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Vigilante

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Introduction

Vigilante is a team consisting of two reworked characters and three new ones, specifically designed for use in Raids, particularly in Skill nodes. However, aside from raids, they also offer certain advantages when used as an offensive team in any game mode.

The team features five Skill characters: one Protector, one Brawler, and three Blasters. Among them, there are four Hero characters and one Villain, all classified as City characters. They excel in mitigation, especially the Team Protector, Daredevil (Modern), while also providing significant damage and solid control capabilities.

Team Members

vigilante

(left to right)

Utility

  • Alliance Raids

In Raids, this team receives numerous additional bonuses that enable them to excel in this game mode. They perform better when used as an offensive team in Crucible and War, rather than a defensive one, as they gain extra bonuses in offensive scenarios.

Individually, each member is an excellent choice for the Professor Xavier Saga, making them suitable for the City Section (Gladiator Boss Section) of that Saga.

Team Placement & Turn Order

Daredevil (Modern), as the Protector, takes a position in one corner and spawns with Taunt, allowing the rest of the team to maneuver freely. Next to him, Elektra can apply Evade to herself and adjacent Vigilante allies, providing opportunities for both to avoid enemy attacks. You can arrange the remaining three characters in any configuration; for instance, you might position Silver Sable in the center beside Punisher, and place Hit-Monkey in the opposite corner.

Turn Order:

  1. Silver Sable
  2. Hit-Monkey
  3. Daredevil (Modern)
  4. Punisher
  5. Elektra

Iso-8 Classes

  • Daredevil (Modern) – Striker
  • Elektra – Striker
  • Silver Sable – Raider/Skirmisher
  • Punisher – Raider
  • Hit-Monkey – Raider

Daredevil (Modern) is an excellent choice for the Striker Iso-8 Class. With his Iso-8 attack, he can flip three negative effects onto himself and all Vigilante allies, enhancing the effectiveness of the Vigilante team.

Elektra is also a strong Striker since all her attacks are single-target. This allows us to increase her damage through the Striker Class, and she can apply additional Bleed effects to her target with her Iso-8 attacks.

For the remaining three characters – Silver Sable, Punisher, and Hit-Monkey – it’s best to assign them the Raider Iso-8 class. They all have multiple enemy attacks and are capable of dealing substantial damage, making this Class the most beneficial for them.

It is essential for the Vigilante team that Silver Sable successfully uses her Ultimate at the beginning of the fight without any resistance from opponents. If she currently has a low number of Yellow or Red Stars, we recommend equipping her with the Skirmisher Iso-8 Class. Once you upgrade her to 7/7 Yellow/Red Stars or acquire Diamonds for her, you can consider switching her to the Raider class.

Team T4’s

Essential

  • Daredevil (Modern) – Passive and Basic
  • Elektra – Passive
  • Silver Sable – Passive, Ultimate, and Special
  • Punisher – Passive, Ultimate, and Special
  • Hit-Monkey – Passive and Ultimate

Daredevil (Modern)

If we max out his Passive, Daredevil (Modern) will reduce the damage dealt by enemies with the Vulnerable status by 30% when we use the Vigilante team on Offense, provided he has four or more Vigilante allies. This effect does not stack with others such as Offense Down. This is a significant improvement regarding team mitigation. None of the Vigilante characters can apply Offense Down to opponents, except for Daredevil (Modern) with his Special ability and Silver Sable with her Basic attack when flipping positive effects. However, for Silver Sable to apply Offense Down, the target must first have Offense Up. Both of these abilities are single-target attacks, meaning most opponents will not have Offense Down. Therefore, a 30% reduction in damage is considerable. It’s also important to note that this applies in Raids, as we are considered an offensive team in that context.

When we max out his Basic, Daredevil (Modern) will flip 3 negative effects into positive ones for himself and all Vigilante allies, an increase from 1. This can be crucial in situations where we need to eliminate negative effects as quickly as possible, especially when we are affected by multiple negatives.

Elektra

Elektra will now revive with 100% of her maximum health, an increase from her previous 50%. Additionally, upon spawning, she will apply Stealth to herself through her maxed out Passive. While it may seem like a minor change at first glance—especially since, in the Vigilante team, Elektra has a 100% chance to revive—it’s important to prevent her from quickly dying again after revival. If she does, she will lose all the buffs she accumulated in the meantime. The Stealth effect upon spawning is a valuable upgrade that helps the Vigilante team avoid some enemy chain attacks. By positioning Elektra next to Daredevil (Modern), who acts as a protector with constant Taunts during the fight, enemies will primarily target him. This setup effectively limits their ability to execute some chain attacks because of Elektra being in Stealth.

Silver Sable

Maxed Passive allows Silver Sable to fill the Speed Bar by 15% for herself and all Vigilante allies whenever an opponent with Vulnerable is attacked during Raids. Since all opponents will have multiple Vulnerabilities, Vigilante members will consistently fill their Speed Bar when they attack enemies. This makes Silver Sable’s Passive crucial for fast and efficient Raid battles.

Silver Sable’s Ultimate Ability is arguably the most important upgrade for her Vigilante team outside of Raids. With her Ultimate, she can clear a significant number of positive effects from all enemies. When on Offense and if she has four or more Vigilante allies, Silver Sable will reduce the duration of all positive effects on all enemies by 2 turns. In Raids, she will apply Ability Block for 2 turns to two random Support enemies, and Trauma for 2 turns to all enemies (up from 1 turn).

This means that in Raids, we gain additional control, and when using the Vigilante team as an offensive unit, we also have anti-Safeguard mechanics right at the start of the fight.

If we max her Special Ability, Silver Sable will deal more damage, apply two Bleed effects instead of one, and most importantly, flip all positive effects into negative ones for the primary and adjacent targets. This is an excellent way to ensure that several opponents are left without buffs while simultaneously debuffing them.

Punisher

At max level, the Punisher’s Passive allows him to attack the most injured enemy for 125% Piercing damage whenever a Vigilante or Defender ally uses their Special Ability. This additional passive damage can be very beneficial in battles.

If we upgrade his Ultimate Ability, the Punisher will deal increased Piercing damage to all opponents. More importantly, he will also make an additional attack on the primary target, effectively doubling the damage inflicted on that enemy. His Ultimate can easily eliminate the primary target while also dealing significant damage to others.

When we max his Special Ability, the Punisher will transfer three positive effects, excluding Taunt, from the primary target to himself, as well as to all Vigilante and Military allies. With this upgrade, Punisher can enhance his entire team’s capabilities by sharing various buffs, depending on what positive effects the primary target possesses.

Hit-Monkey

Level 5 of Hit-Monkey’s Passive transforms him into an Ability Energy battery during Raids. Outside of Raids, when an enemy dies, he generates 1 Ability Energy for himself. However, in Raids, he generates 1 Ability Energy for the entire Vigilante team. As we defeat opponents in Raids, the Ability Energy of all Vigilante characters fills up, allowing us to use our Abilities more often.

When Hit-Monkey’s Ultimate is maxed out, he deals significantly higher damage and applies Trauma for 2 turns to the primary target. Since his Ultimate also applies Stun to the primary target, this upgrade is particularly valuable because it prevents opponents who can clear Stun from doing so. The combination of Stun and Trauma remains one of the most potent debuff combos in the game. In Raids, Hit-Monkey can target the enemy with the highest Damage to apply Stun and, as a result of this upgrade, can also apply Trauma (for 2 turns) to that same enemy. Therefore, after this upgrade, Hit-Monkey will be able to apply both Stun and Trauma to two different opponents when he uses his Ultimate in Raids.

Recommended

  • Daredevil (Modern) – Ultimate and Special
  • Elektra – Special and Ultimate
  • Silver Sable – Basic
  • Hit-Monkey – Special

Daredevil (Modern)

Maximizing the Ultimate extends the duration of Defense Up and Immunity from 1 turn to 2. This benefit applies to Daredevil (Modern) and all Vigilante allies. Given the frequency with which the Vigilante team plays in Raids, having those buffs for just one turn can be inadequate.

When the Special Ability is upgraded to the maximum level, it applies Slow, Defense Down, and Offense Down to the primary target for 2 turns instead of 1. This is a notable improvement, but perhaps the most critical part of this upgrade is that Daredevil (Modern) will deal a third more damage with a fully maxed Special Ability.

Elektra

With her Special maxed, Elektra inflicts additional Piercing damage and applies +2 Vulnerable to the target. The Vigilante team significantly benefits from opponents having Vulnerable status, making this upgrade quite advantageous.

When maxed out, her Ultimate Ability does increased damage. Furthermore, if Elektra eliminates a target with her Ultimate, she fills her Speed Bar by 80%, allowing her to act sooner. Given that Elektra can easily take down an opponent with her Ultimate, having it maxed will enable her to play more frequently.

Silver Sable

While maxing her Basic is not essential, it can be beneficial in certain situations. With this upgrade, Silver Sable will flip three positive effects to negative on the primary target (increasing from one positive effect flipped to negative). This enhancement allows for more opponent buffs to be flipped, which is advantageous.

Hit-Monkey

The Special Ability at its highest level provides a pure damage upgrade. Hit-Monkey will deal more damage and gain a +25% Crit Damage against targets that have Vulnerable. While this may not be essential, it is certainly a useful upgrade.

Red Stars and Diamonds

Getting 7 Red Stars on the new characters (Daredevil (Modern), Silver Sable, and Hit-Monkey shouldn’t be complicated, as long as you open Elite Red Star Orbs when they are featured there. Punisher, and Elektra 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:

  • 6 Red Stars for Elektra – Incursion 2-1
  • 7 Red Stars for Punisher – Incursion 3-3

When the Daredevil (Modern), Silver Sable, and Hit-Monkey become 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 3 Diamonds.

Farming Locations

  • Daredevil (Modern) – Venture Orb, Character Store (Age of Annihilus)
  • Elektra – Venture Orb, Character Store (Age of Annihilus)
  • Silver Sable – Venture Orb, Character Store (Age of Annihilus)
  • Punisher – Heroes 1-6, Venture Orb, Character Store (Age of Annihilus)
  • Hit-Monkey – Venture Orb, Character Store (Age of Annihilus)

On Spawn Buffs Crucial Passive Effects In Battle

Team On Spawn Buffs:
In all game modes – 2 Deflect, Defense Up (2 turns), Immunity (1 turn)
In Raids – 5 Ability Energy, fill Speed Bar by 35%

Daredevil (Modern) On Spawn Buffs: Taunt (2 turns), Safeguard (1 turn)
Elektra On Spawn Buffs: Evade to self and all adjacent Vigilante allies

Vigilante:

  • When an enemy with Vulnerable is attacked, heal for 5% of Daredevil’s (Modern) Max Health, in Raids, heal for 20% instead + clear 1 negative effect
  • +100% Accuracy
  • Cannot gain Bleed if Daredevil (Modern) has 4 Vigilante allies
  • In Raids, fill Speed Bar by 15% when an enemy that has Vulnerable is attacked
  • Focus can only be reduced by Offense Down
  • In Raids, generate 1 Ability Energy on enemy Death

Enemies:

  • Lower the Damage of enemies with Vulnerable by 30% (does not stack with Offense Down), on Offense, if Daredevil (Modern) has 4 Vigilante allies
  • Lower Dodge Chance by 100%, on Offense, if Silver Sable has 4 Vigilante allies
  • Cannot gain Deathproof if Silver Sable has 4 Vigilante allies
  • Non-Mythic enemies cannot have their Speed increased except by positive effects if Hit-Monkey has 4 Vigilante allies
  • Lower the revive chance by 100% on Offense

Team Mechanics

The Vigilante team excels in offensive situations and as the Skill Raid team. This group is known for their ferocity and efficiency. In Raids, their abilities become even stronger, providing them with both mitigation and sustain, in addition to enhancing their offensive potential.

The team members apply plenty of Vulnerable effects without relying on Iso-8’s assistance, allowing them to inflict significant damage when targeting an enemy with Vulnerable status. Through this mechanic, they gain further improvements. As a Skill Raid team, the Vigilantes are equipped with traits and abilities that enable them to effectively deal with opponents, but they are also a valuable offensive unit across various game modes.

Daredevil (Modern)

Daredevil (Modern) serves as the protector of the Vigilante team and can heal the entire team through the Vulnerable Mechanic, especially during Raids where the healing effect is amplified. When included in the Vigilante team, Daredevil (Modern) starts with Taunt, Safeguard, and Immunity, along with a high Block Chance and Block Amount. In Raids, he has the ability to convert negative effects into positive ones for the entire Vigilante team. Additionally, he can provide buffs to his allies while debuffing opponents.

His Basic Ability allows him to attack the primary target and then perform a Rebound Chain attack against two adjacent targets. Daredevil (Modern) also flips three negative effects into positive ones for himself and all Vigilante allies. This makes his Basic ability excellent, as it attacks multiple targets and simultaneously removes negative effects from his team, turning them into positives.

The Special costs 4 Ability Energy and can be executed on the first turn. Daredevil (Modern) applies Slow (2 turns), Defense Down (2 turns), and Offense Down (2 turns) to the primary target. He then attacks the target twice, dealing solid damage. He flips all negative effects into positives for himself and all Vigilante allies and heals himself and all teammates for 15% of his Max Health.

Following these actions, Daredevil (Modern) gains Taunt (2 turns) and Defense Up (2 turns). This ability is advantageous, as it allows Daredevil to debuff one opponent while simultaneously healing and buffing his entire team, continuing his role as a protector through Taunt.

The Ultimate Ability costs 6 Ability Energy and can be used on the second turn. Through this ability, Daredevil attacks the primary and adjacent targets, applying +1 Vulnerable (up to a maximum of 5) to all targets he hits. He then clears all negative effects from himself and all allies, gains Taunt (2 turns), and applies Defense Up and Immunity (2 turns for both) to himself and all Vigilante allies. Lastly, he heals himself and all Vigilante teammates for 20% of his Max Health. This ability also protects, heals, and buffs his team while applying Vulnerable to opponents, which is crucial for the Vigilante team.

Daredevil (Modern), through his Passive Ability upon Spawn, applies 2 Deflect, Defense Up (2 turns), and Immunity (1 turn) to himself and all Vigilante allies. If he has 4 or more Vigilante allies, he also gains Taunt (2 turns) and Safeguard (1 turn) immediately. This makes him a protector with Taunt right from the start of the fight, complemented by several buffs that significantly enhance his and his team’s defensive capabilities.

Whenever an opponent with Vulnerable is attacked, Daredevil (Modern) heals himself and all Vigilante allies for 5% of his Max Health. In Raids, this healing increases to 20% and also clears 1 negative effect.

He passively grants +100% Accuracy to his Vigilante allies, preventing the team from suffering from Blind debuff or any Accuracy decresing status. For every Vigilante ally, he gains a +25% Block Chance (+100% total), ensuring he will block all but unblockable attacks. He also increases his Block Amount by +15% per Vigilante ally (up to +60% total), which, when combined with base +25%, results in an impressive +85% damage mitigation whenever he blocks. These statistics create an incredibly resilient protector.

On offense, if Daredevil (Modern) has 4 or more Vigilante allies, he will reduce the damage dealt by enemies with Vulnerable by 30%. This effect does not stack with Offense Down.

Elektra

Elektra is a Brawler who excels at dealing significant single-target damage while inflicting Bleed on her enemies and maintaining good endurance. When she is part of the Vigilante team, she automatically Revives as long as the full team is intact. Additionally, she grants Evade to adjacent Vigilante allies, which benefits the entire team. Elektra is a key factor in the Vigilante team’s strong sustain during Raids because, at the beginning of every Raid fight, she generates 5 Ability Energy for the whole team. This allows them to use all their Abilities immediately, regardless of their cooldowns.

With her Basic attack, Elektra strikes the primary target and applies 2 Bleed effects. She has a remarkable +1000% Extra Focus for this attack, ensuring that Bleeds are rarely applied unsuccessfully. If she must attack an ally, she will deal reduced damage to Shadowland characters. While this is notable, it is not crucial for the effectiveness of the Vigilante team. With Iso-8, Assist, or Counter Attack, she also applies 1 Bleed.

For her Special, Elektra attacks the primary target, applies +2 Vulnerable (up to a maximum of 5), and removes 5 positive effects. After executing this Ability, she gains Stealth for 2 turns. This Ability is particularly useful for stripping buffs from opponents. Stealth is advantageous as it allows Elektra, positioned next to Daredevil (Modern)—a protector with Taunt—to prevent some chain attacks.

Elektra’s Ultimate is another single-target damage Ability. She begins by removing any Barrier from the primary target. In Raids, she receives +25% damage for each negative effect present on the target. She then delivers a powerful attack, inflicting massive damage and applying Disrupted for 2 turns. With a +500% Focus on this attack, she will almost certainly apply Disrupted if the target lacks Immunity. Furthermore, in Raids, if the primary target has 3 or more Vulnerables, Elektra deals double damage, potentially eliminating the opponent entirely. When she gets a kill, she fills the Speed Bar by 80%, giving her a chance to act again shortly after.

Through her Passive Ability, Elektra applies the following effects on Spawn:

  • Applies Evade to herself and all adjacent Vigilante, Shadowland, and Hand allies.
  • Applies Stealth to herself and all adjacent Shadowland and Hand allies.
  • In Raids, she generates 5 Ability Energy for herself and all Vigilante allies.

These effects enhance the team’s mitigation, greatly reducing concerns about cooldowns during Raids, and facilitate Simulations of Raid battles.

Upon her death, Elektra has a 15% chance to Revive with 100% of her Max Health. If there are 4 or more Shadowland or Vigilante allies alive, her chance to Revive on death increases by +85%. Therefore, as long as all members of the Vigilante team are present, Elektra will always Revive when she dies, unless defeated by permanent death attacks from opponents.

Silver Sable

Silver Sable is a Blaster character who attacks multiple enemies, flips positive effects from opponents, and applies various debuffs. She effectively reduces the opponent’s mitigation and has excellent enhancements in Raids, allowing her to control opponent Support characters while filling the Speed Bar for her entire Vigilante team. When used offensively, she buffs her team by lowering the Dodge Chance of opponents and removing positive effects from all enemies, regardless of whether they have Safeguard. With her strong offensive potential, Silver Sable significantly increases the threat level of the Vigilante team.

With her Basic, she attacks the primary target and flips three positive effects into negative ones. Her Iso-8/Counter Attack/Assists ability functions similarly, providing a great way to convert opponents’ positive effects into negatives.

Her Special costs 5 Ability Energy and can be used on the first turn. In Raids, before making any attacks, Silver Sable clears the Barrier from all enemies. She flips all positive effects into negatives for the primary and adjacent targets, then attacks them, applying Slow and two Bleed effects to each. This is a solid attack that allows her to affect multiple opponents while removing their Barrier.

Silver Sable’s Ultimate costs 6 Ability Energy and can also be used in the first turn. She applies Heal Block (for 2 turns) and Disrupted (for 2 turns) to all enemies before clearing their Barrier. In Raids, she also removes Charged from all enemies. If Silver Sable has four or more Vigilante allies, she reduces the duration of all positive effects by 2 on all enemies, effectively countering Safeguard mechanics. Therefore, each use of her Ultimate during an attack (including in Raids) will remove all positive effects from enemies that have a duration of 2 turns or less.

Finally, she attacks all opponents and applies +1 Vulnerable to each. This attack gains +500% Extra Focus and cannot be counterattacked. On War Offense, if there is at least 1 Villain Enemy, Silver Sable will apply Trauma (2 turns) to all enemies, and Ability Block (2 turns) to 2 random Support enemies. In Raids, she will always do this, regardless of whether there is 1 Villain enemy or not. This powerful attack sets the stage by applying Vulnerable to all opponents, greatly benefiting the Vigilante team. Since the attack is executed first, it will always take place at the beginning of the fight.

Through her Passive ability, Silver Sable applies Defense Down to each target she successfully attacks. If there are four or more Vigilante allies, opponents cannot gain Deathproof. On Offense, while Silver Sable has four or more Vigilante allies, she also lowers the enemy’s Dodge Chance by 100%, making it impossible for them to dodge.

In Raids, upon spawning, she fills the Speed Bar by 15% plus an additional 5% for each Vigilante ally, resulting in a total Speed Bar increase of 35% for the entire Vigilante team. Additionally, whenever an enemy with Vulnerable is attacked, Silver Sable fills the Speed Bar by 15% for herself and all Vigilante allies. This passive boost significantly enhances the Vigilante team’s frequency of actions in Raids.

The Focus of Silver Sable and each ally can only be reduced by Offense Down. This, for example, has an effect if a Vigilante team plays in War against Cosmic Ghost Rider who passively reduces Focus to everyone who plays before anyone on his team. So Silver Sable will neutralize debuffs of this type.

Punisher

The Punisher is a Blaster who targets multiple enemies with his attacks while also countering and attacking opponents passively. His greatest strength within the Vigilante team lies in his ability to apply the Vulnerable status to every target he hits, making it a crucial effect for the squad. Additionally, the Punisher can transfer positive effects from enemies to the entire Vigilante team, causing villains to fear him as he deals an extra 50% damage to them.

Punisher uses his Basic attack on the primary target and then chains his attack to two adjacent targets. However, any Counterattack will interrupt this chain. All of his attacks, including the Basic, deal Piercing damage, making him an exceptionally powerful damage dealer.

Before using his Special, Punisher will transfer three positive effects (excluding Taunt) from the primary target to himself, all Vigilante allies, and all Military allies. He then attacks both the primary and adjacent targets while dealing Piercing damage. This move not only buffs his entire team but also removes buffs from the primary target and inflicts significant damage.

His Ultimate attacks all opponents, dealing the highest damage to the primary target. Before launching this attack, if the Punisher has 4 or more Vigilante allies, he will clear the Barrier from all enemies. He first attacks the primary target with Piercing damage, followed by attacks on all targets with Piercing damage. As a result, the primary target sustains substantial damage, being hit twice by the Punisher’s Ultimate.

Through his Passive, Punisher can counter enemies. Whenever a vigilante ally is attacked, and if Punisher has 4 or more Vigilante allies, he will retaliate against that enemy with 125% Piercing damage. A full Vigilante team is essential for this counter (he needs to have 4 or more Vigilante allies to be able to counter), but it is advisable to run them together. Whenever a Vigilante or Defender ally uses their Special Ability, the Punisher attacks the most injured enemy for an additional 125% Piercing damage, providing another method for him to passively attack opponents.

One key aspect of Punisher’s kit is that he applies +1 Vulnerable (up to a maximum of 5) with each hit. In Raids, he will also apply Bleed with each successful hit. Every attack from Punisher, whether through Abilities or Passive, will inflict Vulnerable on any opponent he strikes. The Vigilante team greatly benefits from fighting enemies affected by the Vulnerable status.

Finally, Punisher’s attacks deal an additional 50% damage to any Villain enemies. This ensures that he consistently inflicts more damage on those opponents, which is a significant advantage.

Hit-Monkey

Hit-Monkey is a Blaster in the Vigilante team who possesses unique abilities to attack opponents passively. He receives bonuses to Crit Chance and Crit Damage when opponents are affected by Vulnerable and can extend the duration of negative effects on enemies. Additionally, he has controller abilities and can buff his team, providing solid offensive buffs like Speed Up and Offense Up, and Ability Energy during Raids. Most importantly, he prevents all non-Mythic enemies from increasing their Speed stat.

With his Basic, Hit-Monkey attacks the primary target and inflicts Bleed for 2 turns. If he has 4 or more Vigilante allies, he extends the duration of all negative effects on that target by 1 turn, making this ability very useful for prolonging powerful debuffs like Trauma, Stun, and Ability Block. This functionality also applies to Iso-8, Counter Attack, or Assist.

His Special Ability costs 4 Ability Energy and can be used in the first turn. With this move, Hit-Monkey attacks the primary target applies +1 Vulnerable (up to a maximum of 5), and extends the duration of all negative effects on that target by 1 turn (up to a maximum of 3). He then chains this attack to 4 additional targets within 2 spaces of the previous target, applying the same effects. Counterattacks do not break this chain, and this attack gains +25% Crit Damage against targets that have a Vulnerable effect. Through this ability, Hit-Monkey can extend negative effects on multiple enemies while also dealing significant damage.

Hit-Monkey’s Ultimate costs 6 Ability Energy and can be utilized in the first turn. He attacks the primary target, applying Stun for 1 turn and Trauma for 2 turns. Afterward, he performs a bonus attack on the opponent with the highest damage, ignoring Taunt and Stealth. In raids, the bonus attack also applies Stun for 1 turn and Trauma for 2 turns.

During this Ultimate attack, Hit-Monkey receives +1000% Extra Focus, making it extremely difficult for enemies to resist the negative effects he applies. After the attack, he buffs himself and all Vigilante allies with Speed Up for 1 turn and Offense Up for 2 turns. This Ultimate Ability provides excellent control by stunning one opponent or two in raids.

Hit-Monkey’s Passive activates on his turn or when an enemy has Vulnerable. If his Health is full, he attacks the enemy with the highest Health, ignoring Taunt and Stealth, dealing 200% Piercing damage, and applying +1 Vulnerable (up to a maximum of 5). If his Health is not full, he heals himself for 10% of his Max Health. When an enemy dies, Hit-Monkey generates 1 Ability Energy for himself, and in Raids, generates 1 Ability Energy for all Vigilante allies.

As long as any enemy has Vulnerable, Hit-Monkey gains +25% Crit Damage. For each enemy affected by Vulnerable, he gains an additional +5% Crit Chance, up to a maximum of +25%. Furthermore, if he has 4 or more Vigilante allies, he prevents non-Mythic opponents from increasing their Speed, except through positive effects. This ability counters many opponents that can passively increase their Speed stat.

On Offense, Hit-Monkey lowers the Revive Chance of all enemies by 100%. This is great when fighting against teams that have Dormammu, or against certain characters that can Revive like the Merc For Money team, Groot, and so on.

In summary, Hit-Monkey can heal himself if his Health is not full and attack enemies passively under specific conditions. He also serves as an Ability Energy battery for the Vigilante team during Raids – the more enemies they defeat, the more Ability Energy he generates. Given that the Vigilante team can apply a significant amount of Vulnerable to opponents, Hit-Monkey will almost always benefit from increased Crit Chance and Crit Damage.

Vigilante Vulnerable Mechanic

Vigilante Characters apply Vulnerable through:

  • Daredevil (Modern) Ultimate: +1 Vulnerable to primary and adjacent targets
  • Elektra Special: +2 Vulnerable to primary target
  • Silver Sable Ultimate: +1 Vulnerable to all enemies
  • Punisher with all Abilities, and passive attacks: +1 Vulnerable on primary target
  • Hit-Monkey Special: +1 Vulnerable to primary and chained targets
  • Hit-Monkey Passive: +1 Vulnerable on the enemy with the highest Health if Hit-Monkey Health is full on his turn or any enemy with a Vulnerable turn

Vigilante Characters bonuses vs enemies with Vulnerable:

Daredevil:

  • When an enemy with Vulnerable is attacked, heal self and all Vigilante allies for 5% of this character’s Max Health. In Raids, heal for 20% instead + clear 1 negative effect from self and all Vigilante allies.
  • On Offense, if this character has 4 or more Vigilante allies, lower the Damage of enemies with Vulnerable by 30%. This will not stack with other effects, such as Offense Down.

Elektra:

  • In Raids, if the primary target has 3 or more Vulnerable, Elektra’s Ultimate deals double damage

Silver Sable:

  • In Raids, when an enemy with Vulnerable is attacked, fill Speed Bar by 15% for self and all Vigilante allies.

Hit-Monkey:

  • Special gains +25% Crit Damage against targets with Vulnerable
  • On Turn or on any enemy with Vulnerable Turn:
    • If this character’s Health is full, attack the enemy with the highest Health, ignoring Taunt and Stealth, for 200% Piercing + apply +1 Vulnerable, up to a maximum of 5.
    •  If this character’s Health is not full, heal self for 10% of this character’s Max Health.
  • While any enemy has Vulnerable, gain +25% Crit Damage.
  • For each enemy that has Vulnerable, gain +5% Crit Chance, up to a maximum of 25%

Vigilante Offensive Mechanic

Daredevil (Modern) on offense, when paired with 4 or more Vigilante allies, reduces the damage of enemies with the Vulnerable status by 30%. This effect does not stack with other effects, such as Offense Down.

Silver Sable on offense, when also having 4 or more Vigilante allies, reduces the duration of all positive effects on enemies by 2 turns with her Ultimate, providing anti-Safeguard mechanics.

On War Offense, if there is at least 1 Villain enemy, Silver Sable will apply Trauma for 2 turns to all enemies, and Ability Block for 2 turns to 2 random Support enemies.

Additionally, Silver Sable on offense, while supported by 4 or more Vigilante allies, lowers the enemy’s Dodge Chance by 100%.

On Offense, Hit-Monkey lowers the Revive Chance of all enemies by 100%.

These bonuses demonstrate the advantages that the Vigilante team gains when utilized as an offensive option. Importantly, these effects are active in Raids, where we effectively use them as attackers. Overall, it seems that this team is better suited for offensive roles, particularly in War and Crucible, than for defense.

Passive Stats Increases

+100% Accuracy for the entire team
+100% Block Cahnce for Daredevil (Modern)
+60% Block Amount for Daredevil (Modern)
Punisher’s attacks deal an additional 50% Damage to any Villain enemies.

Combat Tips & Tricks

The Vigilante team is specifically designed to tackle all Skill sections of any Raid, enabling players to simulate Skill nodes effectively. Therefore, there is no need for in-depth discussions about the specific strategies for Raids. Focus on upgrading the characters to ensure they are strong, and you’ll have the capability to simulate Skill nodes with the Vigilante team. While it’s not necessary to max them out unless you intend to use them in the Xavier Saga, they are a solid choice for that Event and are expected to be among the best characters in the City section of the Xavier Saga.

Silver Sable plays first, applying Vulnerable, Heal Block, and Disrupted to all opponents with her Ultimate. She also dismantles their Barrier and uses the anti-Safeguard mechanic to reduce the duration of all positive effects by two. This means that even if opponents initially have Safeguard, she will ensure they lose it. Most importantly, the Vulnerable effect benefits the Vigilante team from the outset of the battle.

Following Silver Sable, Hit-Monkey can use his Ultimate to neutralize the most dangerous opponent or one who is about to take their turn. After using his Ultimate, the entire Vigilante team receives a Speed Up, allowing them to act more quickly in subsequent turns.

Daredevil (Modern) always starts with his Special, which applies several debuffs to the primary target and extends his Taunt for an additional two turns. As we know, he begins with Taunt, Safeguard, Defense Up, Deflects, and Immunity. He also gains Evade when Eletkra is positioned next to him.

Punisher has the option to use either his Ultimate or Special. If damage is needed, use his Ultimate; if you’d prefer to provide more buffs for your team, target an enemy with useful buffs and leverage Punisher’s Special.

The first round concludes with Elektra, who can either deal significant damage to an enemy using her Ultimate or apply Stealth to herself for two turns while removing five positive effects from one enemy and applying two Vulnerable effects with her Special.

After this initial phase, everything progresses smoothly. Opponents accumulate more Vulnerable effects, reducing their damage output, while the Vigilante team continues to debuff enemies, flip their positives, deal passive damage whenever opponents act, and passively heal themselves.

The Vigilante team is a formidable offensive option capable of defeating many adversaries. For instance, Nightstalkers will struggle against them as they will be unable to increase their Speed Stat. The Vigilante team effectively applies Vulnerable effects and other critical debuffs in time, significantly improving their chances of victory.

Additionally, other strong teams like Annihilators and Orchis will find themselves overwhelmed by the Vigilante team. The Vigilantes can effortlessly remove their essential buffs, preventing them from enhancing their abilities, while also possessing immense damage potential that can swiftly dismantle opponents both actively and passively.

In Raids, the Vigilante team’s abilities shine even brighter. They can heal more, passively fill their Speed Bar, and play more frequently, benefiting from numerous other enhancements specific to that game mode.

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

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