Monday, March 9, 2015

King's Corner: All Hail the King Episode 48 - Enchantress Teams


*Notes
(The following notes will apply to many builds both now and in the future)
First, when it comes to Regular Iso-8 builds there are always different options and everything from weapon or gadget choice to hero/armory bonuses factor in. Typically the one stat that you will want to avoid, when it comes to PvP at least, is stamina. I cannot even name the last match where I ran out of stamina or had any stamina issues whatsoever. The vast majority of this will be provided by bonuses, even if the hero appears to have low stamina, they will still be covered by your hero/armory bonus.

Second, evasion is not very valued or at least it hasn't been in PvP. Don't get me wrong I can see the extreme advantage in evading an enemy's attacks, but the problem lies in how this stat has been set up or managed and all the weapons, gadgets, and abilities that will completely ignore it. Unfortunately it has been under-powered and although I would love to try to implement a high evasion/dodge team, currently I just ignore this stat as you will most likely only avoid through special passives, buffs, and procs such as reality hacking.

Third, for a very long time I favored defense over health. Defense factors in on every hit (except those that ignore the defense stat, whether by type or adamantium, etc.) whereas health is a one time stop gap. If you get hit once or if you get hit for that little bit of extra health it will no longer be an advantage. This was especially a problem and still is to an extent with one shot abilities. Say Havok's Plasma Wave hits for 20k and you only have 16k normally and 18k with added health. You will get obliterated either way. However, with the level capped tournament and the numbers dialed down, having a bit more health can make quite a difference. Due to this change I am starting to use iso-8 which has a health boost more often and would recommend it a lot more now than I would have before. So as an added note, anytime you see bulky (attack and defense), feel free to change it to stalwart (health, attack, and defense).

Lastly, accuracy is something that can be very tricky. For one, it's difficult to decide how much you should add. As a point of consistency I max the bars (5) on most heroes and costumes. However, there are a few characters who don't need or rely on this stat. Also, there are items, passives, buffs that will give you things such as guaranteed hit. Gamora's movie alt is a great example, or the Dragon's Foot and Rectifier when it comes to the Agent's equipment. If you know you are going to provide guaranteed hit and have the silver to change iso-8 then drop accuracy out of the equation and pump attack, defense, (and maybe health as well). One very important final note that I want to emphasize is I nearly always would recommend attack first and never stop increasing this stat. That's just my own personal philosophy. The exceptions would be if you are either building a super tank - support character like say Rescue or if your team is purely relying on dots and debuffs.

--------------------------------------------------------------------------------------------------------------------------

} Generalist's Empowered Trench
2 x Forceful
6 x Stalwart
Inspiring Empowered Iso-8
Weather Control Device
Twisted Gift
Neuropurge
Signpost

Enchantress
8 x Stalwart
Resonant Empowered Iso-8
L2 - Thorned Augmented Iso-8

Nul, Breaker of Worlds - Bruiser
5 x Forceful
3 x Bulky
L1 - Knocking Augmented Iso-8
L2 - Powerful Augmented Iso-8
L6 - Gracious Augmented Iso-8
L9 - Erupting Augmented Iso-8

--------------------------------------------------------------------------------------------------------------------------

} Bruiser's Safeguard Suit
2 x Forceful
6 x Bulky
Vengeful Empowered Iso-8
Weather Control Device
Ex Oblivione
Gaunt Caress
No Mercy

Enchantress
8 x Stalwart
Resonant Empowered Iso-8
L2 - Thorned Augmented Iso-8

Beast, Horseman of Pestilence - Infiltrator
7 x Forceful
1 x Bulky
Reflexive Empowered Iso-8
L1 - Bloody Augmented Iso-8
L9 - Knocking Augmented Iso-8

---------------------------------------------------------------

} Tactician's Empowered Armor
2 x Forceful
6 X Bulky
Quick Empowered Iso-8
Synthetic Cube
Ex Oblivione
Memento Mori
No Mercy

Enchantress
Resonant Empowered Iso-8
8 x Stalwart
L2 - Thorned Augmented Iso-8

Loki
My iso-8 build for him is outdated, but I would possibly go full Stalwart for him. Unless you would like to try some evasion stat boost, then perhaps Skillful.
Resonant Empowered Iso-8
Protective Empowered Iso-8
L1 - Sorcerous Augmented Iso-8
L2 - Thorned Augmented Iso-8
L6 - Aiming Augmented Iso-8
L9 - Bursting Augmented Is-8

Wednesday, February 25, 2015

King's Corner: All Hail the King Episode 47 - Karolina Dean Teams


*Notes
(The following notes will apply to many builds both now and in the future)
First, when it comes to Regular Iso-8 builds there are always different options and everything from weapon or gadget choice to hero/armory bonuses factor in. Typically the one stat that you will want to avoid, when it comes to PvP at least, is stamina. I cannot even name the last match where I ran out of stamina or had any stamina issues whatsoever. The vast majority of this will be provided by bonuses, even if the hero appears to have low stamina, they will still be covered by your hero/armory bonus.

Second, evasion is not very valued or at least it hasn't been in PvP. Don't get me wrong I can see the extreme advantage in evading an enemy's attacks, but the problem lies in how this stat has been set up or managed and all the weapons, gadgets, and abilities that will completely ignore it. Unfortunately it has been under-powered and although I would love to try to implement a high evasion/dodge team, currently I just ignore this stat as you will most likely only avoid through special passives, buffs, and procs such as reality hacking.

Third, for a very long time I favored defense over health. Defense factors in on every hit (except those that ignore the defense stat, whether by type or adamantium, etc.) whereas health is a one time stop gap. If you get hit once or if you get hit for that little bit of extra health it will no longer be an advantage. This was especially a problem and still is to an extent with one shot abilities. Say Havok's Plasma Wave hits for 20k and you only have 16k normally and 18k with added health. You will get obliterated either way. However, with the level capped tournament and the numbers dialed down, having a bit more health can make quite a difference. Due to this change I am starting to use iso-8 which has a health boost more often and would recommend it a lot more now than I would have before. So as an added note, anytime you see bulky (attack and defense), feel free to change it to stalwart (health, attack, and defense).

Lastly, accuracy is something that can be very tricky. For one, it's difficult to decide how much you should add. As a point of consistency I max the bars (5) on most heroes and costumes. However, there are a few characters who don't need or rely on this stat. Also, there are items, passives, buffs that will give you things such as guaranteed hit. Gamora's movie alt is a great example, or the Dragon's Foot and Rectifier when it comes to the Agent's equipment. If you know you are going to provide guaranteed hit and have the silver to change iso-8 then drop accuracy out of the equation and pump attack, defense, (and maybe health as well). One very important final note that I want to emphasize is I nearly always would recommend attack first and never stop increasing this stat. That's just my own personal philosophy. The exceptions would be if you are either building a super tank - support character like say Rescue or if your team is purely relying on dots and debuffs.

--------------------------------------------------------------------------------------------------------------------------



} Bruiser's Safeguard Suit
2 x Forceful
6 x Bulky
Vengeful Empowered Iso-8
Neuropurge (In final build, Curse you Nul!!)
The Rook
Weather Control Device
Guardian Insignia


Guardian Rocket Raccoon - Generalist
5 x Stalwart
3 x Powerful
Inspiring Empowered Iso-8
L1 - Ionizing Augmented Iso-8
L2 - Aiming Augmented Iso-8
L6 - Bursting Augmented Iso-8
L9 - Powerful Augmented Iso-8

Karolina Dean
4 x Steady
4 x Stalwart
Explosive Empowered Iso-8
Unavoidable Empowered Iso-8
L1 - Ionizing Augmented Iso-8
L2 - Manifesting Augmented Iso-8
L6 - Bursting Augmented Iso-8
L9 - Powerful Augmented Iso-8

--------------------------------------------------------------------------------------------------------------------------

} Tactician's Empowered Armor
2 x Forceful
6 X Bulky
Quick Empowered Iso-8
Neuropurge
Cybernetic Blaster
Weather Control Device
Cybernetic Cannon

Classic Magneto
4 x Stalwart
4 x Bulky
Quick Empowered Iso-8
Fluxing Empowered Iso-8
L1 - Bursting Augmented Iso-8
L2 - Powerful Augmented Iso-8
L6 - Ionizing Augmented Iso-8
L9 - Manifesting Augmented Iso-8

Karolina Dean
4 x Steady
4 x Stalwart
Explosive Empowered Iso-8
Unavoidable Empowered Iso-8
L1 - Ionizing Augmented Iso-8
L2 - Manifesting Augmented Iso-8
L6 - Bursting Augmented Iso-8
L9 - Powerful Augmented Iso-8


I would like to give a special thank you to Agent Snapz for all of his help with this project!

Tuesday, February 10, 2015

King's Corner: All Hail the King Episode 46 - New Mutants Magik



*Notes
(The following notes will apply to many builds both now and in the future)
First, when it comes to Regular Iso-8 builds there are always different options and everything from weapon or gadget choice to hero/armory bonuses factor in. Typically the one stat that you will want to avoid, when it comes to PvP at least, is stamina. I cannot even name the last match where I ran out of stamina or had any stamina issues whatsoever. The vast majority of this will be provided by bonuses, even if the hero appears to have low stamina, they will still be covered by your hero/armory bonus.

Second, evasion is not very valued or at least it hasn't been in PvP. Don't get me wrong I can see the extreme advantage in evading an enemy's attacks, but the problem lies in how this stat has been set up or managed and all the weapons, gadgets, and abilities that will completely ignore it. Unfortunately it has been under-powered and although I would love to try to implement a high evasion/dodge team, currently I just ignore this stat as you will most likely only avoid through special passives, buffs, and procs such as reality hacking.

Third, for a very long time I favored defense over health. Defense factors in on every hit (except those that ignore the defense stat, whether by type or adamantium, etc.) whereas health is a one time stop gap. If you get hit once or if you get hit for that little bit of extra health it will no longer be an advantage. This was especially a problem and still is to an extent with one shot abilities. Say Havok's Plasma Wave hits for 20k and you only have 16k normally and 18k with added health. You will get obliterated either way. However, with the level capped tournament and the numbers dialed down, having a bit more health can make quite a difference. Due to this change I am starting to use iso-8 which has a health boost more often and would recommend it a lot more now than I would have before. So as an added note, anytime you see bulky (attack and defense), feel free to change it to stalwart (health, attack, and defense).

Lastly, accuracy is something that can be very tricky. For one, it's difficult to decide how much you should add. As a point of consistency I max the bars (5) on most heroes and costumes. However, there are a few characters who don't need or rely on this stat. Also, there are items, passives, buffs that will give you things such as guaranteed hit. Gamora's movie alt is a great example, or the Dragon's Foot and Rectifier when it comes to the Agent's equipment. If you know you are going to provide guaranteed hit and have the silver to change iso-8 then drop accuracy out of the equation and pump attack, defense, (and maybe health as well). One very important final note that I want to emphasize is I nearly always would recommend attack first and never stop increasing this stat. That's just my own personal philosophy. The exceptions would be if you are either building a super tank - support character like say Rescue or if your team is purely relying on dots and debuffs.

--------------------------------------------------------------------------------------------------------------------------



} Bruiser's Safeguard Suit
2 x Forceful
6 x Bulky
Vengeful Empowered Iso-8
Weather Control Device
Signpost
Deathly Freeze Ray
Twisted Gift

Luke Cage - Nul, Breaker of Worlds - Bruiser
5 x Forceful
3 x Bulky
Sympathetic Empowered Iso-8
L1 - Knocking Augmented Iso-8
L2 - Pulverizing Augmented Iso-8
L6 - Gracious Augmented Iso-8
L9 - Erupting Augmented Iso-8

New Mutants Magik - Infiltrator
4 x Forceful
4 x Stalwart
Bloodshot Empowered Iso-8
L1 - Charged Augmented Iso-8
L2 - Bursting Augmented Iso-8
L6 - Ionizing Augmented Iso-8
L9 - Thorned Augmented Iso-8

--------------------------------------------------------------------------------------------------------------------------

} Bruiser's Safeguard Suit
2 x Forceful
6 x Bulky
Vengeful Empowered Iso-8
Synthetic Cube
Ex Oblivione
Gaunt Caress
No Mercy

Modern Dr. Strange - Tactician
6 x Stalwart
2 x Forceful
Siphoning Empowered Iso-8
L1 - Ionizing Augmented Iso-8
L2 - Rising Augmented Iso-8
L6 - Bursting Augmented Iso-8
L9 - Manifesting Augmented Iso-8

New Mutants Magik - Infiltrator
4 x Forceful
4 x Stalwart
Bloodshot Empowered Iso-8
L1 - Charged Augmented Iso-8
L2 - Bursting Augmented Iso-8
L6 - Ionizing Augmented Iso-8
L9 - Thorned Augmented Iso-8

--------------------------------------------------------------------------------------------------------------------------

} Tactician's Empowered Armor
2 x Forceful
6 X Bulky
Quick Empowered Iso-8
Weather Control Device
Ex Oblivione
Neuropurge
No Mercy

Daimon Hellstrom (I have an old somewhat different build for him actually trying to utilize evasion)
4 x Mercurial
2 x Proficient
2 x Powerful
Unavoidable Empowered Iso-8
Hellacious Empowered Iso-8
L1 - Pulverizing Augmented Iso-8
L2 - Manifesting Augmented Iso-8
L6 - Cooperative Augmented Iso-8
L9 - Rising Augmented Iso-8


New Mutants Magik - Infiltrator
4 x Forceful
4 x Stalwart
Bloodshot Empowered Iso-8
L1 - Charged Augmented Iso-8
L2 - Bursting Augmented Iso-8
L6 - Ionizing Augmented Iso-8
L9 - Thorned Augmented Iso-8


I would like to give a special thank you to Agent Snapz for all of his help with this project!

Monday, February 9, 2015

King's Corner: A Few Team-ups for Karolina Dean




*Notes 

(The following notes will apply to many builds both now and in the future)
First, when it comes to Regular Iso-8 builds there are always different options and everything from weapon or gadget choice to hero/armory bonuses factor in. Typically the one stat that you will want to avoid, when it comes to PvP at least, is stamina. I cannot even name the last match where I ran out of stamina or had any stamina issues whatsoever. The vast majority of this will be provided by bonuses, even if the hero appears to have low stamina, they will still be covered by your hero/armory bonus.

Second, evasion is not very valued or at least it hasn't been in PvP. Don't get me wrong I can see the extreme advantage in evading an enemy's attacks, but the problem lies in how this stat has been set up or managed and all the weapons, gadgets, and abilities that will completely ignore it. Unfortunately it has been under-powered and although I would love to try to implement a high evasion/dodge team, currently I just ignore this stat as you will most likely only avoid through special passives, buffs, and procs such as reality hacking.

Third, for a very long time I favored defense over health. Defense factors in on every hit (except those that ignore the defense stat, whether by type or adamantium, etc.) whereas health is a one time stop gap. If you get hit once or if you get hit for that little bit of extra health it will no longer be an advantage. This was especially a problem and still is to an extent with one shot abilities. Say Havok's Plasma Wave hits for 20k and you only have 16k normally and 18k with added health. You will get obliterated either way. However, with the level capped tournament and the numbers dialed down, having a bit more health can make quite a difference. Due to this change I am starting to use iso-8 which has a health boost more often and would recommend it a lot more now than I would have before. So as an added note, anytime you see bulky (attack and defense), feel free to change it to stalwart (health, attack, and defense).

Lastly, accuracy is something that can be very tricky. For one, it's difficult to decide how much you should add. As a point of consistency I max the bars (5) on most heroes and costumes. However, there are a few characters who don't need or rely on this stat. Also, there are items, passives, buffs that will give you things such as guaranteed hit. Gamora's movie alt is a great example, or the Dragon's Foot and Rectifier when it comes to the Agent's equipment. If you know you are going to provide guaranteed hit and have the silver to change iso-8 then drop accuracy out of the equation and pump attack, defense, (and maybe health as well). One very important final note that I want to emphasize is I nearly always would recommend attack first and never stop increasing this stat. That's just my own personal philosophy. The exceptions would be if you are either building a super tank - support character like say Rescue or if your team is purely relying on dots and debuffs.

--------------------------------------------------------------------------------------------------------------------------

Original Agent Build

} Bruiser's Safeguard Suit
2 x Forceful
6 x Bulky
Vengeful Empowered Iso-8

E-Regulator
Cybernetic Cannon
Cybernetic Blaster
Rectifier

Updated Agent Build

} Tactician's Empowered Armor
2 x Forceful
6 X Bulky
Quick Empowered Iso-8
Weather Control Device
Cybernetic Cannon
Cybernetic Blaster
Rectifier

Captain Marvel - Tactician
6 x Forceful
2 x Bulky
Quick Empowered Iso-8
L1 - Ionizing Augmented Iso-8
L2 - Pulverizing Augmented Iso-8
L6 - Pressurized Augmented Iso-8
L9 - Manifesting Augmented Iso-8

Karolina Dean
4 x Steady
1 x Stalwart (will eventually be 4 x Stalwart)

L9 - Bursting Augmented Iso-8

--------------------------------------------------------------------------------------------------------------------------

} Tactician's Empowered Armor
2 x Forceful
6 X Bulky
Quick Empowered Iso-8
Weather Control Device
Skeptic
Neuropurge
Synthetic Cube

Iron Patriot - Tactician
4 x Violent (Feel free to change these - Targeted (from passive), Full Overcharge (Targeting Assistance) can be taken into account as far as guaranteed hit/crit)
4 x Strong
Distant Empowered Iso-8
L1 - Suppressing Augmented Iso-8
L2 - Bursting Augmented Iso-8
L6 - Ionizing Augmented Iso-8
L9 - Automated Augmented Iso-8

Karolina Dean
4 x Steady
1 x Stalwart (will eventually be 4 x Stalwart)

L9 - Bursting Augmented Iso-8

--------------------------------------------------------------------------------------------------------------------------

} Bruiser's Safeguard Suit
2 x Forceful
6 x Bulky
Vengeful Empowered Iso-8
Weather Control Device
Savant's Spear
T-Bolt Glove
Neurotrope

Future Foundation Invisible Woman - Infiltrator
2 x Forceful
1 x Steady
3 x Stalwart
2 x Bulky
Circulating Empowered Iso-8
L1 - Aiming Augmented Iso-8
L2 - Mainfesting Augmented Iso-8
L6 - Bursting Augmented Iso-8
L9 - Empty

Karolina Dean
4 x Steady
1 x Stalwart (will eventually be 4 x Stalwart)

L9 - Bursting Augmented Iso-8

Friday, November 21, 2014

Marvel Avengers Alliance PVP Season 17 is finally here!



PvP Season 17 has begun in Marvel Avengers Alliance and with that comes a lot of exciting new content! First, within the new season, players will have a chance to win some great rewards. Among these rewards:


10 Gold - Gold League Finish



Rune of Resolve - Diamond League Finish


Scrapper's Safeguard Suit - Vibranium League Finish


Then the final reward for an Adamantium League finish is the brand new hero Karnak! He is one of the Inhumans, so of course he has additional benefits when teamed up with the others who are currently in the game. This group includes Medusa, Black Bolt, Thane, and Gorgon. Besides that he is also a great team-up for a large range of unarmed melee attackers. This is especially true for those who have Exploits Combos because Karnak's Level 2 ability  'Stress Point Perception' is an aoe Quick Action Debuff that applies Weak Point, Combo Setup, and Wide-Open! Those debuffs, including Combo Setup ensure that anyone with Exploits Combos will do a massive amount of damage on their next attack! (If you're worried about Karnak consuming his own Combo Setup, he is a Scrapper so he can equip the Bruised Empowered Iso-8 which causes unarmed attacks to Not consume Combo Setup) This means there is quite a list of potential powerful teammates for this awesome new reward hero. Heroes ranging from Iron Fist and Luke Cage to Nightcrawler, Quicksilver, Rogue, and Thing. Oh, and if your favorite unarmed attacker isn't on the Exploits Combos list, the Pugilist Augmented Iso-8 will grant an unarmed attack Exploits Combos! This could  even be used for Karnak himself so that he can take advantage of that incredible Level 2. 

Another option that I will definitely be exploring is a pairing with Captain Britain! Think about it. Captain Britain is an absolute monster, three out of his four attacks are unarmed, and he is one of the original heavy hitting paragon exploiters. Not only does he provide his own Pressure Points debuffs, Karnak will help out with his 'Probe, Leverage, Blow!'. This attack will Remove Buffs and add Pressure Points debuffs to the enemy target. Just think you will have Curse of the Otherworld in no time, providing both extra turns while at the same time restoring your health. 

Finally, when looking at Karnak's level 9 Shatter Strike it is easy to see that this attack can and will be a finisher---most likely a one shot type of ability---especially if the enemy is not immune to Fatal Blow.

Oh, and before we end our first thoughts on Season 17's rewards. I would be remiss if I didn't mention that Karnak, being the unarmed melee master that he is, would be a perfect teammate for Juggernaut, Moonstone, or an agent with the Momentum Generator as well!


Well that is going to be it for our first post, but we will take a look at everything else released in the very near future, especially focusing on Fixer and Dr. Strange's Simulator. So check back soon for a lot more information, my thoughts, and opinions on pretty much everything, but especially focused on Marvel Avengers Alliance!!


Click here for a link to my Marvel Avengers Alliance: PVP Season 17 First Look and Overview video!





Wednesday, December 11, 2013

Marvel Avengers Alliance PVP Suggestions (Something Needs to Change)

Okay, this is going to possibly have some holes since I am just speaking off the top of my head, but if MAA wants to hear some suggestions from fans regarding a PvP change here is something that I would like them to consider.

The PvP Season lasts 21+ days, there are many frustrating things, some fixable (like bugs) some not so easily addressed, such as the amount of offline/defensive losses. However, one of the most ridiculous and frustrating aspects is the amount of defensive battles and subsequent losses that take place on the last day and in the final hours. This incredibly ridiculous rush at the end completely negates the prior 20+ days of PvP.

Let me ask you, what season or event that lasts almost a month can be 100% won and lost in the last day by people who haven't even competed in the first 3 weeks. Literally, you can choose not to participate the entire time and come in and get a Vibranium or Adamantium spot. Meanwhile, someone who has been Adamantium and dedicated the entire season can suffer so many defensive losses that they lose their rewards all on the last day or in the last few hours alone. And to make matters worse, not everyone receives the same amount of offline battles. (At the very least address this).

There are those who say you cannot limit attacks or defenses, but certainly there must be a way to reward the dedicated players who break their backs all season long and do well mind you, winning most of their attacks. I don't know if there can be a hard cap on points won or lost, but there has to be some solution. Perhaps if there was a daily limit to battles, you would have to fight each and every day to win your let's say 10 attacks and those who take the time and effort to do so would have a better chance of maintaining a higher rating throughout without the threat of losing it all on the final day.

This would also help those who have to work on Monday or Tuesday and need to be in bed or whatever the case may be. The ending time is quite unfair to a lot of people all over the world and this would lessen the importance of that final day.

Another solution that came to my mind at one point was to have a blind ending. Just don't give an official time for the Season to end. End it abruptly at some point and vary the number of days and ending time. That will force someone to maintain their rating, although I'm sure this solution might end up being an unpopular one.

Wednesday, July 24, 2013

Marvel Avengers Alliance (MAA) Group Boss Blackheart and the Doombringer

I just wanted to share my experiences with Blackheart and the weapon/gadget Doombringer with everyone. First of all if you do not have the Doombringer, you can find it in Chapter 3: Mission 5 and it will appear in the roulette after you defeat the Epic Boss Dr. Doom. Many of you may wonder why you would want this gadget and I will get to that shortly, but I'm going to begin this entry by sharing the story of my first encounter with Blackheart...even though it is quite embarassing.

Now let me start by saying I am quite confident in my abilities in game and thought I try not to be overconfident it is easy to get that way sometimes, especially in PVE. So when I first saw Bruiser Blackheart (the Group Boss version) I thought let me just bring two of my favorite heavy hitters, Modern Blaster Thor and Blaster Iron Patriot. We will do a ton of damage and then let my allies finish off what little health he may have left. I didn't even bother to look at his passive abilities. He was a Bruiser, these are Blasters that I'm bringing, this is going to be a piece of cake, right? Boy was I wrong.

Soon after the fight began I found out that I should have read what this Bruiser Blackheart could do. He was hitting my heroes, putting up a Razor Shield, and then the worst thing happened, he summoned two minions that healed him for massive amounts. Here I was thinking I could drop an easy 50% off of this boss in one go with my Blasters and he ends up escaping with 98% health. My team was still alive, but there was nothing more I could do to Blackheart. He left with barely a scratch on him and I was feeling pretty stupid.

The next time I fought him I used Cyclops and one of my favorites, Captain Britain. I was able to put flanked on Blackheart and pretty quickly added all of the debuffs necessary for Curse of the Otherworld. At this point my team was attacking, doing a follow up attack, then they would proc an extra turn and hit two more times. Four attacks per character every turn and that's when I started doing 40% + damage before Blackheart would scurry away with his tail between his legs. Now this was more like it.

Then I saw that there was a way to defeat Blackheart in one fight, but once he started to escape you could not do any direct damage to him or he would disappear. So basically what someone came up with was to keep using the Doombringer to greatly reduce Blackheart's stats and greatly increase your agents stats. After a sufficient amount of stacks then the agent can unleash a super powerful attack on Blackheart and potentially finish him in one hit. I wanted to try this for myself so I set out to farm the Doombringer. It didn't take that many runs actually and I was luckily able to acquire it.

After I got the Doombringer I tried to use Rescue and Angel to keep my team alive while I applied the stacks. This would have worked, but I was facing the worst possible class for this method, Tactician Blackheart. The minions that this class summons constantly spam an attack which places soulfire on your agent thus removing your stat increase from the Doombringer. So after wasting quite some time, I fired an attack that did somewhere around 20,000 damage and Blackheart escaped with most of his life remaining.

It was at this point that I was determined to get a massive hit on Blackheart so I sought out a non-Tactician version on a friend's map. I chose to use Angel and Wonder Man. With Angel I used his level 9 to both heal and restore stamina to my agent when possible and I also used his level 2 to give extra turns to my agent for more Doombringer applications. I was able to do this by hitting only Blackheart's minions. That way Blackheart would not escape the battle. Wonder Man was simply there to protect and use his level 9 ability to regain health.

After about 33 stacks increasing my Agent's stats and decreasing Blackhearts, I fired the Golden Screaming Eagle, hitting the Group Boss for 790,521 damage. This was enough to finish him. So my research was pretty much complete and it is very possible to finish Blackheart in one battle and even possible to do over 1 million damage if you are patient enough to continue to apply Doombringer stacks (perhaps 50).