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. The rewards from chapter 2 of season 1 begin to introduce status effects you haven’t seen on weapons yet. Many of these weapons can be used throughout season 1 if you don’t happen to find something better. The following guide to Challenge Mode rewards in chapter 2 of season 1 of Marvel: Avengers Alliance will help you decide which ones you should try to acquire for your agent.
Mission 1 – Custom Frank Castle’s Special (A) – With the exception of the Custom B&F Highroad available in the premium mission in chapter 1, this is the highest damage weapon that has yet been available. Unlike the Highroad, you don’t need to spend 90 command points to acquire this. You should snag this in order to have a high damage option for the early part of the game. You probably won’t need a better damage option until season 2.
Mission 2 – Custom M616 Combat Shotgun (B) – If this weapon always weakened enemies it would be a must-own weapon at this point in the game. But, unfortunately, it only weakens 50% of the time it hits. It does have a chance to follow-up which increases the chance of weakening, but still not consistently. If you are using Black Widow regularly, skip this. If not, it may be worth a run or two to try to acquire.
Mission 3 – Custom Revolt (B+) – The 50% stun chance of the Revolt is just high enough that it is worth equipping, but just low enough that it isn’t worth spending lots of energy on. If you already own a stun weapon, skip this completely. If you don’t, make at least one Challenge Mode run just for a chance at the weapon.
Mission 3 Epic – Custom Grecian Sai (A) – The damage on the Sai is low, which is a major liability until you unlock your 3rd agent slot and a minor liability until you unlock the 4th agent slot. At that point, it doesn’t matter if you have a slot that you will never attack with. The important thing is that this weapon grants your agent a counterattack. That benefit will be indispensable until at least halfway through season 1 if not longer. The bleeding damage the weapon applies is just a nice bonus.
Mission 4 – Custom Bolt Action 4-Bore (A+) – This weapon never misses, almost always score a critical hit and deals higher damage than Frank Castle’s Special before critical hits. It has a major downside, but one that is easily handled. After firing the weapon, your agent will lose a turn. It is particularly popular in PvP since the damage is high enough, at low levels, to one-shot an enemy. It is also a great weapon for finishing off a boss during most of season 1.
Mission 5 – Custom Pyro Technique (B) – You have gotten far enough in the game that sometimes ongoing damage is superior to direct damage. This still isn’t common enough that you need this weapon, but the ability to apply burning can be useful. If you have acquired Human Torch, this weapon is practically a must-have, due to the excellent synergy between it and him.
Mission 6 – Custom Eagles Eye (D-) – Except for the fact that this weapon always scores a critical hit when it hits, it is pretty much a waste. If you happen to acquire it while trying to get the EMP Blaster, you may even equip it, but you shouldn’t actually put effort into getting it specifically.
Mission 6 – EMP Blaster (A+) – The next few chapters will become a lot easier if you can manage to acquire this weapon. Even when not facing mechanical enemies, the weapon deals respectable damage. Against mechanical enemies it is all but critical and you will face a lot of mechanical weapons during the first half of season 1. Additionally, if you are trying to get five stars on this mission, the EMP Blaster makes that chore a lot less frustrating.