Approaching the grandmaster.... need tips and help
Konstant45
Member Posts: 571 ★★★★
so this is my roster, that cap is s200 and i will rank 5 him soon
who is potentially my best option against the grandmaster fight?
also which path will be easier for the roster that i have?
i think i have enough units to get through the fight although i would still grind some more
all help will be greatly appreciated guys, hope i get through this with minimum item usage
Post edited by Kabam Zanzibar on
2
Comments
I would recommend you to don't waste your units on the first few tries just fight him casually and learn his mechanics once you are confident with his abilities go for it.
The cosmic path is the easiest one only annihilus is little bit annoying by seeing your roster caiw is surely a great option with spider man ss his criticals are really good will help you a lot and I would recommend you to bring an immune to inverted control champion it will help you to save a lot of units in the third phase because the third phase is the most difficult and tricky phase generally people burn there units on third phase and yeah 3000 units are more than enough 😊
Best of luck 👍
Quake and Torch won't do anything like their usual damage to him; as he only takes damage from being hit and nothing else.
He also can't be Evaded, so that's Quake pretty much neutered. She can be useful on the path, though.
Hype will help to get you there; but his damage Vs GM will be a bit limited as he's restricted to L1 Power for most of the fight; and again, his Incinerates won't cause damage.
Whoever you take, I'd also suggest that White Magneto will be your MVP: in most of the fight, Grandmaster is immune to stun debuffs, but not to passive stuns, so his prefight will be incredibly useful for you (I wish I'd had one...)
* Inflict a damage over time effect (that's not hard generally, but can be tricky since you don't rely on DOT damage and therefore probably have more brawler-type champions)
* Gain a buff (you can just dex an attack, but it doesn't hurt to have other avenues to gain one)
* Land a critical hits* Knock the Grandmaster down (this can be tricky if you don't have a bar of power and have to heavy intercept him)
* Perform Well-Timed Blocks (you need to be able to take those hits into block).
I've only defeated the GM once so I am by no means an expert, but looking through your roster, the champs I think would be most useful are Cap IW, Mole Man, Hyperion, Guardian and (if what @Magrailothos says is true about him) White Magneto.
Cap IW: High block proficiency, DOT on his SP1, fairly reliable crit chance.
Mole Man: Can inflict Bleed, gain unstoppable buffs, and has guaranteed crits while in frenxy. I don't know if it might be difficult to ramp him up to that frenzy state, but if you can then I bet he'll be a great option.
Hyperion: He constantly gains buffs, he quickly reaches his SP1 so he can always knock the GM down, his SP1 also does DOT (which completes the mission even if it doesn't deal any damage) and...yeah. I didn't use him but he seems like a good option. Now I'm kind of confused why I didn't bring him with me.
Guardian: I don't have him myself, so take everything I say about his use vs the GM with a big grain of salt. However, he inflicts shock damage instead of critical hits, right? So you'll have easy access to DOT effects even if you'll automatically fail the crit mission. However, he can also block and gain buffs, so while he is maybe not the best for every mission he can probably do several of them well. But again, I have no personal experience with the champ and am only writing this from memory.
Before you go at it, I would also suggest practicing using reversed control somewhere. I don't have a good spot but that is just an incredibly annoying part of the fight if you don't have a good counter.
Good luck!
Once applied, all parries for all champs won’t count.
You have to parry to complete tasks in phase 1.
Prior thread in here discussed this.
As I say, I don't have him, but I used Dr Doom; and his Passive Stun works just fine. Do I just assumed WMags would work.
The GM bypasses Evade and Miss, he also has a health pool of 9 million but do not be intimidated.
Phase 1 - 100% - 80% There are 3 challenges, Ban Parry, Ban dexterity, Ban light attacks, after you complete each of these challenges he will instantly gain a sp1 which you need to evade / block / get hit in any given order. Blue Icon = Block the beam, Red Icon = Get hit by the beat, Green Icon = Dex the beam. After the sp1 he becomes wounded for 8 seconds increasing your damage by 150% per each token of competence you have. You gain 1 token of competence charge for each successful intercept you make during the phase. If you ban a tactic then you do that tactic while it is banned you gain 1 token of blunder charge. After 5 tokens of blunder he gains a sp3 and game over, tokens of blunder reset after each phase or fight. Tokens of Competence reset after every wounded phase or fight. If you do not attempt an attack in 10 seconds then you will degenerate until you attempt an attack.
Phase 2 79% - 30% This is the easiest and the longest phase, After 5 successful "challenges" completed the Grandmaster is wounded for 7 seconds, these challenges include, "Perform an Intercept" "Gain a Buff" "Land a critical hit" "Inflict a damage over time effect" and "Whiff an Attack" If you fail to complete a challenge then you gain a token of blunder, after 5 he gains a special 3 and game over. During this phase the special 1 has the same 3 icons to either block/dex/get hit. But It can occur more than once so you can have 2 dexes in one special so you must pay attention. Although this phase may seem long it is by far the easiest. The GM gains power by combat power rate in this phase.
Phase 3 29% - 1% This is the hardest phase due to reverse controls, now you can bring a champion who is immune to reverse controls like Emma frost with Mysterio Synergy, Professor X or Mr Sinister and this phase will be quite easy, or you can practice inverted controls in 6.3.1 or 6.1.6. Champions with a psychic resistance, like magneto, juggs etc, are not immune to reverse controls so do not bring them specifically for that phase. After you complete 5 challenges he will go wounded for 6 seconds, you have normal controls for 25.5 seconds and then are in reverse controls for 8.5 seconds. If you do not feel comfortable with reverse controls then I recommend you spam dash back. Challenges in this phase include "Stand Still" "Strike My Block" "Dash back" “Knock me Down” and "Perform a perfect block" If you fail a challenge then you gain a Token Of Blunder, after 5 tokens It is game over. The GM has passive power gain in this phase, so he may be stingy with specials.
Phase 4 1% The GM is unstoppable for 18 seconds, after 18 seconds the Grandmaster is permanently wounded and can only be killed by a sp3 which you instantly gain after he is wounded. You can disable this unstoppable for 2.5 seconds if you successfully perform an intercept, if you do not like this method you can spam dash back in the corner.
For the part where he bans tactics, use parry with LMLM combos. This will give you more time to adjust if light attacks are banned on the first hit of your combo. I typically saved dex until the end.