Marvel Super War May 7 Update patch Analysis

Today, we are going to talk about the minor update of Marvel Super War that brought about some changes on May 7, 2020. We will have an in-depth analysis of the tweaks brought for some of our heroes in this patch. This is a detailed guide that can help you to use the heroes to your advantage.

Patches and their outcomes

Beast

– Beast is an assassin type jungler specializing in bursting down lone squishy heroes. He can target his prey from afar with his ultimate skill called Predator Shadow.

First, we will look at the changes:

The official Patch- “We increased Beast’s agility and burst damage to better improve his performance.”

Passive Ability
Damage from triggering a mark has been increased from 30 (+5*current level) (+75% extra physical attack) to 30 (+10*current level) (+100% extra physical attack). HP Regen has been increased from 40 (+10*current level) (+25% extra physical attack) to 40 (+10*current level) (+60% extra physical attack).

Ability 2
Removed passive effect: Basic attack reduces the ability’s cooldown. Cooldown has been reduced from 8 seconds to (6/5.75/5.5/5.25/5/4.75/4.5) seconds. Blink distance has been reduced from 450 yards to 425 yards.

Ability 4 (Ultimate)
Damage has been increased from 100/180/260/340 (+50%/70%/90%/110% physical attack) to 125/225/325/425 (+50%/75%/100%/125% physical attack).

Overview

The changes brought to Beast slightly increased his burst damage capabilities and also his regeneration ability. Let’s look at it, one by one:
(Assuming 700 (500 additional) Physical attack. The average for level 18)

Natural Passive: Savagery

Description: When beast hits an enemy hero with an ability, he adds a mark to them. When he uses basic attacks on marked targets, he deals extra damage and recovers hp.
(Like a modified heavy attack)

Damage adjustment:
Old: 30 (+5*current level) (+75% extra physical attack) – 495 bonus damage
New: 30 (+10*current level) (+100% extra physical attack) – 710 bonus damage
Difference: 215 bonus damage at level 18

Heal adjustment:
Old: 40 (+10*current level) (+25% extra physical attack) – 345 heal
New: 40 (+10*current level) (+60% extra physical attack) – 520 heal
Difference: 175 heal at level 18

Doesn’t seem much right? But remember, the bonus damage happens simultaneously with the heal. So while your enemy suffers a loss of hp, you gain more hp in return. So it’s more accurate to read the buff as Damage + Heal = HP Gap

Old HP Gap = 840 HP
New HP Gap = 1,230 HP
HP gap Increase = 390 HP per mark

1,230 HP gap from activating the mark alone! Activating it twice would mean an HP gap of 2,460!

Ability 2: Bestial Raid

Description: Beast lunges in the specified direction, damaging and slowing enemies in the range of his destination.

CD has been reduced in the patch. This is in exchange for the removal of the CD reduction per hit. 4.5 secs at max level. With max CDR it is 2.7 secs. Pretty short cooldown to pounce from enemy to enemy!

Ability 3: Predatory Shadow

Description: Beast enters a charged state. Once he encounters an enemy hero, the state ends and he attacks the target, dealing damage.

Damage adjustment:

Initial:
Old: 100/180/260/340 (+50%/70%/90%/110% physical attack) – 1,110 physical damage
New: 125/225/325/425 (+50%/75%/100%/125% physical attack) – 1,300 physical damage
Difference: 190 physical damage

Fully charged:
Old: 100/180/260/340 (+50%/70%/90%/110% physical attack) x22,220 physical damage
New: 125/225/325/425 (+50%/75%/100%/125% physical attack) x22,600 physical damage
Difference: 380 physical damage

The difference in his Ultimate skill is practically negligible. But still, 2,600 burst damage is not something to just ignore especially if you’re a Marksman

Item suggestions for this Meta:


1. Nightsword – His natural passive: Savagery synergizes well with Nightsword’s heavy attack passive.
2. Meginjord – Beast needs to get up close and personal with his enemies. One of his problems is that he is quite squishy. This defensive item addresses that issue by not only giving massive bonus HP but also by increasing all healing received by the user which synergizes quite nicely with his passive.

Verdict:
+1 tier increase
from C tier to B tier
Beast can act like snowballs but he just doesn’t have the qualities possessed by the S tier assassins. Beast can dominate 1v1s. However, countering beast is easy by ganking upon him. I recommended building a team fighting draft comp if you decide to use him to counteract his weakness.

Corvus Glaive

– Corvus Glaive is your basic bruiser capable of dishing a high amount of damage and displace enemies while being able to tank carelessly. This is because of his passive: Soul Blade

The official Patch-


We increased Corvus Glaive’s damage and adjusted his agility to strengthen his combat capability while laning.

Passive Ability
The trigger interval for passives has been reduced from 12 seconds to 8 seconds. The cooldown reduction for hitting an enemy hero with the ability has been reduced from 6 seconds to 4 seconds. Extra damage from enhanced basic attacks has been increased from 25 (+5*current level) (+35% physical attack) to 25 (+30% (increases by 1.5% with every level) physical attack) (+4% target’s max HP).

Ability 1
Damage from being struck by his blade has been adjusted from 50/90/130/170/210/250/290 (+120%/125%/130%/135%/140%/145%/150% physical attack) to 50/80/110/140/170/200/230 (+130%/140%/150%/160%/170%/180%/190% physical attack). Damage from the hilt has been adjusted from 25/45/65/85/105/125/145 (+60%/62.5%/65%/67.5%/70%/72.5%75% physical bonus) to 25/40/55/70/85/100/115 (+65%/70%/75%/80%/85%/90%/95% physical attack). Regen bonus has been adjusted from (10% of lost HP) to (+40% physical attack) (+5% of lost HP). The two-stage lunge bonus has been increased from (+100%/105%/110%/115%/120%/125%/130% physical attack) to (+100%/110%/120%/130%/140%/150%/160% physical attack). Cooldown has been adjusted from 8-6.2 seconds to 9-6 seconds.

Ability 2
Damage has been adjusted from 60/100/140/180/220/260/300 (+40% physical attack) (+8% target’s HP limit) to 10/70/130/190/250/310/370 (+120% physical attack).

Ability 4 (Ultimate)
Cooldown has been increased from 35/32/29/26 to 40 seconds at all levels.

Overview:

There is a noticeable increase in Corvus Glaive’s damage both in flat values and scalability. However, it is balanced because of the increase in his Ultimate ability’s cooldown. This in effect decreases his crowd control potential.

Natural Passive: Soul Blade

Description: Each time a set period passes, Corvus Glaive’s basic attack carries extra damage.
(Assuming 500 (250 additional) Physical attack. 8,000 HP. The average for level 18)

Damage adjustment:
Old: 25 (+5*current level) (+35% physical attack) – 290 bonus damage
New: 25 (+30% (+27% (increases by 1.5% with every level)) physical attack) (+4% target’s max HP). – 630 bonus damage
Difference: 340 bonus damage

As you can see, the damage increase is higher than the previous amount. This means that the buff is very significant. What I like about the change is that the bonus damage now has HP based damage. This means he will be able to trade better with tanks which will allow him to use attack damage type items like Stormbreaker and Nightsword early on without losing many advantages against tanks.  

As for the cooldown reduction, I don’t see much of a difference as it still takes two ability hits in order to reset it. So just remember to do an auto-attack every after using your skills to take full advantage of your passive.

Ability 1: Edge of Demise

Description: Corvus Glaive slashes his glaive in the specified direction, dealing damage to enemies struck by the hilt and inflicting damage/slow to those struck by the blade. This hero can recover some HP by hitting the enemy hero. Also, if you use this ability again within a set period, Corvus Glaive lunges in the specified direction and deals damage to struck enemies.

Damage adjustment:
Edge:
Old: 50/90/130/170/210/250/290 (+120%/125%/130%/135%/140%/145%/150% physical attack) – 1040 physical damage
New: 50/80/110/140/170/200/230 (+130%/140%/150%/160%/170%/180%/190% physical attack). – 1180 physical damage
Difference: 140 physical damage

Hilt:
Old: 25/45/65/85/105/125/145 (+60%/62.5%/65%/67.5%/70%/72.5%/75% physical bonus) – 332.5 physical damage
New: 25/40/55/70/85/100/115 (+65%/70%/75%/80%/85%/90%/95% physical attack). – 590 physical damage
Difference: 257.5 physical damage

Second-stage attack:
Old: (+100%/105%/110%/115%/120%/125%/130% physical attack) – 650 physical damage
New: (+100%/110%/120%/130%/140%/150%/160% physical attack) – 800 physical damage
Difference: 150 physical damage (keep in mind that this damage increases by 10% for every enemy hero struck, up to 30%)

Heal:
(4,000 lost HP)

Old: (10% of lost HP) – 400 heal
New: (+40% physical attack) (+5% of lost HP). – 400 heal
Difference: 0 (The variables used made this possible but the new mechanics of the heal makes it more effective at higher hp levels than before.)

Although the buff in Corvus Glaive’s Ability 1 is not that significant at first glance. But when combined with the passive ability and the HP gap concept, it can be noticed that the buff is balanced and significant enough to be noticeable.

Ability 2: Dark Shadow
(4,000 HP)

Damage adjustment:
Old: 60/100/140/180/220/260/300 (+40% physical attack) (+8% target’s HP limit) – 820 physical damage
New: 10/70/130/190/250/310/370 (+120% physical attack) – 970 physical damage
Difference: 150 physical damage

This skill significantly deals more damage as compared to earlier at lower HP levels.

Item suggestions for this meta:
1. Nightsword – His natural passive: Soul Blade synergizes well with Nightsword’s heavy attack passive.
2. Immortal Glaive – This item is useful for Corvus. He is specifically built to fight to the death and live through it. It does not only extend your fighting time but it also gives a 50% attack bonus once the passive triggers.

Verdict:
+1 tier increase
from B tier to A tier
His passive’s buff is just so good that it is hard to ignore. It is best now to build him as an AD type bruiser because he can contribute large amounts of damage to the team fight. If the CD was not nerfed, he could have been over powred.

Executioner

– Executioner loves to get up close and personal with his enemies. His natural passive: Bloodthirst which is a very dangerous and often overlooked skill which puts him on top of his enemies.

The Official Patch-“We increased Executioner’s DPS and regen capabilities.

Basic Stats
When moving towards a bleeding target, attack bonus has been adjusted from 50 (+6*current level) to 35 (+12*current level).
HP Regen after dealing damage has been adjusted from 10 (+2*current HP) (+10% extra physical attack) (+3% lost HP) to 10 (+25% extra physical attack) (+1% lost HP).

Ability 1
Enhanced basic attack now has an additional 20/30/40/50/60/70/80 (+30%/35%/40%/45%/50%/55%/60% physical attack) physical damage.
Damage from swinging his Bloodaxe has been increased from 40/65/90/115/140/165/190 (+110%/115%/120%/125%/130%/135%/140% physical attack) to 30/70/110/150/190/230/270 (+120%/125%/130%/135%/140%/145%/150% physical attack).
Cooldown has been adjusted from 6 seconds to 8/7.5/7/6.5/6/5.5/5 seconds.

Ability 2
Damage has been adjusted from (+4%/5%/6%/7%/8%/9%/10%max HP) to (+100%physical attack).

Ability 3 (Ultimate)
Damage has been adjusted from 170/220/270/320 (+50% physical attack) (+6%/9%/12%/15% lost HP) to 120/180/240/300 (+60% physical attack) (+6%/8%/10%/12% (every 40 points, extra physical attack increases by 1%) lost HP).

Overview:

Earlier, Executioner’s problem was his reduced effectiveness in the later stages of the game. The changes addressed this by adjusting his scaling and noticeability. There is an added emphasis on physical attack-based skill effect instead of being more HP-based before.
Assuming 500 (250 additional ) Physical attack. 8,000 HP. The average for level 18)

Natural Passive: Bloodthirst

Description: Whenever Executioner deals damage to enemy heroes, he adds a mark to them. Once full, they inflict Bleed on the target. If Executioner deals damage to a bleeding target, he recovers HP.

Damage bonus adjustment:

Old: 50 (+6*current level) – 158 bonus physical damage
New: 35 (+12*current level) – 251 bonus physical damage
Difference: 93 bonus physical damage

HP regen adjustment:
(4,000 lost HP, 4,000 current HP)

Old: 10 (+2%*current HP) (+10% extra physical attack) (+3% lost HP) – 235 HP regen
New: 10 (+25% extra physical attack) (+1% lost HP) – 112.5 HP regen
Difference: (-122.5) HP regen

The HP nerf has been balanced by the overpowered damage increase bonus. At level 18, 251 bonus physical damage is like having two additional core items. It can’t get more OP than that.

Ability 1: Bloodaxe

Description: Executioner swings his Bloodaxe in the specified direction, dealing damage to enemies in range. If an enemy hero is hit, Executioner’s next basic attack has added damage and inflicts slow on the target hit.

Damage adjustment:
Old: 40/65/90/115/140/165/190 (+110%/115%/120%/125%/130%/135%/140% physical attack) – 890 physical damage
New:  30/70/110/150/190/230/270 (+120%/125%/130%/135%/140%/145%/150% physical attack) – 1020 physical damage
Difference: 130 physical damage

The change in Bloodaxe is leaned towards increasing his damage. The increase in the % based physical damage is a very welcomed factor as his bonus damage passive is greatly increased.

Ability 2: Blood Shield

Description Executioner raises a shield. When the ability is used again while active, he deals damage and inflicts fear on enemies in range.

Damage adjustment:
Old: (+4%/5%/6%/7%/8%/9%/10%max HP) – 800 physical damage
New: (+100%physical attack) – 500 physical damage
Difference: (-300) physical damage

The damage adjustment in Executioner’s Blood Shield was made this way so that it would synergize with his passive. In earlier levels, Blood Shield would deal more damage as compared to before but in later levels, the old Blood Shield would deal more. Especially in the more popular tank build.

Ability 3: Ravage

Description: Executioner brandishes his Bloodaxe, damaging and adding a mark to nearby enemies. If this ability is used to K.O. an enemy hero, its cooldown is reset.
(4,000 lost HP)

Damage adjustment:

Old: 170/220/270/320 (+50% physical attack) (+6%/9%/12%/15% lost HP) – 1,170 physical/true damage
New: 120/180/240/300 (+60% physical attack) (+6%/8%/10%/12% (every 40 extra physical attack increases damage by 1%) lost HP) – 1,320 physical/true damage
Difference: 150 physical/true dmage

Once again, we can see that there is an added emphasis on physical attack damage.

Item suggestions for this meta:
1. Stormbreaker – This item gives everything Executioner needs. Be it HP, Damage, CD reduction, Armor penetration, or Bonus Movespeed. This item makes a viable first or second core item pick now because of the physical attack buff on Executioner’s abilities.
2. Mjolnir – This item is gaining some traction in this meta. One of Executioner’s problems is that he is easily kited. With this item, he can mow down and stick to his enemies.

Verdict:
+1 tier increase
from B tier to A tier
Executioner was already a situational pick for high Elo ranked games and tourneys. He was already a hard matchup for most top laners. Even more so now. Executioner stomps the game in many rank games I played. He can snowball a lot. I recommend acquiring him if you’re a low ranker looking to increase your win rate. Due to his skill changes basing on physical attack, he is now more viable as a Jungler. Surprise your enemies with this off-meta pick.

Captain America

-Captain America is known as The First Avenger. He is everybody’s favorite jungler.  He can easily pick off squishy cores using his ultimate ability: Avenger Vanguard.

Ability 1
Damage bonus beyond 700 yards has been reduced from (+110% physical attack) to (+80% physical attack).

Ability 3 (Ultimate)
Cooldown has been increased from 45 seconds to 50 seconds.

Verdict:
No tier change
S tier
The changes are negligible. If you are a Captain America main, there is nothing to worry about. The First Avenger still stomps the hell out of games and is still a staple meta pick.

Pixie

The Official Patch– “We increased Pixie’s protective capabilities to improve her performance.”

Basic Stats
Base HP has been increased from 1200 to 1250.

Ability 2
Blinding duration has been increased from 1.2/1.4/1.6/1.8/2 seconds to 2 seconds at all levels.

Ability 3
Shield value has been increased from 240/305/370/435/500 (+55% energy attack) to 240/340/440/540/640 (+55% energy attack).
Cooldown has been reduced from 12/11/10/9/8 seconds to 10/9/8/7/6 seconds.

Verdict:
+1 tier increase
from B tier to A tier
Pixie was always a niche pick in high Elo games. She is a very situational pick that requires high game sense from her user and her teammates. The shield value is a welcome change as she is the only hero right now capable of giving large amounts of team shield.

Ebony Maw

Ability 4 (Ultimate)
Damage has been reduced from 200/300/400 (+40% energy attack) to 150/225/300 (+35% energy attack).

Verdict:
No tier change
A tier
Despite the debuff on his ultimate, Ebony Maw is still a great support pick for aggressive lineups. A lot of pro players also believe that this change is reasonable. This is because Ebony Maw’s Ultimate Ability was always abused in tournaments as it guarantees a kill. This is also almost impossible to counter. At the very least, cores now have a slightly higher chance of surviving a Captain America + Ebony Maw gank. I don’t believe this affects Ebony Maw that much as his real strength lies in multiple mind control and knock-ups.


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Siege

15 years MOBA experience. Legendary Master rank in Marvel Super War - Asia (PH).

2 thoughts on “Marvel Super War May 7 Update patch Analysis

  • May 10, 2020 at 10:44 am
    Permalink

    They shouldn’t have nerfed ebony maw, I would recommend to nerf BK’s skills because it’s cooldowns are too low.

    Reply
    • May 11, 2020 at 11:37 am
      Permalink

      I agree that also think BK needs a cooldown nerf. We’ll see. Maybe in future patches.

      Reply

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