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Thunderbolt

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Introduction

The Thunderbolt is a team composed of two reworked and three new characters, designed to have the greatest utility value in Raids, particularly in Bio nodes. But still, in other game modes, they have solid usability, mostly because of riveting features that can cause a lot of harm to opponents (through direct damage but also through control) and a lot of improvement to themselves.

The team features five Bio characters, some of them with dual threads: Taskmaster is Bio / Skill; Ghost and Victoria Hand are Bio / Tech; and Hyperion and Songbird are Bio. We have one Protector, one Blaster, one Support, and two Controllers. Among them, there are three Hero characters and two Villains, four classified as Global characters, and one as Cosmic.

Team Members

thunderbolt

(left to right) with links to Character Pages

Utility

  • Alliance Raids
  • Quasar Trials

In Raids, this team receives numerous additional bonuses that enable them to excel in this game mode. In other game modes, we will see what we can get from them, but we can certainly expect solid performance. They, like all relatively recent teams, have some of their bonuses active only if the entire team is present, so their combinatorics with strong plug-and-play characters is limited, but not impossible.

They’re the first team of Age of Annihilus: Chapter 1 and one of the 3 teams required for the Quasar Trials. Through these Trials, we are up to collect Red Stars for the Legendary character Quasar.

Knowing all this, a Thunderbolt team is not to be skipped, as Raid teams certainly have immense value in this game, and the fact that they are essential for Quasar Trials gives them added value.

Team Placement & Turn Order

Let’s arrange the characters strategically: We’ll place Victoria Hand in the center as a Support character with high Health. To her right, we’ll position Ghost, and in the far right corner, we’ll have Hyperion as a protector. Ghost has an increased Dodge Chance, making it a good choice to stand next to the protector. On the left side of Victoria Hand, we’ll put Taskmaster, and in the left corner, we’ll have Songbird.

Turn Order:

  1. Songbird
  2. Hyperion
  3. Taskmaster
  4. Victoria Hand
  5. Ghost

Iso-8 Classes

  • Songbird – Raider
  • Taskmaster – Raider/Skirmisher
  • Victoria Hand – Striker
  • Ghost – Raider/Skirmisher
  • Hyperion – Striker/Fortifier

Songbird has the ability to turn positive effects into negative ones on opponents and apply important debuffs. She gains extra Focus on her attacks, making the Skirmisher Class unnecessary. Instead, it’s better for her to be a Raider because she passively gains additional Crit Chance and Crit Damage. With the Raider Class, we can enhance these strengths even further. Since she attacks multiple enemies with her Special and Ultimate abilities, the Raider Class is an excellent choice.

Victoria Hand benefits from her Iso-8 attack by gaining additional Charged, making Striker a logical choice. We want Victoria to have as much Charged as possible to enhance her team’s sustainability. Additionally, her Basic attack calls a random Controller to attack the primary target. This allows us to give Taskmaster or Ghost, or both, the Skirmisher Iso-Class, creating a Striker-Skirmisher combo each time Victoria Hand uses her Basic attack.

Ghost and Taskmaster can also be Raiders because their Abilities target multiple enemies, automatically increasing their damage with the Raider Class. While using Skirmisher on them isn’t a bad option, I believe it’s better to have at least one of them as a Raider.

Hyperion, as a team protector, can be a Fortifier to strengthen his mitigation. Alternatively, he can be a Striker because his Iso-8 attack also heals him. The choice is yours.

Team T4’s

Essential

  • Songbird – Passive and Special
  • Taskmaster – Ultimate and Passive
  • Victoria Hand – Passive and Ultimate
  • Ghost – Passive and Ultimate
  • Hyperion – Passive and Ultimate

Songbird

When we maximize her Passive, if she has four or more Thunderbolt allies, Songbird, along with all Thunderbolt allies, cannot be affected by Ability Block or Trauma until she takes her next turn. Although she is a fast character and typically plays first, there are still opponents who may act before her. This ability provides solid protection for the Thunderbolt team until she has her turn.

When her Special Ability is maxed out, it applies Speed Up for two turns to Songbird and all Thunderbolt allies in Raids. Even though this upgrade is strict to Raids, it is still crucial because it increases the speed of the entire Thunderbolt team in that game mode.

Taskmaster

In War and Raids, Taskmaster applies Blind and Heal Block to all enemies (up to the primary target and 2 additional random targets) when his Ultimate is fully upgraded. The ability to reduce accuracy and prevent healing for all opponents is a valuable upgrade that we shouldn’t overlook.

When his Passive is maxed, Taskmaster gains a 20% chance to Counterattack (increased from +10%) and an additional +20% chance for each Mercenary, Thunderbolt, or Underworld ally on his team (up from +10% per ally of those types). This means that Taskmaster will consistently Counterattack enemy attacks when he’s part of a full Thunderbolt or Underworld team, provided his Passive is fully upgraded. He also receives a +25% Block Chance, which is an increase from the previous +10%.

Victoria Hand

In Raids, when Victoria Hand is Charged, she generates 1 Ability Energy for herself or 2 random Thunderbolt allies who were not at full Ability Energy at the start of the current turn when an enemy attacks her or a Thunderbolt ally. This is unlocked when the Passive is fully upgraded and is crucial for enhancing Ability Energy distribution across the entire Thunderbolt team in Raids.

When her Ultimate is fully upgraded, it applies Trauma to the primary and adjacent targets, in addition to significantly increasing Piercing damage. With this upgrade, Victoria Hand can apply Ability Block and Heal Block to multiple enemies while also inflicting Trauma, making her abilities particularly valuable.

Ghost

When fully leveled, Ghost’s Passive allows her to heal Thunderbolt and Pym Tech allies who successfully dodge enemy attacks for 15% of her maximum health, an increase from the previous 10%. Additionally, her Passive ability raises her dodge chance to +25%, up from +20%, and provides her with a +100% chance to counterattack, which is an increase from the previous +50%. This enhancement means that Ghost will not only heal her Thunderbolt or Pym Tech allies more effectively when they dodge but will also always counter enemy attacks.

With her Ultimate maxed out, Ghost deals increased damage and steals 15% health from all enemies, up from 10%. This upgrade significantly enhances her offensive capabilities, while also improving her team’s sustainability, as all the health she steals is redistributed to her Thunderbolt or Pym Tech allies.

Hyperion

If Hyperion has four or more Thunderbolt allies, the first time he is attacked, he will fill the Speed Bar for himself and all Thunderbolt allies by 30%. This Passive upgrade is crucial because its benefits can be observed not only in Raids but also in all other game modes. As a protector who can quickly gain a Taunt, Hyperion will inevitably be attacked by opponents. When this first attack occurs, the entire team will have their Speed Bars filled, allowing everyone to act sooner.

With a maximized Ultimate, Hyperion can deal significantly greater damage to all opponents and steal up to three Ability Energy from each enemy in Raids (increased from one Ability Energy). Additionally, in Raids, he grants himself and all Thunderbolt allies an extra Counter. Since Hyperion attacks all enemies with his Ultimate, possibility to steal three Ability Energy from each opponent is a valuable upgrade, as it hinders usage of their skills. Even though this upgrade specifically applies to Raids, it should not be overlooked.

Recommended

  • Songbird – Ultimate and Basic
  • Victoria Hand – Basic and Special
  • Ghost – Special
  • Hyperion – Special

Songbird

Her Ultimate Ability does increased damage and applies Offense Down for two turns on all enemies (up from one turn). Additionally, if Songbird has four or more Thunderbolt allies, it also applies Trauma for two turns to all enemies (up from one turn). This upgrade is a valuable enhancement that extends the duration of the key negative effects that Songbird inflicts with her Ultimate, although it is not strictly essential.

With her Basic maximized, Songbird cleanses two positive effects from the primary target (increased from one) and also removes two negative effects from herself (increased from one). The ability to remove a greater number of negative effects from herself while also dispelling more positive effects from the target is always beneficial.

Victoria Hand

Her Basic attack now deals more damage, applies 2 Bleed effects (up from 1), and always calls a random Controller ally to attack the primary target (increasing from a 50% chance to call). This is especially beneficial when the Controller ally is a Skirmisher and a Victoria Striker, as she will perform an Iso-8 attack and gain an additional Charged effect.

Upgrading her Special to max level adds extra Piercing damage and increases Vulnerable application to 2 (up from 1). This added Vulnerable is advantageous because it affects both the primary and adjacent targets, allowing Victoria to apply 2 Vulnerable effects to multiple enemies.

Ghost

When Ghost has her Special maxed, she inflicts increased damage and applies 2 Bleed effects to the primary target for every 2 Thunderbolt allies on the team, up to a maximum of 4 Bleed effects. Therefore, when she is part of a Thunderbolt team, Ghost can apply a total of 4 Bleed to the primary target with her Special attack.

Hyperion

With a fully upgraded Special, Hyperion inflicts more damage and applies Immunity for two turns to himself and all Thunderbolt allies in Raids (up from one turn). This is a significant upgrade that extends the duration of a key buff, enhancing the sustain and mitigation capabilities of the Thunderbolt team.

Red Stars and Diamonds

Getting 7 Red Stars on the new characters Songbird, Victoria Hand, and Hyperion shouldn’t be complicated, as long as you open Elite Red Star Orbs when they are featured there. Taskmaster, and Ghost are older characters so plenty of players might have them at high Red Stars already.

You could also get Red Stars for them from the Incursion Campaign:

  • 7 Red Stars for Taskmaster – Incursion 3-1
  • 6 Red Stars for Ghost – Incursion 2-4

When the Songbird, Victoria Hand, and Hyperion becomes farmable and free-to-play players are able to collect 7 Yellow/Red Stars for them, we also recommend using Diamonds for them (3 Diamonds at least).

For the two reworked characters, we also recommend a minimum of 2 Diamonds.

Farming Locations

  • Songbird – Venture Orb, Character Store (Age of Annihilus)
  • Taskmaster – Cosmic 1-9, Venture Orb, Character Store (Age of Annihilus)
  • Victoria Hand – Venture Orb, Character Store (Age of Annihilus)
  • Ghost – Venture Orb, Character Store (Age of Annihilus)
  • Hyperion – Venture Orb, Character Store (Age of Annihilus)

On Spawn Buffs and Crucial Passive Effects In Battle

Team On Spawn Buffs:
In all game modes – Barrier for 30% of Victoria Hand Max Health, Defense Up (2 turns), Safeguard (2 turns)
In Raids – 4 Ability Energy,

Victoria Hand On Spawn Buffs: +2 Charged (+5 in Raids)
Taskmaster On Spawn Buffs: fill Speed Bar by 10% in War

Thunderbolt:

  • Cannot gain Ability Block or Trauma until Songbird takes a Turn if Songbird has 4 Thunderbolt allies
  • +50% Crit Chance, +50% Crit Damage, +300% Focus in Raids (Songbird will not receive Focus buff)
  • In Raids, while Victoria Hand is Charged, when an enemy attacks any Thunderbolt character, generate 1 Ability Energy for 2 random Thunderbolt characters that were not at full Ability Energy at the start of the current turn.
  • The first time any Thunderbolt character gains Stun, clear all Stun from that character
  • When any Thunderbolt character drops below 75%, 50%, or 25% HP, if Victoria Hand has Charged, she will heal that character for 25% and lose 1 Charged. If Victoria has 4 Thunderbolt allies, she will also reduce the duration of Heal Block by 2 on that character.
  • On Dodge, heal by 15% of Ghost Max Health
  • Fill the Speed Bar by 30% first time when Hyperion gets attacked

Enemies:

  • Cannot gain Counter if Hyperion has 4 Thunderbolt allies
  • When one or more enemies with Offense Down are attacked, Lady Bullseye will attack the primary target of that attack for 5% of that target’s Max Health (if you bring Lady Bullseye)

Team Mechanics

The Thunderbolt is a team designed to dominate in Raids (primarily the Bio nodes of Chaotic Storm Raids), and they perform best in that game mode. However, they are certainly excellent in all other game modes as well, because they possess some very interesting characteristics that significantly enhance them both individually and as a team, even outside of Raids. So now we will take a closer look at each of them individually and as part of this team, and see what they bring to Thunderbolt.

Songbird

Songbird (Melissa Gold) is a superheroine in the Marvel universe. Originally a member of the villainous group known as the “Masters of Evil,” she eventually reformed and became a key member of the Thunderbolts, a team of reformed villains.

Songbird possesses the ability to manipulate sound waves, which she can use to create solid constructs, sonic blasts, and even a variety of sound-based effects. Her powers allow her to fly and can be used for both offensive and defensive strategies in combat.

Melissa is known for her strong will and determination. Her journey from villainy to heroism reflects her complex character development, showcasing themes of redemption and personal growth.

She is a Blaster able to attack multiple opponents with her Abilities and has an increased Crit Chance, so as a Raider Iso-8 Class, she will always be able to Crit. She can passively boost other Thunderbolt allies’ Critical Chance, Critical Damage, and Focus in Raids. Songbird has excellent offensive characteristics and abilities with which he can remove Barrier from all opponents, remove Defense Up from the primary and adjacent target, regardless of Safeguard, and flip positives into negatives of opponents. But also to buff her Thunderbolt team. In Raids, she can reduce the Speed ​​Bar of opponents with both Special and Ultimate, which puts the Thunderbolt team in an excellent position.

With a Basic, Songbird attacks the primary target and clears 2 positive effects while removing 2 negative effects on herself. A fairly simple but effective Ability. With Iso-8 / Counter Attack / Assist, she does the same.

The Special costs 5 Ability Energy and can be used in the first turn. Before attacking, Songbird clears Barrier from all enemies. She then attacks the primary and adjacent targets and reduces their Speed ​​Bar by 20%. If has 2 or more Thunderbolt allies, Songbird will reduce the duration of Defense Up by 2 for primary and adjacent targets, so it will remove Defense Up from targets regardless of whether they have Safeguard or not, and she will apply Defense Down (2 turns) to the primary and adjacent targets. This attack has a +500% Extra Focus and cannot be blocked or dodged. In Raids, in addition to attacking opponents, Songbird also buffs her team by applying Defense Up, Safeguard, and Speed ​​Up (everything for 2 turns) to herself and all Thunderbolt allies.

This is a well-rounded Special Ability that delivers high damage while providing strategic advantages to both the Songbird and her allies. Its ability to clear Barriers, inflict significant damage, and enhance team performance in Raids makes it an essential tool in the arsenal of any player utilizing this character. Understanding the synergy with Thunderbolt allies and the tactical applications in Raids can significantly enhance gameplay effectiveness.

Ultimate costs 5 Ability Energy and like Special can be used in the first turn. With it, Songbird attacks all opponents with solid damage flips all positives into negatives, and applies Offense Down (2 turns) to each target. If there are 4 or more Thunderbolt allies, Songbird applies Trauma (2 turns) to all enemies. This attack gains +500% Extra Focus and cannot be blocked.

In Raids, Ultimate has additional bonuses:

  • Reduce Speed Bar by 50% for all enemies with any positive effects.
  • Apply Immunity to self and all Thunderbolt allies
  • This attack cannot be dodged.

This is not just an Ultimate Ability; it’s a strategic masterpiece that shifts the momentum of battle dramatically. With its ability to deal massive damage, flip enemy advantages, and apply debilitating effects, it serves as a cornerstone of any successful strategy. In raid situations, the added benefits of Speed Bar manipulation and Immunity make it an indispensable tool for overcoming even the toughest challenges. Harness the power of Songbird’s Ultimate and watch as your enemies crumble under the weight of their own disadvantages!

Through Passive, Songbird on turn, applies +2 Deflect (up to a maximum of 3) to self and all Thunderbolt allies. If there are 4 or more Thunderbolt allies, Songbird and the entire Thunderbolt team cannot gain Ability Block or Trauma until she takes a turn. Songbird passively gains +50% Crit Chance.

In Raids:

  • Gain +50% Crit Damage.
  • Thunderbolt allies gain +50% Crit Chance and +50% Crit Damage.
  • Thunderbolt allies gain +300% Focus.

Songbird’s Passive Ability empowers both the character and her Thunderbolt allies in a multitude of ways. By providing essential defensive capabilities in the form of Deflects, and immunity to Ability Block and Trauma until Songbird takes a turn, Passive ensures that your team can withstand enemy onslaughts at the beginning of combat. In Raids, Songbird through her Passive improves her Thunderbolt team’s offensive capabilities by increasing their Focus, Crit Chance, and Crit Damage.

Taskmaster

Taskmaster is a unique anti-hero, renowned for his extraordinary photographic reflexes, which allow him to perfectly mimic the physical movements and fighting styles of anyone he observes. This ability makes him a formidable opponent, as he can replicate the skills of heroes and villains alike, including the likes of Captain America and Black Widow.

Originally introduced as a mercenary, Taskmaster has often walked the line between villainy and heroism. His tactical mind, combined with his combat prowess, has made him a sought-after trainer for various criminal organizations. Despite his morally ambiguous nature, Taskmaster has occasionally allied with heroes, showcasing his complex character.
With a distinctive skull mask and a penchant for martial arts, Taskmaster remains a captivating figure, embodying the themes of identity and imitation within the superhero genre.

He is a Controller able to transfer positive effects from the target to himself with his attacks, but also to apply nasty debuffs to opponents such as Stun, Offense Down, Blind, and Heal Block. Taskmaster also has enhanced defenses in the form of increased Block Chance and Block Amount and can counter all enemy attacks.

With Basic, Taskmaster attacks the primary target and transfers 3 positive effects, excluding Taunt, from the primary target to self. This is a good way to buff himself. Iso-8 / Assist / Counter Attack does the same, only it transfers 2 positive effects.

The Special costs 5 Ability Energy and can be used in the second turn. Taskmaster attacks the primary target and applies Stun to it. He gets +300% Extra Focus for this action. Then Rebound Chain to 3 additional targets and apply Offense Down to them. Counterattack breaks this Chain, but if Taskmaster has 3 or more Underworld or 4 or more Thunderbolt allies, this attack cannot be counterattacked.

A powerful Special Ability that combines high damage, crowd control, and strategic debuffs into a single action. Its ability to Stun the primary target while spreading damage and applying Offense Down to additional foes makes it an invaluable asset in any battle. With the added benefit of avoiding counterattacks under specific conditions (4 or more Thunderbolt allies), this Ability empowers players to take bold actions and seize control of the battlefield with confidence.

Ultimate costs 6 Ability Energy and can be used in the first turn. With this Unavoidable attack, Taskmaster, in most cases, opens the fight by attacking all opponents and applying Bleed for 2 turns. He also applies Blind and Heal Block on primary and 2 additional random targets. In War and Raids, Blind and Heal Block will be applied to all enemies instead. After the initial attack, Taskmaster deals a bonus attack (Piercing damage) to all opponents with Bleed. If he has 3 or more Underworld or 4 or more Thunderbolt allies, he gains +500% Extra Focun for this attack.

This is an Ultimate Ability that exemplifies raw power and strategic disruption. With its ability to deal massive damage, apply critical debuffs, and ensure that every attack lands, it serves as a cornerstone of offensive strategy, especially in War and Raids.

Taskmaster passively gains Assist Now on each Mercenary Villain or Underworld ally’s turn. This doesn’t matter so much to the Thunderbolt team, as none of the Thunderbolt allies are either Mercenary Villain or Underworld. But it is important when Taskmaster is used in the Underworld team because he will always assist there. Unfortunately, in the Thunderbolt team, he will not be able to assist his ally’s attacks.

Through Passive he gets both +25% Block Chance and +25% Block Amount. He also gets a +20% chance to Counterattack and +20% per Mercenary, Thunderbolt, or Underworld ally. In other words, when on the Thunderbolt team, the Taskmaster will always counter the opponent’s attacks.

In War:

  • On Spawn, fill Speed Bar for self and all Mercenary Villain and Underworld allies by 10% + 10% per Mercenary or Underworld ally.
  • On a turn, if this character has 2 or more Mercenary Villain or Underworld allies, apply Taunt to the enemy with the highest Damage.
  • This is unavoidable.
  • Gain +10,000% Extra Focus for this action.
  • Assist allies on non-attack abilities.

All of these buffs in War, don’t have much impact on the Thunderbolt team. Except that Taskmaster will fill his Speed ​​Bar by 10% when used in the War with the Thunderbolts so he can play a bit earlier. None of the Thunderbolt allies have non-attack Abilities – Taskmaster will not assist.

Victoria Hand

Victoria Hand is a prominent character, known for her sharp intellect and strategic prowess. Initially serving as a high-ranking agent of S.H.I.E.L.D., Hand is often portrayed as a no-nonsense operative who prioritizes efficiency and results. Her role within S.H.I.E.L.D. places her at the center of many critical operations, where she navigates the complex political landscape of superhero dynamics.

Hand’s character becomes increasingly complex as she later aligns with the Thunderbolts, a team of anti-heroes and reformed villains. Her pragmatic approach to leadership often puts her at odds with more idealistic heroes, showcasing her willingness to make tough decisions for the greater good.

With her keen tactical mind and ability to manipulate situations to her advantage, Victoria Hand remains a compelling figure, embodying themes of loyalty, power, and the moral ambiguities of heroism.

Victoria Hand is a Support character who has the Charged mechanic, with which she gets several benefits for herself and her Thunderbolt team. She provides Ability Energy, Barrier, healing, clearing of negativities, and various buffs for Thunderbolts (even more in Raids). In addition to all that, she can also apply important debuffs to enemies.

When she uses Basic, for which she gains +150% Extra Focus, Victoria Hand attacks the primary target with Piercing damage and applies 2 Bleed. After she uses Basic, she gets +1 Charged up to a maximum of 5. Then she calls a random Controller ally to attack the primary target. Iso-8 / Counter Attack / Assist works the same, except, of course, she cannot call a random Controller ally.

The Special costs 5 Ability Energy and can be used in the second turn. Victoria Hand attacks primary and adjacent targets with huge Piercing damage and applies 2 Vulnerable on each. He then buffs her team by applying 2 Regenerations to himself and all allies and gains +2 Charged (up to a maximum of 5). This attack gains +500% Extra Focus and cannot miss.

Victoria Hand Special Ability is designed to deliver high damage while providing substantial support to allies. This Ability combines offensive power with strategic buffs, making it a versatile option in combat. It exemplifies the balance between offense and support.

Victoria Hand has a powerful Ultimate Ability designed to disrupt enemies while providing significant support to allies. It combines high damage output with critical debuffs and healing. She attacks primary and adjacent targets with Piercing damage and applies Trauma, Ability Block, and Heal Block. She also gains +150% Extra Focus for this Unavoidable and unblackable attack.

Victoria generates 1 Ability Energy for herself and all Thunderbolt and S.H.I.E.L.D. alles clears all negative effects on herself and all Thunderbolt and S.H.I.E.L.D allies and heals those allies for 25% of her Max Health. She also clears 2 negative effects on all other allies and heals them for 10% of her Max Health. In Raids, Victoria Hand gains +2 Charged after using her Ultimate. This powerful cleansing removes detrimental statuses, restoring allies to optimal fighting conditions, and allowing them to continue their assault without hindrance.

Ultimate costs 5 Ability Energy, can be used in the first turn and embodies both offensive and supportive capabilities. With its capability to deal piercing damage, apply critical debuffs, generate Ability Energy, clear negative effects, and heal allies, this positions the Victoria Hand as a key player in any team composition.

Via her Passive, on Spawn:

  • Barrier self and all THUNDERBOLT and S.H.I.E.L.D. allies for 30% of this character’s Max Health.
  • Gain +2 Charged, up to a maximum of 5.
  • In Raids, gain +5 Charged, up to a maximum of 5 instead.
  • In Raids, if this character has 4 or more Thunderbolt allies, generate 4 Ability Energy for self and all Thunderbolt allies.

In Raids Victoria on Turn gains +1 Charged up to a maximum of 5. While she is Charged, when the enemy attacks her or a Thunderbolt ally, she generates 1 Ability Energy for 2 random Thunderbolt allies or herself, that were not at full Ability Energy at the start of the current turn.

The first time she or any Thunderbolt or S.H.I.E.L.D. ally gains Stun, Victoria Hand clears Stun from self and all Thunderbolt and S.H.I.E.L.D. allies.

When Victoria Hand or a Thunderbolt or S.H.I.E.L.D. ally drops below 75%, 50%, or 25% Health if she has Charged:

  • If this character has 4 or more Thunderbolt allies, reduce the duration of Heal Block by 2 on that character.
  • Heal that character for 25% of this character’s Max Health and lose 1 Charged.

This is a robust passive ability that enhances both individual and team resilience. By providing barriers, generating ability energy, clearing negative effects, and offering healing, this passive positions the character as a cornerstone of any Thunderbolt or S.H.I.E.L.D. team. With its strategic benefits, Victoria’s Passive ensures that allies remain strong and capable throughout the challenges of battle.

Victoria Hand gain Charged:

  • By using Basic: +1 Charged
  • With Iso-8 / Counter Attack / Assist: + 1 Charged
  • By using Special: +2 Charged
  • By using Ultimate, but just in Raids: +2 Charged
  • On Spawn: +2 Charged (+5 in Raids)
  • In Raids, on turn: +1 Charged

Victoria Hand lose Charged:

  • When she or any Thunderbolt or S.H.I.E.L.D. ally drops below 75%, 50%, or 25% Health; remove Heal Block, Heal for 25% of her Max Health, and lose 1 Charged

Ghost

Ghost is a captivating character who embodies mystery, technology, and moral complexity. Whether as a villain or an anti-hero, Ghost continues to intrigue fans with their unique abilities and enigmatic persona.

She is known for their ability to become invisible and intangible, which makes them a formidable opponent against even the most powerful superheroes. These abilities are thanks to a high-tech suit that allows Ghost to phase through objects and avoid detection. This suit is not only a technological marvel but also a symbol of Ghost’s intelligence and resourcefulness.

The character’s real identity has often been shrouded in mystery, adding to their allure. Ghost’s motivations are typically driven by a deep-seated disdain for corporate greed and corruption, which makes them somewhat of an anti-hero in certain storylines. This moral ambiguity adds layers to Ghost’s character, making them both relatable and unpredictable.

Another Controller (in addition to Taskmaster) in the Thunderbolt team, who is able to reduce the Speed ​​Bar of opponents, apply random negativities to them, and prologue duration of negative effects. But she also helps the team sustain by stealing Health from opponents and redistributing it to her Thunderbolt team.

With Basic, Ghost attacks the primary target and reduces their Speed ​​Bar by 25%. Straightforward Basic, without any buffs for yourself or debuffs for the opponent, but with a very useful Speed ​​Bar reduction.

When using Special, Ghost first applies 2 random negative effects to the primary target and transfers 1 positive effect, excluding Taunt, from the primary target to self. Then she attacks the primary target and applies 2 Bleed for every 2 Thunderbolt allies (up to a maximum of 4 Bleed). This Ability costs 4 Energy and can be used in the first turn.

To ensure the attack’s success, the Ability grants an extraordinary +2,000% Extra Focus, increasing the likelihood that all effects will be applied regardless of the target’s resistance. This combination of immediate damage, debuff application, and strategic effect transfer makes this Special Ability a versatile and potent tool in combat scenarios.

When activated, Ultimate unleashes a devastating attack on all enemies, dealing 350% damage. In addition to this massive damage output, it also prolongs all negative effects on each enemy by one turn, ensuring that your foes remain weakened for longer.

A unique aspect of this Ability is its ability to siphon 15% Health from all enemies. This stolen health is then redistributed among your Thunderbolt and Pym Tech allies, providing them with a significant boost in survivability. Notably, this health redistribution bypasses any Heal Block effects, ensuring that your allies receive the full benefit of the stolen health.

Furthermore, this attack is both Unavoidable and cannot be blocked, guaranteeing that it will hit its targets regardless of their defenses. It also ignores Deathproof and any passive abilities that might trigger when a character’s health drops below a certain threshold. This makes it particularly effective against enemies that rely on these mechanics to survive or turn the tables in battle.

Overall, this Ultimate Ability offers both offensive and defensive advantages that can decisively shift the momentum of a fight in your favor. It costs 5 Ability Energy and can be used in a second turn.

Ghost’s Passive provides several advantages to a character and her Pym Tech allies, enhancing their performance, especially in the Dark Dimension.

On turn, Ghost gains Evade, which helps her to avoid incoming attacks. Additionally, whenever an allied Pym Tech character dodges an attack, they are healed for 15% of this character’s maximum health.

The character benefits from a significant increase in Dodge chance, boosting it by 25%, and also has a guaranteed chance to counterattack at 100%. These enhancements make the character more elusive and aggressive in battle.

In the Dark Dimension, the Passive Ability becomes even more potent. When any allied Pym Tech dodges, all Pym Tech allies are healed for 15% of the character’s maximum health, amplifying the healing effect. If the character is accompanied by three or more Pym Tech allies, there’s a 75% chance to steal any positive effect gained by an enemy and apply it to a random Pym Tech ally, providing a strategic advantage.

Additionally, on any Pym Tech ally’s turn, Evade is applied to that ally, further increasing their survivability. On any enemy’s turn, Offense Down is applied to that enemy, reducing their attack power. The character and their Pym Tech allies also gain a 10% speed boost, enhancing their ability to act quickly in battle. Overall, this passive ability significantly boosts the effectiveness and resilience of the character and their team in combat scenarios.

All of the above for the Pym Tech team doesn’t matter at all when Ghost is used in the Thunderbolt team, but we’ve listed it all clearly so you can see what she can do.

Hyperion

Hyperion is a powerful character, who possesses superhuman strength, speed, flight, and near invulnerability. Hyperion is a member of the Squadron Supreme, a group of heroes from an alternate universe. His character has undergone several iterations, each with unique backstories and motivations. Despite his immense power, Hyperion often grapples with moral dilemmas and the responsibilities that come with being a hero. Within the Thunderbolts, Hyperion’s presence adds a dynamic edge, contributing his might and strategic prowess to the team’s complex missions.

He is the Protector in the Thunderbolt team who is able to protect his team while also representing a big threat to the opponents. He can also buff Thunderbolt allies with powerful buffs like Safeguard, Defense Up, and Immunity. Hyperion can steal Ability Energy from opponents and reduce their Speed ​​Bar and much more, which we will see in a moment.

The Basic attack of Hyperion attacks the primary target, dealing damage and inflicting Bleed. In addition to the offensive capabilities, Hyperion also heals himself for 5% of his maximum health. Furthermore, this attack includes a Bonus Attack targeting the most injured enemy, delivering additional damage.

When considering the Iso-8 enhancements or during Counter Attacks and Assists, the attack modifies slightly. It deals a bit less damage to the primary target, includes some Piercing damage, and still applies Bleed. Hyperion continues to heal himself for 5% of his maximum health in these scenarios.

Hyperion’s Special Ability is a powerful attack in the game. It costs 3 Ability Energy to use, can be used in the first turn, and attacks the primary target, dealing hefty damage. Plus, it applies the Disrupted status for 2 turns, which can really throw a wrench in your opponent’s plans.

If Hyperion is teamed up with 4 or more Thunderbolt allies, there’s a bonus effect: the duration of Taunt on the primary and adjacent enemies gets reduced by 2 turns, which can be useful in tight situations. Additionally, Hyperion gains Taunt, drawing enemies’ attacks towards him, which can protect other team members.

The attack also gets a massive boost of +500% Extra Focus, ensuring it hits its mark every time since it can’t be blocked or dodged.

When used in Raids, this Ability really shines. It grants Hyperion and all his Thunderbolt buddies 2 stacks of Counter, Offense Up for 2 turns, and Immunity for 2 turns, making them a formidable force. This makes Hyperion’s special an essential part of any strategy involving Thunderbolt allies, especially in Raid game mode.

Ultimate Ability is a powerhouse move that costs 5 Ability Energy and can be used in the first turn. It strikes all enemies with a whopping 450% damage and throws in some extra perks like Defense Down and Bleed for 2 turns. Plus, it slows down the primary target by reducing their Speed Bar by 30%. Hyperion also gains 2 Counter and Safeguard for 2 turns, making him even tougher to take down.

When you’re in Raids, and if Hyperion is rolling with at least 4 Thunderbolt allies, things get better. He can steal up to 3 Ability Energy from each enemy, gets Immunity for 2 turns, and applies an extra Counter to himself and all his Thunderbolt allies. Oh, and this attack is so precise that it can’t miss, and in Raids, dodging is just not an option for the enemy!

Through Passive, Hyperion grants several benefits to himself and his allies. Upon spawning, he applies Defense Up for 2 turns to himself and all allies and provides Safeguard for 2 turns to himself and any Thunderbolt allies. The first time Hyperion’s health drops below 50%, he clears all negative effects on himself, heals for 40% of his maximum health, and reduces the duration of Taunt on himself by 2 turns (so, even if he has Safeguard, he will remove Taunt from himself).

Additionally, if there are 4 or more Thunderbolt allies present, enemies are prevented from gaining Counter. Furthermore, the first time Hyperion is attacked, he fills the Speed Bar for himself and all Thunderbolt allies by 30%.

An impressive part of the Passive, which, after the opponents attack Hyperion for the first time, fills the Speed ​​Bar for the entire team and thus gives the Thunderbolts a solid advantage, because they can play before the opponents.

Passive Stats Increases

+50% Crit Chance for the entire team in Raids
+50% Crit Damage for the entire team in Raids
+300% Focus for the entire team except Songbird in Raids
+50% Crit Chance for Songbird (does not stack with Crit Chance bonus from Raids)
+25% Block Chance and +25% Block Amount for Taskmaster
+100% Counterattack Chance for Taskmaster
+10% Speed for Ghost in Dark Dimension

Combat Tips & Tricks

Thunderbolts are a great Raid team, but not only that. From everything provided, it is clear that they can represent a solid force in other game modes as well. They can reduce the opponent’s Speed Bar while simultaneously filling their own, so even if certain opposing teams are faster, after the first enemy attack, things will turn around, mainly due to Hyperion’s Passive.

As for Raids, I wouldn’t dwell too much on that because it’s clear that they can simulate all Bio nodes. Therefore, I would write a bit more about situations when they are used in other game modes (War or Crucible). The team spawns with Barrier, Defense Up, and Safeguard, which provides them with more than good mitigation. Even if some opposing teams are faster, they won’t be able to do much damage to the Thunderbolts, precisely because of these buffs, and after opponents hit Hyperion for the first time, he will fill the Speed Bar for his entire team, allowing them to play earlier.

Songbird plays first, and with her, we can either use the Special (remove Defense Up from primary and adjacent targets, apply Defense Down, and reduce their Speed Bar by 20%) or Ultimate (flip positives on opponents and apply Trauma), depending on the situation. After her, Hyperion plays, who can also use either Special or Ultimate. With the Special, he will gain Taunt and thus protect his team while simultaneously removing Taunt from the opponent’s protector (if present) and using the Disrupted debuff to prevent several opponents from buffing themselves. With the Ultimate, he can attack all opponents and reduce the Speed Bar of the primary target by 30%.

Taskmaster plays after Hyperion, and with him, we use the Ultimate, attacking all opponents and applying Blind to the primary and 2 random secondary targets. Since the attack is Unavoidable and with extra Focus, the Taskmaster will successfully apply these debuffs and additionally apply Bleed to all opponents. This allows him to perform a bonus attack on all opponents who have Bleed. Most should have it – except in some rare situations.

Victoria Hand also starts with the Ultimate, which removes negatives from her team, and heals everyone, but also attacks the primary and adjacent targets and applies Ability Block to them. Here, we should choose opponents who play after Victoria, thus preventing them from using their Abilities. She also provides Ability Energy to the rest of the team, allowing them to use their Abilities earlier. Victoria’s Ultimate allows Ghost (who plays last) to use her Ultimate in her first move, attacking all opponents, prolonging all negatives they have on themselves, stealing 15% of Health from them, and redistributing it to her team.

From this first round of combat, it is clear that Thunderbolt is a real force and will be able to stand up to many strong teams. When we have the opportunity to test them (as soon as they all appear in the game), we will write on our War and Crucible Counter pages about what they can defeat in those game modes. But they will certainly be able to do a lot.

If you have any questions about Tunderbolts team or need any help with MSF feel free to reach out to us via our Discord:


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