Underrated synergies in MCOC

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  • Liss_Bliss_Liss_Bliss_ Member Posts: 1,779 ★★★★★

    GagoH said:

    Woody15 said:

    Ghost and Antman. Antman gets 15% more attack for each debuff. Makes him hit pretty hard when the opponent has a lot of fatigues / poisons

    If i wasnt using suicides, Id run ghost with antman over anyone else
    What’s suicides have to do with it.
    with suicides, you have recoil, which is super annoying. ghost's sybgery with hood allows her to bypass it easily
    @Liss_Bliss_
    I get the recoil. But the synergy negates that. That is what I was getting at.
  • KennadoKennado Member Posts: 996 ★★★
    Alvin69 said:

    A trinity that doesn't seem to get mentioned often enough is the Sunspot/Warlock/Magik trinity.

  • IronStrangeIronStrange Member Posts: 103
    Spidergwen with Storm X synergy
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  • Dredamanfoo2Dredamanfoo2 Member Posts: 54
    Domino, Massacre, Red Hulk, Cable, and Sunspot (awakened at sig 200)

    Everyone knows about the Flaming Trinity with Domino. Cable takes and makes her lucky or the opponent unlucky for 7 seconds at the start of the match. Not needed, but nice. The real reason Cable is here is for the Sunspot synergy. At sig 200, Sunspot gives Mutants 60% increased ability accuracy during special attacks. In other words, it super charges Domino to be able to do more damage in every imaginable way during special attacks since almost every ability based on her luck is reliant on ability accuracy. More Crit Bleeds, higher Crit hits, higher chance for "Perfect" hits, etc.
  • Dredamanfoo2Dredamanfoo2 Member Posts: 54
    Cull Obsidian, Ebony Maw, Hulkbuster, Corvus Glaive, and Guardian (4* or higher, but ideally 5* or 6*)

    There is a Tl:Dr at the bottom, if you need it.

    The whole point of this team is to help people understand that "Nerfed" Cull Obsidian is one of the strongest people around, despite being "Nerfed". He has 1 glaring issue that this team completely eliminates. With all his power and utility, he is often overlooked because of his horrible Block Proficiency.

    Corvus Glaive, Aegon, Sunspot, and Guillotine 2099 all have 3734 block proficiency, which translates to 65.1%. This is what's considered the Average Acceptable Block Proficiency. Anything lower or higher than that starts to become noticeable. Dr. Doom has 4675, or 70.0%, and Magik has 3022, or 60.2%.

    Cull Obsidian has an abysmal 2737, or 57.8% Block Proficiency. So, despite how powerful he truly is (we'll talk numbers in a moment), he often requires too many potions to keep topped up, especially considering the fact that he needs to parry or heavy bait to land his heavy attack for the armor breaks to seriously add to his damage.

    In comes this team. With 1 simply synergy, Cull goes from irrelevant to incredible when fully ramped up. At the 5* level, Guardian adds 1000 block proficiency to entire team, minus himself. This means Cull now has 3737 Block Proficiency, or virtually identical 65.1% Block Proficiency. (It's slightly higher by 3 points, but the rounding brings them in the same percent)
    At the 4* level, he adds 750 Block Proficiency, bringing it to 3487, or 60.8%. At the 6* level Guardian adds a massive 1250, bringing it to 3987, or 69.5%. In other words, with Guardian, Cull becomes usable to show his terrifying strength.

    Now that that's out of the way, let's talk about Cull Obsidian's striking power. We will be comparing Cull's damage to that of a well known heavy hitter, Corvus Glaive.

    All Corvus numbers are with the Suicide Mastery set up and at 6* r3:

    At 3 charges (Missions complete) and with the class advantage, Corvus hits 13k medium hits and 9k light hits. Sp2 with advantage hits for 25k (x2) and 67k. Without advantage it's 21k (x2) and 56k

    At 4 charges in a normal match (no advantage), Corvus hits 11k mediums and 7k lights. Sp2 in normal match is 21k (x2) and 56k (up to 67k in assassin range, depending on the level)

    With no Suicide Mastery setup, Cull's numbers are running at 6* r1, roughly the power equivalent of a 5* at r4:

    At 10 charges, with 9 armor breaks active on the opponent (3 heavy attacks), and with rout active and class advantage, Cull hits for 19k mediums and 12k lights. His Sp3 in the same match with the same 9 armor breaks and rout active hit for 164k.

    My in-game name is [KOABP] 1. Xemnas
    If one were to look me up in game, they will see that I have a 6* r3 sig 200 Cull Obsidian. All of his testing has been done first hand, so I'll attach 4 pictures of what that power level looks like. It's important to note that in these pictures, you're looking for both the big yellow numbers (or the big white one for the Sp3's) and the red number that is happening at the same time. Those numbers together will give you an accurate count of how much damage is actually happening. In 1 picture, rout just ended and he gained the Fury from his sig ability. The 3rd hit of his heavy attack hit for 36,206 at 13 armor breaks, but at the time of recording that, Cull was at sig lv146. His sig level will have no bearing on any of the other numbers seen here.
    (Pics in the next post)

    Tl:Dr; Cull with this team is usable with some nice utility, while hitting harder than most Champions (not all, but most) at the top could only dream of.
  • Dredamanfoo2Dredamanfoo2 Member Posts: 54




  • Dredamanfoo2Dredamanfoo2 Member Posts: 54
    Killmonger, Void, Sabretooth, Human Torch, and Storm (PX)

    Familiar team setup for Killmonger, while also working nicely for Sabretooth and Void. Where this stands apart is the increase to bleeds and bleed duration for Killmonger. It's quicker to build to the cap of 50 bleeds with Human Torch, and all bleeds, including the mega bleed after the Sp3, will last 30% longer, making it noticeably stronger.
  • Dredamanfoo2Dredamanfoo2 Member Posts: 54
    Invisible Woman, Mr. Fantastic, Thing Human Torch, and Dragon Man

    Invisible Woman has really high damage potential, but it's both stressful and impractical to realistically achieve. The full team synergy made it less stressful by granting an 85% chance to stay invisible on parry blocks, but it still has a 15% chance of ruining your entire build up. Dragon Man fixes this my allowing you to retain 40% of your vulnerabilities when you become visible. So, parrying only has a 15% chance of dropping your vulnerability debuffs, and if they do from you'll go from 50 to 20 rather than to nothing at all. Not the absolute best solution, but game changing for her enough to where she can be more practical to use. That team, under these circumstances, is also loaded with incredible supports.
  • Dredamanfoo2Dredamanfoo2 Member Posts: 54
    Red Skull (Awakened and at sig 200), Diablo, Omega Red, Mr. Fantastic, and Doc Oc

    This setup makes Red Skull fun to use before a bar of power, and Hit respectably hard with the 5 shocks from his Sp2. The star here, though, is the shock you will be placing by striking the opponent while you stand and charge your heavy before a bar of power. You will be Unstoppable, and if they hit you, you'll place a big shock on them along with a 60% attack power sting.
  • MephistoMephisto Member Posts: 522 ★★★
    Mutact Crit team for me :D
  • Dredamanfoo2Dredamanfoo2 Member Posts: 54
    Spider-Gwen, Venom, Storm (PX), Mr. Fantastic, and She Hulk

    With Venom on the team, Spider-Gwen has the ability to gain 6 of her Spider Sense Charges, which will give her 60% increased attack and she will have a 21% chance to evade attacks when you're not blocking. Storm (PX) increases the chance to evade by 30%, and sets a stun for 2 seconds. It has a 12 second cool down if the opponent becomes stunned, which is great since you won't be relying on this ability exclusively. Spider-Gwen causes debuffs often and frequently, which will make her power sting from the Mr. Fantastic synergy hit hard, and her added attack from Venom will make them hit even harder. Everything comes together to make a very hard hitting Spider-Gwen with a solid safety net that comes with a free opening and more damage.
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  • LibertyPrimeV1LibertyPrimeV1 Member Posts: 4,179 ★★★★★



    Sentinel's synergy. Really helps beating Void, specially in Variant.

    How does it help fighting Void? His Debuffs don't have Duration.
  • Dredamanfoo2Dredamanfoo2 Member Posts: 54
    Archangel, Beast, Colossus, Storm (PX), and Cap IW

    When you have someone as ridiculously strong as Archangel, synergies to boost him specifically do not come out frequently. His most recent synergy was with Sorcerer Supreme, and it wasn't too useful for what he does. So how do we fix that? We give him an absolutely absurd amount of additional special attack damage since he's a Mutant. With this team, Archangel gains 68% additional special attack damage. For someone as strong as he is, this is nothing more than a fun and extremely Potent synergy team. All the other Mutants gain this boost as well, but they also all have other teams to get more for themselves. This team is all about Archangel.
  • Dr_Z01dbergDr_Z01dberg Member Posts: 512 ★★★
    Spidergwen with the simbiote synergy.

    Allows her charges to stack upto 6 and gives you 10% extra attack per charge
  • LibertyPrimeV1LibertyPrimeV1 Member Posts: 4,179 ★★★★★

    Spidergwen with the simbiote synergy.

    Allows her charges to stack upto 6 and gives you 10% extra attack per charge

    That's not underrated, I'd be shocked if someone using Spider-Gwen wasn't using that Synergy, it's one of the best Synergies for making a Great Champion even better.
  • Moot4LifeMoot4Life Member Posts: 2,132 ★★★★

    Luke Cage (awakened), Sunspot (awakened at sig 200), Red Hulk, Squirrel Girl, and The Champion

    Luke Cage gains some serious striking power with this team. Sunspot at sig 200 gives Luke Cage a 40% increase to Exhaustion Debuff ability accuracy. The Champion gives +35% chance to inflict all debuffs, including Exhaustion and Stun. Each Debuff increases his attack by 822 (at 6* r1 strength) or 1347 (at 6* r3 strength) With this set up, Luke Cage can stun an opponent to do some heavy damage with some fairly reliable dependability. You'll want to use M, L, L, L, L combos leading up to the Sp1 since you gain Exhaustion Debuffs on light hits. When they get stunned, you'll want to use one of these 2 combos:

    For more chances at Exhaustion Debuff building, L, L, L, L, -> M, L, L, L, L
    More standard rotation, M, L, L, M, -> L, L, L, M, M

    If the opponent reaches Sp3, the joke is on them because you will eat the whole attack, take no damage, and increase your attack by 50% for 15 seconds thanks to the Squirrel Girl synergy. This setup is built around making Luke Cage a very hard hitting tank.

    Only bad thing about the champion synergy is that I am pretty sure you cannot dash back the entire fight, or else you lose the bonus.

    Also, you can build up to 1.9 bars of power and use an L1 to stun, do MLLM, LLLMM, reuse SP1, repeat for an easy stun lock (i think it is a 95 percent chance with the synergy). After you have no power left, let them use SP3, tank it, the either
    A. Build up to SP3 to get more damage+exhaustion debuffs or more preferably
    B. Repeat the stun lock, while the Indestructible Buff recharges.
  • Agent_X_zzzAgent_X_zzz Member Posts: 4,498 ★★★★★
    Sym supreme with Venom gives a flat 25% chance to reapply staggers, since mine in unawakened this helps a decent amount. I also like Rogue with CMM, gives rogue an additonal 15% energy damage.
  • Dredamanfoo2Dredamanfoo2 Member Posts: 54
    Howard the Duck, Tigra, Man Thing, Mr. Fantastic, and She Hulk

    With this team, Howard the Duck has the ability to ramp up to some pretty impressive damage in longer fights. Use the Sp1 a few times, and then your Sp2 will have a lot more effect because of the Man Thing synergy. The debuffs from the Sp2 will cause power stings, which scale with your attack. The real Belle of the ball is the Tigra synergy, which gives Howard 100% increased chance to gain his Fury buffs. In longer content, Howard hits like Aegon with this team.
  • Dredamanfoo2Dredamanfoo2 Member Posts: 54
    Thor (OG), Punisher 2099, Cap IW, Heimdall, and Angela

    Built to get the most out of the original Thor, this team gives him some extra striking power with his Fury buffs, while also granting him sustainability through the added health from Angela and the cheat death and healing from Heimdall. Punisher 2099 is getting buffed later this year, so this team could very well be worth a close look once 6* Thor is out with the buffed Punisher 2099 to go with it. He may get a different set of synergies in the rework, so this is a "for the time being" team until time tells us otherwise.
  • MCOCHazzaMCOCHazza Member Posts: 888 ★★★
    Underrated synergy is magik + warlock. Gives magik a nice damage boost and warlock some nice power reduction on sp2.
  • LibertyPrimeV1LibertyPrimeV1 Member Posts: 4,179 ★★★★★
    Hazzalec1 said:

    Underrated synergy is magik + warlock. Gives magik a nice damage boost and warlock some nice power reduction on sp2.

    Throw in Morningstar as well and Magik's Special get increased Crit Chance and Damage too, fairly good amount.
  • Dredamanfoo2Dredamanfoo2 Member Posts: 54
    Magneto (OG), Guillotine 2099, Doom, Archangel or Omega Red, and Colossus

    *Note* Post Buff Magneto (OG). Subject to change if he doesn't release as he is.

    Metal Champs? Magneto eats. Need full Biohazard or poison lane immunity and mega damage? G2099 eats. Buff heavy match needing master power control and nullifier? Doom eats. It bleeds AND poisons? Archangel eats. Need Freezer Burn immunity? Colossus eats. Not to mention, this team happens to make Magneto even better than he already is (or rather, than he is proposing to be). 27% stronger special attacks that cost 15% less to use, 20% longer armor breaks and bleeds, and an additional 15% attack during special attacks when fighting heros along with a +800 Cruelty buff that lasts for 14 seconds. This team will be super solid for overall coverage and content clearing so long as Magneto launches based on what we've seen.

    If you wanted, you could trade Archangel for Omega Red. Doing so, you would lose the 20% increased duration on Magneto's bleeds and Armor breaks, and you would lose Archangel. In return, you would trade Archangel for Omega Red, who comes with his host of abilities, while also unlocking the mega damage increase to Colossus. This change would also make this team extremely successful candidates for running the Suicide Mastery setup. You could run the setup either way, but it's much, much better with Omega Red than it is with Archangel.
  • Lo4eathLo4eath Member Posts: 309
    SorcS + DV. Let's DV convert any buffs to power drain/burn on SP2. Not hugely useful, but it is useful.
  • Hector_1475Hector_1475 Member Posts: 1,794 ★★★★★
    Nick Fury + CMM + any champion in the game that procs fury buffs. This includes pretty much the majority of the Cosmic Class, plus champions like Aegon, She-Hulk, Thing, Fantastic etc. for example.
  • Artoria77Artoria77 Member Posts: 2,550 ★★★★★

    Thanks for the INSIGHT into these Synergies @Unio77.

    @MuffinBrain what were you talking about?
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