On June 6th, 2014, Playdom released Marvel: Avengers Alliance Tactics, a spin-off to the popular Facebook game Marvel: Avengers Alliance. Marvel: Avengers Alliance Tactics features many of the same heroes as the original game, but with drastically altered abilities and powers. The tactical game play and greater variety of powers makes each hero unique from their Marvel: Avengers Alliance counterpart. She-Hulk is one of the best cheap characters for applying negatives status effects to enemies. She is limited by a reliance on melee attacks, but she makes up for this by being able to effectively hold the line when teamed with ranged allies. The following strategy guide to She-Hulk in Marvel: Avengers Alliance Tactics will help you select an optimal power set for him and best use him in combat.
Cost – You can purchase She-Hulk for 16 Command Points or choose her for free when your commander reaches level 3.
Innate Ability: Green Crush – Whenever She-Hulk hits with an attack that has knockback, the target is also slowed. She-Hulk has two powers that are affected by this ability, Jab and Drop Kick. Between knockback and reduced movement for the target, She-Hulk can effectively prevent an enemy from moving past her to get to a position to attack your allies behind her. Even before she gains Guard Allies, you can effectively use this ability to prevent one enemy from attacking anyone except She-Hulk.
Attack Power: Jab (Melee, Unarmed / Range: 1.5, Single Enemy / Recovery Time: Normal) – Jab is the level 1 ability that She-Hulk starts with. In addition to dealing average single target damage, it applies the weakened status effect and has a three square knockback. Because it weakens, this is a great ability to use early to limit retributive damage from enemies and further preserve She-Hulk’s already high health.
Attack Power: Brawl (Melee, Unarmed / Range: 1.5, Single Enemy / Recovery Time: Normal) – Brawl is nearly identical to Jab in terms of damage, but applies different effects. Instead of applying weakened and knockback, Brawl applies dizzy and clumsy. This is particularly helpful when fighting enemies that deliver status effects, because dizzied can prevent an enemy attack from hitting. It is also useful if you have an ally with low accuracy. Brawl and Jab are roughly equally good and generally you just want to swap back and forth between using them when facing a single opponent. Brawl costs refined ISO to upgrade, which means you should easily be able to afford to upgrade it.
Attack Power: Drop Kick (Melee, Unarmed / Range: 1.5, Single Enemy / Recovery Time: Normal) – Drop Kick is even more similar to Jab, with the only difference between the two power being that this one applies exposed instead of weakened. It is best to use Drop Kick when you can immediately follow up with additional ally attacks against the same target. If you can’t kill the enemy before it retaliates, either Jab or Brawl is usually better. Drop Kick is the hardest power of these three to upgrade because it costs Shield Points as well as silver.
Attack Power: Enraged Pummel (Melee, Unarmed / Range: 1.5, Single Enemy / Recovery Time: Slow – Enraged Pummel deals almost twice as much damage as any of the three previous attacks, but also takes almost half again as long to recover from. It makes up for this by applying fatigued to the enemy, which reduces the recovery speed of the enemy. This attack is good for getting in a one hit kill or for a first hit against a boss, limiting the number of retributive attacks that boss gets during the battle. She-Hulk should never use this when facing an enemy in a one-on-one battle, unless it will deal lethal damage.
Attack Power: Motion Granite (Ranged / Range: 6, Area of Effect All / Recovery Time: Slow) – Motion Granite has a very strange area of effect. It is a 3×3 square with two opposite corners missing, which means the attack targets seven squares total. You should usually be able to target at least two enemies with this attack and the missing corners may even help you avoid hitting allies. The damage from Motion Granite is about 75% of Jab, but that is actually pretty good for a ranged area attack. In addition, the attack stuns enemies. This is an excellent opening attack and should generally be the first attack She-Hulk makes in a battle. Motion Granite costs gold to purchase and upgrade. If you don’t want to spend the gold, it is worth using if you happen to acquire it from a Shield Bonus Spin, even if you never upgrade it.
Guard: Burst of Speed (Defensive / Recovery Time: Normal) – Burst of Speed is a little tricky to use. When you activate it, She-Hulk’s movement range doubles and her next action is a quick action. But, you need to wait until her next turn to take advantage of any of these benefits. The trick to using this well is to move forward cautiously, about half the distance you might move normally, and then use Burst of Speed. On the following round you can double move, attack, and then move again and attack. This is particularly good for crippling key enemies that are in the rear of the battlefield.
Guard: Guard Allies (Defensive / Recovery Time: Normal) – Guard Allies is purely optimal to the standard Guard power that every hero has. It reduces damage by 50% and removes status ailments, just like Guard, but also protects adjacent allies from enemy attacks. This works best to protect flimsy melee allies, but can also be used to protect ranged allies if you move one adjacent to She-Hulk. Against a single enemy, She-Hulk protects ranged allies better with Jab or Drop Kick, but against multiple enemies, this power is optimal. Guard costs gold to buy normally but can be acquired from a Shield Bonus Spin.
Passive: Close Combat – Close Combat is a much weaker version of Guard, though it synergizes well with Green Crush. When an enemy starts its turn next to She-Hulk the enemy’s movement speed and lunge ranges are reduced by 1. If you hit an enemy with Jab or Drop Kick on one turn, you can move adjacent to the enemy on the next turn and all but immobilize the enemy. This probably won’t protect a ranged ally from an enemy moving past She-Hulk unless you ally is at the very edge of maximum range, so don’t expect much from this power without Green Crush.
Passive: Defense Attorney – Defense Attorney is amazing. It reduces the damage that She-Hulk and adjacent allies take from enemy area attacks. Nearly all enemies have at least one area attack, so this will be regularly useful. Blasters especially commonly use ranged attacks, which means you can partially negate the bruiser weakness. Also, the power synergizes incredibly well with Guard Allies.
Passive: Sensational – Given the fact that it costs gold, Sensational is an oddly poor synergy with Guard Allies. It grants fortified to an adjacent ally that is hit with a melee attack, something that is much less likely if you are using Guard Allies. In fact, adjacent allies aren’t generally likely to be hit with melee attacks even if you aren’t. Defense Attorney are really just better in every way, especially since it can’t be negated by buff removal or the exposed status effect.
Preferred Allies – She-Hulk pairs especially well with flimsy front-line fighters like Spider-Man or Black Panther. Even if she can’t guard them, she can offer defensive benefits from her passive and limit the retributive damage that enemies can deal to your team. She also pairs well with Hawkeye when attacking bosses. Between her Burst of Speed and his infinite range Quick Shot, you can potentially deliver a barrage of damage that is enough to defeat a boss without ever engaging any of the minions the boss is paired with.