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New-season will start on November 09 and that’s when you can start playing AQ Map 8. The map is already here with the nodes.

AQ Map 8 Section 1

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Image: Cat Murdock

Please note that the Corvus Timeout trick is not going to work in AQ Map 8, so you need a strong and reliable team. It also needs great planning and predefined Boss Killers because they will be the ones to get Boss Killer Cross Fight ability.

Important Notes:

  • Cross Fight cannot be utilized against champions on the shared nods.
  • Last champion on the Shared node allow to collect Boss Killer Cross Fight
  • Lane Killer Cross Fight applies to the current fight and the next 3 fights. It can be used only by the champion who collected it.

Section 1 – Nodes and Lane Killer Cross-Fights

Shared Path – 1/2 (Immortal Hulk, Hood, Green Goblin, Longshot, Red Goblin)

Bleed Vulnerability (Node):
Defender takes 200% more damage when they are bleeding.

Ebb and Flow – Heavy (Node):
Defender takes 60% less damage while under the effect of protection. When the Attacker uses a Heavy Attack, protection goes on Cool Down for 12 seconds and this also grants the attacker a cruelty buff increasing the Critical Damage Rating by 30%. When this Cool Down period expires, protection returns and debuffs are purified.

Ticking Time Bomb – 3 (Node):
Every time attacker performs a well-timed block, received a fuse charge. Hitting the block removes 1 charge. If attackers reach 7 Fuse Charges. They are all consumed and attackers received 30% of their max health as direct burst damage.

Path-1 (Mister Fantastic, Invisible Woman, The Overseer, War Machine)

Visionary: Lane Killer Cross-Fight
Whenever an attacker purifies a debuff, gain a Steadfast charge. These charges allow attackers to block unblockable and heavy attacks at the cost of 1 charge.

Schadenfreude – 2 (Node):
Whenever the attacker is inflicted with a debuff, the defender gain Fury Buff increasing Attack by 240% for 8 seconds. Max Stacks 1.

Combat Deja Vu – Unblockable (Node):
Repeating the same basic attack in a row makes the defender unblockable for 10 seconds.

Special Burst Lock Down – 2 (Node):
Whenever Defender activates a Special Attack, the attacker receives heal block and armor break for 10 seconds. Armor Break cause 35% Armor Reduction.

Path-2 (Elsa Bloodstone, Shang-Chi, Blade, Spider-Gwen)

Sufferance: Lane Killer Cross-Fight
Hitting Defender while performing a heavy attack allies Sufferance passive to them. All damaging debuffs receive +50% duration while the defender is suffering from Sufferance.

Heavy Baiter – Protection (Node):
Every 7 seconds defender gains a protection effect that reduces all damages by 10%. This protection can be removed only when the defender is struck during a heavy attack.

Polka Dot Power (Node):
Attacker gains no power from landing and receiving attack. The attacker gains 12% of a bar of power per second when the defender has a damaging debuff applied.

Rise to Power – 3 (Node):
Knocking down the defender starts a 4 seconds timer. When this timer is active and the defender lands a hit or hit the block, gains 50% of a bar of power.

Shared Path – 3/4/5 (Carnage, Captain Marvel (Movie), Black Widow CV, Falcon, Yellowjacket, Odin, MODOK, Hit-Monkey)

Flux Dispersal (Node):
Each hit defenders receive gives them a Dispersal charge that reduces damage taken by 5%. Landing a heavy attack removes all the Dispersal charges.

Right Back At It – 2 (Node):
Knocking Down the defender makes them Debuff Immune for 6 Seconds.

PULL (Node):
Non-Contact-based hits deal 100% damage and Contact-based hits deal 75% less damage.

Path – 3 (War Machine, Punisher, Cable, Professor X)

Kinetic Shielding: Lane Killer Cross-Fight
Dodging an attack grants 1 and intercepting an attack grants 2 Shield charges. When these charges reach 4, the attacker gets Kinetic Shield Passive that grants a 100% chance to perfect block attack for 7 seconds. While Kinetic Shield Passive is active, any additional Shield Charges cannot be gained.

Vital Strikes – 1 (Node):
Defender regenerates 250% of the damage dealt while hitting the attacker’s block.

Bob and Weave – 2 (Node):
The defender can land critical hits through blocks. All the defender’s attacks are guaranteed to be critical. This ability is disabled for 8 seconds when the attacker dodges an attack or intercept.

Lionheart (Node):
Whenever a defender’s healing ability is reduced or reversed, it rather gains 200% potency and the Attacker receives 100% of the Defender’s attack as Direct Damage over 5 seconds.

Path – 4 (Spider-Man (Stealth Suit), She-Hulk, Black Panther, Silver Surfer)

Shocking Defense: Lane Killer Cross-Fight
The attacker becomes stun immune if Shock Debuff is applied on the Defender.

Hard Head (Node):
When a Stun debuff is applied to the defender, Stun is reflected back onto the attacker. This ability then goes on Cooldown for 7 seconds.

No Hit-M…ercy (Passive) – 2 (Node):
Whenever the defender is knocked down, they gain a Cruelty passive increasing Critical Damage rating by 350 for 7 seconds. While this timer Is on, the defender can strike Critical hits through the block.

Fighting Dirty (Node):
Defender gains Unblockable Passive for 8 seconds at the end of the Special Attacks. This doesn’t trigger when the defender has a shock debuff applied to it.

Path – 5 (Hulkbuster, Venom, Jubilee, Nova)

Frustratingly Furious: Lane Killer Cross-Fight
Every time defender is immune to nullify, the attacker gains a frustration passive. After stacking 5 charges, the Attacker becomes furious for 10 seconds. While the attacker is furious, special attacks deal a burst of energy damage equal to 50% of the damage dealt.

Steady Perseverance – 2 (Node):
When defenders activate special attacks, they become stun-immune for 6 seconds (plus 2 seconds for each unique buff on them.

Feat of Energy 2 (Node):
Whenever the attacker reaches 2 bars of power, the defender gains a power gain buff that grants 100% of a bar of power over 4 seconds.

Divine Barrier – 3 (Node):
Defender becomes immune to Nullify, Stagger and Fateseal debuff for 10 seconds every 10 seconds on a time. The timer’s duration is paused for 2 seconds every time buff is nullified. (So you can make immunity timer trigger at a delay if you keep nullifying buffs).

Shared – Path 6/7 (Rhino, Human Torch, Silver Centurion, Sentinel, Unstoppable Colossus)

Enhanced Special 1 (Node):
Special 1 attacks are unblockable and deal 30% more damage.

Power Focus 1 (Node):
Defender gain +60% power while below 1 bar of power and suffer -80% Power while above a bar of power.

Special Lock 1 (Node):
Attackers cannot gain more than 1 bar of power.

Path – 6 (Doctor Octopus, Venom the Duck, Silver Surfer, Killmonger)

Missing Fixations : Lane Killer Cross-Fight
Attacker builds focus by dashing back and holding block. Focus is built 3 times faster when the defender is unblockable. After maintaining 15 seconds of focus, the attacker becomes Fixated for 10 seconds. While Fixated no focus can be gained and grants 100% for the unblockable attacks to miss. (Attacker will make Defender Miss the attack for 10 Seconds if the Defender is Unblockable).

Turtling (Node):
Failing to land a hit in a 6-second timer grants defender an indefinite armor-up buff that increases armor rating by 30%. It can stack 3 times and reset when you successfully land a hit.

Armored Assault (Node):
Defenders gain a 65% attack rating and their attacks become unblockable as long as they have an Armor Up buff active.

Mystic Conditioning – 3 (Node):
Whenever an Attacker tries to nullify a buff, Fateseasl, or stagger, the chances of all future stagger, nullify, and Fateseal is reduced by 20%.

Path – 7 (Ronin, Hulkbuster, Venompool, Mysterio)

Unyielding Punishment: Lane Killer Cross-Fight
Well-Timed Blocks inflict Debilitate Charge. Each of these charges increases the Poison, Armor Break, Coldsnap, Incinerate, and Bleed debuffs duration by 50%, Max stacks 3.

Steller Genetics (Node):
All Attacker Classes but cosmic and mutant reduce their Attack by 50%.

Persistent Pressure (Node):
Defender gains an unstoppable buff every 15 seconds for 5 seconds. The duration of this buff is decreased by 0.5 seconds for each prowess buff or the passive attacker has. Attack also becomes stun-immune while under the effect of Unstoppable.

Diss Track (Node):
The defender doesn’t take any damage unless it has 3 or more debuffs applied. It can be any type of debuffs.

Section 2 – Nodes and Lane Killer Cross-Fights

Shared Path – 1/2/3/4/5 (Mangog, Yellowjacket, Mister Negative, Odin, American Chavez, Mister Negative, Thor Ragnarok)

Passively Special – 3 (Node):
After launching a Special attack, defender gains +1 Passive Prowess for each hit that was blocked. If the Attacker performs a well-timed block, they gain this prowess instead. Each Prowess increases Special damage by 30% and lasts until the next special is used that makes contact.

Truly Great (Node):
Each Well-Timed Block During Special Attack grants the attacker a True Damage Passive that increases attack rating by 20% for 10 seconds. While under the effect of True Damage or True Accuracy, Attackers have a 100% chance to trigger perfect block during Well-Timed Blocks.

Redoubled Determination (Node):
Each debuff on the defender grants them a +50% attack and +15% power gain rate. Bleed, Poison, and Armor Break Debuffs count Twice.

Path – 1 (Rhino, Nicky Fury, The Champion)

Visionary: Lane Killer Cross-Fight
Whenever an attacker purifies a debuff, gain a Steadfast charge. These charges allow the attacker to block unblockable and heavy attacks at the cost of 1 charge.

Schadenfreude – 2 (Node):
Whenever the attacker is inflicted with a debuff, the defender gain Fury Buff increasing Attack by 240% for 8 seconds. Max Stacks 1.

Combat Deja Vu – Unblockable (Node):
Repeating the same basic attack in a row makes the defender unblockable for 10 seconds.

Special Burst Lock Down – 2 (Node):
Whenever Defender activates a Special Attack, the attacker receives heal block and armor break for 10 seconds. Armor Break cause 35% Armor Reduction.

Path – 2 (Mister Sinister, Purgatory, Apocalypse)

Energy Displacement: Lane Killer Cross-Fight
Well-Timed Blocks applies a Displacement Passive on the defender for 10 seconds. While this is active, burning power, stealing power, or draining power give the attacker a power gain buff granting 20% of max power over 4 seconds. Max stacks 1.

Overclocked (Node):
All attacker classes but tech reduce their attack by 50%.

Powerful from Afar (Node):
Staying far grants the defender a power gain buff that is removed when the attacker comes close.

Aggression: Prowess (Node):
Defender gains a Prowess passive every 2 seconds increasing Special Attack damage by 50% per stack. Each successful hit removes 1 Prowess effect.

Path – 3 (Magneto, Tigra, Jabari Panther)

Specially Different: Lane Killer Cross-Fight
Using a different Special Attack compared to the last one used grants prowess passive (max 5) increasing special attack damage by 20% each prowess active.

Power Shield (Node):
Basic attacks deal no damage, Special attacks deal 400% more damage.

Aggression: Regeneration (Node):
Defender gains a regeneration passive every 2 seconds that heals 0.25% of Max health every second. Each hit removes 1 regeneration passive.

Hurt Locker (Node):
Using the same type of Special attack twice in a row put Delayed Blast Charge on the attacker for 5 seconds which can be removed by landing a heavy attack. If the timer expires the Attacker takes 50% of their health as direct damage.

Path – 4 (Omega Red, Hulk Ragnarok, Air-Walker)

Shocking Defense: Lane Killer Cross-Fight
The attacker becomes stun immune if Shock Debuff is applied on the Defender.

Hard Head (Node):
When a Stun debuff is applied to the defender, Stun is reflected back onto the attacker. This ability then goes on Cooldown for 7 seconds.

No Hit-M…ercy (Passive) – 2 (Node):
Whenever the defender is knocked down, they gain a Cruelty passive increasing Critical Damage rating by 350 for 7 seconds. While this timer Is on, the defender can strike Critical hits through the block.

Fighting Dirty (Node):
Defender gains Unblockable Passive for 8 seconds at the end of the Special Attacks. This doesn’t trigger when the defender has a shock debuff applied to it.

Path – 5 (Spider-Man Miles, Captain Marvel Movie, Hercules)

Miss-Communications: Lane Killer Cross-Fight
Well-Timed Block grans 1 Vigilance Charge and Intercepting an attack grants 2 charges. This charge prevents the attacker from missing an attack. Whenever this occurred, a charge is removed.

Arrogance (Node):
Attacker receives a Falter passive every 10 hits on their combo. It lasts 3 seconds and causes all attacks to miss. If the Attacker receives a hit, Falter is removed immediately.

Faltering Mind (Node):
Falter lasts for +1 second and also reduces Attacker’s Defensive Ability Accuracy by 100%.

Ebb and Flow – Intercept (Node):
Defender starts the fight with Protection that reduces all damages taken by 60%. This protection goes on cooldown for 12 seconds when Attacker Intercepts an attack and grants Attacker Precision Passive Increasing Critical Rating by 30%. Once this Cooldown timer expires, Protection returns and all Defender Purifies all Debuffs.

Shared Path – 6/7/8/9/10 (Taskmaster, Red Hulk, Warlock, Corvus Glaive, Nightcrawler, Warlock, Guardian)

Nerves of Steel – 3 (Node):
Defender receives an Armor Up buff every 6 seconds increase armor rating by 15%. Max Stacks 10. Each hit on Defender’s Block removes 1 armor-up buff.

Aspect of Evolution (Node):
Whenever defender fills a power bar, they increase their Power Rate, Attack Rating, Critical Rating, Block Penetration, Ability Accuracy, Armor Rating, and Critical Resistance by 5% for the rest of the fight.

Power Alternator (Node):
Every 15 seconds, if the attacker has more power than the defender, both champions’ power is drained and they both then receive the same amount of power drained from the opposing champion.

Path – 6 (Diablo, King-Groot, Sasquatch)

Distracted: Lane Killer Cross-Fight
While the defender has at least 2 unique debuffs applied, the attacker’s special attacks are passively unblockable.

Atomic Overlock (Node):
Attack rating is reduced by 50% if you are not using a Tech or Science Champion.

Nerves of Steel – 3 (Node):
Defender receives an Armor Up buff every 6 seconds increase armor rating by 15%. Max Stacks 10. Each hit on Defender’s Block removes 1 armor-up buff.

Encroaching Stun (Node):
The attacker is stunned for 3 seconds every 20 seconds on a timer unless they are performing a Special Attack while the timer expires. Attacker gains +100% Armor Rating during the stun.

Path – 7 (Red Skull, Spider-Man Stealth Suit, Yondu)

Unyielding Punishment: Lane Killer Cross-Fight
Well-Timed Blocks inflict Debilitate Charge. Each of these charges increases the Poison, Armor Break, Coldsnap, Incinerate, and Bleed debuffs duration by 50%, Max stacks 3.

Steller Genetics (Node):
All Attacker Classes but cosmic and mutant reduce their Attack by 50%.

Persistent Pressure (Node):
Defender gains an unstoppable buff every 15 seconds for 5 seconds. The duration of this buff is decreased by 0.5 seconds for each prowess buff or the passive attacker has. Attack also becomes stun-immune while under the effect of Unstoppable.

Diss Track (Node):
The defender doesn’t take any damage unless it has 3 or more debuffs applied. It can be any type of debuffs.

Path – 8 (Venom, Colossus, Super Skrull)

Getting Buff: Lane Killer Cross-Fight
Any buff Attacker gains during Special Attack or Debuff Inflicts lasts 40% longer.

Buffed Up – Attacker (Node):
Defender doesn’t take any damage unless Attacker has at least 3 Buffs on them. I can be different or the same kind of buffs.

Buffed Up – Defender (Node):
Defender doesn’t take any damage unless the Defender has at least 3 Buffs on them. I can be different or the same kind of buffs.

No Hit-M…ercy (Buff) – 2 (Node):
Whenever the defender is knocked down, they gain a Cruelty Buff increasing Critical Damage rating by 350 for 7 seconds. While this timer Is on, the defender can strike Critical hits through the block.

Path – 9 (Stryfe, Jubilee, Daredevil H.K.)

Both Eyes on You: Lane Killer Cross-Fight
Attacker gains 2 types of switchable modes: Becomes indestructible for 0.8 seconds while hitting Or regenerates 70% of the Block Damage taken. Only 1 mode can be used at a time. Knock down the defender to switch to another mode.

Prey on the Feeble – 3 (Node):
Whenever Attacker’s buff is nullified, expire, or even fail to trigger due to chance, defender gains a Prowess Passive increasing Special Attack damage by 100% until their next Special Attack.

Unblockable (Node):
All the defender’s special attacks are unblockable.

One Eye Open (Node):
100% of the damage dealt to the defender while they are stunned is health back to the Attacker after Stun Debuff expires.

Path – 10 (Wolverine, Havok, Night Thrasher)

Interception: Lane Killer Cross-Fight
#Robot attackers gain a Fury passive increase attack by 100% when they perform an intercept. Intercept attacks also remove all Unstoppable effects on the defender.

Delirium (Node):
If the attacker is not #Robot or doesn’t have Psychic Resistance, Dash and Dodge controls are inverted.

Under Pressure – 3 (Node):
Dashing back starts a timer for 1.2 seconds. If the attacker dashes back again while this timer is on, attacker receives a Disorient debuff that decreases block proficiency and ability accuracy by 50% for 9 seconds. It doesn’t stack multiple times.

Mighty Charge – 2 (Node):
When the defender is dashing forward, they become stun-immune and unstoppable.

Section 3 – Lane Killer Cross Fights and Nodes

Shared Path – 1/2/3/4 (Cable, Immortal Hulk, Tigra, Purgatory, The Hood, Spider-Man Stark Enhanced, Kitty Pryde)

Conflictor – 1 (Node):
Every 10 seconds Attacker triggers a Debuff on the Defender, it is immidietly purified and the defender gains 25% of a bar of power.

Power Snack 1 (Node):
Every 7 seconds a buff is triggered on the Attacker is immidietly purified and the Defender gains 25% of a bar of power.

Enhanced Special 1 (Node):
Special 1 attacks are unblockable and deal 30% more damage.

Path – 1 (War Machine, Professor X, Spider-Man Classsic, Squirrel Girl)

Dynamunity: Lane Killer Cross-Fight
The first Poison, Bleed, Incinerate, Shock, Rapture, Stun, and Coldsnap debuff applied on the Attacker grants 10-second immunity to that specific debuff. The only type of such immunity can be activated at a time and it must expire to retrigger.

Safeguard (Node):
Defender doesn’t take more than 1% of damage from a single source.

Super-Masochism 1 (Node):
Every 5 seconds next Debuff (Stun, Bleed, Poison, Shock, Incinerate, Rapture, or Coldsnap) is triggered by the Attacker to Defender, it is purified and applies to the Attacker, additionally Defender regenerates 5% of their max health. Everytime Attacker knock down the Defender, the timer refreshes and next timer is increased by 1 second.

Consistent Combos – 2 (Node):
Every combo ending attack must increase combo by at least 5. If it doesn’t happen, attacker receives Unsteady Debuff for 8 Seconds that gives Defender 100% chance to glance all attacks. Galancing hits receives -100% Offensive Ability Accuracy, deal 50% less damage, and cannot be critical.

Path – 2 (Mangog, Longshot, She-Hulk, Ghost)

Sufferance: Lane Killer Cross-Fight
Hitting Defender while performing a heavy attack allies Sufferance passive to them. All damaging debuffs receive +50% duration while the defender is suffering from Sufferance.

Heavy Baiter – Protection (Node):
Every 7 seconds defender gains a protection effect that reduces all damages by 10%. This protection can be removed only when the defender is struck during a heavy attack.

Polka Dot Power (Node):
Attacker gains no power from landing and receiving attack. The attacker gains 12% of a bar of power per second when the defender has a damaging debuff applied.

Rise to Power – 3 (Node):
Knocking down the defender starts a 4 seconds timer. When this timer is active and the defender lands a hit or hit the block, gains 50% of a bar of power.

Path – 3 (Ultron Prime, Black Panther CW, Juggernaut, Night Thrasher)

Specially Different: Lane Killer Cross-Fight
Using a different Special Attack compared to the last one used grants prowess passive (max 5) increasing special attack damage by 20% each prowess active.

Power Shield (Node):
Basic attacks deal no damage, Special attacks deal 400% more damage.

Aggression: Regeneration (Node):
Defender gains a regeneration passive every 2 seconds that heals 0.25% of Max health every second. Each hit removes 1 regeneration passive.

Hurt Locker (Node):
Using the same type of Special attack twice in a row put Delayed Blast Charge on the attacker for 5 seconds which can be removed by landing a heavy attack. If the timer expires the Attacker takes 50% of their health as direct damage.

Path – 4 (Captain America IW, Ant-Man, Story Pyramid X, Stryfe)

Small And Largest: Lane Killer Cross-Fight
When a #Size: XL or #Size: S champion glance, they instead gain a Bypass Charge. Bypass Charge allows attackers to ignore Galancing for 10 seconds. It also grants +100% base attack to #Size: XL champions and Stun Immunity to #Size: S Champion while they are blocking.

Fractured Guard – 3 (Node):
Blocking an Attack cause the attacker to receive Armor Break Debuff reducing armor rating by 15%. When the attacker launches a Special attack, they remove one armor break for each bar of power they had.

Little League (Node):
Small and Medium champions inflict 15% more damage to the defender. Defender deals 200% more damage if the Attacker is Large or Extra Large.

Window of Opportunity – Stun (Node):
The Defender starts the fight in Stun-Immune mode. The immunity lasts 12 seconds. If the defender receives Stun debuff during this timer, instead attacker is stunned for 4 seconds. The immunity goes on Cooldown for 12 seconds (every 12 seconds).

Shared Path – 5/6/7/8 (Air-Walker, Psycho-Man, Masacre, Vision, Hulkbuster, Vulture, Red Skull)

Stun Vulnerbility (Node):
When defender is stunned, they take 200% more damage.

Tenacity – 2 (Node):
There is a 50% chance that defender can purify all types of debuffs.

Power Drain (Node):
Defender’s Special Attacks drain 100% of the Attacker’s Power.

Path – 5 (Red Goblin, Crossbones, Cosmic Ghost Rider, Super Skrull)

Frustratingly Furious: Lane Killer Cross-Fight
Every time defender is immune to nullify, the attacker gains a frustration passive. After stacking 5 charges, the Attacker becomes furious for 10 seconds. While the attacker is furious, special attacks deal a burst of energy damage equal to 50% of the damage dealt.

Steady Perseverance – 2 (Node):
When defenders activate special attacks, they become stun-immune for 6 seconds (plus 2 seconds for each unique buff on them.

Feat of Energy 2 (Node):
Whenever the attacker reaches 2 bars of power, the defender gains a power gain buff that grants 100% of a bar of power over 4 seconds.

Divine Barrier – 3 (Node):
Defender becomes immune to Nullify, Stagger and Fateseal debuff for 10 seconds every 10 seconds on a time. The timer’s duration is paused for 2 seconds every time buff is nullified. (So you can make immunity timer trigger at a delay if you keep nullifying buffs).

Path – 6 (Dragon Man, Silver Centurion, Omera Red, Guillotine 2099)

Distracted: Lane Killer Cross-Fight
While the defender has at least 2 unique debuffs applied, the attacker’s special attacks are passively unblockable.

Atomic Overlock (Node):
Attack rating is reduced by 50% if you are not using a Tech or Science Champion.

Nerves of Steel – 3 (Node):
Defender receives an Armor Up buff every 6 seconds increase armor rating by 15%. Max Stacks 10. Each hit on Defender’s Block removes 1 armor-up buff.

Encroaching Stun (Node):
Attacker is stunned for 3 seconds every 20 seconds on a timer unless they are performing a Special Attack while timer expires. Attacker gains +100% Armor Rating during stun.

Path – 7 (The Overseer, Black Widow Deadly Origin, Medusa, Spider-Ham)

Show Topper: Lane Killer Cross-Fight
Well-Timed block removes Unstoppable Effects from Defender and grants passive fury to the attacking increasing attack by 40%. While Fury is active, Unstoppable Buffs cannot be removed.

Use it or Lose it – 1 (Node):
After reaching a bar of power, attacker must use Special Attack within 10 seconds, else 20% of max power is drained.

Aspect of Death (Node):
After Activating a Special Attack, Defender’s attack become lethal for 4 seconds plus 1 additional second for each knocked out member of the Attacker’s team.

Footloose (Node):
After launching a Special Attack, Defender becomes unstoppable and has a 25% chance to evade incoming attacks for 7 seconds.

Path – 8 (Groot, Odin, Venompool, Silver Surfer)

Getting Buff: Lane Killer Cross-Fight
Any buff Attacker gains during Special Attack or Debuff Inflicts lasts 40% longer.

Buffed Up – Attacker (Node):
Defender doesn’t take any damage unless Attacker has at least 3 Buffs on them. I can be different or the same kind of buffs.

Buffed Up – Defender (Node):
Defender doesn’t take any damage unless the Defender has at least 3 Buffs on them. I can be different or the same kind of buffs.

No Hit-M…ercy (Buff) – 2 (Node):
Whenever the defender is knocked down, they gain a Cruelty Buff increasing Critical Damage rating by 350 for 7 seconds. While this timer Is on, the defender can strike Critical hits through the block.

Boss and Miniboss Nodes + Boss Killer Cross-Fight

Overpower (Section 1 Mini-Boss – Nimrod)

Boss Killer Cross-Fight:
Every Time Mini-Boss fills a bar of power, attackers combat Power rate is increased by 100% for 7 seconds.

Personal Space (Node):
Staying Close to the defender grants it a Fury Buff every 3 seconds increasing 10% attack rating each fury buff. Staying Far makes those furies go away gradually.

Bubble Shield – 1 (Node):
Every time the Attacker blocks an attack decreases the block proficiency by 2%. After 10 stacks, the defender’s next attack is unblockable.

Overwhelm (Section 2 Mini-Boss – Nimrod)

Boss Killer Cross-Fight:
Hitting Mini-Boss (Including the Block Hits), grand attacker +1 Overwhelm charge. Dashing Back, Blocking, or Standing Still reduce the Charge by 1. If the attacker reaches 15 charges, a passive fury is granted, increasing the attack by 300% for 8 seconds. When this fury is active, charges gain is paused and it resets after Fury Expires.

Use it or Lose it – 1 (Node):
After reaching a bar of power, the attacker must use Special Attack within 10 seconds, else 20% of max power is drained.

Personal Space (Node):
Staying Close to the defender grants it a Fury Buff every 3 seconds increasing 10% attack rating each fury buff. Staying Far makes those furies go away gradually.

Bubble Shield – 3 (Node):
Every time the Attacker blocks an attack decreases the block proficiency by 6%. After 10 stacks, the defender’s next attack is unblockable.

Boss 1 (Spider-Man 2099)

Boss Killer Cross-Fight:
Each Bar of Power Attacker Spends grants him +1 Overthrow charge (max 6). Each time a charge is gained, the attacker goes unblockable for 2 seconds (It is paused during special attacks). When the attacker reaches 6 charges, a Passive fury is granted that grants +300% attack rating for the duration of unblockable effect. Overthrow charges are reset after Fury Expires.

Ticking Time Bomb – 3 (Node):
Every time attacker performs a well-timed block, received a fuse charge. Hitting the block removes 1 charge. If attackers reach 7 Fuse Charges. They are all consumed and attackers received 30% of their max health as direct burst damage.

Kinetic Transference – 2 (Node):
Defender gains 7.5% power each time they hit the block. If the block damage deals 0 damage, they rather gain 15% power.

Evasive Maneuvers – 3 (Node):
Knocking down the defender gives them an evade charge for 10 seconds. If the defender receives any hit, this evade charge is removed and the Defender gains a 100% chance to passively evade.

Mercy (Node):
Using dexterity mastery put Mercy Passive on the attacker. If the attacker performs a well-timed block, this Mercy Passive is removed and applied to the defender instead. Then it falls off 1 at a time every 1.5 seconds. Defender takes 90% less damage under the effect of Mercy Passive, additionally, Attacker gains +80% attack rating while the defender has Mercy Passive active.

Boss 2 (Peni Parker)

Boss Killer Cross-Fight:
Each Bar of Power Attacker Spends grants him +1 Overthrow charge (max 6). Each time a charge is gained, the attacker goes unblockable for 2 seconds (It is paused during special attacks). When the attacker reaches 6 charges, a Passive fury is granted that grants a +300% attack rating for the duration of unblockable effect. Overthrow charges are reset after Fury Expires.

Make a Stand – 1 (Node):
Defender starts with protection and take 50% less damage from all sources. Knocking down the defender removes this protection for 15 Seconds.

Conflictor – 2 (Node):
Every 7 seconds Attacker triggers a Debuff on the Defender, it is immediately purified and the defender gains 50% of a bar of power.

Enhanced Special 1 (Node):
Special 1 attacks are unblockable and deal 30% more damage.

Heavy Assault (Node):
Both champions gain a +500% Attack Rating while using heavy attacks. Defender becomes unstoppable while using heavy attack.