Here I listed some combos that I would use. You don't have to agree with me, as you don't have to agree with anything on that guide. The combos I am gonna write may not work as intended on paper. This is all theorycraft.
Tactician Agent w/ Rocket Pistol, Custom Sword of the Barony, Ironstar, Kuzuri + X-23 + Infiltrator Swashbuckler Nightcrawler
Explanation:
This is a team built around Hemorrhage. Shadow Dance + Rocket Pistol +
Ironstar + Blades of Rage already deals a lot of damage. If anyone gets
Trigger Scent and it proccs, Laura's next Blades of Rage will be the
last.
Tactician Agent w/ Binding Contract, Sudden Support, The
Exsanguinator, Kuzuri + Brown-and-Tan Infiltrator Wolverine + Scrapper
Claws Black Cat
Explanation: This is a team built around
Bleeding. The thing here is simple: Feral Ambush any protectors, Unlucky
Strike any Infiltrators, if there aren't any, simply Cat Scratch,
Binding Contract on any Blaster and on the third foe. On the second
turn, Berserker Frenzy, Exsanguinator and Nerve Chop for the win. If
there aren't Blasters, Binding Contract again on the second turn and by
the time you reach the third, 3v1 is still an easy scenario.
Tactician Agent w/ Heroic Call, Stark Industries Isotope Cannon, Sudden Support, Maggia Triggerman+ Angel + Bruiser WWII Cap
Explanation:
This is a team built around Stats manipulating. If you manage to get
extra turns from the Tactician passive, use the Heroic Call + Iso
Cannon. Next turn, Iso Cannon two times. Then, when the extra turn from
Angel comes, SS + Magia for the sweep.
Infiltrator Agent w/
Phoenix Flare, Power of Four, Mechanical Mjolnir, Sudden Support +
Blaster Iron Patriot War Machine + Tactician Phoenix Five Emma Frost
Explanation:
This is a team built around AoE. Right off the bat, activate PO4 and
suicide your Agent with 2x Mecha. Mjolnir, SS and PF. Then, if needed,
Overcharge WM and 21 salute gun all the way. Emma is there to take down
any leftovers (since the Agent is going to die and WM is gonna be out of
Stamina), Unlock Potential depending on the turn order, burn some enemy
HP, mitigate damage and maybe some lucky Cosmic Power proccs.
Tactician
Agent w/ Circuit Breaker, Sparkplugger, Hoarfrost Mace, Custom
Fistborne Defibrillator + Valkyrie + Blaster Classic Storm
Explanation:
This is a team built around Static Charges. Fistborne Defibrillator,
while having a low chance to Stun, proccs those Charges, dealing AoE
damage after setting them up on the first turn, and Circuit Breaker will
make one or two enemies deal less damage. By the time the Agent dies,
Flight of the Valkyrie + Tornado is a sure kill. Circuit Breaker +
Sparkplugger, if done after Blizzard, is an effective way to take down
an unguarded Blaster.
Blaster Agent w/ Custom Goblin Glider,
Marksman's Spotter, Damage Amplifier, Arc Reactor Charge + Tactician
Grey Suit Black Widow + P5 Bruiser Colossus
Explanation:
This is a team built around hard countering the enemy team. On the first
turn, any Bruisers and Blasters are gonna go to sleep. This makes
Colossus immovable, while his passive makes Black Widow's Stamina last
longer, so she can jump on people to death turn after turn.
Generalist Agent w/ Barrowguard, Shepherd Staff, Odin's Cane, Hoarfrost Mace + Angel + Blaster White Crown Phoenix
Explanation:
This is a team built around surviving. With Barrowguard and
Benediction, Phoenix will be able to refresh the cooldown on Phoenix
Fire as many times as she wants. The thing is that the win would take
too long to come, but I would rage quit if I attacked something like
that.
Bruiser Agent w/ Blade of the Guardian, Sonic Fist, Digital Decoy, Hex Wand + Daemon Hellstrom + Fantomex
Explanation:
This is a team built around making the enemy miss. Seismic Feedback
alone can sweep, since its damage scales with Enrage, but on top of that
Fantomex has a really nice AoE damage. Simply take your time, the enemy
won't be able to hurt you.
Tactician Agent w/ Kuzuri, Second
Amendment, Lasercutter, Disruption Field Array + Captain Britain +
Infiltrator Swashbuckler Nightcrawler
Explanation: This is
a team built around Paragon Exploit. Forget about Smashing, this is all
about Brittanic. Shadow Dance + Second Amendment + Dark Sigil = 4
debuffs being exploited with increased stats, two times by turn, Sure
Crits and Deadly Crits. Should I say more?
Infiltrator Agent w/ Chain Tonfa, The Knight, Shepherd Staff, Specimen Scanner + Magik + Satana
Explanation:
This is a team built around DOT. The three magic DOTs with Bane,
Bleeding with Ravage, Radiaton... This means heavy damage per turn. But
one angolob is all it takes to make the fight severely bad for you. And
it is overused so yeah.
Tactician Agent w/ Custom Only for Killing, Coulson's Revenge, Shepherd Staff, The Knight + Omega Sentinel + Psylocke
Explanation:
This is a team built around Follow-ups. Omega Sentinel has, with this
composition, the possibility to have 6 (!) actions to procc Follow-ups
either from Mental Coordination or Coordinated Attack. I got really mad
when this happened to me. The game plays itself, winning for you.
Tactician Agent w/ Enigma .45, The Toolbox, Magnetic Field Generator, Scroll of Ozirochi + Omega Sentinel + Thundra
Explanation:
This is a team built around Finest Hour. Omega Sentinel can use Finest
Hour too, I know, but Thundra's is much stronger, which just makes them
good partners. What you do is Ozirochi + Enigma + Toolbox, then HE
Targeting Laser + Plasma Torch, Neural Disruptors + Defense Array and
Perfect Storm the shizz out of them. You can count, you will have 5 buff
on Finest Hour AND 3 debuffs to Exploit, while having almost sure
Crits. You can use QJ instead of MFG for the next turn, but MFG is a
buff that benefits Finest Hour too.
Tactician Agent w/
Shepherd Staff, Coulson's Revenge, Techno-Organic Endoskeleton,
Hoarfrost Mace + Juggernaut + Blue Costume Scrapper Quicksilver
Explanation:
This is a team built around Combo Setup. Juggernaut simply screams to
be paired with QS. After Momentum Generator and Surge of Cyttorak,
Pietro will take down enemy by enemy. Coordinated Attack makes it
possible to Juggernaut to be usefull again, since QS has two actions per
turn, there is a higher chance of stacking Momentum to, well, be the
Juggernaut. Also a high Stun chance on the team.
Bruiser Agent w/ Mahayuga, Hotshot, Hard Nox, Signpost + Magneto + Rescue
Explanation:
This is a team built around Magnetize. There is no protector with a
Preemptive Counter, so Rescue serves the purpose of Magnetizing. Her
shield with Magneto's won't stack tho, so be careful with that. That
said, the team gets really hard to take down, and the Counters are gonna
make the enemy think twice before attacking. The only thing here is I
think that Rescue will screw with the Dark Bargains. If it takes out the
Poisoned, tho, it is fine.
Tactician Agent w/ Hotshot, Spirit Edge, Signpost, The Experiment + Red Hulk + Magik
Explanation:
This is a team built around Stamina draining. With Signpost, Deathfrost
and Spirit Edge their Stamina will go down fast, making opposing heroes
lose turns to Recharge. Couple that with a (potentially) Quick Action
AoE Stun with Hotshot and this will make them virtually not play. To
deal damage, there are many debuffs burning them, and Red Hulk can sweep
once he is in 70% heat.
Bruiser Agent w/ Hoarfrost Mace, Reboot, Shepherd Staff, Ironstar + Emma Frost + Shatterstar
Explanation:
This is a team built around Stealthy AoE. Ironstar + Gladiatorial
Carnage + Unlock Potential + Quantum Jumper will give Shatterstar three
turns with huge stats, High Crits and Ignore Defense. Maybe even one
stack of Pain. Just sweep one by one on the second turn. Even better if
the Agent dies.
Scrapper Agent w/ Warbringer Axe, Advanced
Idea, Sinister Scepter, Transcranial Stimulator + Infiltrator Shadowcat
Kitty Pride + Vision
Explanation: This is a team built
around Phased. For two turns, the opponent can't touch any of your
characters. When the Phaseds are about to worn out, coupled with WBA and
Advanced Idea you will do a huge spike damage, making the match
severely in your favor.
Defensive Team Guide:
Opening Words
- Ok, so this is Dante's guide on ATTACKING PvP. But after some
research (aka reading other guides, as well as testing stuff) I feel
confident enough to write something to help you guys out on defense. I
myself am too lazy to switch to a defensive team EVERYTIME I have to
logout. This and remeber that what REALLY counts is the last two hours
or so of PvP to define your final rating, so you should actively play
the game in order to achieve the higher possible rating, thus rendering a
defensive composition kind of useless. Warning: this is gonna be a huge
wall of text. But for completion purpose, here it goes:
The (not so) Mini Guide -
I'm not 100% sure as to how the AI works. Sometimes it would spam a
certain item (like Mahayuga), but sometimes it goes completely random.
Sources seem to differ about AI proccs. Maybe it is just probability,
but it is very unlikely. It means that some people say that our robot
friend has a higher chance to activate abilities that are lucky-based,
like Spideys protect in Great Power / Great Responsibility, Psylockes
Mental Coordination and such, in order to make it up for being so dumb. I
myself believe so, since I always get full stunned by Hotshots, Cpt.
Britains and Quicksilvers, where my own Hotshot only stuns one enemy
when I'm really lucky. That is a kinda broken argument because,
analogously, people use to think that the lights are always red, but
then again when it is green they don't even take a time to realise that.
Here to us it is the same thing: if the AI does NOT procc, you simply
faceroll through the fight and press the fight again button. Now what
you have to keep in mind for defense is that it is all about controlling
what you want the AI to do. Of course we don't have yet the option of
setting it up with conditions like in some of the latest Final Fantasy
games, but it can be done at some extent. IF the AI is fully random and
you run an agent with 4 AoE items (like I think I've suggested some here
in this guide in the above section), what happens is that the AI has
25% of chance to use that weapon that works as core, or the optimal
weapon for the situation, which is a very low chance. And how to dodge
that? Quick Actions and Cooldowns. If you run Hotshot + Hard Nox it is
great, since it skyrockets your attack, but Signpost is overwhelmingly
better for defense because even without using the best of its contract,
it is a Quick Action, which means that Hotshot (the item you mean the AI
to use) is gonna be used more often. Now if you run Signpost + Hotshot
+, say, Quantum Jumper. I'm not a real fan of the yellow gadget, since
most heroes won't really benefit from a new turn without refreshed
cooldowns, and the AI can screw this up (using that free turn to, say,
go AoE with Quicksilver and Enraging someone), QJ is still extremely
good for defense, since it starts on cooldown, meaning that Hotshot will
still be the item the AI is gonna use 100% of the time on the first
turn, but when it enters Cooldown, your Agent can still do something
better than just spam Quick Actions.
TLDR: take out choices from the
AI for optimum results. Oh, and don't forget the Protect! Seriously, I
say this in every section in this guide and you guys still ignore me.
i^i
Quick List - of characters I think that work better in
defense, in no particular order. Captain America, Colossus, Hawkeye,
Strange, Invisible Woman, Kitty Pride, Nightcrawler, Spiderman, Thor,
Wolverine, Emma Frost, Quicksilver, Valkyrie, Psylocke, Captain Britain,
Shatterstar, Union Jack, Rescue.
Original Writer: DANTE
PVP Hero Tier