Sentinel
Tier List
Villain, Global, Tech, Protector, Orchis
| Arena | ★ ★ ★ ★ ★ |
| Alliance War Offense | ★ ★ ★ ★ ★ |
| Alliance War Defense | ★ ★ ★ ★ ★ |
| Blitz/Real-Time Arena | ★ ★ ★ ★ ★ |
| Raid | ★ ★ ★ ★ ★ |
| Dark Dimension | ★ ★ ★ ★ ★ |
| Cosmic Crucible | ★ ★ ★ ★ ★ |
Iso-8
Sentinel has a great Basic ability that can apply Counter to all of his Orchis allies and the Iso-8 follow-up attack has the same effects, so the Striker Iso will be a great fit for him.
T4 Priority
P – Passive ability
U – Ultimate ability
S – Special ability
B – Basic ability
Passive – Is an invaluable one: on Sentinel’s first turn, he will apply Safeguard for 2 turns to self and all Orchis allies. This works in all game modes, which makes it even better.
Ultimate – will always summon one Sentinel (Gun) and one Sentinel (Sword) minion (instead of summoning just one random). The quantity of Sentinel minions (or Tech minions) is very important for the Orchis team, so this is an essential upgrade. Not to mention that both Sentinels can be quite useful.
Basic – will allow Sentinel to apply Counter to all Orchis allies, instead of random 3. Considering that he will be a Striker, this upgrade might not be as essential since he’ll be able to reapply Counters more often, but it is still very valuable and it is better to have it.
Special – will bonus attack the primary target 3 times (instead of 2) and will apply 2 Deflect to all allies (instead of 1). This one is not essential as it doesn’t change the ability drastically, but it will still improve it enough for us to recommend upgrading it. But only if/when you get some spare T4s
Infographics

Theory-Craft
Created by Dr. Bolivar Trask and later advanced by various governments and organizations, Sentinels are humanoid robots designed to detect, capture, and eliminate Mutants. These ruthless robots possess superhuman strength, durability, and advanced adaptive technology to counter Mutant abilities. And though they’re often several stories tall, the Sentinels of MARVEL Strike Force are human-sized for their battlefield missions.
Sentinel is a Protector character that can Taunt on his own, or summon endless Minions which can also gain Taunt. He is slow, but as a Protector, he boasts high Health and Resistance stats and can gain Safeguard and Taunt on his first turn. In Raids his Speed will be improved due to the Passive ability of his teammate, but in other game modes, he may prove less useful.
Basic – Sentinel Blast
This ability will hit the primary target for damage, apply Offense Down to the target, and Counter to all Orchis allies.
It’s a simple Basic, but an effective one, especially if he has his full team present.
Safety Attack (Iso-8/Assist/Counterattack)
Works nearly identical to the Basic, with the only exception that the damage will be slightly lower.
Special – Neutralize Target
Energy Cost – 4/4
This ability starts by summoning 1 random Sentinel reinforcement ally. Then Sentinel will attach the primary for damage and bonus attacks it 3 more times, dealing less damage than the initial hit.
After, he will apply Defense Up for 2 turns and 2 Deflects to all allies.
This is a better-than-average ability for a modern-day Protector but only because his minions provide a lot of value in the full Orchis team, and nothing here is locked to Raids.
Ultimate – Elimination Protocol
Energy Cost – 4/4
This ability starts by summoning 2 Sentinel Reinforcement allies, one Gun Sentinel and one Sword Sentinel.
Then, Sentinel will attack the primary and adjacent targets dealing damage and applying Offense Down. The damage is increased by +50% for each Sentinel minion present.
This attack is Unavoidable.
This is a good ability, especially for Raids, even though it might seem too simple. In Raids, the battles can last longer than normal War or CC battles, so Sentinel can have the max amount of minions (up to 5), which can significantly increase the damage of this attack. On top of it being on a short cooldown, this is also Unavoidable. And because he has Orchis allies who can provide him Ability Energy, he might even end up using this very often.
Passive – Mutant Hunter
On Spawn and on Revive, Sentinel will summon one Sentinel Reinforcement ally.
On Spawn, if Sentinel has 2 or more Orchis allies, the summoned Sentinel Reinforcement ally will gain Taunt. And Sentinel will apply Immunity to himself and all Orchis allies.
When Sentinel takes his first turn, he will apply Safeguard for 2 turns to self all Orchis allies and will gain Taunt for 1 turn. This can be beneficial when facing characters who can remove Safeguard on Spawn (like Apocalypse or Ares), but because Sentinel is slow on his own (his team can provide him with Speed stat increases and Speed Ups) he won’t have a lot of use cases as a plug-and-play.
If Sentinel has 3 or more Orchis allies, enemies cannot gain Deathproof. This can be very useful everywhere since there are a lot of enemies with tons of Deathproofs (Lizard, Black Cat, etc.) Additionally, Sentinel’s minions also have the Orchis tag, so this effect should trigger even if he doesn’t have his full team, but still has 3 minions present.
Speaking of minions – Sentinel can summon 2 different minion variations – Sentinel Reinforcement (Gun) and Sentinel Reinforcement (Sword), both have only passive and basic abilities
Sentinel Gun
Passive – On spawn, flip all negative effects on self and all Orchis allies.
In Raids:
- On Turn, generate 1 Ability Energy for a random non-summoned Tech ally that is not at full energy.
- On Turn, if a Sentinel ally has died and is currently not an ally, Revive Sentinel with 30% base Health, then attack self for 100% of this character’s Max Health, ignoring Deathproof.
- On non-summoned Tech ally Turn, fill Speed Bar by 5%.
Basic – will attack the primary and adjacent targets dealing damage.
In Raids:
- Reduce Speed Bar by 10% on primary and adjacent targets.
- Gain Taunt.
Sentinel Sword
Passive – On Spawn, apply Deflect to self and all Orchis allies
In Raids:
- On Turn, generate 1 Ability Energy for a random non-summoned Tech ally that is not at full energy.
- On Turn, if a Sentinel ally has died and is currently not an ally, Revive Sentinel with 30% base Health, then attack self for 100% of this character’s Max Health, ignoring Deathproof.
- On non-summoned Tech ally Turn, fill Speed Bar by 5%.
Basic – will hit the primary target dealing damage
In Raids:
- Flip 2 positive effects to a negative effects + apply Bleed to primary target.
- Gain Taunt
Both minions have a very useful Passive ability in Raids, which allows them to sacrifice themselves and Revive Sentinel if he has fallen, and once Sentinel revives he can passively summon 1 minion, so it’s essentially a free revive, or even better because it will trigger the On Spawn ability of the minion.
In Raids, minions can also gain Taunt after using their Basic attack, meaning that they can redirect a lot of enemy fire because there will often be a lot of minions present on the battlefield.
Unfortunately, almost all utility of the minions is lockdown behind Raids. In all other game modes only On Spawn abilities will be useful, which is still pretty good since getting all negative effects flipped or getting more Deflects is always welcomed.
Conclusion
If we were to judge Sentinel only by his own kit and abilities, he would not get a good score. While his stats are all great, his Speed is incredibly low (at 107). He could have had some great use as a plug-and-play Protector since he gains Safeguard and Taunt after his first turn and maybe being slow can be used to our advantage since he won’t clear his own Taunt too fast, but normally we want to have a Taunt up before the enemies get to take their turns. His summons are also nearly useless outside of Raids, and the only good ability he has is his Ultimate. It doesn’t have a lot of great controlling effects, but it can apply Offense Down and is Unavoidable, and it gains bonus damage per each Sentinel minion.
[Update] shortly after Sentinel released he got a few updates to the kit. One of the updates will allow the summoned Sentinel to gain Taunt if the original Sentinel has at least 2 Orchis allies. This already improves Sentinel’s usability outside of Raids, even if we will be forced to use 2 Orchis allies with him. Additionally, his special got changed, and will now apply Defense Up for 2 turns and 2 Deflects to all allies. And his Passive ability to prevent Deathproofs will now work everywhere, as long as he has 3 or more Orchis allies. These changes are welcomed and will allow Sentinel to be an effective tool even outside of Raids
In Raids he’s almost like a different character. As long as he has any minions present, he’s undying. He can quickly regain energy from his minions to spam his abilities and can summon them endlessly, as long as there is space on the battlefield. Even his Speed won’t be an issue when he’s with the full Orchis team since Nimrod will passively increase the Speed Stat of the team, and Scientist Supreme can apply Speed Up early on.
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