Doctor Strange
Tier List
Hero, Cosmic, Mystic, Support, Supernatural
Arena | ★ ★ ★ ★ ★ |
Alliance War Offense | ★ ★ ★ ★ ★ |
Alliance War Defense | ★ ★ ★ ★ ★ |
Blitz/Real-Time Arena | ★ ★ ★ ★ ★ |
Raid | ★ ★ ★ ★ ★ |
Dark Dimension | ★ ★ ★ ★ ★ |
Cosmic Crucible | ★ ★ ★ ★ ★ |
Iso-8
Doctor Strange should be equipped with either Healer or Skirmisher ISO-8 class depending on the needs of his current team.
If you intend to use him with Secret Defenders, he will benefit more from the Skirmisher class since he provides enough Healing with his Passive ability.
T4 Priority
U – Ultimate ability
P – Passive ability
B – Basic ability
S – Special ability
Ultimate – will revive one additional ally (must be Supernatural or Secret Defender). So with a full Secret Defender team, he will revive two allies, which may save some battles from certain doom.
Passive – this will apply +1 Deflect to self every time an enemy gets a Positive Effect. Doctor Strange’s Armor stat is one of the lowest in the game, so having more protection in the form of Deflects will greatly increase his survivability.
Basic – will increase the Piercing damage +10% per Secret Defender ally, and since you will use his Basic quite often, (it makes sense to save the Ult in case you will need a Revive) it won’t hurt.
But strickly speaking, this is not necessary.
Special – will increase the chance to flip all Positive effects to 100%, before it was 90%. Another not strictly necessary ability since most of the time it will work, but when it fails it might be at a critical moment.
Infographics

Theory Craft
Basic – Bolt of Balthak
Basic will attack the primary target for Piercing Damage and apply Offense Down. This attack gets +10% Piercing Damage for each Secret Defender ally and is Unavoidable. Gain +1 Charge
Iso – 8/Counter Attack/Assists:
Basic will attack the primary target for Piercing Damage and apply Offense Down. This attack gets +10% Piercing Damage for each Secret Defender ally and is Unavoidable. Gain +1 Charge
Special – Winds of Watoomb
Energy Cost: 4/4
Attack all enemies for Piercing Damage, flip all Positive effects into Negative and apply 2 random Negative effects to the primary target. This attack cannot be counterattacked.
In Arena, this attack is Unavoidable.
The most notable change to Dr. Strange’s special is the addition of Damage, whereas before this ability did none. Also, making this attack Unavoidable in Arena may prove useful at some point.
Ultimate – Book of the Vishanti
Energy Cost: 3/7
Revive a dead Secret Defender or Supernatural ally with 65% Health and Heal all allies for 20% of this character’s Max Health.
In Arena, this also clears all Negative Effects from self and Secret Defender allies.
Fairly simple update and a boost to the amount of Healing.
Passive – Master of the Arcane Arts
On Turn, Dr. Strange will fill the Speed Bar of the ally with the least Speed Bar by 15%.
When a positive effect is applied to an enemy, if this character has 2 or more Secret Defender or Supernatural allies he will heal for 5% of his own Max Health, Gain +1 Deflect (up to 5 Max), and gain +1 Charged.
On any turn end, if Dr. Strange has 5 or more Charges he will Heal self and all Secret Defender allies for 10% of his own Max Health and lose 5 Charged.
Gain +50% Resistance. Secret Defender allies gain +50% Resistance.
A good rework to his Passive. This will increase his Healing output and add Speed Bar to one ally on Doctor Strange’s every turn.
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