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Malekith

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Tier List

Villain, Cosmic, Bio, Controller, Shadow Conclave

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

Iso-8

Malekith is a Striker. All of his attacks are single-target, and he is able to apply Bleed, so through the Striker class, we will maximize his single-target damage and damage over time. Making Striker the best option for him.

T4 Priority

U – Ultimate ability

P – Passive ability

S – Special ability

B – Basic ability

Ultimate – Greater damage that Malekith will deal with this ability, and he will be able to prolong all negative effects on the primary target, an upgrade from 2 negative effects if Ultimate is not maxed. All negatives on the primary target will be extended, eliminating the possibility of a key negative effect not being prolonged.

Passive – On Spawn, Malekith will apply Immunity for 2 turns to himself and all Shadow Conclave allies, upgraded from 1 turn of Immunity on Spawn when the Passive is not maxed. The longer we have Immunity on ourselves, the longer we will be able to negate the negative effects that opponents attempt to apply to us, making this upgrade very useful for Malekith and the entire Shadow Conclave team.

Special – With a maxed Special, Malekith will deal greater damage to the primary target, but more importantly, he will clear Barrier on the primary target before the attack. Completely negating that form of protection. This is a useful upgrade given that after using the Special, Malekith, and one random enemy will attack the primary target, making the potential damage even more pronounced.

Infographics

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About Character

The Dark Elf of Svartalfheim, Malekith, uses his magic and trickery to bring war to all of the Ten Realms. When young Malekith of the Black Bile Clan watched his twelve older brothers’ heads tossed to his mother, Lady Mazerot promised he would not go off to die uselessly in a never-ending war like his siblings — and then sold him into slavery for two sacks of snake livers and a barrel of pickled toads. Though not a soldier, he still witnessed the full ravages of war as a corpse burner, plying his craft in the aftermath of every battle.

One day, while burning corpses, he was captured by trolls and thrown into a cell with an old wizard who helped him escape and took him as an apprentice. Over the years that followed — marked by wars against the Light Elves, the Dwarves, and terrorism against the Gods — Malekith became the most naturally gifted spell-caster the wizard had ever seen, eventually surpassing his master entirely. When the wizard finally asked Malekith to use their combined power to end the wars and bring peace, Malekith refused — feeling that any peace would make the war that had forged him pointless, and his existence something it was never meant to be. He killed the wizard, who, before dying, scarred half of his face as a mark for all to see.

Malekith became the ruler of the Dark Elves of Svartalfheim and a recurring enemy of Thor. He has often wielded the Casket of Ancient Winters, which enables him to generate endless amounts of ice. He eventually amassed a coalition of allies from across the realms called the Dark Council and launched a campaign of conquest he dubbed the War of the Realms. Declaring himself the Butcher of Thors, he bonded with the Venom symbiote to augment his forces, seized the Last Hammer of Asgard, and augmented it with living abyss to forge the Black Hammer of the Accursed. Thor ultimately separated him from the symbiote, and Young Thor severed one of his arms — and when Malekith tried to unleash his Wild Hunt in a last act of spite, his own fear broke his control over the beasts, and they devoured him instead.

Malekith is the Controller — a Dark Elf sorcerer who combines exceptional single-target damage with a debuff toolkit that few teams can match. He applies Blind, Bleed, and Heal Block to his targets, and can extend the duration of negative effects already on enemies, ensuring that debuffs stick around long enough to be decisive.

Beyond his offensive control, Malekith contributes meaningfully to the team’s survivability from the very first moment of the fight. On Spawn, he applies Immunity to himself and the entire Shadow Conclave team, protecting them from incoming debuffs early on. Whenever he receives Darkness, he flips it into Offense Up — turning one of the most common debuffs in the game into a direct offensive boost.

In Alliance War, this mechanic extends to the entire Shadow Conclave team, making teams built around Darkness applications — like Knull — largely ineffective against this lineup. Before Malekith completes his first turn, the Shadow Conclave cannot gain Trauma, neutralizing one of the most disruptive debuffs in the game. The team’s Focus can also only be reduced through negative effects in War, preventing passive Focus reduction from having any impact.

Malekith’s most powerful War mechanic, however, is his ability to spread all negative effects from the primary target to every other enemy — turning a single well-placed debuff into a team-wide problem for the opposition. He can also clear Battlefield Effects on the allied side, which is an extraordinary tool. Characters like Odin, Knull, Franklin Richards, and Red Hulk, who apply Battlefield Effects to the enemy side, will find that advantage stripped away, removing one of the most impactful mechanics those teams rely on.

Together with Thanos’s speed and Resistance protection, Sylvie’s Mind Control and disruption, High Evolutionary’s sustain and speed control, and Executioner’s execution and damage reduction negation, Malekith completes a team that is genuinely META in Alliance War — each member covering for the others and amplifying the team’s collective threat in a way that very few rosters can answer.

You can find detailed information about Malekith on the Shadow Conclave team page HERE.

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