There are 12 Midnight Suns characters, and although you may make finest pals with all of them by way of the numerous hangouts and conversations that punctuate the marketing campaign, you will face harder decisions placing collectively a three-hero kickball workforce that may defeat Hydra.
You may wish to use every of Midnight Suns’ heroes on at the least just a few missions with a view to unlock and improve a few of their playing cards, notably heroes like Wolverine and Ghost Rider who’ve less-than-great beginning decks.
A few of these characters are unlocked later within the marketing campaign, so we have positioned these in a particular “spoiler” part on the finish if you wish to protect these reveals (which Midnight Suns telegraphs fairly strongly, for my part).
Sure characters play off each other higher than others, and what kind of mission you are dealing with is totally a consideration. However over the course of my 50-plus hours, I discovered essentially the most normal success on this workforce comp:
💪 A bruiser who has 2+ playing cards that inflict triple-digit harm on heavy enemies
🦸♀️ A help character who can set off highly effective standing results or forestall harm
🔀 A hero who both makes a speciality of knockback or clearing out zero-HP minions that arrive as reinforcements
Observe: For every hero’s “Finest card,” I am excluding Legendary playing cards that are clearly highly effective. You may most likely wish to run these it doesn’t matter what.
The early-game Midnight Suns characters
- Hunter
- Ghost Rider
- Nico Minoru
- Captain Marvel
- Physician Unusual
- Magik
- Iron Man
- Spider-Man (unlocked early)
- Captain America (unlocked early)
- Wolverine (unlocked slightly later)
The perfect Midnight Suns characters
Hunter
Professionals: The most important and most adaptable deck within the recreation; a number of dual-use heal or damage playing cards; highly effective distinctive skills like Mindbreaker
Cons: Composing a synergistic deck is not as simple as the opposite heroes
Finest playing cards: Guarding Strike (free heal simply by remaining in your hand, however a reasonably highly effective assault too); Holy Spark (Fast, however may also remedy allies)
Nico Minoru
Professionals: Very excessive harm ceiling; large heals; last passive attracts playing cards
Cons: Excessive threat, excessive reward; beginning playing cards like Curse and Empower aren’t nice
Finest playing cards: Witchfire (Injury a random enemy, recasts on KO); Blood For Blood (triggers heal on a KO)
A-tier Midnight Suns characters (Nice)
Iron Man
Professionals: Versatile; his Fast skills additionally carry knockback; lots of his skills are enhanced by redraw
Cons: True to his egotistic character, his deck would not synergize a lot with different heroes
Finest playing cards: Fast Blast (Fast + harm + knockback); Air Superiority (Hits each enemy, harm boosted by redraw)
Captain America
Professionals: Enormous block technology; block-taunt-counter combo may be devastating; card draw
Cons: Taunt can backfire; primarily a help character
Finest playing cards: Defend Bounce (harm and taunt enemies in an space)
Spider-Man
Professionals: Balanced mixture of multi-target, knockback, standing results
Cons: Lacks a heavy finisher means on bosses
Finest card: Opportunist (Makes setting assaults free, +2 strikes)
Captain Marvel
Professionals: Self-sufficient; bonafide bruiser with a very good beam means
Cons: Must play Go Binary to unlock her full energy; taunting can deliver harm that removes Go Binary
Finest card: Photon Beam (Injury and taunt enemies in a line)
B-tier Midnight Suns characters (Good)
Blade
Professionals: Glorious maintain; heavy single-target harm
Cons: Talents are finest performed in a specific order to set off the combo
Finest card: Stake (large lifesteal heroic)
Physician Unusual
Professionals: Surprisingly versatile; two highly effective “Epic” playing cards that may negate harm fully
Cons: Some heroic playing cards require 4-6 heroism for max impact; gradual setups
Finest card: Defend of the Serpahim (provides resist to the entire workforce); Agamotto’s Gaze (4 playing cards on the subsequent flip, attracts final 2 assaults)
C-tier Midnight Suns characters (Much less-viable, or OK with caveats)
Magik
Professionals: Essentially the most knockout-focused hero in Midnight Suns; Portal is a gap you should use to arrange advantageous enemy collisions and is kind of enjoyable; very viable when paired with heroes characters who do not run numerous knockback playing cards
Cons: Reinforcement and Banish are cool however costly uncommon skills; virtually none of her playing cards deal direct harm
Finest card: Limbo’s Grasp (bonus harm to enemies punted by way of portals)
Ghost Rider
Professionals: Heavy potential harm; a number of playing cards that scale because the battle progresses
Cons: Beginning deck is underwhelming; Soul Drain takes a number of rounds to empower
Finest card: Hell Trip (heavy line assault however discards your complete hand)
D-tier Midnight Suns characters (Unhealthy or impractical)
Wolverine
Professionals: A lot of chain skills; taunt + lifesteal is typically an efficient protection; will get a free revive when downed
Cons: Very low harm; he is a tank who will get KO’d usually
Finest card: Stink of Concern (taunt and counter)
Late-game Midnight Suns characters
Scarlet Witch – D-tier
Professionals: Nice crowd management towards weak enemies; one or two helpful helps
Cons: Playing cards closely depending on positioning; low harm; take time to arrange
Finest card: Chaos Area (Allies close to Scarlet Witch acquire resist)
Hulk – TBD
I’ve not but added Hulk to my Midnight Suns roster after 50 hours, however I am going to replace this listing as soon as I spend a while with the inexperienced big.
Unreleased DLC characters
- Deadpool
- Venom
- Storm
- Morbius