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Hulkbuster was the first "new" character to be released during the game's global launch on April 30, 2015 (the other launch characters had already been present during beta).
After being shuffled in and out of the Honor Token store several times, he received his first major change - the addition of his 5th skill - in version 1.9.0, more than half a year later. Being one of the best skills in the game at the time, Hulkbuster formed the infamous PvP meta trio of early 2016, alongside Lady Loki and Silk.
He got his first uniform, the "Heavy Duty Armor", in 2.0 with the addition of the first Tier-2s, which propped him up even further. However, as more Tier-2s began rolling out and power creep accelerated heavily, Hulkbuster began to drop out of the meta, with his own Tier-2 Passive (released in late December 2016) proving too little to push him back up to the top where he used to be.
He remained fairly irrelevant for a long while - with the release of new modes like Shadowland and World Boss Ultimate only proving how dated his skillset was - until update 4.1 released in late May of 2018, almost a year and a half after his Tier-2 Passive was added. This second half of the "Avengers: Infinity War" tie-in update gave him a new uniform based on his appearance in the film, and significantly boosted him back into viability. While it wasn't nearly enough to make him a meta (or a top 3 character in the game), it makes him playable and is a worthy investment for fans of the character.
Hulkbuster cannot be consistently farmed - the main method of ranking him up will be through Biometrics Selectors and Rank Up Tickets, which both work on him (alongside Mastery Tickets and Tier-2 Tickets). There are other minor ways of gaining his Biometrics - such as random drops from "Marvel's Avengers: Infinity War" Legendary Battle Supply Chests and as an Ally Shifter in early Story Missions - but none of them reliable enough to make him considered "farmable".
The Hulkbuster is a powerful suit of armor created by Tony Stark. It is one of the few weapons that has proved effective against the Hulk's uncontrollable rampages.
- Type: Combat
- Species: Creature
- Gender: Male
- Side: Super Hero
- Attacks: Physical Attack, scaled as Physical or Energy Damage, depending on the skill.
- World Boss Striker Effect: Strong - +8% increase of Physical Attack, "When Hit"
- Machine - No effect
- Strong - +3% increase of Physical Attack
| ||Uniform ||Cost1 ||Changed Skills |
| ||Heavy Duty Armor ||1250 ||1 2 |
| ||Marvel's Avengers: Infintiy War ||1750 ||1 2 3 4 5 |
Note: "Heavy Duty Armor" uniform description has been omitted due to the 40000 character limit on reddit posts. It's still up on the wiki page linked above, but you're not missing much - it's useless now and overshadowed by the Infinity War uni.
- This is the cost of the uniform in crystals, without any sale prices applied. It is advised to only buy a uniform if it is on sale, with most sales reducing costs by 40%.
Marvel's Avengers: Infinity War
- Applies to: Self
- Decreases all damage received by 15%
A significantly better uniform that pushes Hulkbuster back into viability. Has a greatly improved skillset, way more effects on his skills to make playing him feel less boring, boosted damage and a useful Uniform Bonus.
A quick rundown of the skill changes (more detail under the "Skills" section):
- Rocket Punch (1) and Hydraulic Boom (2) remain slow, melee skills, but both gain Stun effects that make them more useful.
- Jet-Assisted Takedown (3) is completely changed and now has a delayed i-frame.
- Arc Reactor Burst (4) is still a slow, stationary laser skill, but now provides a Guard Hit Shield and decreases All Defense of enemies.
- Barrage Strike (5) has a mostly unchanged animation but a 6% heal added to the skill.
Overall, while this isn't a standout across the two Infinity War updates, it's still a strong uniform - much needed to make Hulkbuster useful and well worth the cost.
|Skill Number ||Damage Type ||Number of Hits ||I-Frame ||Crowd Control ||Other Debuffs ||Attack Buff ||Defensive Buff |
|1 ||Physical ||9 ||No ||Stun (2 sec) ||-- ||-- ||-- |
|2 ||Physical ||7 ||No ||Stun (3 sec) ||-- ||-- ||-- |
|3 ||Physical ||9 ||Yes ||-- ||Burn (3 sec) ||-- ||-- |
|4 ||Energy ||17 ||No ||-- ||-1/2/5% All Defenses (Stacks up to -25%) (6 sec) ||-- ||Guards against 8 hits (8 sec) |
|5 ||Energy + Physical ||27 ||Yes ||Bind (3 sec) ||-- ||-- ||6% Recovery of Max HP |
Uniform Upgrade Requirements:
|From ||To ||Biometrics ||Norn Stone ||Uniform Upgrade Kit ||Gold ||Uniform Option |
|Normal ||Advanced ||30 ||90 ||30 ||44 000 || Vulture (Spider-Man: Homecoming) |
|Advanced ||Rare ||60 ||135 ||45 ||80 000 || Cyclops (Marvel NOW!) |
|Rare ||Heroic ||120 ||195 ||90 ||120 000 || Hulk (Marvel's Thor: Ragnarok) |
|Heroic ||Legendary ||240 ||240 ||180 ||220 000 || Shuri (Marvel's Black Panther) |
|Legendary ||Mythical ||480 ||285 ||330 ||360 000 || Gwenpool (Gwen Poole) |
Going around the normal attack button from right to left:
Basic Attack: GIFs: Avengers: Age of Ultron
| Heavy Duty Armor
| Marvel's Avengers: Infinity War
Hulkbuster punches enemies in melee. Nothing special, don't use this.
Skill 3: Jet-Assisted Takedown (unlocks at 3✩), base cooldown time 8 seconds. GIFs: Avengers: Age of Ultron
| Heavy Duty Armor
| Marvel's Avengers: Infinity War With his first two uniforms
, Hulkbuster performs a series of 6 hard punches in melee. Damage is okay, but the skill leaves Hulkbuster really open for attack and has no special effects tied to it. Pretty bad. With his "Marvel's Avengers: Infinity War" uniform
, Hulkbuster crouches as 8 missiles launch upwards out of the armor's back. He then jumps up high and lands hard, creating a large crater while the missiles rain down nearby, inflicting Burn debuffs to enemies hit. This attack deals solid damage with a nice flashy animation to go with it.
The jump portion of the skill is an i-frame, but there's a relatively long wind-up with the missile launching at the start of the animation. If you've got Guard Break Immunity, just make sure you've got some Guard Hits left before using this; if not, you'll have to time this to make sure you don't get broken before the i-frame begins.
Bad skill without the "Infinity War" uniform, a useful (but not great) skill with it.
Skill 1: Repulsor Smash (unlocks at 1✩), base cooldown time 7 seconds. GIFs: Avengers: Age of Ultron
| Heavy Duty Armor
| Marvel's Avengers: Infinity War Note: The "Heavy Duty Armor" uniform changes this skill name to "Bullet Punch". Note: The "Marvel's Avengers: Infinity War" uniform changes this skill name to "Rocket Punch". With his "Avengers: Age of Ultron" uniform
, Hulkbuster punches enemies a few times. A slow, vulnerable, melee move that doesn't deal much damage and mostly just leaves you open for attack. With his "Heavy Duty Armor" uniform
, Hulkbuster punches enemies, fires a few bullets, then punches again. The animation changes but if it's improved at all, it's not noticeable. With his "Marvel's Avengers: Infinity War" uniform
, Hulkbuster extends both hands and rapidly punches 3 times, then launches two rockets which circle enemies before exploding, causing a 2 second Stun. It's still the worst move in Hulkbuster's skillset, but still an improvement over the previous two uniforms. Since the Stun effect is delayed, it's better to use this after Hydraulic Boom (2), which Stuns enemies immediately.
Skill 2: Hydraulic Boom (unlocks at 1✩), base cooldown time 10 seconds. GIFs: Avengers: Age of Ultron
| Heavy Duty Armor
| Marvel's Avengers: Infinity War With his "Avengers: Age of Ultron" uniform
, Hulkbuster jumps forward and lands on enemies twice. A mostly useless skill, dealing okay-ish damage but having no other properties tied to it, making it a very vulnerable attack. With his "Heavy Duty Armor" uniform
, Hulkbuster shoots 4 rounds at enemies before executing the jump-and-land animation once. This is similarly useless. With his "Marvel's Avengers: Infinity War" uniform
, Hulkbuster knocks enemies high into the air, then jumps and lands, with a crater rippling across the ground to deal more hits. The first hit deals a 3 second Stun, and the crater hits enemies in a solid area of effect, making this a much more useful skill than its default.
Skill 4: Arc Reactor Burst (unlocks at 5✩), base cooldown time 13 seconds. GIFs: Avengers: Age of Ultron
| Heavy Duty Armor
| Marvel's Avengers: Infinity War With his first two uniforms
, Hulkbuster shoots a laser out of his hand repulsors, which lingers for a bit. The only part of Hulkbuster's skillset to deal solid Energy Damage (not counting the one little hit in skill 5). With his "Marvel's Avengers: Infinity War" uniform
, the skill's animation changes slightly, shooting a beam out of his right hand, then adding his left hand for two more bursts. This still deals high Energy Damage and functions similarly, but also has a Guard Hit Shield added - as a result, you'd want to max out the skill level, since that'll increase the Guard Hits to 8 hits for 8 seconds.
Regardless of uniform, this is a useful skill to cancel to after skill 5 - the rockets will still hit enemies and dealing damage even if you cancel the animation. There's no real reason to keep the 5th skill animation running, so you may as well cancel it into 4 and allow the Bind to ensure you won't be hit during this vulnerable animation. With the "Infinity War" uniform, it also means you'll be getting the Guard Hit Shield up quickly into the rotation.
Skill 5: Barrage Strike (unlocks at 6✩), base cooldown time 17 seconds. GIFs: Avengers: Age of Ultron
| Heavy Duty Armor
| Marvel's Avengers: Infinity War With his first two uniforms
, the Veronica satellite hovers over enemies and shoots down 6 metal rods in a circle, which Bind all enemies enclosed by them for 3 seconds. The Hulkbuster suit thrusts backwards and releases a barrage of missiles in midair. This skill deals high damage, most of it Physical (there's one hit at the start that's a minor amount of Energy Damage), and is an instant and fairly long i-frame - the only one in his kit. The "Marvel's Avengers: Infinity War" uniform
only slightly changes this skill, keeping the animation mostly the same but adding a large explosion at the end, as well as a 6% heal shortly after the skill is triggered. This is the only bit of native healing in all of Hulkbuster's skillset(s), and it's incredibly useful in keeping him alive in sustained PvE gamemodes. Since it's only 6%, I do recommend bumping it up somewhat through other build components (if not adding more heal passives).
Overall, really good skill, use it as much as possible. If you need the full i-frame duration, let it play out, otherwise cancel it into skill 4 and the rockets will keep flying.
Hulkbuster is barely usable with his first two uniforms
, I typically just run 5(c)-4
and run around (or tag out) until I can use it again. Having the 10-second Physical Damage Immunity at Tier-1 really helps in Shadowland floors, where you can spam attacks without having to kite (as long as enemies you're fighting have no Energy Damage), but the 5 second All Damage Immunity at Tier-2 makes this a bit less useful.
I really recommend just not bothering with Hulkbuster with these two uniforms, he has no defensive abilities, only one i-frame and two useful skills in total. With the "Marvel's Avengers: Infinity War" uniform
, as a general rotation, I like to use 5(c)-4-3-2-1
- Barrage Strike (5) goes first - decent area-of-effect Bind, high damage and a Heal. Cancel it once the first rockets begin flying into:
- Arc Reactor Burst (4), which will trigger a Guard Hit Shield, Hulkbuster's one defensive ability. This also deals high damage, and chaining this into a damage proc Obelisk will mean you deal significant burst damage with this laser and the rockets from Barrage Strike.
- Jet-Assisted Takedown (3) could be saved for an emergency i-frame, but the fact that it's on a significant delay means it might not be too practical for this purpose in most circumstances. No harm in using it now, while the Guard Hit Shield still likely has a bunch of hits it can tank, and it deals high damage too.
- Hydraulic Boom (2) deals a 3 second Stun effect in a large area-of-effect, not long after the animation is triggered. If you're fighting enemies that cannot be Stunned, you might consider skipping this move (and the next one) and start kiting instead.
- Rocket Punch (1) deals a delayed 2 second Stun with its rockets, which is a nice lead-in to the Bind with skill 5 triggering again.
Passive: Heavy Duty Exo-Frame (unlocks at 4✩). At Tier-1:
- Activation Rate: 25% rate when hit
- Applies to: Self
- 100% chance to become immune to Physical Damage (10 sec)
- Cooldown Time 60 seconds
- Activation Rate: 35% rate when hit
- Applies to: Self
- 100% chance for Immunity to All Damage (5 sec)
- Cooldown Time 20 seconds
A unique passive that has its uses, but I personally don't find it to be very good.
At Tier-1, it's useful as a 10-second window where you can not worry about taking any damage, as long as enemies you're fighting deal purely deal Physical Damage. However, the 50 second cooldown is a major negative and makes sure this passive has very little presence in the majority of gameplay.
At Tier-2, the duration of both the actual immunity and the cooldown are lowered, with the immunity now blocking all damage types. While the total percentage uptime of the passive is increased, lowering the duration to 5 seconds (while balanced) makes it difficult to make use of.
There's no animated visual indication that it triggers, only the presence of the buff icon, which is easy to miss during gameplay - by the time you notice it's triggered, it likely doesn't have very long left anyway. When I first started testing Hulkbuster with the new uniform, I got through a Thanos fight and a Shadowland stage without even remembering this passive existed.
Couple this with the fact that it can trigger while your Guard Hit Shield is active, completely wasting itself, means that this passive isn't as great as it looks. There might be a couple of times where it triggers helpfully and you say "Ooh that's cool !" but it's otherwise unreliable and forgettable.
Leadership: Iron Armada.
- Applies to: All Allies
- +24% increase of All Attacks
A solid and versatile leadership that is guaranteed to benefit all members of the team. While other leaderships might be better, this one is still good enough to use frequently, as long as you're not in a mode with a high DPS requirement.
Of course, don't build Hulkbuster specifically for this leadership, but it's good to use for a team you're already intending on playing Hulkbuster in.
Tier-2 Advancement: System Upgrade.
- Applies to: Self
- Increases All Speeds by +10%
- Increases Skill Damage by 38% and increases Bonus Damage by 25%
- Enhances effect of skill, Heavy Duty Exo-Frame
Not the most exciting Tier-2 Passive. Improves on his native slowness (though the 30% Attack Speed cap can only do so much), adds quite a significant amount of Skill Damage, and buffs his regular Passive, which we've discussed.
All in all, this Tier-2 is a luxury, not a priority. It doesn't fundamentally change anything about his skillset and the buffs are mostly just stat increases, but it's a worthy boost for the character and worth investing in mid-to-late game.
As with all uniforms, the gear icons and gear names change, but the stats granted do not. The gear names of the Avengers: Age of Ultron
uniform are listed below.
|Gear ||Name ||Base Stat 1 ||+20 Bonus ||Base Stat 2 ||+20 Bonus ||Base Stat 3 ||+20 Bonus |
|1 ||Magno-Hydraulic Pseudo-Musculature ||All Attacks ||+800 ||Critical Rate ||+835 ||All Attacks ||+875 |
|2 ||Impact-Resistant Carbon Plating ||All Defenses ||+702 ||Critical Damage ||+895 ||All Defenses ||+776 |
|3 ||Anchoring System ||HP ||+2802 ||Crowd Control Time ||-776 ||HP ||+3116 |
|4 ||Gamma Radiation Detector ||Ignore Defense ||+1194 ||Skill Cooldown ||-859 ||-- ||-- |
A Hulkbuster build can really go either way (or a combination of both) - offensively, he does have solid burst damage potential with the 5(c)-4 combo, and defensively, he has natively high defensive stats that might justify a more PvP-oriented build. With the "Infinity War" uniform he also gains a ton of Crowd Control, which can be useful for PvP.
Recommended fixed stats:
- My number one recommendation for him, regardless of uniform, is Guard Break Immunity - I don't have it, and my Hulkbuster gets interrupted a lot. Hulkbuster only has one instant i-frame (skill 5) across all uniforms, and no native Guard Break Immunity in the form of Super Armor or Invincibility, so this is a case where this stat is almost necessary.
- I find Recovery Rate and Max HP to be really useful (the former only if you have the "Marvel's Avengers: Infinity War" uniform), since Hulkbuster has high native defensive stats. His 5th skill's heal isn't the most significant, so boosting it to be enough to cover the damage he will inevitably take against harder enemies is important.
- All Defense is a less useful defensive stat - don't opt for it as a fixed first option, but if you roll it along with a good fixed stat and proc, it won't hurt to have.
- For a regular damage boost, Ignore Defense is great (so long as it won't push you over the 50% cap). Critical Rate and Critical Damage are also fine stats for this purpose.
- Ignore Dodge is always a handy stat on any character, and especially so on those that are as reliant on Crowd Control as Hulkbuster is. Whether you build him specifically to counter high-Dodge opponents by locking them down, or you just want enemies to dodge his attacks less in general, this would be a decent all-round stat to go for.
- Increases damage by x% is the best for pure damage output - as mentioned, the 5(c)-4 skill combo deals a ton of damage if you get a solid damage proc triggering early. Since it's purely boosting damage, this is the ideal proc for PvE gamemodes.
- Invincibility provides a good safety net against non-Piercing burst damage, and allows you to make some mistakes - especially with the low i-frame uptime across Hulkbuster's rotation. While Invincibility is running, you can also freely use the more vulnerable skills in his kit, without worrying about taking damage or even getting Guard Broken. This is most useful in PvP, where fights tend to be more chaotic and have more multi-hit burst damage skills flying around.
- Recovers by x% of Max HP might be an option if you're going for that full healing build, but it's a little risky to build a defensive character with no instantly-triggerable damage immunity/Invincibility with this proc. Hulkbuster's immunity triggers on a passive with a random chance, making it unreliable and difficult to keep track of, so with this proc, you'll be running a risk of getting one-shotted by powerful burst damage attacks.
Here are my recommendations for stats to prioritise on Uru, 4th Gear Option and Uniform Options. If you have already reached the cap for the stat, move on to the next one.
|Priority ||Stat ||4th Gear Option ||Uniform Option ||Uru Farming Mission ||Uru Norn Type ||Stat Cap ||Flat Points to 1% |
|1 ||Skill Cooldown ||Y ||Advanced, Heroic ||12-1, 13-8 ||Blue (Blast) ||50% ||200 |
|2 ||Ignore Defense ||Y ||Heroic ||12-6, 13-5 ||Red (Combat) ||50% ||200 |
|3 ||Physical Attack ||N ||Rare, Mythic ||12-7, 13-1, 13-6 ||Red (Combat) ||- ||- |
|4 ||Attack Speed ||Y ||Advanced, Heroic ||11-3, 11-7, 13-8 ||Red (Combat) ||130% ||333 |
|5 ||Recovery Rate ||Y ||Heroic ||12-5, 13-3 ||Purple (Universal) ||250% ||200 |
|6 ||HP ||N ||Rare, Heroic ||11-4, 11-8, 13-3 ||Purple (Universal) ||- ||- |
|7 ||Critical Damage ||Y ||Mythic ||12-3, 13-4 ||Green (Speed) ||200% ||100 |
|8 ||Critical Rate ||Y ||Mythic ||12-2, 13-4 ||Green (Speed) ||75% ||133 |
Here's my personal reasoning for this list. Keep in mind your priorities might differ based on what you want out of the character, your card stats, and the other components of your build.
- Always aim to cap Skill Cooldown. If you're a few percent off, use minor boosts to bridge the gap, if it's more than that, work on Alliance/Card Cooldown.
- For flat DPS increases, Ignore Defense and Physical Attack are the best two to go for. However, they both require Combat Norn Stones if you're building them for Uru, so Critical Damage and Critical Rate are also included as substitutes at the bottom.
- Attack Speed is quite important, as Hulkbuster's attacks are all slow animations, some of which leave him vulnerable to attack. However, keep in mind he does get a 10% All Speeds buff from his Tier-2 Passive, so be careful not to exceed the cap.
- Recovery Rate and HP are both great to boost Hulkbuster's 5th skill healing (only with the "Infinity War" uniform), and HP helps increase his overall tankiness.
You can go any way you want in terms of ISO set - Hulkbuster can take hits well, meaning "When Hit" procs aren't an issue (they can also proc while his Guard Hit Shield is up). If you want an offensive boost, go for an Attack set; if you want a defensive boost, go for a Heal or Shield. Shield procs are generally better in PvP, though if you already have Recovery Rate being built in another aspect of your build, you'd probably lean more towards a Heal proc.
As usual, it's a waste of gold to roll for a specific set, so just settle with the first ISO set of the proc type you want. I'd also at least consider keeping Overdrive, Drastic Density Enhancement or I Am Also Groot if you land on them, and they're not of the proc type you intended for.
|Set Name ||Type ||Activation ||Bonus 1 ||Bonus 2 ||Bonus 3 ||Bonus 4 ||Bonus 5 |
|Hawk's Eye ||Attack ||When Attacking ||All Attack +8.5% ||Critical Rate +8.5% ||Critical Damage +8.5% ||Dodge +8.1% ||Cooldown Time -8.1% |
|Power of Angry Hulk ||Attack ||When Attacking ||All Attack +8.5% ||Attack Speed +7.7% ||All Defense +8.5% ||Critical Rate +8.5% ||Ignore Defense +8.1% |
|Overdrive ||Attack ||When Attacking ||All Attack +8.5% ||All Defense +8.5% ||Critical Rate +8.5% ||Critical Damage +8.5% ||Ignore Defense +8.1% |
|Stark Backing ||Recovery ||When Hit ||All Defense +8.5% ||Max HP +8.5% ||Critical Damage +8.5% ||Dodge +8.1% ||Movement Speed +7.7% |
|I Am Also Groot. ||Recovery ||When Hit ||All Attack +8.5% ||Max HP +8.5% ||Critical Rate +8.5% ||Crowd Control Time -8.1% ||Recovery Rate +8.1% |
|Drastic Density Enhancement ||Shield ||When Attacking ||All Attack +8.5% ||Max HP +8.5% ||Critical Damage +8.5% ||Crowd Control Time -8.1% ||Defense Penetration +8.1% |
|Binary Power ||Shield ||When Hit ||Max HP +8.5% ||All Defense +8.5% ||Attack Speed +7.7% ||Critical Rate +8.5% ||Recovery Rate +8.1% |
- Powerful (white/grey/light blue) ISOs rolled on Physical Attack if you are using them at high level. This is to preserve All Attack ones for energy characters.
- Amplifying (red) ISOs rolled on All Attack.
- Impregnable (dark blue) and Absorbing (green) rolled on All Defence.
- Chaotics (rainbow) should not have Physical/Energy Defence and Energy Attack stats.
Hulkbuster has very few teams, but luckily they're all good and have solid bonuses. Note: Numbers in square brackets [x] refer to the skill used by the character when pressing the Team-Up Button.
Iron Mania: Hulkbuster, Iron Man, War Machine
- Iron Mania (Hulkbuster  + Iron Man  + War Machine ): All Attacks +5.5%, All Defenses +5.5%, Critical Rate +4.9%
- Tony's Toys (Iron Man  + War Machine ): Attack Speed +4.2%, Movement Speed +4.3%
A classic team, with all 3 characters going from zero to hero with their "Marvel's Avengers: Infinity War" uniforms. Iron Man and War Machine both provide high burst DPS, while Hulkbuster can be tagged to for his higher defensive stats.
While there are only 2 bonuses, they provide okay stats, and the whole team can make use of Hulkbuster's +24% All Attacks boost, since Iron Man uses Energy Attack and War Machine uses Physical.
Anger Management: Hulkbuster, Red Hulk, Hulk
- Anger Management (Hulkbuster  + Red Hulk  + Hulk ): All Defenses +5.2%, Cooldown Duration -5.2%, Critical Damage +4.8%
- Supreme Clash (Hulkbuster  + Hulk ): All Attacks +5.5%, Ignore Defense +4.7%
- World Breakers (Red Hulk  + Hulk ): All Attacks +6.1%, Attack Speed +5.7%
Three strong Combat characters with a nice thematic link, all of which have similar brawler playstyles - mostly melee attacks with a bit of healing. The team bonuses are nice, most notably providing +11.6% All Attacks, on top of Hulk's leadership, which provides +30% Physical Attack to the team.
Blunt Force: Hulkbuster, Hulk, Thor
- Blunt Force (Hulkbuster  + Hulk  + Thor ): All Attacks +6.1%, Attack Speed +4.9%, Ignore Defense +5.2%
- Supreme Clash (Hulkbuster  + Hulk ): All Attacks +5.5%, Ignore Defense +4.7%
- Main Event (Hulk  + Thor ): All Defenses +5.4%, Cooldown Duration -4.8%
Replacing Red Hulk with Thor gives another three-bonus team, again with three strong characters. While perhaps not the best team to use if you're planning on using any of these three characters alone, it's a fun setup with a good leadership and bonuses.
| Cards Note: Unless otherwise specified, I am referring to the "Marvel's Avengers: Infinity War" uniform in this section.
Mission Clearing: Relevant modes: Story Missions, Special Missions, Daily Missions, Dimension Rifts, Epic Quest Missions
Hulkbuster isn't very good for mission clearing: his slow attacks and low Movement Speed make him a sub-optimal clearer for lower missions, where time is the main concern. In higher stages, his lack of defensive abilities, only two i-frames, and the fact that enemies may be immune to Crowd Control make him a tough character to use, even on manual control, in chapters 11+ of Story Missions.
Running through Story Mission 10-8 with Hulkbuster's own leadership, I got the following clear times: 34, 40, 36, 38, 31 - for an average of 35.8
seconds. Not terribly slow, but not the best either.
Damage Output: Relevant modes: Co-Op Play, Villain Siege
Hulkbuster's damage is high on skills 3, 4 and 5, allowing him to burst down enemies in Co-Op or Villain Siege to a reasonable extent. He has enough damage output to be relevant in endgame PvE, but I wouldn't say damage is his strong suit or describe it as anything more than "good", though.
Player Versus Player: Relevant modes: Timeline Battle, Battleworld, Alliance Conquest
While he does have good defensive stats, it's generally his kit that lets Hulkbuster down in PvP - it's strong but generic, with no special properties (such as Pierce, ignore i-frames, remove all buffs) that make him stand out.
In Timeline Battle and Battleworld, opponents' teams are generally too meta-heavy for Hulkbuster to stand a chance. Enemies in PvP tend to have far more multi-hit attacks than those in PvE, so a per-hit Guard Hit Shield melts rather quickly, leaving Hulkbuster's melee skills entirely vulnerable. Characters with particularly high DPS will likely one-shot Hulkbuster regardless of his high defenses.
As always, if you build a decent character for PvP you'd at least get some use out of them in Alliance Conquest, since you can pick your battles easily. Find a team without any debuff removal, and you can guarantee that all of Hulkbuster's skills will at least be somewhat useful, making it hard for the AI control to completely mess up (since his skills are either i-frames, Crowd Control or Guard Hits).
Alliance Battle: Relevant modes: Alliance Battle, Alliance Battle Extreme Mode
Hulkbuster can easily clear Normal Alliance Battle, as with any good character. He may not be the fastest, but he can definitely do it.
He can also clear Extreme Mode, and while he won't be pushing any records, he can put up a respectable score. The main issues I found in my limited testing in this mode were getting Guard Broken (which can be easily solved with a Guard Break Immunity Obelisk) and mobility - with no instant i-frames or movement skills (apart from skill 5, which you should use immediately for damage) it's difficult to dodge oncoming attacks or meteors. Still, he scored a decent 195k on my second attempt with no support and plenty of room for improvement.
World Boss: Relevant modes: World Boss, World Boss Ultimate Mode
Hulkbuster is alright against normal World Bosses - he has enough damage to easily clear most stages, and his high defensive stats and native heal help him out against the tougher sustained fights. His main weakness in this mode is lack of mobility/iframes - you'll mostly be facetanking and pounding on the boss in melee - so it might be difficult to avoid high-damaging attacks. With a decent setup he can beat most of the regular bosses (Infinity Thanos might take more effort), except maybe Apocalypse, but that fight is awfully designed.
I've had no luck with Hulkbuster against World Boss Ultimate - while his DPS is there, his low movement speed and 2 i-frames are especially punishing, making it extremely difficult to manoeuvre out of the way of telegraphed attacks. Skills like Proxima's Midnight Sky attack melt him, as he's not fast enough to outrun the spears, and his two i-frames aren't long enough to keep him safe for the entire duration. That being said, he might be decent as long as you have backup to tag out to when the problematic attacks start. Infinity:
Hulkbuster's kit is ideal for Shadowland, and it's the mode he excels most at. His three Crowd Control abilities get a chance to shine, and the 3-minute time limits on most stages allow for the kind of slow but sustained gameplay that Hulkbuster seems to be built for: locking down enemies through Crowd Control and slowly whittling them down while they're immobile. Any small amounts of damage Hulkbuster takes from enemies that manage to break out of his Stuns or Snares can be readily recovered within a few rotations with his 5th skill's heal, since Shadowland opponents tend to not deal crazy burst damage (save the last few floors).
Shadowland is a rare mode where every skill is useful for Hulkbuster, so you can follow the skill rotation above and easily get the job done in reasonable floors from 1-25 (floors with Reflect will likely be a problem, due to his 4th skill dealing Energy and all his other skills dealing Physical).
With his latest "Infinity War" uniform, Hulkbuster becomes a worthy character to build. While he doesn't reach the heights of his early 2016 days, he's a reliable Shadowland clearer and a decent all-round Combat, useful in a variety of modes.
His Tier-2 Passive isn't as important, mostly serving as a simple stat increase, but his uniform is absolutely necessary to make him playable in the endgame.
Hulkbuster isn't a "must-have" character by any means, and one of the less powerful "Infinity War" uniforms, but he's still fun to play and strong enough to hold his own.
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