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 4 of season 1 has a mix of very good and unimpressive rewards. There is a good chance you will need to upgrade your arsenal at least a bit at this point, so you may want to farm a few missions for gear. The following guide to Challenge Mode rewards in chapter 4 of season 1 of Marvel: Avengers Alliance will help you decide which ones you should try to acquire for your agent.
Mission 1 – Custom Tsunami Fist (B+) – You should have already acquired a weapon that deals comparable damage at this point, but if you haven’t the Custom Tsunami Fist has the nice side benefit of applying combo setup. Whether you try to acquire this weapon is almost entirely dependent on whether you have a high damage weapon at this point. You also might try to acquire it if you regularly use two heroes that have unarmed attacks.
Mission 2 – Custom Phosphorous Pang (A+) – The Custom Phosphorous Pang deals damage to all enemies and applies bleeding. This should be an upgrade, even if you already have a good area weapon. This isn’t quite as valuable if you use Iron Man regularly, but assuming you don’t, this is your best area weapon to date.
Mission 3 – Custom Fang-L13 (A) – If you don’t already own a counter attacking weapon, this is a good one to acquire. It is roughly equivalent to the Grecian Sai from chapter 2, but it doesn’t require you to defeat an epic boss. Even if you do already have a counter attack weapon, a second one simply stacks and a full counterattack build is powerful at this point in the game.
Mission 4 – Custom Monofilament Blade (D) – The only meaningful advantage of this weapon is that it ignores shields. This benefit is useful rarely enough that you shouldn’t put any special effort into acquiring the Blade.
Mission 4 Epic – Custom Magnetic Field Generator (A+) – While the Monofilament Blade may be almost a complete waste, this device will serve you well for the remainder of the game. Not only does it shield your entire team, but when the shield is depleted from a character, that character gains an immediate extra action. It is the earliest device in the game that grants you extra actions and it protects your team from damage while doing so.
Mission 5 – Custom S.A. Skirmish (F) – If you don’t own a follow-up weapon by this point in the game, you almost certainly don’t need one. And, if you do need one, there are easier ones to get in earlier chapters. Don’t waste any time or energy trying to acquire this gun.
Mission 6 – Custom P.E.W. “Dragon” (C-) – This weapon is essentially identical to the Phosphorous Pang, but it requires you to own Wolverine in order to get it. If you own Wolverine and you are trying to farm for Sabretooth’s Claws, don’t spend energy trying to get the Pang. You might get lucky and acquire this while looking for the Claws. Otherwise, the 90 command point cost of this weapon is not worth the cost.
Mission 6 – Sabretooth’s Claws (A) – This excellent counterattack weapon may only deal low damage, but it also applies two stacks of bleeding and the ravaged condition. Unless you are fighting mechanical enemies, this is easily the best counter weapon available yet. The weakness of this weapon against mechanical enemies is the one reason you might choose not to farm it.