Table of Contents |
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Pros and Cons |
Item Build |
Power Core |
Tactic |
Early Gameplay |
Mid-Late Gameplay |
Introduction
Captain Marvel is a very powerful, and yet easy to play the hero. Because of that, she is one of the best choices for the new players/beginners that want to play the jungler. Her most notable features are very high burst damage and excellent finishing ability.
PROS
- Very high burst damage. With Ultimate activated Captain Marvel can easily burst down squishy heroes
- Solid finisher. The beam from her Ultimate is great for taking out low health heroes
- Strong Shield
- Easy to play. Ony one of her skills has to be aimed
CONS
- Ultimate has a very long cooldown
- Almost no CC. Only short knock up from her S2.
Captain Marvel Item Build
JUNGLE | |
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Quantum Rifle | |
Hydra Boots | |
Double Daggers | |
Nightsword | |
Stormbreaker | |
Immortal Glaive |
NOTE: With this item build and Spellcast boost Captain Marvel would gain +100 attack (+30 bonus), and +900 hp if she takes the Stormbreaker since she would already have max CD reduction.
POWER CORE | |
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Time Lag | |
Rend Particle | |
Restoration Module | |
Spellcast Boost |
TACTIC | |
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Leech | |
Blink |
Captain Marvel early game (lvl 8)
First a quick look at her skills. Her passive is quite simple, and it will grant her a shield when she gathers one Photon Energy. To simply put it, as soon as you strike an enemy hero. Nice and simple. Do note that the shield has a rather long CD, so don’t count on it activating more than once per engagement.
Flash Strike (S1) is her main damage-dealing ability and should be maximized early on. It has a very short CD and should be used for clearing out creeps and minion waves. S1 gets an improved range when Ultimate is active and can strike multiple enemies, which is very useful in team fights.
Meteor Shuttle (S2) is her main mobility and engagement skill. Use it to quickly move from creep to creep while jungling. This skill has a short knock-up effect but only if you jump directly on your target. When aiming the skill you can notice one smaller, inner circle, besides the larger outer one. Well, your target has to be in the inner circle in order to be affected by knock up. If he Ulti is active, everyone within the range of the ability will be affected, so possibly multiple enemies, which is useful in team fights.
Photon Punch (Ultimate) is a two-stage ability, kind of. Firstly, when activating the Ulti Captain Marvel will enter dualstar form gaining a long-lasting attack buff (20-30%), and also improved S1 range and S2 knock up radius. Secondly, you can use dualstar pulse to shoot at the enemy heroes. Well, dualstar pulse has a very wide ‘line’ is so it’s very easy to hit your target. It also deals higher damage proportionate to the missing hp of the targeted hero. I would recommend using it against the targets that are at 40% or less Hp since it won’t do that much damage against a ‘healthier’ opponent. Also, remember that using the dualstar pulse won’t end the ultimate, so you can use it whenever it’s needed (something I overlooked the first time I played this hero). All in all, an excellent finishing ability. Oh, and the duration of the Ultimate can be increased by striking enemy heroes (not minions or creeps) while it’s active, but you’re probably doing that already, anyway.
Well during the early game, you do a standard jungle farm, and as soon as you get to level 4 and unlock the Ultimate, you can start looking for some unfortunate target to burst down. Captain Marvel has a simple, and effective combo. Activate the Ultimate once you’re close to the opponent and engage with the double use of the S2 to quickly close the distance and possibly get the knock-up effect. Follow it up by a single basic attack to reduce opponent’s armor (even if you missed with the S2, the basic attack will activate the photon shield), and the double S1 punch after that. This is usually enough to burst down most squishy characters, but if your target is low but still standing, use the Ulti dualstar pulse (you know, the energy ray thingy) to finish it off. Dual star pulse is truly devastating against low health enemies, and it’s one of the best finishing abilities in Marvel Super War since it also has a decent range, making it very effective against fleeing heroes. Note that Captain Marvel can burst down enemies even if her Ulti is on CD, especially if she’s ahead in gold/XP.
Whatever you do, don’t stay in prolonged melee with this character. If you don’t succeed in bursting down your target, retreat, and try again later, since your shield will need a few more seconds to activate, and Captain Marvel isn’t really a durable character (at least with this build).
I want to point out that shield is essential for survivability of this character and it, together with high burst damage allows Captain Marvel to tower dive and take out a low health enemy. It’s risky, and you will still take one hit from the tower, but it’s usually worth it…
Captain Marvel mid-late game
Well, Captain Marvel is a strong early game character, but she becomes even more powerful in the late game. Once she hits higher levels, Captain Marvel has a very short CD on S1 and S2 (at least with this build), and can easily repeat the whole aforementioned combo almost immediately, or use the S2 to run away/pursue. If you get even ahead of your opponents (even slightly) in farm, this character can run around the map, almost effortlessly bursting down everyone but tanks. Also, at this point, your photon shield will become very strong from all of the attack items and level, and able to soak up several hits from enemy heroes. Needless to say, the tower diving, at this point, can be easily done, and you can get the kill and get out of the towers range with your health intact all thanks to the shield from passive. Well, the only downside is that her Ulti doesn’t get shorter cooldown time at higher levels, so use it only when it’s really needed, like during a large team fight, for example, to get improved range on the skills, and higher damage output.