Thoughts on this guy.

R1s02R1s02 Member Posts: 274 ★★
He got buffed recently and Is quite fun to play with, tho what are his uses.

Comments

  • RakeYoungRakeYoung Member Posts: 474 ★★★
    i absolutely love DDHK and took him to r3 as a 6* unduped.

    he's immune to regen reversal(Spectre,Petrify) and also Miss(Falter,Tunnel Vision, ProfX, Ebony Maw, etc.)


    for those 2 reasons alone i took him to r3, most hate on him cause he's terrible with suicides and doesnt have massive damage out of the gate but he def has his uses for me.


    but most of all because he's fun, rank up the champs you like, otherwise the game becomes stale.
  • MegaSkater67MegaSkater67 Member Posts: 1,392 ★★★★

    oy @MegaSkater67 whens the MegaSkater’s Guide to MCOC come out

    It’s errr... coming soon, in time for bases
  • Killswitch01Killswitch01 Member Posts: 690 ★★★

    oy @MegaSkater67 whens the MegaSkater’s Guide to MCOC come out

    It’s errr... coming soon, in time for bases
    Could u do a guide on iHulk @MegaSkater67
  • MegaSkater67MegaSkater67 Member Posts: 1,392 ★★★★

    oy @MegaSkater67 whens the MegaSkater’s Guide to MCOC come out

    It’s errr... coming soon, in time for bases
    Could u do a guide on iHulk @MegaSkater67
    If I can pull a 5 or 6 star at some point possibly. I still don’t actually have him
  • CrcrcrcCrcrcrc Member Posts: 8,030 ★★★★★
    edited May 2021
    BuffBeast said:

    oy @MegaSkater67 whens the MegaSkater’s Guide to MCOC come out

    It’s errr... coming soon, in time for bases
    Could u do a guide on iHulk @-MegaSkater67
    Are you saying there’s someone who knows iHulk better than @ Crcrcrc
    Nobody actually remembers the fact I made a guide already and everyone seems determined to hate on iHulk, so tbh I don't even know what to say to people anymore
  • BuffBeastBuffBeast Member Posts: 1,075 ★★★★
    Crcrcrc said:

    BuffBeast said:

    oy @MegaSkater67 whens the MegaSkater’s Guide to MCOC come out

    It’s errr... coming soon, in time for bases
    Could u do a guide on iHulk @-MegaSkater67
    Are you saying there’s someone who knows iHulk better than @ Crcrcrc
    Nobody actually remembers the fact I made a guide already and everyone seems determined to hate on iHulk, so tbh I don't even know what to say to people anymore
    I remember it, but it said part 1 so I guess people forgot cause there’s no part 2
  • Killswitch01Killswitch01 Member Posts: 690 ★★★
    edited May 2021
    Crcrcrc said:

    BuffBeast said:

    oy @MegaSkater67 whens the MegaSkater’s Guide to MCOC come out

    It’s errr... coming soon, in time for bases
    Could u do a guide on iHulk @-MegaSkater67
    Are you saying there’s someone who knows iHulk better than @ Crcrcrc
    Nobody actually remembers the fact I made a guide already and everyone seems determined to hate on iHulk, so tbh I don't even know what to say to people anymore
    I actually don't know that actually exists 😂...
    Maybe drop a link or something

    This also kinda explains why everyone seems to tag you when someone pulls ihulk @Crcrcrc
  • CrcrcrcCrcrcrc Member Posts: 8,030 ★★★★★
    BuffBeast said:

    Crcrcrc said:

    BuffBeast said:

    oy @MegaSkater67 whens the MegaSkater’s Guide to MCOC come out

    It’s errr... coming soon, in time for bases
    Could u do a guide on iHulk @-MegaSkater67
    Are you saying there’s someone who knows iHulk better than @ Crcrcrc
    Nobody actually remembers the fact I made a guide already and everyone seems determined to hate on iHulk, so tbh I don't even know what to say to people anymore
    I remember it, but it said part 1 so I guess people forgot cause there’s no part 2
    Don't worry, part 2's coming, although in a different way than everyone expects...
  • BuffBeastBuffBeast Member Posts: 1,075 ★★★★
    Crcrcrc said:

    BuffBeast said:

    Crcrcrc said:

    BuffBeast said:

    oy @MegaSkater67 whens the MegaSkater’s Guide to MCOC come out

    It’s errr... coming soon, in time for bases
    Could u do a guide on iHulk @-MegaSkater67
    Are you saying there’s someone who knows iHulk better than @ Crcrcrc
    Nobody actually remembers the fact I made a guide already and everyone seems determined to hate on iHulk, so tbh I don't even know what to say to people anymore
    I remember it, but it said part 1 so I guess people forgot cause there’s no part 2
    Don't worry, part 2's coming, although in a different way than everyone expects...
    I’ll be on the lookout for it! I need to use my iHulk more
  • MrInsanityMrInsanity Member Posts: 1,539 ★★★★
    Crcrcrc said:

    BuffBeast said:

    oy @MegaSkater67 whens the MegaSkater’s Guide to MCOC come out

    It’s errr... coming soon, in time for bases
    Could u do a guide on iHulk @-MegaSkater67
    Are you saying there’s someone who knows iHulk better than @ Crcrcrc
    Nobody actually remembers the fact I made a guide already and everyone seems determined to hate on iHulk, so tbh I don't even know what to say to people anymore
    Hey @Crcrcrc (want to tag to make sure you see this lol) I saw iHulk's synergies and I'm pretty sure there is a god tier synergy for him that makes him op. If you get the Dormammu synergy, he starts at 50% health and if you get the Guardian+Wolverine synergy the first 3 blocks are perfect blocks.

    This allows you to get an MM combo + an MLLLM on one parry since the stun is increased due to 100% perfect block chance, so after starting the match with 1 intercept MM then doing 3 parries you would have 14 rage stacks, and then you would trigger immortality and be close to an SP2 so you could heavy and fire off the sp2 granting a lot of damage.

    So a fight would be: MM intercept, then parry MLLLM, parry MLLLM, parry MLLLM, trigger immortality somehow probably from the mediums killing yourself which would allow you to ramp up more, then throw an SP2
    What do you think?
  • CrcrcrcCrcrcrc Member Posts: 8,030 ★★★★★

    Crcrcrc said:

    BuffBeast said:

    oy @MegaSkater67 whens the MegaSkater’s Guide to MCOC come out

    It’s errr... coming soon, in time for bases
    Could u do a guide on iHulk @-MegaSkater67
    Are you saying there’s someone who knows iHulk better than @ Crcrcrc
    Nobody actually remembers the fact I made a guide already and everyone seems determined to hate on iHulk, so tbh I don't even know what to say to people anymore
    Hey @ Crcrcrc (want to tag to make sure you see this lol) I saw iHulk's synergies and I'm pretty sure there is a god tier synergy for him that makes him op. If you get the Dormammu synergy, he starts at 50% health and if you get the Guardian+Wolverine synergy the first 3 blocks are perfect blocks.

    This allows you to get an MM combo + an MLLLM on one parry since the stun is increased due to 100% perfect block chance, so after starting the match with 1 intercept MM then doing 3 parries you would have 14 rage stacks, and then you would trigger immortality and be close to an SP2 so you could heavy and fire off the sp2 granting a lot of damage.

    So a fight would be: MM intercept, then parry MLLLM, parry MLLLM, parry MLLLM, trigger immortality somehow probably from the mediums killing yourself which would allow you to ramp up more, then throw an SP2
    What do you think?
    You know what, that sounds like a really, really good idea. I usually stay away from that synergy for more sustainability, but that would actually make it really helpful. I'll have to test that out. Luckily I have a 5* Dormammu
  • MrInsanityMrInsanity Member Posts: 1,539 ★★★★
    Crcrcrc said:

    Crcrcrc said:

    BuffBeast said:

    oy @MegaSkater67 whens the MegaSkater’s Guide to MCOC come out

    It’s errr... coming soon, in time for bases
    Could u do a guide on iHulk @-MegaSkater67
    Are you saying there’s someone who knows iHulk better than @ Crcrcrc
    Nobody actually remembers the fact I made a guide already and everyone seems determined to hate on iHulk, so tbh I don't even know what to say to people anymore
    Hey @ Crcrcrc (want to tag to make sure you see this lol) I saw iHulk's synergies and I'm pretty sure there is a god tier synergy for him that makes him op. If you get the Dormammu synergy, he starts at 50% health and if you get the Guardian+Wolverine synergy the first 3 blocks are perfect blocks.

    This allows you to get an MM combo + an MLLLM on one parry since the stun is increased due to 100% perfect block chance, so after starting the match with 1 intercept MM then doing 3 parries you would have 14 rage stacks, and then you would trigger immortality and be close to an SP2 so you could heavy and fire off the sp2 granting a lot of damage.

    So a fight would be: MM intercept, then parry MLLLM, parry MLLLM, parry MLLLM, trigger immortality somehow probably from the mediums killing yourself which would allow you to ramp up more, then throw an SP2
    What do you think?
    You know what, that sounds like a really, really good idea. I usually stay away from that synergy for more sustainability, but that would actually make it really helpful. I'll have to test that out. Luckily I have a 5* Dormammu
    Keep me posted :)
  • HoitadoHoitado Member Posts: 3,753 ★★★★★

    # Synergies

    Daredevil doesn’t really need any of his synergies to be useful, but he does have some really good ones available to him. For me personally, I’m quite fortunate that many of his synergies are with champions that I use on a regular basis. He has four unique synergies, three of which are extremely valuable and he also has two standard synergies as well. 

    Standard Synergies:

    * Teammates Level three: When paired with Luke Cage or Iron Fist all champions on your team have 5% increased perfect block chance
    * Nemesis Level three: When paired with Kingpin or Mysterio all champions gain 6% attack. This one is a bit more useful as Kingpin also has a unique synergy with Daredevil as well. Daredevil will have a 50% chance to gain a five second rage debuff whenever he would block or be struck by an attack. If you wanted to reach sixteen hits quickly, this synergy would be a great way to do it as each one he triggers will be shrugged off, adding five hits to the combo meter each time that happens. Kingpin would gain 15% attack rating whilst unstoppable and can’t be evaded through the use of passive abilities whilst unstoppable is active. You’ll find this synergy in Kingpin’s champion information page in game. 

    Unique Synergies:

    * Fisk’s downfall: This is my favourite synergy overall, it’s fantastic for controlling your combo meter and brings a new level of utility altogether. When Spider-Gwen or Punisher (the original version, not 2099) are on the team, Daredevil gains his own ‘miss’ mechanic. When charging a heavy attack, any incoming enemy attacks will miss daredevil for 1.5 seconds. That may not sound like much but you can get very creative with this synergy. The most obvious use for this one is to throw heavy attacks safely into the opponent’s block or mid combo, giving you an easy opening to drop your combo meter by ten hits. What’s even more interesting is that you can actually use this to avoid entire special attacks. If you time it correctly, you can charge a heavy when the opponent is using a special attack and completely ignore the damage. It’s extremely useful for hard to evade specials or those consisting of a lot of hits, like a winter soldier SP2 or War Machine SP1. You can use it for almost any special attack in the game, especially if you combine it with dexterity or blocking. Coupled with his regeneration from rage debuffs, this synergy can be a brilliant way to make himself more sustainable. If you’re worried about the recovery time of a heavy attack being punishable by the opponent don’t be, the miss ability remains active for 1.5 seconds no matter what you do. You don’t need to wait for their attack to end before letting go, you can release it immediately and play the heavy attack animation whilst they’re still mid-special. You’ll be completely safe by doing it that way and free to block or dash back if you wish to do so. Alternatively, you may be able to punish their special attack whilst they are recovering from that instead. The bonuses for Spider-Gwen and Punisher are much more straightforward, Gwen will gain an extra 3% attack rating per Spider-Sense charge whilst Punisher gains 10% attack rating and 50% fury buff duration. The attack increase for Gwen can be particularly good if you're running the Gwenom rising synergy for her as well, which adds a further 10% base attack per Spider-Sense charge and increases the cap to six charges, not five. She can hit very hard when fully ramped up, she’s one of my most used champions, so I’m really glad that she gets this extra synergy from Daredevil. 
    * Secret of the hand: Another huge bonus for Daredevil. Whenever Psylocke or Elektra are present on the team with him, he can inflict a non-stacking twelve second disorient debuff on his opponent when they get knocked down. Disorient will reduce the opponent’s block proficiency and defensive ability accuracy by 35% each. Again, that may not seem too impressive at first glance, but if you couple this with the ability accuracy reduction of Stick’s Apprentice, you can actually achieve a 100% reduction and maintain it for the full duration of the fight. As long as you keep watching the combo meter and throw a special attack or a heavy attack at regular intervals, there’s essentially no cooldown to it. Think of it like Falcon’s lock on ability, since falcon got a buff, he’s been pretty widely regarded as one of the most useful skill champions available and for good reason. 100% Ability accuracy reduction is incredibly powerful and can be used to shut down a lot of abilities and nodes. Daredevil is capable of achieving this for the entire fight without the need to wait for a cooldown. Now I’m not going to say this is better than Falcon’s for a few reasons. The first one being that you would need to reach a combo of sixteen hits before this can be applied and the second one being that it requires a synergy. But either way, that for me is a very impressive piece of utility and certainly something that Daredevil should be recognised for. This method could be a great alternative if you have Daredevil but don’t have Falcon in your roster. The only other place falcon would be superior is when facing a debuff immunity node, as you won’t be able to apply the disorient debuff in these situations. In return, Elektra will gain an additional 20% power when landing critical hits and Psylocke has a 25% increase to her special attack damage. 
    * Rule of Law: If you’re a fan of She-Hulk, this one might be quite nice for you. Champions involved in this synergy will gain 10% increased attack rating and Daredevil (Hell’s Kitchen) will have a 20% chance to inflict a stun debuff with his special attacks. The synergy champions are Ronan, She-Hulk and Daredevil (Classic), but they don’t receive any other benefits aside from the increase in attack rating.
    * Strength of Martyrs: When Nightcrawler, Ghost Rider or Captain America (the original version) are on the team, Daredevil will gain a 60% increase to his cruelty buff duration and potency at the cost of an additional five hits from the combo meter. Synergy champions will benefit from a 10% health increase as well. I personally wouldn’t ever use this synergy; I think it makes controlling his combo meter unnecessarily more difficult and the payoff doesn’t really justify that. It could potentially be useful in a couple of situations, but overall, it’s just not worth worrying about. 

    # Playstyles

    With Daredevil, you want to be switching modes as often as you can to maximise damage in a standard fight. For others, it may be more beneficial to stay in one of them rather than using both, an example of that would be void as I explained earlier. For most fights though, you’ll want to build up to sixteen hits as quickly as you can. After reaching that point, you’ll switch over to Stick’s Apprentice and gain a rage debuff if your Daredevil is awakened. You should notice a small damage increase now if that’s the case and if you have any missing health, you’ll then start healing up from the willpower mastery as well. There are two things you can do now depending on what you would prefer to go for. If you throw the SP2 early and your combo count falls below sixteen hits as a result, you will immediately shrug off the SP2 rage debuff and get a fury buff without the delay. If you continue to build your combo meter so that you stay at sixteen hits or more after the SP2, you will instead gain the twelve second rage debuff (a great way to get the healing if you don’t have the signature ability). When the rage debuff expires, it will automatically activate a fury buff. By keeping that delay, it can make it much easier to keep the fury buff up during your next special attack for increased damage. It’s still possible to do that without keeping the delay, but you can actually combine the two methods to get two stacks of fury by alternating. So, for your first SP2, if you stay above sixteen hits and delay your fury, you can then throw a second SP2 falling below sixteen hits to activate another fury buff on top of it. To ensure you do fall below sixteen hits, throw a heavy attack prior to using your second SP2 to check that your combo meter is at thirty or less hits at the time of the special attack. A likely outcome of this is that by consuming the rage quickly, you’ll instantly be pushed over sixteen hits again, resulting in two fury buffs at once and a rage debuff giving even more attack rating. The heavy attack will also mean that you have at least one cruelty buff active and by returning to Stick’s Apprentice mode, your critical hit rating will passively increase on top of that. Bleed debuffs from the second special attack will be stronger as a result of the first fury buff too, giving daredevil a very decent damage output overall. It’s nothing game breaking, but it’s certainly not bad by any means, my critical medium attacks will often be between 6,500 and 8,000 damage in this situation depending on class relationships, nodes, resistances and so on. 

    In longer fights you will want to play a little differently. Before going into the SP2 rotation you’ll want to start off with a SP3. The reason for that is that you’ll gain a significant increase in damage throughout the fight due to the righteous wrath passive. It will enable your basic attacks to do considerably more damage than normal, which is only amplified by the fury buffs and rage debuffs you’ll pick up later in the fight. After using a SP3 you’ll want to get back to using SP2s until the righteous wrath passive is coming to an end. It’s always good to try and have another SP3 ready for it ending so that you can reactivate it straight away, but it’s rare that this will be necessary as fights usually aren’t that long. The seventy second duration gives you more than enough time to get most opponents down. 

    When ability accuracy reduction is a priority for you in a certain situation, you’ll want to be at sixteen hits as quickly as possible. SP1 can play a big part in this, it consists of seven hits and can get you across that threshold quite easily. If you can successfully land a normal six-hit combo (his second medium hits twice) and then chain into the SP1 you have thirteen hits from that alone. You lose damage by using this method but it gives you access to that important piece of utility when you need it. It’s also a great method to use for unusual nodes like ‘crit me with your best shot’ due to the precision buff you get from the SP1 and precision passive from Stick’s Apprentice. If you aggressively combine SP1 with frequent heavy attacks, you’ll be able to switch modes constantly and stack up the rage debuffs whilst stacking the precision and cruelty buffs at the same time. The increased critical hit rate will help you deal with the node and the cruelty will try to compensate for some of that lost damage by not going for the SP2 or SP3. 

    # Strong Matchups

    * Anything where ability accuracy reduction is concerned: Autoblock, evade, explosive personality etc
    * Alliance wars. He can be a good attacker and defender on path 5. He’s a regular on my offence team due to his ‘miss’ synergy with Gwen for section one. He’s also great when M.O.D.O.K. is placed in section two as well. His ability accuracy reduction can disable the protection in both sections, removing the need to knock down or intercept your opponent. As a defender he could shrug off stun debuffs from parry, making it more difficult to land a heavy attack against him. 
    * A good counter to Aarkus and Void as explained above. Other tricky opponents like Thing, Killmonger, Korg and many more.
    * Buffet: Daredevil does have buffs, but he has full control over when he activates them. If you only use SP3 attacks and refrain from using any heavy attacks, the only buff he will gain is the precision from dexterity.
    * Masochism: Similar reasons to buffet. He has up to three debuffs that he can apply, bleed, parry stun and disorient with the Psylocke/Elektra synergy. If you avoid parry and stay away from SP2, he can easily bypass masochism nodes.
    * Any fight where thorn-like damage is present, his signature ability and ability accuracy reduction work well together to avoid that. At signature level 200, he will be able to completely negate this damage.

    Naturally, there are a lot more situations where he can be a great asset to your team but these are just a few examples of where he can be beneficial. As you continue to use him, you’ll start to see more and more fights that he would be good at. 

    # Final thoughts

    Overall, I think the Daredevil buff was a great success personally. In my opinion, he’s not overpowered but at the same time he’s a very useful champion to have and for me, that reflects the character well with the types of things he would take on. He’s one of my favourite Marvel characters and it’s great that I now thoroughly enjoy using him in the Contest as well. Hopefully, after reading this, more people will be able to feel the same way as I’m sure he’s also a favourite to many others. He may surprise you after you become more familiar with what he’s capable of.



    I wish I had that much free time
  • CrcrcrcCrcrcrc Member Posts: 8,030 ★★★★★

    Crcrcrc said:

    Crcrcrc said:

    BuffBeast said:

    oy @MegaSkater67 whens the MegaSkater’s Guide to MCOC come out

    It’s errr... coming soon, in time for bases
    Could u do a guide on iHulk @-MegaSkater67
    Are you saying there’s someone who knows iHulk better than @ Crcrcrc
    Nobody actually remembers the fact I made a guide already and everyone seems determined to hate on iHulk, so tbh I don't even know what to say to people anymore
    Hey @ Crcrcrc (want to tag to make sure you see this lol) I saw iHulk's synergies and I'm pretty sure there is a god tier synergy for him that makes him op. If you get the Dormammu synergy, he starts at 50% health and if you get the Guardian+Wolverine synergy the first 3 blocks are perfect blocks.

    This allows you to get an MM combo + an MLLLM on one parry since the stun is increased due to 100% perfect block chance, so after starting the match with 1 intercept MM then doing 3 parries you would have 14 rage stacks, and then you would trigger immortality and be close to an SP2 so you could heavy and fire off the sp2 granting a lot of damage.

    So a fight would be: MM intercept, then parry MLLLM, parry MLLLM, parry MLLLM, trigger immortality somehow probably from the mediums killing yourself which would allow you to ramp up more, then throw an SP2
    What do you think?
    You know what, that sounds like a really, really good idea. I usually stay away from that synergy for more sustainability, but that would actually make it really helpful. I'll have to test that out. Luckily I have a 5* Dormammu
    Keep me posted :)
    https://m.youtube.com/watch?v=8lWeOoddZW8
    @MrInsanity wow, this actually ramps him up super fast. I could have survived, but I was curious how much damage I could do if I went full kamikaze insane mode.
  • MegaSkater67MegaSkater67 Member Posts: 1,392 ★★★★
    Hoitado said:

    # Synergies

    Daredevil doesn’t really need any of his synergies to be useful, but he does have some really good ones available to him. For me personally, I’m quite fortunate that many of his synergies are with champions that I use on a regular basis. He has four unique synergies, three of which are extremely valuable and he also has two standard synergies as well. 

    Standard Synergies:

    * Teammates Level three: When paired with Luke Cage or Iron Fist all champions on your team have 5% increased perfect block chance
    * Nemesis Level three: When paired with Kingpin or Mysterio all champions gain 6% attack. This one is a bit more useful as Kingpin also has a unique synergy with Daredevil as well. Daredevil will have a 50% chance to gain a five second rage debuff whenever he would block or be struck by an attack. If you wanted to reach sixteen hits quickly, this synergy would be a great way to do it as each one he triggers will be shrugged off, adding five hits to the combo meter each time that happens. Kingpin would gain 15% attack rating whilst unstoppable and can’t be evaded through the use of passive abilities whilst unstoppable is active. You’ll find this synergy in Kingpin’s champion information page in game. 

    Unique Synergies:

    * Fisk’s downfall: This is my favourite synergy overall, it’s fantastic for controlling your combo meter and brings a new level of utility altogether. When Spider-Gwen or Punisher (the original version, not 2099) are on the team, Daredevil gains his own ‘miss’ mechanic. When charging a heavy attack, any incoming enemy attacks will miss daredevil for 1.5 seconds. That may not sound like much but you can get very creative with this synergy. The most obvious use for this one is to throw heavy attacks safely into the opponent’s block or mid combo, giving you an easy opening to drop your combo meter by ten hits. What’s even more interesting is that you can actually use this to avoid entire special attacks. If you time it correctly, you can charge a heavy when the opponent is using a special attack and completely ignore the damage. It’s extremely useful for hard to evade specials or those consisting of a lot of hits, like a winter soldier SP2 or War Machine SP1. You can use it for almost any special attack in the game, especially if you combine it with dexterity or blocking. Coupled with his regeneration from rage debuffs, this synergy can be a brilliant way to make himself more sustainable. If you’re worried about the recovery time of a heavy attack being punishable by the opponent don’t be, the miss ability remains active for 1.5 seconds no matter what you do. You don’t need to wait for their attack to end before letting go, you can release it immediately and play the heavy attack animation whilst they’re still mid-special. You’ll be completely safe by doing it that way and free to block or dash back if you wish to do so. Alternatively, you may be able to punish their special attack whilst they are recovering from that instead. The bonuses for Spider-Gwen and Punisher are much more straightforward, Gwen will gain an extra 3% attack rating per Spider-Sense charge whilst Punisher gains 10% attack rating and 50% fury buff duration. The attack increase for Gwen can be particularly good if you're running the Gwenom rising synergy for her as well, which adds a further 10% base attack per Spider-Sense charge and increases the cap to six charges, not five. She can hit very hard when fully ramped up, she’s one of my most used champions, so I’m really glad that she gets this extra synergy from Daredevil. 
    * Secret of the hand: Another huge bonus for Daredevil. Whenever Psylocke or Elektra are present on the team with him, he can inflict a non-stacking twelve second disorient debuff on his opponent when they get knocked down. Disorient will reduce the opponent’s block proficiency and defensive ability accuracy by 35% each. Again, that may not seem too impressive at first glance, but if you couple this with the ability accuracy reduction of Stick’s Apprentice, you can actually achieve a 100% reduction and maintain it for the full duration of the fight. As long as you keep watching the combo meter and throw a special attack or a heavy attack at regular intervals, there’s essentially no cooldown to it. Think of it like Falcon’s lock on ability, since falcon got a buff, he’s been pretty widely regarded as one of the most useful skill champions available and for good reason. 100% Ability accuracy reduction is incredibly powerful and can be used to shut down a lot of abilities and nodes. Daredevil is capable of achieving this for the entire fight without the need to wait for a cooldown. Now I’m not going to say this is better than Falcon’s for a few reasons. The first one being that you would need to reach a combo of sixteen hits before this can be applied and the second one being that it requires a synergy. But either way, that for me is a very impressive piece of utility and certainly something that Daredevil should be recognised for. This method could be a great alternative if you have Daredevil but don’t have Falcon in your roster. The only other place falcon would be superior is when facing a debuff immunity node, as you won’t be able to apply the disorient debuff in these situations. In return, Elektra will gain an additional 20% power when landing critical hits and Psylocke has a 25% increase to her special attack damage. 
    * Rule of Law: If you’re a fan of She-Hulk, this one might be quite nice for you. Champions involved in this synergy will gain 10% increased attack rating and Daredevil (Hell’s Kitchen) will have a 20% chance to inflict a stun debuff with his special attacks. The synergy champions are Ronan, She-Hulk and Daredevil (Classic), but they don’t receive any other benefits aside from the increase in attack rating.
    * Strength of Martyrs: When Nightcrawler, Ghost Rider or Captain America (the original version) are on the team, Daredevil will gain a 60% increase to his cruelty buff duration and potency at the cost of an additional five hits from the combo meter. Synergy champions will benefit from a 10% health increase as well. I personally wouldn’t ever use this synergy; I think it makes controlling his combo meter unnecessarily more difficult and the payoff doesn’t really justify that. It could potentially be useful in a couple of situations, but overall, it’s just not worth worrying about. 

    # Playstyles

    With Daredevil, you want to be switching modes as often as you can to maximise damage in a standard fight. For others, it may be more beneficial to stay in one of them rather than using both, an example of that would be void as I explained earlier. For most fights though, you’ll want to build up to sixteen hits as quickly as you can. After reaching that point, you’ll switch over to Stick’s Apprentice and gain a rage debuff if your Daredevil is awakened. You should notice a small damage increase now if that’s the case and if you have any missing health, you’ll then start healing up from the willpower mastery as well. There are two things you can do now depending on what you would prefer to go for. If you throw the SP2 early and your combo count falls below sixteen hits as a result, you will immediately shrug off the SP2 rage debuff and get a fury buff without the delay. If you continue to build your combo meter so that you stay at sixteen hits or more after the SP2, you will instead gain the twelve second rage debuff (a great way to get the healing if you don’t have the signature ability). When the rage debuff expires, it will automatically activate a fury buff. By keeping that delay, it can make it much easier to keep the fury buff up during your next special attack for increased damage. It’s still possible to do that without keeping the delay, but you can actually combine the two methods to get two stacks of fury by alternating. So, for your first SP2, if you stay above sixteen hits and delay your fury, you can then throw a second SP2 falling below sixteen hits to activate another fury buff on top of it. To ensure you do fall below sixteen hits, throw a heavy attack prior to using your second SP2 to check that your combo meter is at thirty or less hits at the time of the special attack. A likely outcome of this is that by consuming the rage quickly, you’ll instantly be pushed over sixteen hits again, resulting in two fury buffs at once and a rage debuff giving even more attack rating. The heavy attack will also mean that you have at least one cruelty buff active and by returning to Stick’s Apprentice mode, your critical hit rating will passively increase on top of that. Bleed debuffs from the second special attack will be stronger as a result of the first fury buff too, giving daredevil a very decent damage output overall. It’s nothing game breaking, but it’s certainly not bad by any means, my critical medium attacks will often be between 6,500 and 8,000 damage in this situation depending on class relationships, nodes, resistances and so on. 

    In longer fights you will want to play a little differently. Before going into the SP2 rotation you’ll want to start off with a SP3. The reason for that is that you’ll gain a significant increase in damage throughout the fight due to the righteous wrath passive. It will enable your basic attacks to do considerably more damage than normal, which is only amplified by the fury buffs and rage debuffs you’ll pick up later in the fight. After using a SP3 you’ll want to get back to using SP2s until the righteous wrath passive is coming to an end. It’s always good to try and have another SP3 ready for it ending so that you can reactivate it straight away, but it’s rare that this will be necessary as fights usually aren’t that long. The seventy second duration gives you more than enough time to get most opponents down. 

    When ability accuracy reduction is a priority for you in a certain situation, you’ll want to be at sixteen hits as quickly as possible. SP1 can play a big part in this, it consists of seven hits and can get you across that threshold quite easily. If you can successfully land a normal six-hit combo (his second medium hits twice) and then chain into the SP1 you have thirteen hits from that alone. You lose damage by using this method but it gives you access to that important piece of utility when you need it. It’s also a great method to use for unusual nodes like ‘crit me with your best shot’ due to the precision buff you get from the SP1 and precision passive from Stick’s Apprentice. If you aggressively combine SP1 with frequent heavy attacks, you’ll be able to switch modes constantly and stack up the rage debuffs whilst stacking the precision and cruelty buffs at the same time. The increased critical hit rate will help you deal with the node and the cruelty will try to compensate for some of that lost damage by not going for the SP2 or SP3. 

    # Strong Matchups

    * Anything where ability accuracy reduction is concerned: Autoblock, evade, explosive personality etc
    * Alliance wars. He can be a good attacker and defender on path 5. He’s a regular on my offence team due to his ‘miss’ synergy with Gwen for section one. He’s also great when M.O.D.O.K. is placed in section two as well. His ability accuracy reduction can disable the protection in both sections, removing the need to knock down or intercept your opponent. As a defender he could shrug off stun debuffs from parry, making it more difficult to land a heavy attack against him. 
    * A good counter to Aarkus and Void as explained above. Other tricky opponents like Thing, Killmonger, Korg and many more.
    * Buffet: Daredevil does have buffs, but he has full control over when he activates them. If you only use SP3 attacks and refrain from using any heavy attacks, the only buff he will gain is the precision from dexterity.
    * Masochism: Similar reasons to buffet. He has up to three debuffs that he can apply, bleed, parry stun and disorient with the Psylocke/Elektra synergy. If you avoid parry and stay away from SP2, he can easily bypass masochism nodes.
    * Any fight where thorn-like damage is present, his signature ability and ability accuracy reduction work well together to avoid that. At signature level 200, he will be able to completely negate this damage.

    Naturally, there are a lot more situations where he can be a great asset to your team but these are just a few examples of where he can be beneficial. As you continue to use him, you’ll start to see more and more fights that he would be good at. 

    # Final thoughts

    Overall, I think the Daredevil buff was a great success personally. In my opinion, he’s not overpowered but at the same time he’s a very useful champion to have and for me, that reflects the character well with the types of things he would take on. He’s one of my favourite Marvel characters and it’s great that I now thoroughly enjoy using him in the Contest as well. Hopefully, after reading this, more people will be able to feel the same way as I’m sure he’s also a favourite to many others. He may surprise you after you become more familiar with what he’s capable of.



    I wish I had that much free time
    I don’t have that much free time haha, I wrote it a little bit at a time over 4 weeks. Around 7-8 hours total I think it was. Done something similar for quite a few other characters too
  • MrInsanityMrInsanity Member Posts: 1,539 ★★★★
    Crcrcrc said:

    Crcrcrc said:

    Crcrcrc said:

    BuffBeast said:

    oy @MegaSkater67 whens the MegaSkater’s Guide to MCOC come out

    It’s errr... coming soon, in time for bases
    Could u do a guide on iHulk @-MegaSkater67
    Are you saying there’s someone who knows iHulk better than @ Crcrcrc
    Nobody actually remembers the fact I made a guide already and everyone seems determined to hate on iHulk, so tbh I don't even know what to say to people anymore
    Hey @ Crcrcrc (want to tag to make sure you see this lol) I saw iHulk's synergies and I'm pretty sure there is a god tier synergy for him that makes him op. If you get the Dormammu synergy, he starts at 50% health and if you get the Guardian+Wolverine synergy the first 3 blocks are perfect blocks.

    This allows you to get an MM combo + an MLLLM on one parry since the stun is increased due to 100% perfect block chance, so after starting the match with 1 intercept MM then doing 3 parries you would have 14 rage stacks, and then you would trigger immortality and be close to an SP2 so you could heavy and fire off the sp2 granting a lot of damage.

    So a fight would be: MM intercept, then parry MLLLM, parry MLLLM, parry MLLLM, trigger immortality somehow probably from the mediums killing yourself which would allow you to ramp up more, then throw an SP2
    What do you think?
    You know what, that sounds like a really, really good idea. I usually stay away from that synergy for more sustainability, but that would actually make it really helpful. I'll have to test that out. Luckily I have a 5* Dormammu
    Keep me posted :)
    https://m.youtube.com/watch?v=8lWeOoddZW8
    MrInsanity wow, this actually ramps him up super fast. I could have survived, but I was curious how much damage I could do if I went full kamikaze insane mode.
    Dang, that's a lot of damage. Even without suicides that's like 400k damage or so?
  • CrcrcrcCrcrcrc Member Posts: 8,030 ★★★★★

    Crcrcrc said:

    Crcrcrc said:

    Crcrcrc said:

    BuffBeast said:

    oy @MegaSkater67 whens the MegaSkater’s Guide to MCOC come out

    It’s errr... coming soon, in time for bases
    Could u do a guide on iHulk @-MegaSkater67
    Are you saying there’s someone who knows iHulk better than @ Crcrcrc
    Nobody actually remembers the fact I made a guide already and everyone seems determined to hate on iHulk, so tbh I don't even know what to say to people anymore
    Hey @ Crcrcrc (want to tag to make sure you see this lol) I saw iHulk's synergies and I'm pretty sure there is a god tier synergy for him that makes him op. If you get the Dormammu synergy, he starts at 50% health and if you get the Guardian+Wolverine synergy the first 3 blocks are perfect blocks.

    This allows you to get an MM combo + an MLLLM on one parry since the stun is increased due to 100% perfect block chance, so after starting the match with 1 intercept MM then doing 3 parries you would have 14 rage stacks, and then you would trigger immortality and be close to an SP2 so you could heavy and fire off the sp2 granting a lot of damage.

    So a fight would be: MM intercept, then parry MLLLM, parry MLLLM, parry MLLLM, trigger immortality somehow probably from the mediums killing yourself which would allow you to ramp up more, then throw an SP2
    What do you think?
    You know what, that sounds like a really, really good idea. I usually stay away from that synergy for more sustainability, but that would actually make it really helpful. I'll have to test that out. Luckily I have a 5* Dormammu
    Keep me posted :)
    https://m.youtube.com/watch?v=8lWeOoddZW8
    MrInsanity wow, this actually ramps him up super fast. I could have survived, but I was curious how much damage I could do if I went full kamikaze insane mode.
    Dang, that's a lot of damage. Even without suicides that's like 400k damage or so?
    Yeah, it was at least 350k in 50 hits without suicides, and this playstyle is really suicide friendly, so you could probably get a record time solo with them on
  • DaddriedaDaddrieda Member Posts: 1,744 ★★★★
    Oh no no, I ain’t reading that novel...
  • SpideyFunkoSpideyFunko Member Posts: 21,972 ★★★★★
    Crcrcrc said:

    Crcrcrc said:

    Crcrcrc said:

    BuffBeast said:

    oy @MegaSkater67 whens the MegaSkater’s Guide to MCOC come out

    It’s errr... coming soon, in time for bases
    Could u do a guide on iHulk @-MegaSkater67
    Are you saying there’s someone who knows iHulk better than @Crcrcrc
    Nobody actually remembers the fact I made a guide already and everyone seems determined to hate on iHulk, so tbh I don't even know what to say to people anymore
    Hey @ Crcrcrc (want to tag to make sure you see this lol) I saw iHulk's synergies and I'm pretty sure there is a god tier synergy for him that makes him op. If you get the Dormammu synergy, he starts at 50% health and if you get the Guardian+Wolverine synergy the first 3 blocks are perfect blocks.

    This allows you to get an MM combo + an MLLLM on one parry since the stun is increased due to 100% perfect block chance, so after starting the match with 1 intercept MM then doing 3 parries you would have 14 rage stacks, and then you would trigger immortality and be close to an SP2 so you could heavy and fire off the sp2 granting a lot of damage.

    So a fight would be: MM intercept, then parry MLLLM, parry MLLLM, parry MLLLM, trigger immortality somehow probably from the mediums killing yourself which would allow you to ramp up more, then throw an SP2
    What do you think?
    You know what, that sounds like a really, really good idea. I usually stay away from that synergy for more sustainability, but that would actually make it really helpful. I'll have to test that out. Luckily I have a 5* Dormammu
    Keep me posted :)
    https://m.youtube.com/watch?v=8lWeOoddZW8
    @MrInsanity wow, this actually ramps him up super fast. I could have survived, but I was curious how much damage I could do if I went full kamikaze insane mode.
    soooo



    I should pair my new six star with my five star Dormammu @Crcrcrc?
  • SpideyFunkoSpideyFunko Member Posts: 21,972 ★★★★★
    Crcrcrc said:

    Crcrcrc said:

    Crcrcrc said:

    Crcrcrc said:

    BuffBeast said:

    oy @MegaSkater67 whens the MegaSkater’s Guide to MCOC come out

    It’s errr... coming soon, in time for bases
    Could u do a guide on iHulk @-MegaSkater67
    Are you saying there’s someone who knows iHulk better than @ Crcrcrc
    Nobody actually remembers the fact I made a guide already and everyone seems determined to hate on iHulk, so tbh I don't even know what to say to people anymore
    Hey @ Crcrcrc (want to tag to make sure you see this lol) I saw iHulk's synergies and I'm pretty sure there is a god tier synergy for him that makes him op. If you get the Dormammu synergy, he starts at 50% health and if you get the Guardian+Wolverine synergy the first 3 blocks are perfect blocks.

    This allows you to get an MM combo + an MLLLM on one parry since the stun is increased due to 100% perfect block chance, so after starting the match with 1 intercept MM then doing 3 parries you would have 14 rage stacks, and then you would trigger immortality and be close to an SP2 so you could heavy and fire off the sp2 granting a lot of damage.

    So a fight would be: MM intercept, then parry MLLLM, parry MLLLM, parry MLLLM, trigger immortality somehow probably from the mediums killing yourself which would allow you to ramp up more, then throw an SP2
    What do you think?
    You know what, that sounds like a really, really good idea. I usually stay away from that synergy for more sustainability, but that would actually make it really helpful. I'll have to test that out. Luckily I have a 5* Dormammu
    Keep me posted :)
    https://m.youtube.com/watch?v=8lWeOoddZW8
    MrInsanity wow, this actually ramps him up super fast. I could have survived, but I was curious how much damage I could do if I went full kamikaze insane mode.
    Dang, that's a lot of damage. Even without suicides that's like 400k damage or so?
    Yeah, it was at least 350k in 50 hits without suicides, and this playstyle is really suicide friendly, so you could probably get a record time solo with them on


    sooooo I should pair my new six star with my 5* Dormammu @Crcrcrc
  • CrcrcrcCrcrcrc Member Posts: 8,030 ★★★★★

    Crcrcrc said:

    Crcrcrc said:

    Crcrcrc said:

    Crcrcrc said:

    BuffBeast said:

    oy @MegaSkater67 whens the MegaSkater’s Guide to MCOC come out

    It’s errr... coming soon, in time for bases
    Could u do a guide on iHulk @-MegaSkater67
    Are you saying there’s someone who knows iHulk better than @ Crcrcrc
    Nobody actually remembers the fact I made a guide already and everyone seems determined to hate on iHulk, so tbh I don't even know what to say to people anymore
    Hey @ Crcrcrc (want to tag to make sure you see this lol) I saw iHulk's synergies and I'm pretty sure there is a god tier synergy for him that makes him op. If you get the Dormammu synergy, he starts at 50% health and if you get the Guardian+Wolverine synergy the first 3 blocks are perfect blocks.

    This allows you to get an MM combo + an MLLLM on one parry since the stun is increased due to 100% perfect block chance, so after starting the match with 1 intercept MM then doing 3 parries you would have 14 rage stacks, and then you would trigger immortality and be close to an SP2 so you could heavy and fire off the sp2 granting a lot of damage.

    So a fight would be: MM intercept, then parry MLLLM, parry MLLLM, parry MLLLM, trigger immortality somehow probably from the mediums killing yourself which would allow you to ramp up more, then throw an SP2
    What do you think?
    You know what, that sounds like a really, really good idea. I usually stay away from that synergy for more sustainability, but that would actually make it really helpful. I'll have to test that out. Luckily I have a 5* Dormammu
    Keep me posted :)
    https://m.youtube.com/watch?v=8lWeOoddZW8
    MrInsanity wow, this actually ramps him up super fast. I could have survived, but I was curious how much damage I could do if I went full kamikaze insane mode.
    Dang, that's a lot of damage. Even without suicides that's like 400k damage or so?
    Yeah, it was at least 350k in 50 hits without suicides, and this playstyle is really suicide friendly, so you could probably get a record time solo with them on


    sooooo I should pair my new six star with my 5* Dormammu @ Crcrcrc
    For max damage yes, for optimal survivability no
Sign In or Register to comment.