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Absolute A-Force

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Introduction

Absolute A-Force is the spiritual successor to the A-Force team that rocked the Alliance War game mode when it was released in 2023. Similarly, the Absolute team is posed to be the best War team, capable of handling any and all threats (except for Mephisto and Odin). The team will feature the What If original character – Kahhori, as well as the new Ms. Marvel (Classic) and the inhuman powerhouse – Medusa. Wasp and Ironheart are also joining this team after receiving some upgrades.

This team possesses significant offensive and defensive potential, particularly in War, where they are meant to be an Apex team for months to come. In War, they benefit from additional bonuses that enable them to overcome nearly all opponents, solidifying their status as the strongest team in this game mode since their introduction.

Team Members

absolute a force

(left to right)

Utility

  • Alliance War

This team is specifically designed to dominate the Alliance War. They have bonuses that apply to all aspects of War, making them effective for both War Offense and Defense. They are capable of defeating 99% of opposing teams in War (excluding Mephisto and Odin teams). In addition to War, they are also useful in other game modes, particularly in Cosmic Crucible and Battleworld.

Notably, certain team members, especially Kahhori, offer excellent plug-and-play value and can be great for Dark Dimensions.

Team Placement & Turn Order

Ms. Marvel (Classic) serves as a protector and is positioned in one corner. We will place Wasp next to her because of her excellent Dodge Chance, making her difficult to hit. Ironheart will be placed in the middle, while Kahhori and Medusa will be positioned on the opposite side.

Turn Order:

  1. Kahhori (will take 3 turns) – 122 Speed
  2. Medusa – 120 Speed
  3. Ms.Marvel (Classic) – 117 Speed
  4. Ironheart – 116 Speed
  5. Wasp – 112 Speed

Kahhori will always take the first few turns thanks to her Passive, which will fill her Speed Bar on Spawn. If some enemies prevent Kahhori from getting the bonus Speed Bar she will still end up taking the first turn, but will only take one.

Iso-8 Classes

  • Ms. Marvel (Classic)Striker
  • WaspRaider
  • Ironheart Raider
  • KahhoriSkirmisher / Striker
  • MedusaRaider

Ms. Marvel (Classic) is an excellent Striker because when she performs a follow-up attack (in War), the entire team benefits (she heals them with any follow-up, counter, or assist). If she is designated as a Striker, she can significantly enhance the sustain of the Absolute A-Force team.

To ensure that Kahhori consistently flips positives into negatives and applies critical debuffs to enemies, she should be a Skirmisher. This will increase her Focus and reduce the likelihood of failing in these tasks.

The other three Absolute A-Force characters: Wasp, Ironheart, and Medusa should ideally be equipped with the Raider Iso-8 class to maximize their offensive potential. The team will gain the most damage (especially offensively) if three of them are Raiders.

Team T4’s

Essential

  • Ms. Marvel (Classic) – Ultimate and Passive
  • Wasp – Ultimate and Passive
  • Ironheart – Ultimate and Passive
  • Kahhori – Passive, Ultimate, Special, and Basic
  • Medusa – Passive

Ms. Marvel (Classic)

Ultimate deals increased damage and, more importantly, grants Safeguard to herself and all Absolute A-Force allies. This enhancement helps the entire team to hold all previously applied buffs. She also prevents debuffs from being applied to the Absolute A-Force team because she previously buffed the entire team with Immunity.

At max level, Ms. Marvel (Classic) has a Passive ability that activates in War. When an enemy is defeated, she applies Safeguard and Immunity to the entire team. This means that whenever an opponent is eliminated, she buffs the whole team with powerful effects.

Wasp

Upgrading the Ultimate ability to max level increases damage output, dealing twice as much additional damage during war. This upgrade is crucial for enhancing the team’s effectiveness.

The Passive ability now grants a 25% dodge chance, increased from 20%. In war, upon spawning, the character gains 3 Charged, which significantly boosts her damage mitigation. This is because she receives an additional dodge chance for each Charge in War.

Ironheart

Upgrading to the maximum level for the Ultimate ability significantly increases damage during War—almost doubling it. Outside of War, there is a slight increase in damage, which is also a welcome improvement.

The maximizing Passive for Ironheart enhances her Max Health by 15% (up from 10%), her Resistance by 40% (up from 30%), and her Armor by 15% (up from 10%). These enhancements collectively improve her overall mitigation.

Kahhori

The Maxed Passive ability significantly enhances Kahhori’s performance by increasing the Piercing damage she inflicts on the enemy Controller with the highest Focus upon spawning. Additionally, it boosts her Speed Bar by 200% on spawn (up from 100%), making this upgrade crucial. In War battles, opponents with the Exposed condition cannot fill their Speed Bar or that of their allies. These combined effects make this upgrade possibly the most impactful for the entire team.

The Maximized Ultimate ability increases Piercing damage and applies Trauma for 2 turns (up from 1 turn) to the primary target and adjacent enemies. It also fills Kahhori’s Speed Bar by 100% (up from 50%). This is another significant upgrade, as it prevents opponents from cleansing buffs for 2 rounds and allows Kahhori to act immediately after using her Ultimate.

The Special ability, when maxed, removes all Barriers from all enemies, inflicts greater Piercing damage, and applies Trauma (for 2 turns) to any enemy that does not have a positive effect. This upgrade greatly enhances offensive potential by neutralizing the defense provided by Barriers and preventing enemies from removing negative effects for the next 2 turns if they lose all of their positive effects after Kahhori Special attack.

The Basic ability, when maximized, deals increased Piercing damage and grants +1 Charged (up to a maximum of 3) to the Chargeable Absolute A-Force ally with the most Health. After this upgrade, Kahhori can serve as a Charged battery for one of her two Chargeable allies whenever she uses her Basic attack, which can be essential in battle.

Medusa

At max level, in War, the Passive ability reduces the Resistance of all enemies by 80% (increased from 40%). Furthermore, the entire Absolute A-Force team gains a +10% Speed bonus in War, which is a crucial enhancement for this team.

Recommended

  • Wasp – Special
  • Ms. Marvel (Classic) – Special and Basic
  • Ironheart – Special
  • Medusa – Ultimate and Special

Ms. Marvel (Classic)

Maxed Special deals increased damage, and afterward, Ms. Marvel (Classic) grants the entire team 2 Evade (up from 1). This upgrade is beneficial, as it makes the team more difficult to hit.

The Basic attack inflicts significantly more damage when it is maximized, but that is its only enhancement. However, upgrading the Basic attack to Max is still useful, especially if Ms. Marvel (Classic) is equipped as a Striker.

Wasp

The Maximized Special deals slightly higher damage than before, but it now includes 3 bonus attacks instead of just 1 or 2. As a result, the total damage output is significantly higher. This upgrade is particularly useful because, after using it, Wasp can knock down an opponent with her Special attack.

Ironheart

The Ironheart Special now inflicts slightly more damage, while also reducing the Speed Bar of both primary and adjacent targets by 20%, up from the previous 15%. Although this upgrade might seem minor at first glance, it can be crucial since even a small difference in Speed can be the deciding factor between victory and defeat.

Medusa

Medusa’s Ultimate, when fully upgraded, deals significantly higher Piercing damage, and the Crit Damage increases to +60% (up from +40%). This is an important enhancement for her offensive capabilities.

Similarly, when the Special ability is maxed out, it also delivers significantly higher damage, with Crit Damage increasing to +60% (up from +40%). This upgrade makes Medusa much more powerful offensively, just like the Ultimate ability.

Red Stars and Diamonds

Getting 7 Red Stars on newer characters (Kahhori, Medusa, and Ms. Marvel (Classic)) shouldn’t be complicated, as long as you open Elite Red Star Orbs when they are featured there. Wasp and Ironheart are older characters so plenty of players might have them at high Red Stars already.

You could also get Red Stars for them from the Incursion Campaign:

  • 6 Red Stars for Wasp – Incursion 2-4
  • 6 Red Stars for Ironheart – Incursion 2-6

When the three new characters become farmable and free-to-play players are able to collect 7 Yellow/Red Stars for them, we also recommend using Diamonds for them (2 Diamonds for each at least).

Regarding the two reworked characters, we also suggest a minimum of 2 Diamonds on both.

Farming Locations

  • Ms. Marvel (Classic) – Character Store (Age of Xavier)
  • Wasp – Character Store (Age of Xavier)
  • Ironheart – Character Store (Age of Xavier)
  • Kahhori – Character Store (Age of Xavier)
  • Medusa – Character Store (Age of Xavier)

On Spawn Buffs and Crucial Passive Effects In Battle

Team On Spawn Buffs:
In all game modes – Defense Up (2 turns)

Wasp On Spawn Buffs: 1 Charged (3 Charged in War)
Kahhori On Spawn Buffs: Fill Speed Bar by 200%, after all other characters’ On Spawn effects: attack the enemy Controller with the highest Focus for 350% Piercing + apply Exposed
Ms. Marvel (Classic)On Spawn Buffs: 5 Charged in War

Absolute A-Force:

  • When Ms. Marvel (Classic) is attacked, if she has Charged, and does not have 2 or more Exhausted:
    • Heal self and all Absolute A-Force allies for 10% of this character’s Max Health + flip 2 Bleed + clear 2 negative effects.
    • Lose 1 Charged
  • On any Turn and Turn End, if Ms. Marvel (Classic) has Charged, gain Taunt
  • While Ms. Marvel (Classic) has Charged, she cannot gain Trauma, Heal Block, Disrupted, Defense Down, Slow, or Stun
  • When Ms. Marvel (Classic) loses Charged:
    • Clear Taunt from herself.
    • Clear 3 negative effects from self and all Absolute A-Force allies + apply Offense Up, Speed Up, and 2 Counter
  • When any character drops below 40% Health, clear Disrupted from that character + apply Defense Up, 2 Evade, 2 Deathproof, and Safeguard
  • On Enemy Death, apply Safeguard and Immunity
  • While Ms. Marvel (Classic) has Charged, gain +25% Damage Reduction and +1,000% Resistance
  • +10% Speed in War

Enemies:

  • Enemies with Exposed cannot fill the Speed Bar for themselves or allies in War, if Kahhori has 4 or more Absolute A-Force allies
  • Enemies with Exposed cannot gain Stealth or Charged or Barrier, and cannot Assist in War
  • Enemies with Exposed cannot Revive
  • Cannot spawn with Evade or Deathproof
  • Cannot spawn with Defense Up or Speed Up in War
  • Protector and Blaster enemies cannot spawn with Charged, and Protector enemies cannot spawn with Safeguard in War
  • Lower Damage by 20% and Resistance by 80% in War
  • Cannot fill or reduce Speed Bar for themselves, enemies, or allies in War if Moon Girl has 3 Absolute A-Force allies (if you bring Moon Girl)

Team Mechanics

Absolute A-Force is primarily a team designed for war, but they possess certain traits that enable them to excel in various situations. They can inflict massive damage, effectively eliminating anything in their path. Additionally, they have exceptional sustain and damage mitigation. Their level of control is impressive; consequently, in War, any team lacking Odin and Mephisto is unlikely to stand a chance against them.

Ms. Marvel (Classic)

Ms. Marvel (Classic) serves as a Support character with remarkable sustain for the Absolute A-Force, leveraging her protective nature to draw enemy attacks and endure damage. She excels with her Charged mechanic.

With her Basic attack, Ms. Marvel (Classic) targets the primary enemy and grants Defense Up and Regeneration to the most injured Absolute A-Force ally who does not already have Defense Up. If she has 2 or fewer Charges, she receives +3 Charges (up to a maximum of 3). This means that after a Basic attack, she will always have 3 Charges. In War, after using her Basic attack, Ms. Marvel (Classic) heals herself and all Absolute A-Force allies for 10% of her Max Health.

Her Iso-8/Counter Attack/Assist ability works similarly to her Basic attack, meaning that the charges will also apply here, allowing Ms. Marvel (Classic) to have 3 Charges after doing any of those attacks.

The Special Ability costs 4 Ability Energy and can be used on the first turn. This move features a 20% Drain, meaning 20% of the damage dealt will heal her. Ms. Marvel (Classic) attacks the primary and adjacent targets, then heals herself and all A-Force allies for 30% of her Max Health while applying 2 Evades and 2 Regenerations. In War, this attack cannot be blocked or dodged, making it an excellent ability with a relatively short cooldown that greatly enhances the team’s sustain and mitigation.

The Ultimate Ability costs 10 Ability Energy and can also be used in the first round. Ms. Marvel (Classic) attacks the primary target, applying Defense Down (2 turns) and Heal Block (2 turns). The damage of this attack increases by 50% for each Charge she possesses. Following the attack, she removes all negative effects from herself and all allies, then heals herself and all Absolute A-Force allies for 40% of her Max Health while applying 2 Regenerations (1 turn), Defense Up (2 turns), Immunity (1 turn), and Safeguard (1 turn). In War, this attack cannot be blocked or dodged. This is another exceptional healing ability, although it comes with a long cooldown.

When Ms. Marvel (Classic) is attacked, if she has Charged:

  • Heal self and all Absolute A-Force allies for 10% of this character’s Max Health + flip 2 Bleed + clear 2 negative effects.
  • Lose 1 Charged.

On any Turn, and Turn End, if Ms. Marvel (Classic) has Charged, she will gain Taunt. And while it is Charged, it cannot gain Trauma, Heal Block, Disrupted, Defense Down, Slow, or Stun. Which makes her the best protector in the game while Charged. She will always be able to cast Taunt on herself and protect the rest of the team, and she will not be prevented from healing and will not have her Defense reduced.

When Ms. Marvel (Classic) loses Charged:

  • Clear Taunt from this character.
  • Clear 3 negative effects from self and all Absolute A-Force allies + apply Offense Up, Speed Up, and 2 Counter.

In War:

  • On Spawn, gain +5 Charged, up to a maximum of 5.
  • When this character or an Absolute A-Force ally drops below 40% Health, clear Disrupted from that character + apply Defense Up, 2 Evade, 2 Deathproof, and Safeguard.
  • On Enemy Death, apply Safeguard and Immunity to self and all ABSOLUTE A-FORCE allies.
  • While this character has Charged, gain +25% Damage Reduction and +1,000% Resistance.

We can see that her Passive is significantly improved in War, where she gets 5 Charged at the start of the fight, which is unprecedented. Then it significantly strengthens its mitigation and that of the entire team in the War and sustains because whenever the enemy dies, the Absolute A-Force team gets a powerful Safeguard + Immunity combination.

Wasp

Wasp, like Ironhear, has a relatively simple kit, but she is a Blaster capable of easily taking down her opponents. She features a Charged mechanic that enhances her mitigation.

Her Basic attack targets the primary enemy and then chains to one adjacent target. However, if the primary target counterattacks, the chain is broken. Overall, this ability is quite straightforward.

The Special attack costs 4 Ability Energy and can be used on the first turn. Wasp strikes the primary target once, then attacks three more times, applying Stun with her final hit. This can effectively eliminate one of her opponents. If Wasp has three or more Absolute A-Force allies, she will also reduce the Speed Bar of the primary target by 30%. In War, this attack cannot be blocked or dodged.

Her Ultimate costs 5 Ability Energy and is available on the second turn. Wasp attacks all enemies with a move that cannot be counterattacked. In War, if she has three or more Absolute A-Force allies, the damage dealt is doubled, and this attack also cannot be blocked or dodged. In War, Wasp truly wreaks havoc with this attack.

Wasp’s Passive ability grants her +1 Charged on spawn (+3 Charged in War). When attacked she loses 1 Charge. Additionally, she has a 25% base Dodge Chance, with an extra 10% Dodge Chance per Charge (+25% per Charge in War). This can increase her Dodge Chance to an impressive 100% in War, making her a very challenging target for opponents.

Ironheart

Ironheart is a blaster with a relatively straightforward kit, yet she can deal abnormally high damage to her opponents.

Her Basic attack targets the primary opponent and grants an Assist from a random Iron Man or Kahhori ally. The power of the Kahhori’s Basic or Assist attack is noteworthy; not only will Ironheart and Kahhori inflict significant damage flip buffs, and apply Exposed or Blind, but they will also apply +1 Charged to Ms. Marvel (Classic) or Wasp.

Ironheart’s Special attack targets the primary and adjacent enemies, reducing their Speed Bar by 20%. It also applies Ability Block to the primary target, and this attack cannot be dodged during a War. This ability is excellent for controlling the battlefield by preventing an opponent from using their Abilities while manipulating the Speed Bar of multiple targets. The Special costs 4 Ability Energy and can be used in the first turn.

Her Ultimate attack requires 6 Ability Energy and can be executed on her second turn. It targets all opponents and applies Defense Down for 2 turns. In War, if there are 3 or more Absolute A-Force allies on the team, Ironheart will deal an additional 300% damage to all opponents with this attack. Additionally, this attack cannot be dodged in War and provides a staggering +100,000% Extra Focus, making it capable of crippling the entire opposing team.

Ironheart’s Passive ability grants Defense Up for 2 turns to the entire Absolute A-Force team upon her spawn. She also receives +40% Resist, +15% Max Health, and +15% Armor. These passive bonuses plus reworked stats contribute to her status as an extremely durable character.

Kahhori

Kahhori is a Controller for Absolute A-Force who specializes in maneuvering swiftly across the battlefield, flipping effects, and incapacitating enemies marked as Exposed. Her Basic, Special, and Passive abilities can all apply Exposed, with her Basic being particularly powerful.

With her Basic attack, Kahhori strikes the primary target, dealing Piercing damage, which is enhanced by +50% Drain and an additional +5% of the target’s maximum health (or +30% of maximum health if the target is a Minion). All her attacks are Piercing, meaning they ignore the opponent’s Armor. She flips 2 positive effects into negative ones on the primary target (all positivities into negativities in War). If a target has no positive effects, she applies Exposed instead. If the target has Exposed, she also applies Blind. Furthermore, this attack grants +1 Charge (up to a maximum of 3) to the Absolute A-Force ally with the highest Health and extends the duration of one positive effect on herself by +1 (up to a maximum of +2). This attack cannot be blocked, and when Kahhori is forced to attack an ally, her damage is reduced; she does not flip positive effects, nor does she apply any negative effects or Exposed to Absolute A-Force characters. Overall, her Basic attack is a formidable tool for charging her allies and applying Exposed to enemies.

When using Iso-8/Counter Attack/Assist, Kahhori performs the same actions as with her Basic attack. If she is a Striker, she flips all positive effects with her first attack, then applies Exposed with the follow-up attack. Then she can play immediately after and apply Blind. This combination can be quite devastating.

Kahhori’s Special ability costs 4 Ability Energy and can only be used on the third turn. This attack targets all enemies, dealing Piercing damage and providing +30% Drain while removing all Barriers from them. It deals double damage to enemies with Safeguard. For enemies without Safeguard, it flips 5 positive effects into negative ones and applies Offense Down (2 turns), Heal Block (2 turns), and 2 Bleed (1 turn) to all enemies. If an enemy has no positive effects, she applies Trauma (2 turns) to that character. She also applies Exposed to all Support enemies and redistributes health between herself and all Absolute A-Force allies. In War, this attack cannot be blocked, dodged, or counterattacked. Overall, it is a highly dangerous Special that flips positive effects on all opponents and applies several severe debuffs, including Exposed to enemy Support characters.

Kahhori’s Ultimate ability costs 6 Ability Energy and can be activated on turn four. This attack targets the primary enemy as well as adjacent ones, applying the effects of Defense Down, Heal Block, Disrupted, and Trauma, all lasting for 2 turns. Additionally, it deals double damage to targets that have Safeguard. In War, this attack is Unavoidable, meaning it cannot be blocked or counterattacked. After using her Ultimate, Kahhori fills her Speed Bar by 100%, allowing her to take another turn immediately.

Passive

Upon spawning, and after all other characters’ On Spawn effects have occurred, Kahhori fills her Speed Bar by 200% and attacks the enemy Controller with the highest Focus, dealing Piercing damage and applying the Exposed status. As long as her Health remains at 50% or higher, she cannot be affected by Slow, and her Focus and Damage can only be reduced by Offense Down.

Enemies with Exposed:

  • In War, if Kahhori has 4 or more Absolute A-Force allies, cannot fill Speed Bar for themselves or allies (this does not apply to Speed Bar gained through normal means).
  • In War, cannot gain Stealth or Charged. This does not prevent prolonging the duration of effects already on the target.
  • In War, cannot Barrier themselves or their allies.
  • In War, have their Assist Chance lowered by 100%.
  • Have their Revive Chance lowered by 100%.

Practically, On Spawn Kahhori gets two turns to play, so she can prepare the field with her Basic (twice), and then when it’s her turn to play, she goes with big weapons, first from the Special, then from the Ultimate.

Kahhori in War is what Captain Britain is in Cosmic Crucible and Scarlet Witch (Zombie) in War – she prevents enemies from manipulating all Speed ​​Bar, but they need to have Exposed. But he has a few more tricks up his sleeve, as we can see opponents cannot have Barriers, they cannot assist (goodbye OML), nor can they Revive.

Medusa

The Queen of Attilan dominates the battlefield as a damage-dealing brawler. Medusa’s attacks deal Piercing Damage, and her Special and Ultimate abilities prevent any defeated enemy from being revived.

Her Basic Attack is straightforward: she strikes the target and then attacks again. If forced to target an ally, Medusa will deal reduced damage to Absolute A-Force characters.

The Iso-8, Counter Attack, and Assists work the same way, delivering pure Piercing Damage without any additional effects.

The Special ability costs 4 Ability Energy and can be activated in the first turn. With this ability, Medusa strikes the primary target with substantial Piercing Damage and gains a +60% Crit Chance for that attack. If Black Bolt is an ally, or if she has three or more Absolute A-Force allies, this attack also receives a +60% increase in Crit Damage. Any character defeated by Medusa using this attack cannot be revived, and the attack ignores Defense Up, it cannot be dodged or blocked. This makes it a powerful single-target move, allowing Medusa to easily eliminate an opponent from the match.

Ultimate costs 5 Ability Energy and can be used on the second turn. When activated, Medusa attacks the primary target and adjacent targets. Her attack gains a +60% Crit Chance and deals +20% additional damage for each positive and negative effect present on the primary target. If Black Bolt is an ally or if Medusa has three or more Absolute A-Force allies, this attack additionally receives a +60% Crit Damage bonus. Any characters defeated by this attack cannot be revived. Furthermore, this attack ignores Defense Up effects and cannot be blocked or dodged. It’s crucial to target someone with multiple buffs and debuffs, as this attack can eliminate everything.

Medusa’s Passive ability prevents opponents from spawning with Evade and Deathproof.

In War:

  • Enemies cannot Spawn with Defense Up or Speed Up.
  • Protector and Blaster enemies cannot Spawn with Charged.
  • Protector enemies cannot Spawn with Safeguard.
  • Lower Damage for all enemies by 20%.
  • Lower Resistance for all enemies by 80%.
  • Gain +10% Speed.
  • Absolute A-Force allies gain +10% Speed.

Like other characters in the Absolute A-Force, their effectiveness significantly increases during War. The team gains additional speed, reduces damage and resistance to opponents, and prevents Protectors and Blasters from entering the battlefield with charge. Additionally, all opponents are unable to spawn with speed up and defense up. This makes them very powerful and effective.

Medusa provides +10% Speed to the team in War.

Moon Girl as the sixth Absolute A-Force

You can find all the information about Moon Girl on the Champion team page HERE.

Moon Girl is an outstanding addition to the Absolute A-Force team and is a serious contender to replace either Wasp or Ironheart. This change allows players to build a top-tier War team without needing to invest in all five of the original Absolute A-Force members—only four are essential if you include Moon Girl.

Wasp and Ironheart fill similar roles within the team, making the choice between them a strategic one. Dropping Wasp means losing a turn 1 Stun, while leaving out Ironheart costs you a turn 1 Ability Block and Defense Up on Spawn. After considering team synergy and War impact, the better choice is to drop Wasp. Moon Girl brings superior support, speed, and utility, elevating the team’s overall performance.

In summary, Moon Girl’s arrival lets you optimize your resources and build a powerful Absolute A-Force lineup for War, while minimizing investment in outdated characters.

The most important thing Moon Girl brings to the Absolute A-Force team is her unique passive: until she takes her first turn, enemies cannot fill or reduce Speed Bar for themselves, their allies, or even your team—provided Moon Girl is with at least three Absolute A-Force allies. In practice, this means she completely shuts down all forms of Speed Bar manipulation from the opponent at the start of the battle.

While Kahhori offers a similar effect, hers only activates in War, only if she has four Absolute A-Force allies, and only affects enemies with Exposed. Moon Girl’s passive is far more universal and easy to trigger, making it a much more practical and valuable tool in most scenarios.

Moon Girl herself isn’t particularly fast (Speed 119), and neither are the other Absolute A-Force members. However, this actually works in your favor: the team gets better sustain and control against fast opponents, who no longer have the option to reduce your Speed Bar or outpace you too much with turn manipulation.

Moon Girl’s Basic attack can reduce Speed Bar for the primary and adjacent targets, limiting the enemy’s ability to take turns. Her Special applies Defense Down, Heal Block, and Disrupted (all for 2 turns) to the primary and adjacent enemies, cutting down their defensive potential, preventing them from healing, and stopping new buffs from being applied. With her Ultimate, she flips all positive effects on all enemies into negative effects, removes their Barrier, and applies Slow (2 turns) to everyone. Importantly, all of her attacks cannot be countered, so there’s no risk of retaliation.

Within the Absolute A-Force team, Moon Girl can be built as a Striker for excellent Iso-8 attack that can reduce Speed Bar to the primary target, but Raider is also a strong choice since all of her abilities hit multiple enemies.

Overall, Moon Girl is a substantial upgrade over Wasp or Ironheart and brings far greater efficiency to the Absolute A-Force team. For example, if you use them on War Defense, teams that used to easily defeat Absolute A-Force will now struggle—or might not be able to win at all—especially if you round out the lineup with a strong plug-and-play character alongside Kahhori, Medusa, Ms. Marvel (Classic), and Moon Girl. Moon Girl also enables the Absolute A-Force to be much more versatile and effective on War Offense.

Combat Tips & Tricks

Absolute A-Force is a formidable team designed to dominate in War, thanks to their powerful bonuses in this game mode. They possess exceptional damage output and impressive damage mitigation capabilities. When key opponents are Exposed, the team can easily eliminate them. Kahhori plays a crucial role in this strategy by applying Exposed to the opposing Controller with the highest Focus upon spawning. This includes powerful characters like Old Man Logan, Hela, Green Goblin (Classic), Northstar, Cosmic Ghost Rider, and Shadow King.

This team can also perform well in Battleworld and during the Knull fight, as Medusa and Kahhori will deal significantly less damage to their own characters when forced to attack them. Additionally, Kahhori can remove Barrier from Knull, although more testing is needed to provide detailed insights.

When it comes to War, for which this team was primarily designed, it’s important to highlight their excellent damage mitigation. Ms. Marvel (Classic), who provides protection with her Taunt, comes equipped with five Charged. After each opponent’s attack, she heals and flips debuffs onto her team. Since Kahhori plays first and can execute two moves at the very beginning of the fight, it’s crucial to utilize her Basic attack to apply Exposed to key opponents, preventing them from filling their Speed Bar, gaining Charged abilities, receiving Barrier, or assisting their allies. Targets like Apocalypse and Skrull should be prioritized for Exposed as early as possible.

For the remaining team members, the approach is straightforward: utilize their abilities appropriately. Use the Special attack on the first turn, then the Ultimate on the second, and focus on controlling the most challenging opponents. By following this strategy, you should have no trouble against the majority of adversaries in War.

If you have any questions about Absolute A-Force or need any help with MSF feel free to reach out to us via our Discord:

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