PvP is a little unusual in the Facebook game Marvel: Avengers Alliance. Instead of directly contesting your opponent, you face off against an AI controlled team that was defined by a human player. Since the AI controls the team, otherwise broken combos or characters become much less effective. The AI is so bad at times that it can turn top tier heroes into complete trash. If you know how bad the AI is you can take advantage of that poor AI while on offense or avoiding using specific heroes on defense. The following guide will reveal the worst AI controlled PvP characters in Marvel: Avengers Alliance and tell you how to take advantage of them when they do appear.
Agent – Unfortunately, some of the worst AI in the game involves the one character you are required to have on your team at all times. The most egregious failures of AI are with the Signpost and the Scroll of Angolob. In the former case, the AI will only use this item about 50% of the time, rather than every turn like it should. In the latter, the AI often uses this item immediately, even when there is nothing to actually cleanse with it. You can make up for the first problem by equipping the Hotshot, since the AI will almost always use a mass stun weapon when one is available, but you just have to suffer the latter. The one thing you can’t afford to do is put two Scrolls on the same agent, because the AI will use both in the same turn. If you are facing an agent with a Scroll of Angolob, you can abuse the poor AI by putting a minor debuff on the enemy, waiting for the agent to use the Scroll and then unleashing with everything. It works every time. Finally, avoid using any items, like the Power Cell Mk III and the Void Generator, which requires both items be used in the same round to function properly. The game basically never uses such items correctly.
Omega Sentinel – The AI is particularly weak when dealing with characters that can change class. In the case of Omega Sentinel, it always wants to change class every single round, if it can. The normal algorithm for this character is to switch to bruiser on the first turn and then switch back and forth between bruiser and tactician until there are no blasters left on the enemy team. Once that is true, the AI adds scrapper to the mix. The key point is that Omega Sentinel will change class if able and you can usually predict what class she will change to. If you can exhaust her, it is like applying stun because she will waste an action changing classes. Additionally, if you have a character that changes classes, you always know what class is safe to change to, based on her current class. Finally, if she is currently a bruiser, you want to apply negative status effects to her team if you can, because she won’t be able to remove them for at least two rounds.
Fandral – This member of the Warriors Three should be one of the best PvP characters in the game, but the AI screws up royally. It prefers to attack with him, rather than use En Garde, which is his most effective power by far. In PvP, where status effects rule, En Garde will effectively stun your entire team for a round and he will simply never use this power. He will also always attack the blaster on your team, though that bit of knowledge is less helpful. If the agent has the Asgardian Tankard equipped, the agent may use it and activate his Elixir of Recovery, but you have little fear of him doing it. In general, this means he not a good choice for your defensive team, and if you run into him you can pretty much ignore him for more dangerous enemies.
Rescue – The algorithm for Rescue is reasonably efficient, but horribly predictable. She will attack a blaster, if able, on the first turn and then use Status Reset, followed by Reconstruction Matrix, followed by Protector Protocol if she has an action left. Every following turn she will attack and then use Protector Protocol, using Status Reset or Reconstruction Matrix whenever they are available. She does this, without repeat, every round. Since you know her order of actions, you can time your attacks to best take advantage of this routine. For example, before she first acts, Ares can use Modern Warfare to negate her Matrix. After her first turn a Scroll of Angolob will undo everything she did. Additionally, her AI has one other major flaw. She will use Flyby Attack every round, unless stunned. When she has been granted an extra action, like from The Shepherd’s Staff or Angel’s Rapture, she will waste that action. Rescue isn’t terrible for a defensive team, but make sure not to pair her with any heroes or items that grant extra actions.
Horseman of Pestilence – There are lot of good reasons to include this character on a team. His Paradise Lost special ability is game changing. But, unfortunately, the AI is a little inconsistent with him. Oddly, he will fail to use Masque of the Red Death on the first round of combat about 25% of the time. Additionally, he is more likely to use Jekyll and Hyde to attack than Heart of Darkness, which is a superior power until his enemies are covered in debuffs. What this adds up to is a character that sometimes just doesn’t do his job. There isn’t much you can do to take advantage of this, other than hope for a little luck, but if you are going to put him on your defensive team, it is best to make sure you have someone on your team that can help protect him, because he won’t always do his job on the first round of the fight.
Wolverine – Wolverine is another good character for a defensive team that has annoyingly bad AI. The worst problem with him is that he almost never uses Adamantium Claws. He tends to swap between Berserker Frenzy, Savage Rend, and Feral Ambush. The first is practically worthless without first putting bleeding on and the latter two simply aren’t his most effective options in most cases. This is a simple case of a hero that has a best option and rarely ever uses it. His passive abilities still make him good, but he is much less dangerous if not flanked by an ally that always applies bleeding.
Iron Patriot – If the AI were consistent, this would be one of the best defensive team heroes in the game, but it simply isn’t. About 60% of the time, the game does what it should: Full Overcharge followed by 21 Gun Salute. About 20% of the time it uses Full Overcharge followed by either Repulsor Beam, or even worse, Plasma Blade. And the last 20% of the time it doesn’t use Full Overcharge in the first round and just opens with one of the three attack powers. There is absolutely no consistency to why the game makes poor decisions and no way to control it. The main reason he is even worth using on a defensive team is his combo is powerful and the human player has no way to control his decisions either. The one thing that the AI gets right is it won’t have him use Full Overcharge when he is exhausted.