Challenge Mode rewards are some of the best pieces of agent gear in Marvel: Avengers Alliance. In order to acquire a Challenge Mode reward you need to defeat a mission on the normal mode. After completing the normal mode, you may attempt the Challenge Mode. Each time you defeat the boss of the mission in this harder mode you have a chance of acquiring the reward from the boss roulette. After multiple chapters with primarily bad rewards, almost half the rewards in chapter 11 are excellent. There is little middle ground here, but the good rewards more than make up for the bad ones. The following guide to Challenge Mode rewards in chapter 11 of season 1 of Marvel: Avengers Alliance will help you decide which ones you should try to acquire for your agent.
Mission 1 – Custom Sub-O Optics Military Rifle (D-) – You are far enough along in the game that evasion abilities are actually reasonably commonplace. This makes the guaranteed hit ability much less useful than it was at lower levels. Still, the weapon deals high damage and scores a lot of critical hits, so it isn’t a complete waste.
Mission 2 – Custom Pyro-Tonfa (A) – You haven’t seen a truly good counter weapon in many chapters. Just for that reason alone, this is a good weapon to acquire. The fact that it applies burning makes it especially useful if you team up with Human Torch or have a hero like Red Hulk that applies Pyrophoric.
Mission 3 – Batstone Model 7 (A) – It has been many chapters since a really good area weapon was dropped and this is one of the best. It applies exposed to all enemies you hit. Even when the damage begins to fall off as you gain levels, the status effect will make this weapon useful far longer than similar weapons with different status effects.
Mission 3 Epic – Custom Sword of the Barony (A+) – When it rains it pours and chapter 11 rains good equipment. As long as you aren’t fighting an enemy immune to bleeding, this is weapon is nearly perfect. It applies bleeding and heals your agent when you attack a bleeding enemy with it. Combined with a hero like Tigra, this is amazing gear for topping out score in PvE.
Mission 4 – Custom Tidal Fist (F) – There is no good reason that you need the Custom Tidal Fist at this point in the game. It deals good damage, but high damage is common among available weapons. It also exploits combos, but since it doesn’t apply the combo setup condition, all that does is limit the heroes that this is useful to be paired with.
Mission 5 – Custom Vibra-Shotel (B-) – It is much better to own the Batstone Model 7 if you want to apply exposed, but this isn’t a terrible alternative, especially when facing bosses that don’t have any allies. In addition to exposed, the Shotel also applies bleeding and ignores just about all defenses when it is used to attack. That last bit can be particularly useful against some of the tougher bosses in the game.
Mission 6 – Custom Neural Wave Disruptor (D+) – The Custom Neural Wave Disruptor has two advantages. It applies dizzied and it scores a critical hit roughly 60% of the time. Neither is amazing, but the combination makes it better than most any weapon that isn’t a Challenge Mode reward, if only barely.
Mission 6 – Tesseract Simulation Device (F) – Random chance that affects your team and your enemies equally is never beneficial, especially when it costs you an action. This device randomly affects all characters in the battle and essentially separates those characters into an alternate fighting arena where they take damage each round. This can work out in your favor, but is far from guaranteed and can easily hurt you. Don’t use this gear even if you do get it.