Hero Guide on Marvel: Avengers Alliance - Blasters
Heroes are recruited, not born.
One of the few reasons that makes Playdom's Marvel: Avengers Alliance so much fun is, you guess it, the superheroes you can choose to employ into battle Below is a list of heroes that I've recruited, along with my thoughts about every one of them. I'll be adding more to it throughout my in-game progress, doubtless.
The Scarlet Witch
Starting off with Scarlet Witch because she's one of those heroes that I've had the most fun with in almost every battle.
Ability: Reality Warping (25 percent chance of magically nullifying attacks on Scarlet Witch)
Skills: Hex Spheres, Arcane Blast, Chaos Shield, Probability Field
So what makes her so much fun? Hex Spheres, well, hexes your enemies, backfiring their attacks if Lady Luck chooses to tip her balance to her favor. Combining this to her Reality Warping ability, Scarlet Witch makes for a pretty difficult to hit. Her attack status is exceptionally high, and combined with the already remarkable damage that can be done with Arcane Blast, makes her a powerful force to be reckoned with.
Chaos Shield lives up to its name, in that there is simply no way of telling who may be blessed by the Witch herself on your side. There are times nothing happens at all. Basically Chaos Shield grants you and any one of your allies a 70% chance of being healed by an enemy's attack as well as replacing a negative status effect with its positive counterpart. So use it if you feel the dices are rolling your way.
Last and most certainly not least is the Witch's Probability Field, which endows upon your allies a random set of positive status effects, a few of which showing no immediate benefit, and upon your enemies a random set of negative status effects. Again, there is the always irritating that it may not work in your favor. For instance, one of the effects labelled as a positive that I so dread is the Power of Four, which grants any one of your team members four additional turns before killing him or her off, making it necessary to make every turn count. If however the concerned member happens to be low on SP and bears a particularly SP-demanding skillset, it would certainly be a dreadful waste.
The Scarlet Witch can work to your favor at times, while the rest of the time she can really get to your nerves. She's like life; you never know what you're going to get. Get it? Okay... moving on.
Ability: Flying (Immune to ground attacks)
Skills: Lightning, Protective Shroud, Blizzard, Tornado
One of the more prominent members of the X-men, Storm's weather-based skill set packs a devastating punch, under the circumstance that it is wielded with caution, considering her more powerful attacks can either work to your advantage, or against it, making her one of the more unwieldy heroes to deploy in combat.
Lightning induces Static Charge upon an enemy, which can be triggered by a subsequent electrical attack on it or one of its allies nearby. Thor, being the only other wielder of elemental weather that I know of in the game, can be employed alongside Storm, complementing her Lightning skill well with the Asgardian's Summon Thunder skill, which hits all hostiles on the opposing side with a devastating lightning strike.
Protective Shroud not only boosts the chance of all allies to dodge single-target attacks, it also shields everyone on your side from the effects of one of Storm's more powerful attacks, Blizzard, which inflicts damage and the Chilled status effect on everyone on the field of combat, friendly or otherwise, even herself. The shielding effects granted by Protective Shroud can only last till a certain threshold for attacks received is reached. Put it simply, use Blizzard at your own risk, unless you don't mind giving your own allies the cold shoulder all the time with Storm around.
Tornado is the reason I recruited Storm in the first place, considering it packs eight hits, a wonderful detail for those overly fond of random item drops, and deals extra damage on Chilled opponents. You can imagine my disappointment in finding out that Tornado's cool-down duration is four rounds, which is a logical compensation, I suppose, for the massive destruction it is capable of inflicting.
All things considered, Storm is best employed in boss battles, especially against bosses with a ridiculously high amount of HP, or bosses surrounded by mini-bosses (I'm looking at you, Hood), due to that you'll be spending more than enough rounds demonstrating Storm as a force to be reckoned with.
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