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Introduction
Teams are fully described (tap on a name for description, above in Page Content Links) and sorted by quality.
With the introduction of new teams and characters, this list will be updated accordingly.
Spotlight Raid I
Spotlight Raids are related to new teams, which we will have the opportunity to use here and thus win great prizes. Spotlight Raid I has Normal, Difficulty 1, and Difficulty 2 difficulty levels. Alliance will unlock a new difficulty after reaching 50% completion on the previous one.
Iso-8 Level requirements:
- Normal Difficulty –T1 Level 5 Iso-8
- Difficulty 1 – Tier 2 Level 1 Iso-8
- Difficulty 2 – Tier 2 Level 4 Iso-8
Rewards are T4 Ability Materials, Armory 19 Orb Fragments, Crimson Gear Raid Orb Fragments, Spotlight Orb Fragments, Gold, Raid Credits, and more. Each Spotlight Raid Orb will contain various Character Shards and guarantee 5 Shards of Void Knight.
The last (Boss) Node in Spotlight I Raid does not have requirements, so any META Raid team will do the job.
Spotlight Raids are an excellent improvement for this game mode because they will reward us with high-priority resources for progress won through those new and captivating Raids. They practically replace the old Greek raids (they use the same energy), which low-level players can play until they power up enough for Spotlight. Gamma and Beta Raids will be removed from the game, and Alpha Raid will change its name to Greek.
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Non-Mythic Lane
You can use any of the META Raid teams here, except P.E.G.A.S.U.S. Because the crucial character of the P.E.G.A.S.U.S. team is Kestrel, who is Mythic. Bifrost, X-Treme X-Men, Hive-Mind, andSpider-Society willbreak these lanes.
Spider-Society Lane
Characters on the image (left to right):
- Peni Parker
- Ghost Spider
- Peter B. Parker
- Spider-Man (Noir)
- Spider-Man (Pavitr)
Alpha Flight Lane
Characters on the image (left to right):
- Northstar
- Sunfire
- Guardian
- Wolverine
- Sasquatch
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Incursion II
Incursion II Raid was introduced on December 19th and currently has only 1 Difficulty with more coming soon, but it is the hardest Raid in MSF as of yet.
T2 Level 4 Iso-8 is required for Incursion II. Other recommendations are:
- Level 95
- Gear Tier 18
- 7 Yellow Stars
- 6 Red Stars
Rewards are similar to the ones we get from Incursion II – First Strike, but the quantities are improved.
Mystic Lane – Bifrost
Characters on the image (left to right):
- Beta Ray Bill
- Loki (Teen)
- Vahl
- Loki
- Sylvie
Bifrost can sim Incursion II if they are around 1.3 million TCP but at that point, they aren’t very reliable. You can increase your chances if Vahl is maxed out. At around 1.5 million TCP they start being decently reliable with only occasional losses to the Boss node so if you intend to sim often this is the baseline.
Tech Lane – P.E.G.A.S.U.S.
Characters on the image (left to right):
- Darkhawk
- Iron Man (Infinity War)
- Kestrel
- Rescue
- Ironheart (MK II)
Simming the first Tech node is fairly easy and even a 1 million Pegasus team can handle that, but the second node is where the issues often occur. For that node, you want to have a strong Ironheart or Iron Man which will allow them to remove Taunts from Absorbing Man and refocus on other enemies. Manually you can still clear this node with a 1 million TCP Pegasus, but to sim reliably you want them to be around 1.5 million. At that level, they will also work on the Boss node
Mutant Lane – X-Treme X-Men
Characters on the image (left to right):
- Forge
- Nightcrawler
- Cyclops
- Gambit
- Sunspot
Manually you can beat the first 2 nodes with a 1 million TCP X-Treme team, this takes into account that Gambit will be massive for most, maybe even maxed out. As long as you Charge Sunspot enough this team will even be capable of simming the second node since they will start with their Ultimates. To beat the Boss node you want to be much stronger, at least 1.3 million TCP. And if the team is at 1.5 or more they should be able to sim all 3 Mutant nodes.
Bio Lane – Hive-Mind
Characters on the image (left to right):
- Void Knight
- Gwenom
- Venom
- Carnage
- Red Goblin
As long as Red Goblin is built up well this team can sim the first 2 nodes even if they are around 1 million TCP. Thought their reliability wouldn’t be perfect since Gwenom sometimes might not land her Stun, or Red Goblin will not apply Trauma to the correct targets so it is still better to do these nodes manually. For the boss node, you want to have at least 1,3 million TCP. If you swap out Venom and use Super Skrull you will be able to reliably sim the first 2 nodes and sim the boss node with a higher than average success rate.
Skill Lane – Spider-Society
Characters on the image (left to right):
- Peni Parker
- Ghost Spider
- Peter B. Parker
- Spider-Man (Noir)
- Spider-Man (Pavitr)
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Conclusion
Death Seed is outdated at this point and they won’t be able to handle the mutant nodes of Incursion II well, while X-Treme X-Men will, as long as they are upgraded enough. P.E.G.A.S.U.S. and Bifrost will also be able to handle their respective nodes.
The only teams that start to struggle a lot are Rebirth and Invaders. Rebirth can still get through their nodes with the help of Super Skrull, whilst Invaders won’t be able to hit the mark. That’s a strong indication that a new Skill Raid team is somewhere on the horizon. Until then we don’t have a lot of options, so we still include them here.
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Incursion II – First Strike
After November 20th, we will have another Raid – Incursion II – First Strike. It is the next chapter of the Incursion Raids and is meant to be more challenging, the developers even stated that nodes from Incursion II “are not necessarily meant to be SIM’d.”
Incursion Raid II will have 3 Difficulties (Normal and Difficulties 1 and 2). Traits will be the same as usual: Mystic, Tech, Mutant, Bio, and Skill (in that specific order). In Incursion II – First Strike Raids, there will not be any combat modifiers within the Raid lanes. Which is good – because it will open up many more opportunities for various teams.
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T2 Level 3 Iso-8 is required for Normal and Difficulties 1/2. Other recommendations are:
- Level 95
- 7 Yellow Stars
- 6 Red Stars
- Gear Tier 16
We will have Gear Tier 18 gear pieces and Elite Raid Credits among the usual rewards. Those Elite Raid Credits we can spend in the Raid Store to buy Awakened Ability Materials for Legendary Characters.
Mystic Lane – Bifrost
Characters on the image (left to right):
- Beta Ray Bill
- Loki (Teen)
- Vahl
- Loki
- Sylvie
Bifrost is a Raid team that is still a part of the Meta so they can clear and sim all difficulties of First Strike, as long as you have the proper T4s and at least 1.3M TCP.
Tech Lane – P.E.G.A.S.U.S.
Characters on the image (left to right):
- Darkhawk
- Iron Man (Infinity War)
- Kestrel
- Rescue
- Ironheart (MK II)
P.E.G.A.S.U.S. is part of the new wave of Raid teams and as such they can easily clear and sim all difficulties of Incursion II – First Strike, the only thing you need to have is the proper T4s and at least a 1.1M TCP
Mutant Lane – X-Treme X-Men & Death Seed + Apocalypse
Death Seed + Apocalypse
Characters on the image (left to right):
- Archangel
- Nemesis
- Apocalypse
- Psylocke
- Dark Beast
For Incursion Raids Magneto is not very good since he won’t be able to Blind enemies, because most of the nodes have Rhino, who clears the Blinds immediately. Therefore Magneto should be replaced with Apocalypse. With this setup, you should be able to clear all Mutant Nodes as long as your team is at least 1.5M TCP, manually clear them.
During our testing, we found the placement we used above to work best. Characters will often target Apocalypse which will trigger his counterattack which in turn will apply Speed Up to him, allowing him to get to his first turn faster. Once Apocalypse uses his Ultimate clearing the nodes should be easy. Focus on eliminating enemies with low health, which will trigger Archangel’s Speed Bar rewind, and make sure to properly set up your cooldowns so that you can use Apoc’s Ultimate at the start of the next node.
X-Treme X-Men
Characters on the image (left to right):
- Forge
- Nightcrawler
- Cyclops
- Gambit
- Sunspot
As the newest Mutant Raid team X-Treme will have no issue clearing those nodes and will be able to sim them reliably as long as they are at around 1M TCP.
Bio Lane – Rebirth + Super Skrull
Characters on the image (left to right):
- Winter Soldier
- U. S. Agent
- Captain America
- Captain Carter
- Super Skrull
For Incursion II – First Strike you can successfully use Rebirth. They will need to be at least around 1.3 million TCP. Mind you, you will need to do the nodes manually because simming them won’t work reliably or at all, and clearing the Bio Boss node might require help from your teammates or attacking the node twice. If you want to sim these nodes you will need a new Bio Team Hive Mind.
If you have Super Skrull he will help out tremendously, Agent Venom should be left out in that case. This way, Super Skrull will have 2 Villains and 2 Heroes on his team which will trigger a few bonuses from his kit and will improve his prowess overall.
Hive-Mind
Once Hive-Mind are around 1 million in TCP they can be pretty reliable in Incursion I or II (First Strike). That is also when they can start simming the nodes. For that to work reliably, you need to have someone who can deal a lot of damage, so either gt18 Red Goblin or Venom.
Alternatively, you could also use Super Skrull with this team (he will have to replace Venom) and they will be able to sim all Bio nodes of Incursion II First Strike.
Skill Lane – Invader
Characters on the image (left to right):
- Nick Fury
- Captain America (WW II)
- Bucky Barnes
- Union Jack
- Iron Fist (WW II)
If you have your Invaders at least at 1.3M TCP they can hold up on Normal difficulty and maybe even Difficulty 1, but they start to struggle a bit there and are not reliable even if playing manually. If you built them up quite higher it will certainly help but Invaders are becoming outdated and will end up being replaced with a new Skill Raid team in the upcoming months.
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Conclusion
Because of the lack of modifiers, many more characters and teams can be selected for Incursion Raid II. In terms of older characters/teams, there aren’t a lot of good options for alternative teams, but the absence of modifiers at least ensures that in the future we can use newer characters to make some interesting combinations for older difficulties of Incursion without having to opt in for the current Meta Raid teams. For now, listed above are the best Raid teams for Incursion II – First Strike.
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Incursion I Raid
There are no hard requirements for an Incursion raid, but here is what the developers suggest:
- Level 90
- Gear Tier 15+
- Ability Level 7
- Red Stars 5+
- T2 Level 3+ Iso-8
Unlike Doom Raids, which had 5 difficulties, Incursion Raids will have a 6. As in Doom Raids, increasing difficulties will increase the opponent’s stats.
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Each Raid lane requires one of five specific traits – Bio, Tech, Skill, Mystic, and Mutant. As something new, with which the developers wanted to further complicate this Raid, we will have combat modifiers on each previously mentioned trait. They did this (primarily) to make some teams/characters unbearable for Incursion Raids and favor some.
Keep in mind that we haven’t been able to try out any of the teams I’ll be writing about in Incursion Raids in future paragraphs, so this is pure theory craft. As soon as we are able to do that, we will be able to more clearly suggest what is good and what is not for Incursion Raids.
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Combat modifiers:
Bio Lane
Unstable Serum
- On Enemy Character Crit, clear 2 Charged from all Player Characters. On Player Character dodge, Enemies gain Deathproof.
- On Player Character Block, clear 1 random negative effect on that character.
- If a Player Character has any negative effect, that character’s Dodge Chance is reduced by 100%.
As we can see, the modifiers for Bio nodes clearly favor the Rebirth team. Each time someone from the player’s team Blocks that character, 1 random negative effect is removed. Which team has the best chance to block? Rebirth, of course.
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The other two modifiers cripple Gamma and Web-Warriors teams. Gamma depends on Charged mechanics. The two perhaps most crucial characters in that team, Red Hulk and She-Hulk, work according to the Charged principle. In this way, they can transfer all the negative effects from their team to the enemy and cast a Battlefield Effect on the opponent’s side. Every time an opponent Crit takes 2 Charged off all Player Characters. We understand what that means.
On the other hand, the Web-Warrior team depends on the Dodge mechanic, and the modifier reduces the Dodge Chance by 100% to any Player Character who has any negative effect. This leaves us with Rebirth as the clear choice for Bio Nodes.
Rebirth
Characters on the image (left to right):
- Winter Soldier
- U. S. Agent
- Captain America
- Captain Carter
- Agent Venom
Tech Lane
Experimental Nanites
- On ally Assist, Heal self and all Enemy Characters for 5% of this character’s Max Health.
- On an Enemy Character’s End of Turn, Clear all Barrier on all Player Characters.
- On any Player Character’s Turn, clear Defense Up on that character.
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Tech modifiers, unfortunately, make it much more difficult for the currently best Tech Raid team – Bionic Avengers. Iron Man and Hulkbuster assist each other after Basic attacks. As well as Viv Vision and Vision. Every time this happens, it will heal the character that received the Assist and all opponents. So, Assist will do more harm than good.
Each time any of the enemies takes his turn to play, all Barriers with the player team will be cleared. And we know that the Bionic Avengers, through the Hulkbuster, have the biggest Barrier in the game. And on each Player Character turn, Defense Up will be cleared from it.
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Everything tells us that we should expect a new Tech Raid team soon. Which will be much more adaptable to these modifiers. Bionics will still be a force in lower-level Raids, but for Incursion Raids, it will be difficult to make any progress with them (especially at higher difficulty levels).
We can try to build a Tech team of individually excellent plug-and-play characters like Kang, Doctor Doom, Kestrel, and Shuri. And even combine them with a Bionic Avenger or two. But we would have to test the nodes and see how effective it would be.
Bionic Avengers
Characters on the image (left to right):
- Hulkbuster
- Viv Vision
- Iron Man
- Vision
- Deathlok
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Bionic Avengers + Kang
Characters on the image (left to right):
- Hulkbuster
- Viv Vision
- Kang the Conqueror
- Vision
- Deathlok
Bionic Avengers + Kang + Doctor Doom
Characters on the image (left to right):
- Kang the Conqueror
- Hulkbuster
- Deathlok
- Viv Vision
- Doctor Doom
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Skill Lane
Interdimensional Combat Training
- On Enemy Character Crit, apply Disrupted to all Player Character PROTECTORS.
- On Enemy Character Turn, clear 2 Charged from all Player Characters BLASTERS.
- Enemy Characters cannot have Defense Down, Minor Defense Down, Offense Down, or Minor Offense Down applied to them.
Skill Lane modifiers eliminate Kestrel as an option for use in Incursion Raid (at least as far as Skill nodes are concerned) because without Def Down on enemies, her effectiveness drops significantly.
Also, Captain Sam is out of the question because he is a Protector, and every time an enemy Crit gets Disrupted. Sharon Carter and Maria Hill can be users. However, they also lose certain debuffs they are able to cast.
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This leaves us with the Invaders, the newest team specialized in the Raid game mode and should be the most effective in Incursion Raid. Even they will be damaged by these modifiers, but not crucially. Because the only protectors they have are Fury’s S.H.I.E.L.D. Protector minions and their Taunt don’t mean much to us.
On the other hand, both Union Jack and Bucky Barnes are Blasters that work on Charged mechanics. But when they run out of Charged, they get benefits (it’s in their interest to spend Charged as soon as possible), so this modifier helps them. Some of the Invaders can cast debuffs that enemies are immune to. But will still be able to apply the most crucial debuffs (Disrupted, Stun, Ability Block …) from which they benefit the most.
Invader
Characters on the image (left to right):
- Nick Fury
- Captain America (WW II)
- Bucky Barnes
- Union Jack
- Iron Fist (WW II)
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Mutant Lane
Aegis of Apocalypse
- On Spawn, apply Offense Up to all Enemy BRAWLERS and BLASTERS.
- On Spawn, apply Taunt to all Enemy PROTECTORS.
- On Spawn, apply Regeneration for 2 turns to all Enemy SUPPORTS and CONTROLLERS.
- When an Enemy Character gains Bleed, generate 1 Ability Energy for self or a random ally.
- On a Player Character Apocalypse’s Turn, that Apocalypse gains Charged and fills Speed Bar by 20%.
All Mutant teams are eliminated from the Incursion Raids with these modifiers, except Death Seed and Apocalypse. So we can put Apocalypse in that team and throw out one member (Psylocke, for example) or push with the classic Death Seed team.
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And Death Seed will have difficulties because the enemies will be buffed (as you can see in the modifiers, different buffs for different classes of enemies). We know very well that the Death Seed team throws a ton of Bleed at the opponents, and every time they get Bleed, they will also get 1 Ability Energy. So they will be able to use their Special or Ultimate Abilities much earlier, but that won’t be a big problem for the Death Seed because they won’t even allow the enemies to play.
Apocalypse will be strengthened for Incursion Raid because he will passively get Charged every time he plays, which will always give Stun to his Counter. He will also play much more often because he will passively get +20% on the Speed Bar every time he plays. So as long as you have him, he is a very good option for this Raid.
Death Seed + Apocalypse
Characters on the image (left to right):
- Archangel
- Dark Beast
- Magneto
- Apocalypse
- Nemesis
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Mystic Lane
Unbound Dark Mgicks
- On Enemy Character Turn, clear Revive Once from all Player Characters. If Revive Once was cleared, generate 3 Ability Energy for self and all allies and clear allBarrier from Player Characters.
- Player Characters cannot have Stealth applied to them.
- Enemy Characters cannot have Blind applied to them.
What we see neutralizes Dormammu and his passive. Which gives extra life to allies. Not only does it negate, but it turns it into a negative thing for your team. Because as soon as you lead Dormammu into the Incursion Raid, all enemies will get 3 Ability Energy, and all Barriers will be cleared from all Player Characters.
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Player Characters cannot have Stealth applied to them, which means that Darkhold members will not passively enter Stealth when they remain in low Health. Enemies can’t have Blind, so Cloak and Dagger Ultimate won’t be as effective (but will still be very useful).
Certain characters like New Warriors (Cloak, Dagger, Deathpool), Quicksilver, Doctor Doom, Eternals, Spider Weaver, and some Darkhold members do not get affected by those modifiers at all, so we can create a powerful combination for Mystic nodes.
We recommend Cloak, Dagger, Deathpool, Spider-Weaver, and Morgan Le Fay. But you can also try many more combinations with the previously mentioned characters.
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The Bifrost team is the solution to the Mystic nodes of the Incursion Raid. With the bonuses (they have) for this game mode, Bifrost is too powerful, and they will painlessly solve all Mystic nodes on lower difficulties. They will not have big problems with higher ones.
Those bonuses include enhanced stats, manipulation of Speed, tons of Regenerations which allow them higher Damage and Counter, high self-sustain, Resurrection multiply team members, and tons of utility buffs. Also, they can flip and/or remove enemy buffs and apply powerful debuffs. Full-Package for Raids.
You can read more about each of them individually on our Character Pages, and it will be understandable to you what each of them brings to this overwhelming team. That way, you will understand what they can do, especially in Raids.
New Warriors + Spider-Weaver + MLF
Characters on the image (left to right):
- Dagger
- Cloak
- Deathpool
- Spider-Weaver
- Morgan Le Fay
Eternals + Deathpool + Spider-Weaver + MLF
Characters on the image (left to right):
- Ikaris
- Morgan Le Fay
- Deathpool
- Spider-Weaver
- Sersi
Bifrost
Characters on the image (left to right):
- Beta Ray Bill
- Loki (Teen)
- Vahl
- Loki
- Sylvie
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Doom Raid
To be successful in Doom Raids, players should have 5 different teams. One for each trait: Bio, Tech, Skill, Mutant, Mystic. Doom Raid is much more complicated than Ultimus Raid, and as I already said, it has set requirements for nodes.
I’ll list a few teams for each requirement (Lane) that performed well in Doom Raid.
Bio – Rebirth
Characters on the image (left to right):
- Captain Carter
- U.S. Agent
- Agent Venom
- Winter Soldier
- Captain America
It is the newest Raid team which should be breathtaking for that game mode, but right now (at the moment this article is written), we still do not have them in the game, so this will be more theory crafting than proper testing and explaining.
They have Bio traits, and when we look closely at them, we can see that they will be better than the current Bio Raid meta – Web Warriors.
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In Raids, their bonuses for the stats increase will double. The Rebirth team will have amazingly well-built stats but not just that.
Let’s start with sustain – the most important thing for the raid team. Cooldowns of all Abilities are low – they can use them often. This team has a high Block Chance – their Protector, Captain America, will block everything, and not just that, he has increased the Block Amount – damage receiving will be minimal.
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After reworking, he becomes the best tank in the game. He has Taunt on himself every two out of three turns. With Captain Carter and her Acrobatic Justice Special, he will have it 3 out of 3 turns – basically all the time. Protection will be on the level, with a ton of Deflects, and Defense UP, with Protector who can Taunt all enemies during the whole duration of the fight, and with healing plus Safeguard provided by Captain Carter, we can say that their sustain is startling.
Control will be another part where they shine. They have two Stuns; one of those two has two turns duration. They can put an Ability Block for two turns on three targets. And when I say they can do it every third turn, you will see how powerful it is. They can also flip buffs and clear them from multiple enemies in a single move. Control – same as sustain – highest rank!
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And Damage!!! Good old pure way of getting rid of annoying enemies through nodes. I have just two words for that – Agent Venom. Right now, when we can see his stats, we know that he is the 2nd highest character in the game with the Damage stat. That doesn’t need to mean anything, but when we look at his abilities, we can see the destroyer!!!
Most of his attacks are Piercing. He can passively attack enemies wherever someone from Rebirth blocks an enemy attack – and that will happen so often. On a crit, he will repeat his Ultimate. Not to mention that he will have Offense Up all the time, thanks to the Winter Soldier Passive.
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Do not get me wrong, the damage of the Rebirth team is not coming just from Agent Venom; every other character can hit hard and has a good way of hurting enemies, but he is the main guy when we talk about this team.
So, we talked about the three most important subjects that build a quality Raid team: sustain, control, and damage. The Rebirth team has every single aspect on the highest level.
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Three new characters at the same time as members of the Rebirth team will arrive in the game soon. They will be introduced to us through the current Monthly and Weekly Events system. If you do not have them on your priority list, try not to slack on those Events and try to collect their shards in the highest possible number. So later, when you have resources, you can build them.
Rebirth will be the best choice for the Bio nodes in the Doom raids.
Bio – Web Warriors
Characters on image (left to right):
- Spider-Man
- Spider-Man (Miles)
- Ghost-Spider
- Scarlet Spider
- Spider-Punk
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Unlike some other specialized Raid Teams, Web-Warriors do not rely on overpowered healing and additional turns. However, the number of buffs they have and the amount of debuffs they can place in raids is unmatched by any other team. Their damage potential is amazing and combined with constant CCs makes their targets easy to kill regardless of Raid’s difficulty.
They start each Raid Node with Offense Up, 2 Deathproofs, Speed Up, Evade, and 2 additional Ability Energy. That allows them to initiate each fight with the strongest abilities.
On each Turn, 2 random Web Warriors gain Evade. On each Dodge, they are buffed with Offense Up and Speed Up. On each Crit, 2 of them are cleared of Heal Block. Whenever a negative effect is applied to the enemy, Defense Up, Offense Up, Speed Up, or Deflect is placed on the debuffer. On every successful attack, each member of the Web-Warrior team is healed by 3% of their maximum Health…
All of these are just their passive abilities in Raids without active skills (also significantly improved in Raids). Amazing, isn’t it?
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Bio – Symbiote
Characters on the image (left to right):
- Spider-Man [Symbiote]
- Scream
- Anti-Venom
- Carnage
- Venom
The Raid potential of Symbiote is well-known to all MSF players. They are the first raid team that crucially influenced the game. Players were forced to assemble custom teams to minimize HP loss through multiple nodes until Symbiots showed they fully changed the Raid perception and influenced the creation of future Raid teams.
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Symbiots’ main strength is the ability to drain with 100% efficiency and place a vast number of debuffs that can be spread through the entire enemy team. Besides that, Carnage grants them additional turns after every kill, so they can keep playing over and over again.
Compared to the new Raid Metas, Symbiot’s damage potential is low even though Anti-Venom grants them all available buffs.
Symbiotes can be successfully used in all Ultimus Raid and Greek Bio/City Nodes. Their usefulness doesn’t end there, they can be successful even in Doom II Raid on related Nodes. However, because of their low damage potential, fights will last long and often end in defeat due to time limits.
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Tech – Bionic Avengers
Characters on the image (left to right):
- Hulkbuster
- Viv Vision
- Iron Man
- Vision
- Deathlok
The Bionic Avengers are the answer for Doctor Doom Raid Tech nodes.
Their synergy and efficiency in Raids are something we have never seen so far. Their main strength is their Ability Energy generation which literally grants that all abilities can be used whenever you want. In the worst-case scenario, each Bionic Avenger will get 3 Ability Energy every turn in Raids.
Their unbelievable sustenance is the product of probably the strongest Barrier in the game provided by Hulkbuster and Viv Vision’s ability to heal the entire team every time a character gets infused with Ability Energy. In other words, Viv Vision will provide healing equal to at least 45% of her Max HP to everyone at every turn. It is insane, trust me!
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Skill – Invader
Characters on the image (left to right):
- Nick Fury
- Captain America (WW II)
- Bucky Barnes
- Union Jack
- Iron Fist (WW II)
The newest Raid team in the game is the Invaders, whose trait is Skill, which automatically means that it is a team specialized in Skill nodes. Outside of Raid isn’t nearly as strong as in that game mode because almost every Ability has an accessory that works in Raid.
Almost all their stats are boosted in the Raid: Damage, Armor, Crit Chance, Health, and Resistance. So they represent a real force in that game mode, along with Nick Fury, who is their leader and additionally strengthens them with his summons (which are otherwise magnificent).
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Speaking of Fury and his Summons, we must mention that he is a character that has been reworked (his minions as well) and now truly represents the true leader of this team.
I won’t strictly tell you here what any of them can do individually and what their role is in the team (you can find all that in the “Character Guides” where each Ability of each of them is detail described), it’s enough to tell you that they have a bunch of buffs during the fight, that they have an assist from an ally after every attack, that heals very well (their sustain is excellent), that also have an Ability Energy battery that allows them to quickly recharge their Abilities, that they can throw all kinds of debuffs on enemies, and that even they can manipulate the enemy’s Speed Bar.
Compactness, durability, safety, strength = Invader, a team made for Raids. And even some mediocre power Invader teams can overcome all the obstacles that Doom V Raid provides without any problems.
It is good to know (is officially confirmed) that they, along with the Rebirth team, will also be necessary for the upcoming Incursion Raid. So they are a safe investment for the future.
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Skill – Secret Avengers + Kestrel + Shang Chi
Characters on the image (left to right):
- Kestrel
- Maria Hill
- Shang Chi
- Sharon Carter
- Sam Wilson
Secret Avengers is clearly made with one primary goal – to be another META for Raids.
Sam Wilson is an amazing Protector. His versatility can be used even outside of the Secret Avengers team (he synergies with almost all SKill Heroes). As such he is an ideal addition to Maria Hill and Sharon Carter.
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Those 2 girls are unique in many ways. Maria has the best healing in the game combined with Heroes capable of constant Blocks, which this team definitely is. Sharon is the offensive version of Yo-yo – a hero who places Offense Up before each turn of each Secret Avenger or Skill Hero.
Kestrel is a natural addition to this team – she is a Skill Hero, one of the best damage dealers in the game. She has synergy with Sharon who has a similar special ability to place Defense Down on primary and adjacent targets.
Choosing 5th member of this team may seem to be tricky but only one Hero has synergy with both Secret Avengers and Kestrel – that is Nick Fury.
Nick Fury allows Kestrel a significant Health Boost to the rest of the team – He is a Skill Hero. His summons and his ultimate ability synergize with Maria Hill’s summons and her healing. Most importantly, he will copy a waste number of buffs whenever he is using his special ability.
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Nevertheless, Nick Fury is not the best pick for this team – Shang Chi is. Shang Chi is also a Skill character so he will benefit from Sharon. Also, Shang Chi has the greatest damage potential of all Skil characters. When he hits those counts – when he hits with Offense Up that is obliterating. His ultimate effect on all enemies on the battlefield and its cost is 4 Energy. That practically means that his ultimate CD will be ready whenever Sam uses his special – you just need to be careful that Shang Chi uses his ultimate before Sam uses his special (to not waste the energy you will receive).
In addition, Shang Chi’s special provides him with healing while inflicting a significant amount of damage to enemy clusters. In short Shang Chi fits in this team (if we speak about Raids) more than he fits in Heroes for Hire. It’s simply amazing what they can do together.
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It is true that you will lose additional healing and protection Nick Fury can offer, but with Shang Chi, you will actually be more protected because killing an enemy is the best protection there is.
The only downside of this team is that in Doom 2 and especially Doom 3 you need to manually control them. AI doesn’t preserve CDs for the key moments in battle, therefore you cannot be sure that the sim will guide through Nodes without casualties.
All in all, this team is more than capable of dealing with any Doom Skill nodes, and they can be used in various Greek Raids on the highest difficulty. With them, you will welcome any SKill challenge knowing that the strength of your team will not be crucial for Node clearing – they are that strong!
Mutant – Death Seed
Characters on the image (left to right):
- Nemesis
- Psylocke
- Magneto
- Dark Beast
- Archangel
Right now, this is the best Raid team in the game. It is a Horseman team needed to unlock Apocalypse, so everyone should upgrade them as soon as possible. Death Seed is a team specialized for raids, and in that game mode, they provide the best results.
Dark Beast is one of the most crucial parts of this machinery. With his Passive, he can increase the stats of everyone (when they have appropriate buff) and make every single raid node trivial.
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Archangel is the leader of this team, and he can control the battlefield by manipulating the Speed Bars of enemies. With this team, you can often be in a situation when enemies will not play at all, and your Death Seed members will destroy them. With Archangel’s damage potential, tearing down the enemies will be an easy job.
They have everything: stats increased, passive sustain, a lot of ways to control enemies, speed manipulation, and powerful dots.
When we talk about dots, we need to mention their bleeds. There will be so many Bleeds on your opponents when you play with Death Seed, and those dots will drain the Health of enemies in no time.
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All members have their roles in the team, I mentioned just two of them, but trust me, everyone is equally important. For example, Psylocke will play last – she is the slowest member of the team, but that is actually very good because then she can remove all of the debuffs from her teammates (with her Ultimate) and get them ready to play another turn without any consequences.
Magneto can put Blind of all enemies at the start of each battle because while he is in the Death Seed team, he will not have a problem with the Ability Energy needed for his Ultimate. At the same time, he will pull them all towards each other making them more vulnerable to primary + adjacent attacks of other Death Seed members.
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Nemesis is a team Healer and supporter, but he is not just that. He can redistribute buffs from Archangel to other team members and do a good amount of damage while stealing and redistributing HP.
Team for the win-win situation not just in Raids but in other game modes also. You will need them, so build them and use them.
Mutant – Astonishing X-Men
Characters on the image (left to right):
- Bishop
- Kitty Pride
- Beast
- Iceman
- Jubilee
Before introducing Astonishing X-Men, there was a big problem assembling a proper Mutant Raid team. With their introduction, all problems become history, and more importantly, Astonishing X-Men established themselves as a META Raid team.
Their skill kit is specifically made for raids, but everything is based on Jubilee’s passive. It fills the Speed Bar of all allies whenever an enemy is killed and grants Assist Now on every turn of any member of the team. Jubilee also allows Beast to play as soon as the HP of any Astonishing Member drops below 50%. This generates additional Ability Energy and is sufficient for instant healing ability use.
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But that is not all – whenever Jubilee assists or attacks with the basic ability, she Blinds any opponent in Raids.
The main damage dealer of the team is Bishop whose role is to be the Protector of the team even though he is Blaster. Bishop is an unorthodox MSF character but his synergy with Jubilee is one of the strongest in MSF even outside Raids.
Other members of the team are not so important even though they have some powerful abilities in Raids. The main strength of this team is that they will play continuously until all enemies are dead – they just need to make an initial kill and everything else will be like slicing butter.
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Mystic – Mystic META
Characters on the image (left to right):
- Ikaris
- Deathpool
- Dormammu
- Morgan Le Fay
- Sersi
This Mystic team is your answer to everything. You can use it in any raid on SIM without any Healer ISO-8 class on any characters.
This synergy is so strong that you will slice through any node on any Raid without losing HP. Eternals have the best AOE synergy in the game and they grant you constant damage against all enemies. The more they kill the more energy they will get from Deathpool.
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Morgan Le Fay will make sure that you play first and that you prevent the most dangerous enemies from using their abilities. At the same time because of Deathpool, she can use her special at least once per battle healing herself in full.
Dormammu will provide more consistent play to the Mystic team: they will have Revives Offense, Defense, Speed Up, and Healing from him. At the same time, he will give you additional control: Stun, Ability Block, removing Immunities, etc.
With this team you can play Doom 3 Mystic nodes on sim – you will get 3 easy wins without casualties including the Boss Node.
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Ultimus Raid
Ultimus Raids have no restrictions, so any of the above teams can do the job in that Raid. If you have Invaders or Rebirth (the two newest Raid teams) focus on them, they will break the Ultimus Raid to pieces.