I’ve done a lot of reading and although the characters below are often mentioned as powerful, I haven’t seen them recommended as strongly as I believe they should be. In fact, I still see some comments about how Cap is good for long goon grinds and such, which might be true but can’t possibly be as good as never giving the other team a move. This post is relevant for early transitioners or those who have accidentally messed up their PvE scaling by over-leveling a character before the rest of their roster is ready.
The trio is of course Thor (355), Mags (355), CStorm (553). Mags/Cstorm is mentioned very often for blue/red stun/dmg and board churn, but what I have not seen stressed is the Mags/Thor/Cstorm combo to feed Cstorm’s green. If you just wait to get ~30 green, then from that point on I’ve never had the computer take another move, even with 7 waves of 4+ enemies each:
Mags 9 purple => 7 blue (on average, given matches with existing blues) + 5 red + cascades
Thor 8 red => 3 Yellow (whenever you don’t have a better move and don’t have 30 yellow)
Thor 12 yellow => 9 Green + cascades
Storm 12 Green => 30 rainbow + cascades (feeds purple for Mags)
Each cycle of skills costs 41 AP and earns 54 AP + cascades. Of course you won’t do them in exact sequence, but rather use whichever skill is maxed and will provide AP of colors that aren’t maxed.
As you go you can use accumulated blue to stun and damage the entire enemy team. In the worst case you just stun all 3 of them for 4 turns (if the AoE damage hasn’t killed them yet), and then do some matching as needed to get your skills going again. If you’re going to do that (or just want to let them take a turn in case they’re pure goons) then you can also use Mag’s red instead of Thor’s to do a big chunk of damage and earn more rainbow AP while doing more board churn, but feeding Thor’s yellow should take priority over Mag’s rainbow churn in most cases.
I know this isn’t any kind of revelation to experienced players, but in my research while going through my first few months of playing I didn’t see this pointed out (and it would have helped me especially with the DDQ waves for 3* covers), and I’m curious to hear from vets why they think any other 2* PvE team should be used by a transitioner. In short matches that won’t build to infinite AP, there is so much firepower that the team basically can’t loose without insanely bad board luck. In longer matches, things like strike/attack tiles, regen, AP steal, healing, and stun are irrelevant because this team just keeps spamming skills without ever ending its turn (and does some stun along the way, which helps to get started in the common case of 1 real enemy + 2 goons).