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Annihilus

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Tier List

Villain, Cosmic, Tech, Blaster, Mythic, Galactic Council

Arena★ ★ ★ ★ ★
Alliance War Offense★ ★ ★ ★ ★
Alliance War Defense★ ★ ★ ★ ★
Cosmic Crucible Offense★ ★ ★ ★ ★
Cosmic Crucible Defense★ ★ ★ ★ ★
Raid★ ★ ★ ★ ★
Dark Dimension / Saga★ ★ ★ ★ ★
Battleworld★ ★ ★ ★ ★

Iso-8

Raider is an excellent ISO-8 class for Annihilus, since both his Special and Ultimate hit all enemies at once, maximizing the value of the class. Raider becomes an even more compelling choice when you consider that Annihilus always crits with his Basic whenever he has any negative effect on himself, which, given how frequently debuffs are applied in high-level content, means he will be critting consistently with Basic (or Counter Attack and Assist) throughout the battle.

Striker is also a strong option, as even though his ISO-8 ability he redistributes all Drain gained to his entire team, healing everyone more effectively. And as long as he has the Cosmic Control Rod active, Annihilus has 100% Drain at all times — meaning the more damage he deals, the more he heals both himself and his allies.

T4 Priority

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – Once his Passive is maxed, Annihilus becomes a constant source of pressure throughout the entire battle. As long as he has the Cosmic Control Rod, he automatically attacks whichever enemy takes a turn using his Level 7 Basic — meaning enemies are taking damage on their own turns without Annihilus even spending his. Every time a passive attack triggers, it also summons Insectoid Devourer minions and transfers all negative effects from Annihilus onto one of them (because his Basic provides that), so he is constantly cleansing himself of debuffs while simultaneously growing his minion count.

On top of that, enemies cannot gain Charged while the Cosmic Control Rod is active, which is a significant advantage in a game as rich in Charged mechanics as Marvel Strike Force. Taken all together, the passive attack pressure, the continuous self-cleanse, the minion generation, and the Charged prevention make maxing the Passive the single most important upgrade you can make for Annihilus.

Special – Maxing the Special significantly increases the damage dealt to all enemies and reduces the duration of Safeguard by 2 on every target that has either Defense Up or Speed Up active. This is crucial because it allows Annihilus to flip all positive effects into negative ones on those targets, regardless of whether they have Safeguard — since he reduces it first, effectively removing it entirely before the flip lands. Enemies that had Defense Up and Speed Up will find themselves with Defense Down and Slow instead.

It is worth noting, however, that if an enemy has Safeguard but does not have Defense Up or Speed Up, Annihilus will not be able to reduce their Safeguard, and as a result will not be able to flip their positive effects into negatives either. The Safeguard reduction is tied specifically to those two buffs, so enemies without them retain their protection against the flip. To clarify, enemies without Safeguard will have all of their positive effects flipped by Annihilus’s Special regardless of which buffs they currently have. The Safeguard restriction only applies to enemies who actually have Safeguard active.

Ultimate – This is a straightforward but fantastic damage upgrade. The raw damage output increases, but the standout improvement is that Annihilus now deals double damage with his Ultimate to enemies with Defense Up. Normally, Defense Up reduces incoming damage by 50%, meaning enemies with it active are significantly harder to hurt. However, since Annihilus increases his Ultimate damage by 100% against those targets, the net result is that he actually deals more damage to enemies with Defense Up than to those without it — completely flipping what is normally a defensive advantage into a liability.

Basic – Increases its damage output, but the most important upgrade is that Annihilus will now summon 4 Insectoid Devourers when using his Basic with the Cosmic Control Rod active, instead of just 1 on an unmaxxed Basic. However, the number summoned is reduced by 1 for each non-Minion ally currently alive in battle, down to a minimum of 1. This means that if all 4 of his non-Minion allies are alive when he uses his Basic, he will only summon 1 Devourer.

Where this upgrade truly shines is when enemies start eliminating his teammates. If 2 non-Minion allies are still alive, he summons 2 Devourers. If only 1 is alive, he summons 3. And if none of his non-Minion allies remain, he summons the full 4 Insectoid Devourers. This makes the upgrade especially valuable in particularly hard and uncertain battles — even if enemies manage to eliminate most of his team, Annihilus will rapidly surround himself with a growing horde of minions, making him extraordinarily difficult to finish off even when standing alone on his side of the battlefield.

Infographics

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About Character

Annihilus is one of the main antagonists of the Marvel Universe, serving as a major villain across the Fantastic Four, Avengers, and Guardians of the Galaxy franchises. His nickname? “The Living Death That Walks” — also known as the Lord of the Negative Zone and Annihilus the Immortal.

The story of Annihilus begins not with a dramatic experiment or a tragic accident, but with something far more humble — a spore. A freak meteor collision hurled an alien Tyannan ship into the volcanic planet Arthros, where the crew released their spores before starving to death. Many generations later, one of those spores evolved into a weak insectoid creature. Significantly intelligent due to a mutation, the creature discovered the Tyannan starship wreckage and utilized a knowledge transfer helmet to master the advanced alien technology. This enhanced his intelligence and strength, and he created the powerful “Cosmic Control Rod.” Obsessed with survival, the paranoid creature, who came to be known as Annihilus, set out to destroy any other living being he viewed as a possible threat to his existence.

Annihilus is an interdimensional insectoid conqueror and tyrant hailing from the Negative Zone, a pocket dimension. Born on the planet Arthros, he attempted to take over the entire realm, wielding the Cosmic Control Rod. He is a nihilist obsessed with extending his own lifespan and will destroy any being that threatens his existence. The Cosmic Control Rod, normally worn at his throat, gives Annihilus control over cosmic energy. Although it has virtually limitless applications, Annihilus characteristically uses it to promote his own well-being and boost his own strength.

The Rod grants him several extraordinary abilities:

  • It can slow his cellular degeneration and lengthen his lifespan (insects are normally short-lived), ward off diseases, and reverse the effects of heat, cold, and radiation.
  • It can fire a variety of energy beams, from mild concussive force to full disintegration, and it suspends aging, giving Annihilus an effectively infinite lifespan.
  • Annihilus is extremely paranoid, and much of his power depends on the Cosmic Control Rod.

Beyond the Rod, Annihilus is a formidable physical force on his own. His powers include superhuman physical characteristics, flight, energy manipulation, forcefield creation, matter manipulation, teleportation, telepathy, telekinesis, regeneration, immortality, and immunity to all known viruses and diseases. He has a chitinous exoskeleton that allows him to withstand high-caliber bullets, falls from great heights, temperature extremes, pressure extremes, and powerful energy blasts without sustaining injury. Annihilus can also continuously resurrect himself if he is killed, making him one of the most persistent and difficult villains to permanently defeat in all of Marvel.

Annihilus first encountered the Fantastic Four when Reed Richards, the Thing, and the Human Torch entered the Negative Zone seeking anti-particles needed to treat Sue Storm’s cosmic ray-related pregnancy complications. Annihilus’ minions captured the heroes, but they escaped, stealing his Control Rod. They returned it after siphoning off the needed anti-particles and returned to Earth. Over the decades, he repeatedly clashed with the Fantastic Four, attempted to invade Earth multiple times, and even targeted their children. Sensing great power within Franklin Richards, Annihilus abducted him along with the Fantastic Four and others into the Negative Zone, using a machine to prematurely release the child’s full power potential, hoping to transfer the expended energies into himself.

Annihilus reached his terrifying peak during the cosmic event, Annihilation. Annihilus led the Annihilation Wave — an enormous fleet of Negative Zone battleships — claiming the universe was expanding into his territory. His forces destroyed the Kyln, an intergalactic power station and maximum security prison, and the planet Xandar, headquarters of the Nova Corps. As his armada laid waste to the Skrull Empire, Annihilus himself seemingly killed the hero Quasar and acquired his Quantum Bands while searching for a way to harness the Power Cosmic. With the Quantum Bands, he managed to double his already considerably high power levels — enough to challenge and withstand the combined assault of Nova, the Silver Surfer, and even Galactus himself.

Over the years, Annihilus has evolved from a simple villain to a complex character representing the darker aspects of cosmic power and ambition, often serving as a catalyst for larger cosmic events in the Marvel Universe. In short, Annihilus is one of Marvel’s most compelling cosmic villains — a creature born from nothing, driven by pure fear of death, who built himself into a universe-threatening force through cunning, paranoia, and sheer destructive power. He is the ultimate embodiment of the idea that the most dangerous enemy is one who has nothing to lose and everything to protect.

Annihilus in MARVEL Strike Force — Everything You Need to Know

Annihilus isn’t just the most powerful playable character in MARVEL Strike Force — he’s designed to function like your own personal mini-boss. He’s a true plug-and-play powerhouse, meaning he can slot into virtually any modern team and immediately cause chaos, thanks to three core pillars: the Cosmic Control Rod, a swarm of disposable minions, and several brand-new game mechanics.

The Cosmic Control Rod — His Most Important Asset

The Cosmic Control Rod is a special passive effect that Annihilus receives only when he first enters the battle (on spawn). This is crucial — once it’s gone, it’s gone. So your opponents’ best strategy is to strip it away as fast as possible. Until they do, however, the Cosmic Control Rod makes Annihilus nearly unstoppable:

  • Reactive Attacks — Every time an enemy takes their turn, Annihilus automatically strikes that character with his Basic ability (Negative Zone Power) at its maximum Level 7. He essentially attacks every single round without even spending his own turn.
  • Pseudo-Immortality — Any attack that would normally kill Annihilus instead drops his Health to 1, instantly removes all negative effects on him, heals him back to 100% of his Max Health, and then — and only then — removes the Cosmic Control Rod. In other words, you can’t kill him in one shot while the Rod is active.
  • Battlefield Control — Annihilus prevents enemies from applying Battlefield Effects to his allied side entirely. Abilities like Odin’s All-Father’s Fury or Franklin Richards’ Future Foundation simply won’t work against his team.
  • Status Immunity — He cannot be afflicted with Exhausted, Exposed, Darkness, Stun, or Bleed while the Rod is active.
  • 100% Drain — Every attack Annihilus lands heals him for the full amount of damage dealt.
  • Max Health Reduction — All damage Annihilus deals also permanently reduces the target’s maximum Health pool by the same amount, making enemies progressively weaker over time.
  • Immunity to Percentage-Based Attacks — Abilities that deal damage based on a percentage of Health (a common counter to tanky characters) simply do not work on him.

The Insectoid Devourer Minions — A Deadly Horde

Annihilus’s Basic Ability summons 4 Insectoid Devourer Minions onto the battlefield. These aren’t just filler — they’re a highly functional and dangerous swarm:

  • On their turn, they gain Taunt, forcing enemies to attack them instead of Annihilus or his allies, effectively acting as shields.
  • Both their Basic and Special abilities clear all Barrier on their target before dealing damage.
  • They transfer negative effects from themselves (the attacker) to the target, so debuffs meant to weaken them get passed straight to the enemy instead.
  • Their Special ability also grants Annihilus Speed Bar, meaning the more they act, the faster Annihilus gets to take his own turns.

New Mechanics Annihilus Brings to the Game

Annihilus introduces three entirely new mechanics that change how battles play out:

  • Team Drain — Normally, Drain only heals the character dealing the damage. With Team Drain, Annihilus’s attacks heal both him and his allies simultaneously, making his whole team more durable.
  • Psychic Shutdown — As long as Annihilus has his Cosmic Control Rod active, enemies are completely unable to use Mind Control on anyone. This directly counters characters who rely on turning your own teammates against you.
  • Speed Bar Control — Annihilus and his Insectoid Devourers cannot have their Speed Bar fill blocked by enemy passive abilities. Many characters in the game have passives that slow down or freeze opponents’ Speed Bars — those abilities simply don’t work on Annihilus or his minions.

Annihilus is designed to be oppressive from the moment he enters a fight. Between near-immortality, constant reactive attacks, a self-replacing minion horde, and mechanics that shut down entire categories of enemy strategies, he demands a very specific and deliberate counter-plan. If you don’t strip the Cosmic Control Rod quickly, you’re fighting an uphill battle — against a creature that was literally born to never stop fighting.

Annihilus’s Basic is deceptively simple on the surface, but it packs a remarkable amount of utility into a single action. It starts by clearing all Barrier on the primary target before dealing any damage, meaning enemy shields are stripped away before the hit lands — the damage always goes straight through. It then attacks the primary target for 300% damage and distributes any Drain gained from that attack to 5 random allies or himself. This connects directly to Annihilus’s Team Drain mechanic — his healing doesn’t stay with him alone, it spreads across the team.

The attack also carries two conditional damage bonuses. It deals double damage to any enemy that has Defense Up active, and if Annihilus himself is carrying any negative effects, he gains +100% Critical Hit Chance — effectively turning his own debuffs into a weapon. After the attack resolves, it fills his Speed Bar by 15%, helping him take turns faster and more frequently.

When Annihilus still has his Cosmic Control Rod active, the Basic becomes significantly more powerful. It summons 4 Insectoid Devourer minions onto the battlefield, though the number summoned is reduced by 1 for each non-Minion ally already on his team, down to a minimum of 1. This means the more regular teammates he has, the fewer minions he spawns, so he works best either solo or alongside other Minion-type characters. On top of that, all negative effects on Annihilus — including the rare and powerful Trauma debuff — are transferred to one of those freshly summoned Insectoid Devourers. This is a critical self-cleanse mechanic: any debuffs your opponent applies to Annihilus get immediately offloaded onto a disposable minion, keeping him clean and dangerous. The entire Basic ability is also immune to counterattacks, meaning characters or abilities that would normally trigger a retaliatory strike when hit simply do not activate against it.

What makes this Basic exceptional is that it feeds multiple systems simultaneously. It clears defenses, heals allies, punishes common buffs like Defense Up, self-cleanses through minion transfers, and keeps Annihilus moving faster with Speed Bar generation — all in one ability. Every press of that button is doing five things simultaneously.

ISO-8/Counter Attack/Assists: — the attack is a slightly reduced version. It deals 225% damage plus 17% Piercing, which bypasses a portion of the target’s armor entirely, and still distributes Drain to 5 random allies or himself. It retains the double damage bonus against enemies with Defense Up and the +100% Crit Chance bonus when Annihilus has negative effects, but the minion summoning, negative effect transfer, Speed Bar fill, and Barrier clear are not included — those are reserved for his full Basic turn.

Special costs 5 Ability Energy and can be used on his very first turn, making it an immediate threat from the moment he enters the battlefield. It clears all Barrier on every enemy simultaneously, then attacks the entire opposing team for 400% damage, distributing all Drain gained to 5 random allies or himself — keeping his whole squad healthy off a single action.

For any enemy currently carrying Defense Up or Speed Up, it reduces the duration of Safeguard by 2, stripping away one of the game’s most protective effects. It then flips all positive effects on all enemies, turning every buff the opposing team has built — Defense Up, Speed Up, Stealth, Offense Up, and so on — into its negative counterpart. This also feeds directly back into Annihilus’s Basic, which gains +100% Crit Chance whenever enemies are carrying negative effects.

To top it all off, the ability generates 5 Ultimate Ability Energy for Annihilus, pushing him close to firing his Ultimate almost immediately after. The entire attack cannot be blocked under any circumstances.

In one action, Annihilus strips shields, nukes the whole enemy team, heals his allies, dismantles enemy buffs, and charges his Ultimate — all unblockable.

Annihilus’s Ultimate costs 8 Ability Energy and is normally available on his 5th turn. However, since his Special generates 5 Ultimate Ability Energy, using the Special on his first turn means the Ultimate is ready as early as his second turn.

The ability opens by clearing all Barrier on every enemy and reducing the count of Deathproof on all enemies to zero, eliminating two of the most common defensive tools in the game before the damage even lands. It then attacks all enemies for 600% damage, distributing all Drain gained to 5 random allies or himself, healing his team in the process.

The damage scales dramatically depending on the situation. It deals double damage to any enemy with Defense Up, and an additional +300% damage to any enemy below 50% Max Health — making it a devastating finisher against weakened targets. Most critically, any enemy killed by this attack cannot be revived under any circumstances, permanently removing them from the fight regardless of any revival mechanics their team may have.

The attack cannot be blocked or dodged, meaning no defensive ability in the game prevents it from landing. But still can miss – it’s not Unavoidable, so if Annihilus has Blind, his Ultimate will fail to land. Combined with the aggressive energy timeline, the Ultimate is less of a finishing move and more of a guaranteed team wipe waiting to happen.

Passive is the foundation of everything that makes Annihilus dangerous. On spawn, he immediately gains the Cosmic Control Rod — but this can only happen once per Crucible or War, so once it’s gone, it’s gone for good.

While the Cosmic Control Rod is active, Annihilus becomes a near-unstoppable force. Every time an enemy takes their turn, Annihilus automatically attacks that character with his Basic ability at its maximum Level 7, without spending his own turn. Any attack that would kill him instead drops his Health to 1, instantly clears all negative effects on him, heals him back to 100% of his Max Health, and only then removes the Cosmic Control Rod. Enemies cannot apply Battlefield Effects to Annihilus’s allied side, cannot use Mind Control, cannot gain Charged, and have their Passive Assist Chance reduced by 100% — meaning passive assists simply stop happening. Annihilus himself cannot be afflicted with Exhausted, Exposed, Darkness, Stun, Bleed, or Deathproof while the Rod is active.

Outside of the Cosmic Control Rod, the Passive still carries significant permanent effects. On Kill, enemies cannot reduce the Max Health of any target until the end of Annihilus’s turn, protecting his team immediately after a kill. Enemies cannot have their Max Health or Speed increased through Passive abilities, cutting off a common source of mid-battle power growth on the opposing side. Annihilus’s own Focus can only be reduced by negative effects — not by enemy abilities directly — and similarly, his Max Health cannot be increased, and his Speed Bar fill cannot be prevented through enemy Passive abilities.

Taken together, the Passive doesn’t just make Annihilus hard to kill — it systematically dismantles the tools enemies rely on to control, weaken, or outpace him.

On top of everything mentioned, Annihilus also has 200% Accuracy, meaning that even if enemies Blind him and reduce his Accuracy by 100%, he will still never miss his attacks. When you look at the full picture — the Cosmic Control Rod, the passive pressure, the minion horde, the team-wide healing, the buff flipping, the debuff immunity, and the sheer damage output — it becomes clear that Annihilus is simply a supreme destruction machine, built from the ground up to dominate any battlefield he enters.

Insectoid Devourer

Traits: Villain, Cosmic, Bio, Brawler, Minion
Speed: 116

The Insectoid Devourer’s Basic is straightforward but effective. It clears all Barrier on the primary target before the hit lands, ensuring the damage always goes through, then attacks for 270% damage and transfers 1 negative effect from itself to the target. This last part is particularly important — the Devourers are designed to absorb debuffs from Annihilus and then pass them straight onto enemies, turning what was meant to weaken your team into a problem for the opponent instead.

The ISO-8, Counter Attack, and Assist version follows the same pattern — it still clears Barrier and still transfers 1 negative effect — but deals a reduced 202% damage with an added 17% Piercing to partially bypass the target’s armor.

Special costs 3 Ability Energy and can be used on Devourer’s very first turn, making it an immediate threat. It opens by clearing all Barrier on the primary target, then attacks for 450% damage and transfers 2 negative effects from itself to the target. It then chains to 2 adjacent targets for the same 450% damage, transferring 2 negative effects to each of those targets as well — meaning a single Special can offload up to 6 negative effects across three enemies simultaneously.

After the attack, it fills the Speed Bar of a random Annihilus ally by 15%, keeping the broader team moving faster. Notably, the chain can reach enemies in Stealth, meaning no target is safe by hiding, and a Counterattack does not break the chain — so even if an enemy retaliates mid-sequence, the remaining hits still land.

Combined with the Basic, the Devourers form a highly efficient debuff recycling system. They absorb negative effects — many originally transferred from Annihilus himself — and redistribute them across multiple enemies while simultaneously accelerating their allies’ turns. Disposable by design, but every action they take works directly in Annihilus’s favor.

The Devourer’s Passive is simple but serves a clear purpose. At the start of every turn, if Annihilus is still alive and on the team, the Devourer gains Taunt — forcing enemies to target it instead of Annihilus or his allies. This keeps Annihilus protected and ensures the Devourers are doing their job as a disposable frontline, soaking up hits that would otherwise threaten the more valuable members of the team.

Additionally, the Devourer’s Speed Bar fill cannot be prevented through enemy Passive abilities, mirroring Annihilus’s own protection and ensuring the swarm keeps moving at full pace regardless of what the opposing team’s passives attempt to do.

How to Unlock and Star Up Annihilus

Annihilus is unlocked through Dark Dimension IX, where he serves as the main reward upon completion. To access it, you’ll need 25 characters at Gear Tier 21, which is a serious investment and a challenge in its own right. More details on that can be found on our dedicated Dark Dimension IX page.

Completing the First Run and the Timed Run of Dark Dimension IX will earn you 7 Yellow Stars and 4 Red Stars for Annihilus. To push him further, the 5th, 6th, and 7th Red Stars are obtained through the Annihilus Saga, a gauntlet made up of 5 nodes. Nodes 1 and 2 require Annihilus at 5 Yellow Stars, while Nodes 3, 4, and 5 require him at 7 Yellow Stars — which you’ll have earned from the Timed Run. Starting from Node 3, you’ll earn the 5th, 6th, and 7th Red Stars in sequence.

Once you’ve completed Dark Dimension IX twice and cleared the Annihilus Saga, you’ll have Annihilus at a full 7 Yellow Stars and 7 Red Stars — as strong as he can possibly be right out of the gate.

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