Welcome to the third installment of character rankings! After getting 40 responses in less than a week last time, we got more than three times that this time – a big thanks to everyone who voted, and also to those who contributed opinions for writeups. As usual, it’s helpful to hear from people with different perspectives, so if you’d like to contribute to a future installment, please do!
As is our custom, we’ll first review all the changes that have happened since the last round of rankings, to get a better idea of how the landscape has shifted and why some characters might have moved up or down.
New characters
Six new characters have been fully released in the past two months: 3* Thor, 3* Captain America, Human Torch, Falcon, 3* Daken, and Sentry (we didn’t count Nick Fury). These new characters were even stronger than the previous group, with no Daredevil-level dud among them, so pushed everyone down quite a bit.
This group also represents a significant uptick in average health; where 5800 used to be average for 3* characters, half this group has health above that and only one is below. This puts increased emphasis on characters who have one-shot kill powers or powers that significantly increase damage output over time.
Another thing this group represents is an increased emphasis on green as the most powerful color in the game. Green was already a strong power with Punisher and Patch, but with Daken making strike tiles on green, Thor and Sentry both having game-ending area damage powers, and even Human Torch sporting a lethal and cheap power, there’s more competition for green AP than ever before, pushing some green-using characters a bit down the list.
Updates to existing characters
There were two updates to existing characters (not counting the one to Falcon, which obviously doesn’t affect his ranking since he’s new to this edition of the list), and they couldn’t have been more different in terms of impact. Modern Storm’s tweak to destroy 14 tiles instead of 16 may as well not have happened — sure, there’s a little less AP and a little less cascading, but functionally she’s exactly the same as she was before.
On the other hand, Spider Man’s change was incredibly impactful. First, there’s the character himself, who went from irreplaceably unique in the metagame (makes any fight winnable, makes any damage irrelevant, and as a result makes time the most valuable commodity) to a complete afterthought (see his writeup for details). But there’s also the impact on how other characters play: Patch loses one of his strongest running mates, and characters that generate blue, like IM40 and MMN, lose the most powerful outlet for that blue.
Lightning rounds
This round of rankings saw two significant changes in lightning rounds. The first one, making villain round rewards be tokens instead of guaranteed covers, was widely predicted, and serves to make the second-tier villains (Ragnarok, Doom) a little worse, because it’s a bit less effective to use them as stepping stones to the top-tier villains (Hood, Magneto). It also removes the ability to farm hero points from lightning rounds, which used to be fairly lucrative for those dedicated enough to grind out top 2 finishes.
The other change, making tokens include all heroes instead of a subset of heroes, as in the previous Courageous tokens, was much less predictable, and essentially makes the lightning rounds useless as stepping stones to top-tier villains, which in turn significantly reduces the usefulness of the lower-tier lightning round featured characters (Black Widow, Model 40, Doom, Ragnarok, Loki).
Alliances and seasons
The introduction of seasons and the increased emphasis on alliance rewards means that players now always have a reason to participate and push for points in every pvp tournament, instead of being able to take it easy on tournaments where they didn’t need the rewards. This doesn’t have too much of an effect on the metagame, except perhaps to put a little bit more emphasis on characters who dissuade attacks, either because they dish out a lot of damage quickly, have huge health pools, or can outright win with a little help from the board.
2 covers as fight rewards*
You wouldn’t think a little thing like added 2* covers as rewards for individual PvP fights would affect rankings, but in fact these have a significant effect, since they serve to make the entire 2* tier of characters more accessible. When all the 2* characters are readily obtained, the better ones are more valuable since you’re less likely to be waiting around for covers, and the worse ones are less valuable because there’s no reason to play them when you can play someone better instead.
Shield hopping
The final thing affecting rankings was not a change in the game at all, but rather a new development in how top players were playing. As competition for top alliance rewards and top season rewards heated up, merely grinding as high as possible and then shielding was no longer good enough for #1. Players began to shield hop: get as high as possible, shield, wait until retaliations came in and you were no longer sitting in anyone’s queue, fight a couple of times, reshield before you could get hit again, repeat as many times as necessary.
This method of play enabled dedicated players to get to previously unheard-of pvp scores, and rewards characters on offense that can do as much damage as possible as quickly as possible; taking damage doesn’t matter since shields are going up immediately after key fights so there’s plenty of time to use health packs or prologue heal. On defense, characters who can outright win were best, but a close second is characters who take a long time to fight — long fights are dangerous to an unshielded player, and there’s a good chance he passes up your team in favor of one he can dispatch more quickly and safely.




































