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Undying

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Introduction

Undying is the ultimate War team specializing in Offense but excellent in general in War. As long as they are improved enough, they can get literally any defense. Undying is a must-have team (especially if you are in a War-oriented Alliance). They are good enough in all aspects of the game to justify the investment.

Hela is a Mystic Villain with a Cosmic trait, while the other four characters are Bio Villains with Global traits. The roles are as follows: Juggernaut (Zombie) is a Protector, Kestrel (Zombie) and Hela are Controllers, Iron Man (Zombie) is a Brawler, and Scarlet Witch (Zombie) is a Support.

Team Members

undying

(left to right)

Utility

  • Alliance War Offense

War Offense is the game mode for Undying. They shine there. When used individually, they can be extremely useful in Crucible when paired with other plug-and-play characters. However, as a unit, due to their low Speed, they are not particularly effective.

Team Placement & Turn Order

Juggernaut (Zombie) takes his position as a Protector in one corner, while Hela moves to the opposite corner. Iron Man (Zombie) stands beside Juggernaut (Zombie), forming a strong defensive front. Kestrel (Zombie) holds the central position, maintaining balance, and Scarlet Witch (Zombie) strategically places herself between Kestrel (Zombie) and Hela, creating a well-coordinated formation.

Undying is not a fast team (besides War Offense). Kestrel (Zombie) will play first, then Scarlet Witch, Juggernaut, Iron Man, and finally Hela. However, in War Offense, due to Iron Man (Zombie) Passive, on Spawn, he will provide Speed ​​Up to the entire team, so all of them will become significantly faster in that game mode, and the order of play will be the same.

Iso-8 Classes

  • Hela – Raider
  • Scarlet Witch (Zombie) – Raider
  • Iron Man (Zombie) – Striker
  • Juggernaut (Zombie) – Striker

Hela is a good Raider because she attacks all opponents with her Ultimate and two opponents with the Basic attack. She has a good Focus bonus for herself and the entire Undying trio and a huge Focus bonus when she uses Ultimate. So, Skirmisher isn’t necessary for her.

Scarlet Witch (Zombie) attacks all opponents with Special and Ultimate, so Raider is an excellent Iso-8 Class for her.

Kestrel (Zombie) is a strong choice for the Raider class because she passively gains extra Crit Chance and Crit Damage, and can also attack enemies passively. Most of her attacks hit multiple enemies, which maximizes the Raider benefits. She can also work well as a Striker, since her Iso-8 attack in War Offense allows her to prolong all Bleed effects on each target. However, our recommendation for her is Raider, as it best takes advantage of her kit.

Iron Man (Zombie) is best given to Striker Iso-8 Class because even with the Follow-Up attack, he applies 2 Bleed (if Basic is maxed). And Bleed is essential for this team. Also, all Characters that Iron Man (Zombie) kills with his Basic or Ultimate cannot be revived, so it is good to increase his Damage and enable him to deliver the final blow.

Juggernaut (Zombie) can apply 2 Bleed with a follow-up attack. It makes sense to give him Striker Iso-8 Class.

Everyone has a significantly increased Focus on all their crucial Abilities, so Skirmisher is unnecessary for any of them. Hela, Kestrel, and Scarlet (as a Raiders) will put on enough Vulnerability to targets that these two Strikers can exploit.

Team T4’s

Essential

  • Hela – Ultimate and Passive
  • Scarlet Witch (Zombie) – Passive and Ultimate
  • Kestrel (Zombie) – Passive and Special
  • Iron Man (Zombie) – Special, Ultimate, and Passive
  • Juggernaut (Zombie) – Special and Passive

Hela

Hela will clear all Barriers from all enemies and spread all Negative effects from primary to all secondary targets with a max Ultimate. With this upgrade, we get the removal of all Barriers, which is very useful, and the possibility that after Hela plays, the opposing team will be full of negatives. Theoretically, everyone might have Ability Block + Slow + a bunch of Bleed.

By upgrading the Passive Hela gains additional protection when she drops below 50% Health by summoning an Undead Asgardian and applying Taunt to all Undead Asgardian allies. This will protect her and force opponents to hit Minions. It is crucial to keep Hela alive because without her, this team loses a lot of sustain, and Iron Man (Zombie) can’t come back to life.

Scarlet Witch’s (Zombie)

By upgrading Scarlet Witch’s (Zombie) Passive to Max, the entire Undying team will become resistant to Bleed. Scarlet Witch (Zombie) will now flip all Bleed on herself and Undying allies every turn, instead of just 2 Bleed. This means that if enemies apply Bleed on the Undying team, Scarlet will turn it into Regeneration.

When Scarlet Witch’s Ultimate is maximized, it will now flip all positive effects on all enemies and prolong the duration of all negative effects on each enemy. This is an improvement from randomly flipping 3 positive effects and extending 3 random negative effects. This upgrade provides consistency and ensures that all negative effects will be prolonged and all positive effects will be flipped, eliminating the chance of key effects being missed.

Kestrel (Zombie)

When we max out her Passive ability, you increase the damage that Kestrel (Zombie) deals passively during an ally’s turn when an enemy with Bleed is attacked—from 150% Damage up to 300% Damage. This is an excellent upgrade, as boosting passive damage is always highly desirable and can significantly improve her overall effectiveness in battle.

On War Offense, if Kestrel (Zombie) has three or more non-summoned Undying allies, maxing out her Special ability allows her to apply Silence for 2 turns to all enemies. Silence is a powerful debuff because it prevents opponents from applying positive or negative effects and from reducing the duration of positive effects. This makes upgrading her Special essential for maximizing her team’s control and effectiveness in War battles.

Iron Man (Zombie)

With a maxed Special, Iron Man (Zombie) will apply Trauma (2 turns) to the primary target in War Offense and gain Safeguard (2 turns). Trauma is the most important debuff that prevents the removal of negative effects from the target. Safeguard is the most important buff that prevents the removal of positive effects from the character. So this upgrade is essential as we want a great Undying War Offense team.

If his Ultimate is upgraded, Zombie Iron Man will clear all Charged on the primary and highest resistance targets (in War Offense). An excellent upgrade when fighting opponents with Charged mechanics.

With the Passive at the Max level, we will increase the team’s offensive potential in War Offense. Because enemies with Bleed take an additional 25% Damage.

Juggernaut (Zombie)

With maxed Special, Juggernaut (Zombie) will flip Taunt and Immunity on all targets and disable enemy protectors. Since we know that Immunity flips into Disrupted, and with his Special Juggernaut (Zombie) applies Trauma to all opponents. This means enemy protectors will not be able to Taunt. Opposite from Taunt is Bleed, so Taunt flips into Bleed. An added bonus for an Undying team if there is an enemy with Taunt before Jugger uses his Special. On top of all that, Juggernaut (Zombie) will prolong all Negative effects on each target.

Passive at maximum will additionally increase Resistance for the whole team, and in War Offense, if Juggernaut (Zombie) Health is greater or equal to 50%, enemies will have 75% less Resistance. With this upgrade, we increase the defensive and offensive potential of the Undying team.

Recommended

  • Hela – Basic and Special
  • Scarlet Witch (Zombie) – Special and Basic
  • Kestrel (Zombie) – Ultimate and Basic
  • Iron Man (Zombie) – Basic
  • Juggernaut (Zombie) – Ultimate

Hela

If we max Hela’s Basic, she will apply Bleed to the most injured target. This upgrade is not necessary, but it is handy.

With her Special, Hela will apply Disrupted for 2 turns (up from 1) and 2 Bleed (up from 1). Same as with Basic Basic, it is unnecessary to upgrade this Ability, but it is helpful.

Scarlet Witch (Zombie)

If the Special is upgraded to Max, Scarlet Witch (Zombie) will provide immunity to herself and all undying allies for 2 turns, up from 1 turn. This combination, along with Safeguard, is great for War Offense, where she applies immunity.

With the maxed Basic, if Scarlet Witch is not at full energy, she will apply Bleed to the primary target and call a random Iron Man (Zombie) or Juggernaut (Zombie) ally to attack the primary target. This upgrade significantly increases the damage that Scarlet Witch (Zombie) inflicts with her Basic.

Kestrel (Zombie)

Maxing out her Ultimate increases the Piercing damage it deals, and in War Offense, Kestrel (Zombie) will also apply Trauma for 2 turns to the primary target when using this ability. With Ultimate, she can stack multiple negative effects on the primary target, so adding Trauma is a great upgrade—it prevents those negative effects from being cleansed. Additionally, her Ultimate can inflict massive damage to a single opponent, so boosting its power is especially important.

Maxing out Kestrel (Zombie)’s Basic ability increases damage and, in War Offense, allows her to prolong all Bleed effects on each target, up to a maximum of 3. Her Basic attack hits the primary and one adjacent target, applying 2 Bleed to both. Therefore, being able to extend those Bleed effects is a solid upgrade that increases her overall damage potential in battle.

Iron Man (Zombie)

By upgrading the Basic attack to Max, we add 2 Bleed to the primary target (up from 1), but even more so, the Assist/Counter/Follow-Up attack also gets 2 Bleed (up from 0). If Iron Man (Zombie) is a Striker, this will boost his additional attack. He will have the opportunity to Assist Hela during the fight, so upgrading his Basic is desirable.

Juggernaut (Zombie)

With a maxed Ultimate, we will increase Jugger’s Damage he does with that move, but more importantly, we will increase the Drain hence increasing his sustain. Useful Upgrade.

Team Red Stars

Hela should have at least 2 Diamonds, because she is the only member of the team who doesn’t require Dark Promotion Credits to upgrade her Red Stars. This makes it much easier to take her Red Stars to 7 and then upgrade her Diamonds. The other four characters are Epic, so they use Dark Promotion Credits for Red Star upgrades and Dark Diamond Credits for Diamond upgrades. Iron Man (Zombie) should be the lowest priority for both Red Star and Diamond upgrades, since his performance is heavily kit-based. The other three should be upgraded as much as possible. Ideally, all four Zombie characters should have 2 Diamonds each, but Iron Man (Zombie) should be your lowest priority.

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

  • 6 Red Stars for Hela – Incursion 5-9

Farming Locations

  • Hela – Villains 3-9, Gamma Raid Orbs, Milestone III Orbs
  • Iron Man (Zombie) – Incursion 3-9
  • Juggernaut (Zombie) – Free Claim every day from the Web Store

On Spawn Buffs

Hela – Stealth
Scarlet Witch (Zombie) – Barrier self for 30% of Max Health
Iron Man (Zombie) – Defense Up (2 turns)
Juggernaut (Zombie) – Taunt, 2 Charged (War Offense)

Team:
In War Offense – Defense Up (2 turns), Speed Up (2 turns), Barrier for 30% of Scarlet Witch Max Health

Team Mechanics

Undying is one of the strongest War Offense teams in the MSF game. With the addition of Kestrel (Zombie), they are finally complete and extremely powerful. In War Offense, the entire team gains Speed Up, making them significantly faster, while preventing opponents from manipulating the Speed Bar or increasing their Speed Stat. Undying characters can also apply a large amount of Bleed to enemies and possess immense damage potential, along with strong control. Additionally, opponents will inflict massive damage on each other when facing the Undying team. Kestrel (Zombie) adds her Battlefield Effect, making the team fully optimized.

Hela

Hela is the leader of this team and the character who can Summon a bunch of Undying Asgardian minions. At the beginning of the fight, she gets Stealth and Summons 2 Undead Asgardians with Taunt. Whenever an Undead Asguardian minion dies, she Summons another and gains +1 Deathproof (max 3). She practically constantly Summons an Undead Asgardian because whenever opponents kill one, she Summons another.

She has excellent sustain because she heals on turn for +15% Max Health. When she drops below 50% Health, she Summons Undead Asgardian and applies Taunt to all summoned minions. In this way, she practically forces opponents to attack her Minions and thus defend herself. If Hela has 2 or more non-summoned Undying allies, she gains +300% Focus. This significantly increases her chances of applying negative effects to enemies, making her much more reliable at landing debuffs in battle.

Whenever an Undead Asgardian dies, he will heal most injured non-summoned Undying (or Asgardian) ally for 180% of his Max Health and reduce the Speed ​​Bar of all enemies by 10%. So if the opponents kill one of them while Hela is alive, someone from the team will be healed, and the entire opposing team will lose 10% of the Speed ​​Bar. It can happen very often and, most importantly, it’s a passive mechanic, so it doesn’t waste moves.

This way, the Undying team manipulates the opponent’s Speed ​​Bar. Undying Asgardian minions have low Health. They are easy to kill, and that’s (exactly) what we want. In addition to everything mentioned in War Offense, if they die, they flip 2 negative effects and apply Immunity to all non-summoned Undying allies. Their death in War Offense not only hurts the opponents but also boosts their team.

Undead Asgardian can self-destruct on their first turn by attacking one of the opponents with their Special, applying 2 Bleed and Heal Block (2 turns) to them and removing Revive Once from them(if Iron Man (Zombie) is an ally). So regardless of whether the enemies kill them or not (and it’s close to impossible not to kill them), they will die and rise again, buffing their own and debuffing the opposing team.

Because of all this, but also because of Iron Man (Zombie), who (like Minions) can constantly come back to life as long as Hela lives, it is crucial to keep Hela alive as long as possible.

Juggernaut Zombie can also come back to life, but he does it in a slightly different way. Whenever Undying ally is summoned or revived, he will gain +1 Charged. So whenever opponents kill an Undead Asgardian and Hela summons them again, or when they kill Iron Man (Zombie) and he Revives, Jugger (Zombie) will get +1 Charged. In War Offense, he starts the fight with 2 Charged. If he dies and has 5 Charged on him, he Revives with +70% Max Health and then loses 5 Charged.

Jugger (Zombie) also gains +30% Damage and +10% Drain (Drain only in War Offense) per Charged. So killing and respawning minions also increases the offensive potential and sustain of the team.

When Jugger (Zombie) is attacked, if he has Charged, he fills Speed ​​Bar by 40% and allows himself to play fast.

This covers everything the Undying team gets through the Hela Passive ability to Summon Undead Asgardian. Directly and indirectly. And we’ve seen that it’s a really crucial team mechanic. That’s where everything starts and makes all of the above possible.

Hela Basic attacks hit the primary target and flip Deathproof, then attack the most injured enemy and apply Bleed. A handy way of adding more Bleed to opponents. While with Special, she applies Disrupted (2 turns) and 2 Bleed, then calls Iron Main (Zombie) (2 Bleed) or Juggernaut (Zombie) (2 Bleed) to attack the primary target. On top of that, a random Undead Asgardian ally will assist (Heal Block). In parentheses is indicated what each of the mentioned Assists can apply to the target, so the target after the Hela Special will have Disrupted (2 turns), Heal Block, and 4 Bleed.

Ultimate is one of the key Abilities of the Undying because, with it, Hela will remove all Barriers and 3 Deathproofs from all opponents. And then spread all negativities from the primary target to other targets (except Stun). After all that, Hela will apply 2 Regenerations to herself and all non-summoned Undying allies. With this move (if the right target is picked as primary), Hela can debuff the entire enemy team with a ton of debuffs. A unique way of total control of the opponents. On War Offense, if Hela has 3 or more non-summoned Undying allies, this attack becomes Unavoidable. This ensures it always lands.

Scarlet Witch (Zombie)

Scarlet Witch (Zombie) is a Support and the addition to the Unying team, boosting their strength significantly.

Basic: She attacks the primary target, applying Heal Block (2 turns). If not at full energy, she also applies Bleed and calls a random Iron Man (Zombie) or Juggernaut (Zombie) ally to attack the primary target. Her basic attack cannot be countered and is Unavoidable and cannot be Blocked in War Offense.

Special: She attacks the primary target, applying Disrupted (2 turns) and 2 Bleed. Then, she attacks all enemies, applying 1 Bleed to each. Afterward, she buffs her team by applying Safeguard (2 turns) to herself and all allies, and on War Offense, applying Immunity (2 turns) to herself and all Undying allies. This attack gains +15% Damage against enemies with Bleed and cannot be counterattacked. In War Offense, this attack is Unavoidable and cannot be Blocked. Despite being primarily a dedicated buffering ability, her special attack can also deal significant damage to opponents.

The Ultimate ability of Scarlet Witch (Zombie) has a powerful effect. It clears all barriers on all enemies and flips all positive effects into negative ones on each enemy. Additionally, it attacks all enemies with Piercing and extends the duration of all negative effects by 1 on each enemy. This is important because it first flips and then extends the duration of the negative effects, making everything flipped last longer. This attack ignores Defense Up and cannot be countered. It is also unavoidable and cannot be blocked.

Scarlet Witch’s Passive ability is what makes her so strong and allows her to boost the entire Undying team. Characters she kills cannot be revived. On any turn, if not exhausted, Scarlet will flip all Bleed on herself and all Undying allies, effectively turning every Bleed enemies apply to the Undying team into Regeneration. Additionally, on her turn, if ally Juggernaut (Zombie) is killed and is not currently an ally, she summons Juggernaut (Zombie) and applies Taunt to him. This can only trigger once per match.

In War Offense, her passive reaches its full potential. When summoned, Juggernaut (Zombie) spawns with +2 Charged. If Scarlet Witch (Zombie)’s health is greater or equal to 50%, the entire Undying team cannot gain Trauma, and enemies cannot fill the Speed Bar for themselves or their allies and increase their Speed stat. In War Offense, Undying will be very effective against their opponents tanks to Scarlet Witch (Zombie).

Kestrel (Zombie)

Kestrel (Zombie) is a powerful addition to the Undying team, bringing unique abilities and devastating effects to the battlefield. Her Special ability creates a new War Offense Battlefield Effect – Undead Tenacity, which strengthens her Undying team by granting Deflect to allies, preventing enemies from gaining Passive Assists, and increasing her team’s damage based on the number of enemies with Exposed. This effect remains active until 14 characters (allies and enemies) have taken their turns.

Her Ultimate Ability is a formidable attack capable of eliminating an enemy outright. If the target survives, they are inflicted with Trauma for two turns, making recovery difficult. Kestrel (Zombie) also excels at applying Bleed to her enemies, including on Spawn, and prolongs Bleed effects if the enemy has Exposed. Additionally, enemies suffering from Bleed are unable to Barrier themselves or their allies and cannot gain Charged.

With her combination of offensive power and debilitating effects, Kestrel (Zombie) is a force to be reckoned with on the battlefield, ensuring her enemies are left vulnerable and weakened.

Kestrel (Zombie) with Basic, attacks the primary target for 320% damage and applies 2 Bleed. Then chains to 1 adjacent target for 320% damage and applies 2 Bleed to that target as well.

On War Offense, this ability also prolongs all Bleed effects on each target, up to a maximum of 3.

Keep in mind that a counterattack will break this chain.

This makes her Basic a great tool for spreading and extending Bleed effects, especially in War Offense scenarios.

Special costs 5 Ability Energy and can be used on her first turn. It attacks the primary and adjacent targets for 300% Piercing damage.

On War Offense, if Kestrel (Zombie) has 3 or more non-summoned Undying allies, she applies Silence for 2 turns to all enemies. Silence is a powerful debuff that prevents enemies from applying positive or negative effects and from reducing the duration of positive effects.

The first time this ability is used in a match, Kestrel (Zombie) applies Revive Once to herself and a random Hela ally, giving both a chance to come back if defeated.

On War Offense, this ability also clears any Battlefield Effects on the allied side and applies the Undead Tenacity Battlefield Effect to your team (allied side of the battlefield).

This attack ignores Defense Up, is Unavoidable, and cannot be Blocked or Counterattacked, ensuring maximum impact.

Undead Tenacity provides several important benefits:

  • On this character’s or any ally’s turn, that character gains +2 Deflect, up to a maximum of 5.
  • Enemies cannot Passive Assist.
  • Kestrel (Zombie) and all allies gain +10% Damage per enemy with Exposed, up to a maximum of 50%.
  • This Battlefield Effect cannot be cleared or replaced by another effect, and it lasts until 14 characters (allies and enemies) have taken their turns.

Overall, this makes Kestrel (Zombie)’s Special a highly impactful ability, especially in War Offense scenarios, giving your team both survivability and increased damage output.

Her Ultimate costs 6 Ability Energy and can be used on Kestrel’s (Zombie) second turn.

Upon activation, Kestrel (Zombie) gains Offense Up, increasing her damage for the attack. She then clears all Barrier and all positive effects from the primary target.

Next, she applies 2 Bleed for 2 turns, Defense Down for 2 turns, and Slow for 2 turns to the primary target, setting them up for further damage and making it harder for them to recover.

She then attacks the primary target for 500% Piercing damage.

On War Offense:

  • Instead of clearing, she reduces the duration of all positive effects on the primary target by 2.
  • Additionally, she applies Trauma for 2 turns, which prevents the target from removing negative effects.

This attack is Unavoidable, and it cannot be Blocked or Counterattacked, ensuring it always lands and delivers maximum impact.

Overall, Kestrel (Zombie)’s Ultimate is a powerful single-target ability that removes buffs, applies strong debuffs, and deals significant damage, especially in War Offense scenarios.

On her turn, Kestrel (Zombie) heals herself for 20% of her Max Health and clears all negative effects from herself, thanks to her Passive. If she removes any negative effects, she heals an additional 5% per effect removed.

During an ally’s turn, if an enemy with Bleed is attacked, Kestrel (Zombie) automatically attacks the most injured enemy for 300% damage and applies Exposed. Additionally, whenever an enemy summons a minion, she attacks the summoner for 300% damage and applies Exposed.

She passively gains +15% Crit Chance and +25% Crit Damage, and when revived, she returns with 60% of her Max Health.

On War Offense:

  • On Spawn, after all other characters’ On Spawn effects, she clears Charged from all enemies, applies +2 Bleed, and, if she has 3 or more non-summoned Undying allies, applies Trauma to each enemy.
  • On an Exposed enemy’s turn, she prolongs all Bleed effects on that enemy.
  • Enemies with Bleed cannot gain Barrier for themselves or their allies, and cannot gain Charged.
  • If Kestrel (Zombie) is above 50% Health, she and all Undying allies cannot gain Ability Block, and enemies cannot gain Safeguard.

This Passive ability makes Kestrel (Zombie) a powerful source of sustain, debuffing, and control, particularly in War Offense.

Iron Man (Zombie)

Iron Man (Zombie) is a character with the Mind Control mechanic. Namely, after he attacks the opponent with a Basic and applies 2 Bleed, the target will be mind-controlled to attack the most injured enemy that does not have Bleed. In War Offense, a mind-controlled target will have increased Damage. After this hit, Iron Man (Zombie) will fill the Speed ​​Bar of all summoned Undead Asgardian allies by 30%, allowing them to get their turn to play sooner.

He attacks the primary target with his Special and inflicts crucial debuffs – Bleed, Disrupted, Ability Block (everything for 2 turns). While in War Offense, he adds Trauma (2 turns) to all of that and applies Safeguard (2 turns) on himself. This is the target that Hela should then attack with her Ultimate. And Hela’s Ultimate, the entire team will have all those debuffs. Same as after Basic, Iron Man (Zombie) will fill the Speed ​​Bar for all summoned Undead Asgardian allies by 30%. He does this after every move. With the difference that after the Special, he fills up the Hela Speed ​​Bar by 10%, allowing her to play earlier.

Iron Man’s (Zombie) Ultimate is a devastating hit that hits all opponents and always Crits against an enemy with Bleed. Since when he is ready to use Ultimate, everyone on the opposing team will likely have Bleed this is a safe Crit. In addition, it inflicts Defense Down on all targets and prolongs the duration of all negative effects. If you invest your resources into Iron Man (Zombie) and upgrade him to max (or close) don’t be surprised if, after his Ultimate, the fight is over. Characters who die by this cannot be brought back to life, and in War Offense, with this move, Iron Man (Zombie) will clear all Charged from the primary and targets with the highest Resistance. A great way of removing Charged from the Gamma team (for example).

We scratched on the Iron Man (Zombie) Mind Control mechanic while describing his Basic attack. But his Passive Mind Control is much more effective. Whenever the opponent takes Damage from Bleed, the Zombie will Mind Control him to attack the most injured enemy. This is why we mentioned earlier that Bleed is essential for this team. Out of War Offense, that mind-controlled enemy will attack for -30% Damage, while in War Offense, it will get +30% Damage. We know that thanks to the Iron Man (Zombie) Passive, opponents with Bleed get 25% more Damage (in War Offense). Mind Control mechanic alone is enough to cripple the entire opposing team.

When above 50% HP, Iron Man (Zombie) makes his entire team immune to Stun, and enemies cannot get Deathproof. This is all related to the War Offense game mode only. This is crucial and allows everyone from the Undying team to play in the early stages of the fight.

Juggernaut (Zombie)

Juggernaut (Zombie), with his Basic attack, applies 2 Bleed to the primary target. Then he chaines to 1 adjacent target and spreads all Bleed from the primary to a secondary target. In War Offense, if the primary target has Bleed, he will additionally attack it for 10% of the target’s Max Health. The attack cannot be blocked. This attack is another way to get as much Bleed as possible on enemies.

Special is his crucial move, and Jugger uses it on his first turn. He will flip Taunt and Immunity on all enemies and apply Slow (2 turns) to them. In War Offense, he adds Trauma to all this, and the attack gets extra Focus (hardly anyone will be able to resist it), is Unavoidable, and cannot be blocked. After the attack, Jugger (Zombie) will apply Taunt and 3 Deflect. He Spawns with Taunt but can immediately regenerate it after the first turn. So he can continue to protect his team.

This fast start and Trauma + Slow on all enemies will enable the Undying team in War Offense to gain an initial advantage and secure a victory.

With Ultimate, Juggernaut (Zombie) removes all Negatives from himself and heals for 5% per Negative effect removed. Then, he additionally heals for 10% of his Max Health. Once healed, he will spread all Bleed from the primary to adjacent targets. Then Jugger will attack all of them (primary and adjacent targets) with enormous Damage. The more Bleed there is on those targets, the better because he will deal additional Damage per Bleed. Jugger (Zombie) also adds +50% Drain to this, so he heals extra. If someone survives, Jugger prolongs all Bleed on them (only in War Offense). Also, in War Offense, this attack is Unavoidable.

With the Ultimate, Juggernaut (Zombie) could jump from 1% Health to 100% for sure.

When he drops below 50% Health, he removes Taunt and Heal Block (if he has Heal Block on him), gains +2 Deathproof, and applies Taunt to a random Undead Asgardian ally. So he defends himself by pushing Hela’s Minion to tank. And when the Minion dies, Juggernaut gets Charged. Juggernaut (Zombie) also gets +30% Damage per Charged, and, on War Offense, +10% Drain per Charged. All this serves to make him more lethal and strengthens his survivability.

Like his counterpart version, he is immune to Stun. In War Offense, if his Health is greater or equal to 50%, he lowers enemy Resistance by 75%, enabling even easier application of all negative effects on enemies. Even more important – while his Health is greater than or equal to 50% – the opponents cannot gain Speed ​​Up. This prevents various Speed ​​Up On Spawn and during the fight. Giving the Undying team a massive advantage because this is primarily a turn-based game, and if they can’t speed up, the opponents will be more easily defeated.

Combat Tips & Tricks

If enough is invested in the Undying team, you get a War Offense machine that grinds everything in front of them. According to what we see right now, few can defend against those 5 characters.

Kestrel (Zombie) plays first and uses her Special to attack the primary and adjacent targets, applying Silence (2 turns) to the entire enemy team. She also applies Revive Once to herself and Hela, which, in most cases, allows both of them to come back to life if defeated by opponents. In addition, on War Offense, she applies the Undead Tenacity Battlefield Effect to the allied side. This effect increases the team’s mitigation, prevents enemies from assisting each other, and boosts overall team damage. Most importantly, this effect cannot be removed until a total of 14 characters—either allies or enemies—have taken their turns, making it a powerful and lasting advantage.

Scarlet Witch (Zombie) will play after Kestrel (Zombie) and buff the entire team with a powerful Safeguard + Immunity combination, at the same time damaging all opponents and applying Bleed to them. Jugger (Zombie) will play after her and you should use his Special immediately. You will destroy the protection the opponents have and slow them all down. After that, with Iron Man (Zombie), apply the Ability Block + Trauma + Disrupted to the key target, and later, with Hela, spread it to every opponent.

They all have excellent stats, and if you are willing to spend Dark Promotion credits, it will pay off. Because they will destroy everything in front of them with their attacks.

Be sure with Juggernaut (Zombie) Ultimate to pick the target with plenty of Bleed to increase the Damage he will do. He is able to literally wipe out everything he hits with this shot as long as he has enough Bleed on the targets.

When you use them in War Offense they will be immune to Trauma, and opponents will not be able to manipulate their Speed ​​Bar and increase Speed stat as long as Scarlet is over 50% HP. These additional improvements place them at the very top of War teams. Jugger will prevent opponents from getting Speed ​​Up and significantly reduce their Resistance, thus enabling his team to apply debuffs. Iron Man will make the team immune to Stun and prevent opponents from getting Deathproof. Four Zombie characters together with Hela will literally trample everything in front of them.

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