7.2
Hello everyone I am back again, this time with the 7.2 guide. Overall I must say I quite enjoyed 7.2, some of the most fun content I have done in a long time. Not super difficult overall, and quite roster friendly where it does not require 1 or 2 niche counters for a fight. The Final Gwenmaster was in my opinion one of the most well designed fights in the game, she came with unique challenges, while very rewarding. The new “Superiority” nodes were quite interesting and enjoyable. Massive props to Kabam on such well designed content.
My 5 MVPs were Ghost, Doctor Doom, Magneto, Torch and Hyperion.
Global Nodes
WARNING: A special 3 is active.
Star Power: 6* attackers gain a permanent +700 fury.
Adrenaline Rush: The attacker gains up to 100% damage reduction at times, scaling with their current adrenaline.
Hold The Line: The attacker gains up to +80 block proficiency at all times scaling with their current Adrenaline.
Chests (2 per path so double)
1* 50k gold
2* 45 units
3* 9k t2a
4* 18k t2a
5* 750 6* shards
6* 22,500 t5bc
If you enjoyed my guide, I would highly appreciate it if you subscribed to my channel
https://www.youtube.com/c/AgentXzzz/Here is the Google Document
https://docs.google.com/document/d/1LMddU0pRYJaUIy5oT3s5do88td1wg272pciwpLtRSnM/edit?usp=sharing7.2.1
7.2.1 - Clapback, Ebb n Flow Heavy, Flail, Superiority.
Clapback: Whenever a bleed, poison, incinerate or plasma debuff is placed on the defender, it is replicated and placed on the attacker.
Ebb n Flow Heavy: The defender has a protection passive, reducing the attackers damage by 60% knocking the defender down with a heavy removes the protection for 12 seconds, the attacker is granted a cruelty passive for 12 seconds increasing critical damage rating by 30%, when the protection returns all debuffs are purified.
Flail: Anyones special attacks cause a random debuff on both champions.
#Superiority: Paragon: If the attacker is a hero, they gain superiority
Rise Above: When the attacker gains a buff, they have a 25% chance to purify a debuff on them, if the attacker has superiority they gain an additional 25% chance per buff on them.
Path Defenders: Iceman, G2099, Ronan, Starky, Mister Fantastic, Yondu.
Used: r3 Magneto, r3 Ghost, 5/65 Wasp, r3 Doom, r3 Human Torch.
This lane is an absolute joke with ghost, due to clapback you will constantly be getting debuffs on you from the opponent's special attack. Magneto is a great option for the metal defenders on this path, but be careful due to clapback you may have bleeds back on you after your special 3, and they do a massive amount of damage if you do not have coagulate. Additionally if you have pacify, throw your special 3 while they are under a stun effect and no bleeds will go back on you. The flail debuffs themselves don’t do too much damage, so don’t worry too much about them, Angela works great due to her sig ability + the Superiority node. Yondu can be slightly tricky due to his non contact arrows, so champs with passive stuns like Doctor Doom, Wasp etc will work great for him. Champs like Warlock, Colossus, Emma Frost work great here due to their amount of immunities.
7.2.1 - Energy Adoption (Fire / Ice) Juggling Act, Blood in The Water
Energy Adoption Fire: Making contact with the defender has a 50% chance to inflict an incinerate on you dealing X% damage over 5 seconds. While the defender has a bleed effect on them, they cannot inflict any incinerate on the attacker. Additionally, incinerates on the defender deal 100% less damage and the defender heals 1% max health per seconds while the incinerate is active on them.
Energy Adoption Ice: Making contact with the defender has a 50% chance to place a coldsnap debuff on you lasting 5 seconds, whenever the defender is inflicted with a coldsnap debuff, they regenerate 1% max health per second, until that debuff expires, a coldsnap cannot be inflicted if the defender has an armor break effect on them.
Juggling Act: The attacker starts off with a permanent coldsnap immunity, when the attacker charges a heavy attack it converts into a permanent incinerate immunity. At the end of the defender's special attack it turns back into a coldsnap immunity.
Stun Vulnerability: The defender takes 200% more damage while under a stun effect.
Blood in the Water: While the attacker is under a debuff the defender gains a +150% passive fury, which expires when all debuffs on the defender are removed.
Path Defenders: Black Bolt, Scarlet Witch, Professor X, Stryfe, CMM, Juggs.
Used: 1/25 Mister Fantastic, r3 Doctor Doom, r3 Torch, 5/65 Mephisto, r3 Ghost.
If you have either Ghost or Human Torch this lane becomes a cheese, with torch you will constantly be gaining smoulders, and most of the fights are either mystic / involve energy attacks to constantly keep up your temperature. Ghost works perfect as you can keep phasing the debuffs and gaining the massive passive furies. Havok is another viable option, you can do 1 of 2 things. First keep coldsnap immunity up, and since havok is incinerate immune you won’t get any debuffs on you. Or you could switch to incinerate immunity to get the coldsnap debuffs on you to spam plasma detonations. Other dual immunities/resistances like colossus, mephisto, annihilus, surfer, and emma frost. Falcon works well while under locked on, he will shut off the energy adoption nodes. Quake works decently also. I used Mephisto for only CMM, since he takes no damage from incinerates and is coldsnap immune + mystic, well you get the picture.
7.2.1 - Powershield, Tyranny, Intervention Villainous/Fury
Powershield: the defender takes 0 damage from all basic attacks, but special damage is increased by 400%
Tyranny:Villains attain absolute power, heroes gain no power.
Intervention Villainous: When a #Villain attacker knocks down the defender they have a 100% chance to apply a passive intervention on the attacker.
Intervention Fury Buff 3: If the attacker has 3 intervention charges, they are turned into a fury increasing attack by 100%
Path Defenders: Venom, Annihilus, Ghost, Unstoppable Colossus, Super Skrull, Ultron.
Used: r3 Ghost, r3 Magneto, r3 Doctor Doom, 5/65 Wasp, 1/25 antman.
This lane Tyranny + Powershield is a ghost lane, if you are running full suicides it's likely they will die in 1 special 2, do a couple heavies before your sp2, then pop it and they will die. Magneto works very well for the metal champions, doctor doom also worked super well. Heroes wont gain any power, keep in mind non heroes / non villains, will gain power normally, while Villains gain increased power gain. Overall it's not a difficult lane, powershield is a super simple node.
7.2.1 - Counter Tactics, Foresight, Release Valve, Unblockable
Foresight: Intercepting the defenders dash attack grants a passive fury for 7 seconds which increases damage by 200%
Counter Tactics:The defenders base attack increases by 20% for each hit of the attackers combo meter.
Release Valve: Whenever the attacker dexes the defenders special attack they reduce their combo count by 5 (can happen more than once.)
Unblockable: The defender's special attacks are all unblockable.
Path Defenders: Elsa, Cap IW, Stealthy, Ebony Maw, Killmonger, Red Hulk.
Used: r3 Doctor Doom, 1/25 Mister Fantastic, r3 Torch, 5/65 Nick Fury, r3 Venom.
This lane was not too bad, the defenders don’t have particularly hard to dex specials, just make sure you don’t push Elsa or Maw to their Special 2s as they are quite tricky to evade. Doctor Doom was used For Elsa and Killmonger. I brought the Mister Fantastic synergy just for KM specifically. G2099 is not a very good option on this lane, due to counter tactics + release valve. Any champion that relies on abilities through combo I wouldn’t use here either, DDHK and Squirrel girl for example. Make sure you bring a Killmonger counter, if you do he will be significantly easier. Killmonger you can side step as well, so keep that in mind for easy openings. Also there is an Ebony maw on the lane so bring a maw counter or he could be troublesome. If you aren't confident on your intercepts, bring the quake + nick fury evade charges, so if you mess up it saves you.
7.2.1 - Bullet Time, Ebb n Flow knockdown, Bleed Vulnerability.
Bullet Time: When the defender is stunned, they immediately purify the stun and gain an evade charge granting a 100% chance to evade, this stacks indefinitely. If the attacker avoids any basic attack with the dexterity mastery the defender is passively stunned for 1.5 seconds for each charge on the defender.
Ebb n flow knockdown: The defender has a protection passive, reducing the attacker's damage by 60% knocking down the defender removes the protection for 12 seconds, the attacker is granted a fury passive for 12 seconds increasing damage rating by 40%, when the protection returns all debuffs are purified.
Bleed Vulnerability: While the defender is bleeding, the attackers attack rating is increased by 200% while landing attacks.
Path Defenders: Spider Gwen, Symbiote Supreme, Yellowjacket, Thor Ragnarok, Loki, Wasp.
Used: 5/65 Nick Fury, r3 Torch, r3 Magneto, 5/65 Magik, r3 Doom.
This lane is not too bad if you bring the correct champions, Nick Fury is a massive MVP for this lane due to the bleed vulnerability. Reparry a bunch then dex to stun them, knock them down and then melt them. AA is also a beast here as he will shut off ebb n flow knock down and the Bullet Time node with his AAR. Quake works pretty well also, wait for the first aftershock cycle, knock the defender down then ebb n flow is shut off for the rest of the fight. Ghost works alright as well. Magneto was used for the Metal fights, Thor Rags / Wasp. I used Torch for Sym Supreme and Loki which worked pretty well. Doctor Doom actually works super well here, build up to 20 evade charges, dex to stun knock em down then slap em, since doom has great power control there is virtually no risk that the defender will get a sp3 as long as you don’t mess up.
7.2.1 - Superiority, Static Blast, Flare, Superconductor
Static Blast: An aura of electricity drains 50% of the Attacker's power whenever the Defender launches a Special Attack. Special Attacks Power Burn 100% of the Attacker's Power. Blocking the Special Attack reduces the Power Burn damage by half.
Flare: Increases your damage by 300% but you degenerate over 60 seconds
Superiority Paragon: If the attacker is a #Hero they gain Superiority.
Superconductor: If the attacker has an armor up active they gain +20% resistance to all power burn, drain and steal effects. If the attacker has Superiority they gain an additional +30% for each additional armor up buff.
Path Defenders: Cable, Agent Venom, Havok, Blade, Domino, Ultron.
Used: r3 Ghost, 5/65 Warlock, 5/65 Wasp, 5/65 The Hood, r3 Magneto.
For this path, you do not really need to worry about the Static Blast node, as there also is the flare node, which makes it an easy path. If you are concerned about the Static Blast node, make sure to bring champions with armor up buffs, Colossus is by far one of the best options here since he is a hero, and will have access to many armor up buffs. Bring champions with access to regeneration also, so you can do multiple fights with them, as flare will eventually kill you. Ghost + Hood was amazing for this lane since you don’t take damage under phase it was a simple phase medium repeat until they die. Make sure to bring a Havok counter as he can be a little bit tricky. There is also a domino there and classic ultron who both can be a bit annoying. Overall not too bad of a lane
Minibosses Mole Man, Magneto, Modok.
Mole Man, Fight or Flight, Bleed Vulnerability, Foresight, No Hit Mercy, Incinerate Immunity
Fight Or Flight: Every 14 seconds either the defender or the attacker will gain an unstoppable buff. Being close to the defender gives them an unstoppable buff, staying far away from the defender grants you an unstoppable buff.
No Hit Mercy: Each time the defender is knocked down they gain a cruelty buff grating +350% critical damage rating for 10 seconds, having this buff allows them to crit through block.
Bleed Vulnerability: The defender takes 200% more damage while under a bleed effect.
Foresight: Intercepting the defenders dash attack grants a passive fury for 7 seconds which increases damage by 200%
Incinerate Immunity: The Defender is immune to incinerate effects.
For this boss in my opinion ghost is the best overall option due to the foresight node her phase intercept counts toward it, so you will have a massive fury for the whole fight. Nick Fury or any bleeder will work great here as well due to bleed vulnerability, just keep in mind he will purify your debuffs, so using apoc or omega will be great as they will shut off his purification. If you have white magneto bring him as well to place the passive stun which cannot be purified.
Magneto Moth to the Flame, Power Build Up, Spite, Aggressive.
Power Build Up: When the defender reaches 2 bars of power they gain a permanent prowess buff for every 2 seconds that they are at 2 bars of power, each prowess increases special attack damage by 100%
Moth to the Flame: Gain 1 charge while striking the defender, these charges fall off gradually while far away from the defender, each time the attacker launches a special attack 10 fervor charges are removed each granting a passive fury increasing damage by 10% per fury. If fervor charges drop to 0, the attacker is inflicted with a degeneration debuff dealing 50% of the defender's attack rating over 10 seconds.
Spite: While under any buff effect the defender gains a power flood granting 18% of a bar per seconds.
Aggressive: The defender excels at offensive things such as heavy attacks and dash attacks
This fight is not too bad, make sure to bring nonmetal champions for this fight or magneto will completely destroy them. Torch works excellent here since Magnetos attacks are all energy based, so each time he blocks an attack he gains a smoulder increasing incinerate damage by 12% Magik is another fantastic option since she power locks him, and the moth to flame node increases her damage by a decent amount. Since the defender is naturally aggressive it is safe to do backdrafts without any risk since it's very likely the defender will fall into your intercept every time. One metal champion that does work is AA because his ability accuracy cannot be reduced by opponents abilities he will melt magneto and shut off spite so there is no risk at all.
M.O.D.O.K. - Stampede, Defective Defense, Spectre Of Ailment, Shock Immunity
Stampede: Whenever the defender blocks an attack they gain an overrun charge, each charge increases attack and combat power rate by 10% If the defenders heavy attack is interrupted all charges are removed and the attacker gains an unblockable passive for 1 second for each charge removed.
Defective Defense: Blocking an attack has a 100% chance to place a disorient debuff on the attacker reducing ability accuracy and block proficiency by 25% A well timed block reduces this chance to 50% Also dashing back and holding block for 1.2 seconds removes one of these debuffs.
Spectre Of Ailment: The attackers regen rate is reduced by 50% per each non damaging debuff on them.
Shock Immunity: The defender is immune to shock effects.
Aggressive: The defender excels at offensive things such as heavy attacks and dash attacks
The best counter for M.O.D.O.K. In my opinion is Magneto, since he is metal he can never autoblock magneto and it is safe to parry heavy him, build to a sp3 and that will tick him down really low, then you can finish him off with a sp1 or so. AAs ability accuracy cannot be lowered by opponents abilities, but It can be by nodes, so the disorient could fail your parries. Nick Fury and a ramped aegon, are some other excellent options for this fight. Any champion that ignores autoblock through their own abilities or true strike such as KM will work great.