Best Of
Re: You going for Red Guardian or Human Torch?
He's not going to change after the Echo damage change. At least not in 99% of situations in the game. The only game modes that the change will affect are Big Thing and Raids.
7 star ascension is player W..it’s just not obvious why at first maybe?
6 star ascension was basically get some ascension dust and you sorted.
But.
If they are not releasing 8 stars..and the 7 star “ascension program is actually “8 stars”, then I don’t see the issue.
In fact it’s a huge bonus. Because when you do finally get lucky enough to ascend your chosen 7 star to 8 star…guess what…it’s fully sigged up and ready to roll.
So the choices are..
Release 8 stars, and then everyone try and rebuild their entire roster randomly with 8 star crystals and get them sigged up, and buy 8 star ag and 8 star sig stones.
Or
Ascend 7 stars and everyone try and get their chosen hero ascended randomly at some point, but when you do, it’s already good to go.
When you look at it in that way, the ascension program still has the randomness of acquiring your hero to ascend that you’d get when you randomly open an 8 star crystal…you’re still going to pull the same **** 8 star junk hero as you will when you pull a **** junk asscndable 7 star….but it’s sooooooooo much better than 8 stars…fully maxed…no new sig stones..no new ag..and when you do get your chosen hero….its just a massive W.
So yeah. When you look at it like that..it’s a good thing.
Re: Reduce 4★ Arena Milestones (Keep Rewards the Same)
Not again. Leave arenas alone.
4 stars arenas is actually quite rewarding and enjoyable if you use maxed and ascended 4 stars
Re: Character Wishlist Thread 3.0
Sasha Hammer
Genesis (Tyler dayspring)
Punisher war Machine
Ghost rider (Danny Ketch)
Whiplash
Callus the void
Exitar the exterminator
Re: Character Wishlist Thread 3.0
Sentinel X (Shogo Lee)
Talisman
Graviton
Union Jack
Jigsaw
Re: Epoch of Pain: Hero - who are you planning to use?
If the node is there, silk is the best. Her double hit combo and heavy arun means you get the most triggers per combo. Along with the striker. Not to mention she is very safe for the hulkling specials into block parh
Re: First Rank 5. He’s still bad
Slightly off topic, but this was interesting to read. While MCOC certainly shouldn't be beholden to the MCU, I do wonder if could do better to utilise it where it adds benefit either to the game itself or commercially. https://www.forbes.com/sites/paultassi/2026/04/02/daredevil-born-again-has-set-an-mcu-rotten-tomatoes-record/
I guess some of my disappointment is that MCOC could have really made a thing of the new series. There was a YT video of Charlie Cox and Vincent D'Onofrio playing Rivals and it should have been MCOC - remember the celebrity challenges? Instead, we got an in-game message with two 6*s, some shards and Doctor Bong. Nothing to capitalise on and get new people into the game.
Re: Villain run wasted
I don't know how a filter would help. It already says 7*, and you can filter for that. If you want a specific filter for Carina's, then there are going to be like 24 filters for all gbe different Carina's, and you'd probably make the mistake of using the wrong filter for the Carina you actually wanted.
Hello Kabam. Here's my Spiderman(Classic) Buff Idea! :)

Spiderman Classic
☆ Abilities
▪︎Spiderman doesn't gain Precision from Dexterity.
▪︎ All attacks have a 25% chance to inflict Taunt Debuff for 10 seconds, reducing attack rating by 1%. This chance increases by 75% against Stunned champions. Max 4.
▪︎ The duration of Stun Debuffs on non-Skill champions cannot be reduced, and while Stunned, the opponent's Power Rate is reduced by 50%.
▪︎ When Spiderman Evades, he gains Precision Buff for 10 seconds. Cannot stack.
▪︎ Spiderman has +X% Combat Power Rate for each Debuff on the opponent. This effect is Disabled when Webbing starts to Dissolve.
☆ Web Shooters
- When loaded, Spiderman can shoot webs at his opponent. Effects trigger through Blocks.
▪︎ Swiping right while holding block fires webs on the opponent. Spiderman loses X% of his power for every web he shoots.
▪︎ When above 2 bars, the webs inflict Decelerate and Suppression for 10 seconds. Max 4 each. This attack has 0 Damage.
▪︎ When above 1 bar, the webs inflict Debilitate for 10 seconds. Max 4. This attack has 0 Damage.
▪︎ When below 1 bar, Spiderman uses web bullets and gains Passive Precision for 10 seconds for each landed web bullets. Max 5. This attack has -95% Damage.
☆ Webbing
▪︎ Spiderman gets advantage the more webbing the opponent has. Every time Spiderman shoots webs on the opponent inflicts 1 passive Webbing Debuff on the opponent. Max 200. When reaching 200, Webbing dissolves for 15 seconds. When the timer is done, all benefits of Spiderman are gone as well and his Web Shooters will reload for 15 seconds. Webbing Dissolves 7 seconds faster against Skill champions.
• 30+ Webbing, Debuffs Spiderman inflicts increases max limit by 2.
• 50+ Webbing, Debuffs inflicted has +2 seconds duration.
• 80+ Webbing, gain Passive Pierce Buff.
• 120+ Webbing, Spiderman gains Permanent 10 passive Precision Buffs. Stackable.
• 160+ Webbing, Opponents cannot activate Unstoppable and Evade anymore. Combat Power Rate is reduced by 25%.
• 200 Webbing, upon reaching 200, opponent becomes Rooted for 4 seconds. Additionally, when Spiderman would land a Critical Hit, inflict an Instant Bleed equivalent to the Critical's Damage instead. If the opponent is Immune to Bleed, inflict Instant Rupture. Additionally, Spiderman can now land Critical on a Blocking opponent.
• When Defending, this ability is disabled and Spiderman's landed webs only inflict Slow and Taunt Debuffs for 10 seconds.
☆ Heavy Attacks
▪︎ Spiderman shoots web on his first hit and inflicts 1 Passive Webbing Debuff on the opponent. The last hit pauses all the Debuffs on the opponent for 4 seconds. If the opponent is Stunned during this attack, pause for 5 seconds and inflict additional 1 Webbing Debuff and the last hit is guaranteed Critical.
☆ Special Attack 1
• Inflicts 6 Passive Webbing Debuffs on the opponent. After this attack, opponent also gains Physical Vulnerability Debuff for 10 seconds.
Max 4.
☆ Special Attack 2
• This attack has plus X Damage and X Critical Damage Rating for each Debuff on the opponent.
• If the opponent has 4 or more Debuffs, inlifct Stun for 2.5 seconds.
• If the opponent has 150 Passive Webbing Debuffs or more, Spiderman gains a non-stacking 30% Power Efficiency and inflicts a non-stacking Armor Break for 10 seconds.
☆ Special Attack 3
• Inflicts 20 Webbing Debuff on the opponent. If Webbing is on cooldown, it is reset.
☆ Signature Ability
☆ Precise - Persistent Charge: If Spiderman doesn't have Permanent Precision Buffs when the fights ends, gain 2 Precise Persistent Charges. Gains X% (base on SA level) Persistent Charge base on his current Permanent Precision Buffs when the fight ends. For every 10 charges, he has +X(base on SA level) Critical Damage Rating. Max 50 charges.
▪︎Spiderman shrugs off any Buff inflicted by the opponent.
▪︎ Spiderman has 15% chance to Evade attacks. This increases by 10% for every bar of power on the opponent. Max 35%.
▪︎ Spiderman has X%- X%(base on SA level) to Evade Projectile and Unblockable attacks. This is disabled if Spiderman has 4 or more Damaging Debuffs.
▪︎ When Spiderman would Parry, he instead Evade and counter attack the opponent by shooting web dealing 0 Damage and inflicts 1 Passive Webbing Debuff. This goes on cooldown for 10 seconds.
☆ Gameplay
• Save up to near 3 bars of power then fire webs, use all the power. When you inflict all those Debuffs, you get extra % combat power rate per each Debuff. It'd be easy to get those power back. Also you get Precision Buffs for 10 seconds, now you can land Crits more and you can get more power faster. While aiming for 200 Webbing Debuffs, spam SP 1 to inflict 4 max Physical Vulnerabilities. You get this fast because of the +Combat Power Rate per Debuff. Then use Heavy attacks at some point to pause the Debuffs. Better after Parry so they're pause for 5 seconds and has +1 additional Webbing on the opponent. Each Debuff lasts 10 seconds. And when opponent's at 50+ Webbing, they last 2 seconds longer and becomes 6 max each. By this point, opponent's Webbing would be at 120+ now which grants Spidey 10 Permanent Passive Precisions. He's most likely striking lots of Critical Hits at this point. At 160+, opponent suffer -25% Combat Power Rate. This is when it gets fun. Stunned opponents has -50% Combat Power Rate from his original Passive Ability. At this point, when you Stun them, they get -75% Combat Power Rate. You can spam Parry + Heavy and SP 2 since at 160+ Webbing, your SP2 has 30% Power Efficiency. This is where Spidey becomes menacing. At 200 Webbing, he gets more stuff and when the Webbing starts to dissolve, you lose the extra Combat Power Rate just for balance.
The Signature Ability will empower him in big quests. He gets great Critical Rating and Critical Damage Rating ramp ups and every 80+Webbing Debuffs when he gets Pierce Buff. He also gets Evasion which is great! He also counters nodes and opponents that inflicts Buffs on him.
For balance, set his Critical Rating to very low.











