My Gauntlet Run
BitterSteel
Member Posts: 9,264 ★★★★★
So overall I used 250 units (5 revives and the rest of some potions), 2 Small revives and 3 team revives. I also had ~150 L3 health potions grinded from RoL.
My team was IMIW r3 unduped 6*, Dr Doom duped 6* R3, CGR duped 6* R3, Prof X duped 6* R3 and Quake
I'll put my fights and strategies in the spoiler text below, so skip to the end if you want to see my thoughts instead. Don't worry quake haters I won't go into detail on her fights too much. I have recorded solos for Vision, Spider Gwen, Void, Killmonger and BPCW, and when I upload to youtube i will link them here for some visuals to the text.
Path 1
Dr Doom: Quake
Terrax: Quake
Vision: CGR - Plan here was to use medium ending combo, dex and sp1, then trigger power gain and stack some aptitudes before SP3, then ripping a massive SP2. It worked.
MODOK: Quake
Spider-Ham: Quaked first 25%, then ate a combo, finished off with Prof X who works really well here as long as you bait specials and he plays along
Path 2
Weapon X: CGR - Plan here was to trigger medium and dex, then build to sp3. During this he will go berserk, so be ready to intercept. Once berserk is over parry, charge heavy, sp3, trigger power gain then sp2. First attempt got him to 25% then I messed up a silly intercept and finished him off next go.
Thing: Quake
Korg: IMIW - I didn't read the node and was surprised when I was taking so much block damage. I was down to 50% my health when i realised what was going on. Changed tactic to intercepting, and managed to stack 3 plasmas which ticked for some sweet damage. Got to 200 hits, where a parry took 5k of my health, went for riskier and riskier intercepts with no more parries left, managed to get him down to 25%, so was very happy with that run. Finished him off with Prof X, CGR and Doom, as I figured I may as well pop a team revive here.
Dragon man: Quaked. Let him throw an sp1 into your block, and as long as you have a concussion on him when the power is supposed to come back, he is shut down and he gets no more power.
BPCW: CGR - Plan here was to keep cycling the rotations and keep uptime on the damnation to control his buffs. After eating a combo in the first second of the fight, I went for 2 SP3, then Sp2, which worked great, but he just went unblockable when I was going to finish the fight so it took an extra 30 seconds when my damage dropped off. CGR's buff control worked amazing here, he's really underrated for his utility
Path 3
NightCrawler: IMIW - stacked 2 plasmas, IMIW evade control makes it really easy to switch here. This is definitely one of the easier fights
Spider Gwen: Professor X - intercepting and using the falter to your advantage here makes it a fairly simple fight, just don't parry
Domino: CGR - had to get a bit lucky with judgements triggering, but one SP2 took off a huge chunk. Died to crit failure damage (fun), and finished off with IMIW and Prof X
Mojo: Didn't quake here due to the physical resistance, I used Doom and tried not to dex. I went in knowing I wouldn't have a counter here, so I knew I'd have a few revives. Doom did well in the end, took 60% off first try, then he got closer to 5 charges so progress slowed
I-Abom: Quake - Don't parry here, you can get poisoned
Path 4
Apoc: CGR - the reduction in buffs makes him a bit worse here, so you can't use power gain, but I cycled SP3, SP2 if I hadn't triggered dex, and with his increased block proficiency it makes him a good option. I took off 65% on the first try, finished off with Doom and IMIW
Sasquatch: Quake - Dex twice to trigger and get around power snack, then at the end of the fight it's a bit tougher since there is life cycle to think about, play Quake like a normal champion (weird I know), heavy a few times, then when you get in the right position, heavy and throw your special during the window when you can KO
KM: CGR - doing this rotation can grant you enough power to cycle specials. Dex, Heavy, Medium ending combo, light ending combo, this brings you to one bar of power, then use l1. Repeat. Sometimes you'll get to sp2, try and not use dex for some damage. It's about practice and knowing the judgement cycles here.
Void: CGR- Big special damage, + 200% Power booster = 50 second fight
Nick: Professor X - try not to let him throw his sp1, kinetic transference can be annoying. 1 special will get him nearly to 2 bars, so it's not awful.
Final Thanos- Everyone, took Doom in first, and got him to 35% first try. First phase is very easy, just try not to let him use Sp1, if he does, don't hit him during his bleed and autoblock timer.
Then it got harder, got him to his second phase, there's no reversed controls, but unblockable specials and only 2 of the 6 projectiles are "real".
Last phase you need to intercept to get a safeguard, then tank an sp3. Bit of an eh mechanic, but ah well. It's not difficult, but if he doesn't play ball it can be annoying. IMIW really helped here, as an avenger he can only take 5% health i believe. Don't let thanos touch you, even your block, it's an instant KO
Revives total
1 on weapon X
1 on Korg, 1team
1 on domino, 1team
2 on mojo
1 on apoc
1 team revive on Thanos, 1 single
Overall, I absolutely loved the challenge. I'm glad I only used Quake for 8 fights, I really enjoyed quaking sasquatch and figuring out how to take down life cycle, and the rest of the fights were really fun. CGR was an absolute beast, MVP for me (excluding Quake), I'll be uploading some videos with him. Hopefully showing his utility as well as damage, though some on the forum seem to think he doesn't have utility.. (I joke). IMIW was really fun to bring along, I love using him and any excuse to is great. He held his own amongst the god tiers. Doom and Prof were invaluable too. I don't think I'd change my team if I had to do it again, everyone did fantastic. There was no fight where I was like how am I going to do this.
Rewards- I selected 25% Science, 25% Skill. Which brings me 10% away from forming one of each. I also selected the full science cat.
I had 1 science formed beforehand, but I wanted to have 3 total, one for I-Hulk, one for Spider Gwen and one for Mr Negative if I pull him from next featured- for which my shards are at 75k after this challenge. From the nexus, I had a choice of new Sym Supreme, new IP and Spider gwen sigs.
I toyed with the idea of IP for the buff if he got it, but I don't enjoy the animations he has and he's forever tainted for me as the worst pull in MCOC, I don't think he can ever wash off that stink /s. Sym supreme really isn't for me, I'm not a fan of him at all, and he would remain gathering dust, so I went for Spider Gwen sigs as she will be R3 soon enough. My sig stones are saved for ghost if i awaken her ever.
I'm not sure who the rank up gems will be for, maybe one of the featured pulls if I like them.
To finish off, incredible work on the content. I absolutely loved every second of it. No cash grab, BS, just pure fun, challenging fights. This is the MCOC I love, looking forward to Summer of Pain if it's half as good as this!
My team was IMIW r3 unduped 6*, Dr Doom duped 6* R3, CGR duped 6* R3, Prof X duped 6* R3 and Quake
I'll put my fights and strategies in the spoiler text below, so skip to the end if you want to see my thoughts instead. Don't worry quake haters I won't go into detail on her fights too much. I have recorded solos for Vision, Spider Gwen, Void, Killmonger and BPCW, and when I upload to youtube i will link them here for some visuals to the text.
Path 1
Dr Doom: Quake
Terrax: Quake
Vision: CGR - Plan here was to use medium ending combo, dex and sp1, then trigger power gain and stack some aptitudes before SP3, then ripping a massive SP2. It worked.
MODOK: Quake
Spider-Ham: Quaked first 25%, then ate a combo, finished off with Prof X who works really well here as long as you bait specials and he plays along
Path 2
Weapon X: CGR - Plan here was to trigger medium and dex, then build to sp3. During this he will go berserk, so be ready to intercept. Once berserk is over parry, charge heavy, sp3, trigger power gain then sp2. First attempt got him to 25% then I messed up a silly intercept and finished him off next go.
Thing: Quake
Korg: IMIW - I didn't read the node and was surprised when I was taking so much block damage. I was down to 50% my health when i realised what was going on. Changed tactic to intercepting, and managed to stack 3 plasmas which ticked for some sweet damage. Got to 200 hits, where a parry took 5k of my health, went for riskier and riskier intercepts with no more parries left, managed to get him down to 25%, so was very happy with that run. Finished him off with Prof X, CGR and Doom, as I figured I may as well pop a team revive here.
Dragon man: Quaked. Let him throw an sp1 into your block, and as long as you have a concussion on him when the power is supposed to come back, he is shut down and he gets no more power.
BPCW: CGR - Plan here was to keep cycling the rotations and keep uptime on the damnation to control his buffs. After eating a combo in the first second of the fight, I went for 2 SP3, then Sp2, which worked great, but he just went unblockable when I was going to finish the fight so it took an extra 30 seconds when my damage dropped off. CGR's buff control worked amazing here, he's really underrated for his utility
Path 3
NightCrawler: IMIW - stacked 2 plasmas, IMIW evade control makes it really easy to switch here. This is definitely one of the easier fights
Spider Gwen: Professor X - intercepting and using the falter to your advantage here makes it a fairly simple fight, just don't parry
Domino: CGR - had to get a bit lucky with judgements triggering, but one SP2 took off a huge chunk. Died to crit failure damage (fun), and finished off with IMIW and Prof X
Mojo: Didn't quake here due to the physical resistance, I used Doom and tried not to dex. I went in knowing I wouldn't have a counter here, so I knew I'd have a few revives. Doom did well in the end, took 60% off first try, then he got closer to 5 charges so progress slowed
I-Abom: Quake - Don't parry here, you can get poisoned
Path 4
Apoc: CGR - the reduction in buffs makes him a bit worse here, so you can't use power gain, but I cycled SP3, SP2 if I hadn't triggered dex, and with his increased block proficiency it makes him a good option. I took off 65% on the first try, finished off with Doom and IMIW
Sasquatch: Quake - Dex twice to trigger and get around power snack, then at the end of the fight it's a bit tougher since there is life cycle to think about, play Quake like a normal champion (weird I know), heavy a few times, then when you get in the right position, heavy and throw your special during the window when you can KO
KM: CGR - doing this rotation can grant you enough power to cycle specials. Dex, Heavy, Medium ending combo, light ending combo, this brings you to one bar of power, then use l1. Repeat. Sometimes you'll get to sp2, try and not use dex for some damage. It's about practice and knowing the judgement cycles here.
Void: CGR- Big special damage, + 200% Power booster = 50 second fight
Nick: Professor X - try not to let him throw his sp1, kinetic transference can be annoying. 1 special will get him nearly to 2 bars, so it's not awful.
Final Thanos- Everyone, took Doom in first, and got him to 35% first try. First phase is very easy, just try not to let him use Sp1, if he does, don't hit him during his bleed and autoblock timer.
Then it got harder, got him to his second phase, there's no reversed controls, but unblockable specials and only 2 of the 6 projectiles are "real".
Last phase you need to intercept to get a safeguard, then tank an sp3. Bit of an eh mechanic, but ah well. It's not difficult, but if he doesn't play ball it can be annoying. IMIW really helped here, as an avenger he can only take 5% health i believe. Don't let thanos touch you, even your block, it's an instant KO
Revives total
1 on weapon X
1 on Korg, 1team
1 on domino, 1team
2 on mojo
1 on apoc
1 team revive on Thanos, 1 single
Overall, I absolutely loved the challenge. I'm glad I only used Quake for 8 fights, I really enjoyed quaking sasquatch and figuring out how to take down life cycle, and the rest of the fights were really fun. CGR was an absolute beast, MVP for me (excluding Quake), I'll be uploading some videos with him. Hopefully showing his utility as well as damage, though some on the forum seem to think he doesn't have utility.. (I joke). IMIW was really fun to bring along, I love using him and any excuse to is great. He held his own amongst the god tiers. Doom and Prof were invaluable too. I don't think I'd change my team if I had to do it again, everyone did fantastic. There was no fight where I was like how am I going to do this.
Rewards- I selected 25% Science, 25% Skill. Which brings me 10% away from forming one of each. I also selected the full science cat.
I had 1 science formed beforehand, but I wanted to have 3 total, one for I-Hulk, one for Spider Gwen and one for Mr Negative if I pull him from next featured- for which my shards are at 75k after this challenge. From the nexus, I had a choice of new Sym Supreme, new IP and Spider gwen sigs.
I toyed with the idea of IP for the buff if he got it, but I don't enjoy the animations he has and he's forever tainted for me as the worst pull in MCOC, I don't think he can ever wash off that stink /s. Sym supreme really isn't for me, I'm not a fan of him at all, and he would remain gathering dust, so I went for Spider Gwen sigs as she will be R3 soon enough. My sig stones are saved for ghost if i awaken her ever.
I'm not sure who the rank up gems will be for, maybe one of the featured pulls if I like them.
To finish off, incredible work on the content. I absolutely loved every second of it. No cash grab, BS, just pure fun, challenging fights. This is the MCOC I love, looking forward to Summer of Pain if it's half as good as this!
15
Comments
Who's IP tho?
IP= Iron patriot, that pile of trash
How’s ultron been in there?
What did you use for masteries throughout the run?
Here are my masteries
https://youtu.be/pddDE6ZjVNs
https://youtu.be/QwIvRKeyGq4