Bottom Line Up Front: MCOC Noob has a great walkthrough on his YouTube channel: Check it out!
Civilian Intel at the bottom- Click HERE.
Hammy Plays MCOC
vs
Paragauntlet
Mint vs Paragauntlet!!
Fight 1: Hulk
Main Nodes:
Heavy Bias: Will launch heavies 30% more often.
Genetic Overclock: Use Tech or Mutant attackers. All others have 50% reduced attack.
You Get the Horns: If you intercept him or interrupt his Heavy he gets a Fury. If he gets 5 Furies he gets a big passive Fury for 10 seconds.
Rushdown: You start with 3 Rushdown Charges. You lose a charge if Hulk lands a Dash Attack or if you Block him. Knocking him down restores a Rushdown Charge on you. If you lose all 3 Charges you are Stunned for 3 Seconds and then your Charges are restored and the process starts over.
Encroaching Stun: Every 20 Seconds you get Stunned for 3 seconds unless you are preforming a Special Attack 1 or 2 when the timer expires.
Viable Counters:
Warlock, Shuri, Elsa
Fight 2: Sassy
Main Nodes:
Aggression: Regen: Every 2 seconds he gains a Regen Passive. When you hit him the timer is paused and it removes one Regen.
Bane of Damballah: If you have a Buff he deals 50% extra damage and has 10% Life Steal.
Dazed and Confused: Well-Timed Blocks from you start a 9 Second Timer- if you Well-Time block again within the 9 seconds you get a 100% Falter Debuff for 5 seconds causing all your attacks to miss. (Oh- this sounds like fun, he typed sarcastically).
Crimson Rage: Every 8 seconds he gains an Unstoppable Buff for 4 seconds unless he is suffering from a Bleed Debuff or Passive when the timer expires.
High Energy Diet: He has 99% Energy Resistance and Energy Hits regen him for all the damage he would have taken. If you put an Incinerate, Shock, or Coldsnap Debuff on him he gains 100% of a bar of power every 10 Seconds.
Viable Counters:
Morbius, ArchAngel, Silk, Valkyrie, Scorpion, Spiderman 2099
Champion Exchange
Fight 3: Abomination (Immortal)
Main Nodes:
Bubble Shield: Each time you Block an Attack your Block Proficiency drops. After 10 Blocks his next attack is Unblockable.
Matador: You get a Bar of Power when he activates a Special. This is the only way you gain power.
Enhanced Special 2: His Sp 2 does more damage and the first hit is Unblockable.
Cold Turkey III: If you purify a Debuff you get a Burst of Degen.
Window of Opportunity - Stun: He starts the fight Stun Immune. When he would be stunned, you are stunned instead (no Parry's). The immunity lasts for 12 seconds and then goes on a 12 Second cooldown before returning. When the immunity returns it purifies any stuns on him.
Viable Counters:
Overseer
Fight 4: Knull
Main Nodes:
Power Focus 2: Gains +60% more Power while under 2 Bars but suffers -80% Power Gain while above 2 Bars.
Pretty Basic: Your Special Attacks and Damage Over Time effects deal 95% less damage, but Lights and Medium Attacks deal 200% more damage.
Combo Party: You gain a Cruelty Buff for every 10 hits on your Combo Meter- but if you lose your Combo (get hit) you lose your Cruelties and take a big burst of damage for each Cruelty removed.
Counterstrike: If you Dex it grants you a Passive Fury charge. At 5 Fury charges they are all lost and Knull goes Unblockable for 9 seconds.
Knockdown Crit: When you knock him down he gets increased Crit Resistance for 15 seconds.
Viable Counters:
Doom
Champion Exchange
Fight 5: Kushala (Mystic)
Main Nodes:
Trial by Fire II: If you don't hit her within 4 Seconds you get an Incinerate Debuff on you for 8 seconds.
Resistance is Futile: If you are Immune to something she gains a Power Gain Buff granting 15% of her Max Power over 3 seconds.
Written in Flame: For every 10 hits on your Combo Meter you gain an indefinite 350 potency Energy Resistance Buff. If you lose your combo you lose the Energy Resist and take a big burst of Direct Damage for each Energy Resist Buff removed. If these Buffs fail due to Immunity or Ability Accuracy reduction you take twice as much Direct Damage.
Ticking Soul Bomb: When you perform a Well-Timed Block you get a Fuse Charge. For every 10 hits on your Combo Meter, remove a Fuse Charge. When you get 3 Fuse Charges they are removed and you get a Soul Barb Passive, dealing 8% of her attack as Energy Damage per second for each Buff on the Opponent (not sure if this is you or her) for 20 seconds.
Explosive Personality: If you hit her block she gets an Armor Up Buff. When she gets 5 Armor Ups they explode and you lose 25% of your max health.
Viable Counters:
Red Hulk
Fight 6: Chee'ilth (Skill)
Main Nodes:
Enhanced Parry - Power Gain: Each time you Parry you get a Power Gain Buff granting 1 Bar of Power to you over 5 seconds.
Physical Burst Reflect: 80% of ALL Physical Damage she takes is also dealt to you as Direct Damage.
Bear Necessity: She has a 90% chance to Auto-Block basic attacks. It counts as a Well-Timed Block (you will get Parried). It goes on cooldown for 8 seconds when she is knocked down. Striking her refreshes the cooldown.
No Hit-M...ercy (Buff): Each time you knock her down she gets a Cruelty Buff increasing her Crit Damage Rating for 7 seconds. While she has a Cruelty she can Crit through Block.
Parry: Well-timed Blocks are more effective, and Stun attackers making contact.
Viable Counters:
BWCV
Hulkling: counters Cheelith boss, he takes no damage from 80% physical damage node and can go unblocklable. Just hit her in the block couple of times and he destroys her.
Civillian Intell
@rcwhlr (twitter):
Start with Valkyrie, Arch Angel, and OG Hulk1st-Valkyrie 2nd-AASwap Valkyrie for BWDO3rd-Hulk4th-BWDOSwap BWDO for White Mags5th-Hulk6th-Pre-fight Mags, use AANo revives and no health potions.