10. Hulk, even
Theme song: Hit me with your best shot (Pat Benetar)
Hit me with your best shot
Fire Away
Starting the top ten is old stalwart Hulk, who holds the distinction of being quite possibly the most effective defensive scarecrow in the game. Huge health? Check - second-highest in the game after Devil Dinosaur. Ridiculous comeback factor? Check - I’ve lost my fair share of games where my characters got the clap every single round until it was over. Counters the best ability class in the game? Check and check – take a team of strike tile generators and multiple attacks per turn into a fight with Hulk and things can get ugly in a hurry.
What keeps him from being top tier, though, is that he’s generally pretty useless on offense. Smash is ridiculously overpriced and anti-synergizes with Thunderous Clap, since it eats up a devastating 10 green before doing any extra damage, plus potentially hurts your own team. Thunderous Clap itself is decent but for 10 green AP you kind of wish it had more bite, especially compared to what else is out there in green.
Hulk’s true value comes from Anger – if you’ve got him on offense and you have something better than his own green to spend it on, you’ll like it when he gets angry, and you’ll really like it when he gets really angry. For this reason, he plays best with Patch, where you can generate the enemy strike tiles needed to make him angry, then turn around and turn each hit into a 1K AoE attack, plus cascades, which then generates more green for more Rage for more strike tiles. A 3-4 hit cascade from the enemy team in this situation is pretty much game over – you’ll be hitting for 3k AoE, about as much as Call the Storm, plus tossing on at least 1-2k in cascades and another Berserker Rage on top of that. Maniacal cackle as you watch your Anger tiles resolve entirely optional but highly recommended.
Green: fair
Red: fair
Speed: low (medium if paired with Patch)
Sustainability: medium (low if paired with Patch)
Power: medium
Recommended build: 5/3/5 is generally considered best, but the key here is 5 black. Anything else is pretty marginal optimization, since you really shouldn’t be looking to use either of his abilities except in a pinch.
9. ***Captain America, +2
Theme song: Night Train (Guns ‘n’ Roses)
Loaded like a freight train
Flyin’ like an aeroplane
3* Captain America is a lot like a freight train – he takes a little while to get going, but once he’s rolling he’s very hard to stop. Star-Spangled Avenger is one of the top red skills in the game, and burying the countdown into the corners makes it highly unlikely that the AI will be able to match it, letting you dish out 3k of punishment every three turns into infinity.
The same goes for Peacemaker, which puts up a huge defense tile that reduces even overbuffed PvE match damage to nearly nothing. Speaking of PvE, that’s where he shines most, as being able to overwrite enemy special tiles is especially effective; you can often down or at least stun one enemy while overwriting the most dangerous tile from a second, essentially neutralizing two foes at once. The odd power out here is Sentinel of Liberty, which is almost a complete waste of space – too expensive, and the protect tiles it creates are redundant with his blue.
The relatively high cost of his abilities, though, and the AI putting the countdown in a random place on the board, make him a pretty weak defender. You won’t often get hit with his powers, and if you do, chances are good you can take out the countdown tile so that you won’t get hit with them again.
That being said, he does have some strong offensive pairings for PvP; Hood lets you stunlock an enemy by going Peacemaker/Intimidate while also helping to gather the AP needed to get the train rolling, and IM40 gives a massive kickstart with his yellow. If you’ve never played an IM40/Cap/Hood team, it’s a real pleasure – just be sure to have something planned for the retaliations you’ll be taking.
Yellow: poor
Red: excellent
Blue: good
Speed: low
Sustainability: medium
Power: high
Recommended build: I can’t see a reason not to go 3/5/5.
8. The Hood, +1
Theme song: Friends On The Other Side (Princess and The Frog OST)
I hope you’re satisfied
But if you ain’t
Don’t blame me!
You can blame my friends on the other side!
Easily the best passive in the game, and perhaps the best power in the game period, Hood’s blue is game-warping – there’s almost no character in the game that you’d target before Hood, because leaving him alive means slowly watching your AP drain away while your opponent uses it to power their own abilities.
For most players on the high end, this essentially results in an arms race – if your defensive team doesn’t have Hood on it, I get a big advantage by bringing Hood, and if your defensive team does have Hood on it, the easiest way for me to counter that advantage is, you guessed it, to bring a Hood of my own. No wonder you see so many red capes running around at the end of a tournament.
That being said, if you don’t have a Hood of your own, or would prefer not to bring someone so squishy, there are some pretty good options for dealing with enemy Hoods. As we’ve covered in the past, passive abilities that ramp up damage, like a Daken/Falcon team, work well, as do cheap abilities that increase damage (Psylocke/Punisher). Another tactic that I’ve used with good success is to have a wide variety of powers that can all kill Hood, and aggressively pursue whichever one has the fewest tiles on board – this relies on the board being cooperative, but an X-Force/Magneto team, for example, can usually get 8 red or green fast enough to prevent Hood from doing too much damage.
With the emergence of Sentry-bombing, Hood’s black got a pretty good bump up in usefulness. It’s still pretty niche and the marginal effect isn’t huge, as many players are hopping perfectly fine with a L3 black Hood, but it’s more than just an afterthought, and is likely to get stronger over time as more significant countdown tiles are introduced. The aforementioned Cap/IM40/Hood team, for example, is one that gets a bit of improvement from a 5 black Hood.
Finally, there’s his yellow, which is expensive, but still quite strong; it costs 15 AP but generates 18, and you can usually target the board such that you’re getting 5-7 of a single color, which is often enough to trigger something really nasty.
Yellow: good
Black: fair (good with Sentry)
Speed: medium
Sustainability: low
Power: high
Recommended build: 5/5/3 is more versatile, as removing the turn-ending restriction from yellow changes it from “borderline unplayable” to “pretty good”. If you’re serious about Sentry-bombing, and want to put up PvP scores north of 1600, you probably want to go 3/5/5. And, if you’re a crazy person, you might consider 0/5/5, since the extra health doesn’t matter that much if both your offensive and defensive fights are Sentry-dominated, and having no yellow power means you might occasionally get a Sacrifice off instead of having the AI wait for Twin Pistols. But really all that matters is 5 blue; everything else is just tweaking around the edges.
7. Wolverine (Patch), -3
Theme song: Show Me The Meaning Of Being Lonely (Backstreet Boys)
Show me the meaning of being lonely
Is this the feeling I need to walk with?
Tell me why I can’t be there where you are
There’s something missing in my heart
Poor Patch, who’s losing all his best buddies one by one. Six months ago we wrote this:
- Spider Man’s stun means not having to worry about enemy strike tiles
- Magneto can overwrite them, and his ultra-cheap blue/red powers take full advantage of your own strike tiles
- Patch green + BP black = game over
- Black Widow’s Espionage double-dips on strike tiles (hey, a blue match! oh, that’s TWO THOUSAND DAMAGE)
- Patch’s green will trigger Anger from Hulk, which then benefits from your own strike tiles and does area damage, and the resulting green tiles are often enough to cast Rage again
- Psylocke’s cheap red and black, plus attack tiles, add up to a lot of damage in a hurry
- IM40’s yellow produces enough red for Best There Is, plus stuns IM40 so Patch’s icon gets on more tiles
Well, since then:
- Spider-Man’s stun can’t lock up the enemy team
- Magneto’s overwrite isn’t targeted any more, and is therefore unlikely to hit the enemy tiles, and he doesn’t have any ultra-cheap abilities any more
- OBW has difficulty taking more than one or two strike-tile enhanced hits, thanks to the level shift
- Psylocke’s relatively low health makes her a big target on defense
He’s still a decent pairing with BP, Hulk, and IM40, not bad with Cap (who can overwrite the enemy tiles, though is quite slow), and a lot of players are finding a Patch/Daken team to be great for long sustained climbs; his powerful regeneration ability coupled with the True Healing change is likely what keeps him at a relatively lofty #7. But it’s hard not to feel like the meta is passing him by.
For now, that is – his ability to give the opposing team strike tiles is underrated, and in the right teams (Hulk/Marvel, properly leveled), his biggest weakness can be turned into a monster strength.
Green: excellent
Red: good
Speed: medium (high with a red accelerator)
Sustainability: medium (high if you have a plan to deal with enemy strike tiles)
Power: high
Recommended build: 3/5/5 has been my go-to for a long time; I think it’s more versatile and less dangerous than an other build, and it’s easily my favorite build for PvEs, where Patch’s combination of huge offensive firepower and ability to sustain long healthpack-free pushes is incredibly valuable.
That being said, I find myself using Patch less and less, and I’m starting to wonder if 4/5/4, 5/3/5, or 5/5/3 aren’t where I’ll end up as the meta continues to shift.
6. Black Panther, +1
Theme song: Man On The Prowl (Queen)
I’m gonna take a little walk on the wild side
I’m gonna loosen up and get me some gas
I’m gonna get me some action
Perhaps the biggest beneficiary of the addition of team-ups is Black Panther, who used to be a touch overrated, but is now clearly a top-tier guy. Strong health? Check. Game-ending AOE? Check. Plays well with others? Check. And now, on top of that, has one of the best strike tile generators in the game, easily capable of getting you over 1k damage per turn. The additional power given by having 12 team-up AP is like fondant on a wedding cake – looks nice, good in theory, but you’re really there for the cake; if you ever have enough teamup AP to trigger the boosted tiles, you’ve either had crazy luck or you’ve done something very wrong with your matching prioritization.
Oh, and let’s not forget that Rage Of The Panther was untouched in the bargain, and does over 3k AOE for 12 AP and has one of the best damage effectiveness ratios of any skill in the game at 870 Damage/AP. The best part about it is that black is relatively underrepresented (albeit getting stronger with Surgical Strike) and he doesn’t have red or green, so you can pair him up with all kinds of people - Patch, Hulk, Sentry (save life by using Battleplan instead of Sacrifice - a little slower but a lot less self-harming!), Deadpool, Torch…you get the idea.
A tip for using Rage of the Panther: if you know what color RotP will give the opponent (and you should!) and can use it to kill off a character, it grants AP before it does damage. Often I’ve managed to leave the opponent with a pile of AP they just can’t do anything with because the hero that could’ve used it died that turn. Fun stuff.
Yellow: excellent
Blue: fair (borderline poor)
Black: excellent
Speed: medium
Sustainability: medium
Power: high
Recommended build: You’ll note we didn’t talk much about blue; that’s because it’s pretty awful – reasonably cheap, but the you don’t want to spend turns matching blue to protect the countdown, so it’s easily matched away, and even if it does resolve, you need the resulting protect tile to also find a good home, lest it be matched away immediately, and then even if you can get two or even three protect tiles on board, which is incredibly unlikely, you still aren’t getting protected against more than match damage. Go 5/3/5 and pretend the blue doesn’t exist for the purposes of team composition.
5. ***Daken, +1
Theme song: Teeth (Lady GaGa)
Show me your teeth
Show me whatcha got
Show me your teeth teeth teeth teeth
Man, what is up with Daken’s mouth? Did the 2* version get braces along with the shiny yellow spandex? Maybe Osborn paid for them? These are the kinds of things I think about sometimes.
Anyway, if BP was the biggest beneficiary of the team up feature, Daken was arguably the biggest beneficiary of true healing. Already a top-tier character, he holds his spot in the top 5 despite taking a pretty hefty nerf to strike tiles (previously 138 per green match, now only 94), as he’s probably the most versatile partner in the game, synergizing nicely with almost all the top characters:
- Thor, Sentry: builds strike tiles on the green you want to prioritize, then those strike tiles boost AoE abilities
- X-Force, Patch: strong green users, plus having two true healers means not using health packs except in case of emergency
- BP: tanks black for BP; strike tiles boost AoE
- Not top characters, but pairing Daken with Psylocke, Punisher, or Torch makes for ultra-fast games, and is my go-to team for climbing when the matchmaking oracle gives me 2* teams
About the only top character that Daken doesn’t play great with is Nick Fury, because Fury’s best skill conflicts with Daken’s only active skill, and while Chemical Reaction isn’t the strongest power in the game, its 5 AP cost is about as cheap as you get. It’s also tremendously versatile: it works great as an early finisher of low-health support characters like Hood, late to consume the strike tiles you’ve been building up all game, and even has a bit of synergy with things like Deceptive Tactics and Thunder Strike when the board is right, shaking things up a bit and giving you a key green match at times.
His low health is compensated for by his tremendous healing ability, as he shrugs off match damage as well as anybody in the game, although at the upper end of PvP play, where damage comes in huge bursts, it’s a bit of a factor and keeps him from being the best of the best.
Blue: good
Speed: high
Sustainability: high
Power: medium
Recommended build: It’s absolutely critical to have 5 purple, as that second strike tile makes a world of difference. As for the rest, the proposed Daken change would have all but forced a 5/5/3 build, but it looks like it never went through, so prospective Daken builders still have some flexibility – I like 5/5/3 because I don’t like worrying about the heal, blue still does enough damage to finish people off, and I often compensate for losing 3 tiles by getting two, which is close enough. 5/4/4 gives you a bit more punch on blue in exchange for occasionally not healing, while 5/3/5 is even more so; which one you pick is a bit of a matter of taste.
4. Nick Fury, new to the list
Theme song: Demolition Man (Sting)
Tied to a chair and the bomb is ticking
This situation was not of your picking
You say that this wasn’t in your plan
And don’t mess around with the demolition man
Let’s just get this out of the way: I think Fury is a bit overrated. I mean, don’t bring out the torches and pitchforks just yet, he’s still very good, but most of his skills don’t play quite as well as they look on paper.
The lone exception is Demolition, which you most definitely do not not want to mess around with – matching a trap tile almost always means losing a character, and with the current bug, matching two tiles in the same move will deal the full value of the triggered traps twice, which is insanity in a box. Setting 7 traps on random tiles almost guarantees you’re hitting one sooner or later, and even if you can take out a bunch of traps with tile-destroying abilities, the ensuing cascade can cripple a character even with only 3-4 traps left on board. If that weren’t enough, Demolition is in blue, for which there’s little competition at the high end; Fury would be worth running even if his other skills were garbage.
The other two skills look great, but don’t play quite as well in practice. Purple’s expensive, and you’ll rarely be denying your opponent purple, which means you’re unlikely to use it often. When you do, you get a solid return – the initial damage is no slouch – but then you’re putting a 2-turn countdown in a random place, which means there’s no way to protect it. What’s worse, getting it to resolve isn’t good enough, because getting 9 AP on a delay isn’t something you should rely on much, and then the strike tile suffers from the same impossible-to-protect problem as the countdown prior.
I’ve played Fury a bunch and it’s pretty rare for me to get more than a turn or two’s worth out of the strike tile; usually it either gets matched before being resolved, gets matched after, or the game is just over: remember that purple is 12 AP in a color you can’t accelerate and likely shouldn’t be prioritizing, so by the time you cast Escape Plan you should already have fired off a bunch of other powers.
By the way, does anyone else find the animation for Escape Plan amusing? Like, here’s tactical genius Nick Fury, Jr., who’s gotten his intel, leading his team to safety by…shooting the opponent in the face. Real subtle, Nick.
Which brings us to yellow. Boy, if this skill isn’t just a grab bag of awesome, right? 320 points of shield tiles, 2720 direct damage, 1360 AOE damage, 2 crit tiles for even more damage, and a 3-turn stun. You don’t want to get hit by this.
…except that when you do encounter a fully leveled Fury in the wild, you usually don’t actually get hit by this, because the AI doesn’t know that it needs to save up 5 of each other color, so what typically happens instead is that the AI gets a couple of protect tiles, one of the damage skills, and one of the other two. And that’s if he gets it off at all – 12 AP in yellow is a lot.
Now, you might argue, hey, that’s defense; on offense you can guarantee having 5 of every color. Totally true, and I’ll be the first to admit that a fully covered Avengers Assemble is a blast to get off. But it takes a ton of babysitting – I can’t tell you how many times I’ve delayed firing off AA because I didn’t have enough red or green, and the board didn’t have any ready matches of those, so it took at least another 3-4 turns. And the 12 AP cost is still the same on offense, so you’re really looking at a skill whose speed is more like a 15-16AP skill, and it holds your other, cheaper skills hostage while you save up for it.
Finally, there’s the issue of health and opportunity cost. Fury’s health is very solid, no question, but under 10k means he’s still susceptible to Sentry-bombing, and to get to max health you’re looking at 430k ISO. Is that investment going to win you games? Maybe. Is it going to win you more games than two and a half more 3* characters? Depends on what the rest of your roster looks like – if you’ve got the top 5-6 3*s maxed and are starting to consider leveling others just for their featured events, he’s a fine place to sink your ISO, but otherwise I’d recommend against it.
Yellow: good
Blue: excellent
Purple: good
Speed: low
Sustainability: medium
Power: high
Recommended build: You can find a detailed analysis here, but I actually don’t agree with the conclusion that yellow is that much better on offense, because it rests on the assumption that you can fire a fully-loaded yellow on offense whenever you want, when that tends not to be the case, and because there’s way better competition for yellow than for purple.
One might argue that you can change your team composition to make full-powered yellow more likely, but I’d counter by saying that it’s hard to do this unless your team’s other powers are also expensive, and if your team’s other powers are also expensive, your team is going to be super slow, which is bad in general.
Don’t get me wrong, 5 yellow, properly fueled, is potentially game changing in the amount of damage it does, but as we discussed above, it’s deceptively slow. On the other hand, getting purple to 5 doesn’t matter much either, due to the issues with being unable to protect either the tile or the subsequent strike tile, so the marginal benefit you’re getting is quite small.
Bottom line: 5 blue for sure, then whatever, I don’t think it matters that much. If you’re the kind of person that likes to take your cue from high-level players, it might interest you to know that almost all of SHIELD built their Furies 3/5/5, while most of the X-Men built theirs 5/5/3.