Immortal Weapon
Introduction
The Immortal Weapon team is primarily designed for Alliance Raids—specifically for Mystic nodes in Raids. While they can be effective in Alliance War and Cosmic Crucible, their main purpose is Raids.
This team consists of three new characters—Steel Serpent, Lady Bullseye, and Sword Master—along with two reworked characters: Iron Fist (WWII) and Iron Fist.
All five characters are Mystic, but Iron Fist (WWII) is also a Skill character. The team roles are as follows: one Support (Iron Fist (WWII)), one Controller (Steel Serpent), and three Brawlers (Lady Bullseye, Sword Master, and Iron Fist).
Steel Serpent and Lady Bullseye have the Villain and Global traits, while Iron Fist (WWII) and Sword Master are Hero and Global characters. Iron Fist is Hero and City character.
Team Members

(left to right) with links to Character Pages
Utility
- Alliance Raids
It’s smart to upgrade this team as much as possible because Raids are crucial for every player’s progress, and the teams used in Raids are therefore very important. Immortal Weapon is one of those key teams, so investing in these characters is definitely worthwhile.
In addition to being part of Immortal Weapon, Lady Bullseye is also a Thunderbolt. This means she can also serve as a member of that team. For example, you can use her in Raids with the Thunderbolt team instead of Ghost, since Thunderbolts are also a Raid team. This means you don’t have to invest in all five original Thunderbolts—Lady Bullseye can successfully replace one of them.
Sword Master, besides being an Immortal Weapon, is also a Mighty Avenger, making him an excellent addition to that War Offense team. In other words, he also has utility as a War Offense character.
Team Placement & Turn Order
We should place Steel Serpent in one corner, since he can potentially transfer Taunt (among other positive effects) from Iron Fist to himself and act as the team’s protector, so it makes sense to position him there. In the other corner, we’ll place Iron Fist, since he spawns with Taunt.
Next to Steel Serpent, we should put Lady Bullseye, and next to Iron Fist, Iron Fist (WWII). Sword Master goes to the center.
This formation helps maximize the team’s defensive and supportive capabilities.
Turn Order:
- Lady Bullseye
- Sword Master
- Iron Fist
- Steel Serpent
- Iron Fist (WWII)
Iso-8 Classes
- Steel Serpent – Skirmisher / Raider
- Lady Bullseye – Raider
- Sword Master – Striker / Raider
- Iron Fist (WWII) – Striker / Raider
- Iron Fist – Striker / Healer
Steel Serpent will passively gain Assist Now on every Immortal Weapon ally turn. Because of this, it’s beneficial for the team if he is assigned the Skirmisher Iso-8 class. This way, both his damage when assisting and the overall team’s damage (especially if there are Strikers who can follow up on the Vulnerable he applies with his assist) will be increased.
Besides Skirmisher, Raider is also a good Iso-8 class for him, since most of his attacks hit multiple enemies. This would further boost his potential damage output.
The ideal Iso-8 class for Lady Bullseye is Raider. Whenever she lands a critical hit with any of her abilities, she gains additional bonuses. For example, when her Basic ability crits, she applies Offense Down; when her Special crits, she prolongs the duration of negatives on the primary and adjacent targets; and when her Ultimate crits, she applies Slow (2 turns), Offense Down (2 turns), and Defense Down (2 turns) to all affected targets.
The Raider Iso-8 class will further increase her already high Crit chance, making it possible for almost every successful attack to be a Critical Hit.
Sword Master can be assigned the Striker Iso-8 class to complement Steel Serpent’s assists and create a Striker-Skirmisher combo. This is probably the best option for him within the Immortal Weapon team. Besides Striker, Raider is also a strong choice, since his Special attacks all enemies, his Ultimate hits a single target four times, and his Basic chains to multiple targets. With the Raider class, you can maximize his potential damage output.
For the Immortal Weapon team, it’s best to give Iron Fist (WWII) the Striker Iso-8 class to create a Striker-Skirmisher combo, since Steel Serpent will be assisting all team members. Besides Striker, Raider is also a good option for him, as he attacks multiple targets with both his Special and Ultimate, which can further increase his damage output.
Iron Fist can be a good Striker, which will create a Striker-Skirmisher combo with Steel Serpent, who assists all Immortal Weapon allies. Healer is also an excellent Iso-8 class for him, as it will boost both his active and passive healing abilities.
Team T4’s
Essential
- Steel Serpent – Passive, Ultimate, and Special
- Lady Bullseye – Passive, Ultimate, and Special
- Sword Master – Passive and Special
- Iron Fist (WWII) – Passive and Ultimate
- Iron Fist – Passive, Special, and Ultimate
Steel Serpent
If we max out his Passive, Steel Serpent will make the Immortal Weapon team immune to Vulnerable in Raids. In other words, the Vulnerable effect cannot be applied to Immortal Weapon characters during Raids.
By maxing out Steel Serpent’s Ultimate, he will deal increased damage and, in Raids, reduce the Speed Bar of all enemies by 25% on kill. This upgrade gives you much better control in Raids, making it easier to manage enemy turns and secure victories.
Maxing out Steel Serpent’s Special will increase the damage dealt to both primary and secondary targets. In Raids, it will also reduce the Speed Bar by 25%. This is an excellent upgrade for the functionality of the Immortal Weapon team in Raids, as the Speed Bar reduction will prevent enemies from taking their turns as quickly, giving your team an advantage.
Lady Bullseye
Maxing out Lady Bullseye’s Passive will allow her to apply Immunity (2 turns) to herself and all Immortal Weapon allies on Spawn. This powerful buff at the start of the battle prevents opponents from applying debuffs to the Immortal Weapon team. Additionally, Lady Bullseye will gain +10% Crit Chance for each Immortal Weapon ally (+40% with a full team). This is crucial for her, since every time she lands a critical hit with any of her abilities, she gains extra bonuses.
With her Ultimate at max level, Lady Bullseye will deal increased damage and, in Raids, reduce the duration of all positive effects by 2 on both primary and secondary targets. This serves as an anti-Safeguard mechanic, making Lady Bullseye—and the entire Immortal Weapon team—much more effective in Raids by significantly weakening enemy buffs.
Maxing out Lady Bullseye’s Special will provide increased damage. In addition, she will flip all positive effects into negative effects on both the primary and secondary targets (an upgrade from flipping just 2 positive effects). This is an important upgrade, as we often face opponents with far more than two positive effects. With this enhancement, you’ll be able to turn all of those buffs into debuffs.
Sword Master
When we max out Sword Master’s Passive, he will apply Safeguard to himself and all Immortal Weapon allies for 2 turns on Spawn. This is a crucial upgrade, as it prevents opponents (in most cases) from removing buffs from the Immortal Weapon team at the very start of the battle.
At max level, Sword Master’s Special deals increased damage and applies Trauma (2 turns) to all enemies. This is another crucial upgrade, as Trauma prevents opponents from removing debuffs in most situations, making it much harder for them to recover during battle.
Iron Fist (WWII)
Maxing Iron Fist’s Passive will increase his passive healing from 3% of his Max Health to 6% of his Max Health on his turn or the turn of any Invader or Immortal Weapon ally. In practice, this means he will heal his team twice as much passively, every time any of these characters takes a turn. This significantly boosts team survivability.
At max level, Iron Fist (WWII)’s Ultimate deals significantly more damage to all enemies and greatly increases the healing he does to himself and his Invader and Immortal Weapon allies. In Raids, this upgrade also extends all positive effects by +1 on Iron Fist (WWII) and his Invader or Immortal Weapon allies. So, not only will you get increased damage and healing, but you’ll also prolong the duration of all buffs for the entire team.
Iron Fist
When we max out Iron Fist’s Passive, he will passively increase his own Focus and the Focus of all Immortal Weapon allies by +200% per Charged he has. He can have up to 5 Charged, which means the whole team can receive an impressive +1000% Focus bonus, making it very unlikely to fail when applying negative effects to enemies. Additionally, as long as he has Charged, Iron Fist, and all his Immortal Weapon allies will have +45% damage reduction. This upgrade is outstanding for both the offensive and defensive capabilities of the Immortal Weapon team.
Iron Fist’s Special if on max level will reduce the duration of all negative effects on himself and all Immortal Weapon and Heroes For Hire allies by 2 (if he has 3 or more Immortal Weapon allies). This is an anti-Trauma mechanic, allowing us to get rid of negative effects even if Trauma is applied. Anti-Trauma mechanic makes this upgrade essential.
At max level, Iron Fist’s Ultimate will deal increased damage. Additionally, if Iron Fist manages to defeat a target with his Ultimate, he will gain +5 Charged. This can be crucial, as it provides another way for Iron Fist to gain Charged, and the benefits from his Charged are significant for the entire Immortal Weapon team.
Recommended
- Steel Serpent – Basic
- Sword Master – Ultimate
Steel Serpent
Steel Serpent’s Basic will deal increased damage and apply Trauma to targets that have Offense Down, Defense Down, and Slow if we max it. While this isn’t an essential upgrade since you won’t be using Steel Serpent’s Basic very often, it can still be useful in certain situations.
Sword Master
When we max out Sword Master’s Ultimate, he will deal increased damage and apply +3 Defense Down to the primary target (up from +1). This is a valuable upgrade, as it makes it easier for Sword Master to finish off the primary target with his Ultimate and, as a result, apply Stun to all adjacent targets. This can be a significant advantage on some occasions.
Red Stars and Diamonds
Getting 7 Red Stars on the new characters Lady Bullseye, Steel Serpent, and Sword Master shouldn’t be complicated, as long as you open Elite Red Star Orbs when they are featured there. Iron Fist (WWII), and Iron Fist 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 Iron FIst (WWII) – Incursion 3-9
- 6 Red Stars for Iron Fist – Incursion 2-5
When the Lady Bullseye, Steel Serpent, and Sword Master 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 2 Diamonds for all three).
For the two reworked characters, we also recommend a minimum of 2 Diamonds.
Farming Locations
- Iron Fist (WWII) – Character Store (Age of Annihilus)
- Iron Fist – Character Store (Age of Annihilus)
On Spawn Buffs and Crucial Passive Effects In Battle
Team: Immunity (2 turns), Safeguard (2 turns), heal for 30% of Iron Fist’s Max Health
In Raids: 4 Ability Energy to each member
Iron Fist (WWII): Barrier for 15% of his HP
Iron Fist: 1 Charged + 1 per each Immortal Weapon ally (5 in total if full team is present), Taunt (2 turns) if has 3 or more Immortal Weapon allies
Steel Serpent:
- On Immortal Weapon ally Turn, gain Assist Now
Lady Bullseye:
- For each Immortal Weapon ally:
- Gain +10% Crit Chance
- Gain +5% Crit Damage
Iron Fist (WWII):
- In Raids, when this character drops below 50% Max Health, fill the Speed Bar for this character by 15%
Iron Fist:
- On turn, heal self and all Immortal Weapon allies for 30% of this character’s Max Health
- When this character drops below 50% Health, if this character has Charged:
- Heal self and all Immortal Weapon allies for 30% of this character’s Max Health + apply Defense Up for 2 turns
- Reduce Taunt on self by 2 + lose 1 Charged
- On any ally turn, lose 1 Charged
Immortal Weapon:
- Cannot have their Speed Bar reduced if Steel Serpent has 3 Immortal Weapon allies
- Cannot gain Vulnerable in Raids
- 50% chance (100% chance in Raids) to generate 1 Ability Energy when an enemy with Defense Down is attacked
- Heal by 5% of Sword Master’s Max Health when an enemy with Defense Down is attacked
- Heal on any Immortal Weapon character turn by 6% of Iron Fist’s (WWII) Max Health
- Gain +45% Damage Reduction, up to a maximum of 80% Damage Reduction, when Iron Fist has Charged
Enemies:
- When one or more enemies with Slow are attacked:
- Reduce the primary target of that attack’s Speed Bar by 5%
- In Raids, reduce Speed Bar by 5% for all enemies instead
- In Raids, if the targets have 3 or more turns of Slow, apply Ability Block to the primary target of that attack
- When one or more enemies with Offense Down are attacked, Lady Bullseye attacks the primary target of that attack for 5% of that target’s Max Health.
- Crit Chance is reduced by 100% (cannot Crit in most cases) if Lady Bullseye has 3 Immortal Weapon allies
- Cannot have Speed increased except by positive effects
- Lower Armor by 25% (by 100% in Raids) for enemies with Stun
- Cannot gain Offense Up in Raids if Sword Master has 3 Immortal Weapon allies
- Gain 200% Focus per Charged on Iron Fist
Team Mechanics
The Immortal Weapon team in the Marvel universe is a unique and powerful alliance of mystical fighters, each chosen as a champion of a legendary city from the mystical realm known as the Seven Capital Cities of Heaven. The team’s origins are deeply rooted in ancient traditions, where each city selects a warrior known as an “Immortal Weapon” to represent them in ritual tournaments and to protect their home from supernatural threats.
This team doesn’t just serve as a group of heroes; they are symbols of their cities’ honor, strength, and history. Their missions often involve defending the mystical city of K’un-Lun and other hidden cities from powerful enemies, ancient conspiracies, and cosmic threats. The Immortal Weapons are often called upon when the balance between these mystical cities and the outside world is at risk, and their battles frequently have consequences that reach far beyond their own realms.
The Immortal Weapons are bound by a sense of duty, tradition, and mutual respect, even though they may come from rival cities or have personal differences. Together, they combine their unique powers and martial arts mastery to face enemies that no one else could defeat alone. Their adventures are rich with themes of legacy, sacrifice, and the eternal struggle between good and evil, making the Immortal Weapon team one of the most intriguing and dynamic alliances in the Marvel universe.
Ancient power passed down, stolen, and reborn—now united to form an unstoppable squad: the Immortal Weapons. Emerging from the legendary hidden cities and shaped by the battlefields of modern war, five masters assemble once more. The team features Iron Fist and Iron Fist (WWII), both S.T.R.I.K.E. veterans set to receive upgrades, leading Steel Serpent, Sword Master, and Lady Bullseye into battle.
The Immortal Weapons’ primary mission is to unleash their signature attacks against enemy waves in Mystic Raids, but they are just as formidable in Alliance War, where they can stand toe-to-toe with top Raid teams lurking in Helicarrier halls. Each member of the team specializes in inflicting negative effects on their foes and then capitalizing on those weaknesses to achieve a devastating impact.
Steel Serpent excels at punishing enemies who are Slowed—a debuff frequently applied by his own Basic and Special abilities. His Ultimate attack is particularly powerful, stripping away enemy Barriers before dealing increased damage for every negative effect present on his target.
Sword Master focuses on targeting enemies with Defense Down. When he or any ally attacks an enemy suffering from Defense Down, he heals all Immortal Weapons allies and, during Raids, always generates Ability Energy. His Ultimate is a game-changer, removing Barriers and Stunning his primary target.
Lady Bullseye specializes in weakening opponents with Offense Down through her Special, and can apply this effect on Crits with her Basic and Iso-attacks. When any enemy with Offense Down is attacked, Lady Bullseye delivers an additional attack to the primary target. She also boosts Critical Chance and Damage for Immortal Weapon and Thunderbolt allies, while reducing Crit Chance for her enemies.
Notably, Sword Master and Lady Bullseye possess unique traits that make them versatile additions to other teams:
- Sword Master: Mighty Avengers
- Lady Bullseye: Thunderbolts
Together, the Immortal Weapons blend ancient mysticism with modern tactics, making them a formidable force in any battle scenario.
Steel Serpent
Steel Serpent, known by his real name Davos, is one of the most complex and enduring characters from the mystical city of K’un-Lun. The son of Lei Kung, the Thunderer, Davos was raised in an environment that valued strength, discipline, and honor. He trained relentlessly and was considered a natural candidate to become the next Iron Fist. However, when the sacred power was instead bestowed upon Danny Rand, Davos was consumed by disappointment, jealousy, and a burning desire to prove himself worthy.
Embracing the identity of Steel Serpent, Davos developed his own formidable martial arts skills and learned to harness and manipulate chi with incredible effectiveness. Unlike other warriors, he possesses the unique ability to drain chi from others—temporarily stealing their powers, weakening them, and making himself even stronger. This ability, combined with his relentless determination and combat expertise, makes him a dangerous adversary and a powerful ally.
Throughout his history, Steel Serpent has often been portrayed as an antagonist to Iron Fist, driven by personal rivalry and a quest for recognition. Yet, his story is also one of inner conflict, as he frequently wrestles with issues of pride, legacy, and redemption. Despite his often antagonistic role, Davos’s actions are not always purely villainous; he is shaped by a deep sense of honor and the traditions of K’un-Lun, sometimes stepping into the role of an anti-hero.
As a member of the Immortal Weapon team, Steel Serpent brings unmatched martial prowess, deep knowledge of mystical arts, and a fierce will to overcome any obstacle. His presence adds a layer of tension and complexity to the group, especially in interactions with Iron Fist. Nonetheless, when united against common threats, Steel Serpent’s skills and experience become invaluable assets, helping the team protect both K’un-Lun and the wider world from mystical dangers.
Steel Serpent is a Controller who combines strong damage output with powerful crowd control. He excels at applying negative effects to enemies and reducing their positive effects, making it difficult for opponents to maintain their buffs or recover during battle. Additionally, Steel Serpent can assist his Immortal Weapon allies, providing support that enhances the team’s overall effectiveness.
One of his key strengths is his ability to passively prevent enemies from reducing the Speed Bar of Immortal Weapon characters, ensuring his team maintains their momentum. In Raids, he goes even further by stopping enemies from applying Vulnerable to the Immortal Weapon team, adding another layer of protection.
Steel Serpent is especially dangerous to enemies afflicted with Slow—a debuff he frequently applies with all of his abilities. When Slowed enemies are attacked, he passively reduces the attacked enemy’s Speed Bar (in Raids, he reduces the Speed Bar of all enemies). His Ultimate ability is a heavy-hitting move that first clears Barrier from his foes, then deals increasing damage based on the number of negative effects the target has and positive effects he has. This makes him an essential part of the Immortal Weapon team, combining offensive power, control, and team support.
Basic ability is an attack that targets both single and multiple enemies. Steel Serpent strikes the primary target for 300% damage and applies +1 Slow, stacking up to a maximum of 3 Slow debuffs. After hitting the main target, he chains the attack to up to two adjacent enemies, dealing 300% damage and applying +1 Slow to each of them, also up to a maximum of 3 stacks. Counterattack breaks this Chain.
Additionally, if any of the targets already have Offense Down, Defense Down, and Slow, Steel Serpent applies +1 Trauma to those targets, up to a maximum of 2 Trauma stacks. Trauma makes it much harder for enemies to remove their negative effects, increasing the effectiveness of debuffs on them.
Special is a low-cost ability, requiring only 3 Ability Energy, and can be used on Steel Serpent’s first turn.
With this ability, Steel Serpent attacks the primary target and adjacent enemies for 300% Piercing damage, ensuring strong, armor-ignoring hits. He then flips all positive effects on these targets into negative effects, effectively turning enemy buffs into debuffs and greatly weakening their defenses and utility. Additionally, he applies +1 Slow to each affected enemy, up to a maximum of 3 Slow stacks, reducing their speed and making it easier for his team to control the fight.
In Raids, this Special goes even further by reducing the Speed Bar of all affected targets by 25%, delaying their turns, and giving the Immortal Weapon team a significant tempo advantage.
All of this makes Steel Serpent’s Special a versatile and disruptive ability that removes enemy advantages, applies critical debuffs, and helps control the flow of battle—especially in Raid encounters.
Steel Serpent’s Ultimate is designed to break through enemy defenses and punish opponents who are debuffed. It is a high-impact ability that costs 7 Ability Energy and can typically be used on his second turn. Sometimes, Steel Serpent can even use his Ultimate on his very first turn. Thanks to Sword Master’s Passive, every time an enemy with Defense Down is attacked, there’s a 50% chance to generate 1 Ability Energy for all team members—and in Raids, this happens every time (100% chance). Since Steel Serpent acts second to last in the Immortal Weapon team’s turn order, there’s a good chance that by the time his turn comes around, Defense Down will already be applied to some enemies, and they will have been attacked. This means the entire Immortal Weapon team could gain extra Ability Energy, allowing Steel Serpent to have enough energy to use his Ultimate on his first turn. This synergy makes the team more explosive and unpredictable, giving them an edge in both Raids and other game modes.
First, it clears Barrier from all enemies, removing one of the protection layers. Steel Serpent then transfers all positive effects from an Iron Fist ally to himself, allowing him to benefit from valuable buffs while stripping them from his teammate. The attack’s damage is further increased by +10% for each positive effect on Steel Serpent and +10% for each negative effect on the primary target. This means that if Steel Serpent is loaded with buffs and his target is stacked with debuffs, this attack can deal massive damage.
It’s important to note that if Iron Fist has Taunt when Steel Serpent uses his Ultimate, the Taunt will also be transferred to Steel Serpent. This means Steel Serpent will become the protector of the team, drawing enemy attacks away from his allies. This strategic transfer can help shift focus to Steel Serpent at a crucial moment, allowing him to shield the rest of the Immortal Weapon team and change the flow of battle.
In Raids, the Ultimate also reduces the duration of all positive effects by 2 on all enemies, weakening enemy teams and making it easier to control the battle.
Next, Steel Serpent attacks the primary target for 500% Piercing damage and applies +2 Slow, up to a maximum of 3 Slow stacks, severely reducing the target’s speed and making them easier to manage.
If this attack defeats the primary target (On Kill):
- It applies +3 Slow, up to a maximum of 3, to all enemies, spreading crowd-control across the enemy team.
- In Raids, it also reduces the Speed Bar of all enemies by 25%, further delaying their actions and giving your team a strategic advantage.
Importantly, this attack cannot be dodged, ensuring all effects and damage land as intended.
On every Immortal Weapon ally’s turn, Steel Serpent gains Assist Now through his Passive, allowing him to frequently follow up on his teammates’ attacks. Because of this, it’s highly beneficial to give him the Skirmisher Iso-8 class and assign the Striker Iso-8 class to at least two other Immortal Weapon characters. This creates a powerful Striker-Skirmisher combination, maximizing extra attacks and debuff application.
Whenever one or more enemies with Slow are attacked:
- Steel Serpent reduces the Speed Bar of the primary target of that attack by 5%, slowing down their next action.
- In Raids, he reduces the Speed Bar by 5% for all enemies, not just the primary target, further controlling the pace of battle.
- Also in Raids, if the targets have 3 or more turns of Slow, he applies Ability Block to the primary target of that attack, preventing them from using their special abilities.
If Steel Serpent has 3 Immortal Weapon allies on the team, neither he nor any of his Immortal Weapon teammates can have their Speed Bar reduced. This is extremely important, as it makes them immune to enemy abilities that would otherwise manipulate their turn order, ensuring the team can maintain their momentum.
In Raids, Steel Serpent and all Immortal Weapon allies cannot gain the Vulnerable effect, making them even more resilient.
Overall, Steel Serpent’s passive provides critical control, extra attacks, and powerful protection against turn manipulation and debuffs, making him an essential part of the Immortal Weapon team—especially in Raids.
Lady Bullseye
Lady Bullseye is a skilled assassin and martial artist in the Marvel universe, known for her precision, agility, and ruthless efficiency. Her real name is Maki Matsumoto, and her life changed dramatically after she witnessed a massacre by the infamous assassin Bullseye as a child. Inspired and traumatized by what she saw, she dedicated herself to becoming a deadly fighter, eventually adopting the codename Lady Bullseye.
Trained in various forms of martial arts and possessing exceptional marksmanship, Lady Bullseye quickly earned a reputation as a formidable adversary in the criminal underworld. She has often crossed paths with heroes like Daredevil and has been a member of the Hand, one of Marvel’s most notorious ninja organizations. Her fighting style is marked by speed, precision, and a willingness to do whatever it takes to achieve her goals.
As a member of the Immortal Weapon team, Lady Bullseye brings her lethal skillset and tactical mind to a group that thrives on martial prowess and mystical abilities. Her agility and critical strike capabilities complement the team’s strengths, while her experience as both an assassin and a strategist adds depth to their approach against powerful enemies. In the Immortal Weapon team, Lady Bullseye stands out as a relentless and resourceful warrior, always ready to take on any challenge.
Lady Bullseye is a Brawler capable of dealing massive damage to her enemies. She boasts increased Crit Chance and Crit Damage, gaining significant benefits every time she lands a critical hit. At the same time, she lowers her enemies’ Crit Chance by 100%, effectively preventing them from landing critical hits themselves. Additionally, she blocks opponents from increasing their Speed Stat, further limiting their ability to outpace her team.
Lady Bullseye applies Offense Down to enemies with her Special, and can also inflict Offense Down on critical hits with her Basic attack or Iso-attack. When any enemy with Offense Down is attacked, she performs a bonus attack on the primary target of the initial strike, adding extra pressure and damage.
All in all, she is an offensive powerhouse who not only boosts her own damage but also disrupts enemy teams by reducing their critical potential and speed, making her an invaluable asset to the Immortal Weapon team.
Lady Bullseye is also a member of the Thunderbolts team, making her a powerful and valuable addition to that lineup as well. Her high damage output, ability to apply critical debuffs, and utility in controlling enemy Crit Chance and Speed make her especially useful for the Thunderbolts. With her offensive capabilities and disruptive effects, Lady Bullseye can enhance the performance of the Thunderbolts team, providing new strategies and increasing their overall effectiveness in battle.
Basic ability delivers a straightforward yet effective attack. Lady Bullseye strikes the primary target for 300% damage. If the attack is a critical hit, she also applies +1 Offense Down to the primary target, stacking up to a maximum of 3. This not only inflicts solid damage but also reduces the target’s offensive power, especially when she scores critical hits, making her Basic a valuable tool for both damage and debuffing key threats.
Lady Bullseye attacks the primary target and adjacent enemies for 250% Piercing damage with her Special, which ignores armor for more consistent damage output. In addition, she flips all positive effects on these targets into negative effects, stripping away their buffs and turning them into debuffs.
She also applies +1 Offense Down to each target, up to a maximum of 3 stacks, reducing their damage potential. If she scores a critical hit, the duration of all negative effects on the primary and secondary targets is prolonged by +1, up to a maximum of 3 turns. This makes her Special highly effective for weakening enemy teams, maintaining control through debuffs, and ensuring that negative effects last longer for maximum impact.
Special is a low-cost ability, requiring only 3 Ability Energy, allowing her to use it on her first turn.
Upon activation of her Ultimate, Lady Bullseye applies Offense Up to herself, all Immortal Weapon allies, and all Thunderbolt allies, boosting their damage for future attacks. She then attacks the primary and adjacent targets for 350% Piercing damage. Additionally, she clears all Charged from the primary target, removing a key defensive or offensive mechanic from certain enemies.
In Raids, Lady Bullseye’s Ultimate also reduces the duration of all positive effects by 2 on both the primary and secondary targets, further weakening enemy defenses (or offense).
Next, she applies one random negative effect for 2 turns to both primary and secondary targets. If the attack is a critical hit, she applies Slow, Offense Down, and Defense Down for 2 turns to those targets—significantly reducing their effectiveness and making them more vulnerable to the next attacks from Lady Bullseye’s allies.
This attack benefits from 500% Extra Focus, making it much harder for enemies to resist its effects, and it cannot be dodged or blocked, ensuring it lands almost every time.
It is an excellent ability for boosting team offense, stripping enemy buffs, applying crippling debuffs, and reliably landing effects, making her a key asset in both the Immortal Weapon and Thunderbolt teams. It costs 5 Ability Energy and, like her Special, can be used on her first turn. This Ultimate is a powerful offensive and utility tool for both herself and her team.
Through her Passive, Lady Bullseye On Spawn:
- Applies Immunity for 2 turns to herself and all Immortal Weapon allies. Combined with the Safeguard effect granted by Sword Master on Spawn, the Immortal Weapon team starts every battle well-protected against enemy debuffs.
- In Raids, she generates 4 Ability Energy for herself and all Immortal Weapon allies, making it much easier to auto-simulate Raid nodes and ensuring all team members can use their abilities early.
Whenever one or more enemies with Offense Down are attacked, Lady Bullseye performs a bonus attack on the primary target of that attack, dealing 5% of that target’s Max Health as damage. This adds extra pressure to debuffed enemies and helps wear down tough opponents.
For each Immortal Weapon or Thunderbolt ally on her team, Lady Bullseye gains +10% Crit Chance and +5% Crit Damage, significantly boosting her offensive potential as team synergy increases. We know that Lady Bullseye benefits greatly from landing critical hits, so the bonus to Crit Chance and Crit Damage from her passive will help her crit consistently—especially if you equip her with the Raider Iso-8 class. This synergy allows her Basic, Special, and Ultimate abilities to become significantly more effective, as she will trigger their critical effects much more often, maximizing her impact in every battle.
If she has 3 Immortal Weapon allies:
- Reduces the Crit Chance of all enemies by 100%, effectively preventing them from landing critical hits.
- Enemies cannot have their Speed increased except through positive effects, making it impossible for them to play more frequently by increasing their own Speed stat.
Passive makes Lady Bullseye a potent force on both the Immortal Weapon and Thunderbolt teams, providing protection, early energy, bonus attacks, and powerful team-wide offensive and defensive boosts.
Sword Master
Sword Master, whose real name is Lin Lie, is a relatively new but compelling hero in the Marvel Universe. Originating from China, Lin Lie was an ordinary college student until he was thrust into a world of ancient magic and responsibility after discovering the legendary Sword of Fu Xi. This mystical blade, said to be forged by the god Fu Xi himself, chose Lin Lie as its new wielder, marking him as a protector against supernatural threats.
With the Sword of Fu Xi, Sword Master gains superhuman strength, agility, and the ability to channel powerful mystical energy through the sword for devastating attacks. However, the blade is not without its challenges—it is deeply connected to ancient evils and carries a heavy burden of expectation. Lin Lie’s journey is a coming-of-age story: he must learn to balance his everyday life with the responsibilities of a hero, seek out the truth behind his missing father, and prove himself worthy of the sword’s legacy.
Sword Master has crossed paths with several Marvel heroes, including the Agents of Atlas, Doctor Strange, and Shang-Chi, learning from their experience and growing as a fighter and leader. His story is filled with themes of self-discovery, cultural heritage, and the struggle to live up to legendary expectations.
As a member of the Immortal Weapon team, Sword Master brings a unique blend of youthful enthusiasm and mystical power. His presence adds a new dynamic to the team, complementing the experience of veterans like Iron Fist. With his sword’s mystical abilities and his determination to protect others, Sword Master is a vital asset in battles against both mystical and martial adversaries. Through his adventures with the Immortal Weapons, Lin Lie continues to grow into his role as both a hero and a guardian of ancient traditions.
Sword Master is a Brawler who excels at dealing heavy damage to both single targets and multiple enemies. His abilities allow him to inflict significant harm, especially when enemies are suffering from Defense Down.
When an enemy with Defense Down is attacked, he heals all Immortal Weapon allies, helping to sustain the team during tough battles. In Raids, this interaction also generates Ability Energy, allowing the team to use their powerful skills more frequently.
Sword Master’s Ultimate is a true game-changer: it not only clears Barrier from enemies, removing their protective shields, but also applies Stun to shut down key threats. If he kills the primary target with his Ultimate, he applies Stun to all adjacent enemies. These strengths make Sword Master an essential damage dealer and support for the Immortal Weapon team, contributing both offensive power and valuable healing.
In addition to being a member of the Immortal Weapon team, Sword Master is also part of the Mighty Avenger team, where he can perform exceptionally well. Mighty Avenger is a top-tier War Offense team, known for their strength and effectiveness in that game mode. Adding Sword Master to this lineup further enhances the team, bringing extra damage, debuffs, and utility. His presence not only increases their overall power but also provides new strategic options, making the Mighty Avenger team even more formidable in War battles.
Basic ability is a versatile and powerful attack. Sword Master strikes the primary target for 320% Piercing damage and applies +1 Defense Down, stacking up to a maximum of 3 Defense Down on that enemy. After hitting the main target, he chains the attack to up to two adjacent enemies, dealing 320% Piercing damage and applying +1 Defense Down to each, also up to the maximum of 3 stacks.
It’s important to note that if one of the chained targets counterattacks, the chain will be broken and the attack will not continue to the next target. This Basic Ability not only delivers strong damage but also weakens multiple enemies, making them more vulnerable to follow-up attacks from Sword Master and his teammates.
Sword Master’s Special ability costs 4 Ability Energy and can be used right on his first turn.
If Sword Master has 3 or more Immortal Weapon or Mighty Avenger allies, he reduces the duration of Immunity and Safeguard by 2 on all enemies. This is extremely valuable in all game modes, as it strips away these key protections, making it much easier to apply debuffs and remove other buffs from opponents. In Raids, instead of targeting just Immunity and Safeguard, this ability reduces the duration of all positive effects on all enemies by 2, weakening enemy teams and setting them up for further attacks.
The offensive part of this ability attacks all enemies for 300% Piercing damage. It also applies +2 Defense Down (up to a maximum of 3), Trauma for 2 turns, and Heal Block for 2 turns to every enemy hit. This combination of debuffs makes enemies much more vulnerable and limits their ability to recover.
Additionally, in Raids, this Special applies Stun to the enemy with the highest Damage, neutralizing a major threat on the opposing side.
Importantly, this attack cannot be blocked, counterattacked, or dodged, ensuring that its effects almost always land as intended.
Sword Master’s Ultimate ability is a high-cost, high-impact move that costs 7 Ability Energy but can be used on his first turn. It delivers both powerful control and massive single-target damage.
First, it clears all Barrier from every enemy, stripping away one of their main defenses. Then, it applies Stun to the primary target and adds +3 Defense Down (up to a maximum of 3), making that enemy significantly more vulnerable. Sword Master then attacks the primary target for 300% Piercing damage, followed by three bonus attacks for 100% Piercing damage each. This sequence delivers devastating damage to a single target.
In Raids, this ability deals double damage, making it one of the strongest single-target attacks available and a true game-changer against tough Raid priority targets.
If Sword Master’s Ultimate defeats (kills) the primary target, it applies Stun to all adjacent enemies. This means if you take out your main target with this attack, the Stun effect spreads, controlling multiple threats and making the ability even more effective.
Importantly, this attack cannot be blocked or dodged, ensuring that its full power and all its debuffs reliably hit the intended targets.
On Spawn, Sword Master applies Safeguard to himself and all Immortal Weapon allies for 2 turns through his Passive. This is an excellent buff that, in most cases, prevents opponents from removing positive effects from the Immortal Weapon team, helping to maintain their key buffs at the start of battle.
Whenever an enemy with Defense Down is attacked:
- There is a 50% chance to generate 1 Ability Energy for Sword Master and all Immortal Weapon allies, helping the team cycle their abilities faster.
- All Immortal Weapon allies, including Sword Master, heal for 5% of Sword Master’s Max Health, providing steady team healing.
- In Raids, Ability Energy is always generated for Sword Master and all Immortal Weapon allies when attacking enemies with Defense Down—making the team’s skill rotations even more reliable in this game mode.
Sword Master also passively lowers the Armor of enemies with Stun by 25%, making them more vulnerable to all incoming attacks.
In Raids, this Armor reduction is even more powerful:
- Enemies with Stun have their Armor reduced by an additional 75%, for a total of 100% reduction, making them extremely fragile.
- If Sword Master has 3 or more Immortal Weapon allies, enemies cannot gain Offense Up at all, further reducing the threat they pose.
Sword Master’s Passive Ability offers powerful protection, energy generation, healing, and enemy debuffing for the Immortal Weapon team—especially in Raids, where his effects are greatly amplified and help ensure the team’s dominance.
Iron Fist (WWII)
Iron Fist (WWII) is a compelling figure within Marvel’s lore, embodying both the mystical legacy of K’un-Lun and the spirit of heroism found during one of the world’s most challenging periods. As the Iron Fist of his era, he endured the rigorous training and ancient trials required to earn the dragon’s power, emerging as the champion of K’un-Lun by facing and overcoming Shou-Lao the Undying. This granted him the ability to channel his chi into his fists, allowing him to perform extraordinary feats of strength, healing, and energy projection.
Unlike other Iron Fists who often operate in the shadows of modern cities, Iron Fist (WWII) found himself thrust into the midst of global conflict. He served as a mystical warrior on the front lines, using his unique powers to combat both Axis forces and supernatural threats that emerged during the war. His presence on the battlefield was marked by a blend of martial arts mastery and spiritual discipline, making him not just a symbol of hope and resilience for his allies but also a terrifying opponent for those who threatened peace.
Beyond his prowess in combat, Iron Fist (WWII) is characterized by a strong sense of duty and honor. He walks the line between the mystical traditions of K’un-Lun and the harsh realities of warfare, guided by an unwavering commitment to protect the innocent and uphold justice. His experiences during the war shaped him into a wise and seasoned warrior, respected not only for his skills but also for his leadership and compassion.
As a member of the Immortal Weapon team, Iron Fist (WWII) brings invaluable battlefield experience and a deep connection to the Iron Fist legacy. His presence reinforces the unity between generations of champions, blending the wisdom of the past with the needs of the present. Together with his fellow Immortal Weapons, he continues the timeless fight against evil—standing as a bridge between ancient power and modern heroism.
Iron Fist (WWII) is a Support character who brings exceptional utility and survivability to his team. Not only can he heal his allies and apply Barrier to protect them from incoming damage, but he also has the rare ability to revive a fallen Immortal Weapon or Invader ally. Additionally, he can extend positive effects for the entire team, ensuring that valuable buffs remain active longer.
Iron Fist (WWII) also excels at controlling the flow of battle. He can apply Stun to an enemy—disabling a key threat for a turn—and in Raids, he can even Stun two enemies at once, giving his team a significant tactical advantage. Beyond his active abilities, he passively heals all members of his Immortal Weapon or Invader team, providing steady recovery throughout the fight.
Together with Iron Fist, Iron Fist (WWII) ensures that the Immortal Weapon team has constant healing and outstanding sustain in every battle, especially in Raid content. Their combined abilities make the team resilient, hard to take down, and capable of overcoming even the toughest opponents.
Iron Fist (WWII)’s Basic ability is both offensive and supportive. When used, it attacks the primary target for 300% damage, making it a strong single-target strike. In addition, this ability provides a defensive boost by applying Barrier equal to 10% of Iron Fist (WWII)’s Max Health to the most injured non-summoned ally. This not only helps protect vulnerable teammates but also adds to the team’s overall survivability, making his Basic a valuable tool in both dealing damage and keeping the team safe.
Special ability is a versatile and impactful move with a low cost of just 3 Ability Energy, and Iron Fist (WWII) can use it on his very first turn.
This ability starts by attacking the primary target and adjacent enemies for 350% damage. It then extends all positive effects (buffs) by +1, up to a maximum of 3, on himself and all Invader and Immortal Weapon allies. This ensures that crucial buffs like Defense Up, Offense Up, Safeguard, Immunity, and others remain active longer, greatly improving team durability and performance.
In Raids, Iron Fist (WWII) also clears Heal Block from himself and all Invader and Immortal Weapon allies. This is especially valuable, as it guarantees the team can be healed even if enemies have applied Heal Block debuffs before his heal activates.
Finally, he heals himself and all Invader and Immortal Weapon allies for 30% of his Max Health, providing essential sustain and keeping the team in fighting shape during prolonged battles.
Overall, Iron Fist (WWII)’s Special is an ability for both offense and support, making him one of the key assets in maintaining team buffs and health—especially in Raids.
Ultimate ability is a powerful tool that can be used on Iron Fist’s (WWII) first turn, costing 5 Ability Energy. It’s designed to both control the battlefield and provide critical support to his team.
The ability begins by applying Stun to the primary target, immediately removing a key threat for a turn. It then attacks all enemies for 400% damage, making it a strong area-of-effect attack.
In Raids, the Ultimate gains several additional effects:
- It applies Stun for 1 turn and Ability Block for 2 turns to the Mystic enemy with the highest Damage, effectively shutting down dangerous Mystic opponents.
- If a member of the Invader or Immortal Weapon team has been defeated, Iron Fist (WWII) revives one dead ally with 50% of their Max Health and applies Stealth for 2 turns and 2 Deathproof buffs, increasing their chances of survival after revival.
- He also extends all positive effects by +1, up to a maximum of 3, on himself and all Invader and Immortal Weapon allies, keeping their buffs active longer during Raid encounters.
Additionally, the Ultimate heals Iron Fist (WWII) and all Invader and Immortal Weapon allies for 35% of his Max Health, providing a large burst of healing when the team needs it most.
For this attack, Iron Fist (WWII) gains +50% Focus per Mystic enemy on the field. The more Mystic enemies present, the higher his chance to successfully apply Stun and Ability Block with this ability.
Overall, Iron Fist (WWII)’s Ultimate is a team support and battlefield control move, capable of turning the tide with heals, revives, debuffs, and buff extensions—especially in Raid content where its full power shines.
On Spawn, Iron Fist (WWII) provides a Barrier to himself and all Invader allies equal to 15% of his Max Health tanks to his Passive. This instant shield helps absorb early damage and gives the Invader team a protective buffer right from the start of battle. In the Immortal Weapon team, the Barrier effect is unique to Iron Fist (WWII). Only he receives Barrier from his Passive ability.
Whenever Iron Fist (WWII) or any Invader or Immortal Weapon ally takes a turn, he passively heals himself and all Invader and Immortal Weapon allies for 6% of his Max Health. This ongoing healing is extremely valuable, especially when combined with the passive healing provided by Iron Fist, ensuring the team has strong, sustained survivability throughout the fight.
In Raids, his passive offers even more powerful benefits:
- On Spawn, if there are 4 or more Invader allies on the team, Iron Fist (WWII) applies Immunity for 2 turns to himself and all Invader allies. This prevents them from receiving new debuffs at the start of battle, greatly increasing their resistance to early enemy control effects. This has nothing to do with the Immortal Weapon team, so it’s not important at all for Iron Fist (WWII) as a member of the Immortal Weapon squad.
- Additionally, whenever Iron Fist (WWII) or an Invader ally drops below 50% Max Health, his Speed Bar is filled by 15%. This allows him to act more quickly in critical moments, enabling him to provide healing or support when the team needs it most. This only applies to Iron Fist (WWII) when he is on the Immortal Weapon team, not for the entire team. So, he will passively fill his own Speed Bar only when he himself drops below 50% HP.
Iron Fist (WWII)’s Passive makes him a reliable source of early protection and continuous healing, especially for Invader and Immortal Weapon teams. These effects combine to give his allies increased durability and responsiveness, particularly in Raids.
Iron Fist
Iron Fist, whose real name is Daniel “Danny” Rand, is a Marvel superhero known for his mastery of martial arts and his mystical abilities. As a child, Danny survived a plane crash in the Himalayas that claimed the lives of his parents. He was rescued by the inhabitants of the mystical city of K’un-Lun, where he spent years training in martial arts under the city’s monks.
Through intense discipline and spiritual focus, Danny earned the title of Iron Fist by defeating the dragon Shou-Lao the Undying and plunging his fists into the creature’s molten heart. This trial granted him the power to channel his chi, allowing him to make his fists as strong as iron and perform extraordinary feats of strength, healing, and energy manipulation.
Returning to New York, Danny took up the mantle of Iron Fist and became both a solo hero and a key member of teams like the Heroes for Hire and the Defenders. He is known for his sense of honor, discipline, and compassion, using his skills to protect the innocent and fight against criminal organizations and mystical threats alike.
Iron Fist’s story is one of legacy and balance—combining ancient wisdom with modern heroism. His adventures often explore themes of destiny, responsibility, and the struggle to find one’s place in both the mystical and the everyday world.
Iron Fist serves as the Brawler on the Immortal Weapon team, but his role goes far beyond dealing damage. He acts as both a protector and healer for his allies. With his Taunt ability, Iron Fist draws enemy attacks to himself, shielding the rest of the team from harm. He can also heal himself and the entire squad, providing valuable sustain during tough battles.
Iron Fist excels at single-target damage with his Ultimate ability, making him a threat to key enemy targets. In addition, he has a powerful mechanic that allows him to cleanse negative effects from himself and the entire Immortal Weapon team—including anti-Trauma capabilities—which helps keep him in fighting shape even against controlling opponents.
A core part of Iron Fist’s strength lies in his Charged mechanic. He gains multiple Charged on Spawn, depending on the number of Immortal Weapon ally characters, and in Raids, he gains additional Charged when he uses his Special or when he defeats an enemy with his Ultimate. He loses 1 Charged on any ally’s turn or when his own Health drops below 50%.
While Iron Fist is Charged, the entire Immortal Weapon team gains a massive 45% Damage Reduction—almost cutting incoming damage in half. Furthermore, the team’s Focus increases based on how many Charged stacks Iron Fist currently has, making it easier for them to land debuffs and resist enemy effects.
Altogether, Iron Fist stands at the center of the Immortal Weapon team’s defense and survivability, combining protection, healing, and strong offensive power to keep his allies safe and their enemies at bay.
With his Basic, Iron Fist attacks a primary target for 270% damage, then chains to hit up to two adjacent enemies for an additional 270% damage each. However, if any of the secondary targets counterattack, the chain will be interrupted and stop at that point. This makes Iron Fist’s Basic a standard multi-target attack, without any debuffs or buffs, but it’s important to be mindful of enemies who can counterattack, as they can break the chain and limit its effectiveness.
Iron Fist’s Special is a low-cost ability that requires only 3 Ability Energy, and he can use it on his very first turn.
If Iron Fist has at least three Immortal Weapon allies, he reduces the duration of all negative effects on himself and all Immortal Weapon allies by 2. This is an excellent anti-Trauma mechanic, as it lets the team remove negative effects even when Trauma is present—something most teams can’t do.
The healing aspect of this ability is substantial:
- Iron Fist heals himself for 30% of his Max Health and gains Defense Up for 2 turns.
- All Defender, Immortal Weapon, and Heroes For Hire allies are also healed for 30% of Iron Fist’s Max Health.
- The most injured ally receives an additional heal for 10% of Iron Fist’s Max Health.
- He then fills his own Speed Bar by 30%, allowing him to play again sooner.
In Raids, Iron Fist also gains +2 Charged, up to a maximum of 5. This is one of the ways for him to build up Charged stacks, but this effect only triggers in Raid battles.
Finally, Iron Fist applies Defense Up for 2 turns to all Defender, Immortal Weapon, and Heroes For Hire allies, further boosting their survivability.
This Special Ability does not deal damage, but it provides outstanding team healing, cleanses debuffs even through Trauma, and strengthens the team’s defenses—making it a crucial tool for keeping the Immortal Weapon team alive and resilient in tough battles.
Ultimate costs 5 Ability Energy and, like his Special, can be used on his first turn.
Iron Fist starts by clearing the Barrier from all enemies, removing one of the main defenses opponents use to absorb damage. It then clears 5 positive effects from the primary target, stripping away buffs before dealing a powerful blow: Iron Fist attacks the primary target for 500% damage and applies Offense Down, significantly reducing the primary target’s damage output.
After the attack, Iron Fist applies Speed Up for 2 turns to himself and all Immortal Weapon allies, helping the team take more turns and control the pace of battle.
In Raids, this ability also reduces the duration of all negative effects on Iron Fist and all Immortal Weapon allies by 2—a valuable anti-Trauma mechanic, although this cleanse effect is exclusive to Raids (unlike his Special, which works in all game modes).
Additionally, if Iron Fist defeats an enemy with his Ultimate and has at least three Immortal Weapon allies, he gains +5 Charged, up to a maximum of 5. This is another important way to build up Charged stacks, but it requires scoring a KO with this ability.
Finally, this attack cannot be blocked (full damage is always dealt on hit, and Offense Down is always applied) or dodged, ensuring that its effects almost always land on the intended targets.
Overall, Iron Fist’s Ultimate is a high-impact ability that not only deals massive single-target damage but also disrupts enemy defenses, provides speed boosts for his team, and includes powerful cleansing mechanics—especially effective in Raid content.
Passive ability:
On Spawn:
- Iron Fist gains Charged, plus +1 Charged for each Immortal Weapon ally, up to a maximum of 5 Charged. This gives him a reliable way to start battles with maximum Charged, especially when the team is full.
- He heals himself and all Defender, Heroes For Hire, and Immortal Weapon allies for 30% of his Max Health. This passive healing at the start of combat is especially valuable in Raids and in PvP modes like War and Crucible. If your team survives an enemy attack, this heal will help recover at the beginning of the next battle, offsetting some of the damage taken.
- If Iron Fist has at least 3 Immortal Weapon allies, he gains Taunt for 2 turns. Since the Immortal Weapon team doesn’t have a traditional Protector, Iron Fist fills that role at the start, drawing enemy attacks and protecting his teammates.
On Turn:
- Whenever Iron Fist takes a turn, he heals himself and all Defender, Heroes For Hire, and Immortal Weapon allies for 30% of his Max Health. This ongoing passive healing is extremely useful for team survivability.
When Iron Fist drops below 50% Health and has Charged:
- He heals himself and all Immortal Weapon allies for 30% of his Max Health and applies Defense Up for 2 turns.
- He also reduces his own Taunt duration by 2 and loses 1 Charged. This means that when Iron Fist falls below half health, he triggers a powerful self and team heal, plus Defense Up, but he also removes Taunt from himself and becomes less of a target—making it harder for opponents to finish him off.
On any ally’s turn:
- Iron Fist loses 1 Charged each time an ally has a turn. This means the powerful effects tied to Charged will last for a limited number of turns, depending on team size, Iron Fist’s ways to replenish them, and how quickly turns rotate.
Focus and Damage Reduction:
- Iron Fist and all Immortal Weapon allies gain 200% Focus per Charged on Iron Fist, up to a maximum of +1000% Focus with 5 Charged. This dramatically increases their ability to apply debuffs.
- While Iron Fist has at least one Charged, he and all Immortal Weapon allies gain +45% Damage Reduction, up to a cap of 80% Damage Reduction. This means nearly half of incoming enemy damage is neutralized as long as Iron Fist still has Charged.
Iron Fist’s Passive makes him the heart of the Immortal Weapon team’s defense and recovery. He provides strong healing at multiple points, soaks up early damage as a protector, boosts his team’s Focus by a huge amount, and dramatically reduces incoming damage. These effects last as long as he has Charged, making it critical for enemies to find ways to strip or outlast his Charged stacks if they want to overcome the team’s defenses.
Combat Tips & Tricks
The Immortal Weapon team is a well-rounded squad with strong buffs at the start of each battle, capable of dealing impressive damage while also boasting top-tier sustain and mitigation. Designed primarily as a Raid team, they excel in that game mode and can effectively auto-simulate all Raid missions—so it’s important to invest in them enough to keep them effective in that game mode.
Beyond Raids, the Immortal Weapon team is also valuable in War and Crucible. Additionally, Lady Bullseye and Sword Master bring extra versatility (they have tags of other teams): Lady Bullseye is also a member of the Thunderbolts, while Sword Master is an addition to the Mighty Avenger team. This flexibility means both characters are useful additions to multiple top teams, not just Immortal Weapon.
In battle, Lady Bullseye plays first, and it’s often more effective to open with her Ultimate on the first turn. While her Special is also an option, the Ultimate is generally stronger—especially because it applies Defense Down to multiple enemies, setting up the rest of the team to capitalize on those debuffs in their own unique ways.
Sword Master takes his turn after Lady Bullseye, and you have the choice between using his Ultimate or Special, depending on the situation. If Lady Bullseye has already dealt heavy damage to an enemy, Sword Master can follow up with his Ultimate to finish one of them off and apply Stun to all adjacent enemies. On the other hand, if the opposing team has Safeguard, Immunity, or both, it’s often better to use Sword Master’s Special to remove those buffs and open the enemy team up for further attacks.
Iron Fist plays after Lady Bullseye and Sword Master. With Iron Fist, you have the flexibility to either use his Special to heal the entire team if needed, or his Ultimate to deliver massive single-target damage—perfect for taking down a high-priority enemy.
Steel Serpent goes next, and if he has gained enough Ability Energy, he can use his Ultimate on his first turn. When he does this, he may also transfer Taunt from Iron Fist to himself (if Iron Fist currently has Taunt, which can vary depending on the situation), effectively making Steel Serpent the team’s protector while also dealing top-tier damage to a target.
Finally, Iron Fist (WWII) takes his turn and is best used to Stun an enemy by activating his Ultimate. This can help control the battlefield and neutralize key threats right when it matters most.
It’s important to note that the Immortal Weapon team is not particularly fast, so certain speedy teams may be able to outpace and beat them. However, their excellent mitigation and sustain mean that teams unable to break through their defenses in the first few rounds may quickly find themselves in trouble. Immortal Weapon characters heal both passively and actively, enjoy powerful buffs and Barriers, and benefit from significant damage reduction. Teams that can remove Iron Fist’s Charged stacks, prevent him from gaining Charged, and are faster than the Immortal Weapon squad are best positioned to counter them.
Another strength of this team is their versatility—two of their members can be mixed into other top teams, which adds extra strategic value. Investing in the Immortal Weapon team is highly recommended, especially since Raid teams are crucial for every player’s progression due to the best rewards being found in Raids. That said, they won’t disappoint you in War either, making them a solid investment across multiple game modes.
If you have any questions about Immortal Weapon team or need any help with MSF feel free to reach out to us via our Discord:
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