I gave AI every character and ability at level 550 along with every support at 250 and told it to rank the top 20 and bottom 20 characters (taking in to account team synergy and support use) with a small reason why.
I think it did surprisingly well (with a few caveats), but it was enough I thought the top 5 were at least worth sharing. Fun stuff, I thought the top 2 were nerfed…
| # | Character | Why
| **1** | **Aunt May — Iron May** | Huge passive team buffs require **zero AP**. She makes almost any two strong teammates better and benefits enormously from support-driven teams. |
| **2** | **Polaris — Lorna Dane** | Extremely cheap engine. Special tiles create more special tiles, trigger damage, and interact with a massive number of characters/supports. One of the best synergy characters in the game. |
| **3** | **Okoye — Warrior General** | Team damage amplification scales other characters rather than relying on one expensive nuke. Fantastic with passive/multi-hit damage and AP-generating partners. |
| **4** | **Shang-Chi — Origin** | Cheap powers, board control, huge combo scaling, healing, and excellent self-sufficiency. Starting AP makes his engine get moving much faster. |
| **5** | **Omega Red — Horseman of Pestilence** | Much of his value happens automatically. Persistent passive pressure + survivability means he doesn’t need to win an AP race. |
| **6** | **Deathlok — Michael Collins** | AP generation is much more valuable under this scoring system. He can accelerate teammates and turn good 6–9 AP abilities into near-immediate threats. |
| **7** | **Apocalypse — Classic** | Excellent team amplifier with strong active powers. Starting AP significantly reduces his main weakness: needing time to establish himself. |
| **8** | **Kang — Classic** | AP manipulation and Away are absurdly powerful. Team compositions can specifically accelerate his win condition rather than playing a normal damage race. |
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| **9** | **Multiple Man — Jamie Madrox** | Extremely strong snowball mechanics, defensive utility, match scaling, special-tile interaction, and an alternate win condition. Doesn’t depend on one giant AP ability. |
| **10** | **Agatha Harkness — Coven Leader** | Strong utility and team-oriented mechanics. Gets better when paired with characters/supports that supply the resources she wants rather than forcing her to do everything herself. |
| **11** | **Ghost Rider 2099 — Zero Cochrane** | His kit is enormous: passive percentage damage, control, healing and team amplification. Some of his versatility is less valuable than cheap dedicated engines. |
| **12** | **Mister Negative — Martin Li** | Very strong special-tile synergy. Characters/supports that seed tiles can let him skip setup and begin exploiting his engine much earlier. |
| **13** | **Chasm — Ben Reilly** | Passive disruption remains tremendously valuable because it costs no AP and interferes with enemy plans before they can establish themselves. |
| **14** | **Black Knight — Dane Whitman** | Strong combination of offense, utility and synergy. Better when teammates/supports compensate for setup requirements. |
| **15** | **Phyla-Vell — Martyr** | Team utility and repeatable effects give her more value than raw damage numbers suggest. Fits well into synergistic teams rather than needing to be the sole carry. |
| **16** | **Clea — Sorcerer Supreme** | Control and utility gain value in optimized teams. Can enable stronger teammates instead of needing every AP point herself. |
| **17** | **Daredevil — King of the Fist** | Cheap/efficient disruption and strong synergy potential matter more under this model than pure level-550 damage numbers. |
| **18** | **The Hunter — Midnight Suns** | Flexible kit and ability to complement many team archetypes. Versatility is much more valuable once supports are included. |
| **19** | **Annihilus — Classic** | Strong mechanics but a little more dependent on circumstances/setup than the characters above him. |
| **20** | **Moonstone — Meteorite** | At 550 her manipulation mechanics can be more valuable than her age suggests when supported by modern teammates. |
NOTES
**Aunt May #1.** Iron May is almost cheating in a ranking like this because her passive gives the entire team +75% match damage, +74% ability damage, and +28% max health without needing AP. A passive that makes two already-good characters substantially better is ridiculous in a three-character game. She doesn’t compete with her teammates for AP, either.
**Deathlok #6.** Assuming 6–9 AP powers are the sweet spot, AP generation becomes one of the most valuable abilities available. Giving another character their good power one or two turns earlier can be stronger than dealing damage yourself.
**Polaris** once supports are considered. Anything that puts special tiles on the board before she really gets going effectively skips part of her setup.
Bottom 20
Here AP efficiency hurts older designs badly. A character whose important power costs 11–14 AP is at a major disadvantage when another character can fire a comparable 6–8 AP ability—or start with enough AP to fire immediately.
| # | Character | Why
Goddess of Death** | Has useful mechanics, so she escapes the absolute bottom, but her kit is slower and more conditional than modern synergy engines. |
| **371** | **Wolfsbane — Rahne Sinclair** | Can do respectable things once established, but requires more effort than newer characters for comparable results. |
| **372** | **War Machine — James Rhodes** | Expensive, fairly straightforward abilities. Limited ability to exploit modern passive/support engines. |
| **373** | **Namor — The Sub-Mariner** | Board manipulation is situational and his return for the AP investment isn’t exceptional anymore. |
| **374** | **Mordo — Master of the Mystic Arts** | Has useful disruption but tends to require more AP/setup than modern control characters. |
| **375** | **Sam Wilson — Captain America** | Special-tile mechanics aren’t inherently bad, but the kit requires too much work compared with newer characters who exploit the same tiles more efficiently. |
| **376** | **Kamala Khan — Ms. Marvel** | Healing is useful, but her older kit doesn’t convert AP into enough immediate momentum at 550. |
| **377** | **Captain Marvel — Ms. Marvel** | Can generate resources under the right conditions but lacks the overwhelming payoff of modern AP engines. |
| **378** | **Kingpin — Wilson Fisk** | Expensive powers and conditional tile mechanics. Too much setup for the payoff. |
| **379** | **Human Torch — Johnny Storm** | Straightforward damage/special tiles without enough modern utility. Competes for AP instead of amplifying teammates. |
| **380** | **Magneto — Marvel NOW!** | Older board manipulation hasn’t aged well against characters that manipulate the board while also producing damage/AP/passive effects. |
| **381** | **Black Widow — Grey Suit** | Some strong effects, but AP costs are brutal. A 19 AP era of MPQ design suffers tremendously under this scoring model. |
| **382** | **Doctor Doom — Classic** | Slow setup and expensive payoff. Modern characters accomplish similar board pressure passively or for much less AP. |
| **383** | **Ragnarok — Dark Avengers** | Even at 550 his abilities are mostly basic damage/tile generation. **9 Green** is merely acceptable and the payoff doesn’t justify building around him. |
| **384** | **Iron Man — Model 40** | AP generation prevents him from being completely awful, but his self-stun/setup mechanics are clumsy compared with newer AP engines like Deathlok. |
| **385** | **Thor — Marvel NOW!** | Expensive conventional powers with insufficient utility. Level scaling fixes his numbers but not his action economy. |
| **386** | **Cyclops — Uncanny X-Men** | Has some AP interaction, but several abilities require too much investment before the team receives the payoff. |
| **387** | **Bullseye — Dark Avengers** | Protect-tile mechanics and situational damage are badly outclassed by modern passive tile engines. |
| **388** | **Juggernaut — Classic** | Very primitive kit. Damage/self-damage and board destruction don’t create enough strategic advantage. |
| **389** | **Thor — Modern** | Probably the clearest example of level scaling not fixing an old kit: expensive, straightforward powers and almost no meaningful synergy.
One important note is **Iron Man Model 40**. I originally put him almost at the absolute bottom, but with an emphasis on AP I wouldn’t leave him there. His kit is dated and awkward, but **AP generation itself is too useful** to call him one of the five worst characters. Put him beside the right expensive character and he can still serve a purpose.









