Marvel's Midnight Suns

Marvel's Midnight Suns

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Bartowski Dec 23, 2022 @ 7:32pm
How do you deal with snipers?
I am having trouble with snipers.(they seem to love spiderman) How do you guys go about defeating them? If i hit them and dont kill them they just stealth up and continue the cycle. What should i be doing different? I am also using the environment as well.
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IRMcG Dec 23, 2022 @ 7:36pm 
If you can't take them down in one shot, try using a knockback power to put them near an environmental damage object (those hanging crates are best) or drop. Stun abilities can keep them out of action (Spiderman's Thwip ! too).
Tanktyr Dec 23, 2022 @ 8:08pm 
Need to knock someone into them when they are stealthed to get them to come out of it, or an Aoe ability (Barrels, shield throw etc)
Last edited by Tanktyr; Dec 23, 2022 @ 8:09pm
Zebedee Dec 23, 2022 @ 8:56pm 
If you don't have a way to remove the stealth and take the sniper out at that moment in time then resist or conceal on the sniper's target can buy a bit of time to sort out priorities.
Fringehunter7719 Dec 23, 2022 @ 11:18pm 
They are definitely one of the most dangerous enemies and should be a top priority in almost all situations. They will almost inevitably one shot heroes if left unchecked on higher difficulties.

Either make use of an attack-AOE-attack pattern, or an attack-knockback another enemy into them with shove or a slide environmental-attack pattern and make sure to K.O. them before their second turn or employ some form of crowd control on them for that second turn.

It's key to plan ahead for the sniper before you start consuming the environment, your AOE and minion enemies that may be useful in bringing them out of concealment. You don't want to play half a dozen moves and then realise you have no means to reveal a sniper, especially one targetting an already vulnerable hero.

Captain America's AOE taunt with weak is good to bring them out of concealment if they are targetting another team member who has vulnerable. Their damage is less lethal when dealt at 50% rather than 150% modifier.

Shoving them into electrical boxes for a stun is good. Bind allows you to avoid their attack for a turn and then beat them to a pulp at the same time. Note that being stunned/bound prevents their reactive trigger for the duration.

A bit later down the line you can use them to your advantage with Mindbreak or Mindbend. Mindbreak is particularly potent as it eats their turn as well as making them turn their high damage on 2 (or 3 when upgraded) allies. You do need to be careful of hero final positioning and not killing the 2 (or 3) enemies closest to them. Shoving either them or nearby enemies to ideal positions is often a good idea.

Occasionally you may get a chance to make use of a rune of vertigo consumable + a drop. Certain story missions and general mission types or locations guarantee useful placement of these.
Danceofmasks Dec 24, 2022 @ 1:28am 
Early game, you use whatever you can find.
Knockbacks, environmentals, stuns, as others have mentioned.

Lategame, well ... when incoming damage starts to get silly, it's my turn to abuse "stealth."
Nothing is as hilarious as taunting most everyone, then disappearing.
Wastes all their turns.
Doesn't just apply to actual stealth cards, replacing the hero with a drop does the trick as well.

Also, keep a lookout for sources of resist.
Don't need to take out the sniper, if you can take out the other 2 enemies targeting the same hero, and watch the bullet hit for a huge zero damage.
Fringehunter7719 Dec 24, 2022 @ 2:02am 
Those are great points. Resist, concealment, banish or otherwise remove your hero (or a key enemy) from the map for a turn are all powerful tools that work well against marksmen.
Darth_Roxs Dec 24, 2022 @ 7:55am 
Multiple things you can do

Knockbacks into items, off cliffs, etc
AOE attacks when they turn invisible will knock them out of it
OHKO them

They're not that bad if you have someone with AOE abilities to knock them out of invisibility mode.
Giblix Dec 26, 2022 @ 5:19am 
Fringehunter has some good points. Knowing which enemies to prioritize means understanding what it is they do, and are capable of.

Snipers on the first turn will never do anything except apply Vulnerable to a hero. Second turn they'll one-shot that hero. This means you got some time and can plan ahead an entire turn. Take out as many opponents you can and then in the second turn make sure no enemies on the board target the hero with vulnerable.

Taking down the sniper itself depends on a few variables for me. On some maps they're positioned near an environmental hazard that costs 2 heroism and drops down on an area for big damage. In that case I try to knockback or in another way move as many enemies under that hazard.

Always make sure your plan involves the fact that you need to damage the sniper. Then it has a 50% chance to Conceal which you need to undo with an AOE explosive, or knocking another enemy into the sniper. Which you then follow up by big damage to kill the sniper.
Ked Dec 26, 2022 @ 11:40am 
Forget about them at turn 1. Prepare for turn 2 to kill or disable them. Bind is particularly strong on them because they cant stealth themselves under that effect but you can keep hitting them.

Conceal as usual is a good option.

Once they are stealthed If you dont have aoe cards you can either use enviroment as other suggested or a smart pushback effect pinballing goons into sniper.

Once you learn how to prepare for them they become just a nuisance.
Last edited by Ked; Dec 26, 2022 @ 11:41am
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Date Posted: Dec 23, 2022 @ 7:32pm
Posts: 9