Marvel Contest of Champions has an incredible roster of over 200 superheroes (called champions), derived from the franchise’s main entries.
With such a huge champion pool available, it’s hard to know which ones are worth investing in and keeping for that difficult endgame content.
To make it easier for new players, we’ve created a definitive tier list for all champions available. This ranks them according to their viability for the game’s latter parts, where proper optimization is essential to clear.
With all that out of the way, let’s dive right into the MCOC tier list
Note: Certain figures in the Signature Ability section are denoted by “X”. These are variable numbers that scale depending on the champion’s level.
Table of ContentsShow
These are currently the best champions in the game. Not all of them have the best stats, but they’re irreplaceable towards the endgame content because of their utility.
|Colossus||Mutant||The Mighty Colossus: Whenever one of Colossus’ Immunities protects him from an effect, he has an X% chance to gain an Armor Up buff, lasting 15 seconds.|
|Domino||Mutant||Critical Failure: Opponents take 753 Energy Damage over 1.5 seconds whenever their abilities have a chance to trigger but don’t. Potency decreases temporarily for consecutive triggers.|
|Omega Red||Mutant||Lethal Dose (Passive): Opponent has 10 or more Death Spores. Death Spores on the opponent deal X damage per second. Omega Red’s Basic Tentacle Hits have an X% chance to be Unblockable.|
|Namor||Mutant||Hydrokinetic Armor (Passive): Namor takes X% reduced damage from all sources while attacking his Opponent. When Namor ends an Attack, any damage prevented by Hydrokinetic Armor is captured and sent back to the Opponent as Energy Damage.|
|Archangel||Mutant||Increased Toxicity (Passive): The Neurotoxin coating Archangel’s wings and claws increases in toxicity, making each Neurotoxin charge cause an X% reduction in Ability Accuracy, and block all Regeneration on the target.|
|Sunspot||Mutant||Gideon’s Experiments (Passive): Sunspot increases his maximum number of Solar Charges by X.|
|Doctor Doom||Mystic||Indomitable Will: This ability gives Doom a chance to Shock the Opponent when Nullifying one of their Buffs and allows him to gain Power Gain Buffs for himself.|
|Nick Fury||Skill||Unblockable State: While Nick has 15 or more tactical charges, he is unblockable allowing him to seriously punish his opponent.|
|Corvus Glaive||Cosmic||Glaive of Immortality: As long as Glaive’s Immunity is active, he cannot die. Instead of dying, 4 Glaive charges are removed. If Corvus Glaive performed a Well-Timed Block against that attack, 2 Glaive charges are removed instead.|
If Corvus Glaive is able to spend all of his Glaive charges in less than 30 seconds since they were first activated, the cooldown to get them back is reduced by 35%.
|Hyperion||Cosmic||Cosmic Potential: Hyperion’s Eternal physiology becomes even more efficient at storing and converting cosmic radiation, resulting in X% increased Buff duration.|
|Captain Marvel||Cosmic||Binary Durability: While Binary Ignition is active Captain Marvel gains an Indestructible Buff for X seconds. This ability can be activated again after a X second cooldown.|
The Indestructible Buff and half of Captain Marvel’s Energy Charges are removed when struck by a Special Attack.
|Ghost||Tech||Quantum Augmentation (Passive): At the start of the fight, begin Phasing for 2 seconds. When opponents Miss, generate X% of Max Power per Miss.|
|Guillotine 2099||Tech||Advanced A.I. Integration (Passive): When Guillotine would be struck, she has a 76.71% chance to gain a Combo Shield Passive lasting 2 seconds, plus 2 additional seconds per Digi-Soul.|
While under the effect of a Combo Shield, damage from incoming attacks excluding Special 3 is capped at 10% of Guillotine’s max health.
|Void||Science||Fear of the Void: When all Intimidating Presence Debuffs are at max stacks, instead of being removed, those Debuffs are converted into a Passive Fear of the Void that Combines their effects and grants Void X Attack rating for 40 seconds.|
When Fear of the Void is active, Intimidating Presence generates Debuffs X% faster. Fear of the Void cannot exceed a maximum of 2 stacks.
|Captain America (Infinity War)||Science||Leadership: An excellent leader, Captain America learns from his teammates gaining a unique effect, while Kinetically Charged, for each class represented on his team, excluding himself.|
Mutant: X% chance on triggering a Special Attack to gain +1 Kinetic Potential.
Skill: X% chance whenever a Debuff is gained, consume 1 Kinetic Potential to Purify it.
Science: X% chance on a Well-Timed Block to place a 10% Weakness Debuff of the Opponent for 10 seconds.
Mystic: X% chance to gain 1 Kinetic Potential each time a Buff Expires or is Nullified on the Opponent.
Cosmic: X% chance on a well-timed Block to place an Armor Break Debuff on the Opponent, reducing their Armor by X for 10 seconds.
Tech: X% chance on a well-timed Block to place a 25% Petrify Debuff on the Opponent for 10 seconds.
|Quake||Science||Ricochet Pulse: Quake Blocks an additional X% Damage and Redirects it back to the opponent as a pulse of Physical Damage.|
|Human Torch||Science||Rekindle: If Human Torch has 0 Persistent Charges and his Pre-Fight Ability is not active, he has a 14.95% chance to gain 1 Persistent Charge. This chance increases by a flat 22% every time the ability fails to activate.|
|Thing||Science||Unbreakable Spirit: While Heavy Attack Charging:|
Thing activates Protection for the next 5 second(s), reducing all damage by 70%, plus +1% for each Rock Stack. Once this ability finishes, it goes into cooldown and cannot be reactivated for 20 seconds.
Unbreakable Spirit will also trigger when Thing is Stunned. Unbreakable Spirit will also trigger when the Opponent would deal 300% or more of their Attack Rating with a Basic Attack, or 300% or more of their Attack Rating with a Special Attack Hit. This trigger ignores the ability cooldown.
These champions are either good at several facets or excellent on one intended role. This makes them almost indispensable for the late game content.
|Havok||Mutant||Plasma Amplification (Passive): Each time Havok gains a Plasma Charge, from any source other than this ability he has a 50% chance to gain another one.|
|Wolverine (Weapon X)||Mutant||Boundless Rage (Passive): Berserk Rage’s Cooldown Duration decreases by 7 second(s).|
Start each Fight with a Regeneration Buff granting up to 4709.7 Health based on the number of Rage Charges Weapon X ended the last fight with, up to 25.
|Sabretooth||Mutant||Untamed Heart: When Attacked:|
Sabretooth gains a Passive Regeneration stack that recovers 20-60% of the damage taken from the hit over 30 seconds and is interrupted if Sabretooth is Heal Blocked. Fury and Regeneration effects receive a permanent +60-100% flat Ability Accuracy. If Sabretooth does not hit or get struck by the opponent for more than 5 seconds, he starts losing Regeneration stacks over time.
|Iceman||Mutant||Absolute Zero: Iceman harnesses his Cryokinesis to chill the air around him to freezing temperatures. This causes his opponent to start the fight with a Coldsnap active, dealing X Energy Damage over 12 seconds and preventing them from Evading attacks. Additionally, Iceman can reform his Ice Armor 3 seconds faster.|
|Symbiote Supreme||Mystic||Symbiomancy: Every 12.51 seconds place a Stagger Passive effect on the Opponent, lasting 10 seconds. Stagger will immediately Nullify the next Buff triggered on the Opponent.|
|Doctor Voodoo||Mystic||Brother Daniel: Brother Daniel will possess either Doctor Voodoo or his opponent moving between them based on Doctor Voodoo’s combo meter when he uses a Special Attack.|
|Longshot||Mystic||Fortune Favors the Lucky: X% Chance to nullify any Buff and replace it with Bad Karma. If Longshot Nullifies a True Strike, Unstoppable, or Unblockable Buff, Longshot gains a matching Buff for X seconds.|
|Mojo||Mystic||Big Mojo Energy (Passive): When Mojo activates his Anti-Life Field, if he has at least 5 million followers, he also gains a Fury Buff for the duration of his Anti-Life Field, increasing Attack Rating by +1756.51.|
|Morningstar||Mystic||Soul Link: Morningstar’s weapon grants her a link to her Opponent’s soul, allowing her to feed on its power, strengthening herself, while weakening them.|
|Black Widow||Skill||Subtlety: Black Widow strikes her targets with subtle, calculated grace, reducing the chance of triggering their abilities by X%.|
|Sorcerer Supreme||Mystic||Ring of Oblivion (Passive): Sorcerer Supreme gains +50% Ability Accuracy. The Potency of Blessings is increased by 33%.|
|Magik||Mystic||Darkchyld (Passive): After filling a bar of Power, Magik has a 25% chance to enter a state of Limbo for 3 seconds. The chance increases by 12.5% after filling 2 bars, and by 25% after filling 3 bars. Based on the current Signature Level, chances are increased by X%.|
|Gwenpool||Skill||Plot Armor: Gwenpool’s read enough comics to know that the main character doesn’t die, preventing her from losing more than X% of her current health per hit from Special Attacks. She also reduces her opponent’s Defensive Ability Accuracy, based on her current combo count.|
|Killmonger||Skill||Reverberation: Vibranium Armor activates Reverberation for 8 seconds, dealing damage back to the opponent when Killmonger is Struck or Blocks an attack. Damage is based on Killmonger’s stored Power at the time of activation, inflicting up to 60-140% of the incoming damage as Physical Damage. Reverberation has an 8-second cooldown timer after expiring.|
|Spider-Man (Stealth Suit)||Skill||S.H.I.E.L.D. Enhanced Spider: Increases the Potency of Fury Passives by X%|
|Blade||Skill||Vampiric Immortality: When Holding Block while below 70% Health, Blade’s healing factor allows him to recover X Health for the cost of 30-50% of a Bar of Power per second.|
|Hit Monkey||Skill||The Monkey, The Myth, The Legend (Passive): While the Opponent is below 25% Health or is a #Mercenary, Hit-Monkey Passively reduces their Defensive Ability Accuracy by 40%.|
|Medusa||Cosmic||Living Strands: Medusa gains a Fury Buff every 3 seconds, up to 3 stacks, each increasing Attack by 218.11. Fury Buffs expire 14 seconds after reaching the maximum amount.|
When struck twice, Medusa has a 10-90% chance to Auto Block with her hair, breaking the opponent’s combo, for the cost of 3 Fury Buffs. This can trigger Parry.
|Venom||Cosmic||Aggressive Symbiosis: Grants Venom a second Genetic Memory buff, as well as an X% chance for a third one at the start of the fight. Venom’s Genetic Memory buffs also gain +X% Potency.|
|Silver Surfer||Cosmic||Energies of the Universe: All Buffs on Silver Surfer have 5-50% increased Potency.|
|Cull Obsidian||Cosmic||Enforced Oblivion: Once Cull Obsidian’s Rout Buff has expired, it goes into cool down, and can be reactivated after 15 seconds. When Rout enters cool down, Cull’s aggression is awarded a Fury Buff, granting +X Attack for 5 seconds. This Buff gains +0.5 seconds duration for each hit landed while Rout was active.|
|Proxima||Cosmic||Ultimate Mission: Reach 100 hits on the Combo Meter. When this mission is complete, she gains a Fury Buff for every mission completed at that time, each increasing her Attack Rating by 182-607 for the rest of the fight.|
|Spider-Man (Stark Suit)||Tech||Hero’s Mantra: Spider-Man’s Taunts last 2 seconds longer and each charge of Poise grants him an additional X Critical Rating. Spider-Man’s chance to Evade an attack also increases by a flat +7% and each charge of Poise grants him X additional Block Proficiency.|
|Sentinel||Tech||Analysis Upgrade: When the target activates a Special Attack, and it matches the previously activated Special Attack, Sentinel gains 20 Analysis Charges.|
|Guardian||Tech||Weapon Alpha: While Guardian has an Armor Up effect, gain the following effects:|
+2563.46 Block Proficiency
+8392.11 Energy Resistance
+79.98% Bleed Resistance
+314.01 Critical Damage Resistance
|Iron Man||Tech||Arc Overload: Iron Man overloads the Arc Reactor in his chest if Health drops below 15%, briefly extending his life span with a burst of X% Armor and Regeneration.|
|She-Hulk||Science||Citing Precedent: She-Hulk researches her opponent endlessly and takes away much of their power allowing her to place a Passive effect on them, reducing a specific stat by X% based on which Class they are.|
|Red Guardian||Science||Enhanced Combat Durability: Maximum Durability for the Ablative Shield is increased by +1 for every 40 signature levels obtained. Max increase of +5. Well-Timed blocks also have a 100.00% chance to prevent Durability loss.|
|Luke Cage||Science||Tough it Out: When Attacked: The first time Luke Cage is struck during a fight his bullet-proof skin allows him to become Indestructible and ignore all incoming damage for X seconds. This ability can be activated again after a 45-26 seconds cooldown.|
Good champions that have great placements to round out your team.
|Wolverine (X-23)||Mutant||Frenzy: As long as the opponent continues to Bleed, Wolverine presses in for the kill, increasing Critical Chance and Critical Damage.|
|Mister Sinister||Mutant||Engineered Perfection: Each time Mister Sinister defeats an opponent, he extracts their genetic code, gaining a different Passive ability for the rest of the quest depending on the defeated Champion’s Class.|
|Storm||Mutant||Conduit: As Power surges and flows through her target, so too do her bolts of lightning, dealing X% additional Critical Hit Damage per point of enemy Power.|
|Wolverine||Mutant||Cellular Regeneration: Wolverine’s natural healing factor accelerates, granting cumulative Regeneration with a fixed X% chance to recover X% Health.|
|Mephisto||Mystic||Burning Aura: When Attacked, Mephisto burns with anger, having a 5 – 14.98% chance to activate his Aura of Incineration for 4 seconds. +120% of the above chance on Well Timed Blocks.|
|Scarlet Witch||Mystic||Veil of Fortune: Whenever a Critical Hit occurs for either player, there’s an X% chance the Scarlet Witch triggers her chaos magic, generating 0-8 Buffs or Debuffs.|
|Tigra||Mystic||Warrior Spirit: Start the fight with Primal Sense and Huntress Sense for 12 seconds.|
|Sasquatch||Mystic||Old Beast of the North: When below 40% of max health getting struck by a Contact Attack has a 70% chance to activate Sasquatch’s healing factor, Passively Regenerating 5% of missing health over 20 seconds. Max stacks 3.|
During Wrath of Tanaraq Sasquatch becomes Passively Unstoppable during Special and Heavy Attacks and the Opponent’s Defensive Combat Power Rate is reduced by 70% when struck by these Attacks.
|Ghost Rider||Mystic||Spirit of Vengeance: Judgment of Corruption: 65% chance. Secondary ability grants a Fury buff, providing X attack for 7.5 seconds.|
|Winter Soldier||Skill||EMP Upgrade: An upgrade to Bucky’s bionic arm grants his Critical Hits a 15% chance to Power Drain the opponent for X% of the target’s max Power. The amount drained increases based on Critical Hit Damage.|
|Squirrel Girl||Skill||Tippy-Toe Level Up: Squirrel Girl starts each fight with 40 hits in her Combo Meter. When Tippy-Toe inflicts an Instant Bleed, each Bleed Debuff has a 70% chance to be refreshed instead of being removed.|
|Night Thrasher||Skill||Board to Death (Passive): Heavy Attacks have a 35% chance per active Gadget Debuff to inflict Taunt, reducing the opponent’s Attack by 40% and increasing their Special Attack Activation chance by 70% for 10 seconds.|
|Black Widow||Skill||Subtlety: Black Widow strikes her targets with subtle, calculated grace, reducing the chance of triggering their abilities by X%.|
|Carnage||Cosmic||Bloodlust (Passive): The sight and smell of blood trigger Carnage’s bloodlust, granting a Power Gain Buff when activating a Bleed or Armor Break on the opponent that lasts as long as the Opponent is Bleeding or Armor Broken. The Power Gain grants up to X% of a Bar of Power per second based on how close Carnage is to the Bleeding or Armor Broken opponent.|
|Hela||Cosmic||Goddess of Death: At the start of the fight each Champion on Hela’s team that is knocked out grants her +25 Spirits. The first time Hela would be knocked out in each fight, she gains an Indestructible Buff, that lasts for 5 seconds.|
|Thor||Cosmic||Ragnarok (Passive): Stunning the Thunder God infuriates him, increasing his Attack by 30% for 4.5 seconds. Additionally, Stunning his opponents tears apart enemy Armor, reducing it by X%.|
|Angela||Cosmic||Battle Focus (Passive): As Angela enters combat, she gains greater and greater focus, allowing each Buff active on her to reduce all Nullify abilities chance to trigger against her by X%.|
|Kamala Khan||Cosmic||Morphogenetics (Passive): Ms. Marvel starts to figure out this whole Contest thing, increasing her Fury durations by X seconds and increasing the Potency of her Fury effects by 10%.|
|Vision||Tech||Synthesis: The only known Synthezoid, the Vision is capable of synthesizing X Power periodically during battle.|
|Gamora||Cosmic||Assassination: A X% chance that Gamora’s Godslayer blade deals a lethal blow, striking for massive Critical Hit Damage.|
|Hulkbuster||Tech||Hulk-Smasher: A rocket-aided shoulder tackle smashes the armored suit through whatever or whoever happens to be in front of it. X% chance to Armor Break, removing enemy Armor and applying X% Armor reduction for X seconds.|
|Mysterio||Tech||Lethal Gas (Passive): Mysterio generates 1 Chemical Gas every X seconds.|
|Star-Lord||Tech||Tactician (Passive): As blows are exchanged, Star-Lord familiarizes himself with opponents’ techniques, increasing Attack by up to X% with every ten of his Combo hits and Block Proficiency by up to X% with every ten of theirs.|
|Darkhawk||Tech||Null Space Upgrades: Darkhawk’s Raptor Armor gains its power directly from Null Space, improving the Armor’s major abilities.|
|Wasp||Science||Quantum Evade: 20% increased flat chance to shrink and Counter Attack when attacked by the opponent. Additionally, the duration that Counter Attack is disabled after shrinking is reduced by 60%.|
|Spider-Gwen||Science||Enhanced Weave: While in Hunter Spider Mode, Gwen’s critical hits have an X% chance to deal double damage. While in Trap Spider Mode, Gwen’s critical hits have an X% chance to weaken foes, lowering their attack by 20% for 7 seconds.|
|Hulk||Science||Hulk Rage (Passive): Hulk is angered upon receiving damage, strengthening his attacks by up to X% based on lost Health.|
|Invisible Woman||Science||Vanishing Act: Invisible Woman turns Invisible at the start of the fight, but it is not Paused. 50% chance to turn Invisible whenever Invisible Woman is knocked down.|
Whenever the Opponent Misses, the Force Field gains back 5% of its starting value.
These are average champions that are only viable for the endgame content if you build your party around them. Otherwise, try to swap them out for better ones.
|Rogue||Mutant||Psyche Absorption: Absorbing the very fabric of the enemy psyche, every Life or Power Steal has a chance to be Critical, increasing the amount absorbed.|
|Bishop||Mutant||Foresight: Gain a unique bonus based on how full the bars of Power are at the start of the fight.|
|Old Man Logan||Mutant||Pop the Claws: When Logan pops his claws for a Special Attack, each attack has an X% chance to cause an additional Bleed for each charge of Pacifism he has at the time, inflicting 50% of your Attack as direct damage over 3 seconds.|
|Dormammu||Mystic||Soul Leech: Dormammu uses his opponent’s powers as a link to reach deep within their soul. Each time a buff expires on his opponent, Dormammu has up to a 100% chance to Degenerate them for X% of his attack, over 10 seconds. The chance of this ability triggering increases the longer it’s been since it was last triggered.|
|The Hood||Mystic||Dark Dealing: With some help from Dormammu, the Hood learns to better harness his demonic equipment. While his Invisibility is cooling down, the Hood becomes Stun Immune and his basic attacks have an X% chance to Steal 10% of the opponent’s Power.|
|Guillotine||Mystic||Ancestors’ Strength: The Souls of her ancestors empower Guillotine further, granting a 10% chance to steal X% Damage dealt as Health for every 4 Souls she possesses. Minimum X% Health steal regardless of current Soul count.|
|Task Master||Skill||Intuitive Pattern Recognition: Each time Taskmaster successfully triggers Exploit Weakness it places a Concussion Debuff on his Opponent reducing their Ability Accuracy by X% for 6 seconds, and resetting the Duration of any currently active Concussions caused by this ability.|
|Crossbones||Skill||HYDRA Training: Whenever Brock Rumlow gets a Debuff, his brutal HYDRA training kicks in and allows him an X% chance to shrug it off and convert it into a Fury effect. The chance is increased by 15% when fighting Science Champions and decreased by 15% when fighting Mutant Champions.|
|Mole Man||Skill||Giganto Jr.’s Revenge (Passive): Gain up to X Critical Damage Rating based on missing health. Also, gain up to X Attack Rating while Unstoppable based on missing health.|
|Black Bolt||Cosmic||Provocation: Being struck by a Critical Hit tests Blackagar Boltagon’s restraint. Each time he is struck by a Critical Hit, he has a chance to gain a permanent Cruelty or Fury Buff, and each time he strikes with his own Critical Hits, he has a chance to gain a 6.5-second Cruelty or Fury Buff. These effects increase Critical Damage or Attack by X%.|
|The Champion||Cosmic||Primal Fury: When at least one of his Fury Buffs is active, The Champion unleashes the full potential of The Power Primordial. This increases the Potency of his Armor Break by 150%. (Scales to 170% for a 5* at sig 200) Additionally, when he activates 2 or more of his Fury Buffs, he becomes Unstoppable, shrugging off the impact of the opponent’s Basic Attacks for 5 seconds.|
|Heimdall||Cosmic||All Seeing: Heimdall gains a 100% chance to trigger a Precision Buff increasing Critical Rating by X and lasting for 10 seconds, each time a True Strike Buff activates on him.|
|Annihilus||Cosmic||Tremble Before Me (Passive): When Annihilus’ Opponents back is near a wall, Annihilus gains 1 Passive Aptitude Effect, increasing the Potency of all Fury, Armor Up, and Precision Buffs by X%.|
|Terrax||Cosmic||Galactus’ Favor: If Terrax has less than 1 Power Cosmic at the start of a fight, he gains 2. Terrax starts each fight with his Rock Field active and 66% of his max power.|
|Ronan||Cosmic||Edict (Passive): The Supreme Accuser judges the target, punishing them for their use of beneficial effects with X% increased Attack and Stun durations.|
|Doctor Octopus||Tech||Academic Background:|
Physics: Drain 100% of Power Gained and Steal 10% of the Power Drained.
Chemistry: Deal Direct Damage equal to 100% of health gained and Lifesteal 20% of the damage done.
Biology: Gain the standard Biology Breakthrough Armor Up and X Armor Penetration while it’s active.
|Ant-Man||Science||Pym Gas Control: Ant-Man subtly alters his size during combat with precise Pym Gas control, granting an X% chance for incoming attacks to glance. Glancing hits cannot be critical, deal 50% reduced damage, and suffer -100% Offensive Ability Accuracy.|
|Captain America (WW2)||Science||Safeguard (Passive): The chance to Perfectly Block all damage increases by up to X% while opponents are under beneficial effects.|
These champions have almost fallen off the current meta. As such, it’s advisable to drop them as early as possible.
|Beast||Mutant||Chain Combo: Beast is able to execute different chain combos based on his current combat form.|
While in Freestyle combat form, performing a Medium hit followed by a Light, Light, Light and Medium combo inflicts Direct damage per blow for up to X% of your Attack based on Signature level. Successfully completing the combo increases Beast’s Critical chance by 25% for 5 seconds.
While in Acrobatic combat form, blocking an attack followed by a Medium, Light, Light, Medium combo Regenerates up to X% of Beast’s maximum Health per move, based on Signature level. Additionally, on Combo Success, opponents get 50% less Power when getting hit and attacking for 5 seconds.
|Goldpool||Mutant||Double Regen = Double Fun: Increased regeneration.|
|Gambit||Mutant||Ragin’ Cajun: Le Diable Blanc gains increased Critical Damage from his Prowess Buffs, and gets an upgrade to his flak jacket to make it last longer in battle.|
|Thor (Jane Foster)||Mystic||All-Mother’s Blessing: With Freyja’s guidance and Mjölnir’s power, Jane Foster deals guaranteed Critical Hits, and dealing X% Critical Damage against Stunned foes.|
|Loki||Mystic||Ascendant: Rising in power through sorcery and subterfuge, Loki generates 1 bar of power over X seconds, as long as he is below one bar.|
|Iron Fist||Mystic||Focus: The Iron Fists’ repeated strikes to pressure points wreak cumulative havoc on the target’s Armor, with an X% chance to reduce it by X% for each activation.|
|Doctor Strange||Mystic||Counterspell (Passive): The Sorcerer Supreme automatically counters enemy Status Effects with beneficial countermagic. Spell effectiveness: X%!|
|Diablo||Mystic||Arcane Innovation: Experimentation has enhanced Diablo’s Concoctions, decreasing their Brewing time by 1 second and increasing their duration by 40%.|
|Korg||Skill||Rock Hard Thorns: While Rock Shield is active and Korg is struck by a Medium, Heavy, or Special Attack that makes contact, X Physical Damage is inflicted on the opponent. Damage scales with Base Attack only. This ability does not activate the opponent’s hit deals Energy Damage, and Mutant Champions take 25% less damage.|
|Punisher||Skill||Defy Pain (Passive): Frank Castle has conditioned himself for high pain tolerance, granting him an X% chance to gain an Indestructible passive lasting 8 seconds upon receiving a lethal blow. This can only trigger once per fight.|
|Black Panther (Classic)||Skill||Lacerate: T’Challa’s fists give way to cat-like claws, carving limitless lacerations in his targets with an X% chance, each dealing X% of your Attack as direct damage over 7 seconds.|
|Kingpin||Skill||True Nature: Kingpin begins the fight with 2 Rages. When exiting Overpower mode, Kingpin has a chance to gain up to 4 Rages, each having an X% chance to activate.|
|Daredevil||Skill||Radar Sense: With acute sensory perception more attuned than even Spider-Man, Daredevil evades projectiles with an X% chance.|
|Falcon||Skill||Exo-8: With an upgraded pack, Falcon gets Redwing ready immediately, and gains bonus Critical Chance while Redwing is Locked On.|
|Agent Venom||Skill||Klyntar Rage (Passive): At the beginning of the fight, and whenever Agent Venom loses 50% of his Max Health, he temporarily loses control of the Venom symbiote, increasing Attack by X. This effect is lost once he is struck 5 times.|
|Drax||Cosmic||Enthrall: Fury fascinates The Destroyer, granting a fixed 10% chance to cumulatively increase Attack by X% for 6 seconds with each activation.|
|Phoenix||Cosmic||Right of the Phoenix (Passive): Once per fight when the Phoenix would be knocked out, she immediately becomes invulnerable for 2 seconds, and consumes all of her Phoenix Force charges, regaining X% health per charge. After which she gains 1 Phoenix Force charges.|
|King Groot||Cosmic||Unyielding Might: Whenever King Groot falls into Cool Down, he immediately begins to focus on rapidly repairing his cellular damage, granting him a Regeneration Buff and recovering X Health over the duration of the Cool Down.|
|Thanos||Cosmic||Immortality: Granted near-immortality, Thanos the Mad Titan Passively reduces his opponent’s base Attack by X% (as a boss in End Game: 63.05% reduced Attack for the opponent).|
|Superior Iron Man||Cosmic||Arc Overload (Passive): Iron Man overloads the Arc Reactor in his chest if Health drops below 15%, briefly extending his life span with a burst of X% Armor and Regeneration.|
|Red Skull||Tech||Cube Affinity (Passive): While Heavy Charging, generate X% Power per second and Heavy Charging can be held for an extended duration.|
|Rocket Racoon||Tech||Furocity (Passive): Rocket makes its fur fly with up to X% increased Critical Hit Rate for every ten consecutive Combo hits.|
|Kang||Tech||Kang Armor: Kang’s Power level fuels his neuro-kinetic suit of armor, endowing him with up to X Armor Rating based on stored Power.|
|Ultron||Tech||Nano-Inhibitors (Passive): For each Armor Up effect active, Ultron releases more Nano-Inhibitors, reducing his opponent’s Offensive Ability Accuracy by X% per stack.|
|Green Goblin||Tech||Oscorp Weaponry: From X% to X% chance per bar of Power to activate a Super Bomb which causes all Bag of Tricks effects to trigger instead of the standard Pumpkin Bomb effect; however, the Special 3 attack still has a chance to trigger both Super Bomb and Pumpkin Bomb effects.|
|Civil Warrior||Tech||Arc Shield (Passive): An upgrade to Civil Warrior’s Arc Shield grants him 2 Armor Up charges at the start of the fight, each increasing Armor Rating by X for 2 seconds. Additionally, he receives X% Special Damage resistance while Blocking. +30% when fighting Mutant Champions.|
|War Machine||Tech||Empty the Clip: War Machine readies all remaining ordnance if Health drops below 20%, granting up to 90% increased Armor and X% increased Attack for the next 12 hits.|
|Iron Patriot||Tech||Arc Overload: Iron Patriot overloads the Arc Reactor in his chest if Health drops below 10%, granting a large burst of power, with X% Armor, Regeneration, and Power Gain. After that, his suit burns out and cannot trigger Armor Up, Armor Break, or Stun and loses all base Armor.|
|Electro||Science||Electrostatic (Passive): Building Power levels in both players charge the atmosphere, increasing Critical Hit Rate by up to X% based on the stored Power in both Electro and his opponent.|
|MODOK||Science||Master Plan: Force Fields have +128 Block Proficiency for each Class defeated within the same Quest, plus a unique Block bonus for subsequent fights against that Class.|
|Rhino||Science||Rhino Armor (Passive): A thick polymer suit enhances Rhino’s gamma-based strength and resilience, increasing his Physical Resistance by up to X based on current Health. Additionally, when entering the fight with full Health, Rhino’s Armor provides an additional X Physical Resistance.|
Avoid using these champions, as they are the worst ones in the game right now.
|Magneto||Mutant||Homo Superior Mutation: Magneto’s mutation reaches Omega level, preventing him from losing more than X Health from any single damage source, excluding damage from a Special 3 Attack.|
|Deadpool (X-Force)||Mutant||Duodenum Poke: Attacks are guaranteed to cause Bleed for X Direct Damage over 3 seconds.|
|Unstoppable Colossus||Mystic||Unstoppable: Colossus calls upon the power of Cyttorak, becoming Unstoppable and shrugging off all Attacks for X seconds.|
|Juggernaut||Mystic||Unstoppable: Juggernaut becomes Unstoppable, shrugging off all Attacks for X seconds. Once he starts moving, nothing can stop him!|
|Karnak||Skill||Second Tower Training: Karnak’s Inhuman metabolism and Autonomic Function Control allows him to shrug off non-damaging Debuff effects by X% faster than normal and reduces damage from Poison by 65%.|
|Black Panther (Civil War)||Skill||Panther Habit: Black Panther begins the fight with his Reflective state active. Additionally, Black Panther’s Armor passively has an X% chance to absorb heavy attack impacts by consuming an Armor Up effect.|
|Venompool||Cosmic||Continuity Memory: Every 6 seconds, the symbiote known as Venom has an X% chance to access Deadpool’s bizarre mind and grant him a random beneficial effect for a short time.|
|Groot||Cosmic||Gentle Giant: Groot is tired of seeing his friends hurt in combat and begins the fight with 2 Pacifism charges. Additionally, each Fury stack gained from throwing off his gentle nature has an X% chance to activate a charge of Cruelty, increasing Critical Hit Damage by 25% each.|
|Vulture||Tech||Thermal Absorption (Passive): Vulture upgrades his suit to convert excess heat into power allowing him to start the fight at full Chitauri Energy and absorb any Incinerate Debuff applied to him, using it to fill his Chitauri Energy.|
|Howard the Duck||Tech||Mash ALL the Buttons!: When brought below 60% and 30% Max Health: Howard frantically mashes buttons on the Loader and has an X% chance to trigger a Self-Repair, healing 20% Max Health, or a Thunderquack, dealing 135% of his Attack as Energy Damage. Both effects last 7 seconds and are interrupted if Howard is Stunned.|
|Joe Fixit||Science||Double Down (Passive): Mr. Fixit knows how to play the tables and swing the odds in his favor. Each time he rolls on Gambler’s Ruin, he has an X% chance to Double Down and gains a second poker suit for 7 seconds.|
|Abomination||Science||Irradiate: Contact with the Abomination’s gamma-irradiated body has an X% chance to Poison the target, reducing their Health recovery by 30% and dealing X Direct Damage over 12 seconds.|
|Sentry||Science||Molecular Reformation: When Sentry loses his Combo., he has an X% chance to become indestructible for 0.30 seconds per Reality Warp. Indestructible doesn’t trigger if Sentry is afflicted with a Debuff.|