Champion
Introduction
The Champion team is a Raid-focused squad that receives additional bonuses in that game mode, so it’s in Raids that we expect the most from them. Individually, Nova (Sam Alexander) is also a Starjammer, and Moon Girl belongs to the Absolute A-Force, so these two can strengthen those Crucible- and War-specialized teams. Generally speaking, Raid teams are very important because Raids are currently the main source of the most powerful gear in the game. That’s why investing in Raid teams like Champions is essential if you want to keep up with the latest gear tiers and continue progressing efficiently.
This team features two new characters—Nova (Sam Alexander) and Moon Girl—alongside three reworks: Spider-Man (Miles), Brawn, and Ms. Marvel. Moon Girl is a Tech character, while the other four are Bio. In terms of team roles, Spider-Man (Miles) and Ms. Marvel fill the Brawler spots, Moon Girl serves as the Controller, Brawn provides Support, and Nova (Sam Alexander) anchors the team as the Protector. All five are Heroes. Two of them—Spider-Man (Miles) and Ms. Marvel—have the City trait, Nova (Sam Alexander) is Cosmic, while Moon Girl and Brawn are Global.
Team Members

(left to right) with links to Character Pages
Utility
- Alliance Raids
The Champion team is designed primarily for Alliance Raids, where they can reach their full potential and where you should expect the most from them. Outside of Raids, unfortunately, they won’t perform that well in Crucible and War, mainly due to their relatively low Speed.
However, opponents won’t be able to manipulate the Speed Bar as long as Moon Girl hasn’t taken her first turn, and the entire Champion team has a 100% chance to Counterattack. With these counters, they can further buff themselves, gaining useful effects like Deflect and Regeneration, removing positive effects from enemies who attack them, and even reducing the Speed Bar of those attackers.
So, if the Champions manage to survive the initial enemy assault (since the vast majority of enemy characters will play before them), they can hold their ground and achieve some decent results as either an offensive or defensive Crucible/War team—but realistically, that will be a challenge.
Nova (Sam Alexander), in addition to being a Champion, is also a Starjammer, which means he can strengthen that team and has solid utility value in Cosmic Crucible. Similarly, Moon Girl is not only a Champion but also part of the Absolute A-Force, giving her solid utility in Alliance War.
This is where their main usefulness lies outside of Raids—not as a full team, but individually, with certain characters boosting other Crucible- and War-specialized teams.
Team Placement & Turn Order
We will place two protectors in opposite corners of the team formation. Nova (Sam Alexander) goes in one corner, while Ms. Marvel takes the other. Although Ms. Marvel is classified as a Brawler, she can still gain Taunt and has strong mitigation, effectively serving as an additional protector for the Champion team.
Nova (Sam Alexander) spawns with Taunt, so he will attract the initial enemy attacks. Next to him, we position Spider-Man (Miles), since he gains Stealth on spawn and, while under Stealth, has increased Dodge Chance. This makes it ideal to place him next to a protector with Taunt, as he can efficiently interrupt enemy chain attacks thanks to both Stealth and Dodge.
Moon Girl is placed in the middle, while Brawn goes on the other side, next to Ms. Marvel. This formation maximizes the team’s synergy and defensive potential.
Turn Order:
- Spider-Man (Miles) – 120 Speed
- Moon Girl – 119 Speed
- Brawn – 118 Speed
- Nova (Sam Alexander) – 117 Speed
- Ms. Marvel – 102 Speed
By current MSF standards, the Champion team is quite slow. None of their characters have more than 120 Speed, but this won’t be a major issue for them in Raids (the game mode they are primarily designed for). Thanks to excellent sustain and strong mitigation, they can withstand the initial blows from faster opponents.
Outside of Raids, in Crucible and War, faster teams will have a clear advantage against them due to the speed difference. For that reason, we don’t see the Champion team as a top-tier pick for those modes. They do have some speed-up potential: whenever any of them dodges an enemy attack, that character gains Speed Up through Spider-Man (Miles )’s Passive. In Raids, they’ll be able to dodge fairly often because Moon Girl, passively, on any Champion turn, flips one random positive effect into Evade. This makes them slightly faster in Raids and gives them significantly better battlefield control. Unfortunately, outside of Raids, Moon Girl’s flip ability doesn’t apply, so as we already mentioned, the Champion team won’t really be a top choice for Crucible and War.
Iso-8 Classes
- Nova (Sam Alexander)– Raider
- Spider-Man (Miles) – Raider
- Moon Girl – Striker / Raider
- Brawn – Striker / Healer / Skirmisher
- Ms.Marvel– Skirmisher / Striker
Nova (Sam Alexander) is an excellent Raider because he attacks multiple enemies with all of his abilities. You generally don’t want to give him the Striker Iso-8 class, since using Iso-8 attacks would cause him to lose Charged and forfeit all the valuable bonuses that Charged provides—except in Raids, where he can frequently regain Charged. Even so, it’s still more useful to run him as a Raider rather than as a Striker, since the Raider class maximizes his multi-target attacks and overall effectiveness in most content.
Spider-Man (Miles) takes the first turn on the Champion team, so it’s a good idea to give him the Raider Iso-8 class to boost his Crit Chance. This allows him to make the most of his Ultimate on the opening turn, since he attacks all enemies and applies Vulnerable to 3 random targets by default. With increased Crit Chance from Raider, every critical hit will apply an additional Vulnerable due to both his abilities and the Raider effect. As a result, when Spider-Man (Miles) uses his Ultimate at the start of the fight, you can expect a large number of Vulnerable effects spread across the enemy team, perfectly setting them up for follow-up attacks from the rest of the Champions.
Miles does not play first in War when he’s on the Champion team, because in that game mode, Brawn receives Speed Up on spawn and will take his turn before Miles. In all other modes, Miles plays first, making Raider Iso-8 especially valuable for maximizing the impact of his opening Ultimate.
Moon Girl hits multiple enemies with her attacks, so Raider is a solid Iso-8 option for her. However, Striker might actually be the better choice because her Iso-8 follow-up attack as a Striker will reduce the Speed Bar of the primary target, providing valuable turn control. This makes her an excellent Striker overall. When she’s on the Absolute A-Force team, you can also choose to give her the Striker Iso-8 class—or go with Raider, depending on your team’s needs and strategy. Both options are viable, but Striker gives her more direct control over enemy turns.
Brawn can be built as a Striker, since his Iso-8 attack will apply additional Regeneration, further boosting his team’s sustain. He can also work well as a Healer, which amplifies the effectiveness of the Regeneration he provides and generally increases the team’s healing capability. Alternatively, Skirmisher is a strong option if you want to boost his Focus, making it more reliable for him to copy and clear positive effects from enemies. All three Iso-8 classes are viable, so your choice should depend on what your team needs most—extra healing, more Regeneration, or consistent debuffing and buff control.
Ms. Marvel can be given the Skirmisher Iso-8 class, since she’s a really slow character and won’t take turns as frequently. However, whenever she assists or counterattacks, she’ll be able to apply additional Vulnerable to enemies, increasing the team’s overall damage potential. Alternatively, she can be built as a Striker, which allows her to gain extra Deflect through her Iso-8 attacks, boosting her survivability, and provides extra Ultimate Ability Energ to allies who need it in Raids. Both options are viable, and your choice will depend on whether you want to maximize her debuff application through assists or enhance her defensive utility with more Deflect.
Combine your Iso-8 classes wisely—don’t overload your team with Strikers, but also avoid building a squad made up entirely of Raiders. The best results come from a balanced approach that maximizes both damage output and the application of Vulnerable. Our recommendation for the Champion team is to have Nova (Sam Alexander) and Spider-Man (Miles) as Raiders, Ms. Marvel as a Skirmisher, and both Moon Girl and Brawn as Strikers. This setup ensures you have plenty of Vulnerable effects on the field for your Strikers to capitalize on, while still benefiting from the added Crit Chance that Raider brings and the debuff reliability and utility provided by Skirmisher. With this combination, you’ll maximize the team’s synergy, survivability, and offensive potential in every battle.
Team T4’s
Essential
- Nova (Sam Alexander)– Passive, Ultimate, and Special
- Spider-Man (Miles) – Ultimate
- Moon Girl – Passive and Ultimate
- Brawn – Passive, Ultimate, and Special
- Ms.Marvel – Passive and Special
Nova (Sam Alexander)
Passive – When Nova (Sam Alexander) is Charged and has 4 Champion or Starjammer allies, he prevents enemies from gaining Safeguard or Immunity. This is an essential upgrade for him and, by extension, for both of his teams—Champion and Starjammer. With this ability, Nova gives his teams a significant advantage by making enemy defenses much easier to break through and allowing his allies to keep up the pressure throughout the fight.
Ultimate – Gains additional damage and, in Raids, applies Safeguard (for 2 turns) and Defense Up (for 2 turns) to himself and all Champion allies. This upgrade is essential for Raids, as it significantly boosts the team’s survivability. It allows the Champion team to stay resilient and effective throughout the toughest Raid encounters.
Special – Gains additional damage and, in Raids, reduces the duration of all positive effects on the primary and adjacent targets by 2 (an anti-Safeguard mechanic). Just like his Ultimate, his Special is essential for Raids, as it helps strip away enemy buffs and makes it much easier for the team to control the fight. This upgrade ensures that the Champion team can consistently break through even the most heavily buffed opponents in Raid content.
Spider-Man (Miles)
Ultimate – Deals slightly increased damage, but more importantly, he applies 3 Bleed and 1 Vulnerable to 2 additional targets with his Ultimate. So, in total, 3 targets will receive 3 Bleed and Vulnerable, up from just 1 if the Ultimate is not maxed. Additionally, on Crit, it will apply an extra Vulnerable. This upgrade allows you to stack a huge amount of Bleed and Vulnerable effects across multiple targets, and since Miles plays first on the Champion team, it provides an excellent opener for the rest of the fight.
Moon Girl
Passive – In Raids, if Moon Girl has at least 3 Champion allies, when she loses all Charged, she will now reduce the Speed Bar of all enemies by an additional 25%, for a total of 50%. She also reduces the duration of all positive effects on all enemies by 3, and applies Stun to one additional enemy, so in total, the 3 enemies with the highest Damage will be stunned. This upgrade is essential for Raids, as it greatly enhances Moon Girl’s ability to control the enemy team and disrupt their momentum during the most challenging encounters.
Ultimate – She deals increased damage and flips all positive effects into negative effects on all enemies (up from just 2 random positive effects). This upgrade is essential because it gives you much greater control over the enemy team, making it far easier to strip away their buffs and turn them into debuffs.
Brawn
Passive – On Spawn, Brawn will gain Safeguard and Immunity. This upgrade strengthens his mitigation and allows him to use his abilities on his first turn without much trouble. Enemies won’t be able to easily Stun or Ability Block him, making him much more reliable and resilient at the start of the fight.
Ultimate – With his maxed Ultimate, Brawn steals 35% Health from the primary target (up from 15%) and redistributes 500% of the Health stolen to himself and all Champion or Gamma allies (up from 300%). He also applies Immunity to himself and all Champion or Gamma allies. This upgrade is essential because it significantly increases the healing for the entire team and buffs Champion or Gamma squads with Immunity, helping them become much more resistant to debuffs.
Special – Deals increased damage, copies and clears all positive effects from the primary and adjacent targets (up from just 3 positive effects), and spreads all positive effects from himself to all Champion and Gamma allies. With this upgrade, you can steal every buff from your enemies—leaving them without buffs—and then fully buff your own team with those same buffs, giving you a major advantage in battle.
Ms. Marvel
Passive – In Raids, on Spawn, Ms. Marvel generates 2 Ability Energy for herself and all Champion allies. This upgrade is essential not just for Ms. Marvel but for the entire Champion team in Raids, as it greatly facilitates simming Raid nodes by allowing everyone to use their key abilities at all times without fear of being without them in crucial moments. Mostly at the start of the next Raid battle.
Special – In Raids, Ms. Marvel prolongs the duration of all positive effects, excluding Taunt, on herself and all Champion allies by 1. This is another essential Raid upgrade, as using her Special will extend the duration of buffs, allowing her team to benefit from them for longer and increasing their overall survivability and effectiveness in tough Raid encounters.
Recommended
- Nova (Sam Alexander)– Basic
- Spider-Man (Miles) – Passive and Special
- Moon Girl – Special
- Brawn – Basic
- Ms.Marvel – Ultimate and Basic
Nova (Sam Alexander)
Basic – Deals increased damage, and if Nova (Sam Alexander) is Charged, his Basic will clear all negative effects from himself (up from just 2 negative effects previously). This can be especially useful in certain situations.
Spider-Man (Miles)
Passive – Spider-Man (Miles) passively applies Defense Down to a random target on his turn. If you fully upgrade his Passive, whenever that target already has Defense Down, Miles will gain Offense Up instead. This means he can further boost his offensive potential, giving him extra damage output and making him even more threatening in battle.
Special – Deal slightly increased damage to the primary target and apply Slow for 2 turns (up from 1 turn). This upgrade can be useful, as it allows you to slow down an enemy for a longer duration, making it easier to control key threats over the course of the battle.
Moon Girl
Special – With her maxed Special, Moon Girl will deal increased damage and, in addition, flip 3 random negative effects into positive effects and apply Stealth to the most injured Inhuman ally. When she’s with the Champion team, her Inhuman ally will be Ms. Marvel, and when she’s with the Absolute A-Force team, it will be Medusa. So, this upgrade will be especially beneficial for these two allies, providing them with extra survivability and utility in their respective teams.
Brawn
Basic – Deals increased damage and applies 2 Regeneration (up from 1) to the most injured Champion or Gamma ally. This upgrade improves his ability to support and heal his team.
Ms. Marvel
Ultimate – Deals increased damage, and Ms. Marvel now has a 60% chance (up from 40%) to generate 1 Ability Energy per target hit with her Ultimate. This energy is granted to random Hero allies. The improved chance to generate Ability Energy is definitely useful for powering up the team, because Ms. Marvel hits all enemies with her Ultimate, though unfortunately, it’s still not guaranteed to trigger every time.
Basic – Deals slightly increased damage, and in Raids, always generates 1 Ultimate Ability Energy for a random Champion ally or herself who was not at full energy (up from a 50% chance). This is a valuable upgrade for Raids, as it ensures the Champion team has a greater influx of Ability Energy—specifically Ultimate Ability Energy—making their rotations smoother and their key abilities available more often.
Red Stars and Diamonds
Getting 7 Red Stars on the new characters Nova (Sam Alexander) and Moon Girl shouldn’t be complicated, as long as you open Elite Red Star Orbs when he is featured there. Spider-Man (Miles), Brawn, and Ms. Marvel 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:
- 7 Red Stars for Spider-Man (Mies) – Incursion 3-4
- 7 Red Stars for Brawn – Incursion 8-5
- 7 Red Stars for Ms. Marvel – Incursion 3-4
When the Nova (Sam Alexander) and Moon Girl becomes farmable and free-to-play players are able to collect 7 Yellow/Red Stars for them, we also recommend using Diamonds for them (at least 3 Diamonds, ideally 5)
For the four reworked characters, we also recommend a minimum of 2 Diamonds. Ideally 5.
Farming Locations
- Spider-Man (Miles) – Character Store (Age of Annihilus)
- Brawn – Character Store (Age of Annihilus), Mystic 2-9
- Ms.Marvel – Character Store (Age of Annihilus), Villains 3-6
On Spawn Buffs and Crucial Passive Effects In Battle
Team On Spawn buffs: +2 Ability Energy and Immunity in Raids
Nova (Sam Alexander)On Spawn buffs: Charged, Taunt
Spider-Man (Miles)On Spawn buffs: Stealth
Moon Girl On Spawn buffs: 3 Charged in Raids
Brawn On Spawn buffs: Safeguard, Immunity, Speed Up in War
Champion:
- Nova (Sam Alexander), in Raids, on enemy Death, generates 1 Special Ability Energy for self and all Champion allies. If not Charged, gain Charged.
- +100% Counterattack chance
- Nova (Sam Alexander) gain +20% Block Amount, +50% Block Chance, and +1,000% Resistance if he has Charged
- Gain Speed Up on Dodge
- When Moon Girl loses all Charged, reduce the Speed Bar of all enemies by 50%, reduce the duration of all positive effects by 3 on all enemies, and apply Stun to the 3 enemies with the highest Damage (this can happen only in Raids)
- Gain +30% Drain
Enemies:
- Cannot gain Safeguard and Immunity if Nova (Sam Alexander) has Charged and 4 Champion allies
- Cannot fill or reduce Speed Bar for themselves, enemies, or allies in Raids and War, if Moongirl has 3 Champion allies
Team Mechanics
The Champions are a team of young superheroes in the Marvel Universe who came together out of a desire to redefine what it means to be a hero. Frustrated by the traditional approach of older teams like the Avengers, the Champions set out to create their own path—one centered on hope, inclusivity, and representing the voices of those who are often overlooked.
The lineup most recognized today includes Nova (Sam Alexander), Moon Girl, Spider-Man (Miles Morales), Brawn, and Ms. Marvel (Kamala Khan). This roster brings together some of the most promising young heroes, each with a unique background and perspective, united by a shared commitment to justice and positive change.
The Champions stand out for their willingness to challenge injustice at every level, from cosmic threats to everyday social issues. Their adventures often focus on protecting ordinary people, speaking out against inequality, and showing that true heroism means fighting for everyone, not just the powerful. They’re known for their strong sense of teamwork and mutual support, often relying on creative solutions and cooperation rather than brute force alone.
Beyond their battles with supervillains, the Champions work to inspire hope and empower the next generation. Their presence in the Marvel Universe serves as a reminder that heroism isn’t about age or legacy, but about standing up for what’s right—even when it isn’t easy.
The generation of tomorrow is rising up with the newest crop of young heroes: The Champions! This bold lineup features some fresh faces in leading roles—most notably Moon Girl and Nova (Sam Alexander)—joining up with Brawn, Ms. Marvel, and Spider-Man (Miles). And while Devil Dinosaur may not be a full-time member, he’s always ready to crash the party, swinging his mighty tail or chomping down enemies to support his partner, Moon Girl.
The Champions’ main objective is to cut through waves of enemies in Raid content, especially in the updated Annihilation Raid lanes. However, this scrappy, inventive squad is also designed to hold its own against the latest Raid teams in Alliance War, including threats like the Insidious Six and Immortal Weapons.
Teamwork is at the core of the Champions’ approach. Each member is designed to set up the others for success, chaining their abilities for maximum impact:
- Moon Girl takes control of the battlefield by manipulating Speed Bar and overwhelming enemies with negative effects, including Trauma. When her Passive ability triggers, Devil Dinosaur storms in to strip enemy buffs, reduce enemy Speed Bar, and even apply Stun.
- Nova (Sam Alexander) taps into the Nova Force to absorb damage and shield his team. He can block enemies from gaining crucial buffs like Safeguard and Immunity, Taunt with two separate abilities, and sustain himself with heals and Barrier to tank early attacks.
- Brawn brings powerful sustain, healing the team, stealing buffs from enemies, and redistributing them for the Champions, and providing ongoing Regeneration and Drain effects.
- Spider-Man (Miles) increases the team’s Speed with Speed Up whenever someone Dodges, applies debilitating debuffs and Vulnerable to enemies, and leverages Stealth to boost his own survivability.
- Ms. Marvel serves as a secondary protector, gaining Taunt whenever an ally drops below 50% HP. She can Stun key enemies, provide extra Ability Energy to random Hero allies (every Champion member is a Hero), and passively enables team assists.
While you’re building and powering up your Champions team, you can take immediate advantage of Moon Girl and Nova (Sam Alexander) in other game modes as well. Moon Girl shines as part of the Absolute A-Force in Alliance War, while Nova (Sam Alexander) strengthens the Starjammers in Cosmic Crucible.
With their focus on synergy and youthful determination, the Champions are ready to carve out a new legacy—one Raid at a time!
Nova (Sam Alexander)
Nova (Sam Alexander) is one of the youngest and most compelling heroes in the Marvel Universe. Sam is a teenager from a small town in Arizona who grew up listening to stories from his father, Jesse Alexander, about being part of the elite Nova Corps—an intergalactic police force tasked with maintaining peace across the universe. Although Sam initially believed these stories were nothing more than tall tales, his life changes dramatically when he discovers his father’s old helmet and accidentally unlocks the incredible powers of Nova.
From that moment on, Sam gains extraordinary abilities: he can fly at the speed of light, project powerful energy blasts, create force fields, and survive in the vacuum of space. Overnight, his world becomes both thrilling and dangerous, but Sam remains at heart an ordinary kid trying to juggle school, family, and everyday challenges.
As Nova, Sam Alexander constantly balances the responsibilities of being a superhero with the struggles of teenage life. His story is one of growth, courage, and the search for identity. Throughout his adventures, he teams up with renowned heroes like the Guardians of the Galaxy, the Avengers, and—of course—the Champions, where he brings youthful energy and optimism to the team.
Sam Alexander’s Nova represents hope, perseverance, and the belief that even an “ordinary kid” can rise to become a hero and a protector of the entire universe.
Nova (Sam Alexander) possesses a Charged mechanic that greatly enhances both himself and his allies. While Charged, he significantly buffs his Champion and Starjammer teammates, provides Barrier to the entire team on his or any ally from those teams on their turn, prevents enemies from gaining Safeguard and Immunity, and boosts his own Block Chance, Block Amount, and Resistance. He gains Charged on Spawn, and in Raids, he also gains it whenever an enemy dies. When he loses Charged or Taunt, he passively heals all his Champion and Starjammer allies.
Nova also grants a 100% counterattack chance to himself and all Champion and Starjammer allies, making them much more dangerous when attacked. His abilities can strike multiple enemies and debuff them with Stun, Offense Down, Heal Block, Slow, or even Ability Block (if the target already has Slow). He can also buff his team, especially in Raids, where his additional bonuses are fully active.
Thanks to these mechanics, Nova (Sam Alexander) is a valuable addition to the Starjammer team and one of the key members of the Champion team.
Nova (Sam Alexander) with his Basic attacks the primary target and adjacent enemies, dealing 300% damage to each. After using Basic, he gains Regeneration for 2 turns, allowing him to heal over time. If Nova is Charged when he uses this attack, he also clears all negative effects from himself and then loses Charged.
This combination enables him to stay in the fight longer and efficiently remove debuffs when it matters most.
Special costs 4 Ability Energy and can be used on his first turn. Nova (Sam Alexander) attacks the primary and adjacent targets for 400% damage. In Raids, he also reduces the duration of all positive effects on these targets by 2. If any target already has Slow, he applies Ability Block to that target. Additionally, he applies Slow to the primary and adjacent targets.
After the attack, Nova heals himself for 10% of his Max Health and gains Taunt.
Ultimate costs 6 Ability Energy and can be used on Nova (Sam Alexander)’s first turn. He attacks all enemies for 370% damage, applying Offense Down and Heal Block to each for 2 turns. Nova (Sam Alexander) flips Taunt on all enemies. If he has any champion allies, he also applies Stun to the primary target.
After the attack, Nova Barriers himself and all champion or starjammer allies for 10% of his Max Health and clears all negative effects from them. In Raids, he applies Safeguard for 2 turns and Defense Up for 2 turns to himself and all champion allies. This attack is Unavoidable and, in Raids, cannot be blocked.
On Spawn, Nova gains both Charged and Taunt through his Passive. Whenever he loses Charged or Taunt, he heals himself and all Champion or Starjammer allies for 10% of his Max Health. In Raids, whenever an enemy dies, Nova generates 1 Special Ability Energy for himself and all Champion allies, and if he’s not already Charged, he gains Charged again.
While Charged, Nova provides several powerful benefits: on his own turn or whenever a Champion or Starjammer ally takes a turn, he Barriers himself and all champion or starjammer allies for 10% of his Max Health. If he has at least 4 Champion or Starjammer allies, enemies are prevented from gaining Safeguard or Immunity. Additionally, while Charged, Nova gains +20% Block Amount, +50% Block Chance, and a massive +1,000% Resistance. All champion and starjammer allies also gain a 100% Counterattack chance, making the entire team much more threatening when attacked.
Preventing enemies from gaining Safeguard and Immunity is extremely important, as it makes opponents much more vulnerable to debuffs and stops them from protecting their own buffs. Because of this, Nova plays a crucial role on both Champion and Starjammer teams, providing a unique advantage that makes it much harder for opposing teams to maintain their defenses. This ability to disrupt enemy protection and enable his allies to land key debuffs is what sets Nova apart as an essential member of both squads.
Spider-Man (Miles)
Spider-Man (Miles Morales) is one of the most beloved and recognizable young heroes in the Marvel Universe. Originating from an alternate dimension known as the Ultimate Universe, Miles stepped into the role of Spider-Man after the death of Peter Parker. His story is that of a teenager of both Latino and African-American heritage, struggling to find balance between everyday life, school, family, and his extraordinary new responsibilities.
Miles possesses the classic abilities of Spider-Man—superhuman strength, agility, the ability to cling to walls, and the iconic spider-sense. What sets him apart are his unique powers: camouflage, which allows him to turn invisible, and the “venom blast,” a powerful bioelectric shock that can paralyze enemies. These additional skills make him exceptionally adaptable and a dangerous opponent for any villain.
As a member of the Champions, Miles brings youthful energy, optimism, and an innovative approach to every mission. His journey in the Marvel Universe often highlights the importance of diversity, acceptance, and the courage to be yourself, even when facing overwhelming challenges. Miles Morales stands as a symbol of hope for a new generation of heroes and proves that anyone, regardless of their background, can be a hero.
Spider-Man (Miles) is a Brawler who gains Stealth on spawn, and while under Stealth, his Dodge Chance is significantly increased, making him much harder for enemies to hit. He can passively apply Speed Up to his Champion and Web-Warrior allies whenever they Dodge enemy attacks—the same applies to himself, boosting the team’s overall tempo.
Miles has both single-target and multi-target attacks that let him apply debuffs such as Slow, Disrupted, Bleed, and Vulnerable to opponents. With his Basic, he can clear up to three positive effects from his target. As a solid Brawler, he’s the first to play in the Champion team, and his Ultimate lets him apply Vulnerable, prevent enemies from buffing themselves by applying Disrupted, and also inflict Bleed—effectively setting up the fight and creating an opening for his Champion allies.
Basic targets a single enemy, dealing 280% damage. In addition to the damage, he removes up to three positive effects from the target, making it harder for opponents to maintain their buffs and defenses.
With Special, he attacks the primary target for 300% damage and reduces their Speed Bar by 50%. He applies Slow for 2 turns and prolongs all negative effects on the target by 1 turn, up to a maximum of 3 turns for each effect. After using this attack, Miles gains Stealth. If the attack results in a kill, he also gains +1 Offense Up. This attack cannot be blocked, ensuring it always lands Slow when Miles hits the target. Special costs 4 Ability Energy and can be used on Spider-Man (Miles)’s first turn.
Ultimate costs 6 Ability Energy and can be used on Miles’s first turn. He attacks all enemies for 260% damage and applies Disrupted for 2 turns, preventing them from gaining buffs. This attack has 30% extra Crit Chance, increasing the likelihood of critical hits.
He also applies 3 Bleed for 1 turn and +1 Vulnerable (up to a maximum of 5) to 3 random targets. If the attack Crits, he applies an additional +1 Vulnerable (up to a maximum of 5) to those targets. This attack cannot be blocked.
This is a very strong opener that effectively cracks open the enemy team and sets them up for follow-up attacks from Miles’s Champion allies. By applying Disrupted, Bleed, and Vulnerable to multiple targets, Miles weakens the opponents’ defenses and creates opportunities for his team to capitalize on the debuffs in the next wave of attacks.
Through his Passive, Miles gains Stealth on Spawn. At the start of each of his turns, he applies Defense Down to a random target. If that target already has Defense Down, Miles instead gains Offense Up. This effect is Unavoidable and cannot be blocked.
Additionally, whenever Miles or any Champion or Web-Warrior ally Dodges, he applies Speed Up to that character, helping the team cycle their turns faster. While he has Stealth, Miles benefits from a +50% Dodge Chance, making him significantly harder for enemies to hit.
Moon Girl
Moon Girl (Lunella Lafayette) is one of the brightest young minds—and arguably the smartest person—in the Marvel Universe. A child prodigy and inventor, Lunella possesses an extraordinary intellect that far surpasses even the most brilliant adult heroes and villains. Growing up in New York City, she quickly gained attention for her genius-level inventions, curiosity, and her desire to use science for the greater good.
What truly sets Moon Girl apart is her partnership with Devil Dinosaur, a massive red dinosaur she brought into modern-day New York through her scientific ingenuity. Together, they form a unique duo, taking on threats that combine the weird, the cosmic, and the downright dangerous. Their adventures often blend science fiction with heart, humor, and a sense of wonder.
As a key member of the Champions, Moon Girl brings not just intelligence but also leadership, creativity, and a fresh perspective to the team. She excels at analyzing problems on the fly, developing gadgets or plans that turn the tide of battle, and supporting her teammates in and out of combat. Beyond the Champions, she’s also a member of teams like the Absolute A-Force, showing her versatility and importance across the Marvel Universe.
Moon Girl’s story is about more than just brains—it’s about courage, compassion, and the belief that anyone, no matter how young or unconventional, can make a real difference. She stands as an inspiration for a new generation, proving that true heroism comes in all shapes, sizes, and ages.
Moon Girl is a Controller who dominates the battlefield through relentless Speed Bar manipulation and by overwhelming her foes with a wide array of negative effects—including Trauma in Raids. When her Passive triggers, Devil Dinosaur charges in to reduce enemy positive effects and Speed Bar before applying Stun, giving the team a huge tactical edge.
Moon Girl passively prevents enemies from manipulating the Speed Bar, whether she’s with the Champion team or Absolute A-Force. In Raids, she gains access to the Charged mechanic: she starts with 3 Charged on spawn, using up one each time she activates her Ultimate or Special. When she loses all 3 Charged in Raids, she (through her Passive) reduce the Speed Bar of all enemies by 50%, decrease the duration of all positive effects on enemies by 3 (making Safeguard far less effective), and apply Stun to the three enemies with the highest Damage. So, at the start of each Raid battle, Moon Girl will gain 3 Charged. She will spend them when using her Special and Ultimate Abilities, and when she loses all Charged, she will automatically trigger all the passive effects mentioned earlier. Unfortunately, she only gets this Charged mechanic in Raids when teamed with Champions, which limits her full potential to that game mode.
Her kit allows her to attack all enemies, flip all positive effects into negatives, and apply Slow across the board. In Raids, she can also apply Trauma, making it much harder for enemies to cleanse their debuffs. Moon Girl can support her own team by flipping negative effects into positives for the most injured Inhuman ally (in the Champion lineup, this is Ms. Marvel; in Absolute A-Force, it’s Medusa). She can also passively apply Deathproof to herself or any Champion ally on that character’s turn, and in Raids, she can flip negative effects into Evade, which synergizes perfectly with Spider-Man (Miles), since any time a Champion character Dodges, he applies Speed Up to that character. This interaction lets the team Dodge more attacks, gain Speed Up, and play more frequently.
With her Basic, Moon Girl reduces the Speed Bar of the primary and adjacent targets, further disrupting the enemy’s plans. Overall, she is an outstanding Controller who brings immense value to both the Champion and Absolute A-Force teams, elevating their performance in key game modes—especially Raids.
Moon Girl’s Basic attacks the primary and adjacent targets for 300% damage. In Raids and War, she also reduces the Speed Bar of the primary and adjacent targets by 3%, plus an additional 3% for each Champion or Absolute A-Force ally on her team (15% in total if she is with a full Champion or Absolute A-Force team). This attack cannot be counterattacked, making it a safe and reliable way to chip away at enemy momentum and set up her team for future plays.
Her Special costs 4 Ability Energy and can be used on her first turn. With this attack, Moon Girl hits the primary and adjacent targets for 350% damage, applying Defense Down, Heal Block, and Disrupted to each for 2 turns. She then flips 3 random negative effects into positive effects and applies Stealth to the most injured Inhuman ally. If she is Charged, she loses 1 Charged after using this attack. This Special cannot be counterattacked, making it a safe and effective way to weaken enemy defenses and support her own team right from the start of the battle.
Ultimate costs 7 Ability Energy and can also be used on her first turn. Moon Girl clears Barrier from all enemies, then attacks all enemies for 400% damage, flipping all positive effects to negative effects and applying Slow for 2 turns. In Raids, she also applies Trauma for 2 turns and prolongs the duration of all negative effects by 1, up to a maximum of 3 turns each.
If any target has Vulnerable, she applies 2 Bleed to that target. After using this ability, if she is Charged, she loses 1 Charged.
This attack is Unavoidable, cannot be counterattacked, and in Raids, cannot be blocked, making it a powerful opener and a key tool for turning the tide of battle in her team’s favor.
In Raids, if Moon Girl has at least 3 Champion allies, her Passive grants her several powerful effects. On Spawn, she gains 3 Charged. When she loses all Charged, she reduces the Speed Bar of all enemies by 50% (high Speed Bar manipulation), reduces the duration of all positive effects on all enemies by 3 (anti-Safeguard mechanics), and applies Stun to the 3 enemies with the highest Damage (powerful controlling effect).
On her own turn or any Champion ally’s turn, she applies Deathproof to that character, and in Raids, she also flips 1 random negative effect to Evade (great synergy with Miles).
Additionally, if she has at least 3 Champion or 3 Absolute A-Force allies, in Raids or in War, enemies cannot fill or reduce Speed Bar for themselves, their allies, or even other enemies. This makes her a crucial tool for controlling enemy tempo and protecting her team from Speed Bar manipulation in Raid and War.
Brawn
Brawn (Amadeus Cho) is one of Marvel’s most brilliant young minds and a unique hero who combines super-genius intellect with incredible physical power. As a Korean-American prodigy, Amadeus was recognized early on for his extraordinary intelligence—he’s considered the seventh smartest person in the Marvel Universe. However, his life changed dramatically when he absorbed gamma radiation and gained the powers of the Hulk, eventually adopting the superhero name Brawn.
Unlike Bruce Banner, Amadeus learned to control his Hulk form, channeling his strength while retaining his full intelligence and personality. This has not only made him a powerhouse in battle but also a valuable strategist and problem-solver for any team he joins. Brawn’s dual nature allows him to approach conflicts with both brains and brawn, often devising clever solutions to problems that brute force alone can’t solve.
As a member of the Champions, Brawn brings stability, resilience, and resourcefulness to the group. He excels at supporting his teammates, whether it’s through scientific expertise, tactical leadership, or simply stepping up as a tank when the team needs it most. His story is one of self-acceptance—embracing both his intellect and his strength, and proving that true heroism means using every part of yourself to help others.
Brawn stands as an inspiration for young heroes everywhere: a reminder that intelligence and strength are not mutually exclusive, and that the best champions are those who use both their mind and muscle to protect the world.
Brawn is a Support character who starts every battle well-protected with Safeguard and Immunity buffs, and he can passively heal himself on his turn. He also passively heals both himself and his Champion or Gamma allies by clearing Heal Block from any of them who have both Heal Block and Regeneration at the end of any turn, allowing those allies to benefit from healing effects. Whenever Brawn or any of his Champion or Gamma allies drops below 50% HP, he fills that character’s Speed Bar by 15% and applies Offense Up, enabling them to take their next turn sooner and boosting their offensive potential. Brawn also provides Drain to himself and his Champion allies, letting them heal passively whenever they deal damage.
He’s capable of stealing positive effects from enemies and spreading them to his own team (Champion or Gamma allies). He can also steal a percentage of Health from a single enemy and redistribute that Health, increased by 500%, to himself and his Champion or Gamma allies. Additionally, he can clear all negative effects from himself and those same allies while applying Immunity, providing strong resistance to enemy debuffs. With his Basic, Brawn applies Offense Down to an enemy, reducing their offensive power, and at the same time applies 2 Regeneration to the most injured ally (Gamma or Champion).
Overall, Brawn is an outstanding Support character who delivers excellent mitigation and sustain to his teams, whether he’s with Gamma or Champion allies. His kit brings survivability, utility, and flexibility, making him invaluable in both offensive and defensive scenarios.
With his Basic, Brawn attacks the primary target for 320% damage and applies Offense Down, reducing that enemy’s offensive power. He also applies 2 Regeneration to the most injured Champion or Gamma ally, helping them recover health over the next turns. This combination allows Brawn to weaken key threats while ensuring his team stays healthy and resilient throughout the fight.
Special costs 5 Ability Energy and can be used on Brawn’s first turn. With this ability, Brawn attacks the primary and adjacent targets for 250% damage, copying and clearing all positive effects (except Taunt) from each target. He then spreads all positive effects (again, excluding Taunt) from himself to all Champion or Gamma allies.
This attack cannot be blocked, making it a reliable way to steal buffs from enemies and distribute them across his own team, greatly increasing his squad’s survivability and overall power early in the battle.
When Brawn uses his Ultimate—which costs 5 Ability Energy and can be used on his first turn—he attacks the primary target for 150% damage, steals 35% Health from that target, and then redistributes 500% of the Health stolen to himself and all Champion or Gamma allies. This healing effect bypasses Heal Block, ensuring his team receives the benefit regardless of debuffs.
After the attack, Brawn clears all negative effects from himself and all Champion or Gamma allies, then applies Immunity to those characters. This Ultimate also ignores Deathproof and any passives that would trigger when a character drops below a certain Health threshold, making it extremely effective against enemies that rely on last-ditch survival mechanics. Overall, this ability provides a massive burst of healing and cleansing, making Brawn an invaluable source of sustain and protection for his teams.
Through his Passive, Brawn gains Safeguard and Immunity on Spawn, ensuring he is protected from the very start of the battle. In War, he also applies Speed Up to himself and all Gamma allies, giving them an early advantage.
On each of his turns, Brawn heals himself for 20% of his Max Health, providing solid sustain. At the end of any turn, he clears Heal Block from himself and any Champion or Gamma ally who has both Heal Block and Regeneration, allowing those allies to continue healing.
Whenever Brawn or any Champion or Gamma ally drops below 50% Max Health, he fills that character’s Speed Bar by 15% and applies Offense Up, helping them recover quickly and boosting their offensive potential. Additionally, Brawn and his Champion allies gain +30% Drain, enabling them to heal for a portion of the damage they deal, further increasing the team’s survivability.
Ms. Marvel
Ms. Marvel (Kamala Khan) is one of Marvel’s most beloved and inspiring new-generation heroes. Growing up in Jersey City as a Pakistani-American teenager, Kamala is a huge fan of superheroes—especially Captain Marvel, who serves as her idol. Kamala’s life takes a dramatic turn when she is exposed to the Terrigen Mists, unlocking her latent Inhuman genes and granting her incredible shape-shifting powers.
Kamala’s signature ability is “embiggening,” which allows her to stretch, grow, and morph her body in extraordinary ways. She can increase her size to deliver powerful punches, extend her limbs to reach distant objects, and alter her appearance when needed. These powers, combined with her resourcefulness, optimism, and heart, make her a formidable hero in battle and a beacon of hope for her community.
As part of the Champions, Ms. Marvel brings a unique blend of courage, compassion, and determination. She often finds herself acting as the team’s moral center, supporting her teammates not just with her powers but with her unwavering belief in doing what’s right. Kamala’s story explores themes of identity, belonging, and growing up while navigating the challenges of both everyday life and super-heroics.
Ms. Marvel stands as a symbol of representation and empowerment, showing that heroes can come from all backgrounds and that anyone can make a difference. Her journey resonates with fans around the world, making her one of the defining heroes of a new era in the Marvel Universe.
Ms. Marvel is a Brawler who can also serve as a protector for her team. In Raids, she passively supports the Champion team by providing 2 Ability Energy to the entire squad at the start of each battle, allowing them to use their abilities more frequently and making it much easier for the Champions to simulate Raid nodes. She also applies Immunity to herself and all Champion allies at the beginning of Raid battles, giving the team some protection from debuffs.
Ms. Marvel enables herself and her Champion, Young Avenger, or Hero Brawler allies to assist each other passively, increasing the overall synergy and output of the team. She can gain Taunt passively whenever a Hero ally drops below 50% Health, stepping in to protect the team, though she removes Taunt from herself if she drops below 50% Health.
She is capable of healing her team and gaining Taunt if no one else on her team has it when she uses her Special. With her Ultimate, she can attack all enemies, remove their Barrier, and Stun the primary target. Her Basic not only attacks the primary target but also grants her Deflect, and in Raids, it generates Ultimate Ability Energy for a random Champion ally who doesn’t have full energy.
Ms. Marvel is a bit of everything—she can be an excellent Protector, a more than solid Support, and a very useful Brawler. This versatility brings extra dynamism to her teams, especially the Champion and Young Avenger teams, making her a core member who can adapt to various needs in battle.
She attacks the primary target with Basic for 200% damage and grants her 2 Deflect, increasing her ability to block incoming attacks. In Raids, when using her Basic, she also generates 1 Ultimate Ability Energy for a random Champion ally or herself, provided that character was not already at full energy. This allows her team to cycle their most powerful abilities more frequently and helps maintain momentum during tough Raid encounters.
With her Special, Ms. Marvel heals herself for 50% of her Max Health. If no other ally currently has Taunt, she gains Taunt herself, stepping in to protect her team. She applies Counter to all Support and Controller allies, allowing them to strike back when attacked.
In Raids, her Special is even more impactful: she applies Defense Up for 2 turns and 2 Deathproof to herself and all Champion allies, increasing their survivability. She also prolongs the duration of all positive effects (except Taunt) on herself and all Champion allies by 1 turn. Normally, her Special costs 5 Ability Energy and can be used on her third turn, but in Raids, she’ll often be able to use it sooner thanks to the passive Ability Energy she grants at the start of each battle.
Ultimate costs 5 Ability Energy and can be used on her first turn. With this ability, Ms. Marvel clears Barrier from all enemies, then attacks all enemies for 250% damage. For each target hit, there is a 60% chance to generate 1 Ability Energy, which is granted to random Hero allies. She also applies Stun to the primary target, giving her team a strong weapon in battle by disabling a key enemy and boosting her allies’ ability usage right away.
With her Ultimate, Ms. Marvel can generate a significant amount of Ability Energy for her team, specifically for her Hero allies. Since all Champions and Young Avengers have the Hero trait, these are the two teams where Ms. Marvel truly reaches her full potential. Her ability to supply Ability Energy allows these teams to use their powerful abilities more often, making her an invaluable asset in both offensive and defensive scenarios. This energy generation is especially impactful in Raids and other game modes where rapid access to key abilities can make the difference between victory and defeat.
With her Passive, Ms. Marvel applies Assist Now to herself or any Champion, Young Avenger, or Hero Brawler ally on their turn, enabling more frequent team assists and boosting overall damage output.
Whenever a Hero ally drops below 50% Health, Ms. Marvel gains Taunt for 2 turns, stepping in to protect her teammates. However, if she herself drops below 50% Health, she immediately clears Taunt to avoid being focused down.
In Raids, on Spawn, she applies Immunity to herself and all Champion allies, protecting them from debuffs right at the start of battle. She also generates 2 Ability Energy for herself and all Champion allies, allowing the team to use their abilities much earlier than usual and making them far more effective in Raid content.
Combat Tips & Tricks
The Champion team is primarily a Raid team, and it’s in this game mode that they reach their full potential. They passively gain Ability Energy in Raids through several different mechanics:
- At the start of every battle via Ms. Marvel’s Passive
- Whenever they defeat an enemy, through Nova (Sam Alexander)’s Passive
- When Ms. Marvel uses her Ultimate, there’s a strong chance several Ability Energy will be distributed to random characters on the team (this also works outside of Raids)
- When Ms. Marvel uses her Basic, a random Champion character who doesn’t have full energy will gain 1 Ultimate Ability Energy
This abundance of Ability Energy allows them to very efficiently SIM Raid nodes, which is their primary purpose. Additionally, in Raids, Nova (Sam Alexander) passively gains Charged every time an enemy is eliminated, helping the team maintain important bonuses for longer periods. When Nova has Charged:
- On his or any Champion or Starjammer ally’s turn, he Barriers himself and all Champion or Starjammer allies for 10% of his Max Health
- If he has 4 Champion or Starjammer allies, enemies cannot gain Safeguard or Immunity
- He gains +20% Block Amount, +50% Block Chance, and +1,000% Resistance
Outside of Raids, Nova will only have Charged at the start of battle, and after his first counter or Basic attack, he’ll lose it, with no way to regain it during the fight. In Raids, however, he will continuously gain new Charged, so these powerful buffs remain active nearly all the time. This synergy and energy generation make the Champion team one of the most reliable and efficient options for Raid content.
This team also gains additional enhancements in Raids, but all of those are detailed in their individual ability descriptions, so there’s no need to list them all here. The important thing is that they are significantly stronger in Raids compared to other modes.
Outside of Raids, the Champion team is solid but very slow, so you shouldn’t expect too much from them. In War, Brawn gets Speed Up on spawn and will play earlier, but the rest of the team doesn’t benefit from that buff. The Champion team, thanks to Nova (Sam Alexander), will prevent opponents from starting the battle with Safeguard and Immunity, which can make them effective against teams like Immortal Weapons in War—especially since Brawn, playing first, can provide Immunity to the whole team if he uses his Ultimate.
Ultimately, their effectiveness depends on their opponents, but don’t expect them to consistently beat META Crucible or War teams in those game modes. On an individual level, the two new characters—Nova (Sam Alexander) and Moon Girl—have significant value in the Starjammer and Absolute A-Force teams, respectively, where they are excellent additions. For Crucible and War, it’s often better to split up the Champion team and assign these two new characters to those specialized teams.
Besides being slow, the Champion team also lacks any real damage reduction, raising questions about how well they can withstand much faster teams that also control the Speed Bar. While Moon Girl can block enemy Speed Bar manipulation until she takes her first turn, if the opposing team is both faster and can do the same to the Champions, Moon Girl’s Basic (which reduces enemy Speed Bar) and Brawn’s Passive (which fills Speed Bar for Champions dropping below 50% HP) will have little impact. In those cases, the Champions will mostly have to rely on Speed Up from Miles (if any of them dodge an enemy attack), and that’s about it.
Overall, since they are a Raid team, they are worth investing in, but it’s important not to go overboard. Our advice is to upgrade them just enough to easily SIM Raid nodes, and then shift your focus to the two new characters, who will be used in other teams for PvP game modes. Those two should be maxed out, while the three reworked characters can be left for later (if you have extra resources) or possibly skipped altogether.
If you have any questions about Champion team or need any help with MSF feel free to reach out to us via our Discord:
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