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 made 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. Chapter 3 of season 2 primarily offers rewards that aren’t weapons. The majority of the rewards are devices that improve a particular class. Much of your decision on whether to chase these rewards will depend on what heroes you regularly team with. The following guide to Challenge Mode rewards in chapter 3 of season 2 of Marvel: Avengers Alliance will help you decide which ones you should try to acquire for your agent.
Mission 1 – Infiltrator Augmenter (B+) – Every Augmenter functions in a similar manner. Each one grants two stat boosting buffs to a single class and then grants members of that class a 60% chance of applying a particular status effect when they attack. The Infiltrator Augmenter grants strengthened and agile, both of which are excellent for an infiltrator. Additionally, infiltrators have a chance of apply targeted with attacks. Unfortunately, infiltrators tend to be one of the weaker classes in the game due to how devastating scrappers are against them and how common scrappers are among enemies. Still, if you regularly use infiltrators, this is worth your time to acquire.
Mission 2 – Scrapper Augmenter (A-) – There are a lot of battles in the game where a team of all scrappers is very efficient, which means this item is a great way to potentially grant strengthened and focused to an entire team. Wide open is only a modest debuff, but since all scrappers have at least one melee attack, it will generally be useful.
Mission 3 – Bruiser Augmenter (B) – Unlike the previous two Augmenters, this is a purely defensive item. The bruisers on your team gain fortified and agile and have a chance of applying impaired when attacking. That is nice for protecting against blasters, but it isn’t a sure thing. The best use of this Augmenter is in PvP if you use an all bruiser team, but beware that PvP teams tend to have ways of removing status effects, so it is only really useful on an offensive team where you can time it well.
Mission 4 – Blaster Augmenter (C+) – This is pretty much identical to the Scrapper Augmenter except that it can apply lock-on instead of wide open. This is appropriate, but less useful since all blaster teams are generally much less useful than all scrapper teams. There are a few boss battles that will make this worthwhile, but much fewer than for scrappers. The best reason to get this would be as a useful buff item for when you are leveling up a blaster.
Mission 5 – Tactician Augmenter (B-) – The Tactician Augmenter is a mixed blessing. Teams made up entirely of tacticians are moderately common, especially in PvP, though Augmenters are weak in PvP due to status effect removal. Furthermore, the Tactician Augmenter applies focused and fortified, the worst combination of stat bonus status effects. On the other hand, it gives your tacticians a chance to apply fumbling on attacks, which is the best status effect any of the Augmenters adds. Overall, it is a mixed bag, worth owning, but not worth too much effort to acquire.
Mission 5 Epic / Mission 6 Epic – Tactical Knife (B) – The main benefit of the Tactical Knife is that it has an almost meaningless stamina cost. The other benefits are nice, but a little too diverse. It applies wide-open, bleeding, and exposed. While this is certainly great for teaming up with Wolverine, it gives minimal benefit when teaming up with a hero like Iron Man. A more focused weapon would be better. If you don’t boost stamina with your ISO selection, this is a good weapon to own for conserving stamina in long battles.
Mission 6 – Cycling Hand Mortar (C-) – Cycling Hand Mortar is just too random to be worth spending significant amounts of time or energy trying to acquire. The damage is just average unless it detonates, which only happens 50% of the time. When it detonates, all enemies take additional damage and randomly gain bleeding, ravaged, and shred. The fact that the status effects are also random further devalues this weapon. It is possible to apply ravaged to an enemy that isn’t bleeding, gaining essentially no benefit at all. If this weapon were just a little more consistent, it would be much more valuable.