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. After the last chapter, which had some very good rewards, chapter 7 of season 1 is a huge let down. The Challenge Mode rewards are almost all mediocre to bad. The following guide to Challenge Mode rewards in chapter 7 of season 1 of Marvel: Avengers Alliance will help you decide which ones you should try to acquire for your agent.
Mission 1 – Custom Tactical Tonfa (C) – The Custom Tactical Tonfa is pretty much the second best of a bad set of gear. The stamina cost is so low that it might as well be nothing and it counterattacks. Unfortunately, the damage is also low and it doesn’t apply any status effects. The only positive on the low damage is that the damage from every other weapon in this chapter is close to identical.
Mission 2 – Custom S.A. Ambush (F) – This weapon is a complete waste of energy and time. The only benefit it offers is that it scores critical hits more often, and even with that boost it scores critical hits less than half the time.
Mission 3 – Custom Hidden Blade (C-) – The Hidden Blade is the cheapest weapon in this chapter in terms of stamina cost. You can use it nearly infinitely in any battle. You may want to equip it for the sole purpose of stamina conservation in some long battles, but that is basically the only meaningful benefit of the weapon.
Mission 3 Epic – Custom Sub-O Optics Military Rifle (D-) – Take the S.A. Ambush and add a feature that makes it always hit and you have this weapon. That improvement obviously makes the Military Rifle the better weapon, but only by the tiniest margin, especially when you take into account that you need to defeat an epic boss to acquire this weapon.
Mission 4 – Custom Retractable Baton (F) – For all intents and purposes, this is identical to the Challenge Mode reward for the first mission of chapter 1. Both weapons deal unimpressive damage and both only have a 30% chance to stun. You are better off trying to get the reward for the chapter 1 mission, because that mission is easier and only three battles long.
Mission 5 – Custom A.R. “Spectre” (D-) – If you use a hero that only has ranged attacks, the Spectre is just barely worth the effort it takes to acquire. It applies slowed and lock-on. A hero with ranged attacks should gain a reasonable amount of extra damage from both, in part due to more critical hits. In general, though, there are much better weapons you can equip, especially if you have any weapon that applies exposed.
Mission 6 – Custom P.E.W. “Eradicator” (F) – Obviously the Eradicator, which exploits the slowed condition, is supposed to be paired with the Spectre. That may be a nice combination in theory, but in practice you are just equipping two nearly useless pieces of equipment on your agent, instead of one.
Mission 6 – Cosmic Ray Bomb (A) – This gear is nearly perfect. It attacks all enemies and applies radiation exposure. This status effect is nice because it is ongoing damage that stacks with itself and increases damage enemies take from energy attacks. If you are teamed with any allies that use energy attacks, you essentially put a stacking ongoing damage effect on your enemies and put exposed on them. It isn’t just the best Challenge Mode reward in this chapter. It is one of the best area attack weapons to date in the game. If it wasn’t part of a premium mission, the gear would be perfect.