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 3 of season 1 are not, generally, exceptionally better than those found in the first two chapters. You may want to spend effort acquiring one or two based on your set of heroes, but most players will not find a lot of reason to farm this chapter. The following guide to Challenge Mode rewards in chapter 3 of season 1 of Marvel: Avengers Alliance will help you decide which ones you should try to acquire for your agent.
Mission 1 – Custom Widow’s Kiss (C+) – Biofeedback is basically just poison with a fancy name. Like poison it doesn’t work on mechanical enemies. Since biofeedback is the only meaningful benefit of this weapon, you might as well pass on it. The next few chapters are filled with mechanical enemies and if you really want to apply poison, there are easier ways to acquire a weapon that can.
Mission 2 – Custom Fury Blade (D) – The damage from this weapon has a higher average than just about any other weapon you have found, but that is only because it usually scores increased damage critical hits. That higher average is not so much better than other damage focused weapons, so you should only spend effort acquiring this weapon if you don’t already have a good damage focused weapon.
Mission 3 – Thursday Night Special (F) – Thursday obviously isn’t as good a night to buy guns as Saturday. The damage from this weapon is respectable, but not great unless it happens to follow-up. Additionally, it has a low accuracy for both shots. Weapons that don’t have any purpose other than dealing damage aren’t worth owning when they miss a lot.
Mission 4 – Custom Foley’s Heart Tickler (A-) – At this point in the game, this weapon is great, but not perfect, but it actually gets better as the game progresses. A few chapters later this would easily earn an “A+” rating. The reason this weapon is so good is that, besides dealing high damage, Foley’s Heart Tickler removes buffs from the enemy that it hits. This is perfect for PvP at the middle levels and becomes critical in later chapters when enemies start buffing themselves a lot. You should probably get it now while you remember it, but if you don’t, jot down this chapter somewhere and return for this weapon in the future.
Mission 5 – Custom Single Shot Hobbler (D+) – If you don’t own any area weapons at all by this point, this is worth getting. But, otherwise, the Hobbler simply doesn’t deal enough damage and slowed is an almost meaningless status condition to apply.
Mission 5 Epic – Doombringer (C-) – Against a few bosses, especially those you face in Challenge Mode, the Doombringer is a nice gadget. It debuffs an enemy in a way that stacks with common status effects like weakened or even less common ones like impaired. But, in general, it isn’t that handy and the fact that it deals no damage, takes a full action, and only affects a single target makes it generally not worth the effort.
Mission 6 – Custom Energy Fist (D) – The Custom Energy Fist has the ability to ignore shields. This is probably the first weapon you have found in the game that can do that. But most enemies that have shields are bruisers, and since blasters can already ignore the shields of bruisers, this has limited usefulness. In a fight with a shield using bruiser and a tactician, this is a nice weapon, but that corner case situation is pretty much the only time you will want this weapon.
Mission 6 – Galvanic Arm (B) – As one of the first stealthy weapons you can find in the game, this would normally be amazing. It isn’t because it also damages your agent when you attack with it. Combined with a shield the weapon isn’t terrible and there are definitely plenty of battles where a stealthy attack is worth it even if your agent is taking damage, but this just isn’t a weapon that you will want to use all the time, due to the drawback.