Marvel’s Avengers Ms Marvel Build and Skills
Ms Marvel is a short to medium range melee focused brawler, with her long range options being limited to her Heroic Assault ability. To make up for this she is an absolute power house in medium range. Due to her ability to specialize into several different types of utility, three string count heavy attack combo to synergize with perks and wide sweeping normals that cause crowd control at medium range. Power attacks that don’t leave her as vulnerable as other characters and several options to break shields as well as every single heroic ability being extremely useful. With one of the best heroic ultimates in the game that turns bullet sponge enemies into paper, a move set and skill tree with a staggering amount of utility. Is it any wonder I am absolutely confident that the amazing Ms Marvel is just that and will be useful and highly effective for any situation or objective…provided it isn’t shooting something at long range.
Power Breakdown & Skill Tree Explanation
This is your primary skill tree and what you will be focusing on until character level 15.
The next skill tree is your specialty tree which augments your heroic abilities and houses basic movement.
Finally the mastery tree, here we will specialize our characters to our tastes and to fit gear and play style.
While I express my opinions in this guide about what I think is best, this is in no way a heavily theory crafted guide. This is all based off 50+ hours of testing Hulk, Ms Marvel and Widow in that order during closed beta. As well as currently 35 hours of playtime during pre-release. This is mostly based off experience and basic eye tests. Enjoy the .gif spam.
Melee Light Attacks
- Here we will display each of her abilities in glorious 2mb or less splendor.
- Apologies for the incorrectly formatted gifs I will fix it tomorrow but I wanna get this out there while I’m in the groove. Enjoy my little conversations to you of what was going on in my head when I was making this, for they will be gone once the guide is fixed.
Flexi-Fists
- This is her default light combo string and the one I choose to typically use over her heavy attack variant in target rich environments. As you’ll notice with some of my favorite abilities, much of Ms Marvels kit has crowd control that keeps enemies stationary or in place. Making them ideal for not trolling your team mates. Yes I’m looking at you HULK.You get a wider range if you swing your thumb stick or mouse back and forth with her swings.
Leg Sweep
- This is her optional attack after performing a dodge, again the right type of cc to keep enemies stationary for ally retribution and a very wide area of attack. (Dodge abilities do not have to be used right away but there is a window you should grow comfortable with over several hours of game play.)
Spin Kick
- This is the running optional light attack, like her other light attacks this one does a wide range when compared to the heavy attack version.
For some reason this gif is smaller than the other ones.
I saved the footage so I could replace it, but can I really replace something that’s unique. It better be unique.( ͡° ͜ʖ ͡°))
Whirlwind Wallop
- Here we have her charged light shield breaker, this leaves Ms Marvel airborne which can lead to taking damage as she has no air dodge. However due to her quick frames it is not unusable, as you will mostly use it as you attempt to interact chests and computers.
Well wonderful it isn’t unique. We’ll fix it in post.
Air Light Attacks
Flying Fists
- This is her airborne light attack combo string, the up side to this is her string is much shorter in the air making it the optimal choice to abuse light combo finisher perks. Her four skill cost charge power attack is my preferred airborne attack at higher levels if I am feeling safe in the air. Otherwise I avoid aerial combat when lots of rockets and other slow moving or homing projectiles are present.
There apparently is no order, only chaos.
Double Down
- The air version of her light shield break. Slightly shorter frames than the ground version and a decent option to get to the floor on your own terms.
I under stand if at this point you’ve had enough, but I’m just gonna finish the guide right now because I spent a whole day recording and dumping these assets. BIG SORRY
Melee Heavy Attacks
Five Finger Fury
- Here is Ms Marvels Heavy combo string, a three count string makes it decent for heavy finishers. However I find myself using light attacks more as the wider range of attacks provide me with more safety from unshielded common enemies.
S.P.I.N.ning Heel Strike
- A heavy combo finisher, for your light attack string. I don’t use this often because of its very high combo count of six. Regardless it is a way for you to use light attacks and still make use of heavy attack perk synergy without sacrificing your ground game. High damage, low frame count, line attack type skill makes this the go to finisher for spamming lights on single targets.
Double Barrel Punch
- Ms Marvels ground power attack is one of the few heavy power attacks I’ve seen that you can really get away with using at medium range. Other require you to be to close to the target during initial windup and/or have to many frames in the animation. Making them inferior to perfect storm of this attack. It is still quite a long animation. However you will still be punished if used at the incorrect range or against the stronger and faster enemy types. Which leads us into….
Catapult Kick
- This is the second hit in her heavy power attack combo and is typically best used for static, grouped up inanimate targets. She clips through many character and terrain hit boxes while performing the jump even if her hit box collides with theirs and the enemy or object is immovable. It can be potentially used in very close quarters hallway situations, preferably against a wall as this does not produce a preferred crowd control type for continued enemy dps. However use sparsely or against already moderately crowd controlled units, or in conjunction with her polymorph intrinsic power ability for increased damage and survival during long animations.
Rubber Band Bash
- This is the heavy attack dodge option, very, very fast animation and travel distance the go to for quick single target damage and effects after dodging an attack. (dodge attacks do not have to be used right away but there is a window you should grow comfortable with over hours of play.)
Sliding Kick
- This is her heavy attack option when sprinting, useful against a line of enemies or single target strong enemy fights for the extra damage and aoe the light option has.
Melee Air Heavy Attacks
Hammering Strike
- I don’t use this ability that often as I prefer heavy power attack or go home, but this is a great option for low levels
Hammer Fist
- This is the first in multi-skill heavy power attack air combo. very effective at causing a small aoe of high impact medium cc and damage. Also briefly homes in on the nearest auto lockable target, or you current locked on target before firing off the punch. Which leads us into…
Fists of Justice
- What a brutal display of vehement violence and vicious vulgarity. Just look at it, I think it speaks for itself. This is very powerful especially against enemies that rely on ground aoe attacks. Be wary as with all air attacks against using them against when faced with several ranged enemies and snipers.
Iron Spike
- My winner for best heavy metal band name in the characters skill tree. A quick effective finisher for this heavy power attack air combo, gets you out of the air and back into the fray ready to take advantage of the havoc you just caused with the previous two skills. As I’ve said previously this is not the optimal cc for continued dps but does facilitate a 英雄的な入り口 moment that is worth the trade off.
Dang I thought I was in the clear! The whole page was perfectly aligned you monster! (it appears to be all the animations I had to remake due to the video recording being off, hopefully I can get them in line with the rest.)
Ranged Attacks
Whip Fist
- Medium distance ranged attack that leaves you almost entirely immobile and prevents you from using your intrinsic power due to sharing the same key press. There are several different perks on gear that add elements to different skills in your ranged attack skill tree including this basic attack.
Harpoon
- This is where things get interesting, while this isn’t the highest damage ability you can use out the gate, the sheer hilarity of the jank as well as good utility when investing further into to this skill line makes it an acceptable choice to kill single, high health enemies or take out frustration. Pro Tip: You can grab large enemies when they are shrunk by Pym Particles or if you embiggen.
Passive skill:
Crushing Grasp
- This has to be one of the most visceral feeling abilities I’ve used in the game, if you have the intrinsic energy you can continue the crush. This leaves you vulnerable and stationary, best used in multiplayer or against single(non-villian) enemy fights. If you have a perk that adds elemental damage and status effect to your ranged power attacks, this ability WILL apply them if you squeeze them and have the energy to keep pumping them full of damage over time. There is currently a bug with Pym particles, the enemy will pop out of your hand as soon as they’re shrunk so avoid using Pym on ranged power attacks until it’s fixed.
Nutcracker
- This is what I like to call the, “Grabbing an enemy sounded really good until I realized the other ten guys right next to us aren’t taking to kindly to that prospect.” Good bit of aoe and cc while also getting rid of the grabbed character. There is also a skill that gives it elemental damage, but as of right now MS Marvel is one skill point short of a full build.
Panic Button
- WIP Assets are processed need sleep!
Intrinsic Abilities
- PLACEHOLDER
Heroic Abilities
- PLACEHOLDER
Mastery
- PLACEHOLDER