New Rules: Champ Restrictions for each Chp. Nodes switch depending on the fight, but not every other fight- so be careful.
NOTE: Check the WARNINGS below. Reusing champs is not going to work. Scout the path and choose wisely!
NOTE 2: Your health bar carries over between fights after the Champ Swap. So, if you ended a fight with 75% health, swap your champ, you start the next fight with 75% health.
Pro Tip: When you get to the swap node- swap your almost dead 6*/7* champ for a 1*- heal them up with 2 low health pots and at the next swap node change them for a 6*/7* which will now be at full health. ~ Pro Tip courtesy of u/Signal_Buddy9185 on reddit.
(WARNING) GLOBAL NODE:
Hollow Victory: The Attacker that wins the fight receives a Hollow Victory Cross-Fight. In all future fights, they take 10% of their Max Health in Direct Damage every 0.05 seconds. They are also Marked at the start of the fight.
(WARNING) There are two sets of nodes that switch out depending on which Defender you are facing. I will label them with Color and then highlight which champ has which node below.
Path Fight Nodes:
Saga Boost- Torch's Ferocity
#Saga Attackers Gain the following bonuses
Charging a heavy grants 10 Temperature per second. Hitting the Defender with a Heavy grants 5 Temperature.
When reaching 100 Temperature you gain a Flame on Passive. While active basic attacks deal xtra damage. Can't gain Temp while Flame on is active and drops by 5 every second. Flame on removed when you hit 0.
Celestial Vision: Each time a Cosmic champ lands an attack they get a 15% chance for EACH UNIQUE BUFF to get a Vigilance Buff preventing attacks from missing for 5 seconds. If you have a True Strike/True Sense/True Accuracy Buff the Vigilance Buff lasts an extra 5 seconds.
Nowhere to Hide: When a miss is prevented you get a fury- Max 10. Arrogance: Every 10 hits on your combo meter gives you Falter and lasts 3 secs.
Arrogance: Every 10 hits on your combo meter gives you a Falter for 3 seconds.
Faltering Mind: Falter effects last for 1 additional second and reduce your Defensive Ability Accuracy by 100%.
Champ Options: Medusa, Scream, Vox, Venom, Red Goblin, Hercules, Cosmic Ghost Rider, Heimdall (launch Sp. 1 and if you don’t get hit you never have to worry about the nodes again)
OR champs with a lot of unique buffs: Hype, Angela, Cull Obsidian, Venom, CGR, VenomPool, Aarkus, Herc (Odin prefights) Gorr, Vox.
Sigil Witch Nodes
Buff Toggle (Unstoppable): Every 8 Seconds the Defender gains an Unstoppable Buff for 4 seconds.
Combat Deja vu (Placebo): Whenever you land the same type of Basic Attack twice in a row, you get a Placebo Buff for 8 secs.
Cement Shoes: Every 4 seconds you gain a Cement charge. When you Block an attack a Cement charge is removed. When you hit 3 Cement charges, they are consumed, and you are inflicted with a Root Passive for 4 secs.
Toxic Blocks: When either of you Block an Attack, a poison is put on whoever Blocked the Attack. Lasts 6 seconds.
Pressing Matters: While the Defender is Unstoppable, they are Stun Immune.
Boss Fight Tips: Sigil Witch can be a bit of a pain with all her nodes and normal Sigil Witch stuff. Make sure you have 3 Poison Immune Champs. Beefy champs with good Block Prof will work best because you will want her to hit your Block a lot to knock down Cement Charges. I found that Overseer just destroys her. OG Hulk worked well. Scorpion should work really good as well.
Captain Marvel (Classic) | Sigil Witch | SWAP | Ronan | White Mags | SWAP | Sigil Witch | SWAP | Omega Sentinel | Darkhawk | SWAP | Sigil Witch
Scorpion for SW with shock debuff (I still had to be careful of the unstoppable)
Research provided by:
The SHADE Syndicate
DM me if you are looking for an alliance or a place to talk MCOC.