Retcon
Introduction
Retcon stands out as one of the strongest War Defense teams thanks to their exceptional bonuses in that game mode. Their defensive power and unique mechanics make them a top choice for holding the line against even the toughest opponents. But their value doesn’t stop there—Retcon is also extremely important in Battleworld, where they become a key asset in Boss fights. The team receives additional bonuses during these challenging encounters, making it much easier to unleash massive damage on Battleworld bosses. They’re also powerful in other Battleworld missions, ensuring they remain one of the most desirable teams to have on your roster.
This team features one brand-new character, Jeff the Land Shark, alongside four reworkes: Gwenpool, Deadpool, Squirrel Girl, and She-Hulk. Jeff the Land Shark, Squirrel Girl, and She-Hulk all have the Bio trait, while Gwenpool is Mystic and Deadpool is Mutant. In terms of team roles, Gwenpool and Deadpool fill the Brawler spots, Jeff the Land Shark serves as the Controller, Squirrel Girl provides Support, and She-Hulk anchors the team as the Protector. All five are Heroes. Three of them—Gwenpool, Squirrel Girl, and She-Hulk—have the City trait, while Deadpool and Jeff the Land Shark are Global.
Team Members

(left to right) with links to Character Pages
Utility
- Alliance War Defense
- Battleworld
Because the Retcon team is built specifically for War Defense, you’ll mostly just set them on defense and won’t get to enjoy actively playing with them in War yourself. To unlock their most important War Defense bonuses, you need the complete team—all five members together—so there’s really no room for swapping someone out for a strong plug-and-play character. Any mix-and-match approach means losing key advantages. Still, Retcon is a truly powerful War Defense team, capable of holding the line and scoring defensive wins against the vast majority of enemy offensive lineups.
In Battleworld, it’s highly recommended to have the full Retcon team, as they make it much easier to achieve top-tier results in that mode as well.
Individually, none of the members—apart from Jeff the Land Shark—truly stand out on their own. Jeff, however, is a big exception. Thanks to his excellent Speed and unique mechanics like Time Warp, he can be a surprisingly useful character in other game modes, and potentially even in Arena (though that’s less likely). The rest of the team shines brightest when working together as a full unit, reinforcing the importance of their synergy and team-based bonuses.
Squirrel Girl is an excellent all-around healer who not only restores health to all allies but also clears negative effects, making her a reliable source of sustain and cleansing for any team. Gwenpool can be valuable as a fast Protector, capable of dealing massive damage and flipping positive effects on enemies into negatives. She also spawns with Taunt, immediately drawing enemy attacks. She-Hulk likewise starts every battle with Taunt and brings her Charged mechanic, which allows her to clear all negative effects from the team and transfer them to the enemy with the highest damage.
So, while the Retcon members aren’t as individually dominant as when they’re together in War Defense or Battleworld, they’re far from useless in Crucible or other game modes—whether used on their own or as part of a different team composition. Each brings unique tools that can provide value outside of War Defense, offering flexibility if you need to adapt your roster.
Team Placement & Turn Order
Jeff the Land Shark is placed at the center, with Deadpool and Squirrel Girl positioned on either side of him. On the edges, Gwenpool and She-Hulk serve as the primary protectors in the corner spots. This setup allows Jeff to make the most of his support and offensive abilities from the middle, while key allies for energy and control—Deadpool and Squirrel Girl—are right beside him. Gwenpool and She-Hulk anchor the ends of the formation, absorbing the initial wave of enemy attacks and utilizing their strong defensive abilities to keep the whole team stable. This arrangement creates a balanced mix of offense, control, and protection, making your team exceptionally resilient and adaptable in any battle.
Turn Order:
- Jeff the Land Shark – 129 Speed
- Gwenpool – 127 Speed
- Squirrel Girl – 120 Speed
- Deadpool – 118 Speed
- She-Hulk – 101 Speed
Iso-8 Classes
- Gwenpool – Striker / Raider
- Deadpool – Raider
- Jeff the Land Shark – Raider / Striker
- Squirrel Girl – Healer
- She-Hulk – Fortifier / Striker
Gwenpool is an excellent choice for the Raider Iso-8 class, since both her Ultimate and Special attacks target all enemies, maximizing the chance to apply and trigger Vulnerable effects across the opposing team and do more serious damage. However, within the Retcon team, it can also be a strong option to assign her the Striker Iso-8 class. Because Gwenpool typically goes second (right after Jeff the Land Shark), as a Striker, she can immediately capitalize on Vulnerable effects placed by Jeff—especially if he is equipped with Raider, which is generally the best fit for him. In that case, she will grant additional Defense Up and additional Barrier with every attack against an enemy with Vulnerability. This synergy allows Gwenpool to exploit those Vulnerable targets right away, increasing both her damage output and the overall effectiveness of the Retcon team’s attack rotation.
Deadpool is best used as a Raider, since his Ultimate delivers an outstanding Rebound Chain that hits multiple targets. With the Raider Iso-8 class, he maximizes his critical hit potential and overall damage across the enemy team. While Striker is also an option, Deadpool’s Iso-8 attack isn’t particularly strong or impactful, so Raider remains the superior choice for boosting his damage output and making the most of his chain attacks.
When used in the Retcon team, Jeff the Land Shark should always be equipped with the Raider Iso-8 class—there’s simply no better choice. His attacks hit multiple enemies, which allows him to maximize his damage potential. More importantly, since Jeff almost always plays first in his team, there won’t be any Vulnerable effects on enemies for him to exploit as a Striker, making Raider by far the optimal option.
Outside of the Retcon team, Jeff can actually be a great Striker, especially if he’s paired with characters who are faster than he is. In those situations, he can use his Iso-8 attack to generate Ultimate Ability Energy for himself, helping him charge up his Ultimate more quickly. Since his Ultimate is normally only available on his fourth turn unless he gets extra Ability Energy in the meantime, the Striker class can help him use it sooner by accelerating his energy gain through those Iso-8 follow-up attacks.
Squirrel Girl is a top-tier Support with outstanding healing potential, making the Healer Iso-8 class the best choice for her. This further boosts her already impressive healing abilities, ensuring your team stays healthy throughout the fight. While Striker or Raider are options if you want to increase her damage output, maximizing her healing with Healer is by far the most effective way to take advantage of what she brings to the team.
She-Hulk is a Protector with two strong Iso-8 class options. Fortifier will further enhance her mitigation, granting her additional Barrier and making her even more resilient to damage. On the other hand, Striker increases her damage potential, allowing her to hit harder when she attacks. The choice between more durability or more offense depends on your playstyle and team needs—both options are viable for maximizing She-Hulk’s impact.
Team T4’s
Essential
- Gwenpool – Passive, Ultimate, and Special
- Deadpool – Passive and Ultimate
- Jeff the Land Shark – Passive, Special, and Basic
- Squirrel Girl – Passive and Special
Gwenpool
If we fully upgrade Gwenpool’s Passive, she gains a crucial ability for War Defense: with 4 Retcon allies, she prevents enemies from filling or reducing Speed Bar for themselves, their allies, or their enemies. This upgrade is one of the key reasons the Retcon team is so powerful on War Defense, as it completely shuts down many speed-based strategies. Anyone planning to use Retcon as a War Defensive unit should prioritize maxing out this Passive for Gwenpool.
At max level, Gwenpool’s Ultimate deals significantly more damage and also applies Safeguard, Defense Up, and Speed Up to herself and all her Retcon and New Warrior allies. This upgrade is fantastic, as it guarantees your team receives crucial buffs when Gwenpool uses her Ultimate, greatly increasing their effectiveness in battle.
With her Special maxed out, Gwenpool deals increased damage. On Crucible Offense, it fills her Speed Bar by 70%, and in Battleworld, if she has 4 Retcon allies, it also fills her Speed Bar by 70%. This upgrade is extremely valuable in Battleworld, allowing Gwenpool to play again almost immediately after using her Special at the start of the fight—often letting her follow up quickly with her Ultimate. For War Defense, aside from the extra damage, this upgrade doesn’t offer much benefit, but in Battleworld, it greatly boosts her impact.
Deadpool
When we max out Deadpool’s Passive, he gains a crucial ability: on War Defense, if he has 4 Retcon allies, enemies are prevented from reviving. This is an essential upgrade, as it completely shuts down certain character combinations and strategies that rely on Revive mechanics, making them ineffective against the Retcon team in War. If you want to maximize your War Defense, this is a must-have upgrade for Deadpool.
Maxing out Deadpool’s Ultimate not only increases its damage but also extends the Rebound Chain attack to 5 adjacent targets instead of 4. This allows the attack to hit more enemies, or even strike the same target multiple times, leading to greater overall damage and more Bleed stacks on the opposition. It’s a highly impactful enhancement that makes Deadpool’s Ultimate even more dangerous in battle.
Jeff the Land Shark
Maxing Jeff’s Passive unlocks the Time Warp mechanic, which is absolutely central to both him and the entire Retcon team. Whenever an enemy uses their Ultimate ability, Jeff applies Time Warp to himself or to a random Retcon ally who doesn’t already have it. On War Defense or in Battleworld, allies with Time Warp gain a massive +616% Speed, allowing them to take their turn almost immediately after receiving Time Warp—unless the enemy team prevents Speed stat increases.
Time Warp works like this: when the affected character’s turn comes up, they automatically attack a random enemy with their Ultimate Ability at level 7, without consuming their own Ultimate Ability Energy. After this attack, they lose Time Warp and proceed with their regular action. This means that Jeff and his Retcon allies can, if they have Time Warp, attack twice in a single turn—first with a passive, max-level Ultimate, and then with their normal move. This mechanic gives the Retcon team a huge edge, letting them unleash devastating attacks and maintain constant pressure on the enemy.
With Awakened Passive, Jeff gains a powerful effect: On War Defense or in Battleworld, if he has 4 Retcon allies, at the start of his turn (if he doesn’t have Exhausted), he applies Time Warp to a random Retcon ally who doesn’t already have it. This means Time Warp now triggers not only when enemies use Ultimates, but also automatically on Jeff’s turn—making it much more frequent and greatly boosting the Retcon team’s offense, defense, sustain, mitigation, and overall power.
Additionally, upon an enemy’s death during War Defense or Battleworld, Jeff will attack the most injured enemy instead of the most injured enemy’s support character. This means Jeff will always attack an enemy on War Defense or in Battleworld when an opponent dies, even if there are no Support characters on the enemy team. So, his attack will reliably target the most injured enemy, ensuring consistent offensive pressure.
Upgrading Jeff the Land Shark’s Special to max level increases its Piercing damage and extends Silence to 2 turns instead of just 1. This can be a game-changer, especially since Gwenpool often takes her turn right after Jeff and can apply Trauma for 2 turns to all enemies. With Trauma, opponents won’t be able to easily remove Silence, leaving them unable to buff themselves, or debuff your team, or reduce positivities from your team. Extending Silence to 2 turns greatly increases your team’s control over the battle for a longer period, and boosts your chances of securing victory.
With Awakened Special, Jeff flips 2 negative effects into positive effects on a random Gwenpool ally. This means that after using his Special, Jeff can remove harmful effects from Gwenpool and even turn them into buffs, which greatly benefits the entire Retcon team.
With a maxed Basic, Jeff the Land Shark deals increased Piercing damage and generates 1 Ultimate Ability Energy for himself. This is especially important because Jeff’s Ultimate is normally only available on his fourth turn, so this upgrade helps him use it earlier. The effect is even stronger if Jeff is equipped with the Striker Iso-8 class, as his follow-up attacks can generate additional Ultimate Ability Energy, allowing him to unleash his Ultimate sooner and more often in battle.
When Jeff’s Basic is Awakened, he generates 1 Special Ability Energy for all Retcon allies, not just Gwen. This helps the whole team use their Special abilities more often, making Jeff even more valuable in the Retcon team.
Squirrel Girl
By maxing out Squirrel Girl’s Passive, whenever she or a Retcon or Young Avenger ally drops below 50% Health, her Speed Bar will fill by 30% (up from just 10%), allowing her to take turns more frequently and heal her team more often. Additionally, she’ll provide +25% Drain to herself and all Retcon and Young Avenger allies (up from 10%), greatly improving the team’s sustain, as characters will heal significantly more from the damage they deal. This upgrade boosts both the frequency of her healing and the overall survivability of the entire team.
On War Defense, if Squirrel Girl has 4 Retcon allies, the Focus of this character and all allies can only be reduced by negative effects. This is an exceptional upgrade because it prevents certain enemy characters from reducing the Focus of the Retcon team at the start of battle. Without this upgrade, Jeff the Land Shark cannot always passively apply Slow to all opponents in every matchup. With the upgrade, however, he will always be able to do that—except when the opposing team is simply immune to Slow.
With her Special maxed out, Squirrel Girl will clear all negative effects from all allies (up from 2 negatives per ally). This significantly enhances her ability to remove debuffs from the entire team, especially for the Retcon team and particularly in War Defense, where Retcon characters are immune to Trauma. As a result, her cleanse will always be fully effective, providing reliable protection against enemy debuff strategies.
Recommended
- Gwenpool – Basic
- Deadpool – Special
- Jeff the Land Shark – Ultimate
- Squirrel Girl – Ultimate and Basic
- She-Hulk – Passive and Special
Gwenpool
If we max out Gwenpool’s Basic, she will clear all Barrier from the primary target. If that target has Barrier, Gwenpool will Barrier herself for 30% of her Max Health (instead of just 15% if the primary target does not have Barrier). It’s a solid upgrade that isn’t essential, but it can be useful for extra survivability and controlling Barrier-heavy opponents.
Deadpool
Every time Deadpool gets a kill with his Special in War Defense or Battleworld, and he has 4 Retcon allies, his Speed Bar is filled by 70% if his Special is maxed out. This allows him to take turns more frequently in those game modes. While this upgrade isn’t absolutely essential—since you won’t always be able to secure a kill with Deadpool’s Special—it can be extremely useful when it does trigger, giving him a significant boost in combat tempo.
Jeff the Land Shark
Maxing out Jeff the Land Shark’s Ultimate allows him to apply Trauma to all enemies for 2 turns instead of 1. While this upgrade isn’t absolutely crucial—mainly because Jeff won’t have many opportunities to use his Ultimate in most battles—it does become more valuable in Battleworld, where fights tend to last longer, and characters get more chances to use their abilities. In War Defense, by the time Jeff uses his Ultimate, the outcome is usually already decided, so the extra turn of Trauma isn’t as essential. Plus, Gwenpool can apply Trauma to all enemies for 2 turns right at the start, ensuring that the enemy team is already covered by this debuff early on.
At the Awakened level, Jeff’s Ultimate lets him start with 2 Ultimate Ability Energy instead of 1. This allows him to use his Ultimate ability earlier in battle.
Squirrel Girl
With a maxed Ultimate, Squirrel Girl will deal increased damage and apply Heal Block and Disrupted to all enemies for 2 turns instead of 1. With this upgrade, we can prevent opponents from healing and gaining buffs for a longer duration, giving our team greater control.
With her Basic maxed, Squirrel Girl will deal more damage and always apply Offense Down to the enemy with the highest Speed Bar (up from just a 50% chance). This helps to more reliably reduce the offensive potential of the enemies who are about to take their turn. However, since Squirrel Girl won’t be using her Basic very often, this upgrade isn’t essential, but it can still provide some useful control in certain situations.
She-Hulk
If we max out She-Hulk’s Passive, she will heal for 15% of her Max Health on turn (up from 10%), improving her self-sustain. Additionally, when she reaches maximum Charged (5) and passively attacks enemies, she’ll deal a bit more damage to the primary and adjacent targets. The main strength of She-Hulk lies in her ability to transfer debuffs from herself and her team to the highest damage enemy, a mechanic not affected by this upgrade. The extra healing and passive damage are nice bonuses, but they aren’t essential, as her core value comes from her powerful debuff transfer.
With her Special maxed, She-Hulk will deal increased damage and heal for 30% of her Max Health after gaining Taunt (up from 20%). While this upgrade isn’t essential, it’s a welcome improvement—better healing can make a real difference in tough situations, helping She-Hulk survive longer and fulfill her role as the team’s protector more effectively.
Red Stars and Diamonds
Getting 7 Red Stars on the new character Jeff The Land Shark shouldn’t be complicated, as long as you open Elite Red Star Orbs when he is featured there. Gwenpool, Deadpool, Squirrel Girl and She-Hulk 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 Gwenpool – Incursion 6-8
- 6 Red Stars for Deadpool – Incursion 7-4
- 7 Red Stars for Squirrel Girl – Incursion 3-4
- 7 Red Stars for She-Hulk – Incursion 8-5
When the Jeff The Land Shark becomes farmable and free-to-play players are able to collect 7 Yellow/Red Stars for him, we also recommend using Diamonds for him (at least 3 Diamonds, ideally 5)
For the four reworked characters, we also recommend a minimum of 2 Diamonds. Ideally 5.
Farming Locations
- Gwenpool – Character Store (Age of Annihilus), Villains 7-9
- Deadpool – Character Store (Age of Annihilus), Heroes Hard Mode 3-9
- Jeff the Land Shark – Alliance War Rewards
- Squirrel Girl – Character Store (Age of Annihilus), Heroes 5-9
- She-Hulk – Character Store (Age of Annihilus), Heroes 7-9
On Spawn Buffs and Crucial Passive Effects In Battle
Team On Spawn buffs: 2 Evade
Gwenpool On Spawn buffs: Taunt
She-Hulk On Spawn buffs: Taunt, 1 Charged on War Defense
Deadpool:
- Clear all negative effects on Turn and Heal for 15% of his Max Health per negative effect removed + Heal for 20% of his Max Health.
- On Kill, generate 1 Ability Energy for a Jeff the Land Shark ally.
- If he has a Jeff the Land Shark ally, he gains 100% chance to Revive at 100% of his Max Health.
Jeff the Land Shark:
- When an enemy uses their Ultimate Ability, apply Time Warp to self or 1 random Retcon ally that does not have Time Warp.
- On enemy Death, attack the most injured enemy Support character for 250% Piercing.
- On Spawn, if he does not have Exhausted, apply Slow to all enemies. Gain +500% Focus for this action.
Squirrel Girl:
- Fill Speed Bar by 30% when she or Retcon ally drops below 50% Health.
She-Hulk:
- When an enemy attacks her or a Retcon ally, gain +1 Charged, up to a maximum of 5.
- If Jeff the Land Shark is an ally, gain +2 Charged instead.
- On maximum (5) Charged:
- Transfer all negative effects from self and all allies to the enemy with the most Damage. In War, gain +500% Focus for this action.
- Attack the enemy with the highest Damage for 300% damage + all adjacent targets for 250% damage
- Lose all Charged.
Time Warp:
- On Turn, attack a random enemy with the attacker’s Ultimate Ability at level 7. This does not use the attacker’s Ultimate Ability Energy.
- Lose Time Warp.
Retcon:
- +50% Accuracy
- Characters with Time Warp gain +616% Speed on War Defense or Battleworld if Jeff the Land Shark has 4 Retcon allies
- Gain +25% Drain
- Cannot gain Bleed on War Defense if Squirrel Girl has 4 Retcon allies
- Focus can only be reduced by negative effects on War Defense if Squirrel Girl has 4 Retcon allies
- Cannot gain Trauma on War Defense if She-Hulk has 4 Retcon allies
Enemies:
- Cannot fill or reduce Speed Bar for themselves, allies, or enemies, on War Defense, if Gwenpool has 4 Retcon allies
- Cannot revive on War Defense if Deadpool has 4 Retcon allies
- Cannot gain Immunity or Speed Up on War Defense or Battleworld, if Jeff the Land Shark has 4 Retcon allies, and until he completes a turn
- Cannot have their Speed increased except by positive effects on War Defense or Battleworld, if Jeff the Land Shark has 4 Retcon allies
- Non-Boss enemies that normally cannot gain Slow can now gain Slow on War Defense or Battleworld, if Jeff the Land Shark has 4 Retcon allies
- Cannot gain Charged on War Defense if Squirrel Girl has 4 Retcon allies
- Cannot assist on War Defense, if She-Hulk has 4 Retcon allies
Team Mechanics
The Retcon Team in the Marvel Universe is a unique and unconventional group, comprising members such as Jeff the Land Shark, Deadpool, Gwenpool, She-Hulk, and Squirrel Girl. What sets this team apart isn’t just their individual powers or personalities, but their shared ability to bend, break, or even rewrite the rules of comic book reality itself.
This team operates with a sense of meta-awareness rarely seen among other Marvel groups. Their adventures are marked by frequent fourth-wall breaks, playful commentary on comic book tropes, and the courage to challenge the very continuity of the Marvel Universe. They’re not afraid to point out plot holes, poke fun at clichés, or even change past events if it leads to a better story or a good laugh.
The Retcon Team’s greatest strength is their flexibility and creativity. While traditional teams rely on teamwork and raw power to save the day, this squad is just as likely to solve problems by rewriting the narrative, using their knowledge of comics to outsmart opponents, or simply by refusing to play by the usual rules. Their presence in a story often signals that anything can happen, and that even the most established facts may be subject to revision.
By gathering such unpredictable and self-aware characters, the Retcon Team serves as both a celebration and a gentle parody of superhero comics. They remind readers that stories can evolve, and that sometimes the best solution is to laugh at the absurdities and embrace change. In a universe full of cosmic threats and dramatic battles, the Retcon Team stands out as a symbol of creative freedom, showing that sometimes breaking the rules is the most heroic thing of all.
Retcon’s mission is Alliance War Defense, and thanks to Gwenpool’s clever meta rewrites, they have the power to shut down many of the top squads. But their influence doesn’t end there! Retcon is also taking on a crucial role in Battleworld, making a significant impact on your missions in Sentry City.
Retcon isn’t just about rewriting the story—they’re about rewriting your path to victory. Make the most of their talents, and your Battleworld forces will excel like never before.
Gwenpool
Gwenpool is one of Marvel’s most unique and entertaining characters. Unlike most heroes, Gwen Poole isn’t from any comic book universe—she actually comes from our own “real world.” A huge fan of comics, Gwen suddenly finds herself transported into the Marvel Universe, where she decides to become a superhero, taking on the name Gwenpool.
What sets Gwenpool apart is her awareness that she’s inside a comic book. This “meta” knowledge gives her unusual powers: she can break the fourth wall, talk directly to readers, manipulate comic panels, and even use her knowledge of other characters’ secrets and stories to her advantage. While she doesn’t have traditional superpowers, her creativity, resourcefulness, and unpredictable nature make her a formidable force.
Gwenpool’s stories are filled with humor, action, and clever commentary on comic book tropes. At first, she tries to act like a typical hero, but soon realizes that the rules of the Marvel Universe are more flexible for someone who understands how stories work. This allows her to do things other heroes can’t, but also forces her to confront questions about responsibility and belonging.
Ultimately, Gwenpool teaches us that anyone can be the hero of their own story, even if they don’t fit the conventional mold. By embracing her outsider status and thinking outside the box, she shows that creativity and self-awareness can be just as powerful as any superpower.
Gwenpool is a Brawler who, On Spawn, gains Taunt, allowing her to cover her teammates right from the start. Additionally, at the beginning of combat, she applies 2 Evade to herself and to her Retcon or New Warrior allies, boosting the team’s overall mitigation and survivability.
In War Defense, Gwenpool gets extra bonuses, especially when teamed up with the Retcon squad. These bonuses enable her to prevent opponents from manipulating Speed Bar—whether boosting their own or reducing the Speed Bar of Gwenpool and her allies. This gives her team a strong advantage in controlling the flow of battle.
Most of Gwenpool’s attacks target all enemies, letting her deal more than solid damage across the board. At the same time, she consistently buffs her own team and debuffs the enemy, amplifying her value as both an offensive and defensive asset. With this unique mix of crowd control, protection, and offensive potential, Gwenpool is a powerful force on any team—especially when working with her Retcon allies.
Gwenpool’s Basic gives herself a Barrier equal to 15% of her Max Health. If the primary target already has any Barrier, she instead gains a stronger Barrier equal to 30% of her Max Health. She then removes all Barrier from the primary target and attacks them, dealing 380% damage. After the attack, she applies Defense Up for 2 turns to a random Retcon or New Warrior ally who doesn’t already have Defense Up. If Gwenpool is forced to attack an ally, she deals reduced damage to Retcon characters.
Special costs 7 ability energy and is available for use on the first turn. With it, Gwenpool attacks all enemies for 350% damage and flips all of their positive effects into negative effects. On War Defense or in Battleworld, if she has 4 Retcon allies, she applies Trauma to all enemies for 2 turns. After attacking, Gwenpool gains Taunt and Immunity, and she also grants herself and all Retcon or New Warrior allies 3 Deflect. On Crucible Offense, or in Battleworld, when teamed up with 4 Retcon allies, she fills her Speed Bar by 70%. For this attack, Gwenpool receives +1,000% extra Focus, and the attack cannot be counterattacked.
Ultimate costs 8 ability energy and can be used on Gwenpool’s second turn. She attacks all enemies, dealing 550% damage. After the attack, Gwenpool clears all negative effects from herself and all New Warrior allies. She then applies Safeguard, Defense Up, and Speed Up to herself and all Retcon and New Warrior allies. Any character defeated by this attack cannot be revived.
At the start of battle, Gwenpool gains Taunt and gives herself and all Retcon and New Warrior allies 2 Evade, up to a maximum of 5, through her Passive. Whenever a chargeable New Warrior ally takes a turn, that ally gains 1 Charged, up to 5. On Crucible Offense, they gain an extra Charged for a total of 2 per turn, still up to 5.
If Gwenpool drops below 50% of her max health and has Taunt, she immediately heals for 40% of her max health, gains Stealth, and removes Taunt from herself. This makes her much harder to target and helps her survive longer after taking heavy damage.
Gwenpool also increases Accuracy by 50% for herself and all Retcon and New Warrior allies, reducing the chance that their attacks will miss.
On War Defense, if Gwenpool has 4 Retcon allies, enemies are prevented from filling or reducing Speed Bar for themselves, their allies, or other enemies—except through normal methods. This can disrupt enemy strategies that rely on manipulating turn order by Speed Bar control.
Deadpool
Deadpool is one of Marvel’s most recognizable and unconventional characters. Known as the “Merc with a Mouth,” Deadpool—real name Wade Wilson—is a skilled mercenary with a sharp sense of humor and an even sharper sword. He gained his abilities after undergoing a secret experiment that granted him a powerful healing factor, making him nearly impossible to kill and allowing him to recover quickly from almost any injury.
What truly sets Deadpool apart is his unique personality. He constantly breaks the fourth wall, speaking directly to readers and making jokes about the comic book world around him. This self-awareness, combined with his unpredictable nature and irreverent humor, makes him both a wild card and a fan favorite.
In battle, Deadpool is a formidable opponent. He’s highly skilled in hand-to-hand combat and marksmanship, and his healing powers give him incredible endurance. But beyond his physical abilities, his chaotic approach to fighting often catches enemies off guard, while his wisecracks and antics keep both allies and opponents guessing.
Deadpool’s stories are known for blending action, comedy, and satire, often poking fun at superhero clichés and pop culture. Despite his rough edges and questionable morals, he occasionally shows a surprisingly deep sense of loyalty and even heroism.
Ultimately, Deadpool is a reminder that being different—even outrageous—can be a strength. His combination of humor, resilience, and unpredictability ensures that wherever he goes, things will never be boring.
Deadpool is a Brawler with excellent self-sustain, capable of dealing top-tier damage and applying powerful debuffs to his enemies. Every time he takes a turn, he removes all negative effects from himself and heals for 20% of his Max Health, plus an additional 15% for each negative effect he cleared. This makes him incredibly resilient and hard to take down.
Whenever Deadpool defeats an enemy, he grants 1 Ability Energy to an Old Man Logan, Cable, or Jeff the Land Shark ally, helping his team keep their strongest moves ready. He also has a 100% chance to revive as long as certain allies—Domino, Deathpool, Jeff the Land Shark, or Old Man Logan—are alive on his team. This makes him persistently dangerous in prolonged fights.
In War Defense and Battleworld, when teamed with the Retcon squad, Deadpool prevents opponents from reviving, shutting down many common strategies. His abilities let him stack Bleed on enemies, stun key targets, and strike foes with the lowest Health—increasing his chances to finish them off. If he does, he can provide Ability Energy to the entire Retcon team and boost his own Speed Bar, letting him act even faster.
All things considered, Deadpool is a formidable fighter—dangerous, disruptive, and full of surprises. His unique mix of survivability, offensive power, and team utility makes him a serious threat on any battlefield.
Deadpool’s Basic targets one enemy for 270% damage, followed by a bonus hit for 220% damage. If the target is a Minion or has Safeguard, both hits are guaranteed to critically hit. When forced to attack an ally, Deadpool deals reduced damage to Retcon characters, minimizing the risk to his own team if he’s manipulated by opponents. This makes his Basic especially useful against protected or expendable targets.
Special costs 5 Ability Energy and can be used on Deadpool’s first turn. He clears all Barrier from the most injured enemy, ignoring both Taunt and Stealth, and then hits that enemy for 550% Piercing damage. If this attack results in a kill, Deadpool gains Regeneration. On War Defense or in Battleworld, if he kills an enemy after Special, he generates 4 ability energy for himself and all Retcon allies. Additionally, if he has 4 Retcon allies in War Defense or Battleworld, and kills an enemy with Special, Deadpool fills his Speed Bar by 70%. This makes his Special especially effective at finishing off protected enemies and quickly cycling his abilities.
Ultimate costs 4 Ability Energy and is available on Deadpool’s first turn. He attacks the primary target for 200% damage, applying Stun and 2 Bleed. After the initial hit, the attack Rebound Chain to up to 5 adjacent targets, dealing 200% damage and applying Bleed to each. This Ultimate cannot be blocked or counterattacked, making it highly reliable for controlling key enemies and spreading negative effects across the opposing team.
Deadpool’s Passive offers a mix of self-sustain, team support, and powerful anti-revival effects. On every turn, he clears all negative effects from himself. If any are removed, he heals for 15% of his Max Health per effect cleared, and then heals for an additional 20% of his Max Health. Whenever a Deathpool ally takes a turn, that ally gains 1 Charged, up to a maximum of 5.
On a kill, Deadpool generates 1 Ability Energy for a random Jeff the Land Shark, Old Man Logan, or Cable ally. When Deadpool is defeated, he has a 5% chance to revive at 30% of his Max Health. However, if Jeff the Land Shark, Old Man Logan, Deathpool, or Domino is an ally, he will always revive at 100% of his Max Health.
On War Defense, if Deadpool has 4 Retcon allies, enemies are unable to revive. Additionally, in War, whenever a Deathpool ally uses their Ultimate Ability, Deadpool applies Safeguard and Immunity to himself and all Mercs for Money allies. This combination of effects makes his Passive extremely valuable for both survivability and team utility, while also countering enemy revive strategies in key game modes.
Jeff the Land Shark
Jeff the Land Shark is one of Marvel’s most delightful and unexpected heroes. Originally introduced as a quirky, adorable pet, Jeff quickly won over fans with his unique charm and surprising usefulness. Despite his small size and cute, harmless appearance, Jeff is a loyal and courageous companion who often finds himself in the middle of wild superhero adventures.
What makes Jeff special isn’t traditional superpowers, but his resilience, tenacity, and the sheer enthusiasm he brings to every situation. As a land-dwelling shark, Jeff is surprisingly agile and resourceful, able to get out of tight spots and even help his allies in creative ways. He often teams up with characters like Gwenpool, Deadpool, and Squirrel Girl, fitting right into groups that embrace fun and a bit of chaos.
In battle, Jeff punches well above his weight. He can assist in overwhelming enemies, support his teammates, and even turn the tide of a fight with clever moves. While he doesn’t talk, his expressive personality comes through in his actions, making him a fan favorite and a symbol of positivity.
Jeff’s stories are filled with humor and heart, showing that you don’t have to be big or flashy to make a difference. He reminds us that bravery comes in all shapes and sizes, and that sometimes, the most unlikely heroes can have the greatest impact. Whether he’s helping out in a big fight or just bringing joy to his friends, Jeff the Land Shark proves that a little bit of heart—and a lot of teeth—can go a long way.
Jeff the Land Shark is far more than just an adorable face—he’s a ferocious Controller who brings unique disruption to the battlefield. From the very start of a fight, Jeff takes a bite out of enemy plans by inflicting Slow on the entire opposing team On Spawn, immediately reducing their momentum. He doesn’t stop there; Jeff continues to apply negative effects throughout the battle, with one of his signature debuffs being Trauma, which prevents enemies from removing their own negative statuses.
What truly sets Jeff apart is his extraordinary Passive Ability. Whenever any enemy uses their Ultimate Ability, Jeff responds by granting a special new effect called Time-Warp to himself or to a random Retcon ally. Time-Warp is a game-changing buff: when the character with Time-Warp takes their next turn, they automatically unleash their own Ultimate Ability for free—no energy cost required. This allows Jeff’s team to rapidly turn the tide, countering powerful enemy moves with devastating responses of their own.
But Jeff’s impact goes even further in War Defense and Battleworld. While a character has Time-Warp, they also gain an incredible +616% Speed, letting them act almost instantaneously. This combination of rapid action and free Ultimate Abilities gives the team a massive advantage, allowing for explosive combos and overwhelming pressure on the enemy.
In short, Jeff the Land Shark isn’t just cute—he’s a strategic powerhouse. His ability to slow down enemies, apply debilitating effects, and supercharge his allies makes him an invaluable asset, especially when working with the Retcon team. With Jeff in your lineup, you can expect both chaos and control, all delivered with a toothy grin.
With his Basic, Jeff the Land Shark bites into the primary target with 280% Piercing damage and applies Disrupted for 2 turns, making it much harder for the enemy to gain positive effects. After the attack, Jeff instantly charges up his own Ultimate by generating 1 Ultimate Ability Energy for himself. He also energizes the team by generating 1 Special Ability Energy for a random Gwenpool ally, helping her unleash key abilities even faster. If Jeff is ever forced to attack an ally, he deals reduced damage to Retcon characters. The entire Retcon team has reduced friendly fire damage, which will help them against characters who can force your team members to attack each other (Knull, Professor Xavier…). This Basic is a relentless mix of offense, disruption, and strategic energy generation that keeps both Jeff and Gwenpool ready to strike.
When Jeff’s Basic is Awakened, he generates 1 Special Ability Energy for all Retcon allies, not just Gwen. This helps the whole team use their Special abilities more often, making Jeff even more valuable in the Retcon team.
Special costs 5 Ability Energy and is available for Jeff the Land Shark on his first turn. He starts by clearing all Barrier from every enemy, stripping away their defenses. Next, he pulls all enemies up to 2 spaces toward the primary target and reduces the duration of all their positive effects by 2 (anti-Safeguard mechanics), disrupting their buffs and positioning. Jeff then unleashes a devastating attack on all enemies, dealing 360% Piercing damage and applying Disrupted, Defense Down, and Silence for 2 turns—locking down their ability to gain positive effects, reducing their defenses, and preventing them from using most abilities.
On War Defense or in Battleworld, if Jeff gets a kill with this Special, he immediately follows up with a Bonus Attack against all enemies for another 360% Piercing damage, making him a terrifying threat in these game modes. This attack comes with +1,000% Extra Focus, ensuring it lands even against the most evasive foes, and it cannot be dodged, guaranteeing its full impact. Jeff’s Special is a powerhouse move that breaks barriers, manipulates enemy positioning, and sets up devastating follow-up attacks.
With Awakened Special, Jeff flips 2 negative effects into positive effects on a random Gwenpool ally. This means that after using his Special, Jeff can remove harmful effects from Gwenpool and even turn them into buffs, which greatly benefits the entire Retcon team.
Ultimate costs 5 Ability Energy and is normally available on Jeff the Landshark’s fourth turn. However, thanks to his Basic, which generates 1 Ultimate Ability Energy for himself, and Deadpool’s synergy—providing Jeff with 1 Ability Energy on a kill, or 4 Ability Energy to the entire Retcon team if Deadpool scores a kill with his Ultimate, and thanks to his Time Warp buff—Jeff will almost always have his Ultimate ready much earlier than the fourth turn, or use it passively through Time Warp.
When unleashed, Jeff attacks all enemies for damage equal to 30% of his Max Health, ensuring massive impact regardless of enemy defenses. He also applies Defense Down and Trauma to all enemies for 2 turns, making them more vulnerable to follow-up attacks and preventing the removal of negative effects.
At the Awakened level, Jeff’s Ultimate lets him start with 2 Ultimate Ability Energy instead of 1. This allows him to use his Ultimate ability earlier in battle.
Jeff the Land Shark’s Passive offers a unique blend of disruption, support, and raw offensive power. Whenever an enemy uses their Ultimate Ability, Jeff applies Time Warp either to himself or to a random Retcon ally who doesn’t already have it. Time Warp allows its holder to immediately attack a random enemy with their own Ultimate Ability at level 7 on their next turn, without consuming any Ultimate Ability Energy. After this effect is triggered, Time Warp is removed.
Whenever an enemy dies, Jeff automatically targets the most injured enemy Support with a strike for 250% Piercing damage, adding extra pressure to the opposing team’s supporters.
On War Defense or in Battleworld, if Jeff has 4 Retcon allies, his presence becomes even more oppressive:
- On Spawn, if he isn’t Exhausted, he applies Slow to all enemies with a massive +500% Focus, making this effect almost impossible to resist.
- Until Jeff takes his first turn, enemies cannot gain Immunity or Speed Up.
- The Speed of enemies cannot be increased except through positive effects.
- Non-Boss enemies that normally cannot gain Slow can now gain Slow.
- All allies with Time Warp enjoy a staggering +616% Speed, allowing them to play far sooner than expected and potentially reshape the flow of battle.
This Passive turns Jeff into a constant threat—capable of triggering surprise Ultimate attacks, punishing enemy deaths, and heavily controlling the pace of the game in War Defense and Battleworld.
With Awakened Passive, Jeff gains a powerful effect: On War Defense or in Battleworld, if he has 4 Retcon allies, at the start of his turn (if he doesn’t have Exhausted), he applies Time Warp to a random Retcon ally who doesn’t already have it. This means Time Warp now triggers not only when enemies use Ultimates, but also automatically on Jeff’s turn—making it much more frequent and greatly boosting the Retcon team’s offense, defense, sustain, mitigation, and overall power.
Additionally, upon an enemy’s death during War Defense or Battleworld, Jeff will attack the most injured enemy instead of the most injured enemy’s support character. This means Jeff will always attack an enemy on War Defense or in Battleworld when an opponent dies, even if there are no Support characters on the enemy team. So, his attack will reliably target the most injured enemy, ensuring consistent offensive pressure.
Squirrel Girl
Squirrel Girl is one of Marvel’s most unique and uplifting heroes, beloved for her optimism, intelligence, and unexpected power. Her real name is Doreen Green, and while her main ability—communicating with and commanding squirrels—might sound quirky, she has proven time and again that she’s a force to be reckoned with.
What makes Squirrel Girl truly special is her combination of lighthearted humor and formidable skills. She possesses enhanced agility, strength, and reflexes, making her a capable fighter. With her army of loyal squirrel companions, she can overwhelm enemies, scout for information, and get out of tricky situations. Her signature squirrel sidekick, Tippy-Toe, is always by her side, adding even more charm and resourcefulness to her adventures.
Despite her playful attitude, Squirrel Girl has an impressive track record—she’s famously defeated some of Marvel’s most powerful villains, often using creative problem-solving rather than brute force. Her approach to heroism is positive and inclusive; she believes in second chances and prefers to talk things out before resorting to violence.
Squirrel Girl’s stories are filled with humor, clever twists, and heartfelt moments. She’s a reminder that you don’t have to be dark or brooding to be a hero. By combining kindness, creativity, and a never-give-up attitude, Squirrel Girl inspires both her teammates and her readers to face challenges with a smile. In the world of superheroes, she stands out as proof that the most unlikely powers—and the most positive outlook—can achieve truly amazing things.
Squirrel Girl is a powerful Support character, renowned for her exceptional healing abilities. She can efficiently and effectively heal herself and her entire team, making her one of the strongest healers in the game. Whenever a Retcon or Young Avenger ally drops below a certain percentage of health, she, through her Passive ability, buffs those characters and fills her Speed Bar. This lets her take her turn sooner and heal her allies just when they need it most.
She also provides Drain for herself and her Retcon and Young Avenger allies, which ensures continuous sustain throughout the battle. With Squirrel Girl on the team, you can count on excellent survivability.
In War Defense, when teamed up with Retcon members, Squirrel Girl prevents her team from gaining Bleed, prevents their Focus from being reduced, and stops opponents from gaining Charged, shutting down several enemy strategies. Offensively, her Ultimate attacks all enemies and applies Heal Block, Offense Down, and Disrupted, preventing enemies from buffing, healing, or dealing heavy damage to Squirrel Girl and her allies.
Her Special ability removes all negative effects from herself and her teammates while healing the entire team, ensuring they stay in top shape. Additionally, her passive allows her to attack the primary target through the ally with the highest Damage, giving her extra presence on the battlefield.
Squirrel Girl’s combination of healing, cleansing, and team protection makes her an invaluable asset, especially for teams relying on long-term sustain and defensive strategies. With her on your side, your team will be much harder to bring down, and your opponents will struggle to keep up.
With her Basic, Squirrel Girl attacks the primary target for 300% damage. She then follows up by striking the enemy with the highest Speed Bar, ignoring both Taunt and Stealth, for 210% damage and applies Offense Down to reduce their damage output. If Squirrel Girl is ever forced to attack an ally, she deals reduced damage to Retcon characters, helping protect her teammates even in difficult situations. This Basic not only delivers solid damage but also helps control the most active threats on the enemy team.
Special costs 3 Ability Energy and is available to Squirrel Girl on her first turn. She begins by clearing all negative effects from all allies, instantly turning the tide against heavy debuff teams. After that, she heals herself and all allies for 30% of her Max Health, providing strong team-wide sustain. Squirrel Girl then calls the ally with the highest Damage to attack the primary target. On War Defense or in Battleworld, if her Health was above 90% at the start of the turn, she gains 1 Ability Energy, allowing her to use her abilities more frequently. This Special combines powerful cleansing, healing, and coordinated offense, making Squirrel Girl a crucial support.
Ultimate costs 5 Ability Energy and is available on Squirrel Girl’s second turn. She attacks all enemies for 350% damage, applying Heal Block for 2 turns, Disrupted for 2 turns, and Offense Down for 1 turn. After the attack, Squirrel Girl fills her Speed Bar by 10% for each Retcon or Young Avenger ally on her team, allowing her to play sooner. Her Ultimate cannot miss and cannot be counterattacked, making it a reliable way to shut down enemy recovery and disrupt their plans.
Passive provides strong defensive support and sustain for her team. Whenever Squirrel Girl, a Retcon ally, or a Young Avenger ally drops below 75% Health, she applies 2 Deflect to that character, helping them mitigate incoming attacks. When any of these characters fall below 50% Health, they gain Defense Up and Regeneration, and Squirrel Girl’s Speed Bar is filled by 30%, allowing for quicker recovery and increased survivability.
Squirrel Girl also grants herself, Retcon allies, and Young Avenger allies +25% Drain, making their attacks heal them for more damage dealt. On War Defense, if Squirrel Girl has 4 Retcon allies, she and all her allies become immune to Bleed, and enemies are prevented from gaining Charged. This Passive makes her a powerful source of protection and healing, especially in challenging battles.
On War Defense, if Squirrel Girl has 4 Retcon allies, the Focus of this character and all allies can only be reduced by negative effects. This prevents certain enemy characters from reducing the Focus of the Retcon team at the start of battle (Apocalypse, Cosmic Ghost Rider). Jeff the Land Shark will always be able to passively apply Slow to all opponents—except when the opposing team is simply immune to Slow.
She-Hulk
She-Hulk is a standout Marvel hero, blending raw strength, sharp intelligence, and an infectious sense of confidence. Her real name is Jennifer Walters, a brilliant lawyer who gained her Hulk powers after receiving a blood transfusion from her cousin, Bruce Banner (the original Hulk). Unlike Bruce, Jennifer retains her personality and intellect when she transforms, giving her a unique edge both in and out of battle.
As a hero, She-Hulk combines superhuman strength, durability, and agility with her legal expertise. She can take on powerful foes with ease, but she’s just as likely to resolve conflicts with her quick wit and deep understanding of the law. This dual nature makes her a versatile asset—she’s equally effective smashing through enemy lines or navigating complex moral dilemmas.
She-Hulk is also known for her sense of humor and her tendency to break the fourth wall, often addressing the audience and poking fun at comic book conventions. This self-awareness adds an extra layer of charm to her character and makes her stories stand out for their clever commentary and playful tone.
On a team, She-Hulk brings both power and support. She can protect her allies, dish out heavy damage, and turn the tide of battle with her resilience. But she also inspires those around her with her determination, compassion, and unwavering sense of justice.
Ultimately, She-Hulk shows that true heroism comes from embracing all sides of yourself—strength and intellect, seriousness and humor. Whether she’s in the courtroom or on the battlefield, She-Hulk is a force to be reckoned with and a role model for using your gifts to make the world a better place.
She-Hulk is a Protector with solid self-sustain, thanks to her passive healing every time she takes a turn. One of her defining mechanics is Charged, which she gains whenever she or any of her Gamma, Fantastic Four, or Retcon allies are attacked—earning +1 Charged per attack, up to a maximum of 5. If she’s teamed up with Jeff the Land Shark, she gains +2 Charged instead, letting her reach maximum stacks even faster.
When She-Hulk accumulates 5 Charged, she activates a powerful effect: she transfers all negative effects from herself, each Gamma ally, and each Fantastic Four ally to the enemy with the highest Damage. This not only cleanses her team but also burdens the most dangerous opponent with a stack of debuffs. After triggering this effect, She-Hulk loses all Charged and begins building them up again.
In War Defense, especially when part of the Retcon team, She-Hulk gains extra Charged, so after just two enemy attacks, she can reach 5 Charged and clear negative effects even more quickly. She’s one of the crucial members of the Retcon squad in this mode—her presence prevents Retcon allies from gaining Trauma and stops opponents from assisting each other, shutting down several offensive strategies.
She-Hulk also brings strong control to the battlefield. She can Stun an enemy and, before doing so, reduces the duration of their positive effects. This means she can Stun even opponents with Safeguard and Immunity, making her a great answer to protected targets. With her Special ability, She-Hulk can reduce the Speed Bar of the primary and adjacent enemies, gain Taunt, and heal herself, allowing her to protect her allies while disrupting enemy plans.
Altogether, She-Hulk combines protection, control, and utility—keeping her team safe, disrupting enemies, and making sure negative effects end up where they belong: on the other side.
With her Basic, She-Hulk attacks the primary target for 320% damage and applies Defense Down, making them more vulnerable to follow-up attacks. If She-Hulk is ever forced to attack an ally, she deals reduced damage to Retcon characters, protecting her team even under enemy control. This Basic delivers solid damage while also setting up enemies for heavier hits from her and her allies.
Special costs 4 Ability Energy and is available to She-Hulk on her first turn. She attacks the primary target for 340% damage and reduces their Speed Bar by 40%, delaying their next action. Adjacent enemies also have their Speed Bar reduced by 30%, disrupting the momentum of multiple opponents. After the attack, She-Hulk gains Taunt, drawing enemy attacks to herself, and heals for 30% of her Max Health, boosting her durability.
She-Hulk’s Ultimate is a powerful tool that can swing the momentum early in the battle. For 5 Ability Energy, she can unleash this ability on her first turn. She attacks the primary target, dealing 360% damage, reducing the duration of all their positive effects by 2 (anti-Safeguard), and applying Stun to completely shut them down for a turn.
On War Defense, She-Hulk shifts focus to the enemy with the highest Damage, ignoring Taunt, and delivers the same punishing combo—360% damage, reducing positive effects by 2 (anti-Safeguard), and Stun.
After her main attack, she applies Taunt to the most injured enemy, forcing them to absorb enemy attacks and making them an easier target for her teammates. This Ultimate not only neutralizes key threats but also manipulates enemy targeting to your team’s advantage.
She-Hulk’s Passive is designed to keep her in the thick of the action while punishing enemies for targeting her or her team. At the start of battle, she gains Taunt, drawing enemy attacks right away. On each of her turns, She-Hulk heals herself for 15% of her Max Health, and whenever she gains Stealth, she immediately regains Taunt and heals for 30% of her Max Health, making her even harder to take down.
Every time an enemy attacks She-Hulk, a Retcon ally, a Gamma ally, or a Fantastic Four ally, She-Hulk gains 1 Charged, up to a maximum of 5. If Jeff the Land Shark is on the team, she instead gains 2 Charged per attack.
Once she reaches maximum Charged (5), She-Hulk unleashes a devastating effect: she transfers all negative effects from herself and all allies to the enemy with the highest Damage (with an extra +500% Focus for this action in War), then attacks that enemy for 300% damage and hits all adjacent targets for 250% damage. After this, she loses all Charged.
On War Defense, if She-Hulk has 4 Retcon allies, she starts with an extra Charged (can get 5 Charged faster), is immune to Trauma along with her team, and prevents enemies from assisting each other. This Passive not only gives She-Hulk incredible survivability, but also turns enemy aggression into a potent counterattack that can tip the scales of any battle.
Combat Tips & Tricks
The Retcon team excels on War Defense and has tremendous value in Battleworld, especially in certain missions—most notably Boss missions in Zone 4—where they can be one of your most powerful weapons. However, they do have a significant drawback: a lack of flexibility. To unlock their full potential and avoid losing any of their core abilities, you need to run all five team members together—this is crucial in War Defense, but also applies to Battleworld. There’s really no opportunity to swap out a member for a strong plug-and-play character. Because of this, the team’s synergy is unmatched, but once a counter is developed against them, it remains consistently effective, since you can’t change the lineup. Still, if the Retcon squad draws out some of the opponent’s strongest teams, that’s a victory in itself—and trust me, very few enemy teams will be able to stand against them.
This team’s mechanics are truly unique. In War, they can’t be afflicted with Trauma, and they always have ways to clear negative effects from themselves and their allies—She-Hulk and Squirrel Girl lead the way here, but the rest hold their own too. Jeff the Land Shark, with his Time Warp mechanic, transforms the team into an unstoppable force in both War Defense and Battleworld. Thanks to Jeff, enemies in these modes cannot passively increase their Speed stat, and Gwenpool prevents any manipulation of the Speed Bar in War Defense. Squirrel Girl makes the Retcon team immune to Bleed and stops enemies from gaining Charged, while Deadpool shuts down enemy revives in War Defense. She-Hulk, for her part, prevents enemy assists in this mode and prevents Trauma from being applied to the Retcon team, as we have already mentioned. All of these effects combine to create an almost impenetrable wall, but they require the presence of all five Retcon characters together.
Another key advantage is at the very start of each battle in War Defense or Battleworld—even if the opponent’s team is faster, Jeff applies Slow to all enemies, preventing them from gaining Speed Up or Immunity until he takes his first turn. This ensures that Slow sticks to the entire enemy lineup, buying your team valuable time.
This setup enables Jeff to take the first turn in all matchups because Non-Boss enemies that normally cannot gain Slow can now gain Slow in War Defense and Battleworld. When all enemy characters are hit with Slow at the start of the battle, their Speed is reduced by 50%, and very few teams have a way to make themselves or their team immune to Slow. With this advantage, Jeff can immediately use his Special, pulling all enemies up to 2 spaces toward the primary target—just like Magneto, Polaris, or Invisible Woman (MCU). He also reduces the duration of all positive effects on enemies by 2 (which is especially effective against Safeguard) and applies Disrupted, Defense Down, and Silence to everyone for 2 turns. This incredibly strong opening move secures a critical advantage for your team in the vast majority of battles, setting the pace and putting the enemy on the back foot from the very start.
The Time Warp mechanic itself is especially interesting. Whenever an enemy uses their Ultimate Ability, one Retcon ally without Time Warp will gain it. In War Defense or Battleworld, that character also gets a massive Speed boost, letting them take their turn much sooner. When their turn comes, they automatically attack a random enemy with their Ultimate Ability at max level (level 7) without using up their own Ultimate Ability Energy. This passive mechanic lets the Retcon team play extra turns and deal even more damage throughout the fight.
In summary, the Retcon team creates a nearly unbreakable wall for War Defense and is a powerhouse in Battleworld. Their only real weakness is the need to always use all five members together, leaving no room for flexibility. But their overwhelming array of immunities, control, and unique mechanics—especially Time Warp—make them one of the most formidable and consistent teams you can field. Even if your opponent has a counter, forcing them to use it against Retcon is a win for your overall defense strategy, and only the very best teams will have any chance of breaking through.
Even the strongest War Offense teams will struggle against the Retcon team because they simply can’t keep debuffs on them consistently. The Retcon squad has multiple ways to easily clear negative effects, making it extremely difficult for opponents to maintain any lasting control. This constant cleansing means that common strategies relying on stacking debuffs or locking down key characters are far less effective, giving Retcon a major edge in drawn-out battles.
It’s true that in War, you’ll just place the Retcon team on Defense, which means you won’t be able to actively use them yourself. However, their defensive value is so significant that this is hardly a drawback. On the other hand, in Battleworld, you’ll get to control them directly—and trust me, you’ll be more than satisfied with what they can do. Their combination of survivability, control, and unique mechanics makes them an absolute powerhouse, whether you’re watching them hold the line on War Defense or leading them to victory in Battleworld.
If you have any questions about Retcon team or need any help with MSF feel free to reach out to us via our Discord:
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