marvel super war tier list
How to become the best
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Welcome pros and casuals! On this page, you will find our recommendations for the best champions and MSW tier list. Have in mind that tier lists and best champions can differ from one player to another, and this is not meant to be a strict way of deciding what to do in the game, this is meant to give you a guideline throughout the game. Please follow the instructions and enjoy!
If you want to check some of the most asked guides, tips and tricks, use the link below.
marvel super war tier list
Our tier recommendations and champion top picks…
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marvel super war heroes
Take a look and our MSW Heroes guides, tips and tricks…
Colossus is a tanky hero, specialized in survivability and crowd control…
Colossus is a tanky hero, specialized in survivability and crowd control. His Natural Passive, Organic Steel Body allows him to gain damage reduction and slow immunity. This makes him incredibly tanky, but the effect only lasts for a few hits, and while it’s down, Colossus needs to be out of combat for a while to refresh it. Double Power Punch allows Colossus to deal damage to enemies in front of him and push them towards the middle of the targeted area. If he hits more than two targets, any enemy hero in range will be knocked down. This ability is incredibly useful for crowd controlling the enemies, especially during team fights. However, since the knockdown will only take effect if he hits two or more targets, it does have some limitations. Metal Charge Tackle lets Colossus hit the enemies in a targeted direction, which will also slow them down. If he hits an enemy hero, he can reactivate this ability to charge at them, dealing additional damage and knocking them down. This ability is good for chasing down enemies that are trying to escape, as well as for protecting allied carries. Colossus’ Ultimate, Osmium Elbow Drop, allows him to leap at the enemy hero that is knocked down and deal damage to that hero and all enemies around them. He can store two charges of his Ultimate, and he’ll also gain damage absorbing shield upon using it. This ability is amazing for following up on ally’s engage, but since it can only be used on knocked down targets, it does have some limitations.
Colossus, aka Piotr Nikolaievitch Rasputin, is a superhero who is also a member of the X-Men. His mutant powers allow him to transform his body into organic steel-like substance. This grants him superhuman strength and durability. He first appeared in Giant-Size X-Men #1 in May 1975.
- Very Tanky. Colossus’ kit makes him exceptionally durable and he is very suitable as a front line tank.
- Decent Mobility. Both Metal Charge Tackle and his Ultimate allows him to move around, which allows him to dive into the enemy team.
- Good crowd control. Colossus can knock down enemy heroes and therefore prevent them from escaping or reaching his back line.
- Long cooldowns. Colossus’ skills have fairly long cooldowns, which is one of his major downsides.
- Ultimate limitations. He can only use his Ultimate on heroes that are knocked down, which makes him viable only in certain team compositions.
Skill priority: Focus on leveling Double Power Punch first, and make sure to level up your Ultimate whenever it is available.
Adam Warlock is an energy-type hero specialized in self-healing and dealing high AoE damage…
Adam Warlock is an energy-type hero specialized in self-healing and dealing high AoE damage. His Natural Passive, Golden Chrysalis allows Adam Warlock to increase his maximum HP permanently each time he kills a minion or an enemy hero. If brought to 0 HP, Adam will revive shortly after with the percentage of his max HP. This places heavy emphasis on last hitting enemy minions. If players are good at last hitting, they can easily get a lot of extra HP from this ability alone. Dynamic Punch deals damage in a cone in front of Adam and also heals him if he hits an enemy. He can also channel this ability and increase its damage and cause it to hit all nearby enemies. This ability allows Adam to sustain himself while laning and its short cooldown make it great for last hitting minions. Mystic Beam shoots a ray in the targeted direction, dealing damage and attaching to the first enemy it hits. If the enemy is in range after a few seconds, it will be pulled close to Adam Warlock and stunned in the process. His ultimate, Cosmic Explosion deals AoE damage to all nearby enemies and heals Adam. Its effect lasts for several seconds, and during that time he can reactivate the ability to deal massive amounts of damage to all enemies in the range. If executed properly, this ability can make or break team fights. All of this makes Adam Warlock an incredibly fun to play, but very skill-based hero.
Adam Warlock is one of the cosmic superheroes who often helped Guardians of the Galaxy. He possesses nearly-godlike powers and he had the Soul Stone in his possession at one point. He first appeared in Fantastic Four #66 in September 1967.
- Great Sustain. Adam Warlock has very good self-sustain, which allows him to stay in the lane for prolonged periods of time, and gain an advantage over his lane opponent.
- No Energy. His abilities don’t use energy, so he is only limited by the cooldowns.
- Good AoE damage. He can deal amazing AoE damage, which can be devastating for the enemy team if executed properly.
- No mobility. Adam Warlock unfortunately doesn’t have any mobility skills, which can spell a disaster for him if he’s caught off-guard by the enemy team.
- Very skill-dependent. While playing as Adam Warlock, it is extremely important to do well in the early game and stack up as much HP as possible from his passive. This will allow him to be very tanky during team-fights, so if enemies put a lot of pressure on him in the early game, they can mess up his late game.
Skill priority: Prioritize leveling up Dynamic Punch, and rank up your ultimate whenever you can.
Mysterio is an energy-type hero, specialized in deceiving his enemies…
Mysterio is an energy-type hero, specialized in deceiving his enemies. Instead of energy, he has a special resource called deception. His Natural Passive, Perilous Fog, allows him to create fog at a random location between himself and an enemy hero. Touching this fog will give Mysterio deception while damaging and slowing the enemy that stands in it. Also, after using any ability, Mysterio’s next basic attack will be enhanced to deal bonus energy damage. Lethal Element will fire a projectile at an enemy, dealing moderate energy damage and creating a fog near them. If Mysterio has maximum deception, the damage of the projectile will be massively increased. With Deadly Orbit, Mysterio can glide in a full circle around the targeted point. While gliding, he will damage any enemy he comes in contact with, and will also gain control immunity and damage absorbing shield. This ability is great for harassing enemies, scouting, and clearing minion waves. Mirror Illusion will create an illusion that mirrors Mysterio’s movement. He can use this ability to swap placed with the illusion up to two times. This is great for escaping enemy ganks since they won’t easily be able to tell which Mysterio is real and which one is an illusion. With Holographic Assault, Mysterio can make one enemy hero hallucinate. This will make all nearby heroes look like Mysterio for them unless their teammates destroy the drones that are maintaining the illusion. This ability is great for deceiving one enemy, and confusing them, especially while engaged in a team fight.
Quentin Beck, aka Mysterio, is a criminal mastermind and one of the founding members of the Sinister Six. He uses technology and illusions to deceive his enemies. He has fought Spider-Man on numerous occasions. He first appeared in Amazing Spider-Man #2 in May 1963.
- Extremely deceiving. Mysterio can confuse his opponents with his abilities, which is one of his major strengths.
- Good mobility. Thanks to Mirror Illusion, he can swap around with his illusions and escape deadly situations.
- Great burst. While his deception bar is full, Lethal Element will deal massive bonus damage, which allows Mysterio to burst down his enemies with ease.
- He needs full deception to become a threat. Without his deception bar full, Mysterio’s damage isn’t that impressive. Often times, he won’t get the chance to fill it up before the team fight starts, and his enemies can take advantage of that.
- Extremely skill dependent. You will need to play a lot with Mysterio in order to master all of his abilities, and you’ll also need to communicate well with your teammates to make it work.
Daredevil is an assassin hero specialized in mobility and chasing down enemies…
Daredevil is an assassin hero specialized in mobility and chasing down enemies. His Natural Passive, Man Without Fear, allows him to gain the vision of nearby enemies when they used an ability. It also empowers Daredevil’s next basic attack to deal more damage and recover his HP whenever he used a mobility-based ability. Thanks to this, he can notice nearby enemies and HP recovery allows Daredevil to sustain himself while jungling. With Billy Club Bash, he can throw his billy club at an enemy. If this ability lands, Daredevil can activate it again to leap towards the target and deal damage in the process. This ability is amazing for chasing down enemies. Thanks to Blind Pursuit, he can somersault in the specified direction and gain a damage-absorbing shield. This is useful for both chasing enemies and escaping dangerous situations. Lastly, with his Ultimate, Guardian Strike, Daredevil can knock back the targeted and nearby enemy heroes. This is perfect for catching an enemy off guard since Daredevil can quickly leap over them and knock them in the opposite direction. This allows him to initiate team fights and split the enemy team when they least expect it.
Daredevil, aka Matt Murdock, a lawyer by day and vigilante by night, is one of Marvel’s most iconic superheroes. Most of the time, he fights street-level crime, but he occasionally teams-up with other superheroes, most notably the Defenders. He first appeared in Daredevil #1 in April 1964.
- Great mobility. Both of his normal abilities allow Daredevil to easily reposition himself, which makes him extremely useful for chasing down enemies or escaping sticky situations.
- Decent engage. Thanks to being extremely mobile, Daredevil can catch the enemy off-guard, and knock them towards his team with his ultimate. This allows him to start team fights or keep the enemies from reaching his back line.
- Long cooldowns. Unlike some other assassins, Daredevil has fairly long cooldowns, which can be problematic at times.
- Extremely skill-dependent. In order to utilize Daredevil to his full potential, players will have to play a lot of games in order to fully understand and master all of his abilities.
- Very squishy. Like most other assassins, Daredevil is a very squishy hero. Because of this, getting caught off-guard can spell a disaster for him. Timing and communication with his teammates are essential for any Daredevil player in order to win.
Skill priority: Focus on maxing Billy Club Bash first. As with most other heroes, rank up the ultimate whenever you can.
Invisible Woman is a support hero specialized in shielding her allies and setting up team fights…
Invisible Woman is a support hero specialized in shielding her allies and setting up team fights. Her Natural Passive, Without a Trace allows Invisible Woman to becomes invisible after being out of combat for several seconds. However, if she comes close to enemy heroes, her invisibility will change into stealth, and the enemies will be able to spot her after a few seconds. After leaving stealth, her next basic attack will deal extra damage and slow her target. This is very useful for engaging enemies and setting up ganks. With Psionic Guard, Invisible Woman can send a psionic wave, dealing damage to all enemies it hits and granting herself and her allies damage absorbing shield. This ability is extremely useful for poking enemies and shielding allies. Psionic Light fires a wave of psionic energy in front of Invisible Woman, dealing damage to all enemies while also slowing down and marking the first enemy hero it hits. If the marked enemy gets hit by several basic attacks, it will become stunned. Lastly, Invisible Woman’s Ultimate, Invisible Force Field will grant her and all nearby allies movement speed boost and invisibility for a few seconds. She will also be able to activate the ability again to blink to a targeted direction, dealing damage to all nearby enemies and imprisoning them for a short time while granting all nearby allies damage absorbing shield. This ability is amazing for setting up team fights and ganks. If used properly, it can easily turn the tide of the battle.
Invisible Woman, aka Susan Storm, is a member of Fantastic Four superhero team. Her powers allow her to become invisible and also project psionic force fields that can shield herself and her allies from danger. Invisible Woman first appeared in Fantastic Four #1 under the name Invisible Girl in November 1961.
- Amazing engage potential. Invisible Woman’s Ultimate, Invisible Force Field can allow her to set up team fights and catch the enemy team by a surprise. If needed, it can also be used as an escape tool, which makes her quite versatile.
- Great support tools. Both Psionic Guard and Invisible Force Field allow Invisible Woman to shield her allies which is pretty handy during skirmishes and team fights. She also has decent crowd control skills.
- Invisibility. Thanks to her natural passive, Invisible Woman can safely scout around and move unnoticed. While there are some limitations to her invisibility, this is extremely useful in many different situations.
- No mobility. While Invisible Woman can use her ultimate to escape, its primary use is to set up team fights and catch enemies off guard. Because of this, if she makes one mistake, she can easily be taken down.
- No sustain. While most other supports offer some sort of healing to their allies, Invisible Woman can only give them shields.
Skill priority: Your first skill to max should be Psionic Guard. As with most other heroes, rank up the Ultimate whenever it is available.
The Goddess of Death, is an Asgardian villainess who rules the realm of Hel…
Hela, the Goddess of Death, is an Asgardian villainess who rules the realm of Hel. She possesses the power to control life and death, which makes her exceptionally dangerous. She first appeared in Journey into Mystery #102 in March 1964.
Hela is an energy hero specialized in self-healing and debuffing enemies. Thanks to her passive, she can apply Death Energy to enemies whenever she damages them. This will reduce their maximum HP and cause them to take damage in proportion to the Death Energy on them whenever they leave combat. Furthermore, Hela heals whenever a target with Death Energy dies, which allows her to stay laning longer. Also, Cooldown Reduction items grant Hela bonus attack speed, which opens up a lot of interesting build options for her. Nightsword passively grants her basic attacks the ability to apply Undead Marks to her targets. After applying several of these marks, the Nightsword will appear, dealing bonus damage and applying Death Energy. Also, using this skill will grant Hela boost to her movement and attack speed and allow her to use basic attacks while moving. This makes Hela exceptionally elusive and grants her the ability to kite enemies around. Her second skill, Spirit Drain, deals damage to nearby enemies and apply Death Energy to them. Also, if the targets already have Death Energy, Hela will absorb it, dealing bonus damage to enemies while healing herself. The low cooldown on this skill allows her to use it to constantly harass her lane opponent and keep healing herself in the process. Black Thorns is a great tool for crowd controlling the enemies since it creates a field of thorns that stuns any enemy that crosses it. Lastly, Hela’s Ultimate, Necromancy, summons an undead warrior to aid her in battle. This warrior is immensely helpful during team fights and sieging enemies, which makes Hela great for those situations.
- Great poke. Hela can poke her lane opponent with Spirit Drain, which has a relatively low cooldown and deals a moderate amount of damage.
- Amazing sustain. Thanks to her skillset, Hela can heal herself while laning or jungling, which allows her to stay in lane for prolonged periods of time.
- Good versatility. Hela is capable of running both mid lane and jungle, which makes her very versatile.
- Too energy dependant. While all of her abilities are on relatively short cooldowns, this causes Hela to run out of energy fairly quickly if she constantly uses her abilities, which is one of her major downsides.
- No mobility. Hela possesses no mobility skills, which can spell disaster if she’s caught off guard by her enemies.
Skill priority: Focus on leveling Spirit Drain first, followed by Nightsword. Put one rank into Black Thorns at level 3 and rank it up last. Take Hela’s ultimate, Necromancy whenever it is available.
Dane Whitman, is a hero who came into possession of the cursed Ebony Blade…
Black Knight, aka Dane Whitman, is a hero who came into possession of the cursed Ebony Blade. He passed its tests and decide to use the weapon for doing good. He aided the Avengers on numerous occasions and was a member of Excalubur, Heroes for Hire, and Defenders, to name a few. He debuted in Avengers Vol 1 #47 in December 1967.
Black Knight is a Fighter hero, specialized in high mobility and versatility. His passive grants him bonus attack damage as his movement speed increase, which comes in handy considering his skill set. Knight’s Charge grants Black Knight an increasing bonus to movement speed for several seconds and causes his next attack to deal bonus damage and knock all nearby enemies back. This ability is good both for initiating fights and preventing enemies from reaching your back line. Ebony Blade allows Black Knight to charge power. It grants him bonus movement speed, and after a short while, he’ll charge in a direction of the joystick, dealing damage to enemies he hits and healing himself. This ability is on a relatively short cooldown, and with it, Black Knight can move over thin walls and some of the obstacles. His ultimate, Knight’s Judgment lets him charge power for up to several seconds, during which he gains increased movement speed. Once you release the ultimate, Black Knight will charge into the direction of the joystick, dealing damage and knocking all enemies in his path into the air. This ability is extremely useful during team fights, allowing Black Knight to crowd control the enemy team.
- Great Mobility. All of Black Knight abilities grant him bonuses to his movement speed as well as gap closers.
- Decent Sustain. His Ebony Blade heals Black Knight every time he uses it, which makes allows him to sustain himself and stay fighting for longer periods of time.
- He’s quite versatile. His toolkit allows Black Knight to play in pretty much any lane, which fits him well into many team compositions.
- No tankiness. He lacks any good mitigation ability. Sure, his ultimate grants him some damage reduction while he’s charging, but other than that, he’s not as tanky as some other fighters.
- Clunky abilities. Two of his abilities require holding the button and charging them for a period of time. This makes his toolkit quite clunky and impractical, which can put you at a huge disadvantage while playing Black Knight.
Skill priority: Prioritize leveling Ebony Blade, followed by Knight’s Charge. Pick his ultimate, Knight’s Judgment, whenever it is available.
Gambit is a highly mobile marksman specialized in burst damage…
Gambit is a highly mobile marksman specialized in burst damage. His Natural Passive, Energy Transform allows him to enhance his basic attacks after using an ability. This will grant him bonus attack speed and he’ll throw an extra card at the target of his attacks. Energy Card skill allows Gambit to store Energy Cards whenever he hits an enemy hero. After using this ability, he will throw all of his cards in a cone, dealing damage to all enemies the cards pass through. To top things off, this skill deals extra damage based on the enemy’s max hp, so it is great for dealing with tanky characters. With Card Strike, Gambit can throw a set of cards in a targeted direction, dealing damage to all enemies in their path. Upon reaching the end of the destination or hitting an enemy hero, the cards will scatter, dealing additional damage to nearby enemies. This ability is great for poking enemies and clearing minion waves. Leap Hit allows Gambit to jump to the targeted location, dealing damage and slowing down enemies near his landing point. This is an amazing tool for repositioning during team fights, escaping enemy ganks, or chasing down low hp enemies that are running away. Gambit’s Ultimate, Card Control, allows him to jump to the targeted location and throw cards around him. He’ll also become immune to energy damage and control effects for a brief period of time. Other than that, the cooldown on his Energy Card will be reset after activating this ability, and he will instantly gain several Energy Cards. This opens up the amazing burst damage potential for Gambit, and makes him one of the highest burst damage heroes in the game.
Gambit, aka Remy LeBeau, is an X-Man, capable of taking the potential energy of objects and converting it into kinetic energy. In other words, this causes items to explode, which he often demonstrates by using playing cards. Gambit’s first full-appearance was in Uncanny X-Men #266 in August 1990.
- Amazing burst damage. If utilized properly, Gambit can pretty much obliterate any hero in the game in just a few seconds.
- Great mobility. Both Leap Hit and Card Control allow Gambit to reposition himself during combat, escape enemy ganks, or chase down low hp targets.
- Good wave clearing. With his abilities, Gambit can easily clear waves of minions, which is quite handy when pushing or defending.
- Highly skill-dependent. All of Gambit’s abilities are skillshots, and missing some of these can spell a disaster.
- Requires a setup to utilize his burst damage potential. Since the damage of Energy Card ability depends on the number of cards Gambit has stored, he pretty much needs to stack up several cards in order to be able to fully utilize his burst. This may not always be possible, which can severely reduce his damage output during team fights.
Skill priority: Max out Energy Card first, followed by Card Strike. Take one rank of Leap Hit at level 3 and max it out last. Rank up Gambit’s ultimate, Card Control whenever it is available.
Megan Gwynn, is an X-Man, capable of manifesting rainbow-colored butterfly wings…
Pixie, aka Megan Gwynn, is an X-Man, capable of manifesting rainbow-colored butterfly wings. This allows her to fly with amazing maneuverability. She is also capable of casting spells, which was faithfully represented in the game. She first appeared in New X-Men Vol 2 #5 in November 2004.
Pixie is a support hero, whose specialty lies in shielding her allies and controlling her enemies. Her passive grants her fairy energy while she’s moving or using movement abilities. Once she gains 100 energy, her next basic attack will deal additional magic damage and apply a slow effect on her target and all enemies in an arc behind it. With Dust Explosion, Pixie can poke and harras her enemies as well as slow them. Teleportation allows her to blink herself to a targeted location while dealing damage and blinding all nearby enemies. After a brief period of time, Pixie will return back to her original spot. This ability is great for scouting, avoiding dangerous abilities, or simply blinding enemy carries during team fights. Fairy Favor grants Pixie the ability to charge in the targeted direction, granting herself and all friendly heroes in her path damage absorbing shield. This ability also allows Pixie to move over terrain and obstacles, so it is also useful for escaping dangerous situations. With her Ultimate, Demon Banishment, Pixie can knock back all nearby enemies away from her, dealing damage to them in the process. This is an amazing tool for disengaging or knocking back an enemy into her team.
- Good poke: Pixie possesses a great toolkit for poking and harassing enemy laners.
- Great mobility: Both her Teleportation and Fairy Favor allow Pixie to be quite mobile and reposition herself during fights.
- Decent control: She is capable of blinding and knocking back enemies, which can make a huge impact on the team fights.
- Extremely skill dependant: Pretty much all of her abilities are skill shots, which means she requires a lot of practice to execute properly.
- Fairly squishy. She’s one of the squishiest supports. If she’s caught off guard, it is usually a one-way ticket to the spawning point.
Skill Priority: Prioritize leveling Dust Explosion, followed by Fairy Favor. Take one rank of Teleportation at level 3 and max it last. Pick her Ultimate, Demon Banishment whenever it is available.
He is a well-known Marvel character, who is an android created by Ultron, a rogue robot made by Dr. Hank Pym…
Vision is a well-known Marvel character, who is an android created by Ultron, a rogue robot made by Dr. Hank Pym. He first appeared in “The Avengers” #57, in 1968, and he has been reimagined several times since. In the movies, the main source of Vision’s life energy is the Mind Stone, one of the six Infinity Stones, and his powers also flow from it. NetEase has finally added Vision to the main roster and he is a faithful representation of the MCU version, except the source of his power is Solar Energy.
Vision is a Marksman, specialized in poking his enemies and dealing high amounts of burst damage. His natural passive, Computational Power, grants Vision bonus movement speed and allows him to ignore terrain collision for a short period of time. His other abilities can trigger his natural passive. Density Manipulation makes Vision immune to all enemy damage and control for a short while, and also allows him to enter Computational Power. This allows him to escape enemy ganks or easily traverse over obstacles if needed. Solar Radiation fires a solar beam to a targeted location, dealing high amounts of damage and burning the ground for a few seconds. This also slows down enemies caught in the area. Its long-range and high damage make this ability ideal for poking enemies. Solar Energy Beam allows Vision to fire an energy beam from a great distance, dealing high damage to all minions and the first enemy hero it hits. This makes it ideal for sniping down enemies that are running away, as well as for clearing minion waves.
- Amazing Poke. Solar Radiation and Solar Energy Beam are both great for poking enemy laners, which makes Vision one of the best pokers in the game.
- High Burst Damage. Vision’s Toolkit allows him to deal immense amounts of burst damage, making him extremely deadly.
- Great Wave Clear. Vision’s skills allow him to easily clear waves of enemies from a safe distance which makes him great for both pushing and defending.
- No mobility. Vision doesn’t have any dash/blink skill, which can sometimes spell disaster if he’s caught off guard.
- Skillshot dependant. He needs to land his Solar Energy Beam in order to fully utilize his damage potential.
Skill priority: Level up Solar Radiation first, followed by Density Manipulation. Rank up Solar Energy Beam whenever it is available.
He, or she, was the sorcerer(es) supreme before Doctor Strange ascended…
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.
Ancient One is Energy Damage Fighter, whose specialties are initiating fights and high mobility. Her passive, Sorcerer Supreme, lets her deal additional AoE damage when some of her skills are on cooldown. Also, it fills up her energy bar which will empower her abilities once it’s full. Tao Mandala is her main damaging tool, and it lets her poke her enemies while also providing a shield for Ancient One. Illusion Shift lets her blink in the specified direction which allows her to swiftly reposition herself during combat. Astral Projection serves as damage reducing ability while also allowing Ancient One to stun her enemies or scout ahead from a safe distance if needed. Lastly, her ultimate, Inter-Dimensional Travel allows her to gain a vision of the entire enemy team, as well as to swap places with one of the enemy heroes. This is an invaluable tool for both scouting and initiating fights.
- 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 purposes, it allows her to stun enemies and also grants her a 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.
He is the sorcerer supreme, armed with the mystic powers of magic and many enchanted artifacts…
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.
He is a caster/support type of hero specialized in time manipulation and dealing large amounts of AoE damage. His passive allows him to evade damage when his HP gets too low, which is very helpful in many situations. Time manipulation grants Doctor Strange the ability to reverse time, and it’s usable on both allies and enemies. Bolts of Balthakk are his primary damage tool, and this skill is great for poking enemies and clearing minion waves. Inter-Dimensional Portal is perhaps his most interesting ability. It creates a portal gateway anyone can use to travel to the other side after a brief delay. It also allows abilities to travel through, so it opens up a lot of possibilities and combos. Sorcerer Supreme is huge damage AoE, perfectly suited for team fights.
- 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.
He is a Centaurian, the last of his species, spiritual warrior who wields a sound-controlled arrow and other cold weapons…
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.
He is one of the most unique marksmen in the game. Unlike every other marksman, his basic attack is considered a special ability, and the attack speed stat grants him damage, which makes his playstyle vastly different. Also, he is able to move while attacking with his Yaka Arrow, and since the range of it is very long, he can safely harass his opponents. When you also consider the fact that his Ravager Kick not only removes all control effects from Yondu, but also knocks nearby enemies back, it is extremely difficult to catch him off guard. To top things off, his ultimate is great for finishing off low health targets.
- 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.
He is an Atlantian/human hybrid who has many abilities that surpass ordinary Homo mermanus race abilities…
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.
This tank/support has the potential to turn the tides of battle in his favor. His passive allows him to stay healthy while also boosting his movement speed. His normal abilities can be used both as a wave clear and as harassing tools. Since none of these have any cost, you can constantly harass your enemies and poke them at the safe distance. However, his ultimate is what really makes him shine. It can be used as a zoning tool, and it can also easily isolate one target of your choosing. Well placed ultimate can really turn the tides in your favor and place your team at a significant advantage.
- 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…
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.
Everything about this hero spells: “Mobility”. Ghost is definitely one of the most mobile Assassins in Marvel Super War. Pretty much all of her skills enhance her mobility in one way or another while also serving an additional purpose. Thanks to her Quantum Positioning, she can slow her enemies, set up ganks, and even escape sticky situations. Her Quantum Shuttle allows her to pass through terrain and becomes untargetable. Lastly, her Quantum Field not only provides her with invisibility but also allows her to move through terrain and reset the cooldown on her Quantum Positioning, which opens up a lot of possibilities. The downside is that she is one of the hardest heroes to master, but in the hands of a skilled player, she can spell a disaster for the enemy team.
- 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. The 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
He is a super-villain, the boss of the Black Order, and the only wielder of all six Infinity Stones.
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.
The Mad Titan is definitely one of the most interesting heroes in Marvel Super War. His trait grants him damage shield after not taking damage for a while, which is great for dueling enemies. Cosmic Power allows him to slow enemies and deal a good amount of damage, as well as to knock them back. Titan Rage slows down the enemies and enhances Thanos’ next attack to deal bonus damage and knock enemies up. Titan Strike serves as his mobility tool, while Infinity Gauntlet allows Thanos to upgrade his normal abilities whenever he learns it. Also, he can use this Ultimate to deal massive damage that scales with enemy’s missing HP. All in all, there are a lot of different ways you can upgrade your skills, which opens a lot of possibilities. Find Thanos tier list placement at the top of the page.
- 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.
He is a billionaire, philanthropist, and genius, and he uses his highly advanced suit of armor for the benefit of humankind.
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.
Iron Man has a very offensive set up with a huge attack and a lot of AoE skills, enabling him to quickly dispatch waves of minions, and making him a good choice to play in lane. His passive has a huge potential, if used properly, against both minions and enemy heroes – huge range of the passive ability can be used to hit the backline of the enemy team, or even finish off fleeing heroes.
- 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.
She has telepathy and can also shape-shift into an organic diamond…
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.
Emma is a very versatile assassin, which besides very good DPS and mobility that are the trademarks of this class, also has some, limited control. With her S1, she can gain a vision of the target for several seconds, enabling her to hunt down the prey, and prevent low health enemies from escaping. Emma has some AoE skills, so he’s able to hit multiple opponents at once, which is somewhat uncommon for an assassin.
- 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.
- It 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.
He is a member of the Kree race and the supreme Accuser of the Empire…
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.
Ronan is a support tank with a lot of control skills, and they work very well in combination with his Hero Trait that grants him some bonuses to shield and the next basic attack whenever he stuns or knocks up the enemies. His Ulti can be charged for improved damage and range, opening some interesting options when using this guy. Ronan somewhat lacks mobility, since he’s only able to gain a short speed burst. Use filters at the top of the page to find Ronan position it the Marvel Super War tier list.
- 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.
He is a shapeshifter who can turn himself in the sand and keep his sentient abilities…
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.
Sandman is an offensive tank that also has nasty control skills. When playing this hero good timing and creativity can significantly improve your score. With good timing, and careful use of passive Sandman can increase his size, attack range, and also improve the knock-up time on his ultimate, making it a very powerful tool for disabling enemies. Using terrain can be very beneficial since Flying Sands is a much more potent ability if you manage to slam the enemy into the wall.
- 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.
He is a patriotic super-soldier, enhanced by an experimental serum…
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.
Captain America is very versatile, highly mobile and offensive, with a solid amount of control. His passive is a very important part of his skill set, as it can be used to open up an engagement, chase down fleeing heroes, or escape unfavorable situations, making him good at skirmishing and team fights. With the ability to heal himself while also punishing the opponent, and the Ultimate that further enhances his main traits, (DPS, control, and mobility) Captain America is truly a force to be reckoned with.
- 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.
He was bitten by a radioactive spider, which gave the boy supernatural abilities, strength, speed, durability, and others…
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.
Spider-Man is an extremely mobile assassin, and even his passive is created with this mind. This hero should be constantly on the move, charging his passive, and using his superior mobility and Spidey Senses to locate and engage targets at the most favorable moment. Spiderman can work very well alongside heroes that can stun since he can almost instantly reach any stunned opponent and rip him apart with his high DPS. Find Spider-man it the Marvel Super War tier list at the top of the page.
- 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.
The character’s alter egos were Hank Pym, Scott Lang, and Eric O’Grady…
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.
Ant-Man has two forms, tiny and huge, that can be used according to the situation. His passive requires good positioning and timing, and it can be truly devastating in team fights, especially if you manage to hit multiple heroes. When shrunk in size, Ant-Man becomes untargetable, enabling him to disengage and, hopefully, run away when at disadvantage. When entering the huge form, Ant-Man gains a significant boost both offensively and defensively, while also launching nearby enemies in the air, so activating this skill while in the middle of the enemy team can produce some very good results.
- 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.
- A 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.
Heimdall is incredibly strong, has ultimate vision and hearing, and the power of teleportation…
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.
Heimdall is a very tanky character, that has some offensive capability, but somewhat lacks mobility. He is a very good team player since he can periodically reveal a complete map for a short duration with his passive. Besides that, all allies can benefit from the effects of his divine force field, and consecrated ground. Heimdall can also take a lot of punishment making him a perfect choice for frontlines, and becomes highly resistant to frontal damage while Gatekeeper is active.
- 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 the 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.
His mutation has changed and enhanced his physical abilities, while Hank possesses a genius-level intellect…
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.
Beast has very limited control abilities. However, he has huge offensive potential, that can be used to directly improve his survivability. He has extremely powerful basic attacks that improve his movement speed, and also restore his health, so the basics are a very important part of his skill set. During the period of control, immunity Beast can be very hard to deal with, so timing the use of this skill is very important. Scroll to the top to find Beast it the Marvel Super War tier list.
- 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.
Johnny Storm is a member of The Fantastic Four superhero team…
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.
Human Torch focuses on powerful fire skills and good mobility combined with solid control abilities to eliminate his foes. His Trait, by itself, only marks the enemy with spark, but it’s very important to use the basic attack and apply the mark, since it increases the damage from Fiery Cage, and enables the use of Flames of Rage. With a lot of AoE control abilities and solid DPS, Human Torch can be quite effective in team fights.
- 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.
Ben Grimm is a part of the superhero squad The Fantastic Four…
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.
The Thing is a Tank, that is almost completely focused on controlling his opponents, enabling the allied damage dealers to do their thing (pun intended). This guy can take tons of punishment, especially if he can manage to hit several enemy heroes with the Quake skills since this would grant an equal number of shielding effects. The Thing has several ways of quickly closing the distance with the enemy while also applying some nasty debuffs, so he should be the one that initiates team fights.
- 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.
Eric Stokes Brooks is a Dhampir (half human half vampire) who uses his enhanced superhuman abilities to combat vampires and other threats to humanity…
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.
Blade mostly focuses on his basic attack to deal the most of his damage, and heal his wounds through life steal. He can use Shadowless Edge as a defensive tool, to become untargetable for a few seconds and avoid some very dangerous skills. Blade is great at hunting down low health heroes, due to his Killer Instinct, that reveals all low health enemy heroes, and enables Blade to quickly strike the opponent while also slowing him down. When enraged, this character becomes an almost unstoppable primal force, and in these situations, it would be wise to disengage and run away from him, until the rage dies expires.
- 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.
His mutation gave high wings and aerial adaptation, but also enhanced physical characteristics…
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
Angel is a marksman with the ability to dive into the enemy back-line, burst them down, and potentially a decent tank-killer. Angel is somewhat prone to crowd control, but, on the flip side he can dish out an enormous amount of damage. In order to capitalize on his strength, the player must be a good decision-maker, able to recognize the right moment to dive in and unleash hell. Use tier list filter to find Angel’s place it the Marvel Super War tier list.
- 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.
He is a servant of Thanos and a member of the Black Order villain team…
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.
He is a control tank, obviously created with the idea of engaging the enemy team. However, the execution of that idea was not perfect, and it seems that there are some flaws in his character design. The most obvious drawbacks of this character are the slow animation speed and the narrow radius of Skill 1. I feel like there is a lot of potential in this hero, but he’ll need some polishing before we can make a final judgment.
- 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.
He is an enhanced meta human (through Wakandan rituals) who wears a panther armor costume…
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
A melee assassin and, like all other melee assassins, he is highly dependant on being ahead in farm and waiting for the perfect moment to enter a team fight. When playing Black Panther, wait for the allies to distract the opponents, before entering their back-line and wreaking havoc upon squishier characters.
- 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.
She is a Russian spy turned S.H.I.E.L.D. agent and possesses an incredibly high skill set…
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.
Black Widow’s main selling point is her ability to delete the back-line squishies. However, without good disengage/escape mechanics (outside of Blink) Black Widow may often find herself in trouble if she doesn’t manage to kill the target with her combo. The second issue with the Black Widow is that she has only one mobility skill and it’s useless if she misses the target. Just like the Black Panther, it feels like Black Widow is heavily dependant on stats and thus she will be sensitive to buffs/nerfs. Scroll to the top to check Black Widow’s position it the Marvel Super War tier list.
- 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.
Carol possesses superhuman abilities, energy absorption and projection, and flight…
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.
Her’s power level seems to be fairly balanced compared to other MSW heroes. However, she has some unusual issues. Captain Marvel’s skill set is made for dealing damage, but she has to be built tankier, otherwise, she won’t last long enough to do her job.
- 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.
These two characters function as one MSW hero, but both bring their abilities to the fold.
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.
One of the best healers in the game and maybe the only one that can restore the energy of her allies. Although she is one of the best healers, Cloak & Dagger is lacking any impact outside of that specialized role. With some better damage scaling and reduced delay on skill 3, Cloak and Dagger could be a way more balanced.
- 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.
Besides incredible physical abilities, Corvus is immortal and his glaive is enchanted and very powerful…
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.
On his own may not be that great, but in the well-organized team, this control-oriented bruiser will shine. Apart from being good control and target selection bruiser, Corvus Glaive packs some nice sustain and “cheat death” mechanic. In teams that lack coordination and basic teamwork, Corvus Glaive will have a hard time, and won’t be very successful.
- 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.
His mutation was artificially induced and it enables him incredible regenerative powers…
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).
He is a wacky half marksman half bruiser that is able to do anything. Dive and control? He can do it. Disengage and poke from the range? He can do that as well. The sheer amount of Deadpool’s versatility is staggering. I realize the point of tier list should not be about fun, but the fact that other players are unable to find your number of deaths is hilarious and useful as well (nobody can cite the number of your deaths as the point for their poor argument… ). The number showing your death’s score is rewritten by Deadpool’s hand to permanently represent 0… which makes him unkillable… sort of. Use filters at the top of the page to check Marvel Super War tier list positions.
- 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.
Ebony Maw is a member of Black Order and Thanos’ right-hand villain…
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.
One of the most interesting support heroes. With the ability to attach himself to both enemies and allies, Ebony Maw’s skills will change depending on whom he is attached to. While this is interesting and engaging gameplay, and the fun factor is definitely present, it lacks a significant impact.
- 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.
He is incredibly strong, durable, has very sharp eyesight, and uses an enchanted axe…
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.
The Executioner is a true manifestation of unstoppable force. After reaching the full stack of his passive, Executioner becomes extremely hard to deal with. In general, however, the way to deal with him is simple… avoid facing him head-on in prolonged face-to-face fights. If the Executioner isn’t allowed to stack-up the passive, he becomes severely hampered, and unable to stick to his intended target(no speed buffs), thus becoming a less relevant factor on the battlefield. So the bottom line is, when faced against people that know how to counter/avoid Executioner, he can be (relatively) easy to deal with. However, against players that aren’t aware of his skill set, the Executioner can seem like an unstoppable force.
- 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.
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…
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.
Every MOBA has a “hook-and-control” type of character. In Marvel Super War Groot plays that role. Aside from control abilities like Skill 2 and the ultimate, Groot is fairly unique among Marvel Super War heroes due to his passive. When killed, he is not actually dead, instead, you control small Groot, invulnerable to damage and control, but unable to do anything except for movement and emote. While he’s in this form, Groot is far from useless, since he still provides a vision to the allies, therefore the player can scout brushes and provide vision over the inaccessible area. When the time to revive comes, respawning takes place at the spot that Groot is currently occupying and not in the base, thus eliminating long walks and waste of time, XP and gold. On the downside, Groot’s ultimate can be easily avoided, thus eliminating lots of his team-fighting potential.
- 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.
Contrary to other heroes, he does not possess superhuman or supernatural abilities…
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.
While he is a fairly straightforward character, Hawkeye is very effective and extremely hard to deal with as an opponent. The core of his strength comes from passive, that provides increased attack and vision range, while at the same time enabling this sharpshooter to see the silhouettes of the enemy heroes that are hiding in a brush/invisible. On the top of the ability to see the incoming gank and to shoot from the longer range than any other marksmen, his safety is increased even more with the ultimate that enables him to jump backward and slow-down the enemy. On top of everything, Hawkeye can also dramatically increase his own attack speed making him a true marksman power-house.
- 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).
He is a scientist who was exposed to lethal levels of gamma radiation, but instead of dying he developed his alter ego…
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.
He is an engaging, front-line, control-based, tank/bruiser. A target that gets caught by Hulk is as good as dead, because he’s able to control it significantly longer than most other heroes, while also dealing tons of damage (removes a percentage of the target’s HP), so even tanks will be in serious trouble if caught by Hulk. On top of that, the final toss will throw the target behind the Hulk (which usually means closer to your team). Overall, Hulk has everything that is needed to play the front line bruiser, and he is great in that role.
- 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.
His mutation allows him manipulation over ice and cold, and he can also assume a physical form of ice with enhanced abilities…
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.
The usefulness of Iceman spans from being insanely overpowered to completely useless. It all depends on the player’s ability to play it safe and select targets from a distance, but the rest of the team has to be able to group up and conduct team fights. In solo situations, Iceman can poke… and that is pretty much it. It is in skirmish and team fights that Iceman and his ability to control start to shine. This may prove to be problematic in solo queue, but that was always the case with control mages that lack escape/mobility options. All in all, Iceman is heavily dependant on his allies.
- 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.
Her mutation gives her pyrotechnic energy generation, charging objects with explosive energy, and more…
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.
Jubilee is an assassin/mage type of hero with great burst damage and even better mobility. She has everything that is needed to do the job and then some more. When her combo is perfectly executed, she can burst down even some tanks. Although she has a high skill ceiling, Jubilee isn’t overly unforgiving if there are a few missteps. She is a perfect character to pick as your main, able to carry teams, not so unforgiving of mistakes (unlike Proxima Midnight), and yet there is always room for improvement.
- 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.
She is incredibly strong and durable and uses cold weapons as a MARVEL Super War hero…
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.
Highly mobile, strong single target and AoE, ability to poke/harass, ability to escape and the ability to control a large area. Simply put, Lady Sif has it all, and she is one of the most complete heroes available. Her toolkit is interesting and has a lot of potential for outplaying. However, most of her strengths come from straight-up high numbers, especially her normal attacks that are super strong, on top of already powerful abilities.
- 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.
As a MARVEL Super War character, he is true to the movies and the comic book source material…
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.
A control mage and a supreme trickster, Loki can pull off some ridiculous plays by masking himself into a minion, a jungle creep or some other character. The potential for mind games is staggering. Loki packs some nice consistent damage within his skill 3 and great control asset in skill 2. On top of everything, the simplicity and strength of his ultimate make Loki an opponent to be reckoned with. His one potential weakness is the lack of escape tools outside of Blink, which makes him an easy to burst down the target, early on.
- 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.
He is a super-powered mutant and the leader of the Brotherhood of Mutants…
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.
He is one of the strongest AoE heroes. There is a small vacuum effect when he turns on the ultimate, which provides enough time to get close enough and deal a tremendous amount of area damage. If most of the fighting is going on in the jungle or some other narrow corridor, Magneto will be at the top of his game.
- 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.
Her powers include empathy, martial arts, plant manipulation, accelerated healing, energy projection…
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.
She is very good support, able to control the enemy, and also heal and buff her allies. Besides that, she can see an enemy in the brush which greatly increases her, and her lane-partner safety. The downside of this hero is a heavy reliance on a laning partner and a team, but hey, that’s the case with most support heroes in almost every MOBA.
- 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.
Reed Richards is a member of the superhero team The Fantastic Four…
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.
He is a very powerful initiation tank/bruiser. The ability to control, solid mobility, and, for a certain amount of time, immunity to normal attacks, all of these pieces fit perfectly together into the role of initiating fights and being equipped to deal with the consequences of standing in the middle of the enemy team. Check his place at MSW tier list at the start of the page.
- 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.
She is a member of the Black Order team and serves Thanos…
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.
Playing Proxima Midnight, to the best of her abilities, is probably one of the most difficult challenges in Marvel Super War. The skill ceiling is extremely high, but so is the minimum skill required to play her at a decent level. There is no doubt that she will be one of the favorites among top-level players. When ahead in the farm, she is a terror for the opponents, but if she falls behind ever so slightly… she is as good as dead. Basically, she swings in one direction(strong or weak), and she swings hard.
- 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.
He is the son of Magneto, brother to Scarlet Witch, and he is a mutant…
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.
There aren’t many heroes across the MOBA game genre that can ruin their own teams as much as Quicksilver can ruin his allies. It all comes down to his ultimate, which affects the allies as well as the opponents. However, when properly used, he becomes one of the most powerful heroes.
- 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.
He is an anthropomorphic, intelligent raccoon, who uses technology and weapons…
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.
From my point of view, Rocket Raccoon is a perfect example of one specific problem, namely the level-based stat progression. This issue is visible on Rocket Raccoon more so than on all other heroes. For Rocket Raccoon the game is decided in the first few levels. To an extent, this is the case with most heroes, but Rocket Raccoon is just a perfect case, that can be used to further explore this issue.
- 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.
She is the daughter of Magneto, sister of Quicksilver, and a mutant who possesses mysterious magical powers…
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.
She is a very simple and extremely effective 3 skill character. Her skill 1 deals a massive amount of damage and she can flatten almost entire enemy team when combining this with her ultimate. She packs additional protection against melee enemies in skill 2. Scarlet Witch is probably one of the best heroes to main when starting the game. Use filters at the top to find her in MSW tier list.
- 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.
Peter Quill is a human who was raised in far reaches of Space…
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.
He is a marksman in a very loose interpretation of that word. While he is ranged hero, most of the Star-Lords damage comes from Skill 1 and the Ultimate, while skill 3 provides some very unique “fly-by-shooting” playstyle. Due to his Abilities and scaling from both attack speed and damage it is obvious why Star-Lord’s early game is lackluster. However, if the player can manage to stay out of harm’s way and farm safely, this Guardian of the Galaxy will have the potential to turn the tide of the battle. When played properly, your Star-Lord can be almost Unstoppable.
- 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.
Her mutation allows her to manipulate the weather with her mind, control atmospheric pressure, and temperature, and fly…
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.
She is a long-range harass/poke mage. She can stay back and punish enemies from a distance and, if they get close to the minions, the chain lightning damage is unavoidable. Because of her range, it is not easy to engage the Storm, and the longer she remains free to harass the more powerful she becomes. Once a target’s HP is low enough, Storm can take advantage of her ultimate that deals more damage based on targets missing health. Storm’s toolkit is simple and yet effective, which makes her fun and (relatively) easy to play the hero.
- 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.
The character is an adaptation of the Norse mythological character Thor, the god of thunder who wields Mjolnir, his enchanted hammer…
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.
Thor is, by all means, a well-made hero, with good design and a well-defined role, but there’s a catch. His ability to initiate a fight is hampered by the graphic design of his main engage ability. In essence, as soon as you see the red circle starting to spread from his position, fall back, and most of the time you’ll be fine. It is like everyone is given a huge warning “Thor is about to do his thing, fall back”. When playing Thor, catching someone off guard is virtually impossible, at least until we see some changes to this skill. Thor place in MSW tier list can be found at the top of the page.
- 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.
James Rupert “Rhodey” Rhodes is a superhero who uses one of the Iron Man suits as his own…
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.
War-Machine is a marksman class hero, but he is far more effective in the mid-lane. His main strength is the ultimate, making him more reliant on this ability instead of normal attacks. This is the reason why War-Machine is played like physical damage caster instead of marksman, and why the attack speed/crit rating is inferior to pure attack damage items.
- 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.