T4 list for all characters

This is the page where you can find information about mandatory T4 abilities for each character. As you know, deciding where to put your T4 Ability Materials is of great importance for the overall progression.

The value of some characters is significantly reduced if some of their abilities are not improved to the highest level. At the same time, it is impossible to improve all levels, so it is important to understand which abilities are mandatory to be maxed and which are not. We will try to help you with this.

The only thing you need to do is to type the name of desired characters and click on the name that appears below. You will jump to the content where you can learn what T4 abilities are mandatory and why.

IMPORTANT: For every character, I will suggest which abilities need to be maximized and why. At the same time, I will suggest to you the order of improving all abilities in case you want to improve the characters’ skills even though it is not recommended.

The order of abilities priority from high (top) to low (bottom) is shown for every character.

B – Basic ability

S – Special ability

U – Ultimate ability

P – Passive ability

Enjoy!

Click on the name below
Dark Beast
Black Panther (1MM)
Nakia
Iron Man [Zombie]
Mister Negative
Spider-Weaver
Spider-Man (2099)
Spider-Man [Noir]
Red Hulk
Abomination
Brawn
Hulkbuster
Deathlok
Viv Vision
Rogue
Sunfire
Mighty Thor
Valkyrie
Wong
Star-Lord [T’Challa]
Spider-Punk
Sersi
Scarlet Spider
Morgan Le Fay
Morbius
Magik
Madelyne Pryor
Kate Bishop
Ikaris
Ghost-Spider
Echo
Dormammu
Doctor Voodoo
Doctor Strange [Heartless]
Agatha Harkness
Spider-Woman
Nico Minoru
Gambit
Fantomex
Dazzler
Omega Red
Lady Deathstrike
Silver Samurai
Deathpool
Cloak
Dagger
Shang Chi
Sharon Carter
Maria Hill
Captain America [Sam Wilson]
Adam Warlock
Moondragon
Phyla-Vell
Doctor Doom
Kestrel
Jubilee
Colleen Wing
Misty Knight
Bishop
Ghost
Stature
Yellowjacket
Anti-Venom
Scream
Shatterstar
She-Hulk
Doctor Octopus
Swarm
Electro
Baron Zemo
Beast
Squirrel Girl
Emma Frost
X-23
Yelena Belova
Negasonic
Domino
Ebony Maw
Cull Obsidian
Taskmaster
Corvus Glaive
Proxima Midnight
Red Skull
Jessica Jones
Mister Sinister
Mystique
Juggernaut
Agent Coulson
America Chavez
Ant-Man
Black Bolt
Black Panther
Black Widow
Blob
Bullseye
Cable
Captain America
Captain Marvel
Carnage
Colossus
Crossbones
Crystal
Cyclops
Daredevil
Phoenix
Deadpool
Doctor Strange
Drax
Elektra
Elsa Bloodstone
Falcon
Gamora
Ghost Rider
Graviton
Green Goblin
Groot
Hawkeye
Heimdall
Hela
Hulk
Human Torch
Iceman
Invisible Woman
Iron Fist
Iron Man
Ironheart
Karnak
Killmonger
Kingpin
Kitty Pride
Korath the Pursuer
Loki
Longshot
Luke Cage
Magneto
Mantis
M’Baku
Minn-Erva
Mister Fantastic
Mordo
Moon Knight
Ms.Marvel
Multiple Man
Mysterio
Namor
Nebula
Nick Fury
Night Nurse
Nobu
Okoye
Polaris
Psylocke
Punisher
Pyro
Quake
Red Guardian
Rescue
Rhino
Rocket Raccoon
Ronan the Accuser
Sabretooth
Scarlet Witch
Scientist Supreme
Shocker
Shuri
Silver Surfer
Sif
Spider-Man
Spider-Man [Miles]
Spider-Man [Symbiote]
Star-Lord
Storm
Stryfe
Thanos
The Thing
Thor
Toad
Ultimus
Ultron
Venom
Vision
Vulture
War Machine
Wasp
White Tiger
Winter Soldier
Wolverine
Yondu
Yo-Yo

Dark Beast

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – On a turn, flip 1 positive effect into a negative on a non-summoned enemy with the highest Speed; In Raids, flip 3 effects instead +50% chance to apply Blind on the target. The improvement of Dark Beast’s passive is mandatory! It fully improves his efficiency in Raids. This improvement is less potent outside of Raids but it still makes a difference.

Ultimate – Increased Damage; Ability Block for 2 Turns. Improvement of this ability prolongs the duration of the Ability Block which proved to be essential in the current MSF balance, especially in Raids. Investing in Dark Beast’s ultimate will definitely pay off on numerous occasions. It is not mandatory but it is truly recommended.

Black Panther (1MM)

U – Ultimate ability

P – Passive ability

S – Special ability

B – Basic ability

Ultimate – Copy and Clear 5 positive effects; +150% Piercing damage; Spread all positive effects. Black Panther’s (1MM) ultimate on level 6 and level 7 are 2 totally different abilities. Without Level 7 it clears and copies only 1 positive effect and spread only 1 effect to the rest of the team. Obviously, Black Panther (1MM) is not the same character without his ultimate at maximum. Simple as that.

Nakia

S – Special ability

P – Passive ability

B – Basic ability

U – Ultimate ability

Special – on War Offense, Generate 1 Ability Energy for all adjacent War Dog allies. This improvement may not seem essential but in practice, it can totally change the outcome of battles. It applies only to War Offense, so you don’t need to rush things before having a fully prepared War Dog team.

Passive – Attack the most injured enemy for 350% Piercing instead. This improvement is essential for Nakia. It literally triples the damage amount of her passive attacks which will be one of the most important damage sources for the War Dog team. Improving this should be your first priority!

IronMan [Zombie]

S – Special ability

U – Ultimate ability

P – Passive ability

B – Basic ability

Special – In War Offense if Hela is an ally, apply Trauma on the primary target for 2 Turns and gain Safeguard for 2 Turns. This is a mandatory improvement for Iron Man [Zombie] to be effective in War. Without it, he is almost the same as most “ordinary” characters. Improving this should be your first priority.

Ultimate – In War Offense, clear all Charged from the primary target and the target with the highest Resistance. Level 7 of Iron Man [Zombie] ultimate is essential for the Undying duo to be able to counter teams like GAMMA. Without it, they are just a little better than ordinary Offense specialized teams. Improving this is mandatory for having an effective Undying War team.

Passive – On War offense, enemies with Bleed take an additional 25% damage. This improvement seems less important but in reality, it is crucial for Undying efficiency. This shouldn’t be your first priority, but it should be on the list of priorities.

Mister Negative

S – Special ability

U – Ultimate ability

P – Passive ability

B – Basic ability

Special – Mind controlled enemy will spread all negativities to his target -this is crucial for the War Offense. He will transmit all three negativities (Defense Down, Ability Block, and Trauma). And we will have two enemies with those powerful debuffs. (1st)

Ultimate – With his ultimate on max level, he will flip all positive effects into negative ones (up from 3). It is an AOE attack that will affect the whole enemy team. And it can’t be blocked or dodged. Essential upgrade. (2nd)

Passive – It will increase his HP by + 25% (on War Offense Underworld allies too). Also whenever Summoned ally dies, Mister Negative will clear all negative effects from every Underworld teammate (up from 2 negativities from 2 most injured allies).

Spider-Weaver

U – Ultimate ability

S – Special ability

P – Passive ability

B – Basic ability

Ultimate – With Ultimate on Level 7, Spider Weaver will get 1 additional Charge (3 in Cosmic Crucible) and its damage will be increased by a third. It is definitely something that crucially changes Spider Weaver’s efficiency.

Special – Maximized Special will grant an additional Charge to Spider Weaver and will transfer all positive effects to all Tangled Web allies and 2 random positive allies. Despite the increase in damage, another Charge and the ability to transfer positive effects to allies make a crucial difference. Spider Weaver will be crippled without it.

Passive – Passive on Level 5 grants 1 Ability Energy whenever a Tangled Web member is attacked, along with increasing their Speed bar by 10%. In practice, this means that Spider Weaver will have her ultimate ready twice as often, dramatically increasing the number of Charges available to her. More Charges = more misses on enemy turns.

Spider-Man (2099)

U – Ultimate ability

P – Passive ability

S – Special ability

B – Basic ability

Ultimate – Level 7 will place Defense Down and Slow for 2 Turns instead 1. It is crucial for the efficiency of Spider-man (2099) and the Tangled Web team.

Passive – Level 5 will grant increased focus and +15% damage reduction for all enemies as long as Spider Weaver is an ally in Cosmic Crucible. Investment in this passive is mandatory if you want to rely on Tangled Web in Cosmic Crucible. 15% damage reduction is something that can crucially affect the battle outcome. However, it is useless outside of Cosmic Crucible.

Spider-Man [Noir]

U – Ultimate ability

B – Basic ability

P – Passive ability

S – Special ability

Ultimate – Level 7 grants additional Bleed (3), additional damage and Heal Block to primary and adjacent targets. Investing in T4 here will permanently improve the usefulness of Spider-Man [Noir] in all game segments. Being able to place Heal Block fully changes the perspective of this ability

Basic – Level 7 increase the damage significantly and always grants Evade in Cosmic Crucible. Investing T4 in this Basic Ability is mandatory if you wanna have an efficient Tangled Web in Cosmic Crucible. Unfortunately, it is almost useless outside it.

Red Hulk

S – Special ability

U – Ultimate ability

P – Passive ability

B – Basic ability

For Horsemen characters, it is advisable to improve all abilities. Additional levels from Sagas can be linked with any ability so the best way to be prepared is to improve all abilities. Nonetheless, some T4 abilities are more important than others.

Special – On Level 7 it has increased damage and more importantly it reduces the speed bar of primary and adjacent targets. Since Red Hulk’s speed is one of the greatest in the game with improved special he can delay turns of characters who would otherwise play before. This is essential for all game segments!

Ultimate – Increases damage and always removes other Battlefield effects. Since Red Hulk is currently the only character who places battlefield Effects this improvement may not seem important. However, this will be extremely important sooner rather than later because it is only a matter of time before we will get another character/s with Battlefield effects.

Passive – Increases healing and fills Speed bar by 50% at the end of turn if Red Hulk has 5 Charged. Without Passive Level 5, Red Hulk needs to wait for normal turn rotation to cast his ultimate. With Passive Level 5, he can do it almost instantly. In practice, this difference proved to be crucial!

Abomination

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – Increased Healing +20% Drain for all Gamma members; flip 1 positive effect on all enemies on a turn. Having a Drain ability is something that totally changes the context of the synergy. Especially if that synergy is made from characters who are all hard hitters.

Ultimate – Increased Damage + always applies Stun. Abomination efficiency in battles is measured by his ability to incapacitate the most dangerous target at the start. If he can’t do that the whole GAMMA synergy suffers. Spending T4 on Abomination ultimate is a must!

Special – Increased damage; 100% Crit chance; Clears Defense Up from all enemies. This upgrade grants certain Critical hits (otherwise only a 50% chance) and Clears all Defense Up before causing damage. The difference in the power is significant, therefore, spending T4 is justified.

Brawn

U – Ultimate ability

S – Special ability

P – Passive ability

B – Basic ability

Ultimate – Increased Redistribution and Stealing of HP + grants Immunity to all Gamma members. Being able to place Immunity on all Gamma members is crucial for all game segments!

Special – Increased damage + Copy, Clear and Spread all positive effects. This improvement is essential for fighting with teams that rely on buffs such as Infinity Watch, Eternals, etc… You will not see essential differences in War, Arena, or Cosmic Crucible battles but it will be crucial for Scourges and War Saga.

Passive – Increased Resistance for all Gamma members + grants Safeguard and Immunity at the start of War battle. For having an efficient Gamma team in War it is mandatory that Brawn cannot be controlled. Safeguard and Immunity grants exactly that.

Hulkbuster

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – Increased own HP by 25% and Bionic Avengers’ HP by 15%. Increased HP on Hulkbuster crucially influences the strength of his Barrier. However, Passive Level 5 also improves the Health of all Bionic Avengers as well which combined allows you to survive through insane damage output on Doom 3 Tech Nodes. If you want to have an efficient BA, this passive is mandatory.

Ultimate – Increased Damage +15% Max HP Barrier on all Bionic Avengers. This is what makes Hulkbuster META for Raids. Without this Bionic Avengers’s Doom 3 potential is almost halved. It may not seem as much but it is the difference between life and death on Raid Tech Nodes and everywhere else.

Deathlok

S – Special ability

U – Ultimate ability

P – Passive ability

B – Basic ability

Special – Increased Damage + Offense Up lasts 2 Turns. This improvement is very important for Raids. It basically allows BA to be under Offense Up all the time.

Ultimate – Significantly Increased Damage + always grants 1 Ability Energy to adjacent BA allies. Ability Energy production is essential for BA. Ultimate Level 7 doubles the amount of given Ability Energy, so it is mandatory to get it and avoid RNG.

Viv Vision

U – Ultimate ability

P – Passive ability

B – Basic ability

S – Special ability

Ultimate – Significantly Increased Damage + Flip all negative effects on all BA members. This proved to be mandatory for Doom 3 Tech Nodes!

Passive – Increase her and all Bionic Avengers armor (even more in the Raids). You should upgrade this skill – more armor equal less damage received in most cases.

Basic – Increased Damage, In Raids gain assist from Vision. This is not a mandatory improvement by any means. It is good that Viv Vision’s basic is followed by her dad, especially since enemies will be rebuffed with Offense Down. However, the influence of this improvement will not be crucial for BA’s effectiveness in Raids.

Rogue

P – Passive ability

S – Special ability

B – Basic ability

U – Ultimate ability

For Horsemen characters, it is advisable to improve all abilities. Additional levels from Sagas can be linked with any ability so the best way to be prepared is to improve all abilities. Nonetheless, some T4 abilities are more important than others.

Passive – Places Defense Up for 2 Turns; Grants 40% Drain to all Unlimited X members. Even if the Level 5 Passive is not needed for Level 6 Rogue’s unique passive ability (which it is), the improvement of the passive is just too significant. Without Level 5, Uxemn doesn’t have Drain ability and they have Defense Down only in the first turn of combat. Improvement is essential!

Special – Place trauma and reduces Speed Bar; Gets Safeguard and increases own Speed Bar. Rogue’s special is significantly less potent without Level 7, so improvement is mandatory.

Basic – Increased Damage. Level 7 is needed for unique Rogue’s Level 8 Basic.

Sunfire

S – Special ability

P – Passive ability

U – Ultimate ability

B – Basic ability

Special – Apply Buffs on all allies + grant Ultimate instantly. Special Ability mechanics is Sunfire’s strongest weapon. Without Level 7 you cannot exploit it in full, therefore maximizing this ability is a must.

Mighty Thor

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – Almost doubles the damage of passive attack and grants 1 Charged to all Chargeable Hero Asgardians. Passive Level 5 is mandatory for Mighty Thor. Without it, she has only a 25% chance to grant 1 Charged to her allies when they attack. Having the ability to grant 1 Charged after every attack changes her overall potential crucially, especially since the effectiveness of the whole HA team depends on Thor’s Charge distribution. Level 5 Passive changes the picture for Mighty Thor – from an average character, she becomes a Beast.

Ultimate – Increased Damage + Apply Blind on the primary target. The ability to place Blind totally changes the potential of any ability and Mighty Thor’s ultimate can do it only on Level 7. Further explanation is not needed, I am sure of it.

Valkyrie

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – When this character or a Hero Asgardian ally dies, apply Safeguard and put in the following positive effects for two turns: Immunity, Offense Up, and Defense Up to self and all HERO ASGARDIAN allies. Important ability to upgrade. With this ability on max level, Hero Asgardians become dangerous opponents – especially if you put them in the War Defense.

Special – Add a nice amount of damage and – most important – Stun the target. If you upgrade this, you will have powerful CC on her Special.

Ultimate – Same as Special, but now adding Ability Block to the primary target.

Wong

P – Passive ability

U – Ultimate ability

B – Basic ability

S – Special ability

Passive – Wong Passive should be upgraded 1st. It will prolong Defense Up on spawn for an additional turn (on self and all Darkhold allies). It will give 15% more armor to Wong. He would have +30% (in total), and Darkhold allies will gain +30% armor.

Ultimate – It will double the amount of his Barrier, transfer all negatives from self to target, and clear all debuffs from self (going up from 2 at level 6). Players should upgrade this ability ASAP.

Basic – You should upgrade his Basic because he will clear one negative effect from all Darkhold allies whenever he uses it.

Special – On level 7, this ability will ignore Defense Up, so it is a good upgrade but not crucial. Special is last on the list for his ability upgrades.

Star-Lord[T’Challa]

S – Special ability

P – Passive ability

U – Ultimate ability

B – Basic ability

Special – 80% damage increase + steal up to 2 ability energy from blinded target is a must-have. Amazing unique ability, no one else in the game can do this.

Passive – In War Offense, it will increase his and Ravager ally’s Max Health by +25%. Same as Ultimate – solid upgrade. Ravagers are a War Offense team, and we mostly use them in that game mode, so it is desirable to have that team with more HP.

Ultimate – It will copy all positive effects from adjacent allies and increase damage by +100%. Strong enough to be upgraded on max level.

Spider-Punk

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – +10% Dodge Chance, +10% Crit Chance. In Raids, Web-Warrior allies gain +10% Crit Chance. Strong enough to be upgraded on max level.

Ultimate – A bit of damage increase (40%), but that is not the reason for upgrading this. Gaining Evade is the reason.

Sersi

U – Ultimate ability

P – Passive ability

S – Special ability

B – Basic ability

Ultimate – Increased Damage; Speed Up for 2 Turns; Generate 2 Ability Energy. An increase in Speed Up duration is crucial for effective Eternals synergy. It will allow you to control the battle and have multiple turns before enemies can react. Ultimate Level 7 improvement may not seem big enough for spending T4, but trust me the difference is decisive!

Passive – Increased HP and Focus for Eternals. Sersi’s passive is also not mandatory but it is important for the Eternal duo. It will give more sustain to them and it will increase chances for Sersi to Stun targets and flip positive effects with her basic. This is something that should not be ignored!

Special – Increased Damage for called Allies; Increased barrier. Honestly, there is not a big mistake if you ignore spending T4 on Sersi’s special. However, if you want to have maximized Eternals for the arena you will have to improve it. It is up to you.

Scarlet Spider

P – Passive ability

S – Special ability

B – Basic ability

U – Ultimate ability

Passive – +15% increased Dodge Chance; +15 Max HP for all WW. Improving Scarlet Spider’s passive is mandatory! It will increase his permanent Dodge chance to 30% ( the highest in the game) and will significantly increase the sustain of the entire Web Warrior team. The investment in Scarlet Spider passive level 5 must be done immediately!

Morgan Le Fay

U – Ultimate ability

P – Passive ability

S – Special ability

B – Basic ability

For Horsemen characters, it is advisable to improve all abilities. Additional levels from Sagas can be linked with any ability so the best way to be prepared is to improve all abilities. Nonetheless, some T4 abilities are more important than others.

Ultimate – Extra Crit Chance; Places Trauma and Ability Block on all COntroller enemies. MLF’s ultimate without level 7 is not the same ability. Its main power (to incapacitate enemy controllers) is not available on Level 6, so improving it on Level 7 is mandatory.

Passive – On Enemy Turn fill SPeed Barr of all Darkhold members by 10%; +30% HP to all Darkhold allies. Level 5 of passive is needed for Level 6 MLF’s unique passive ability, but even without it, it changes her potential enough so spending T4 ability material is justified.

Special – Clear all positive effects from all enemies; Apply Speed Up for 2 turns. Special Level 7 is needed for Special Level 8 – MLFs unique Ability gained from Pestilence Saga.

Morbius

P – Passive ability

U – Ultimate ability

B – Basic ability

S – Special ability

Passive – In War Offense, On Spawn if there are 3+ Dark Hunter allies, places Blind to 5 City Hero enemies. Same as Ultimate Level 7, Passive Level 5 is essential for fulfilling Dark Huner’s main role. This is not open for debate.

Ultimate – Increase Damage; in AW Offense if there are 3 or more Dark Hunter allies places Disrupt for 2 Turns to Hero City Primary target. This improvement is mandatory for countering HerosForHire in AW. Since Dark Hunter’s main role is to counter H4H in AW this improvement is a must.

Magik

S – Special ability

U – Ultimate ability

P – Passive ability

B – Basic ability

Special – Increased Damage; grants 10 Charged to all chargeable Uncanny X-Men. Level 7 of the special Ability is mandatory for Magik. It is this that crucially affects the new power of the Uncanny Team. The whole team is significantly less powerful if Magic doesn’t have a special on Level 7

Ultimate – Increased Damage; Barrier all Uncanny X-Men; Clear Ability Block from all Uncanny X-Men. Magik’s ultimate on level 7 is not mandatory for all battles but it comes in handy against teams that rely on Ability Block (WW, BA, etc..). Also, the Barrier that on all allies definitely improves the sustain of the entire team.

Madelyne Pryor

B – Basic ability

P – Passive ability

U – Ultimate ability

S – Special ability

Basic – Increased Damage; Flip 3 additional positive effects. Improvement of the basic Attack for Madelyne Pryor is definitely mandatory. It will affect her assists (her main weapon) and it will flip an additional buff on enemies that can be crucial in some situations.

Passive – +25% assist chance on non-attack abilities; +10% Damage for controlled characters. Madelyne’s ability to assist with non-attack abilities is her main weapon, especially in AW Defense. With passive Level 5, a chance for an assist will be doubled (50%) and will make Madelyne more dangerous and lethal.

Kate Bishop

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – Increased Damage; Applies Offense Up for 2 turns on all YA on spawn. Kate Bishop’s passive is her main weapon. She will use it often and that will decide the outcome of battles depending on who will be Blind and when. The only logical solution is to maximize her main weapon. The fact that all YA will have Offense Up for 2 turns come as a welcomed bonus.

Ikaris

U – Ultimate ability

S – Special ability

B – Basic ability

P – Passive ability

Ultimate – Significantly increased damage; Flips all positive effects if Sersi is an ally. Ultimate is the main power of Ikaris. Every improvement that increases the chances of killing enemies and having additional AOE is mandatory. However, if Sersi is not yet on your roster, you don’t need to rush with it – it is only effective with Sersi on the team.

Special – Increased initial damage and damage of Bonus attacks; Always gain an assist. With Level 7 Special you will increase the damage of the ability by a third. T4 investment is justified if not mandatory.

Basic – Increased Damage; Bonus Attack 2 times. Level 7 of the Basic attack improves its damage potential by a third. it shouldn’t be ignored.

Ghost-Spider

P – Passive ability

B – Basic ability

S – Special ability

U – Ultimate ability

Passive – Increased Dodge Chance; Increased Damage. Level 5 of Passive improves the 2 most important abilities of Ghost Spider. It will boost her passive attacks and improve the overall damage output of the entire WW and it will grant her 10% more Dodge chance which is essential for WW’s healing and sustain. Gwen’s Passive Level 5 is a must!

Basic – Increased Damage; In Raids, if [Miles] is in the team and the target has Slow it will place Blind. Level 7 of Basic ability is mandatory for Raids. It will give you the opportunity to control Raid Battles with Blind which is essential for Doom 2 and Doom 3 Raid.

Echo

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – Increase the Damage of all YA members; Increase the damage of the passive retaliation by 100%. Level 5 of Echo’s passive increases the overall damage output of the entire YA team. Also, it almost doubles the damage of Echo’s passive attack. For a fully efficient Echo and YA, her passive must be on Level 5!

Special – Increased Damage, Chain to 2 targets, Applies 2 Evade on all YA. Echo’s Special Level 7 is crucial for the entire YA team. It will grant additional Evade for each member increasing the survivability of the team crucially.

Dormammu

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Dormammu needs all abilities at maximum level to be fully effective! Spending T4 on a Legendary Dark Dimension character is always justified.

Doctor Voodoo

S – Special ability

U – Ultimate ability

P – Passive ability

B – Basic ability

Special – Increased Barrier; Apply Ability Block on Primary Target. Without an option to place Ability Block in the WAR offense, Doctor Voodoo cannot reach his needed potential. Placing of Ability Block is essential for the entire Dark Hunter Synergy.

Doctor Strange [Heartless]

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – Increased Critical Chance and Damage of all Darkhold members by 25%; Increased Barrier. With Passive on level 5 Strange[Heartless], the Critical Damage increase is the highest in the game. He needs every additional Critical Chance he can get. The increase of 25% would be crucial for the team even if his Crit Damage is not as high as it is.

Special – Increased Damage; Reduce Speed Bar by +15%. Strange [Heartless] Special needs to be improved in order that he actually controls the turn rotation. Without additional Reduce of targets Speed Bar, Strange can’t change the turn of the tide in his favor.

Ultimate – Upgrading Ultimate will be a pure damage increase. More damage, and more damage per positive and negative effects on the primary target. He is one of the hard hitters in this game, so his damage matters.

Agatha Harkness

P – Passive ability

U – Ultimate ability

B – Basic ability

S – Special ability

Passive – Darkhold gain +25% Drain. Having a 25% Drain ability changes the perspective of every team. This improvement is essential!

Ultimate – Increased Barrier; Places Stun on Hero Mystic Blaster and Hero Mystic Controller. Level 7 of the ultimate is necessary for countering Eternals. Without it, Agatha loses her advantage against them. It is sufficient to say how important is to spend T4 on it.

Basic – Increased damage; In Arena, calls 2 adjacent Darkhold members to assist. On level 7, the Basic attack allows 2 adjacent members of Darkhold to assist Agatha. This is crucial for Arena battles and the efficiency of the Darkhold team. Placing Agatha between MLF and Scarlet Witch will double the damage potential of her Basic Attack and will place crucial debuffs on the target. If you don’t plan to use Agatha in the Arena improving the Basic is not mandatory.

Spider-Woman

S – Special ability

P – Passive ability

U – Ultimate ability

B – Basic ability

Special – Increase damage by +70%, expand the number of chain targets to 4. On War Offense grow damage gain by +30% per A-Force ally. Must have – it can put Heal Block and Offense Down to five targets.

Passive – Increase duration of Defense Up to 2 turns. On War Offense, it will lower Accuracy by +15% for all enemies with Offense Down. Passive has a strong synergy with her Special – after she uses Special whole enemy team can be with Offense Down debuff. And they will have a 25% decreased Accuracy.

Nico Minoru

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – Gain 50% Drain; In WAR offense, on spawn, places Safeguard to the highest HP A-Force member (that would be Jessica Jones or Captain Marvel). Getting 50% Drain for herself would be enough for me to say that Nico’s Passive has to be improved on Level 5. However, that is not the most important thing. The most important thing is that Jessica Jones or Captain Marvel will have Safeguard alongside Immunity and Deathproof. That opens a wide range of possibilities and increases the number of teams that can be countered by A-Force in WAR.

Ultimate – Increased Damage; In WAR offense (if there are 3+ A-Force) place Trauma and Disrupted for 2 Turns on the enemy with the highest Damage. A-Force is a War team so it is of utmost importance that Nico can place Trauma and Disrupt. Without it, the list of teams that can be countered with A-Force is significantly smaller.

Gambit

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – In CC at the end of the turn fill Speed Bar; X-Men allies +25% Max HP; Stealth for 2 Turns. Strangely, the passive ability is the only Gambit ability that has to be improved on the maximum level. It would be good to improve all of his skills, but his combat mechanics and effectiveness will not increase dramatically. 25% Max HP increase for all X-Men is something that can’t be ignored, therefore, improving passive is mandatory.

Fantomex

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – On spawn, apply Evade to all Uxmen; While under the effect of Defense Up a 100% chance to Counterattack. Same as for Gambit, Fantomex needs only passive ability on maximum level to be fully effective (with the exception of Special ability). Free Evade in the start on all Uxmen allies, totally changes the fighting potential of the whole team. Ignoring Fantomex Level 5 Passive is out of the question!

Dazzler

P – Passive ability

B – Basic ability

S – Special ability

U – Ultimate ability

Passive – +15% Focus for all Uxmen; Fills Speed Bar by +5% when Uxmen ally gains negative ability. I was in doubt whether should i suggest improving Dazzler’s passive or not. the permanent increase of Uxmen Focus is important obviously, but still, it doesn’t change the team’s potential crucially.

In the end, I’ve decided to put it on the list just because of the passive increase of Dazzler’s Speed Bar for every negative effect Uxmen allies receive. For every single debuff, her Speed Bar will be filled by 10%, meaning that she will play instantly after the enemy with AOE that places debuffs. This proved to be extremely important in practice.

Basic – Increased Damage; In CC on crit always places Blind. If you are building your Uxmen to be fully effective in CC, I suggest improving Basic on level 7. It will always place Blind on enemies after successful critical hits. However, if CC is not your first priority, investing in this ability is not mandatory.

Omega Red

U – Ultimate ability

P – Passive ability

B – Basic ability

S – Special ability

Ultimate – Significantly Increased Damage; Flips all positive effects. Omega Red’s ultimate is his main weapon. It is crucial that he can flip all negative effects with it. WAR practice proved that anything less is not satisfactory.

Passive – Increased Max HP; in War all Weapon X +30% HP; on Spawn, if there are 3+ Weapon X allies lower enemy damage by 15%. This passive is mandatory! It dramatically increases OR’s HP and HP of all Weapon X in War. It also lowers the damage of all enemies by 15% (against full Weapon X) which is a unique ability available only to Omega Red.

Lady Deathstrike

P – Passive ability

B – Basic ability

U – Ultimate ability

S – Special ability

Passive – When HP drops below 60% grants 2 Evade; All enemies with Bleed will have their Resistance lowered by 50%. Level 5 of the passive is crucial for reaching LD’s full potential. Without it, she cannot get Evade when her HP is under 60% which is essential for keeping her alive in even match-ups. Also, this improvement practically lowers the Resistance of all enemies by 50% (LD, Wolverine, and Sabretooth can place Bleeds on everyone) allowing Omega Red and Silver Samurai to always place their debuffs and utilities.

Basic – Increased Piercing damage; If the target has Bleed places Defense Down. Enemies of Weapon X will be swarmed with Bleed effects. Level 7 of Basic attack practically allows LD to place Defense Down always. That will be crucial for the overall damage potential of the Weapon X synergy.

Silver Samurai

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – If there are 4 o Weapon X allies reduces enemy Chance to Assist by 25% (100% in WAR). This is the essential improvement for Weapon X’s efficiency in War. It is crucial against H4H, 8W, Darkhold, and all other teams that rely on assists. Silver Samurai is not the same character without it!

Special – places Defense Up for 2 Turns; + 3 Counter; +3 Deflect. Level 7 of Special gives Silver Samurai 2 additional Deflects and Counters and prolongs the duration of Defense Up on all Weapon X members by an additional turn. The improvement is too big to be ignored!

Deathpool

P – Passive ability

B – Basic ability

S – Special ability

U – Ultimate ability

Passive – Increased damage against most injured targets. Deathpool’s mechanics and his main virtue (follow-ups on most injured targets after kills) will justify any improvement in damage on his passive attacks. The overall potential of Deathpool is measured by his ability to eliminate most injured enemies, therefore, improving his passive should be a priority.

Basic – Increased damage; always flips Stealth+Speed Up. Without this improvement, Deathpool’s basic attack will not always flip Stealth and Speed Up and you will not be able to fully control either Raid battles or other battles.

Special – Increased damage; Transfer all negative effects. Usually, it is not mandatory to improve abilities like this but for Deathpool it is mandatory. Practice in Doom 3 Raids and Dark Dimension justifies the investment.

Cloak

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – +20% Increased focus for all Mystic Heroes; +10% Dodge chance while Cloak has Offense Up. This ability allows Cloak to increase the Focus of Mystic Heros to the point where they can replace the Skirmisher ISO-8 class with something else. The improvement is not significant but experience proved that it is crucial. Also, whenever Cloak is buffed with Offense Up his dodge chance becomes the highest in the game.

Special – Increased damage; Slow+Defense Down+Offense Down lasts 2 Turns. Increasing the duration of debuffs is not mandatory for all characters. However, for Cloak it can be important, especially in Dark Dimension and Raids.

Dagger

P – Passive ability

B – Basic ability

S – Special ability

U – Ultimate ability

Passive – On spawn places 3 Regeneration to all Mystic Hero allies; +20% Resistance to all Mystic Hero allies. This improvement practically doubles the effectiveness of Dagger’s passive. Improving it is a must!

Basic – Increased Piercing damage; places 2 Regeneration to 2 most injured allies. Without Level 7, Dagger places Regeneration only on one character when using his basic attack. The improvement is essential if you are using Dagger in Raids or Dark Dimension.

Shang Chi

U – Ultimate ability

S – Special ability

P – Passive ability

B – Basic ability

Ultimate – Increased damage; Reduces Speed Bar of all targets by an additional 5%. Increasing the damage of the characters’ AOE is usually not mandatory for the character’s effectiveness. However, that is not the case with Shang Chi. His ultimate has a CD of only 3 turns and his effectiveness is closely related to the damage potential of his ultimate. Improving ultimate on Level 7 should be your first priority!

Special – Increased damage; Fill Speed Bar by 50% (75% in War Defense). Improving Shang Chi’s special on level 7 will allow you to have immediate turns after using it. This is essential for Raids and Dark Dimension and further increases his deadliness in War!

Passive – Increased Crit Chance (20%) and Block Amount (10%) for all H4H members with Deflect. The passive is not crucial for Shang Chi’s effectiveness but it significantly improves the damage output and the sustain of H4H. having that in mind, the investment in Leve 5 is justified even though it should not be a priority

Sharon Carter

S – Special ability

U – Ultimate ability

P – Passive ability

B – Basic ability

Special – Increased Damage; Ability Block lasts 2 Turns. Prolonging the duration of the Ability Block for Sharon Carter is extremely important. Not only because it will last longer. Without it, Sharon Carter will not be an efficient Counter for Doctor Doom which is one of her most important roles in Raids, War, and CC. (1st)

Ultimate – Increased Damage; Clear all positive effects from the primary target. Improving ultimate on Level 7 is crucial! It allows you to place Stun on targets with Immunity which totally changes the fighting potential of Sharon, especially in Raids and War. (2nd)

Maria Hill

U – Ultimate ability

P – Passive ability

B – Basic ability

S – Special ability

Ultimate – Increased Damage; Clear all negative effects from Avenger and Skill allies. maria’s ultimate is the main cleansing ability for Secret Avengers. Being able to remove all debuffs with it, improves her battle efficiency considerably.

Passive -+15% Increased Healing. With Passive Level 5, Maria’s passive healing is increased by more than double. Ignoring it would be a mistake for sure.

Basic – Increased Damage; Always places Deflect on most Injured target. Increasing the chance of placing Deflect at 100% means that Maria will provide more healing to her allies. Since her main role is to heal, improving her basic will have a significant impact on Maria’s efficiency, especially in Raids and Dark Dimension.

Special – Increased damage; Summons 3 Troopers. Level 7 of Maria’s special will grant her an additional summon in battles. The damage output of summons is symbolic but if Kestrel is on the team, you will have another character to trigger her passive which is essential in Raids. Also, enemies will have another target which will increase the team’s overall sustain.

Captain America [Sam Wilson]

S – Special ability

B – Basic ability

P – Passive ability

U – Ultimate ability

Special – Taunt last 2 turns; gain 3 Deflects; grants Ability Energy to 2-3 Skill allies. Increasing the duration of the Taunt and increasing the number of SKill allies that will get additional Ability Energy proved to be essential from both Raids and Dark Dimension.

Basic – Increased Damage; Always remove 1 positive effect for the target. The Raid experience proved that improving Basic to Sam is mandatory. His effectiveness on Doom 3 nodes depends on it.

Passive – Increased block Amount; increased Max Hp to SA and Skill allies. The increase in HP is not significant but every increase in HP is important and makes a difference. Since Sam will mostly be under the effect of Deflect and he has insane Block chance, passive also permanently increases his overall damage resistance. This improvement is important but not mandatory.

Ultimate – Increase Damage; fill Speed Bar by an additional 5%. Sam Wilson is one of the characters whose ultimate AOE needs to be maximized. That is not because of additional damage – it is because of the additional Speed Bar that is granted to him and his Skill allies. This proved to be the difference between win and failure in Doom 3 nodes.

Adam Warlock

P – Passive ability

S – Special ability

B – Basic ability

U – Ultimate ability

Passive – +10% Max HP to all 8W; gain 2 Deflects when HP is under 20%. An additional 10% HP to all 8W is important enough. 2 Deflects when HP is under 20% is another improvement, which comes as a welcomed Bonus.

Special – Increased damage; places Disrupt on all enemy Protectors for 2 turns. It is important to maximize Adam Warlock’s special even though it only prolongs the duration of Disrupt. If Disrupt lasts only 1 turn then Infinity Watch cannot counter H4H in War for example. In short, the full effectiveness of 8W can only be reached by maximizing AW’s special.

Moondragon

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – Increased Focus and Resistance for all 8W. The Level 5 improvement for Monndragon’s passive will not crucially affect the effectiveness of 8W. It will boost them, of course, but not decisively. Improving the passive can be justified even though it is not mandatory.

Special – Increased Damage; Reduces Speed Bar by an additional 20%. Mondragon’s special is really important for the entire 8W synergy. Increasing the reduction of Speed Bar proved to be essential for taking control of the battle against most of the enemies capable to counter 8W.

Phyla-Vell

P – Passive ability

U – Ultimate ability

B – Basic ability

S – Special ability

Passive – Increase Drain by +25% when 8W members have Deathproof; increase the damage of all 8W members by +10%. Improving passive is mandatory for Phyla-Vell. It doubles the Drain potential of 8W members while having Deathproofs. It also further increases their damage with all abilities.

Ultimate – Increased Damage; places Defense Up and Offense Up on all 8W for 2 Turns. This is an important improvement for all 8W members. Buffs duration will be increased by another turn which can be crucial for the outcome of battles. Keep in mind that this affects only 8W, so don’t rely on it if you are using Phyla-Vell in custom teams (Raids or Dark Dimension).

Basic – Increased Damage; places Offense Down for 2 turns. Due to her CD’s duration, Phyla-Vell will use her basic very often. Being able to prolong the duration of Offense Down will give you the opportunity to have full control over enemy damage potential.

Doctor Doom

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Doctor Doom needs all abilities at maximum level to be fully effective! Spending T4 on a Legendary Dark Dimension character is always justified.

Kestrel

P – Passive ability

S – Special ability

B – Basic ability

U – Ultimate ability

Passive – Increased self-healing; increased Max Hp for Nick Fury; +100% damage to the most injured target. Kestrel’s main power is her passive ability to attack most injured targets when a target with Defense Down is attacked. Every improvement in the damage potential of her passive attacks is essential for her effectiveness!

Special – Increased Damage; Defense Down for 2 turns on each target; places Immunity for 2 Turns to self. Improving special should be the first priority for Kestrel. It is not needed that all abilities be improved, you just need to improve special and you will have Defense Down on multiple targets prolonged enough so it can be fully exploited. In addition, Kestrel will gain Immunity for 2 turns which will increase her sustain dramatically.

Jubilee

U – Ultimate ability

P – Passive ability

S – Special ability

B – Basic ability

Ultimate – Increased Damage and Piercing Damage; Speed Bar of the primary target is reduced by 10%. Jubilee will use her ultimate often which justifies the investment that will not crucially improve her effectiveness. Unlike some other ultimate AOEs, this one deserves to be improved.

Passive – Increased Max HP for Astonishing X-Men; increased damage for Astonishing X-men in Raids; Beast Speed Bar is filled by an additional 10%. Level 5 of Jubileee’s passive offer a significant improvement in the sustain and damage for Astonishing X-Men. It also grants that BEast will play faster when any of the team members are in danger. This improvement is crucial for Raids if Astonishing X-Men are your Mutant Raid option still.

Special – increased Damage; Apply Offense Up to all Astonishing X-Men; gain an assist from all Astonishing X-Men allies. This improvement can be crucial. but at the same time, its importance is limited only to the full Astonishing X-Men. Improvement is justified only if there is a current use for Astonishing X-Men with Jubile (the introduction of the Death Horseman will heavily affect it).

Basic – Increased Damage;+20% chance to place Blind. Since Jubilee in Raids always places blind with her basic attacks and assists this improvement is important only for battles outside Raids. This practically means that improving this ability is not mandatory even though it will have an influence in War, CC, and Dark Dimension.

Colleen Wing

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – +100% increased damage with passive attacks; While Colleen has Deflect she gets a 100% Counterattack chance, +10% Piercing, and +20% Block Amount. Improvement of Colleen’s passive is mandatory for assembling the best possible AW Defense. This should be your first priority for Colleen Wing.

Ultimate – Increased Piercing Damage; Heal Block lasts 2 turns. Colleen’s ultimate has a CD of 3 turns so every improvement in the damage is most welcomed. Even though the increase is not significant, it will make a decisive improvement in Colleen’s performance in AW Defense.

Misty Knight

B – Basic ability

P – Passive ability

S – Special ability

U – Ultimate ability

Basic – Increased Damage; always applies Defense Down; Applies Offense Up to Colleen Wing. Level 7 of basic attack always grants Offense up to Colleen Wing. Misty Knight cannot reach her full potential without it.

Passive – on Enemy death, places Speed Up to 2 random H4H allies; +40% Focus on WAR Defense. This improvement is not mandatory but it gives you useful buffs on kills and grants that Misty Knight’s special and ultimate will not be resisted in War. If there are enough T4 Ability Material and no other priorities, you can spend them on Misty’s passive.

Bishop

U – Ultimate ability

B – Basic ability

P – Passive ability

S – Special ability

Ultimate – Increased Damage. Bishop’s ultimate CD is only 2 turns. An increase in damage will not change the battle mechanics but will increase Bishop’s overall effectiveness. More importantly, this is the ability that actually needs an increase from T4 investment.

Basic – Increased Damage. Improvement of the Basic attack will also improve the damage output of Bishop’s counters. To increase his overall damage output this would be the safest way of doing it.

Passive – +10% Damage Reduction with taunt; +50% chance to Counterattack. Level 5 of passive will grant a 100% chance to counter after being attacked while having Taunt. It also offers a symbolic increase in damage reduction. Combined with the other 2 investments in Bishop’s abilities this will make a crucial boost in his efficiency.

Ghost

P – Passive ability

U – Ultimate ability

B – Basic ability

S – Special ability

Passive – Healing of Pym allies is increased by 5%; +5% Dodge chance; +50% chance to counterattacks. Ghost’s Passive must be improved if you wanna use this character in any segment of the MSF. It will grant a 100% chance to Counterattack, it will further increase his Dodge chance and his passive healing. Avoiding this investment should not be an option as long as you plan to use Ghost. (1st)

Ultimate – Increased Damage; Steal +5% HP from all enemies; increased Healing for Pym Tech allies. Improvement of Ghost ultimate can be justified only if you are using him in Dark Dimension. It is true that he is not among Global priorities at the moment but nonetheless he is still one of the most efficient characters in DD compared to the rest of the roster. However his ultimate must be on Level 7 for him to be fully effective.

Stature

S – Special ability

U – Ultimate ability

P – Passive ability

B – Basic ability

Special – Increased Damage; CD is reduced to 3 turns. This is the only Stature’s ability that could justify T4 investment. It reduces the CD of her Taunt which sometimes can be useful for Pym Tech (sometimes but not always). I advise against any investment until Pym Tech is boosted.

Yellowjacket

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

At this point, any investment in T4 Abilities is not justified for Yellowjacket.

Anti-Venom

U – Ultimate ability

B – Basic ability

S – Special ability

P – Passive ability

Ultimate – Increased Damage; +1 Regeneration; Spread all positive effects to all Symbiots. Without improvement, Anti-Venom’s ultimate can only spread 2 positive effects. The difference is drastic, obviously. Additional Regeneration and damage come as a welcomed Bonus to the main improvement. If you have the use for Symbiotes, this ability should be improved among the first.

Basic – Increased Damage and Healing; Places opposite of 2 Random effects. It is not mandatory to improve AVs basic even though it gives benefits without a doubt. Increased damage and healing and additional negative effect on the target is too much to be ignored.

Special – Increased Healing; Revived Symbiote gets +30% more HP. This is also not mandatory considering the current game balance. Nonetheless, it can have a crucial effect on battles, especially since it doubles the amount of HP that is granted to the Revived Symbiote.

Scream

B – Basic ability

S – Special ability

U – Ultimate ability

P – Passive ability

Basic – Increased Damage; Bleed is applied to all secondary targets. Improvement of Scream’s basic attack will allow you to place Bleed on all targets. This proved to be the greatest improvement of all available Scream abilities. At this point, this ability can be justified for T4 investment but only if there are no other priorities in the roster.

Shatterstar

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – Increased Self-Healing; increased Barrier on Crit; On WAR Offense increased damage for all non-summoned X-Factor allies. Shatterstar needs his passive on the maximum level to be fully effective. Spending T4 on the improvement is fully justified!

She-Hulk

P – Passive ability

S – Special ability

B – Basic ability

U – Ultimate ability

Passive – Increased self-healing; increased Damage on maximum Charged; +10% Damage in WAR for GAMMA and F4. Increasing She-Hulk’s passive is mandatory for maximizing GAMMA’s potential (and F4’s for that matter). Since she is a member of the Horsemen team investment in her passive should be a priority.

Doctor Octopus

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – Increased damage in WAR for all chargeable Sinister Six allies. The importance of Doctor Octopus is low at the moment even though he is a legendary character. A 15% increase in the damage for all Sinister Six members in War is significant, though. If you have plans to use them in WAR, you may consider improving Doctor Octopus’s passive on Level 5.

Swarm

P – Passive ability

U – Ultimate ability

B – Basic ability

S – Special ability

Passive – Increase Dodge’s chance by 2% – it will be 3% per Charged.And more important – passive healing is increased by +10%. Passive on the maximum level will make Swarm more durable and help him to survive longer.

Ultimate – Increase the duration of bleeds for an additional turn. Just because of that, you can consider upgrading his Ultimate.

Investment in Sinister Six at this point is not a smart move. Even those skills are worth upgrading, only do that if you have extra T4 to spend.

Electro

U – Ultimate ability

P – Passive ability

S – Special ability

B – Basic ability

Ultimate – Increased Damage; Offense Down for 2 turns. Improving Electro’s ultimate is essential for making Sinister Six synergy a viable War option. Even with this improvement, the Sinister Six team is not a serious threat to most teams at the moment but without it, they are even weaker. Spending T4 on this ability is justified if you have use for Sinister Six in WAR.

Baron Zemo

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – Increased passive damage; Clear 3 positive effects; increased Speed for all non-minion Hydra allies. To have a fully effective Baron Zemo, his passive must be maximized. This is not something open for debate.

Ultimate – Increased damage; Rebound Chaing to 4 adjacent targets. Improvement in this ultimate is suggested only because of Baron Zemo’s overall usefulness compared to the rest of the roster. It doesn’t change much (1 more target can be Slowed and there will slight damage increase), but considering that Baron Zemo can still be really useful in WAR, the improvement can be justified.

Beast

S – Special ability

U – Ultimate ability

P – Passive ability

B – Basic ability

Special – Clear 2 positive effects; Increased damage. To have a fully effective Astonishing X-Men team in Raids, Beast has to clear 2 negative effects from everyone always. The experience proved that this is not debatable.

Ultimate – Places Regeneration to all Mutants in the team. Unlike Special ability, this is not mandatory to be improved. It is always good to have additional healing from a healer but this is not something that crucially affects battles in Doom 2 and Doom 3 raids. It helps obviously, but you can play without it. If there are enough T4 materials, it is ok that you spend them on Beast’s ultimate.

Squirrel Girl

S – Special ability

U – Ultimate ability

P – Passive ability

B – Basic ability

Special – It will clear all negativities (up from 2) from all allies. In War Defense, it will do that before healing. Good against nasty Heal Block debuff. This ability has a low Ability Energy cost (just 3), so she can use it often. In other words, if Special is on max level, she will often clear negative things.

Ultimate – Heal Block is a powerful Debuff, and having it for two turns on all enemies can be good in most cases.

Passive – When this character or a Young Avenger ally drops below 75% Health, apply 2 Deflect to that character. Increase survivability for the whole team.

Basic – It is not mandatory to upgrade her Basic, but it can be helpful. You will bring her to Dark Dimension, where Offense Down to the enemy with the highest Speed Bar helps a lot.

Emma Frost

S – Special ability

U – Ultimate ability

P – Passive ability

B – Basic ability

Special – Clear all negative effects; Apply Immunity to all Mutant Villain allies. Emma Frost’s ability to passively reduce enemy Speed keeps her as a viable Arena META character. Having that in mind it is of utmost importance that she clears all negative effects with her special ability. Spending T4 for her is still justified if not mandatory!

Ultimate – clear all positive effects from all enemies; Mind Control 2 enemies; Increased damage for Mind-controlled characters. For the same reason as for special ability, spending T4 on Emma’s ultimate is still an important thing to do. Do not hesitate to invest in her ultimate!

Passive – 100% chance to place Defense Up for 2 turns on all Mutant Villain allies in WAR. Unlike for special and ultimate abilities, it is not mandatory to spend T4 for Emma’s passive. The only improvement will be in War Defense, so if you have strong Marauders or if you are using Emma in some other AW defense Mutant Villain synergy, you can make sure that they will start battles with Defense Up. Keep in mind that this improvement will not have any effect on Mutant Villain’s strong counters 😉

X-23

P – Passive ability

U – Ultimate ability

B – Basic ability

S – Special ability

Passive – The crucial skill upgrade for her is her Ultimate. When an enemy drops below 50% Health, it will fill the Speed Bar by an additional 20%, Gain +20% Focus for self, X-Force allies, and Wolverine. On War Offense, +20% extra Focus for self and X-FORCE allies. I am free to say that this one is the only skill you need to upgrade for her. Everything else is not worth gold and materials.

Yelena Belova

P – Passive ability

S – Special ability

B – Basic ability

U – Ultimate ability

Passive – Lovering the enemy’s crit chance for an additional 15% is always good. And clearing the Taunt from non-protector allies by putting stealth and a couple of regenerations (in War offense) will help a lot. Sometimes fewer crits for enemies can be crucial, and she will have that upgrade in every game mode.

Special – Special will prolong the duration of Disrupted (2 turns), with some damage increase, and the number of stealths will go from one to two. It’s always good to have more than one stealth. Her basic will serve her better if she has stealth.

Negasonic

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – +10% Armor for self if Barrier is on; +20% damage for all X-Force members in War. Improving the passive ability of Negasonic is essential for having a viable X-Force WAR team. If you plan to use this team, spending on Negasonic’s passive should be your primary investment

Special – Increased Damage; Clear all positive effects. If you plan to use X-Force in War, it will be important to maximize Negasonic’s special. Otherwise, there are higher priorities.

Domino

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – +25% to place Evade; +10% Crit Damage for all X-Force members. For an effective X-Force team, it is mandatory to improve Domino’s passive! It will be crucial for the entire synergy.

Ebony Maw

U – Ultimate ability

S – Special ability

P – Passive ability

B – Basic ability

Ultimate – Fill Speed Bar to all allies + Reduces Speed Bar to all enemies by 5% per Black order ally. Ebony Maw’s kit is not the same without Ultimate level 7. Even though Black Order and Ebony Maw himself are no longer important as they used to be, spending T4 on his ultimate is still mandatory!

Cull Obsidian

P – Passive ability

B – Basic ability

U – Ultimate ability

S – Special ability

Passive – Increased Damage; +10% HP to all Black Order members. At this point improving Cull Obsidian’s passive is not mandatory but it is needed if you wanna have effective Black Order.

Taskmaster

P – Passive ability

U – Ultimate ability

B – Basic ability

S – Special ability

Passive – Always assists on Mercenary Villain or Underworld ally’s turns; Increased Block Chance; +10% Counterattack chance per Mercenary on Underworld member of the team (100% in total). Without Passive level 5, Taskmaster is drastically less powerful. He will not assist in every attack and his Counterattack chance will be only 50%. Spending T4 on his passive should be your first priority!

Ultimate – Increased Damage; Apply Blind and Heal Block to the primary target and 2 random targets; in WAR apply Blind and Heal Block to all targets. Taskmaster is META for WAR (both Offense and Defense) but only if his ultimate is on Level 7. Do not hesitate to improve his ultimate asap.

Basic – Increased Damage. Due to the new Taskmaster’s kit, he will assist on every Underworld or Mercenary ally turn. Improving the damage of his basic means improving the damage of every assist, therefore, the improvement of his basic is mandatory. Ignoring it would mean that his overall damage potential is severely reduced.

Corvus Glaive

P – Passive ability

U – Ultimate ability

B – Basic ability

S – Special ability

Passive – +10% damage for all Black Order members and Thanos; +20% Crit Chance while in Stealth. For having an effective Black Order team, you will have to spend T4 on Corvus’ passive. It is not mandatory but it is needed if you wanna that your Black Order does what is supposed to.

Proxima Midnight

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – Always clear Stealth from the most injured target; +10% Focus for all Black Order members and Thanos. Black Order depends on Thanos’ special which needs increased Focus to be fully effective. Having that in mind, increasing Proxima’s passive is almost mandatory!

Special – Increased Damage; Offense Down for 2 turns. It is important that Proxima’s debuffs are prolonged to 2 turns, even though it is not mandatory. If there are spare T4 materials it will not be a mistake to spend on her Special.

Red Skull

U – Ultimate ability

P – Passive ability

S – Special ability

B – Basic ability

Ultimate – Apply Offense Up on all allies and self; Increased Damage; Gain assist from 5 Hydra Allies. At the moment, Red Skull is mostly used alongside Baron Zemo’s team. Having that in mind, the only ability that needs to be maximized is his ultimate. It is not mandatory considering current needs but it definitely boosts the power of Hydra Synergy.

Jessica Jones

S – Special ability

P – Passive ability

U – Ultimate ability

B – Basic ability

Special – Clear all negative effects from all allies; Apply 1 Defense Up to all A-Force members; Apply Immunity to all A-Force members. For effective A-Force Synergy, improving Jessica Jones’s special is the first and foremost thing. It is literally essential!

Passive – +10% Resistance for Defenders and A-Force; +10% HP for A-Force. Passive Level 5 is needed for effective A-Force. Nico Minoru and Spider-Woman need every additional HP they can get, so they can survive and do their magic.

Ultimate – Increased Damage; Clear all positive effects from primary and adjacent targets. Improving JJ’s ultimate is not mandatory but it is really helpful, especially against Marauders and other specialized War Defense teams that are not protected with Safeguard.

Mister Sinister

S – Special ability

P – Passive ability

U – Ultimate ability

B – Basic ability

Special – Spread all positive effects to all Mutant and Cloned allies; Increased Healing. For having a competitive marauder team in Defense, Mister Sinister needs his special on maximum. Having that in mind, an investment is justified if you plan to use Marauders in Defense.

Passive – +20% Focus for all Marauders members; +10% Max HP(+20% in WAR) for all Marauders Members +Emma. Level 5 passive significantly improves Marauders’ overall capability. If you plan to use them you should plan to spend T4 on this passive ability.

Mystique

S – Special ability

P – Passive ability

B – Basic ability

U – Ultimate ability

Special – Increased Damage; Attack 3 additional targets without Stealth; flip 2 positive effects if Mister Sinister is an ally. Having Mystique’s special on maximum is mandatory for having an efficient Marauders AW Defense team. If you plan to use Marauders in defense improving her special is mandatory!

Juggernaut

B – Basic ability

U – Ultimate ability

P – Passive ability

S – Special ability

Basic – Increased Damage; Always gain Ability Energy. Brotherhood of Mutants team is no longer as important as before but they still could have some uses. If you are looking at how to improve their usefulness one way of doing it is to improve Juggernaut’s Basic on Level 7. It will significantly Speed Up his ultimate rotation in combat, which may help you against some teams like Symbiotes etc … However, this is not mandatory.

Ultimate – Increased Damage. Another way of improving BoM’s usefulness is to make Juggernaut’s ultimate damage count. Unfortunately, what has been the most powerful AOE a few years ago is now just another AOE ability. Having that in mind, you should only spend T4 on it, if you don’t have any other priorities.

Agent Coulson

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – Fill Speed Bar to SHIELD Medic; on War Defense SHIELD allies gets +20% Max HP and Resistance; All Shield Allies spawn with Immunity. It is possible to assemble a decent SHIELD team for AW Defense. It is possible but unlikely considering other available options. If you plan to use Agent Coulson and SHIELD in defense, it might be smart to improve his passive but only if you don’t have other priorities.

America Chavez

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – On WAR Defense, on spawn, fill Speed Bar by 25% for adjacent allies. To be honest, America Chavez doesn’t need any T4 improvement to do her job in defense but with Passive Level 5 she can grant Echo and Kate Bishop (it is not smart that Squirrel Girl or Ms. Marvel play before others).

This can make things impossible for some even counters but will change nothing for hard counters (Darkhold, Eternals, Weapon X). Improving America’s passive is not mandatory but can bring you victories in War Defense.

Ant-Man

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

At this point, any investment in T4 Abilities is not justified for Ant-Man.

Black Bolt

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – Increased Damage with passive attacks; Increased Damage against Villain Tech; all Inhuman members gain +20% Max HP. Improving passive is important for Black bolt’s effectiveness – he will finish off targets more easily and he will make Inhumans useful. It is justified to invest in his passive!

Ultimate – Increased damage. Black Bolt needs improvement of his ultimate to be effective. The damage will be increased significantly which would help him to reduce the HP of enemies below 20% when he can use his passive attacks. Black Bolt is not even near to being a META option at the moment but he is still dangerous. If you wanna use him, improve his ultimate.

Black Panther

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – On Kill fill Speed Bar +20% (100% in total); In CC while Charged +50% Drain for all Wakandan members. Black Panther needs his passive on Level 5 to be fully effective in all game segments. The drain that is gained in CC is just an additional important Bonus. It is possible that when War Dogs are released more of Black Panther’s abilities will require maximization.

Black Widow

S – Special ability

P – Passive ability

U – Ultimate ability

B – Basic ability

Special – Clear 1 Negative Effect from Avenger and Skill Military. The current importance of Black Widow is above the minimum at best. It is hard to justify spending T4 on her but if you wanna make her somewhat useful you will want that her special cleanse 1 negative effect. It is not much but it can make a crucial difference on certain occasions.

Blob

P – Passive ability

B – Basic ability

U – Ultimate ability

S – Special ability

Passive – +10 Resistance to self and all BoM; +10% chance to Counter attack for each BoM member (100% in total). At this point, only passive ability is worth spending T4. It will increase BoM resistance and will grant a 100% Counterattack chance to Blob. If you plan to use BoM, you might consider improving it if there are no other priorities.

Bullseye

S – Special ability

B – Basic ability

U – Ultimate ability

P – Passive ability

At this point, any investment in T4 Abilities is not justified for Bullseye.

Cable

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

At this point, any investment in T4 Abilities is not justified for Cable.

Captain America

U – Ultimate ability

P – Passive ability

B – Basic ability

S – Special ability

Ultimate – Increased damage; +30% Speed Bar. Improving ultimate will allow you to play another turn almost instantly. It will double the amount of the Speed Bar gained and allow Captain America to play twice as often. If you believe that Captain Amerika will be important at some point, you might consider improving his ultimate.

Passive – +10% Block Amount; In WAR +20% Max HP for self and Wave I Avenger. Passive Ability will increase Captain America’s usefulness if that is your desire. At this moment it is not justified to spend anything on Captain America but if you prefer using him, you will need his passive at maximum.

Basic – Increased Damage; Always applies Defense Up. It is really hard to justify any investment in Captain America currently but if you wanna make him useful, you will want to improve his basic attack. It will grant him permanent Defense Up.

Captain Marvel

U – Ultimate ability

P – Passive ability

S – Special ability

B – Basic ability

Ultimate – Increased Damage. Usually, I don’t suggest improving abilities that only benefit from damage increase but for Captain Marvel, this can be justified. Her main strength is a strong opening, so it is important to help her have the highest possible damage with her ultimate. It will increase the chance of instant kills at the start of combat which can be crucial for A-Force effectiveness. Spending T4 on Captain Marvel ultimate is not mandatory, though.

Passive – Increased passive damage; remove Evade from all enemies at the end of the turn while in Binary. Improving passive for Captain Marvel can be really helpful against some teams (Young Avengers in WAR for example), so it would be good that is improved if possible. It should not be your first priority, but you should have it on your list of secondary goals.

Carnage

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – fill Speed Bar by +10% (30% in total). For Carnage it is only important to improve his passive. That is because Symbiotes synergy fully depends on it and it will allow you to win some battles that you would lose otherwise. Carnage passive alongside Scream passive is something that makes Symbiotes dangerous and useful. If you wanna have fully effective Symbiotes, spending T4 on Carnage passive is mandatory!

Colossus

P – Passive ability

B – Basic ability

S – Special ability

U – Ultimate ability

Passive – Defense Up for 2 Turns to all Uncanny allies on spawn; When Charged 100% Piercing against an attacker; On 5 Charged if HP is below 50%, heal for 20% of Max HP then lose 5 Charged. For effective Uncanny X-Men, Colossus’s passive has to be maximized. It is simple as that! (1st)

Crossbones

U – Ultimate ability

P – Passive ability

S – Special ability

B – Basic ability

At this point, any investment in T4 Abilities is not justified for Crossbones.

Crystal

P – Passive ability

U – Ultimate ability

B – Basic ability

S – Special ability

Passive – Increased Healing; Clear 3 negative effects. It is hard to justify any T4 investment in Crystal currently. However, if there is something that has to be improved, that is definitely her passive ability. It will improve Inhumans’ capability to sustain enemy damage and debuffs significantly

Cyclops

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – Increased Damage for Magik and Wolverine on assists; +2 Charged on Uncanny member turn up to a maximum of 20; On maximum Charged (20) gain 2 Ability Energy. Cyclops Passive Level 5 doubles the amount of Charged at his disposal. In other words, his maximum damage potential is also doubled. This is something that can’t be ignored! (1st)

Special – Increased Damage; Always call a second random ally to attack the second most injured non-summoned enemy. It is not mandatory to improve Cyclops special but if you chose to do it you will be awarded almost doubled damage potential. If you have T4 to spare, spending on this ability will not be a mistake! (2nd)

Daredevil

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – Increased Speed for Defenders (5%) and Shadowland (10%; 20% in WAR); +5% Dodge chance for each Shadowland ally. Improving Daredevil’s passive should be your first priority. Not only that the Speed of all Shadowland ( and Defenders for that matter) allies will be dramatically increased, but Daredevil will have a 25% Dodge chance in Shadowland’s team. This should be your first priority if you want to have an effective Shadowland.

Special – Increased Damage; Chain to 2 targets; Apply 2 Counter to all Shadowland. Without Level 7 Special, Daredevil doesn’t apply 2 Counter on any of Shadowland allies. In other words, the main strength of his special will not be available for his new allies. If you want to have an effective Shadowland in War, spending T4 on this ability is mandatory!

Ultimate – Increased Damage; Chain to 4-6 targets. Improving Daredevil Ultimate is also not necessary but it counts in WAR. Being able to harm all enemies in the enemy team synergizes with Moon Knight opening and it is important for the entire Shadowland synergy!

Basic – Increased Damage; Always Bonus attack. Spending T4 on Daredevil basic is not mandatory, on contrary. However, the improvement is so big that it can’t be ignored

Phoenix

P – Passive ability

U – Ultimate ability

B – Basic ability

S – Special ability

Passive – Increased Damage and Max HP for all Uncanny allies (+10%). Passive increase in damage and HP is too big to be ignored. If you gonna have an effective Uncanny team, this should be one of the first priorities for T4 spending.

Ultimate – Increased Damage; Clear all positive effects. Improvement of Ultimate is necessary for both Phoenix and Dark Phoenix. It allows her to clear all buffs from a single Target ( Phoenix) and the entire enemy team ( Dark Phoenix). This is a must for Phoenix to be effective.

Deadpool

S – Special ability

P – Passive ability

U – Ultimate ability

B – Basic ability

At this point, any investment in T4 Abilities is not justified for Deadpool.

Doctor Strange

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

At this point, any investment in T4 Abilities is not justified for Doctor Strange.

Drax

B – Basic ability

P – Passive ability

U – Ultimate ability

S – Special ability

At this point, any investment in T4 Abilities is not justified for Drax.

Elektra

U – Ultimate ability

P – Passive ability

S – Special ability

B – Basic ability

Ultimate – Increased Damage; In War apply Disrupted for 2 Turns. In WAR Electra can initiate battles with the ultimate meaning that she can control battles with Disrupt. Prolonging the duration of Disrupt is essential for Shadowland to counter some teams. Having that in mind T4 investment is justified.

Passive – On Spawn, apply Evade to all adjacent Shadowland or Hand allies. Improving Elektra’s passive is not crucial for the effectiveness of Shadowland but it can help preserve Night Nurse and Moon Knight/White Tiger alive. If there are no other priorities, this is the option to make your Shadowland even more useful in WAR.

Elsa Bloodstone

B – Basic ability

U – Ultimate ability

P – Passive ability

S – Special ability

Basic – +40% Piercing for all attacks. The improvement of Elsa’s Basic doubles the damage literally (to be precise, the increase is even higher). If some ability needs to be improved due to an increase in damage, it is Elsa’s Basic!

Ultimate – Increased based Damage and Damage per Supernatural or Dark-Hunter ally. This is another of Elsa’s abilities that are only improved in damage when maximized. However, the increase is significant and can’t be ignored. Without improvement, Elsa can cause 310% Damage against primary and adjacent targets with her ultimate, while on Level 7 the damage is 460%. That is high enough to justify T4 investment.

Passive – Increased passive Damage; +10% Accuracy per Supernatural or Dark-Hunter ally (+80% Accuracy in total to the base of 120%). The Passive Ability of Elsa Bloodstone allows her to be a natural counter for teams like Web Warriors and Tangled Web. Level 5 improvement fully negates Blind also, so it is of utmost importance that T4 is invested. However, first things first.

Falcon

U – Ultimate ability

S – Special ability

B – Basic ability

P – Passive ability

At this point, any investment in T4 Abilities is not justified for Falcon.

Gamora

P – Passive ability

B – Basic ability

S – Special ability

U – Ultimate ability

Passive – on Empowered fill Speed Bar +20%; Clear all negative effects; +5% Crit Chance. Even though Gamora is still an extremely powerful character, at the moment only her Passive Ability has to be maximized. It will grant her an immediate turn after being Empowered and will cleanse all negative effects. Additional Crit Chance comes as a welcomed bonus.

Basic – Improved Damage. It is not mandatory to improve any of Gamora’s active abilities because the only benefit is only in damage. However, if there is an ability that justifies the investment, that is Gamora’s Basic Attack. The increase in damage will affect all her additional attacks and her assists, so the potential damage gain is really high. It is not mandatory to spend T4 on this, but I surely advise you to spend it.

Ghost Rider

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – Increased Damage of passive attacks (+100%); +1 Ability energy on non-summoned ally Death (3 in total); +20% Max Hp for all Supernatural and Dark Hunter members. Ghost Rider’s passive significantly increases the HP pool of all Dark hunters and Supernaturals which would solely be enough to justify the investment. However, it also increases his passive damage to the point where killing Ghost Rider’s ally while he is alive is not the smartest decision. This should be one of your priorities.

Special – Increased Damage; Bleed lasts 2 turns. Usually, I don’t suggest investing T4 for prolonging the duration of Bleed but in Ghost Rider’s case, it will be extremely beneficial considering the battle mechanics of Dark Hunters and Supernaturals. This investing is not necessary but it is definitely helpful in battles.

Graviton

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

At this point, any investment in T4 Abilities is not justified for Graviton.

Green Goblin

U – Ultimate ability

P – Passive ability

S – Special ability

B – Basic ability

Ultimate – Increased damage for all attacks. The new role of Green Goblin in the Underworld team justifies investment that was not justified not long ago. With Ultimate Level 7, his damage output is increased by 300% in total which is enough to consider spending T4. The Underworld team is really powerful, so if you building them do not forget Green Goblin’s ultimate.

Passive – Increased HP; +15% Armor for all underworld members (+30% ) in total. This improvement is crucial for Underworld’s efficiency but it surely helps. If there are no other priorities, spending T4 on this is ok.

Groot

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – +5% Chance to revive; Always applies Slow to the attacker. GotG is currently one of the 3 worst teams on the roster, so any spending of T4 could not be justified. however, it is obvious that they will be boosted. Having that in mind, maximizing the passive ability for Groot could be ok especially since it will definitely improve the usefulness of the current GotG team and custom teams with Groot.

Hawkeye

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

At this point, any investment in T4 Abilities is not justified for Hawkeye.

Heimdall

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – on WAR Defense, when any HA member drops below 50% places 2 Deatproof and Speed Up for 2 turns. For having maximized Hero Asgardian Defense, improving Heimdall’s passive is of very high importance. It will not give you an advantage against hard counters (Eternals, Weapon X…) but it will help you against most of War’s offensive options.

Hela

U – Ultimate ability

P – Passive ability

S – Special ability

B – Basic ability

Ultimate – Spread 4 negative effects from the primary target; Increased Damage. Hela-‘s ultimate is her main strength and it is of utmost importance that she can spread as many negative effects as possible. Additional damage is just a nice bonus.

Passive – Increased based HP and HP per Asgardian ally; In WAR Defense + 5% Damage for self and Asgardian allies. Improvement of Hela’s passive is not mandatory but it is helpful. If you chose to invest you will not mistake.

Hulk

P – Passive ability

S – Special ability

B – Basic ability

U – Ultimate ability

Passive – Fill Speed Bar by +25% (100% in total) when Hp drops below 50%; Fill Speed Bar by +5% (15% in total) when GAMMA or Wave I-Avenger member is attacked. For having an efficient Hulk at full potential spending T4 on passive is mandatory. This is not debatable.

Special – +100% Increased Damage; Clear all negative effects. T4 investment in Hulk’s special is justified if you wanna have the GAMMA team at full efficiency. This will make a huge difference in mirror match-ups and against teams who rely on debuffs. I can’t say that spending T4 on Hulk’s special is mandatory but it is definitely recommended.

Human Torch

S – Special ability

P – Passive ability

U – Ultimate ability

B – Basic ability

Special – +2 Offense Up on self; Offense Up on all F4, Namor, and She-Hulk allies; Increased Damage. The current importance of F4 doesn’t justify the investment of any T4 material. That doesn’t change the fact that Human Torch’s usefulness is crippled without maximized Special.

Passive – Flip 2 negative effects; +10% Damage (+30% in total) for all F4 members, Namor and She-Hulk. It is the same for special and ultimate ability – you shouldn’t do it at the moment, but if you want to have a fully efficient F4 team, spending T4 on Human Torch is the key.

Ultimate – Increased Damage; Offense Down on all enemies. The explanation is the same as for Human Torch’s special ability – this is not justified at the moment but…

Iceman

P – Passive ability

U – Ultimate ability

B – Basic ability

S – Special ability

Passive – +30% Piercing on the enemy turn; Reduce Armor and Damage (only in Raid) by +10% for all enemies with Slow. Iceman’s passive is the key to having a viable Astonishing X-Men Raid team. It will increase your damage output and your sustain in raids, so if you are going to still use Astonishing X-Men in Raids after releasing of Death Horseman team, you will have to invest T4 in Iceman’s passive.

Invisible Woman

U – Ultimate ability

P – Passive ability

S – Special ability

B – Basic ability

Ultimate – Offense Down for 2 turns; Increased Barrier. IW needs her ultimate on maximum so she can still be effective in the current game balance. Without it, she will be a lot less useful, and she is already not useful enough to compete with new characters.

Passive – Increased passive damage; +10% Max HP (+20% in total) for all F4 members, Namor and She-Hulk. IW’s passive is only important for maximizing the combat capabilities of the F4 team. As we know, the importance of F4 is really low at the moment, so I advise you to think carefully. It is definitely a boost for F4, but you shouldn’t spend T4 if there are any other more pressing matters.

Special – Clear 2 negative effects from all allies; Apply Stealth to all allies. This improvement can be crucial on some occasions or it can be disadvantageous on others. It is definitely an improvement for the Legendary character, but it is not mandatory.

Iron Fist

P – Passive ability

U – Ultimate ability

B – Basic ability

S – Special ability

At this point, any investment in T4 Abilities is not justified for Iron Fist.

IronMan

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – Increased Crit Damage and Crit Chance for Iron Man (+15%/+20%) and all Bionic Avengers (+10%/+10%) in Raids. This improvement is significant and improves BA damage potential considerably. Investing in Level 5 of Passive ability immediately is the only logical option.

Special – Increased Damage; Prolonged duration of all negative effects by 1. Improving Iron Man’s special is mandatory for having a capable BA in Doom 2 and Doom 3 Raids. This is not open for debate at the moment.

Ironheart

U – Ultimate ability

S – Special ability

P – Passive ability

B – Basic ability

At this point, any investment in T4 Abilities is not justified for Ironheart.

Karnak

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – +5% Focus for all Inhuman members; Apply Defense Down if the random enemy doesn’t have any positive effects. Spending T4 on Karnak’s passive ability should not be a priority but it is justified. It improves winning chances for Inhumans against teams of similar strength (especially important in Blitz).

Killmonger

S – Special ability

U – Ultimate ability

B – Basic ability

P – Passive ability

Special – Increased damage; Transfer 1 positive effect excluding taunt to self and all Skill Military allies. With the release of War Dogs, the Skill Military team becomes a home for Killmonger. Investing in his special will help his new allies considerably which should justify the investment.

Kingpin

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – Increased Focus and Resistance (+30%; +90% in total) for all Underworld allies. The improvement is too great to be ignored and it should be a priority for the Kingpin and Underworld team.

Special – Summon 3 Bodyguards; Apply Safeguard on all allies. It is not mandatory to improve this skill. However, the new Underworld mechanic implies that there will be a lot of summons and it would be a waste that in a crucial AW battle Safeguard goes on summon instead of Taskmaster or Mr. Negative. Having that in mind T4 investment is justified.

Ultimate – Apply Offense Up to all allies; Always gain an assist from a random ally. The justification for T4 investment in Kingpin’s special is the same as for his special. It is not mandatory but it is recommended.

Kitty Pride

P – Passive ability

S – Special ability

B – Basic ability

U – Ultimate ability

Passive – Stealth for 2 Turns; +5% increased Healing; Always apply Evade to the most injured Astonishing X-men ally. A maximum level of Kitty Pride’s passive is mandatory for an effective Astonishing X-Men raid team. Without it, they will die on Doom Mutant nodes instantly. If you plan to use them still after the release of the Death horseman team, you have to spend T4 on this ability.

Korath the Pursuer

B – Basic ability

U – Ultimate ability

P – Passive ability

S – Special ability

At this point, any investment in T4 Abilities is not justified for Korath.

Loki

U – Ultimate ability

P – Passive ability

B – Basic ability

S – Special ability

At this point, any investment in T4 Abilities is not justified for Loki.

Longshot

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – On Turn Heal for 20% of Max HP; Fill SPeed Bar by +10% (+20% in total) on crit for all X-Factor allies; with 3+ X-Factor allies lower Armor of all enemies by 5%. Longshot’s passive on maximum level is essential for his efficiency in combat. Unlocking Longshot requires instant investment in Level 5 of his passive!

Ultimate – Increased Damage. Longshot is one of few characters with single target heavy damage ultimate who need that ultimate maximized for being fully effective. Considering existing counters and X-Factor match-ups it is of utmost importance that Longshot is capable of instantly killing enemies with his ultimate. The only way of making it possible is to spend T4. This is not mandatory but it is desirable.

Luke Cage

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

At this point, any investment in T4 Abilities is not justified for Luke Cage.

Magneto

B – Basic ability

P – Passive ability

S – Special ability

U – Ultimate ability

Basic – Increased Damage; In Raids prolong all negative effects on each target by 1 if there are 3 or more Deathseed allies. For having an efficient Magneto in Raids it is crucial that his Basic is on maximum. Without it, Magneto cant prolong negative effects and you would have to maximize all other abilities of Deathseed members to compensate for this improvement.

Passive – In Raids, if there are 4 or more Deathseed allies, Generate 5 Ability Energy for himself. This improvement affects only Raids, but with this Magneto can use his ultimate twice in a row at the start of a battle. This could be an essential improvement, knowing Doom 3 Mutant nodes.

Special – Increased Damage; Remove all positive effects; In Raids, Ability Block for 2 turns. Spending T4 on Magneto special is not mandatory but it is definitely helpful. Being able to prolong the duration of the Ability Block and clear all positive effects from the target is something that should never be ignored.

Mantis

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

At this point, any investment in T4 Abilities is not justified for Mantis.

M’Baku

S – Special ability

P – Passive ability

U – Ultimate ability

B – Basic ability

Special – Gain 2 Charged; Apply Defense Up for 2 Turns on all Wakanda allies. It is questionable if M’Baku deserves any T4 investment at this point but his special efficiency is not the same without level 7. If you wanna use M’Baku you have to improve his special!

Passive – In CC, if there are 2 or more Wakanda allies, Lower the Armor of all enemies with Vulnerable by 30%. This is not a mandatory improvement and it affects only CC. However, it increases Wakandan damage output considerably. If you are building a Wakanda CC team with M’Baku (this is unlikely at this moment), you will want to improve his passive.

Minn-Erva

U – Ultimate ability

P – Passive ability

B – Basic ability

S – Special ability

At this point, any investment in T4 Abilities is not justified for Minn-Erva.

Mister Fantastic

S – Special ability

P – Passive ability

U – Ultimate ability

B – Basic ability

Special – Increased Damage; Always apply Stun. It is hard to justify any investment in Mister Fantastic (and for any F4 member for that matter) but he is not the same character without his special on maximum. Being able to always place Stun is decisive for F4 synergy. If you have spare T4 materials, you may consider investing here.

Mordo

U – Ultimate ability

S – Special ability

P – Passive ability

B – Basic ability

Ultimate – Increased damage; On War offense, if there are 2 or more Dark Hunter allies, apply Defense Up for 2 Turns to all Dark Hunter members. This improvement is really important for Dark Hunters and Mordo’s role in the team. It will increase the team’s sustain significantly, This is mandatory only if all of your Dark Hunters are improved and ready to be used in WAR.

Special – Always apply Stun. This is not a mandatory improvement but it is helpful. If you prefer Stun over Blind, you may want to spend T4 on this ability.

Moon Knight

U – Ultimate ability

P – Passive ability

B – Basic ability

S – Special ability

Ultimate – Increased damage; Apply negative effects for 2 turns; In War clears all positive effects. For having a useful Shadowland team, one of the first priorities should be improving Moon Knight’s ultimate. You should do this only if you are prepared to spend T4 on all other necessary abilities for all Shadowland members.

Passive – +20% Max HP for all Shadowland members. If you already decided to spend T4 materials Shadowland ( that is a LOT of T4), you should spend on Moon Knight’s passive as well. Obviously, it will make a difference.

Basic – Increased Damage; Always apply a random positive effect for 2 turns. Maximizing Basic is important for Moon Knight. Important but not mandatory. If you have spare T4 materials and want that your Shadowland is up to the task, spending on Basic is justified.

Ms. Marvel

P – Passive ability

B – Basic ability

U – Ultimate ability

S – Special ability

Passive – on War Defense, +25% Armor for herself and 25% Health for Young Avenger allies. This will improve the defensive capabilities of the entire YA team. It will not have an effect against hard counters but it is logical to invest in it.

Multiple Man

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

At this point, any investment in T4 Abilities is not justified for Multiple Man.

Mysterio

U – Ultimate ability

B – Basic ability

P – Passive ability

S – Special ability

At this point, any investment in T4 Abilities is not justified for Mysterio.

Namor

U – Ultimate ability

P – Passive ability

S – Special ability

B – Basic ability

At this point, any investment in T4 Abilities is not justified for Namor.

Nebula

P – Passive ability

U – Ultimate ability

B – Basic ability

S – Special ability

Passive – +10% Assist Chance; +10% Assist Chance per 8W ally. Improving passive is essential for Nebula’s efficiency. It will make her assist on every attack that can crucially affect the outcome of certain battles. It is ineffective against Weapon X for example, but still Nebula is not the same without it. (1st)

Ultimate – Increased Damage; Chain to 2 adjacent targets; if there are 3 or more 8W allies chain to 10 adjacent targets. Improving Nebula’s ultimate is important so 8W can counter teams that rely on summons (such as Underworld, for example). It is a small niche but increases your offensive range with 8W. (2nd)

Nick Fury

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

At this point, any investment in T4 Abilities is not justified for Nick Fury.

Night Nurse

U – Ultimate ability

S – Special ability

P – Passive ability

B – Basic ability

Ultimate – Start with 4 energy. Ultimate level 7 totally changes the efficiency of the Night Nurse. Instead of being capable to heal when everything is already over, she will now have an essential ability when it is needed the most. This is crucial for Shadowland’s efficiency!

Special – Clear 3 negative effects from the most injured ally and all adjacent allies; Heal the most injured ally and all adjacent for 4200Health +20% of her Max HP. This improvement is crucial for the Night Nurse. Instead of healing only 1 ally, she will heal 2-3 allies and clear up to 3 negative effects. It is sufficient to say, that this improvement justifies any T4 investment. Unfortunately, it will be for nothing if you don’t improve all other important abilities for all Shadowland members.

Passive – When this character or any Shadowland ally drops below 50% Max HP, it will apply Defense Up and fill Speed Bar by 30%. It is sufficient to explain the importance of maximizing the Night Nurse’s passive. It will improve Shadowland’s sustain considerably. At the same time, it will improve their damage potential as well, because it will make them play more often. This is another ability that needs investment in Shadowland synergy – the total amount of T4 needed for a viable synergy is higher compared to any other team in MSF… unfortunately.

Nobu

U – Ultimate ability

B – Basic ability

S – Special ability

P – Passive ability

At this point, any investment in T4 Abilities is not justified for Nobu.

Okoye

U – Ultimate ability

P – Passive ability

B – Basic ability

S – Special ability

Ultimate – Increased Piercing Damage; In CC or War Offense, clear Revive Once from the primary target (cannot be resisted). This improvement is essential for having an efficient War Dogs team. It will allow them to fight against H4H, 8W, and Dormammu. Without the ability to remove Revive Once, Okoye cannot reach her full potential.

Passive – in CC or War offense, while Charged and with 4 or more Wakandan allies, lower Drain by 50% for all enemies. This improvement is important for trying to counter teams with Drain (Darkhold, Gamma). It basically suggests that you should be able to counter those teams but it doesn’t offer any guarantees except that without it you can’t do it.

Polaris

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – on WAR offense +5% Max HP and Max barrier for all X-Factor members. It is not mandatory to improve this ability but if you want to maximize the potential of your X-Factor members, you can do it. This investment is justified even though it is not necessary.

Psylocke

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – on Spawn always place Evade, Counter, and Deflect on self and all Deathseed allies. The improvement of Psylocke’s passive will grant you those 3 important defensive buffs at the start of each battle and each Raid Node. Without a doubt, this will be necessary spending of T4 ability material!

Special – Increased Piercing Damage; Bleed for 2 turns; Chain to 5 targets. Improvement of Psylock’s special will allow you to chain to 2 additional targets with all the benefits ability has to offer. It will also prolong the Bleed for another turn for all targets. This can be really helpful in raids, especially against waves with characters who Taunt. For all those familiar with Doom 3 Mutant nodes, investing in Psylocke’s special will be instantly logical and justified.

Punisher

U – Ultimate ability

S – Special ability

B – Basic ability

P – Passive ability

At this point, any investment in T4 Abilities is not justified for Punisher.

Pyro

S – Special ability

U – Ultimate ability

P – Passive ability

B – Basic ability

At this point, any investment in T4 Abilities is not justified for Pyro.

Quake

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

At this point, any investment in T4 Abilities is not justified for Quake.

Red Guardian

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – +20% Max HP for Red Guardian; on Spawn place Speed Up to all Skill Military allies. Passive on Level 5 is crucial for a viable Skill Military synergy. If you want that your Skill Military setup has a chance to be a decent counter for some teams, you will have to improve the Red Guardian passive.

Rescue

S – Special ability

P – Passive ability

U – Ultimate ability

B – Basic ability

At this point, any investment in T4 Abilities is not justified for Rescue.

Rhino

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – This is not mandatory or necessary, but because some players use him in random teams, you can spend T4 Ability Materials on his Passive. It will increase his hp and fill his speed bar by 100% when he gets Blind.

Rocket Raccoon

U – Ultimate ability

S – Special ability

B – Basic ability

P – Passive ability

At this point, any investment in T4 Abilities is not justified for Rocket Raccoon. Until they boost the Guardians of the Galaxy team, it will not be a smart move to upgrade the Rocket’s skills to the maximum level.

Ronan the Accuser

U – Ultimate ability

P – Passive ability

B – Basic ability

S – Special ability

At this point, any investment in T4 Abilities is not justified for Ronan the Accuser.

Sabretooth

U – Ultimate ability

S – Special ability

P – Passive ability

B – Basic ability

Ultimate – Increased damage on the primary and secondary target and a Rebound Chain jump to 5-6 (up from 3-5). We know that he applies two Bleeds (with each hit), and we can see the importance of increasing the number of enemies affected by his Ultimate.

Special – In most cases, we do not suggest upgrading some skill if it’s just a damage upgrade. But in this case, damage improvement is too significant to be ignored (especially if Omega Red is an ally).

Scarlet Witch

S – Special ability

U – Ultimate ability

B – Basic ability

P – Passive ability

Special – She will apply Defense Up to all allies (up from 50% chance). Special at max level will double the amount of her healing. We must have this upgrade because it will increase the durability of the Darkhold team (or any team with a Scarlet Witch, but most of the time, she is with Darkhold).

Ultimate – It will always apply Defense Down to enemies (up from 50% chance). Because of that, it is worth upgrading. The less RNG you are involved in – the better.

Basic – This is a good upgrade we need to learn. It will apply Offense Down, Defense Down, and Slow (for two turns) to the target if Scarlet energy is not at max number. That means if she does not have enough ability-energy for her Ultimate ability. She will do those debuffs even when she assists/counter-attacks.

Scientist Supreme

U – Ultimate ability

S – Special ability

P – Passive ability

B – Basic ability

At this point, any investment in T4 Abilities is not justified for Scientist Supreme.

Shocker

S – Special ability

P – Passive ability

U – Ultimate ability

B – Basic ability

Special – He will get Offense Up for two turns, but more importantly, he will buff all Sinister Six allies with Offense Up. It is a good upgrade because it will increase the damage potential of his team.

Passive – First, I need to say that this is not mandatory at all. Good upgrade for Shocker (+5% Armor +10% Damage) but not crucial. It is just a personal benefit for this character. Upgrade his Passive if you have extra T4 Ability Materials to spend.

Shuri

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – She will apply Speed Up on herself and all Wakandian allies on spawn. It will increase her Health by +20%. It is mandatory – they need Speed Up from her, and she needs more HP. Simple as that.

Special – On max level, her Special will generate Ability Energy for four random Wakandian allies. With this on maximum, the Wakandian team has more effectiveness – they can use their abilities more often.

Ultimate – Increasing healing by a bit, and will repeat action one additional time (four times actually, up from three). Every time Shuri heals, she clears one negative effect from the target. We can understand why upgrading this is no mistake. But it is not mandatory at all. It will not make or break anything. Upgrade this if you have a lot of T4 ability materials. If that is not the case – skip it.

Sif

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – She will gain a +10% Block Chance. At the same time, Hero Asgardians will get +25% Resistance. Her Passive is the only skill worth upgrading to max level.

Silver Surfer

U – Ultimate ability

P – Passive ability

S – Special ability

B – Basic ability

Ultimate – Upgrading Ultimate on the max level will add some damage, Clear Immunity from all enemies, and Apply Heal Block for two turns. It has strong synergy with his Passive. Clearing Immunity from all opponents can decide battles. So this is mandatory.

Passive – On spawn, he will have Defense Up for three turns (up from 1). It is good, but the best is yet to come. Every enemy with Heal Block (remember – he put Heal Block on all enemies for two turns with his Ultimate) will have Resistance lowered by 50%. As you can see, it is not a mistake (if you want Surfer at full capability, it is mandatory) to upgrade every ability on the max level.

Special – Adding Piercing damage to primary and secondary targets and prolonging the duration of Disrupted to 2 turns. Disrupted is one of the most dominant debuffs, so increasing its span can be crucial on more than a few occasions.

Basic – It will add some damage, but more importantly, it will transfer all positive/negative effects. It is a good upgrade, too good to be ignored.

Spider-Man

P – Passive ability

S – Special ability

B – Basic ability

U – Ultimate ability

Passive – Spider-Man will get +5% Dodge chance and +5% Speed if his Passive is on max level. Also, it will fill the Speed Bar by +10% for any Web Warrior when they dodge the enemy’s attacks. This skill will boost the whole team, and you need to upgrade it if you want to experience Web Warrior’s full potential.

Special – Increase the number of targets affected by the chain to 5 (up from 3-4), and give him a +50% drain. So he will drain 100% of his special attack damage. Upgrading his Special can increase the survivability of Spider-Man – that’s always good.

SpiderMan[Miles]

U – Ultimate ability

S – Special ability

P – Passive ability

B – Basic ability

Ultimate – It will apply Disrupted to 3 additional targets. It is a powerful debuff that prevents the character from obtaining any buffs. By increasing the number of targets affected by it, your team can benefit a lot.

Spider-Man [Symbiote]

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – +20% Max Health for self, Hero Spider-Verse, and Symbiote allies. Health increase is always good, especially when we know how Bleed Debuff in this game works: It will do damage based on the attacker’s Max Health, so the more HP you have – the better. And Symbiotes do a lot of bleeds. Spider-Man (Symbiote) Passive has excellent synergize with his Symbiote teammates.

Star-Lord

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – This is the only ability worth improving right now. It will increase Ability Energy replenishment for his team, which is always good. Even though GotG is one of the 3 worst teams at the moment, investing is justified because they will definitely be boosted soon.

Storm

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – Players can upgrade Storm’s passive and increase her Charged gaining. That way can reach full damage potential faster (with Magic on the team).

Stryfe

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – Passive is the only skill you should upgrade on Stryfe. It will improve his Barrier. On War Defense, he and his Mutant allies will have further increased Resistance + Focus by +10%.

Thanos

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – If Thanos is not Empowered, the only ability worth upgrading is his Passive. When the enemy dies, It will always gain two ability energy to himself or adjacent Cosmic allies. If your Thanos is in his Empowered condition, this is important 2. It will fill the Speed Bar, +10%, the first time someone drops below 50% health. It will passively decrease enemies’ armor by 10%. (1st)

Special – It will Flip all positive effects for all enemies and apply Taunt to an ally Cull Obsidian for two turns. Empowered Thanos needs this ability on maximum to fulfill his potential. (2nd)

Ultimate – Will increase damage, increase drain and repeat this attack two times. Same as special. If you have an Infinity Watch team, you should upgrade this to the max. (3rd)

The Thing

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

At this point, any investment in T4 Abilities is not justified for The Thing.

Thor

P – Passive ability

B – Basic ability

U – Ultimate ability

S – Special ability

Passive – Most important Thor’s Ability is his Passive. We should upgrade it to be even more powerful. It will provide him 5% more damage and increase Max Charge damage on all enemies.

Basic – Players should upgrade Thor’s Basic attack. Fliping Defense Down helps a lot in most cases.

Toad

U – Ultimate ability

P – Passive ability

S – Special ability

B – Basic ability

Ultimate – On level 7, he will clear every negative effect from himself, and the chain attack will extend to 4-5 targets. Ultimate damage will increase as well. So it is a smart move to upgrade Toad’s Ultimate.

Passive – Toad will gain +5%, Dodge Chance. In War, gain +20% Focus for self and Brotherhood allies. For that Game Mode, passive on maximum always help.

Ultimus

S – Special ability

B – Basic ability

P – Passive ability

U – Ultimate ability

Special – Important ability to upgrade to the max because he will transfer all positive effects from the targets (excluding Stealth and Taunt), and he can buff himself a lot through this ability.

Ultron

S – Special ability

P – Passive ability

U – Ultimate ability

B – Basic ability

Special – Ultron will always summon 3 Minions. It is a fantastic upgrade because they will buff him and most of the team – the more Minions you have, the more buffs you will have. And at the same time, when he uses Ultimate, he will benefit more if he has more positive effects.

Passive – On kill, he will prolong all positive effects. We know that most of the time Ultron team is full of buffs. Extending all of them if Ultron can do a killing blow is good.

Venom

S – Special ability

U – Ultimate ability

P – Passive ability

B – Basic ability

Special – It will increase the duration of bleeds to 2 turns. That can be good in most cases.

Vision

U – Ultimate ability

P – Passive ability

S – Special ability

B – Basic ability

Ultimate – Upgrading will increase damage and generate 1 Ability Energy to all adjacent allies. It’s good to have it, so upgrading Ultimate will not be a mistake. The Bionic Avenger team is working on an ability energy circulation system – every time you spend it, you will get some back (on other characters).

Passive – Bionic Avengers are a slow team. Most of the enemies will play before them. So having Immunity (for two turns) on spawn is crucial. Work only in Raids, but they are one of the best – currently the best – teams for that game mode. That means you will use them a lot in Raids.

Special – Increased Damage; Generate 1 Ability Energy to Viv Vision. The key for the Bionic Avengers team is Viv Vision’s ultimate. Being able to grant Viv to use her ultimate more often is crucial!

Vulture

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

At this point, any investment in T4 Abilities is not justified for Vulture.

War Machine

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – This is the only skill you should consider upgrading. It will always put Taunt on the enemy when a target is below 50% of Health and will increase War Machine damage by +10%. If you have extra T4 ability materials, you should upgrade his Passive. Keep in mind that the Power Armor team is incomplete because Iron Man has better usage in the Bionic Avengers.

Wasp

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

At this point, any investment in T4 Abilities is not justified for Wasp.

White Tiger

P – Passive ability

S – Special ability

U – Ultimate ability

B – Basic ability

Passive – It is a priority for upgrading because the speed bar of the whole team will rapidly increase on spawn. It is a crucial upgrade. As you all know, speed is the primary thing in turn-based games. It will increase her speed even more if she can do a killing blow. This upgrade a lot increases the power of the Shadowlands team.

Special – +20% Piercing Damage per Shadowland ally to all attacks; Bonus attack 3 times. I usually don’t emphasize skills that only boost damage but for White Tiger’s special, its damage is literally doubled, so it is mandatory to be upgraded for reaching his full potential.

Ultimate – Additional healing plus damage increase is a good upgrade. But the best thing about upgrading ultimate is clearing all negativities from herself (up from 3 on level 6).

Winter Soldier

P – Passive ability

U – Ultimate ability

S – Special ability

B – Basic ability

Passive – It will give a +5% additional critical chance to Winter Soldier and all Hydra allies. Having an extra critical strike rating for one character is always good but having more critical for the whole team is even better. Passive is the only skill worth upgrading.

Wolverine

S – Special ability

P – Passive ability

U – Ultimate ability

B – Basic ability

Special – It will increase the number of targets affected by his chain to 5 (3-4 on level 6). So this is his only skill worth upgrading.

Passive – Increased self-healing; When drops under 60% HP, gain Defense Up and 2 Deathproof. Improving Passive Ability is mandatory for Wolverine to remain alive against META opponents in WAR. In Marvel lore, Wolverine can withstand an insane amount of damage, but in MSF he needs all the help he can get for staying alive.

Yo-Yo

P – Passive ability

B – Basic ability

U – Ultimate ability

S – Special ability

Passive – Increase Dodge and Focus. We all know how Yo-Yo works in battle. Improving Focus will increase her chance to apply Offense Down to enemies on their turns. That is essential for any synergy made with Yo-Yo.

Yondu

P – Passive ability

U – Ultimate ability

B – Basic ability

S – Special ability

Passive – Increased focus per Ravager ally is always good – if you put Yondu in the Ravager group. But it is only in the War. So if you have god Ravagers for War game mode, this is the best skill to upgrade, especially when we know that Star-Lord [T’challa] can blind enemies (Yondu will copy all positive effects from a blinded enemy).

Conclusion

T4 priorities tend to change with every new Update. We never know who will be boosted and which new characters we will get that can totally change the perspective and focus of T4 investment.

Stay assured that I will watch for those changes thoroughly and that I will update the content asap if needed. One thing is certain – if you have doubts about where to spend your T4 materials when new characters are released, check this page and you will learn what is my strategy regarding it.

Hopefully, I’ve helped you so far and persuaded you to put your trust in me again. If that is so, I am grateful, and that is why I love this work 🙂