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marvel contest of champions 5 star cheat Help me choose a five star mystic. I have completed 6.3 and will probably start 6.4 next month(units gone) so keep that in mind if any of these are good for any paths, bosses etc. I'm leaning away from because I'm looking for the mystic utility, and I don't wan't to wait for doom any longer(been using 4star doom for months now) Anyway, something else to keep in mind is that I DO NOT run suicides. Help me choose a five star mystic 56 votes. Comments. Claire for sure. The other too are good mind you, you cant go wrong with them, but Claire is just too good to the point that is not even a contest. She is the very definition of a Swiss Army Knife champ, she has too many useful stuff in her kit: bleed, poison, incinerate, immunities to the previous three, nullify, stagger like ability, powerful self heal, some power control, big damage if you ramp up her charges, death cheat if duped, etc. Who to use generic 5 star awakening gem on? I have 2 science, 2 , and 2 mystic 5 star awakening gems already so I am just going to show my Tech, Cosmic, and Skill champions: Science: I am saving my 2 gems for and Red . I have all the other science champs awakened. Mutant: I am saving my 2 gems for Magneto, , Prof X. I have all the other mutant champs awakened. Mystic: I am saving my 2 gems for Doom and maybe Longshot (not really sure to to even put the gems in lol). I have all the other mystic champs awakened. Who to use generic 5 star awakening gem on? 67 votes. Comments. Of those options, falcon. Personally though I would probably wait. But yeah, it definitely wouldn't be a waste going to falcon. Angelas buff to her sig ability is insane. She was awesome for so much content in 7.2. CGR then or save it. I would not use it on HB. Of those options, falcon. Personally though I would probably wait. But yeah, it definitely wouldn't be a waste going to falcon. Actually use it on Kang for the Big Flex. Leave him Sig 1 so people will know and fear you. There is no one else in your roster who could possibly deserve a Generic. Falcon is pretty awesome too! P.S: Save the Mystic gem for someone like Voodoo or Mojo, rather than Longshot ( they benefit more from it) Actually use it on Kang for the Big Flex. Leave him Sig 1 so people will know and fear you. Cgr gains degen, power lock, fate seal, heal block on 5 judgements. Instead of just power lock. Falcon gains about 20% crit rate. You made no mention os sig stones so im going off sig 1. If dumping like 100 in falcon id say him. If you had odin id say hela. Her rapid fury with cheat death would be massive damage quick. Also looks like cgr is max and falcon r4. I prefer shiny silver stars on the maxed. And typically dont awaken any till i r5. Hop for natural dupe before than.that and we are usually getting 1 ag a month now. So not too bad compared to years ago. There is no one else in your roster who could possibly deserve a Generic. Falcon is pretty awesome too! Act 5.1 Completion Guide – Marvel Contest of Champions. Act 5.1 is your first step towards getting uncollected. This part of the game can often feel intimidating to newer players as you find yourself encountering unfamiliar nodes and challenges. However, understanding the nodes, finding the right paths, and picking the right champions will make your journey a lot easier and that is exactly what this guide will help you with. Before you get into Act 5 Chapter 1, it is a good idea to make sure that your ‘Parry’ and ‘Dexterity’ skills are sharp and on point. If not, spending some time against the realm of legends winter Soldier until you are satisfied with them will do the trick. To comfortably complete this content, I would recommend having at least have a few strong 4-star champions at Rank 4, if not rank 5. Going through this content with champions of a lower rank may be possible, but will definitely be more difficult (And probably more expensive). If you have read the tips above and are ready to get into act 5, let’s get to it. 5.1.1 – Fair Play. Global Node: Flare. The Flare node will cause you to degenerate 100% of your health in 60 seconds but boosts your attack by 300%. While this degeneration may look scary, it really isn’t. You will soon realise how quickly your fights will end with the attack boost that you receive with it. Think of this node as a really strong suicide mastery. Diminishing health, crazy high attack. The goal of this quest is very simple. Kill your opponents before the degeneration kills you. Play as aggressively as you can and watch your opponents melt. This difficulty of this quest is on the lower end of the spectrum when it comes to Act 5. Recommended path: Guillotine >Gambit> Moon knight > Rogue> Spiderman> Falcon>Kang. Most of the fights on this path are fairly easy if you are used to the AI or aggressiveness of Act 5 opponents. The only problematic encounter can be spiderman and you can deal with him by only hitting him when he is stunned. Kang is a relatively easy boss to fight. As long as you don’t push him to an sp2. Team Building. This node will let you have short fights best suited for champions who can do a lot of damage as quickly as possible. Champions with a lot of bleed, poison and other damage over time effects do really well against this node. Champions with some sort of quick access to regeneration will also do well as they will be more sustainable and let you use them for longer. Do not bring champions that require a lot of ramp up or ones that will extend the fight any longer than required. The degeneration is also affected by class relationships so you will want to use champions with a class advantage as much as possible. This also means that it is a good idea to fill your team with as many different class types as you can. 5.1.2 – Weaponised. Global Node- Breakthrough. This node lets your opponents start the fight with +5000 armor. Every time you hit them; you reduce their armor by 200. In contrast to the previous quest, this quest tests your survival skills for the first 25 hits of the fight. The first few hits will barely deal any damage to your opponent but every consecutive hit will deal more damage than the last. By hits, your opponent will not have any more armor than they usually would and as the fight goes on, their armor rating will only reduce further, making them take more amounts of damage. Recommended Path: Gwenpool> Guillotine>Captain America WW2> War Machine> Gambit> Howard the Duck> Moon Knight. Most champions on this path are fairly easy to deal with. You might have to take a good amount of block damage from War Machine’s sp1 in these long fights which can easily be dealt with by using champs equipped with auto-evade, high block proficiency, or just a generally large health pool. Howard the Duck’s regeneration/ degeneration can be dealt with by simply stunning him when it is activated. Team Building. Two kinds of champions will do well against this Global node- Champions with True strike/True accuracy and ones with a lot of hit on their special attacks. True Strike/True accuracy champions ignore armor rating which renders the node ineffective. Champions with a lot of hit on their special attacks can quickly reduce the armor rating and end fights more quickly. Both of these are great options and can easily be found in your roster. (At least champions with a lot of hits on their specials. 5.1.3- Back and Forth. Global Node: Flare. This is the same node that you faced in the first quest of this chapter. You will degenerate 100% of your health over 60 seconds while your attack is increased by 300% Refer to the info on quest 1 for more details about the node. Team Building: As mentioned above, you will want to bring champions with some high damage output. You can scroll up for an in-depth reminder of the best champions you can bring. Recommended Path: Crossbones> Hulkbuster>Antman> Juggernaut>Wolverine> > X Force> Iron fist> Iron Patriot. While the node you face is the same as the one you faced before, the champions are not. This path houses a few champions that can be a bit of a hindrance to your journey. Hulkbuster will require you to bring a shock immune or nullify champ. If you have neither of those, make sure to use a high damage output champ. Antman can be a tank but some ability accuracy reduction and Damage-over-time debuffs should do the trick. Juggernaut will go unstoppable at the start of the fight and after every special attack. The best with to deal with him is by using champs that can nullify his unstoppable or ones that have access to a slow debuff. 5.1.4- Taunted. Global Node: Life Transfer. This is probably the easiest quest in all of Act 5. As soon as you enter the quest you will instantly find yourself thanking the game for creating this node. While life transfer degenerates 2% of your health per second, it lets you life-steal 125% of the damage that you deal to the opponent. This means that if you play aggressively and well enough, you can stay at almost full health throughout your fights. You will also easily be able to regenerate any health you lose if you mess up. Team Building: You can easily complete this quest with almost any champion in the game. However, if you want to take real advantage of this node, you could bring characters that have a lot of burst damage. It is important to remember that life steal only regenerates health from the hits you land, not from damage over time effects. Recommended Path: > Daredevil> Port to B> (Hidden Opponents)> > >Quake>Black Widow> Beast> Moon Knight> Iron Patriot> Venom. The opponents from Thor to Iron Patriot are hidden so you can use the names mentioned above as a reference for your preparation. Most of the champions on this path are simple to deal with as long as you know to evade their special attacks. Even if you don’t, the life transfer node will still give you a chance to recover. The one exception to the “Easy fights” on this path is the Iron Patriot towards the end of the path on the mesmerize node. While Iron Patriot himself is not much of an issue, the mesmerize node will stun you whenever your attacks are evaded. The node also causes your attacks to have a 7% chance to be evaded. The easiest ways to deal with this are champs that counter evade or using any champ and only hitting him when stunned. 5.15- Overloaded. Global Nodes: Burden of Might. Assuming everything so far has not been too troubling, this quest will not be too difficult. However, it might just get a little annoying. Simply put, Having a buff on yourself reduces the amount of power you gain while expiring buffs drain your power. This includes the precision buff gained from the dexterity mastery. The best way to deal with this node would be to bring champions that do not gain too many buffs and do not rely on special attacks for their damage. Team Building: The best champions that you could pick to bring to this quest would be ones that do not rely on their special attacks to deal damage. Since you will constantly find yourself triggering the dexterity mastery, which is a buff and will cause you to lose power, you will not find yourself with too many opportunities to throw a special attack. This also makes bringing champions that trigger a lot of buffs a bad idea. Champions with raw damage output from their light, medium and heavy attacks will be your best bets here. You may also be presented with a few chances to throw a special attack 1 if you’re lucky enough. Recommended Path: Kamala Khan> >Guillotine>Ronan>Howard the Duck> > Doctor Voodoo> Starlord> . The first five opponents on this path will not cause you too much trouble. Howard the duck can be dealt with by simply shutting his abilities down with a stun. The real annoyance that most people face in 5.1.5 is the Karnak with increased physical resistance and the strike back node. As long as you remember that throwing a special attack will give him a bar of power, it will not be a difficult fight, however, it will be a long one so just bait out his special one and take him down eventually. Electro can be easily dealt with by using champions with either Non-Contact hits, Ability accuracy reduction, or damage-over-time effects. 5.1.6- Dark Angel. Global Nodes: 1.Brute Force. You have reached a point of a minor step up in difficulty. The node ‘Brute Force’ will have you degenerate if you do not manage to land a hit on your opponent in 6 seconds after your last hit. This is not much of a problem if you can play aggressively enough. It is advisable to keep an eye on your opponent’s power meter during your fights in this quest as you do not want to find yourself in a position where they are one hit away from their special attack 3 due to which you aren’t able to reset the brute force timer. 2.Kinetic Instigator. Kinetic Instigator simply gives your opponents power as you block their attacks. The ideal solution to this node would be to intercept every attack but that is not a skill that comes easily. Parrying the opponent will give the opponent a negligible amount of power that won’t matter much unless your opponent is close to 3 bars of power. Just to be safe, it is always a good idea to keep your opponent below two bars for power in case you slip up and miss a few parries. (Unless you have to block long special attacks) Team Building: Your top champs will do just fine in this quest. You might want to bring counters to Mordo and Cable if you generally find yourself having trouble fighting them. Besides that, champions with unblockable attacks can help you reset the brute force timer when you find yourself in a difficult spot but they are not necessary. Recommended Path: Ironman> Quake> Daredevil> > Gwenpool> Mordo> Magneto> Groot> Cable> Archangel. You might want to get yourself familiar with fighting Mordo and Cable aggressively enough by dueling them in advance as they can be incredibly troublesome to deal with if you aren’t used to them. Remember to not take a metal champ against magneto as that can turn out to be detrimental. He also has an unblockable sp2 so you should try your best to bait out his sp1. The rest of the opponents will not pose much of a threat to you as you probably have enough practice facing them. As long as you can parry their basic attacks and bait out their specials, you should have a fairly easy time. Conclusion. Act 5.1 is known to be easier than what follows it, but it certainly isn’t without its own set of hindrances. A lot of the nodes introduced in act 5 can take newer players by surprise. The tips and tricks mentioned above should make adventuring through this chapter a bit more comfortable as you go in equipped with the information needed to deal with each quest.