Man-Thing
Tier List
Hero, Global, Mystic, Protector, Nightstalker
| Arena | ★ ★ ★ ★ ★ |
| Alliance War Offense | ★ ★ ★ ★ ★ |
| Alliance War Defense | ★ ★ ★ ★ ★ |
| Blitz/Real-Time Arena | ★ ★ ★ ★ ★ |
| Raid | ★ ★ ★ ★ ★ |
| Dark Dimension | ★ ★ ★ ★ ★ |
| Cosmic Crucible | ★ ★ ★ ★ ★ |
Iso-8
Man-Thing can have a few different classes that will enhance his effectiveness. Skirmisher can be a good starting option because Man-Thing can apply some important negative effects (Slow, Stun), and while he’s at low stars, he might need bonus focus.
Raider might be a great option later on to enhance his damage and allow him to apply more Vulnerables (his Special and Ult will hit multiple targets). As a Protector, Fortifier is also a great option, Man-Thing can passively gain Barrier, so the Fortifier class will allow him to gain Drain (Blue lvl 5) and even more Barrier.
T4 Priority
P – Passive ability
S – Special ability
U – Ultimate ability
B – Basic ability
Passive – Will increase the Speed of Nightstalkers by +20% (up from +5%). This is absolutely essential for Man-Thing’s team and should be his first ability to max.
Special – will apply Stun to all targets he hits that have Slow. This can be incredibly useful since Man-Thing is the slowest character on his team, and often, by the time he takes his turn, someone else would have already applied Slow to enemies.
Ultimate – Will allow Man-Thing to gain Safeguard in Raids (he can already gain Taunt). Additionally, he will clear 2 negative effects from self and all Nightstalker allies.
Basic – will just slightly increase the damage and will allow Man-Thing to gain 2 Regenerations (instead of 1). As is, this is not essential and can be ignored.
Infographics

Theory-Craft
Dr. Ted Sallis, a brilliant biochemist, was working on a secret super-soldier serum deep in the Florida Everglades when a betrayal led to his tragic transformation. Fleeing from those who sought to steal his work, Sallis injected himself with the serum and crashed into the swamp, where mystical forces fused him with the environment, turning him into the monstrous Man-Thing. Now a creature of muck and vegetation, Man-Thing possesses superhuman strength, regenerative abilities, and the power to burn those who feel fear with his corrosive touch. As a guardian of the Nexus of All Realities, Man-Thing has clashed with Marvel heroes like Spider-Man and the Hulk, becoming a mysterious and fearsome protector of the mystical swamp.
Man-Thing is a Protector with high Armor and Health Stats. He can spawn with taunt and redirect enemy fire if he has 3 or more Nightstalker allies. All of his abilities can apply Slow to the enemies, and he can also passively increase the Speed of his allies. Man-Thing can also gain Barrier passively, which will increase his mitigation. In Raids, he gains additional benefits, like preventing enemy Protectors from gaining Immunity before Man-Thing takes his first turn.
Basic – Swamp Slam
This ability will attack the primary target dealing damage and applying +1 Slow (up to 3 Max). It will also apply Bleed to any non-Daredevil enemies.
Man-Thing will also gain 1 Regeneration (or 2 if Basic is maxed) and will apply Defense Up to the most injured Nightstalker ally without Defense Up.
Safety Attack (Iso-8/Assist/Counterattack)
Works nearly identical to the Basic, with the only exception that the damage will be slightly lower.
Special – Entangle
Energy Cost – 4/4
Man-Thing will attack the primary and adjacent targets, dealing damage. If any target had Slow, he will apply Stun to them and then will apply 2 Slow to all targets.
Then he will clear all negative effects from self and all Nightstalker allies and will apply Defense Up to them.
This Special can be very useful as it has the potential to Stun 6 targets at once. The protection and support this ability provides serve as an additional bonus
Ultimate – Bog Bash
Energy Cost – 6/6
Man-Thing will attack all enemies and prolong the duration of all their negative effects by 1. Then he will apply Slow to all enemies for 2 turns.
Then, he will gain Taunt for 2 turns. Will apply Defense Up for 2 turns to all Nightstalker allies and will clear 2 negative effects from self and all Nightstalker allies.
In Raids, Man-Thing will also clear Disrupted from himself and will apply Safeguard for 2 turns.
This is a good example of a decent balance between having a strong ability in Raids and a functioning ability elsewhere. Man-Thing will still provide protection and support in all game modes, but his Taunt can be removed there, while in Raids, he will also gain Safeguard to make sure no one clears it.
Passive – Nexus Guardian
On Spawn, Man-Thing can gain Taunt and Immunity, but only if he has 3 or more Nightstalker allies. On enemy turn end, he will gain +10% Barrier.
While Man-Thing is above 50% Health, he cannot gain Stun. And if he drops below 50% Health while having Taunt, he will clear Taunt, slip into Stealth, and apply 3 Regeneration to himself. This is a standard mercy mechanic for Protectors, designed to keep them alive for longer.
All of the above make Man-Thing a good protector for his team, but he won’t be as useful outside of his own team.
Man-Thing also provides +20% Speed to himself and all Nightstalker allies, thankfully this works in all game modes and will allow the team to get ahead of a lot of enemies.
In Raids, Man-Thing prevents enemy Protectors from gaining Immunity before Man-Thing takes his first turn. Additionally, Nightstalker allies cannot gain Ability Block before Man-Thing’s first turn. In this case, Man-Thing being fairly Slow is a small advantage.
Conclusion
Man-Thing, mostly, is a traditional Protector who’s locked behind his team. He’s a great addition to Nightstalkers and will be incredibly valuable for that team, but on his own, Man-Thing won’t amount to much.
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