Best Of
Re: Arena Infinite Streak Advice
So I changed my approach a little based on the above advice and my roster, and was doing ok. I used:There’s a mathematically answer to your question, and a rule of thumb answer that will, for most people, be more practical.
Match 1-11: 6* Rank 1
Match 12-14: 7* Rank 1
Match 15-18: 6* Rank 3
Match 19-22: 6* Rank 2
Match 23-25: 5* Rank 5
Then in Match 28 I got the match-ups in the picture. Is it possibly because my attackers' PI were too low? How do I avoid matches like this after win streak 25?
@SummonerNR | @Furrymoosen | @Wolf911
The mathematically precise answer is this. Every few arena cycles, the game picks a random subset of all players that do arena, and looks for your match ups based on the teams they use. This random subset is different for each arena player. It does this because it would be impractical for the game to search all of the thousands of players who play arena to find your matches. With some exceptions (I.e. the Kang and Thanos match ups) matches come from the teams those other players actually use.
The game looks for match up that meet a specific criteria. There is an invisible difficulty multiplier in the arena, that goes from 0.8 to 4.0. The higher your streak counter, the higher the multiplier goes. It maxes out around streak 19 or so. Beyond that point the multiplier remains capped at 4.0.
The arena looks for match up teams that are the multiplier higher than your team’s PI. So if your team has total PI of 30k, the game looks for a team with 120k total PI. But there’s a very complicated catch. The game doesn’t actually look at PI. It looks at something sometimes referred to as “naked PI.” Naked PI is the PI of your champion without masteries, synergies, or sig levels. More or less, it’s the PI listed in auntm.ai. So your 30k PI team might actually only have a naked PI of 25k or even 20k. The game looks for a match up with a 100k or 80k naked PI.
If the game cannot find such a match, it defaults to a standby match that is about 1.0x your own team’s PI. In effect, the arena match maker is “broken” and defaults to a low match up to find a match. So if you can build streak high enough, and make that invisible multiplier high enough, and then use teams that are high enough, no team that anyone uses will be high enough, you will break the match finder, and default to low matches. This is what players call “infinite streak.”
But if you keep using lower and lower teams, eventually the game will be able to find a 4x match (remember, it’s using naked PI). When that happens, it uses that match, and you get what you show in your picture.
So how do you avoid this? Just don’t use a team that is too low. What’s “too low?” That’s trickery. Too low is, for the specific subset of players you’re currently being matched against, find the strongest team those players ever use, calculate their naked PI, then only use teams whose naked PI is more than 25% of that naked PI.
Unfortunately, for every player that max PI is going to be slightly different, because they are matching against different players than you, and facing different teams than you. And this is a moving target, because the maximum PI that your opponents use increases over time.
Absent doing a lot of complex calculations, the best rule of thumb is to use trial and error. Go as low as you dare, but if streak ever breaks, don’t go that low ever again. And be wary when new ranks come out. When 7* Rank 4 becomes a possibility, be prepared for the lowest safe team to jump upward as a result.
If you have no idea where the floor is at all, then an extremely rough rule of thumb is that it’s about one third the PI of the highest team you can match against, if you are running recoil. Notice your team is slightly less than one third of the visible PI of the team you got matched against. If you run the naked PI calculations, you’ll probably find that the opponent team is about 4x your team’s naked PI, and that’s why the arena was able to find a proper multiplier match of about 4x, generating what people commonly refer to as a deathmatch.

6
Re: Kabam!? Did you guys laid off lightening and colour team?
Don't care enough...
I like dull colors as long it makes people angry enough to make rant posts.
Keep Dark Colours
Kaboom You have my full support.
Ggs
I like dull colors as long it makes people angry enough to make rant posts.
Keep Dark Colours
Kaboom You have my full support.
Ggs
Re: MCOC on PC, now with Trojan Malware
When you try to install MCOC on your PC but your antivirus says no...This is not a Trojan or Easy Anti-cheat, this is an outgoing connection. My guess is this is related to the peer-to-peer update option in the game client:
Can we get an explanation Kabam?

In games that use peer-to-peer update systems, you often get these warnings because many of the IP addresses show up on various blacklists or grey lists. Malwarebytes is just doing what it is supposed to do: if it sees an outgoing connection to a site it thinks is suspicious, it just blocks it in the background. The MCOC client will simply assume that site is unreachable or down and continue using the others.

1
Re: Epoch Nebula Cosmic/Skill
I hope it's okay if I hijack this thread because I'm struggling with the path (I know it's a skill issue). Who should I use? I need to use three seven stars.Medusa, Scream with Odin prefights could work
Re: No Pre Reg Rewards?

Still no code for me. But I did get the confirmation after signing up.
Re: Spot's phisical vulnerability is bugged.
Edit: Just the burst of phisical damage is bugged, the hits if increased the damage.https://youtu.be/ADdGRvxpR1c?si=q-2GxtVq7jb30ih9
The physical vulnerability is not increased the damage on his sp 2, as you can see the damage at 50 ruptures is the same with or without the phisical vulnerability, also looks like if the hits that are not critical do the same damage.

1
New side quest BUGGED
The ghost rider boss in this weeks side quest is bugged. His ebb n flow node gives him TWO protection buffs, one of which being indefinite and unremovable, the second one CAN be removed, but the damage is still reduced by the indefinite protection which I’m guessing is not meant to be there. I used dazzler who gains a prowess buff and did a max ramp sp2 after a heavy, it got rid of a protection stack and there was still one left on the opponent. Please fix this Kabam I used a revive thinking it was my fault @kabampinwheel @kabamDORK

13
Re: Balance info on Isophyne
Balance information is out.
They're doing... Absolutely nothing... https://playcontestofchampions.com/news/balance-update-isophyne-and-the-deathless/
They're doing... Absolutely nothing... https://playcontestofchampions.com/news/balance-update-isophyne-and-the-deathless/

11
BALANCE UPDATE: Isophyne and The Deathless
Hey all,
Balance Team here again with an update on the latest round of Champions up for review, Isophyne and the Deathless Champs.
“...Many Summoners may remember that these black-and-white versions of MCoC Champions appeared as Defenders a few years ago. These newly-released “Deathless” Champions are our opportunity to let you own a piece of that MCoC history for yourself, along with some interesting twists we think you’ll enjoy. For each Deathless, we’ll be taking the existing kit for each of these Champions, and “remixing” them. These are not reworks in any way, more so they’re us taking another spin on an older design. Most of the Champion’s abilities will be untouched, except in spots where the abilities were showing their age or didn’t align to how we do Champion Design on MCoC these days. But even though the kits will largely be the same, we’re still giving them a numbers tune-up where we feel appropriate, and we’ve got some powerful new synergies packed into the kit that don’t exist on the existing version of the Champ.”
The goal with the first 4 Deathless Champions was to keep the identity and archetype of their non-Deathless counterpart, paired with a combination of light tuning and ability changes to reinforce their uniqueness over time. For example, King Groot (Deathless) leans into Incinerate/Energy Damage + Regeneration as a remix of King Groot’s Poison + Regeneration abilities. We also wanted to showcase the Deathless Champions as a team, and knowing that a future “Challenge” would be a fun and flavorful way to wrap up the Deathless arc results in a powerful network of synergies, with all forms of team-based content considered. From a high-level perspective, we’re happy with how the Deathless team landed!
For the most part, we’re seeing healthy usage and performance across different game modes, and are largely pleased with how they’ve landed as individual Champions, and as a questing team. That being said, when reviewing Deathless Vision’s performance over the last 6 months, we’re seeing him fall short in his target matchups. While we do see a small set of players who use him very effectively, we also see an opportunity to empower his Phase + Heal Block abilities and bridge that gap via tuning changes. Deathless Vision will enter the Batch Update pool!
Deathless Thanos’s Defender kit was designed to disrupt and restrict incoming loops, and reward Attackers who can answer or play around his threats. In Alliance War, Deathless Thanos has found a handful of popular mini-boss placements, and is seeing consistent Defensive use in Battlegrounds. His matchup spread as a Defender in both game modes reflects his goals, with a variety of Mystic Buff control Champions being among his most popular and effective counters. We’re also seeing players creatively use Champions who counter Unstoppable, or benefit from Deathless Thanos’s Energize + higher Special Attack frequency, and are happy overall with his performance as a Defender. No changes incoming to Deathless Thanos!
You can expect communication on OKOYE and GENTLE toward the middle of JUNE!
Balance Team here again with an update on the latest round of Champions up for review, Isophyne and the Deathless Champs.
Isophyne
Isophyne uses the classic Mystic combo of Nullify and Power Gain to showcase the flexibility of the Fractured Power Bar mechanic. Their combo of Immunities and Mystic utility has proven to be effective in Buff Heavy and/or Power Gain based matchups (Serpent, Hulkling and Gorr being among her best) while also performing at a healthy rate in non-optimal matchups. We’re also happy to see how she’s landed as a Defender, with most Champions able to comfortably counter them as long as they’re mindful of their Power Gain and the Fractured Power Bar! Overall, we’re happy with how Isophyne is performing across the board and they will be staying as is!The Deathless Champions
Let’s talk about the Deathless Champions! Since our first 4 Deathless Champions took heavy inspiration from their “original” counterparts, we’ll talk about them separately from Deathless Thanos, who was built from the ground up.Deathless Guillotine, King Groot, Vision and She-Hulk
We’ll begin this section by calling back to Kabam Niv’s introduction to the Deathless Champions, which can be found at the top of Deathless Guillotine’s Champion Spotlight.“...Many Summoners may remember that these black-and-white versions of MCoC Champions appeared as Defenders a few years ago. These newly-released “Deathless” Champions are our opportunity to let you own a piece of that MCoC history for yourself, along with some interesting twists we think you’ll enjoy. For each Deathless, we’ll be taking the existing kit for each of these Champions, and “remixing” them. These are not reworks in any way, more so they’re us taking another spin on an older design. Most of the Champion’s abilities will be untouched, except in spots where the abilities were showing their age or didn’t align to how we do Champion Design on MCoC these days. But even though the kits will largely be the same, we’re still giving them a numbers tune-up where we feel appropriate, and we’ve got some powerful new synergies packed into the kit that don’t exist on the existing version of the Champ.”
The goal with the first 4 Deathless Champions was to keep the identity and archetype of their non-Deathless counterpart, paired with a combination of light tuning and ability changes to reinforce their uniqueness over time. For example, King Groot (Deathless) leans into Incinerate/Energy Damage + Regeneration as a remix of King Groot’s Poison + Regeneration abilities. We also wanted to showcase the Deathless Champions as a team, and knowing that a future “Challenge” would be a fun and flavorful way to wrap up the Deathless arc results in a powerful network of synergies, with all forms of team-based content considered. From a high-level perspective, we’re happy with how the Deathless team landed!
For the most part, we’re seeing healthy usage and performance across different game modes, and are largely pleased with how they’ve landed as individual Champions, and as a questing team. That being said, when reviewing Deathless Vision’s performance over the last 6 months, we’re seeing him fall short in his target matchups. While we do see a small set of players who use him very effectively, we also see an opportunity to empower his Phase + Heal Block abilities and bridge that gap via tuning changes. Deathless Vision will enter the Batch Update pool!
Deathless Thanos
As mentioned above, Deathless Thanos was not a “light remix” of his non-Deathless counterpart, and was built from the ground up to be a powerful Dual-threat Champion, designed to thrive in Armor Up heavy matchups, and longer fights where he has the runway to reach his damage and Regeneration ceiling. Deathless Thanos quickly made an impact as an Attacker, seeing plenty of use across the Alliance War map and in Battlegrounds matches with strong performances in his target matchups (Red Skull + Ant-Man (Future) being 2 of his best). We’re also seeing healthy levels of fluctuation with his effectiveness in non-target matchups, and are happy with how he’s landed as an Attacker.Deathless Thanos’s Defender kit was designed to disrupt and restrict incoming loops, and reward Attackers who can answer or play around his threats. In Alliance War, Deathless Thanos has found a handful of popular mini-boss placements, and is seeing consistent Defensive use in Battlegrounds. His matchup spread as a Defender in both game modes reflects his goals, with a variety of Mystic Buff control Champions being among his most popular and effective counters. We’re also seeing players creatively use Champions who counter Unstoppable, or benefit from Deathless Thanos’s Energize + higher Special Attack frequency, and are happy overall with his performance as a Defender. No changes incoming to Deathless Thanos!
What’s Next
Deathless Vision enters the Batch Update pool! And will release with Batch #2, target build to be determined. A reminder that updates to Patriot, MODOK, and Yondu are releasing as Batch #1 in our 52.0 (August) Build.You can expect communication on OKOYE and GENTLE toward the middle of JUNE!

20