[Updated for version 3.3.95 Ancient One]
All of the MSW heroes will be featured in this special section of our site. We’ve begun compiling our hero lists since the beta stages, sorting tiers, and factoring in all of the available data, including changes. With every new MARVEL Super War character added to the roster, we will also expand our tier lists and keep up with the changes that are made along the way. And, finally, we will try to sort through all of the online sources regarding strategy, builds, as well as give our own to produce optimum guides.
MARVEL SUPER WAR HEROES LIST
The Ancient One first appeared in Strange Tales #110, in 1963, and it was portrayed as both male and female through its iterations. He, or she, was the sorcerer(es) supreme before Doctor Strange ascended, and it was the duty of the Ancient One to protect the Earth Realm from all kinds of otherworldly dangers. In the game, The Ancient One will have similar powers to the version of the characters from the movies, including teleport and clone.
- Great Mobility. Her toolkit offers great ways for her to reposition herself during fights which is one of her major strengths.
- Decent crowd control and survivability. Her Astral Projection serves multiple purpose, it allows her to stun enemies and also grants her good amount of damage reduction. On top of that, she can also gain shield by using her Tao Mandala.
- Amazing ganking potential. Her ultimate allows her to swap places with an unsuspecting enemy, and is usable from a long distance, which makes it a great tool for ganking.
- Pretty squishy in the early game. While she scales amazingly well into the late game, her early game isn’t as good, which might make things difficult.
- Requires a good understanding of her skillset and communication with teammates. In order to play her properly, players need to fully understand her skillset, as well as to communicate with teammates, which might be problematic at times.
- Max out Tao Mandala first, followed by Astral Projection. Take one rank of Illusion Shift at level 2 and max it last. As with most of the heroes, rank up ultimate whenever it is available.
Doctor Strange is one of the most popular Marvel characters. He is the sorcerer supreme, armed with the mystic powers of magic and many enchanted artifacts, but he is also a genius and a gifted learner. Doctor Strange first appeared in Strange Tales #110, in 1963. Class: Energy with excellent DPS and good CC.
- Amazing AoE damage and poking. Bolts of Balthakk is a great ability both for poking enemies and clearing minion waves. It has a relatively low cooldown and energy cost, which allows Doctor Strange to constantly spam it. On top of that, Sorcerer Supreme is one of the most damaging AoE ultimates in the game, which makes it amazing for team fights.
- Great support. Both time manipulation and Inter-Dimensional Portal are great tools for assisting your teammates, and these can open up a lot of interesting possibilities.
- Good survivability. Doctor Strange’s passive, Cloak of Levitation, allows him to escape dangerous situations whenever he’s low on HP, which makes him pretty hard to take down.
- Playing Doctor Strange requires a good amount of coordination and communication with teammates. Since two of his abilities heavily depend on his teammates, it is very important to communicate well in order to get the best results.
Max out Bolts of Balthakk first, followed by Inter-Dimensional Portal. Pick ultimate whenever it is available, and take one rank of Time Manipulation at level 3, and max it last.
Namor is an Atlantian/human hybrid who has many abilities that surpass ordinary Homo mermanus race abilities. He was often portrayed as an anti-hero, though he is not a villain either, and Namor is adapted to living in water, very strong, can fly, and has other powers. Class: Tank with medium DPS and DEfense, low mobility, and very good support.
- Great harass. Since none of Namor’s skills consume energy, he can spam them on cooldown to harass his opponents.
- Good sustain. Namor can keep himself healthy by standing in the pools of water he creates, which means he rarely needs to go back to base and heal.
- Good control. His ultimate is one of the best zoning skills in the game, and can easily turn the tide of any team fight.
- Low mobility. Namor doesn’t have any mobility skills, meaning he has a hard time escaping sticky situations.
- Long cooldowns. While Namor’s ultimate, Deep Sea Vortex, is one of the best ultimates for team fights, it has a very long cooldown, which could be problematic at times.
Your first skill to max out should be Raging Waves.
He is not a Marvel character that is popular with movies or animated movies audiences. However, he is an old school Iron Man villain, who appeared in Iron Man #219, in 1987. Ghost is a human with no inherent superpowers and who uses his brilliance and technology he invented, like Tony Stark, to his own advantage. Class: Assassin with Very good DPS, medium Defense, excellent Mobility, and low support.
- Amazing mobility. Ghost is one of the most, if not the most, mobile heroes in the game. This allows her to chase down enemies, escape danger, or roam around the map quickly.
- Great damage. Thanks to her Natural Passive, Quantum Corrosion, Ghost can deal incredible amounts of damage, allowing her to swiftly dispose of her enemies.
- Very hard to master. Ghost’s skill cap is pretty high, which makes her very hard to master.
- Long cooldowns. Her skills have fairly long base cooldowns, which is one of her major downsides.
Prioritize ranking Quantum Positioning
Captain America a.k.a. Steve Rogers, first appeared as a character in Captain America Comics #1, released in 1941. He is a patriotic super-soldier, enhanced by an experimental serum. He is one of the most skilled melee fighters and his in-game class is Fighter. He has high DPS output, solid defense, and support, with mobility being his weak point.
- Great Mobility. Captain America possesses great tools for both dashing and increasing his movement speed.
- Amazing initiation. His Ultimate, Avenger Vanguard is one of the best initiation tools in the game, which makes him invaluable during team fights.
- Great Sustain. Captain America can heal himself for a good portion of his health each time he uses Shield Throw, and his Liberty Rush can provide some additional healing.
- Low damage. Unlike some other fighters, Cap’s damage isn’t as high, which is one of his major downsides.
Prioritize leveling Shield throw since this is your major damage/healing tool. Take Ultimate whenever you can, and level Liberty Rush last.
Iron Man a.k.a. Tony Stark first appeared in Tales of Suspense #39, in 1963. He is a billionaire, philanthropist, and genius, and he uses his highly advanced suit of armor for the benefit of humankind. His armor is powered by a miniaturized Arc Reactor, which is a renewable source of energy. This is why his hero class is: Energy. He has both excellent Offense and Defense.
- Great AoE damage. Iron Man’s skill set allows him to deal great amounts of AoE damage. This also means he has amazing wave clear as well as good team fight AoE.
- Decent Crowd Control. His Electromagnetic Shock allows him to knockback and slows all enemies in a line, which is great both during team fights and against enemy divers.
- Great Movement. Iron Man’s Flight Thrusters allow him to greatly increase his movement speed as well as move over obstacles such as walls. This can help you immensely when chasing enemies or running away from them.
- Low Mobility. Despite having good movement speed boost, Iron Man lacks any mobility skills, which means that he is very susceptible to divers.
- Very Squishy. Once caught off-guard, he is very easy to take down.
- No sustain. He lacks any sustain options, meaning he often has to go back to base while laning.
Focus on leveling Micro-Missles first, followed by Electromagnetic Shock. Level up Ultimate whenever you can, and take one rank of Flight Thrusters at level 3, and rank it up last.
Spider-Man a.k.a. Peter Parker had his first appearance in Amazing Fantasy #15, in 1962. He was bitten by a radioactive spider, which gave the boy supernatural abilities, strength, speed, durability, and others. Peter also possesses a genius-level intellect. His class is Assassin, with Defense as his highest stat because of the sixth sense.
- Amazing Mobility. Thanks to his Spidey Flight, Spider-Man can swiftly move around the map, escape sticky situations, and reposition during team fights.
- Good burst damage. He has great single target burst damage, which allows him to swiftly burst down enemy squishies.
- He is fairly squishy. Spider-Man lacks any defensive abilities, which makes him extremely vulnerable if the enemies catch him off-guard. On top of that, he doesn’t have any built-in sustain, which can make things a bit difficult at times.
- Hight skill cap. He requires a lot of time to master and is not as easy to play as some other heroes.
Prioritize leveling Web Shot since this is your main damaging ability. Level up Ultimate whenever you can, and take Spidey Flight last.
Hawkeye a.k.a. Clint Barton showed up in Tales of Suspense #57, in 1964. Contrary to other heroes, he does not possess superhuman or supernatural abilities. However, his training, skill, conditioning, and sight are often beyond human limits. His class is Marksman and he has excellent damage output.
- Late game Team Fighter. Attack Range increase is one of the most important advantages that any Marvel Super War marksmen could wish for. Being able to out-range the opponent and shoot first is crucial for a marksman, and can make the difference between winning or losing a fight.
- Strong Single target damage. Hawkeye’s damage is mainly reliant on his Normal attack, which can be is further improved with Skill 2 (added energy damage based on target’s HP, in addition to the increase in Attack Speed).
- Hawkeye can see the silhouettes of heroes that are invisible or hidden in the brush. This may be a convenience in the early game when it only makes a difference between successful or unsuccessful gank. However, in the late game, having a vision of the enemy ambush can easily save your whole team.
- Weak early game. Hawkeye is reliant on attack range increase from his passive. However, this increase is based on level, meaning at the start of the game it is a fairly insignificant buff. In the later stages of the match, when his passive gets close to its full potential, and the items/levels kick in with more damage, Hawkeye truly starts to shine.
- Almost useless if he falls behind. Hawkeye must be at least on equal footing with his enemies in terms of levels and items, otherwise, he won’t be able to burst down enemy hero, before he can finish off the allied tank/bruiser. Also, if he is under-farmed he is easy picking for the enemy assassins.
In the early game focus on leveling up Blast Arrow because it provides more base damage. At some point, during the mid-game, (with 3-4 items completed), there are enough stats to justify switching the priority and focusing more on Skill 2 (Multipurpose Bow).
Black Widow a.k.a. Natasha Romanova had the first appearance in Tales of Suspense #52, in 1964. She is a Russian spy turned S.H.I.E.L.D. agent and possesses an incredibly high skill set. Her class is Assassin, with excellent DPS, medium Defense and Support, and low Mobility.
- Great Burst Damage. She has an incredible skillset suitable for quickly bursting down enemy heroes. This allows her to eliminate enemy carries in a matter of seconds.
- Decent Mobility. Black Widow can use her third ability (Grappling Hook) to quickly move around the battlefield and re-position herself. It can be also used as an escape tool when faced with unfavorable odds. As a side note, this ability can be used to move across walls and other obstacles.
- Good ganking and chasing potential. She has strong slows on both her passive and her second ability. When you combine that with the stun from the Grappling Hook, it’s almost impossible to escape from the Black Widow.
- She’s very squishy. Black Widow doesn’t have any defensive ability whatsoever, which means that she can be easily eliminated if caught off guard.
- No sustain. Black Widow doesn’t possess any innate sustainability, which is why she often has to recall after losing health.
- Highly skill-dependant. She needs to land her skill shots and her ultimate needs to hit at least two targets consistently in order for her to be effective. Sometimes, it can be really difficult to find a proper position to attack from, and if she misses her Grappling Hook, it’ll likely expose her to the enemy team which will make a quick work of her.
Prioritize maxing Shadow Kick since this is your main damage dealing ability. Take the ultimate whenever you can and max Widow’s Sting once you’re done with the Shadow Kick. Be sure to take one rank of Grappling Hook at level 2 and max it last.
Hulk a.k.a. Bruce Banner first showed up in The Incredible Hulk #1, 1962. He is a scientist who was exposed to lethal levels of gamma radiation, but instead of dying he developed his alter ego. Hulk is incredibly strong and durable and his class is Tank. Mobility is his only weak point in the game.
- Excellent at engaging the enemy team with his ultimate.
- Control Freak. All of the Hulk’s abilities are control effects.
- Easy to play. None of his skills require mana, and with only 3 active skills, including the ultimate, he is a pretty straightforward hero.
- He doesn’t have any defensive abilities, yet he is a tank. So, you’ll need to play carefully or make his build around the tanking items.
Level up Jade Giant first, followed by Hulk Smash. Take Ultimate whenever it is available.
Thor Odinson first appeared in MARVEL comics in Journey Into Mystery #83, in 1962. The character is an adaptation of the Norse mythological character Thor, the god of thunder who wields Mjolnir, his enchanted hammer. In the game, Thor is class: fighter, with high DPS, medium Defense and Support, and low Mobility.
- Good at engaging the enemy. The only problem will be charging the ability, as the enemy team will most likely see you charging the hammer, and will know what you’re about to do.
- Sustainability. Thor is one of the best heroes to use in one on one situations, but requires bold, aggressive, and risky play – don’t run away unless you’re really low on HP, and you should do just fine.
- You are a God.
- He can become too obvious and easy to counter. Experienced players will know what you’re about to do since most of Thor’s skills are chargeable.
Prioritize leveling Hammer Strike since it’s your main damage ability. Level up Winds of Valhalla second, and take Ultimate whenever it’s available.
Captain Marvel showed for the first time in Marvel Super-Heroes #12, in 1967. The most frequent version of the character is Carol Danvers, as from the eponymous 2019 movie. Carol possesses superhuman abilities, energy absorption and projection, and flight. In the game, her class is Fighter/Assassin, with excellent DPS and high Defense.
- Good Burst Damage. Captain Marvel has a great burst damage potential, which allows her to quickly take down squishy enemy heroes. She is also quite decent 1v1 brawler, which makes her suitable for both, jungle and top lane.
- Good Splash Damage. All of Captain Marvel’s abilities deal damage in an area close to her target. This is especially potent when her ultimate is up, which will further increase the AoE of all of her abilities.
- Decent Mobility. Her third ability – Meteor Shuttle allows her to close the distance or escape the sticky situation. It can be used twice, in quick succession, which allows Captain Marvel to swiftly traverse a great distance, especially when paired up with Blink Tactic.
- No sustain. Captain Marvel’s only form of sustain is her passive, which can provide her with a shield that can absorb some damage. However, this generally won’t be enough, so you’ll often need to return to base and heal (especially if you are playing in the top lane).
- Once you go in, there’s no going back. While her third ability gives her some mobility, in most cases, its preferred use is to close the gap and get into the fray. This will leave you with no escape option (other than Blink Tactic) and most of the time you’ll be focused down before you can escape.
- Once her burst window is down, she pretty much poses no threat to the enemy team. If you fail to kill the preferred target with your burst combo, or if you use it against some of the tanky heroes, you’ll be left with only auto-attack for quite a while until your abilities refresh. Since most of your damage comes from abilities, it is imperative to use them correctly and against the right opponent.
Prioritize maxing Flash Strike since that’s your main source of damage, and upgrading it will significantly reduce its cooldown. Get the Ultimate as soon as it becomes available and for the other two skills, prioritize Meteor Shuttle since each level will reduce its cooldown by 1 second, which can help you a lot. Only take one rank in Nova Burst, and max it after everything else.
Ant-Man first appeared in Tales to Astonish #35, in 1962. The character’s alter egos were Hank Pym, Scott Lang, and Eric O’Grady. This version is Scott Lang, like in the movies, and he has a similar skillset in the game. Class: Fighter; high DPS, medium Defense, and Support, average Mobility.
- Decent Mobility. His Ant Charge allows him to dash short distance, which enables him to chase enemies, engage fights, or run out of sticky situations. It can also be used to traverse walls and other obstacles.
- Good sustainability and tankiness. Ant-Man’s Super Soldier ability grants him increased armor and energy resist, making him very tanky. Also, his Ultimate, Flying Ant Swarm, will provide him with decent sustain, while his Ant-Sized ability allows him to become untargetable, which is ideal for avoiding dangerous situations.
- Decent Control. Both his Super Soldier ability and his Ultimate are great for controlling the enemies, which makes him invaluable during team fights.
- Ant-Man is pretty easy to hit while he is in his giant form, which means that enemies will have an easy time landing their skill shots during this time.
- While his Ultimate has great potential, it has a very long cooldown, which can be a problem at times.
Focus on leveling up Ant Charge. Super Soldier should be your second skill to prioritize. Take Ultimate whenever you can, and learn one rank of Ant-Sized at level 3 and max it out last.
Quicksilver a.k.a. Pietro Maximoff first appeared in The X-Men #4, in 1964. He is the son of Magneto, brother to Scarlet Witch, and he is a mutant. His mutation gives him accelerated metabolism, so he possesses superhuman speed and reflexes. Class: Assassin; High DPS, excellent Defense, High Mobility, and medium Support.
- Good mobility. Second Skill (Hypercharge) is Quicksilver’s main mobility skill, which can also get you across the walls. In addition, after you use it, the next normal attack will bring you even closer to the intended target.
- Strong Burst. The passive has a crucial role, it greatly increases the damage of normal attack after an ability is used. With the abilities that already deal good damage, the final result is a surprisingly strong burst.
- Extremely strong zoning ultimate. Situational awareness and the ability to anticipate the enemy movement is required in order to effectively use the ultimate (Spatial Relativity), but the influence it has in team fights is devastating (both offensively and defensively).
- Vulnerable to Control. Being a squishy melee assassin has a set of disadvantages that are most obvious when the hero is under control effects. Without the opportunity to use the skill to engage/disengage, Quicksilver will be taken down in a matter of seconds.
- Falling behind. Like most assassins, Quicksilver relies on upon quickly taking down the target and retreating to safety. Falling behind in Items and Levels will result in the enemy surviving the burst, and that dramatically decreases your chances to survive the encounter.
- Sustain problems. Other than Leech and some Life Steal Items, Quicksilver is poorly equipped for prolonged fights. Often recalling back to the base is to be expected. This is not a huge problem because of high mobility, but it is an additional roadblock that has to be taken into account.
Prioritize leveling Instastrike since it is your main damaging ability. Take Ultimate every time you can, and skill up Hypercharge as a second priority.
Scarlet Witch a.k.a. Wanda Maximoff debuted in The X-Men #4, 1964. She is the daughter of Magneto, sister of Quicksilver, and a mutant who possesses mysterious magical powers, scientifically enhanced, which include reality, matter, and probability manipulation, as well as energy projection.
- Good AoE damage. All of Scarlet’s abilities are AOE.
- Easy to play. You’ll master her after just a few games.
- No way to run away. Blink is the only reliable escape tool.
Focus on leveling Enchanted Force Fiend, since this is your main damage source. Level up Ultimate whenever you can. Reality Warp should be the last skill for you to level up.
Black Panther a.k.a. T’Challa, first appeared in Fantastic Four #52, 1966. He is an enhanced meta human (through Wakandan rituals) who wears a panther armor costume. Class: Assassin; excellent DPS, good Defense, medium Support, and low Mobility
- Good finisher. Only a few heroes have any chance of escaping once the Black Panther is on them.
- Good at ganking. He can quickly close the gap between himself and the unsuspecting target, before shredding it to pieces.
- Weak to crowd control effects. You need to be extra careful if you engage in battle while there are control based heroes around. With your weak defenses, you can even die from side effects.
- Although the game says that he is a Beginner difficulty level, we can’t agree with this. Black Panther requires very careful and skillful gameplay if you wish him to be a successful assassin.
Max out Panther Claws first, followed by Bast’s Shadow. Level up Ultimate whenever you can. As for Panther Strike, take one rank of it at level 3 and max it out last.
Cloak & Dagger
Cloak & Dagger are two heroes; Cloak is Tyrone “Ty” Johnson and Dagger is Tandy Bowen. They first appeared in Peter Parker, the Spectacular Spider-Man #64, in 1982. These two characters function as one MSW hero, but both bring their abilities to the fold. Cloak can tap into the Darkforce dimension, see people’s fears, teleport, and more. Dagger taps into the Lightforce dimension, creating light daggers, heating light, see people’s hopes, and more. They are linked with a psionic link.
- Excellent heal. Very powerful healing and with proper playstyle, great support in team fights. The potent AoE healing coming from skill 2 has a somewhat small radius so make sure to get real close to the ally.
- Decent wave clear. Cloak & Dagger can assist the lane partner in wave clearing thus gaining levels fast. In order to do so, it is crucial to completely prioritize leveling Skill 1. One may think Skill 2 should be a priority, but in that case, she will clearly lack playmaking potential.
- Sending the ally to the base and back. Although the ultimate seem unique, it is actually a powerful Heal with the added bonus of Energy regeneration. Be careful not to screw up team-mate in case he is about to score a kill. Note that Ally will be brought back to the initial location. If the battlefield moves slightly, your ally may find him/her self in the midst of a melee. This can be very bad news if the aforementioned ally is a squishy marksman or mage.
- Lacks decent control, damage, and mobility. All of this points toward the extreme lack of playmaking or carry potential.
- It should be easy to hit an ally with the ultimate, but it isn’t. It is a cone-shaped skill but with weird limitations to the range, so the target cannot be to close or too far away. If you fail to hit the target, the ultimate will send you to the base, instead of the ally. In combat, using this skill becomes much harder, and very risky.
- Small healing range. While Skill 2 heals for a lot of HP (the only strong thing about this hero), the range of that skill is somewhat small, so very often, you’ll be forced to chase after the allies in order to heal them. Healing multiple allies can also be quite problematic since you won’t be able to catch them in the AoE if there is some separation between them.
Focus on leveling up Light Daggers at the start of the match. With it, at least, you’ll have some decent wave clear.
Corvus Glaive first appearance was in Infinity: Free Comic Book Day, 2013. He is the servant of Thanos and a member of his Black Order crew. Besides incredible physical abilities, Corvus is immortal and his glaive is enchanted and very powerful, similar to Thor’s Mjolnir, which is what he uses as a MARVEL Super War character as well. His class fighter and he is excellent Support.
- Engage. While there is some delay between the usage and the black hole activation, his ultimate is still great at clumping up enemies and setting them up for some great AoE from your teammates.
- Target selection. MSW Corvus Glaive can punish small misstep or bad positioning by using skill 2 to take the enemy and throw it behind himself.
- Sustain and revival. While Skill 1 allows for some great feats of damage and sustain, his secret weapon is actually passive, that allows for storing a reserve of health that pops up once Corvus gets taken down.
- Escape options. When engaged in combat and with enemies close to him, skill 2 becomes useless as an escape tool because it has a large collision box and will stop upon the first contact with the enemy.
- Sustain Damage. Corvus damage comes from Skill 1 and 12-sec cooldown on passive proc. Once cooldown reduction from items and higher skill/level kick in, the long cooldown is no longer an issue, but during the early stages of the match, it is kind of a big deal.
Edge of Demise (skill 1) is his primary ability for both Damage and Sustain. It has two charges and upgrading it will reduce the cooldown. Prioritize this skill, over Skill 2.
Proxima Midnight is a supervillain, who first appeared in Avengers #8, in 2013. She is a member of the Black Order team and serves Thanos. Proxima can be invulnerable, has excellent physical abilities, and wields a powerful spear. Class: Assassin; excellent DPS and Defense, low Mobility and Support.
- Great Skirmisher. Proxima Midnight is an ideal fit for 2v2 and 3v3 fights, and not just because of the damage, she can dish out. With a small number of enemies, her Skill 1 shield suddenly becomes much more valuable.
- Versatility. To simply put it, she can do everything. Insane mobility? Check! Control? Check! Execution? Check. Add some Toughness to the mix and what more we can look for in one hero.
- A very high skill cap. Playing Proxima is fun, but there is also a lot of room to grow and improve. She can do so many different things that most players will need some time to master all aspects of her skill set.
- A very high skill cap. While there is a lot of room to grow, at the same time, she requires a certain level of skill that is a minimum requirement in order to be a decent Proxima player.
- Clunky commands that affect the usage of Skill 2. It is a two-part skill mainly used for closing the distance to the target and for disengaging. In the midst of the battle, the miss-use of this ability can be a regular occurrence. For example, if the target is very close, and you use skill 2 for damage, Proxima can go too far ahead, and the enemy gets an opportunity to escape. Another reason why playing Proxima requires a lot of practice.
- Unreliable when falling behind in level/item farm. This is the case with most squishy heroes in MOBA games, but in Marvel Super War it is even more pronounced. Any blunders early on will spell doom and serious disadvantage for the rest of the game.
Eclipse Raid should be your go-to skill to level up.
Ebony Maw is a member of Black Order and Thanos’ right-hand villain. He showed for the first time in Avengers #8, in 2013, and besides telepathy and telekinesis, he is a genius, can control minds, and fly. Class: Support; high DPS, medium Defense, High Mobility, and low Support.
- Sustain. It may not be noticeable at first glance, but during the prolonged team fights, Ebony Maw can provide a substantial amount of sustain.
- A lot of options. Ebony Maw has one regular set of abilities and one additional set of abilities when attached to the target.
- Interesting gameplay. There is no shortage of fun playing Ebony Maw, probably the most fun I had while playing any support in any MOBA game.
- Poor stacks visibility. It requires a lot of focus just to notice how much stacks the target has, and in the heat of the battle, this may be a big problem.
- Lacks damage, mobility, and control. Although the gameplay is interesting, Ebony Maw is struggling to make a significant impact. Other than casting a good ultimate, playing this hero feels like a lot of effort for barely any gain.
- Difficult to land some shots. Skill 3 collision, for skill 1 and 3 auto-casting targeting seems off (probably because of skill 3 target only heroes, while skill 1 can target both allies and enemies).
Prioritize Mindsteal as the main damage and sustain skill and invest heavily in it. You can ignore Skill 3 (Bewilderment) early in the match, as it only works on enemy heroes, and the Skill 1 only works when the other two are available.
Cull Obsidian is a servant of Thanos and a member of the Black Order villain team. Debuting in New Avengers #8, in 2013, Cull has super strength and unbreakable skin. Class: Tank/Support; Medium DPS and Defense, low Mobility, and excellent Support.
- Good control of the battlefield. He has only one damage dealing skills, everything else is control based. He can push, pull, stun…
- Very Tanky. His passive is improving his survivability, not that much at the start of the match, but in the late game, it makes a really noticeable difference.
- No escape options. None of his abilities can be used to move faster or (God forbid) blink away from the enemy. You need to be extra careful when playing Cull Obsidian, and start retreating (if necessary) a few seconds earlier than you normally would, because he has no escape options, and if you try to pull out of the battle too late you won’t escape at all.
- Mana management is horrible. You’ll be backing away from the lane, more often than not, because of Mana deficit, and not because of low health. You just have to take the Energy Module in the Tactical Program to be able to cope with Mana problems that this character is facing.
Prioritize leveling Furious Trample, followed by Warlord’s Slash. You should take Ultimate whenever it is available. As for Scythe Swing, take one rank of it at level 3 and max it up last.
Loki is a Norse folklore mythological character with many iterations and adaptations. As a MARVEL Super War character, he is true to the movies and the comic book source material. He is the “God of Mischief”, who possesses powerful magic as well as physical abilities.
- Trickster. Playing with the minds of opponents can be extremely fun and profitable. Loki’s unique trait is to transform into the jungle monster, lane minion or even some of the heroes currently present at the battlefield, surprising and ambushing the opponents.
- Control. With the slowdown of Skill 3, the ultimate, and the freezing of skill 2, Loki’s level of control is remarkable.
- Engage. Unleashing the ultimate + skill 2 while disguised into a minion will catch most enemies by surprise.
- Lack of an escape option. While there is a number of ways in which Loki can approach the fight, there is nothing he can do to escape one. Emphasize precision and good decision making, otherwise, Loki gets in trouble real fast.
- Weak against highly mobile enemies. Characters with lots of mobility can easily escape from Loki’s abilities, at least in most cases.
Take Concussive Beam at level 1 and prioritize upgrading it, this is your prime damage ability. Whenever the Ultimate is available, take it. Once Concussive Beam is fully upgraded, focus on Frosty Lineage, and finally upgrade Illusions.
Heimdall is a character from Norse mythology who operates the Bifrost. As a MARVEL character, he first appeared in Journey into Mystery #85, 1962. Heimdall is incredibly strong, has ultimate vision and hearing, and the power of teleportation. Class: Tank; very high DPS, high Defense, and Mobility, and Very high support.
- He can provide the vision for his entire team every once in a while, which can be pretty useful.
- He is very durable, which makes him an excellent tank. Also, he can grant his teammates shields and heal, making him great for team fights.
- Heimdall has great execute skill in form of his Ultimate.
- His Mobility is somewhat limited compared to other tanks.
- Long Cooldowns. While his skills are very potent on their own, their cooldowns are horribly long.
While it may seem weird, you should only take one rank of Epee Attack at level 1 and max it last. The reason for this is that each additional rank only grants a bit of damage, and it doesn’t reduce the cooldown. Instead, your top priority should be Hallowed Ground, followed by Gatekeeper. As with most other heroes, pick ultimate whenever you can.
Lady Sif is a Norse mythological character, adapted to MARVEL comics in Journey into Mystery #102, 1964. She is incredibly strong and durable and uses cold weapons as a MARVEL Super War hero. Class: Fighter; very high DPS, excellent Defense, low Mobility and Support.
- Extremely high mobility. Skill 1 and the combination of Skill 2 & 3 provide Lady Sif with enough movement to escape from or chase down, just about anyone.
- Very good damage. Sheer damage from abilities is extremely high, but add the passive into the mix and Lady Sif is an absolute beast.
- Good control. The ultimate is relatively simple to use, just hit the enemy and it creates a zone that slows down everyone. But this is not the only control tool. When there is a certain distance between Lady Sif and Blade of Asgard, the sword propels to her and stuns the enemies along the way. This is especially effective when escaping/disengaging.
- Not many drawbacks to playing Sif except maybe minimal requirement for focus and skill.
- Mana Issues, if not played in the jungle. The main reason for mana-issues is the low cooldowns of her skills.
- Lack of Sustain. Important Note: This weakness is somewhat negated with clever use of Teleport/Leech.
Prioritize Skill 2 (Blades of Asgard), mainly because it has 2 charges. With damage almost the same across all three primary skills, the highest damage potential turns out to be when Blades of Asgard is prioritized. The reason behind this is greater flexibility with cooldowns and at the same time, it is a ranged ability, allowing you to harass and farm even if outnumbered.
The executioner is a MARVEL comic book character who debuted in Journey into Mystery as an Asgardian Half-Giant. He is incredibly strong, durable, has very sharp eyesight, and uses an enchanted axe. Class: Fighter; Excellent DPS, low Defense and Mobility, and medium Support.
- Good at cleaning up in team fights. His ultimate resets after killing an enemy hero, and since it deals tons of true damage, Executioner is a beast in team fights, especially after scoring the first kill.
- The longer he attacks a single target, the stronger he gets. Due to his passive, Executioner should focus on, and repeatedly strike a single enemy.
- Strong against low mobility heroes. These are just lambs for the slaughter. Honestly, there is no greater demonstration of power than the Executioner that managed to fully stack his passive against low mobility hero. Just make sure the rest of the enemy team is occupied with something else until you finish him off.
- Susceptible to kiting. If the target Blinks or gets out of your range before you manage to fully stack the passive than you’ll have a problem catching up to him.
- Falling behind is a disaster, since, often, the Executioner won’t be able to survive long enough for the life steal to kick-in, and that’s really painful. Do not risk too much during the early game.
Prioritize Bloodaxe if you are equal to, or ahead of your opponent during the early game (in levels or items). However, if you fall behind, focus on Blood Shield in order to reduce the cooldown of this ability. That way you can at least control and be useful to the team, although you’ll lack some damage.
Beast a.k.a. Dr. Henry “Hank” McCoy is a mutant who first appeared in X-Men #1, 1963. His mutation has changed and enhanced his physical abilities, while Hank possesses a genius-level intellect. Class: Assassin; excellent DPS, very high Defense, low Mobility, and medium Support.
- Extremely mobile. Both Bestial Raid and Predatory Shadow provide Beast with gap closers while his passive grants him additional movement speed. In other words, it is extremely difficult to escape from him.
- Great burst damage. He has the amazing opening burst damage, which makes him extremely viable for jungling.
- No innate tankiness. While his damage is extremely good, Beast doesn’t have any damage reducing ability in his toolkit.
- No hard cc. Unlike many other junglers, Beast doesn’t have any hard crowd control abilities.
Focus on leveling up Bestial Fury since this is your main damage source and it will significantly increase your jungle clear speed.
Iceman a.k.a. Bobby Drake is a mutant superhero who debuted in The X-Men #1, 1963. His mutation allows him manipulation over ice and cold, and he can also assume a physical form of ice with enhanced abilities. As an MSW hero, his class is Energy; very high DPS, low Defense, Medium Mobility and Support.
- Control. The ability to slow down, create obstacles and freeze the enemies makes Iceman one of the best control mages in the game.
- Long Range. Ability 1 and the Ultimate allow the Iceman to deal damage and control the target across the large area and at long distance. To a small degree, this compensates for his lack of mobility.
- Team Fighter. Iceman is best suited for setting up the targets for takedowns at a long-range. This makes him a very valuable member of most teams.
- Lack of mobility and escape options. Iceman packs some decent power and great control effects, but when it comes down to retreating from the fight he can only rely on Tactics like Blink.
- Weak solo. While Iceman is a team fighting powerhouse, his solo game is lackluster. All of his skills allow area control, but when faced with those dangerous, highly mobile assassins, Iceman’s only hope for survival is the assistance from the rest of the team.
- Narrow Skill-shots. Skill 1 is a huge portion of Iceman’s toolkit, but it has one serious drawback. It is an ability channeled in a specif direction. Iceman can move while channeling and thus move the point of origin, but it’s still hard to hit those highly mobile enemies for more than just a few ticks.
Bonechill (Skill 1) is Iceman’s primary damage-dealing ability and should be a top priority for leveling. At levels 2 and 3 take Frostcoming and Frostshard Barrier respectively. Whenever possible, take the ultimate and after the Bonechill continues to focus on Frostcoming.
Angel a.k.a. Warren Worthington III is a superhero mutant who first appeared in X-Men #1, 1963. His mutation gave high wings and aerial adaptation, but also enhanced physical characteristics. Class: Marksman; Excellent DPS, very high Defense, low Mobility, and medium Support
- Very high burst damage. Angel has one of the highest burst-damage combos in the game. Whenever his skills are ready (not on cooldown), he can pretty much meltdown any squishier enemy Hero in just a couple of seconds.
- Good mobility. His Third Ability – Holy Vestiges allows him to reposition during combat and avoid some dangerous enemy attacks. It can be also used to traverse walls and other obstacles. His Ultimate can easily place him close to the enemy backline, and that can be especially handy if the enemy front line is charging at you, and has gone too far ahead of the squishies.
- Great tank-killer. Once improved, his Judgement Ability allows him to deal additional true damage to his target equal to the percentage of their missing health. This expands Angel’s target selection, enabling him to also eliminate some tanks, as well as squishes.
- Relatively low range. Compared to some other Marksmen, Angel’s range isn’t overly impressive, which is why he often has to expose himself to the enemy front line. If not managed carefully, one misstep is all it takes for the enemy to eliminate him. Carefully playing Angel is mandatory, since one mistake can, more often than, not lead to the enemy to eliminate him.
- His overall damage is not that impressive, outside his burst, of course. When both Angel’s damage-dealing abilities are on cooldown, his damage output is significantly lower, and if the enemy would engage him at that very moment, Angel would most likely lose.
Prioritize leveling Judgement, followed by Sacred Feathers. Take one rank of Holy Vestiges at level 3 and max it last. Pick Ultimate whenever you can and improve Judgement first, followed by Sacred Feathers. This will turn you into a burst-damage monster, able to overpower most Heroes in a head-on battle.
Storm a.k.a. Ororo Munroe is a mutant superhero, who debuted in Giant-Size X-Men #1, 1975. Her mutation allows her to manipulate the weather with her mind, control atmospheric pressure, and temperature, and fly. Class: Energy; Excellent DPS, low Defense and Mobility, and medium Support.
- Excellent laner. Storm gets the ultimate early, and all of her abilities are great for clearing minions and dealing the indirect damage to enemy heroes through Chain Lightning.
- Easy to play. Even if you’ve never played her, after just one game. A decent option for new players.
- No escape options. Blink is the only reliable option for running away (Accelerate could also help).
Level up Chain Lightning as your first priority since it’s your main damage ability and it is also great for wave clearing.
Emma Frost is a super-villain mutant who debuted in The Uncanny X-Men #129, in 1980. She has telepathy and can also shape-shift into an organic diamond, which is the basis for her abilities as the MARVEL Super War character. Class: Assassin/Power; very high DPS, medium Defense, average Mobility and Support.
- Versatility. Emma Frost can swap between two of her forms to better fit her playstyle against the opponents.
- Decent Crowd Control. Psionic Shield can catch enemies off guard which can turn the tides in your favor.
- Needs a lot of practice to master. You will need to play a lot in order to learn how to utilize Emma’s full potential.
Level up Telepathic Pulse followed by Psionic Shield. Take Ultimate whenever you can.
Magneto has several aliases, like Magnus and Erik Lehnsherr. He is a super-powered mutant and the leader of the Brotherhood of Mutants. Magneto debuted in The X-Men #1, 1963, and his mutant ability allows him to create and control magnetic fields and metal.
- Good AoE. Magneto excels at dealing damage to multiple enemies.
- Has a defensive shield and movement speed boost. This is extremely important for a mage, since having some mobility greatly increases the survivability of a mage class hero. You can still get bursted down and cc-d, but the possibility of that happening is considerably lower.
- Great burst damage. Within a few seconds, Magneto can devastate the enemy team if they are not focusing him.
- He needs to stand in the middle of the enemy team to maximize the effect of his Ultimate ability. You need to think carefully when and how to use it.
Level up Master of Magnetism first, followed by Magnetic Radiation. Skill up Ultimate whenever you can, and pick one rank of Magnetic Force Fiend at level 3 and rank it last.
Deadpool a.k.a. Wade Wilson is a human mutate, who debuted in The New Mutants #98, 1991. His mutation was artificially induced and it enables him incredible regenerative powers. He is also a skilled marksman, swordsman, martial artist, uses teleportation devices, holograms, has a magic satchel, enhanced physical prowess, and is aware that he is a fictional character (fourth wall awareness).
- Versatility. With a skill set of 4 melees and 4 ranged abilities, Deadpool has a lot of options. From mobility and control to various types of damage (single target and AoE), he has it all. Even his normal attack is changing based on the stance/ultimate.
- Skirmisher. His skill set is best suited for a few targets, 1-3 enemies, mainly due to his Skill 3 melee version that is his main control ability able to knock up one target.
- High Skill ceiling. While some Marvel Super War heroes are fairly straight forward and simple to use, that’s not the case with Deadpool. No matter how high IQ or how fast the reflexes are, Deadpool will put them to good use. Playing an effective Deadpool requires good decision making and fast reflexes, but if you have the necessary skills, you’ll be rewarded with the character that has a solution for almost any situation.
- Safety in laning. If all skills are utilized properly it is extremely hard to kill Deadpool. (Besides, even if they kill you, who cares, Deadpools score shows 0 deaths… always. No one can tell to Deadpool: “Noob, you have 6 deaths!”)
- Minimal Skill requirements to play Deadpool are high. Getting a good grasp on Deadpool abilities will take some remarkable talent or a lot of practice. However, after you master this hero, using all of his abilities will become your second nature and swapping stances will become an unintentional reflex.
- Swapping from melee to range stance and backward require some mental gymnastics. While the gameplay is fun and engaging, it requires a lot of focus during every second of the game.
- Lack of sustain. Deadpool’s sustain must come from either items or tactics, and this places a burden on the item/tactics selection, or play without any of it.
At level 1 take Skill 3 as both versions have an extremely strong impact on level 1 (particularly melee-knock up version). Once you reach lvl 2 grab Skill 1, and on level 3 take Skill 2. Basically: Skill 3>Skill 1> Skill 2. After level 3 prioritize the same order, max Skill 3, Skill 1, and finally Skill 2.
Star-Lord a.k.a. Peter Quill is a human who was raised in far reaches of Space. He debuted in Marvel Preview #4, 1976, and he is the member of Guardians of the Galaxy. Star-Lord has hybrid physiology, is skilled in various forms of combat, is a master thief, and utilizes advanced technology in his combat style. Class: Marksman; very high DPS and Defense, medium Mobility and Support.
- Effective roaming. When jumping out of the brush, and under the influence of Skill 3 speed, it is very hard to deal with Star-Lord.
- Can safely push the wave with the ultimate. Star-Lord’s ultimate will easily clear the minion wave, while at the same time zoning out enemies.
- He can lure enemies into wasting some important abilities while trying to catch him. Star-Lord produces high pressure by flying past the enemies and unleashing Skill 1.
- Somewhat risky playstyle. In order to be effective, Star-Lord has to fly-by the enemy team. Over the course of the game, this move will become predictable, so smart opponents will adapt and possibly exploit this by catching you in one of those “bombardment” runs.
- Heavy reliance on abilities and therefore cooldowns. Unlike other marksmen, that have solid auto-attacks, Star-Lord has to use Rocket Boots and Let’s Rock combination to deal meaningful damage. Plus, his second ability (Binding Grenade), would be great, but it can’t reliably connect and even more so during the Rocket Boots duration.
- Relatively easy to shut down. In the early game, Star-Lord is somewhat vulnerable and susceptible to ganks. If these ganks are successful, Star-Lord will have a big problem because part of his job is to get close to the enemies by flying close to them, so falling behind in levels and farm early, can ruin this playstyle later in the game.
Let’s Rock (Skill 1) is the centerpiece of Star-Lord’s damage and should be leveled up first. The second in line is Skill 3 (Rocket Boots), while Skill 2 should be the last option. Whenever the ultimate is available, take it.
Groot is a sentient tree-like extraterrestrial entity of the Flora colossus species and he debuted in Tales to Astonish #13, 1960. He is a part of the Guardians of the Galaxy team and uses his organic powers, high physical prowess, immortality, healing, and plant manipulation to help them. Class: Support/Tank; low DPS, low Defense; medium Mobility; very high Support.
- Control. Groot is great at following-up the initiation and will force the enemy team to move or get locked in place.
- Useful even while dead. When dead other heroes respawn in the base, but not Groot. Instead, he can move around as sapling and position in such a way he is ready the second he comes back to life.
- Target-selection. By combining his First and Second Ability, Groot can pull the target and knock-it-up. This is a highly effective way of singling out one enemy and allowing allies to execute him.
- The ultimate has a slightly long travel-time. From the moment of casting to the moment it reaches its desired area – enemies have enough time to react and avoid it.
- Weak Solo. In order to deal with the enemies, Groot needs assistance from the ally hero. In the absence of allies, a Tower can serve that purpose.
- Lack of mobility in general. While he is able to move the enemies with his First Ability, Groot himself can’t move during that time in order to avoid or engage the enemy.
Prioritize leveling Bark Stab since each rank will reduce its cooldown.
Rocket Raccoon is a part of the Guardians of the Galaxy team. He is an anthropomorphic, intelligent raccoon, who uses technology and weapons. He first appeared in Marvel Preview #7, 1976. Class: Marksman; Excellent DPS, medium Defense, low Mobility and Support.
- Kiting. Rocket Raccoon’s skillset provides some speed and slowdown immunity, but what separates him from others is his ultimate – 3 charges of Explosive Mine. Not only it slows the enemy down, but it is possible to lay Mine while on the move (you don’t need to stop for the animation). This last thing is crucial when escaping/kiting enemies.
- Wave clear. Rocket Raccoon’s quick wave clearing ability will allow you to move to the river/jungle and place Mines on important pathways and/or take out some jungle monsters.
- Traps/Zoning/Safety. While in lane placing several mines on crucial spots will serve as deterrence from the possible engagement. Entrance from the river, brushes, jungle pathways… all of these can serve you well, just think strategically.
- Vulnerable to hard control abilities. Rocket Raccoon’s main source of damage is his normal attack, and while possessing a slowdown immunity ability, hard control has a full effect on him.
- Difficult to come back and overall weaker than other marksmen. If he is devoided from the farm, not only that he loses gold and XP, but the stacks from the farm as well.
- Energy Consumption. Without continuous use of his First Ability Raccoon can be considered very weak, yet these actions quickly leave him with an empty Energy pool.
Prioritize leveling up Machine Gun Volley since it’s your main damaging ability. Pick Explosive Mine whenever you can and at level 2, learn one rank of Raccoon Sprint and max it last.
Ronan the Accuser
Ronan the Accuser, just dubbed Ronan as a MARVEL Super War character, debuted in Fantastic Four #65, 1967. He is a member of the Kree race and the supreme Accuser of the Empire. Ronan is incredibly powerful and strong, has exoskeleton armor, and a “Universal Weapon” mace he also wields as a MARVEL Super War hero.
- Very tanky. Ronan’s passive will grant him a stacking shield each time he stuns or knocks up an enemy. This will make him very hard to kill, especially if he’s building tanky items.
- Great crowd control. Ronan has a lot of crowd controlling abilities tailored into his toolkit. He can stun and knock up enemies, as well as slow them with his Cosmic Rays, which can prove extremely helpful during team fights.
- No mobility. Other than a minor move speed increase from his Cosmic Rays, Ronan doesn’t have any mobility whatsoever, which can severely limit him in certain situations.
Focus on leveling Hammer Smash since each rank will reduce its cooldown, which will allow you to stun enemies more frequently, and gain more shields in return.
Yondu Udonta, simply called Yondu, is a Centaurian, the last of his species, spiritual warrior who wields a sound-controlled arrow and other cold weapons. His first appearance was in Marvel Super-Heroes #18, in 1968. Class: Marksman; excellent DPS, very high Defense and Mobility, medium Support.
- Very long range. Yondu can attack from a much longer range than most other heroes, which allows him to poke his opponents from a safe distance.
- Decent Crowd Control. Both of his normal abilities have some sort of crowd control. His Whistle Charge allows Yondu to stun his target on demand, while Ravager Kick grants him the ability to knock back enemies that get too close to him.
- No mobility. While he can safely shoot from a distance, Yondu lacks any mobility. This means that he needs to be extremely careful during team fights in order to avoid getting caught off guard and burst down by the enemy assassins.
Mantis a.k.a. Brandt is a member of the Guardians of the Galaxy. She debuted in The Avengers #112, in 1973, and her powers include empathy, martial arts, plant manipulation, accelerated healing, energy projection. Class: Support; very low DPS and Defense, excellent Mobility, medium Support.
- Extremely good healing.
- Great scouting ability. Her Passive Ability – Perception allows her to have a vision of the nearest brush, which will make it much harder for the enemies to surprise her team.
- Good crowd control. Her Force Control will allow Mantis to put an enemy to sleep, which can be extremely helpful in certain situations.
- Very squishy. Mantis is one of the squishiest Heroes, which can be a bit problematic, especially early on.
- No mobility. She doesn’t possess any mobility, so if the enemy catches her off-guard, she’ll end up dead in most situations.
- Heavily reliant on energy. While her healing is quite good, it costs a lot of energy, which can be quite problematic at times.
Prioritize leveling Spirit Bond, followed by Life Drain. Level up Force Control whenever you can.
Mister Fantastic a.k.a. Reed Richards is a member of the superhero team The Fantastic Four. His first appearance was in The Fantastic Four #1, in 1961, and he has the power of extreme elasticity, giving him various physical advantages and immunity to most attacks. Class: Fighter; average DPS, medium Defense, low Mobility, and medium Support.
- High Mobility. Mister Fantastic has some great mobility skills. His Third Ability, Flexibility, allows him to close the distance to his target and he can do it twice before the cooldown is triggered. This also acts as a mini-stun, which is also great for interrupting enemies. His ultimate also acts as a gap closer, but it can be used as an escape tool if the situation requires it.
- Great Control. Three out of four of his abilities can be used to control enemies. Elastic Punch serves as an AoE slow, which is a great tool to prevent enemies from escaping. His Third ability will stun his target for a brief period, but in most cases, that’s all it takes to prevent the enemy from escaping. His Ultimate – Coil Strike is a great tool for engaging. It allows Mister Fantastic to close the gap to his target and stun it for 2 seconds, which is more than enough time for his teammates to follow up and make a quick incision of the stunned enemy.
- Decent Tankiness. His Natural Passive – Elasticity is great for preventing enemy carries from eliminating him once he enters battle, which makes him an ideal Hero for engaging. Also his First Ability (Elastic Punch) grants him decent self-healing, which makes it even harder for the enemies to get rid of him.
- No escape options. While his skill set is good for chasing enemies and engaging in fights, once he goes in, it’s usually a one-way ticket. Yes, his ultimate CAN be used as an escape tool, but his role is to engage enemies with it, so saving it for escaping is completely wrong.
- Quite vulnerable against mobile fighters. If the enemy has some mobile heroes like Jubilee, it can be very difficult to close the distance to them. Also, Energy heroes have a much easier time taking him down since his Natural Passive doesn’t prevent any Ability Damage from harming him.
- Extremely reliant on landing skill-shots. All of his control/engage abilities are skill-shots, and missing with those can spell a disaster for his team.
Elastic Punch should be your top priority. Level up Coil Strike whenever you can, and lastly, you should go for Flexibility.
Human Torch a.k.a. Johnny Storm is a member of The Fantastic Four superhero team. He debuted in The Fantastic Four #1, in 1961, and has the ability of pyrokinesis, flight, heat energy absorption and resistance. Class: Energy; excellent DPS, very high Defense, low Mobility, average Support.
- High AoE damage. Both of his normal abilities can hit multiple enemies, which allows him to clear waves fast and deal a lot of damage during team fights.
- Great Mobility. Human Torch’s Fiery Cage grants him two dashes, which allows him to be extremely mobile and hard to catch.
- Good initiation. He can initiate fights with his ultimate, Flames of Rage. This also allows him to become untargetable for a brief period of time, which is enough for his teammates to follow up.
- Extremely energy reliant. While none of his abilities have a very high energy cost, his main damage dealing skill, Combustion is on a relatively short cooldown, and in order to constantly harass enemies, Human Torch needs to use this skill pretty much on cooldown, which will quickly leave him energy starved.
- Has a high skill ceiling. Most of Human Torch’s abilities are skill-shots, and it takes a while to learn how to play him properly.
Skill priority: Combustion should be your first skill to max up.
Thing a.k.a. Ben Grimm is a part of the superhero squad The Fantastic Four. He debuted in the #1 of The Fantastic Four and his abilities include rock-like skin as well as enhanced physical prowess. Class: Tank; low DPS, medium Defense, low Mobility, and excellent Support.
- Good tankiness. Quake provides The Thing with a stacking shield, which can make him incredibly tanky during team fights.
- Great Crowd Control. All of his abilities have some sort of crowd control built into them. This allows The Thing to prevent the enemies from reaching his back line.
- Decent Mobility. The Thing has some nice options when it comes to mobility. He can charge with his Boulder Crash. He is also able to leap after he finishes his Quake ability, and his passive allows him to leap towards a target every once in a while.
- Long Cooldowns. All of his skills are on relatively long cooldowns, which is one of his major downsides.
- Limited escape options. Most of his mobility revolves around jumping in, meaning that his ways of escaping if something goes wrong are very limited.
Prioritize leveling Earthquake, followed by Quake. Rank up his Ultimate, Boulder Crash, whenever you can.
Thanos is a super-villain, the boss of the Black Order, and the only wielder of all six Infinity Stones. He is of the Eternal-Deviant hybrid origin, from the planet Titan, and he is incredibly strong, skilled, and can project plasma energy, and uses his Infinity Glove. Class: Fighter; excellent DPS, medium Defense, low Mobility, medium Support.
- Great damage. His damage numbers are way higher than most of the other Fighters, which makes him incredibly strong for most situations. To top it off, his Infinity Gauntlet is one of the best execute skills in the game.
- Good survivability. His Natural Passive allows him to gain shield every time he doesn’t take damage for a while, which helps him stay alive longer during fights.
- Decent Mobility. Both Cosmic Power and Titan Strike provide Thanos with mobility options, which is incredibly good for diving enemy carries or getting away if the situation requires it.
- Incredibly difficult to obtain. While this isn’t downside related to any of his abilities, unlike most other heroes, Thanos is not obtained via conventional means, and getting him will require significant effort.
Rank up Cosmic Power first, followed by Titan Rage. Take Infinity Gauntlet whenever it is available, and put one rank in Titan Strike at level 3 and max it out last. As for the Infinity Stones, that mainly depends on the situation, but in general, a good combination to go for is Power Stone, followed by Space Stone, and lastly Time Stone.
Sandman a.k.a. Flint Marko, William Baker debuted in The Amazing Spider-Man #4. He is a shapeshifter who can turn himself in the sand and keep his sentient abilities. He can increase or decrease his size, mass, density, and has incredible physical proves.
- Good sustain. Thanks to his Natural Passive, Sandman can constantly heal himself by picking up piles of sand.
- Great crowd control. Most of his abilities have some sort of crowd control built-in, which makes Sandman great during team fights.
- Global presence. Thanks to his ultimate, Sandstorm, Sandman can quickly teleport anywhere within a very large distance, which can be immensely helpful for his teammates.
- Very difficult to master. Since most of his abilities are skill-shots, playing Sandman properly requires a good understanding of his skills.
Level up Sand Hammer first, followed by Sand Wall. Put one rank into Flying Sands at level 3 and max it last. As with most other heroes, rank up his ultimate, Sandstorm, whenever it is available.
War Machine a.k.a. James Rupert “Rhodey” Rhodes is a superhero who uses one of the Iron Man suits as his own. He debuted in Iron Man #118, in 1979, and has similar abilities as iron man with more guns. Class: Marksman; excellent DPS, low Defense, Mobility, and Support.
- Great zoning capabilities. Other than damage, War Machine’s ultimate can be used extremely effective in forcing the enemy team/player to move in a certain direction.
- Tower Sieging/wave clear. Be it in defense or offense, War Machine is extremely effective when the stationary objectives are the goal. Quickly clearing minion waves, damaging heroes all the way at the back of the towers – he can do it all.
- Safety in range. By smart picking the place where and when to use the ultimate, War Machine can dish-out tons of damage while staying away from danger.
- Unsafe due to being immobile for the duration of Missile Strike (ultimate). Heroes like Lady Sif and Star-Lord, if versed in positioning, will swiftly take him out. Hence, It is imperative to wisely choose the spot when releasing War Machine’s ultimate.
- Mana issues. Without access to the Blue Buff or Teleport – War Machine struggles a lot with mana in prolonged fights, being forced to conserve mana and not use abilities to the full extent of his power.
- Weak against highly mobile Marvel Super War Heroes. This comes as no surprise due to every ability being a skill shot, rockets from the ultimate landing with a delay and him being stationary for the duration.
Rank up Rocket Shell first. Your next priority should be Fire Bomb. At level 3, pick one rank of Gunfire and max it out after other skills. Take his ultimate, Precision Guidance, whenever you can.
Jubilee a.k.a. Jubilation Lee is a mutant from the X-Men team. She debuted in The Uncanny X-Men #244, in 1989. Her mutation gives her pyrotechnic energy generation, charging objects with explosive energy, and more. Class: Energy; very high DPS and Mobility, low Defense and Support.
- High Burst Damage. If executed correctly, Jubilee can decimate her opponents with her abilities in a matter of seconds. Once you get used to her playstyle, you’ll easily be able to out trade most of the mid laners and win pretty much every duel.
- Good wave-clear. She can easily clear waves of minions, which enables her to push the lane fast and roam around to help other lanes. This also comes in handy when defending against enemy pushes.
- Good mobility. Her Third Ability – Shooting Star allows her to quickly dash around the battlefield. It can store up to two charges and it also allows Jubilee to traverse walls or other obstacles. This is an excellent tool for both escaping and chasing down enemies.
- Like most energy heroes, Jubilee is very squishy. She does have a shield tied to her First Ability, but that’s about it. If you get caught by an enemy crowd control effect, in most cases you’ll end up dead, which is why you need to be extra careful about your positioning.
- Very high skill cap. Pretty much all of Jubilee’s abilities are skill-shots, and not hitting with few of those can severely impact her damage output. That’s not all – her Second Ability, Radiance, deals bonus damage if you hit enemies with the edge of ability’s hitbox. But wait, there’s more. Her passive grants her bonus energy damage on her basic attacks after using an ability, which means you have to weave in basic attacks after each ability usage. Getting used to this playstyle can be quite tricky, but if you manage to do it successfully, you’ll devastate your opponents.
Max out Radiance first. Next, you should go for Spark Show. Pick her ultimate, Luminescence whenever it is available, and take one rank of Shooting Star at level 3 and rank it up last.
Blade a.k.a. Eric Stokes Brooks is a Dhampir (half human half vampire) who uses his enhanced superhuman abilities to combat vampires and other threats to humanity. He debuted in The Tomb of Dracula #10, in 1973, and is highly skilled in martial arts, swordsmanship, vampire lore, and has enhanced senses and physical abilities.
- Great sustain. Blade has a lot of life steal built into his skill set, which allows him to quickly heal up whenever he’s injured.
- Great damage. His single target damage is amazing. After using ultimate, his damage goes through the roof, which makes him ideal for taking care of enemy carries.
- No crowd control. Unlike some other fighters, Blade doesn’t have any hard crowd control ability, which can make it harder for him to chase down fleeing enemies.
- Susceptible to crowd control. While his damage is amazing, Blade is very vulnerable to crowd control. His only defense comes in form of life steal, and if he’s unable to hit his target, he can be easily taken down by the opposing team.
Max out Silver Slayer first, followed by Shadowless Edge. Pick one rank of Killer Instinct at level 3 and max it last. Pick ultimate whenever it’s available.
MSW heroes and character pool currently included in the game will be expanded over time and we will update our tier lists and data respectively. Other sections of the site dedicated to Marvel Super War characters will contain further detailed in-game info about abilities, tactics, team compositions, and more.