Ms. Marvel (Classic)
Tier List
Hero, Cosmic, Bio, Support, Kree, Absolute A-Force
| Arena | ★ ★ ★ ★ ★ |
| Alliance War Offense | ★ ★ ★ ★ ★ |
| Alliance War Defense | ★ ★ ★ ★ ★ |
| Blitz/Real-Time Arena | ★ ★ ★ ★ ★ |
| Raid | ★ ★ ★ ★ ★ |
| Dark Dimension | ★ ★ ★ ★ ★ |
| Cosmic Crucible | ★ ★ ★ ★ ★ |
Iso-8
Ms.Marvel is an incredible character with a potent Protective and Supportive abilities. She can Taunt fairly often (especially if paired with Kahhori) which can allow her to absorb a lot damage. Addditionally, she is very proficient at healing her team. As such, there are a few great options for her Iso-8 Class.
Striker – will allow her to use her Iso-8 follow-up attacks often, which will heal A-Force allies in War by +10% of her Max Health, which can be a pretty substantial heal.
Fortifier and Healer are also decent options, Healer will overall bolster her healing capabilities and will allow her to clear Vulnerables from all her allies (although likely only once per battle since the cooldown is huge). Fortifier seems like a better option in this case because she can clear Vulnerable from herself on turn (purple Iso lvl 3) and will gain a lot of Barrier, allowing her to retain Taunt for longer periods.
T4 Priority
U – Ultimate ability
P – Passive ability
S – Special ability
B – Basic ability
Ultimate – while faily simplistic, it will provide a lot of benefits as this will apply Safeguard to all Absolute A-Force allies once maxed. There is also a decent damage increase.
Passive – will allow Ms. Marel to apply Safeguard and Immunity to her Absolute A-Force allies on any enemy death (Only in War)
Special is not a necessary upgrade, but it will apply 2 Evades to her A-Force allies (instead of 1) and will deal slightly more damage, which still strongly fits into the recommended category.
Basic will only increase the damage output of the attack, but is you are going to use Ms. Marvel as a Striker, having the Basic maxed is a good idea as it will also increase the damage of her Iso-8 attacks.
Infographics

Theory Craft
Carol Danvers was a courageous Air Force pilot when she found her life forever changed after being caught in an explosion involving Kree technology. Her DNA was fused with that of the alien Kree race, causing a transformation that granted her incredible powers, including superhuman strength, flight, and energy absorption. Embracing the name Ms. Marvel, Carol took on the responsibility of protecting Earth, battling threats from across the cosmos while inspiring others with her resilience and bravery.
Ms. Narvel is the second most important character on the Absolute A-Force team, only slightly behind Kahhori. Carol is responsible for Healing and Protection and she provides both in an ample ammount.
Basic – Classic Beatdown
This attack will hit the primary target dealing damage.
Then, it will apply Defense Up and Regeneration to the most injured Absolute A-Force ally that doesn’t have Defense Up.
In War, she will also heal self and all Absolute A-Force allies for 10% of her Max Health.
If she has 2 or fewr Charged, she gains +3 Charged (up to 3 max)
This is an incredible Basic for Ms. Marvel as it allows her to gain more Charged, which are crucial for her ability to provide more Protection for the team.
Safety Attack (Iso – 8/Counter Attack/Assists)
The afety attack is identical to the Basic attack with a small difference of dealing slightly less damage.
Special – Flying Kree
Energy Cost: 4/4
This will attack the primary and adjacent targets and deal damage, 20% of that damage will be Drain damage, which will translate into a decent heal for Ms. Marvel
Then, she will also Heal self and all A-Force allies for 30% of her Max Health, and then she will apply 2 Evade and 2 Regeneration
In War, this attack cannot be Blocked or Dodged.
There is a benefit to this ability since it can also heal A-Force allies, albeit it’s not often that she will be used with A-Force as the Absolute A-Force need to have the full squad to get all of their benefits.
Ultimate – Close The Distance
Energy cost: 10/10
This ability will hit the primary target for a huge damage and will apply Defense Down and Heal Block (both for 2 turns). The damage will be increased by +50% per Charged on Ms. Marvel.
Then it will clear all negative effects from self and all allies. After, she will procede to heal self and all Absolute A-Force allies for 40% of Ms. Marvel’s Max Health. This will also apply 2 Regeneration for 1 turn, Defense Up for 2 turns, Immunity for 1 turn and Safeguard for 1 turn.
In War, this attack cannot be Blocked or Dodged.
Passive – Air Superiority
This is the absolute essential and most important part of Ms. Marvel’s kit. When she is attacked and has Charged (and does not have 2 Exhausted or more) she will:
- Heal self and all Absolute A-Force Allies for 10% of Ms. Marvel’s Max Health, will flip 2 Bleed and clear 2 negative effects
- Then it will lose 1 Charged
On any Turn and Turn End, if she has Chargedd she gains Taunt. While she has Charged, she cannot gain Trauma, Heal Block, Disrupted, Defense Down, Slow or Stun.
When Ms. Marvel loses all Charged, she will:
- Clear Taunt from herself
- Clear 3 negative effects from self and all Absolute A-Force allies
- Then it will also apply Offense Up, Speed Up and 2 Counter to self and all Absolute A-Force allies.
In War:
- On Spawn, Ms. Marvel will gain +5 Charged (up to 5 max)
- When this character or an Absolute A-Force ally drops below 40% Max Health, Ms. Marvel will clear Disrupted from them and will apply Defense Up, 2 Evade, 2 Deathproof, and Safeguard
- On Enemy Death, she will apply Safeguard and Immunity to self and all Absolute A-Force allies
- While this character has Charged, she gains +25% Damage Reduction and +1,000% Resistance.
Conclusion
All of Ms. Marvel’s abilities have a Healing component to them and a lot of them also further Support and Protect the team in one way or another, this is especially true in War, where she can be an impenetrable tank thanks to the help of Kahhori, who will keep supplying her with even more Charged.
In War, she will be absolutely incredible as she will Spawn with 5 Charged immediately, which will also mean that she is Immune to Trauma, Stun and other debuffs. In other game modes she will have to rely on Kahhori more to gain Charged, which will leave her Vulnerable early in the battle.
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