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. Chapter 10 has almost nothing worth spending considerable effort to acquire, but that doesn’t mean you should ignore the chapter completely. The pickings have been weak for the last few levels, so you should consider each reward in terms of how well it upgrades out of date weapons that you might be using. The following guide to Challenge Mode rewards in chapter 10 of season 1 of Marvel: Avengers Alliance will help you decide which ones you should try to acquire for your agent.
Mission 1 – Custom Katana (C-) – The Custom Katana is just the most up to date weapon that applies bleeding. It also deals higher than normal damage on critical hits and scores those critical hits more often, which means it is a respectable, if not amazing option..
Mission 2 – Custom WMI T’Cha (D-) – Unless you are pretty much desperate for a potentially high damage weapon, the WMI T’Cha does nothing that you haven’t already seen on half a dozen weapons before. It has respectable damage normally and high damage when it follows up. You should have better weapons for dealing damage, but if you are really scrounging, this one will fill your needs.
Mission 3 – Custom Screaming Eagle .50 (D) – The Custom Screaming Eagle is comparable to the WMI from mission 2. It deals slightly less damage on a normal hit, but always scores a critical hit. The top end damage is lower, but the average is actually a slight bit higher. You can’t randomly get lucky, but you also can’t get unlucky.
Mission 4 – Custom Tesla SP-Arc (D+) – For roughly twice the stamina cost, this weapon deals the same damage as the Screaming Eagle does without scoring a critical hit. On a critical hit, that damage is about 50% higher. The extra stamina cost may sound bad, but you rarely run out of stamina in a battle anyway.
Mission 4 Epic – Custom Touch of Flame and Shadow (C) – This weapon is essentially identical to the Dark Sigil except that it only affects a single enemy. That means you have to attack with it multiple times to get the same effect. It supposed has the advantage that it exploits burning, but that only slightly helps to mitigate the fact that attacking the same target with it twice is basically a waste of energy.
Mission 5 – Custom Thumper (D) – There is a good chance that your area weapon is out of date by mission 10. If that is the case, the Custom Thumper represents an increase in damage, even if it doesn’t give you much else. It applies dizzied to all targets hit, but that is a rather weak status effect. It is probably better to go back to an older weapon and farm for an up to date version of an older area weapon.
Mission 6 – P.E.W. “Raze II” (F) – Supposedly this weapon has the advantage that it scores more critical hits than normal, but it still scores critical hits less often that half the time. Even if it does score a critical hit, the Raze II still only deals moderate damage.
Mission 6 – Heavy Sai (C+) – The Heavy Sai would be an excellent weapon if it were customized, but since it isn’t, you only have a handful of levels with it before it loses its value. While it is valuable, it has a chance to counter and reduce damage from melee attacks. Since most PvE enemies have at least one melee attack that is a nice benefit. Additionally, counter weapons are uncommon during the last few chapters, which means any you have are probably out of date.