Best PVP Combos, Team & Gears Guide for PVP 10

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  • 7/29/2019 Best PVP Combos, Team & Gears Guide for PVP 10

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    Marvel Avengers Alliance: Best PVP Combos, Team & Gears Guide ForPVP 10

    Written on Sunday, August 18, 2013

    Here I listed some combos that I would use. You don't have to agree with me, as you don't

    have to agree with anything on that guide. The combos I am gonna write may not work as

    intended on paper. This is all theorycraft.

    Tactician Agent w/ Rocket Pistol, Custom Sword of the Barony, Ironstar, Kuzuri + X-23

    + Infiltrator Swashbuckler Nightcrawler

    Explanation: This is a team built around Hemorrhage. Shadow Dance + Rocket Pistol +

    Ironstar + Blades of Rage already deals a lot of damage. If anyone gets Trigger Scent and it

    proccs, Laura's next Blades of Rage will be the last.

    Tactician Agent w/ Binding Contract, Sudden Support, The Exsanguinator, Kuzuri +

    Brown-and-Tan Infiltrator Wolverine + Scrapper Claws Black Cat

    Explanation: This is a team built around Bleeding. The thing here is simple: Feral Ambush

    any protectors, Unlucky Strike any Infiltrators, if there aren't any, simply Cat Scratch,

    Binding Contract on any Blaster and on the third foe. On the second turn, Berserker Frenzy,

    Exsanguinator and Nerve Chop for the win. If there aren't Blasters, Binding Contract again on

    the second turn and by the time you reach the third, 3v1 is still an easy scenario.

    Tactician Agent w/ Heroic Call, Stark Industries Isotope Cannon, Sudden Support,Maggia Triggerman+ Angel + Bruiser WWII Cap

    Explanation: This is a team built around Stats manipulating. If you manage to get extra turns

    from the Tactician passive, use the Heroic Call + Iso Cannon. Next turn, Iso Cannon two

    times. Then, when the extra turn from Angel comes, SS + Magia for the sweep.

    Infiltrator Agent w/ Phoenix Flare, Power of Four, Mechanical Mjolnir, Sudden

    Support + Blaster Iron Patriot War Machine + Tactician Phoenix Five Emma Frost

    Explanation: This is a team built around AoE. Right off the bat, activate PO4 and suicide your

    Agent with 2x Mecha. Mjolnir, SS and PF. Then, if needed, Overcharge WM and 21 salute

    gun all the way. Emma is there to take down any leftovers (since the Agent is going to die and

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    WM is gonna be out of Stamina), Unlock Potential depending on the turn order, burn some

    enemy HP, mitigate damage and maybe some lucky Cosmic Power proccs.

    Tactician Agent w/ Circuit Breaker, Sparkplugger, Hoarfrost Mace, Custom Fistborne

    Defibrillator + Valkyrie + Blaster Classic StormExplanation: This is a team built around Static Charges. Fistborne Defibrillator, while having

    a low chance to Stun, proccs those Charges, dealing AoE damage after setting them up on the

    first turn, and Circuit Breaker will make one or two enemies deal less damage. By the time the

    Agent dies, Flight of the Valkyrie + Tornado is a sure kill. Circuit Breaker + Sparkplugger, if

    done after Blizzard, is an effective way to take down an unguarded Blaster.

    Blaster Agent w/ Custom Goblin Glider, Marksman's Spotter, Damage Amplifier, Arc

    Reactor Charge + Tactician Grey Suit Black Widow + P5 Bruiser Colossus

    Explanation: This is a team built around hard countering the enemy team. On the first turn,

    any Bruisers and Blasters are gonna go to sleep. This makes Colossus immovable, while hispassive makes Black Widow's Stamina last longer, so she can jump on people to death turn

    after turn.

    Generalist Agent w/ Barrowguard, Shepherd Staff, Odin's Cane, Hoarfrost Mace +

    Angel + Blaster White Crown Phoenix

    Explanation: This is a team built around surviving. With Barrowguard and Benediction,

    Phoenix will be able to refresh the cooldown on Phoenix Fire as many times as she wants.

    The thing is that the win would take too long to come, but I would rage quit if I attacked

    something like that.

    Bruiser Agent w/ Blade of the Guardian, Sonic Fist, Digital Decoy, Hex Wand + Daemon

    Hellstrom + Fantomex

    Explanation: This is a team built around making the enemy miss. Seismic Feedback alone can

    sweep, since its damage scales with Enrage, but on top of that Fantomex has a really nice AoE

    damage. Simply take your time, the enemy won't be able to hurt you.

    Tactician Agent w/ Kuzuri, Second Amendment, Lasercutter, Disruption Field Array +

    Captain Britain + Infiltrator Swashbuckler Nightcrawler

    Explanation: This is a team built around Paragon Exploit. Forget about Smashing, this is allabout Brittanic. Shadow Dance + Second Amendment + Dark Sigil = 4 debuffs being

    exploited with increased stats, two times by turn, Sure Crits and Deadly Crits. Should I say

    more?

    Infiltrator Agent w/ Chain Tonfa, The Knight, Shepherd Staff, Specimen Scanner +

    Magik + Satana

    Explanation: This is a team built around DOT. The three magic DOTs with Bane, Bleeding

    with Ravage, Radiaton... This means heavy damage per turn. But one angolob is all it takes to

    make the fight severely bad for you. And it is overused so yeah.

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    Tactician Agent w/ Custom Only for Killing, Coulson's Revenge, Shepherd Staff, The

    Knight + Omega Sentinel + Psylocke

    Explanation: This is a team built around Follow-ups. Omega Sentinel has, with this

    composition, the possibility to have 6 (!) actions to procc Follow-ups either from Mental

    Coordination or Coordinated Attack. I got really mad when this happened to me. The game

    plays itself, winning for you.

    Tactician Agent w/ Enigma .45, The Toolbox, Magnetic Field Generator, Scroll of

    Ozirochi + Omega Sentinel + Thundra

    Explanation: This is a team built around Finest Hour. Omega Sentinel can use Finest Hour

    too, I know, but Thundra's is much stronger, which just makes them good partners. What you

    do is Ozirochi + Enigma + Toolbox, then HE Targeting Laser + Plasma Torch, Neural

    Disruptors + Defense Array and Perfect Storm the shizz out of them. You can count, you will

    have 5 buff on Finest Hour AND 3 debuffs to Exploit, while having almost sure Crits. You

    can use QJ instead of MFG for the next turn, but MFG is a buff that benefits Finest Hour too.

    Tactician Agent w/ Shepherd Staff, Coulson's Revenge, Techno-Organic Endoskeleton,

    Hoarfrost Mace + Juggernaut + Blue Costume Scrapper Quicksilver

    Explanation: This is a team built around Combo Setup. Juggernaut simply screams to be

    paired with QS. After Momentum Generator and Surge of Cyttorak, Pietro will take down

    enemy by enemy. Coordinated Attack makes it possible to Juggernaut to be usefull again,

    since QS has two actions per turn, there is a higher chance of stacking Momentum to, well, be

    the Juggernaut. Also a high Stun chance on the team.

    Bruiser Agent w/ Mahayuga, Hotshot, Hard Nox, Signpost + Magneto + Rescue

    Explanation: This is a team built around Magnetize. There is no protector with a Preemptive

    Counter, so Rescue serves the purpose of Magnetizing. Her shield with Magneto's won't stack

    tho, so be careful with that. That said, the team gets really hard to take down, and the

    Counters are gonna make the enemy think twice before attacking. The only thing here is I

    think that Rescue will screw with the Dark Bargains. If it takes out the Poisoned, tho, it is

    fine.

    Tactician Agent w/ Hotshot, Spirit Edge, Signpost, The Experiment + Red Hulk + Magik

    Explanation: This is a team built around Stamina draining. With Signpost, Deathfrost andSpirit Edge their Stamina will go down fast, making opposing heroes lose turns to Recharge.

    Couple that with a (potentially) Quick Action AoE Stun with Hotshot and this will make them

    virtually not play. To deal damage, there are many debuffs burning them, and Red Hulk can

    sweep once he is in 70% heat.

    Bruiser Agent w/ Hoarfrost Mace, Reboot, Shepherd Staff, Ironstar + Emma Frost +

    Shatterstar

    Explanation: This is a team built around Stealthy AoE. Ironstar + Gladiatorial Carnage +

    Unlock Potential + Quantum Jumper will give Shatterstar three turns with huge stats, High

    Crits and Ignore Defense. Maybe even one stack of Pain. Just sweep one by one on the second

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    turn. Even better if the Agent dies.

    Scrapper Agent w/ Warbringer Axe, Advanced Idea, Sinister Scepter, Transcranial

    Stimulator + Infiltrator Shadowcat Kitty Pride + Vision

    Explanation: This is a team built around Phased. For two turns, the opponent can't touch any

    of your characters. When the Phaseds are about to worn out, coupled with WBA and

    Advanced Idea you will do a huge spike damage, making the match severely in your favor.

    Defensive Team Guide:

    Opening Words - Ok, so this is Dante's guide on ATTACKING PvP. But after some research

    (aka reading other guides, as well as testing stuff) I feel confident enough to write something

    to help you guys out on defense. I myself am too lazy to switch to a defensive team

    EVERYTIME I have to logout. This and remeber that what REALLY counts is the last two

    hours or so of PvP to define your final rating, so you should actively play the game in order toachieve the higher possible rating, thus rendering a defensive composition kind of useless.

    Warning: this is gonna be a huge wall of text. But for completion purpose, here it goes:

    The (not so) Mini Guide - I'm not 100% sure as to how the AI works. Sometimes it would

    spam a certain item (like Mahayuga), but sometimes it goes completely random. Sources

    seem to differ about AI proccs. Maybe it is just probability, but it is very unlikely. It means

    that some people say that our robot friend has a higher chance to activate abilities that are

    lucky-based, like Spideys protect in Great Power / Great Responsibility, Psylockes Mental

    Coordination and such, in order to make it up for being so dumb. I myself believe so, since I

    always get full stunned by Hotshots, Cpt. Britains and Quicksilvers, where my own Hotshot

    only stuns one enemy when I'm really lucky. That is a kinda broken argument because,

    analogously, people use to think that the lights are always red, but then again when it is green

    they don't even take a time to realise that. Here to us it is the same thing: if the AI does NOT

    procc, you simply faceroll through the fight and press the fight again button. Now what you

    have to keep in mind for defense is that it is all about controlling what you want the AI to do.

    Of course we don't have yet the option of setting it up with conditions like in some of the

    latest Final Fantasy games, but it can be done at some extent. IF the AI is fully random and

    you run an agent with 4 AoE items (like I think I've suggested some here in this guide in the

    above section), what happens is that the AI has 25% of chance to use that weapon that works

    as core, or the optimal weapon for the situation, which is a very low chance. And how tododge that? Quick Actions and Cooldowns. If you run Hotshot + Hard Nox it is great, since it

    skyrockets your attack, but Signpost is overwhelmingly better for defense because even

    without using the best of its contract, it is a Quick Action, which means that Hotshot (the item

    you mean the AI to use) is gonna be used more often. Now if you run Signpost + Hotshot +,

    say, Quantum Jumper. I'm not a real fan of the yellow gadget, since most heroes won't really

    benefit from a new turn without refreshed cooldowns, and the AI can screw this up (using that

    free turn to, say, go AoE with Quicksilver and Enraging someone), QJ is still extremely good

    for defense, since it starts on cooldown, meaning that Hotshot will still be the item the AI is

    gonna use 100% of the time on the first turn, but when it enters Cooldown, your Agent can

    still do something better than just spam Quick Actions.

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    TLDR: take out choices from the AI for optimum results. Oh, and don't forget the Protect!

    Seriously, I say this in every section in this guide and you guys still ignore me. i^i

    Quick List - of characters I think that work better in defense, in no particular order. Captain

    America, Colossus, Hawkeye, Strange, Invisible Woman, Kitty Pride, Nightcrawler,

    Spiderman, Thor, Wolverine, Emma Frost, Quicksilver, Valkyrie, Psylocke, Captain Britain,

    Shatterstar, Union Jack, Rescue.

    Original Writer: DANTE

    Read more:http://www.avengersallianceguide.com/2013/08/marvel-avengers-alliance-best-pvp-

    team-combo-gear-guide.html#ixzz2cHBGoIUe

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