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. Rewards from chapter 1 of season 1 are not particularly impressive, but they are also rather easy to acquire. Acquiring one of these items can make the early levels of the game much easier. The following guide to Challenge Mode rewards in chapter 1 of season 1 of Marvel: Avengers Alliance will help you decide which ones you should try to acquire for your agent.
Mission 1 – Custom D.A.R.S. Suppressor (A) – Despite the fact that the Suppressor is the first weapon in the game that gives you a chance to apply stunned to the enemy, it isn’t that great a weapon. A 30% chance at stun is just too inconsistent. The main reason to acquire this weapon is because the Challenge Mode of mission 1 is ridiculously easy. You basically lose nothing trying to get it and compared to the weapons you currently own, it is technically superior.
Mission 2 – Custom NF3000 (B) – Weapons that deal high damage through a follow-up attack are always questionably worthwhile. This weapon is no exception. Later in the game after you gain heroes, powers, or equipment that can take advantage of follow-up attacks this would be much nicer. But, at this point, it is just a slightly above average damage weapon.
Mission 3 – Custom Sgt’s Fury (B-) – The only real advantage of the Sgt’s Fury is that it deals high single target damage. You should be able to acquire a weapon that deals equal or better damage some other way before the end of the second chapter. If you don’t, then consider returning to this chapter and farming the weapon, because it is easier to acquire than most items in later chapters.
Mission 4 – Custom Survival Knife (C-) – This weapon is basically the NF3000 with lower damage and melee instead of ranged. Some powers boost melee attacks over ranged attacks, but at this point you are incredibly unlikely to own any heroes like that, unless you have Ms. Marvel. If you really want a weapon that can follow-up, the NF3000 is almost always better.
Mission 5 – Custom R-Pod Concealed Cutter (D) – A weapon that poisons the enemy essentially deals extra damage, though not enough extra damage to make up for the initial low damage of the Cutter. Poison is a particularly dismal status effect because you will be running into sentinels during the next chapter. Similar to the Sgt’s Fury, if you haven’t found any weapons that apply ongoing damage within the next few chapters, it may be worth returning for this, but otherwise just pass on it.
Mission 6 – Custom B&F Highroad (B-) – In terms of damage output, this weapon is nearly perfect. The damage it deals is leaps and bounds better than anything else you have found or researched at this point. The problem with this weapon, and it is significant, is you need to own Hulk to get it. If you have spent that 90 command points, go out of your way to get it, but the weapon itself isn’t worth the CP expenditure if aren’t getting Hulk for some other reason.
Mission 6 – Gamma Gadget (A-) – On the other hand, the Gamma Gadget almost is a good enough piece of equipment to be worth buying Hulk. The Gamma Gadget assures that each of your heroes will score a critical hit on the next attack. At this point in the game, that is devastating and well worth the effort to acquire. Maybe you’ll get lucky and get the Highroad while farming for this and have a powerful one-two punch