them 100% sure on that.

1: Signpost. This has been the weapon for ages. Its amazing, simply drain life and stamina each turn, no counter no way to protect them self. It goes over ethereal plane etc as its magic. It heals your agent by a lot. Its just so incredible solid as its a Quick Action so you will use it each and eveyr turn. This is also why I removed Luna-C in favor over Spirit Blade. First I wanted to have Luna-C+ Spirit Blade + Signpost. But I just never ended up using Luna-C over this item, very rarely will Luna-C be better then Signpost to use, maybe once a game like the first turn. Note Luna-C also is way better with Modok's weapon. Luna-C is great but you don't have spot for both of htem anymore, you used to be able to use all QA weapons but now you can only use one per turn and Signpost is just so good not to use.

2: The Cube. 20% Evasion for team(Fantomex passive) being able to debuff, opponents. Being able to clean yourself of buffs (usually the heal is voided these days) but then especialy the probably field from Scarlet Witch has always been amazing. When you cant remove debuffs you can still buff yourself to counter out many of them. Which also works on the opponent. Broken item as always

3: Spirit Blade. This is a new item and its crazy good. I was surprised how good it was. It does give your team mates protect, which kinda mess with the attackers as you also run protect on your agent. Mainly its bad but it may also be good. W.e its worth it anyway, agent as the last in your team is standard and agent with these items is super hard to kill in 1v1 for most characters its 100% impossible so yeah just ignore that passive thing.
 The good shet is the debuffs, it first of all heal yourself again as with Signpost, good luck killing the agent, removing stamina as I been over. But it also gives HEX. Hex is super annoying, like Wanda is actually pretty good. Hex is when you attack it Backfires and you take damage, high damage teams like a Spitfire teams also take extra damage as they got low defecne and high attack. I seen them take like 33% of their max life on a Backfire. As I went over this team set up is great vs those teams anyway, with Spirit Blade its even better. But in General Hex just makes your team avoid 1-2 attacks per battle. Which means longer game, great for CD (and other DoTers like Enchanters, Nul,Angrir, Emma Frost etc). It just stacks so good with its own stamina drain and of course again then Signpost.
 It also has freaking more stuff, it has Breakdown! This is a random debuff that can hit stuff like Deathfrost. Deathfrost is the better form of Chilled which damage over time health and STAMINA.

I mean really, wtf Playdom. If you go this kind of agent and hit them with Deathfrost they will have no stamina left at all at an incredible rate. And you will be able to keep locking them down by removing so much that they cant attack anyway after a recharge.

It can also hit them with Soulfire removing their buffs and a bunch of other random dots. Its just amazing, it may be better then the Cube. The cube is just so well used, so well proven that its amazing. That I rate it as rank 2 for now. But just attack wise, sprit blade is the best by far. Oh it also never misses, its magic so it can be avoided. Its basically just the attack version of Signpost.

That what I mean that these 3 items are just by far the best. You don't even need to use anymore items.

4: Dark Energy Blade. It is weaker without madness debuff from Luna-C that is for sure because that thing made you be able to hit cube and other moves which otherwise this weapon cant hit as they are subtitle. But even so its a very good item.
 What it does is that it interrupts moves by the opponent sometimes. So while you can attack with it and it does ok damage, sometimes it does 2 attacks, well most of the time opponent have the drain life bruiser iso so you will just lose more life then. Basically its attack is shet. Never use it. Its all about its amazing passive. I would prefer if it did not have an attack for my AI agent. What we want is the passive.
 Not being able to interrupt everything makes it a lot weaker but it still makes you protect allies which stacks with your life drain and it also gives you an extra turn! When that happens. Almost always. So its way to have your agent gain like 1 extra turn every second round being able to interrupt a lot of attacks and debuff moves.

 5. Custom Only For Killing. This is just Tap from Emma. You will debuff someone and even if that debuff has been hard nerfed it means they will take something like 30% of their max life if they attack. It stil just such a good safe way to kill a specific taget like a Pestilence or a Nul that has to die fast.
 It also is really good because the base damage is way, way higher then Emma's so you can actually kill people with the attack alone. And this attack is not stopped by psychic immunity as its a Energy attack. This means you can still use it to attack a Kuurth or Magneto etc. And this damage is actually very high if you have the Bruiser iso stack on you.
 And of course its stil a psychic attack so its not blockable, its not counterable etc. Its very safe damage on someone.

The mental debuff has been the most safe, most solid debuff in the game since pre season 1!!! Even do its nerfed now its still just such as safe way + then that agent actually do deal high damage with, you know safe damage.

Note: There are a couple of other items which are great, but you don't wanna go into using items like the staff(which I can bother to check what name it has, askahandir?) for example. Because you do not want to heal by "healing". That is to slow and to weak and gets instantly countered by despair teams. You want to heal by draining! Draining is the key word here. Those kind of items are still popular and that is stupid. Its an auto lose against a CD team.

2 isos are then mandatory.

Its obviously Elite Empowered iso for Bruiser the super broken draining iso.

Then resurrect as I went over that will just stop so many teams.

Lastly, do I actually Pox Foil.
 This removes the debuff from signpost on your agent. This means you will never die on those 5% HP left where you could heal to 50% but you died from your own poison. It also removes that stats minus making you deal more damage and makes you immune to stuff like biofeedback which Kuurth will hit you with like 20% of the games.  I am not saying its the best one, but its the most solid one. No chances just victory.




While I talked a lot about this set up now, it still boils down to how this actually is super important for the Meta.

Because this with variation is what you will face, draining agents with Angrir as the worst draining team but even when its like Kuurth + Nul its gonna be Draining Bruiser agent tanking for them almost always!

This is the agent to beat.


Meta Teams: 

These are some of the teams you see then (This is like 90% or so I wont bother with each small fringe set up)

Pestilence + Rulk: Classic debuff team, they are crap now! Never been very good, but yeah just kill Pestilence and its over.

Pestilence + Enchanters: The evolution of Rulk teams. Enchantress is very strong and impossible to kill for a lot of characters. Here the anti heal is very important and killing Pestilence fast yet again.

Enchantress + Loki: A Rare team but strong. Loki will counterspell your stuff and Enchantress will stun you(charm) or make you attack the wrong things, Loki also make some attack heal. This team is super hard to beat with no anti heal as Loki also uses magic and they are pretty much only used by people with full gold wallet stats. They will wither you down.  Weak versus anti debuff characters like Cloak and Dagger or Emma Frost.

Enchantress + Cloak and Dagger: Here Enchantress will protect CD with her mind stuff and CD will drain everyone life while she self heals over their drain. And then you die eventually by all the debuffs and shet. Somewhat weak to anti heal. Weak versus Cloak and Dagger as they can remove the other CD darkness and remove Enchantress debuffs. If this team was not so weak versus CD it may be the strongest CD team.

Cloak and Dagger + Nul

Cloak and Dagger + Kuurth

Cloak and Dagger + Angrir

Cloak and Dagger + Loki

Cloak and Dagger + Everyone else

Its a lot of CD teams. What does not work is low damage teams or teams who dont actually support them. Kuurht is pretty bad, her cower is meh and that's about it. CD and Nul as I went over is solid AoE. CD and Angrir is suuuper lock down and super slow game with massive self heal and drains. Easily a top team. CD Loki is like with Enchantress hard to kill, healing, prevent enemy damage etc eventually die all die from the darkness.

Another team that is actually very strong is Cloak and Dagger + Spitfire

So this is a full attack set up and your CD will deal broken, really broken damage with the third ability as it has way to high base damage this then with spitfire also doing super high damage and going first can easily kill 2 characters turn 1. I would say this is the best attack CD team but you can also go with like Quicksilver, Star-Lord etc

Fear itself combos:

As always the ever lasting fear itself team up is popular. Best by far as the other kinda sucks is of course Nul Angrir. Where Angrir will slow down the game a lot especially with his possession. Which makes it harder to kill Nul so the meteors can fall for a longer time.
 The other ones are way worse, but the Kuurth + Nul used to be the 90% every dam game team. So its not surprising is still played about 10% or so of the games even do Angrir is vastly superior. And no ever played Akroma anymore (but probably someone is running like Akroma Kuurth like 3-4 season back but its less 1%). And well the Angrir + Kuurth is also played probably around 5% still, which I guess is also based on the reminiscing of Kuurth and Nul but those people want to mix it up just a little bit.


Electric teams:

Then we have the mix of static charged teams which uses the electric debuffs to do more damage with their attacks mainly as how the chain lighting thing bounces around:

The classic one is still used around 5% (which is)

Victor Mancha + Beta Ray Bill: This team has always sucked. Its a crap team, if you can use a remove debuffs with your first character like Agent or CD. Game over they cannot win. Only thing annoying with this team is how Victor Mancha never dies, that is however auto fixed by using anti heal in your team which you run anyway. So yeah this team is utter crap now.

Then you do of course have inferior mixture of this team. Which are not that common anymore as the main staple is low as mentioned but still you will find Thor + Beta, Thor + Victor etc all bad.

I am actually quite surprised that no one used Electro he does amazing damage. I mean really. Elector is great. His ability makes everyone do electric so it stacks way better with the agent. And then his ultimate is like a one shoot ability. Hes by far the best one, typical people don't wanna adept and change. If I where to run electric team he is my number 1 choice by far.
 Also Female Thor, really good passive that interrupts everything that is really good at AI defence. So for example Beta Ray Bill + Female Thor is way better then Beta + Victor. He can start by static charging everyone and than she will interrupt everything. This works in attack. Should be even better in defence. Just saying, this archetype got 2 new good characters no one is using. I can see why no one is using Blue Marvel he is also really good btw but he is jut solid good, he does not combo with anyone.

I used Electro in attack for a long time last season, him alone being the only electric guy and that was when leveling him (lol) and it worked amazing. He would just 1 shoot anyone turn 2. So if you wanna go Electric go Electro that is my main point.


Than we have the full auto go first team.

I alreayd mentioned Spitfire and CD which is great. Otherwise its Spitfire + Star-Lord or Spitfire + Quicksilver

These teams are often super easy to beat or lose right away. They go first they are super low on life and defence but they do huge damage. Can you survive turn 1 you win. They are easily countered by agent as I went over. But also with for example astral plan iso on your character. I run that on CD or they die from spitfire at start. But if they have it, Spitfire wont be able to do anything(some people run her with +magic attacks which I would recommend). They are very weak, VERY weak versus Emma Frost with Diamonds last forever. Then she can take infinite attacks and nothing happens. Emma should have love defence so the AI targets her and does nothing. Follow up attacks does zero damage on the follow up as well. Overall as mentioned the Agent should take care of these teams.
 I will say do that wile Spifire and QS are good versus CD. I found myself many times with a 10% Hp CD and then I just go to full hp again with them, very risky team but they do pretty much auto win versus any fringe team. Any kind of weird out of meta team that is not super high on defence will auto lose instead versus this team so its a good way to win like every 10th defence. Which can be fine on like 2000+ rating. OF course they do also counter teams like Pestilence etc. Because they don't have time to set up their dots / die from the dots.


Lastly you have the follow up combo team that everyone hates.

Which of course is Rocket Raccoon + Spider-man Noir and Union Jack kinda does the same spot as Noir. Also some other team ups like Rocket Raccoon + Star-Lord.
 All of these teams are even more countered by Emma Frost with her unique iso. She gets attacked as of her low defence and no one can injure her all the follow up does zero damage and then she can kill all of them with 2 aoes..
 This team is exactly like the super fast go team. Full attack no defence. If you survive turn 1 you win. However, they do put in 1 extra issue. Some of them can trigger counters or pre counter moves usually the agent. This will stop you from using certain abilities. This is again why Emma is the bane of this team as she can just use her psychic abilities with no issue.

I never found this team strong at all, sure maybe becasue I use Emma a lot but. You just have to be smarted, don't use counterable moves to easily/eagerly and you will be fine. If its not worth it for high damage / debuffs don't use it, simple as that. You just have to be smart vs this, for example with my current agent Attack with Spirit Blade is a bad option triggering them. So here I just go turn 1: Signpost and then cube, to give them disoriented. Disoriented is great versus them for that matter but its also safe.  That's the safe way, if am first in my team I may use spirit blade to get them to be hexed as that is so good and then my team won't likely die. And then for example you don't use the aoe attacks with CD but the second ability it wont trigger them and start to drain them.
 And eventually my agent just never loses to them alone anyway. They are weaker the less you are as its less combos for follow up so then I can drain heal over their damage while quickly get them into no stamina and then sprit blade becasue very viable to use. Also this team always had 1 huge flaw. As soon as 1 of them die they are useless. They need to team combo to work. IF you kill of Rocket Raccoon (usually easiest) The others just cant do anything. However, its easier to instead kill the agent sometimes etc depending on what happens. So comparing to for example Pestilence teams or a Nul team where they have to die fast. This is easier as any target will do then they cant anymore do the follow up and its over.



Characters that I missed: 

(Electro I suppose he was never used so cannot really miss him but, I thought at least someone would try)

Amazing Spider-Women: She has one of the highest damage in the game, singel target which is better I would say then AoE she can just kill of 1 person right away, often the agent. While countered by resurrect she was still amazing and webbing is quite good. But she seems to be completely forgotten now, I would much rather use her with Spitfire I think then any other combo.

You know what spider-teams in general. The weebing debuff is great when all 3 characters spams it.


Another team that seems to be almost dead now is Invisible Women and X. Often Nul.
 Where the team would rely on her shields to prevent debuffs. She was always completely horrible so I am not surprised her popular has died of, this team still pops up but very rarely. I miss her as she was the worst character in the game for the opponent to have last. Sometimes it would be her vs my agent....and just wow she ultimate and the agent can still use signpost on her and heal himself etc. The best free kill in the game. Reminiscing of old Rescue teams that died of over a year ago.

Also the Colossus PO5 team seems dead now, that is because it was a healing team and not a Draining team. They would heal themself for ever and never do anything. They where also a 100% free kill then for a Drain team, as then you heal yourself as well but also deals damage. (Obviously the only self heal/protect team never worked)

I guess overall the shield yourself teams are completely gone soon over the way superior Angrir, cd,enchantress etc the damage + heal characters.

Amazing Spider-Women is really the only purely character I do not get why shes gone as she as mentioned is probably the highest single target damage in the game and stil is so she has use in several teams.