Marvel Ultimate Alliance 2/Boosts

Boosts provide enhancements to your team. You can equip up to three boosts at a time. There are 216 Boosts in the game-some are found in maps, others are earned for beating bosses and others are earned by completing Heroic Deeds. The Boosts are listed here by category and in the order they are listed on the Equip Boosts screen. For those that are found in maps, return to the walkthrough for that map for directions on obtaining the Boost. Boosts marked (Legendary) can only be earned when playing the game on Legendary Difficulty.

Advanced combat

 * Conductive I: Electric attacks deal 5 more damage — ../Capitol Offense/
 * Conductive II: Electric attacks deal 10 more damage — ../Hit 'em High/
 * Conductive III: Electric attacks deal 10% more damage — ../Cloaked/
 * Inferno I: Fire attacks deal 5 more damage — ../Reactors/
 * Inferno II: Fire attacks deal 10 more damage — ../Warp Zone/ (Legendary)
 * Disruption I: +5% dmg against Nanite-infected foes — ../Hold the Line/
 * Disruption II: +10% dmg against Nanit-infected foes — ../Warp Zone/
 * Disruption III: +30% dmg against Nanite-infected foes — ../Going Negative/ (Legendary)
 * Energized I: Energy attacks deal 5 more damage — ../Cloaked/
 * Energized II: Energy attacks deal 10 more damage — ../Faceoff/
 * Energized III: Energy attacks deal 20% more damage — ../Faceoff/
 * Frosty I: Cold attacks deal 5 more damage — ../Factory Floor/
 * Frosty II: Cold attacks deal 7 more damage — ../Rooftops/
 * Frosty III: Cold attacks deal 10% more damage — ../Ground Assault/
 * Laceration I: Wounding attacks deal 5 more damage — ../Road Work/
 * Laceration II: Wounding attacks deal 10 more damage — ../Cloaked/
 * Laceration III: Wounding attacks deal 10% more damage — ../Riot Gear/
 * Overpower I: Crushing attacks deal 5 more damage — ../Missing Marvel/
 * Overpower II: Crushing attacks deal 10 more damage — ../Faceoff/
 * Overpower III: Crushing attacks deal 20% more damage — ../Hold the Line/ (Legendary)

Attribute

 * Attributes I: +1 to all Attributes — ../Hit 'em High/
 * Attributes II: +2 to all Attributes — ../Hold the Line/
 * Attributes III: +3 to all Attributes — ../Cloaked/
 * Focused I: +1 Focus — ../Reactors/
 * Focused II: +3 Focus — ../Capitol Offense/
 * Focused III: +5 Focus — ../Tribal City/
 * Focused IV: +9 Focus — ../Reactors/ (Legendary)
 * Striker I: +1 Strike — ../Dock Work/
 * Striker II: +3 Strike — ../Inner Base/
 * Striker III: +5 Strike — ../To the Core/
 * Striker IV: +20% to Strike — ../Ascension/ (Legendary)
 * Super Tough I: +1 Body — ../Missing Marvel/
 * Super Tough II: +3 Body — ../Road Work/
 * Super Tough III: +5 Body — ../Ground Assault/
 * Super Tough IV: +25% to Body — ../Factory Floor/ (Legendary)
 * Team Tactics I: +1 Teamwork — ../Urban Warfare/
 * Team Tactics II: +3 Teamwork — ../Faceoff/
 * Team Tactics III: +5 Teamwork — ../Urban Warfare/ (Legendary)
 * Team Tactics IV: +9 Teamwork — ../Panther's Lair/ (Legendary)
 * Wade's Fav: +10 to all Attributes — ../To the Core/ (Legendary)
 * Wade's 2nd Fav: +4 to all Attributes — ../To the Core/
 * ?: ? — Heroic Deed, ../Juggernaut/
 * Unstoppable: +15% resistance to Impact damage-Heroic Deed, Juggernaut

Basic combat

 * Destructive I: +1 dmg to melee attacks — ../Ascension/
 * Destructive II: +3 dmg to melee attacks — Aggressive Attitude
 * Destructive III: +5 dmg to melee attacks — ../Dock Work/ (Legendary)
 * Destructive IV: +20% dmg to melee attacks — ../Inner Base/
 * Precision I: +5% to critical hit on melee — ../Reactors/
 * Precision II: +10% to critical hit on melee — ../Truckin'/
 * Precision III: +15% to critical hit on melee — ../To the Core/
 * ?: ? — Aggressive Attitude
 * Strike True I: +5% melee damage — ../Underground Politics/
 * Strike True II: +10% melee damage — ../Riot Gear/
 * Strike True III: +15% melee damage — ../Panther's Lair/

Counter tactics

 * Battle Tested: Crits deal +20% dmg/-20% Stamina regen — Sim mission
 * Boxer: +15% crit, -99% Powers dmg — Sim mission
 * Brain Trust: 50% max Stamina, -15% melee dmg — Sim mission
 * Brawn Trade: +10% Power dmg, -10% melee dmg — Sim mission
 * Diluted: +20% Stamina regen, -5% Power dmg — Sim mission
 * ?: ? — Heroic Deed
 * Mob Rule: 15% increase in melee dmg, -15% Focus — Sim mission
 * ?: ? — Sim mission
 * Slow, Steady: Immune to stun, reduce dmg dealt by 10% — Sim mission
 * ?: ? — Heroic Deed
 * ?: ? — Heroic Deed

Defensive

 * Resist Impact I: +15% resistance to Impact damage — ../Castle Doom/
 * Resist Impact II: +30% resistance to Impact damage — ../Going Negative/
 * Physicality I: +10% resistance to all Physical damage — ../Ground Assault/
 * Adaptive: Reduce all incoming damage by 3 — ../Containment/ (Legendary)
 * Deflection I: +7% to deflect projectile attacks — ../Missing Marvel/
 * Cosmic Mind: +5% to deflect projectiles, +5 Focus — Heroic Deed, ../Jean Grey/
 * Deflection II: +14% to deflect projectile attacks — ../Inner Base/
 * Deflection III: +21% to deflect projectile attacks — ../Jacked Up/ (Legendary)
 * Deflection IV: +28% to deflect projectile attacks — ../Riot Gear/ (Legendary)
 * Evade I: +3% to evade, avoiding all damage done — Defensive Attitude
 * Evade II: +11% to evade, avoiding all damage done — Defensive Attitude
 * Evade III: +14% to evade, avoiding all damage done — ../Faceoff/ (Legendary)
 * Riposte I: When dodging, deal 10% of damage avoided — Defensive Attitude

Elemental

 * Ice Strike I: +1 Cold dmg to each melee attack — ../Factory Floor/
 * Ice Strike II: +3 Cold dmg to each melee attack — ../Containment/
 * Ice Strike III: +9 Cold dmg to each melee attack — ../Overloaded/ (Legendary)
 * Dry Heat: +20% to all Fire dmg — ../Containment/ (Legendary)
 * Ionic Attack I: +1 Energy dmg to each melee attack — ../Dock Work/
 * Ionic Attack II: +3 Energy dmg to each melee attack — ../Overloaded/
 * Ionic Attack III: +5 Energy dmg to each melee attack — ../Containment/
 * Ionic Attack IV: +9 Energy dmg to each melee attack — ../Cloaked/ (Legendary)
 * Fire Strike I: +1 Fire dmg to each melee attack — ../Factory Floor/
 * Fire Strike II: +3 Fire dmg to each melee attack — Sim mission
 * Fire Strike III: +5 Fire dmg to each melee attack — ../Cloaked/
 * Fire Strike IV: +9 Fire dmg to each melee attack — ../Cloaked/ (Legendary)
 * Shock Smash I: +1 Electric dmg to each melee attack — ../Safe Harbor/
 * Shock Smash II: +3Electric dmg to each melee attack — ../Cloaked/
 * Shock Smash III: +5 Electric dmg to each melee attack — ../Warp Zone/
 * Shock Smash IV: +9 Electric dmg to each melee attack — ../Missing Marvel/ (Legendary)

Fusion

 * Cape Killer I: +50% more Fusion after hitting a boss — Faceoff (Legendary)
 * Cape Killer II: +100% more Fusion after hitting a boss — Aggressive Attitude
 * Fusion Star: Carry one additional Fusion Star — ../Underground Politics/
 * ?: ? — Diplomatic Attitude
 * Fusion Combo II: Raise Fusion on pop-up, trip, stun by 2 — ../Hit 'em High/ (Legendary)
 * Fusion Combo III: Raise Fusion on pop-up, trip, stun by 3 — Faceoff (Legendary)
 * Hands On I: Raise Fusion on grappling by 1 — ../Safe Harbor/
 * Hands On II: Raise Fusion on grappling by 2 — Faceoff (Legendary)
 * Kinetic Melee: +3 Energy melee, +1 Fusion on throws — Heroic Deed, ../Gambit/
 * Momentum I: +50% more Fusion on destruction, KOs — Diplomatic Attitude
 * Momentum II: +100% more Fusion on destruction, KOs — Sim mission
 * ?: ? — Heroic Deed
 * No Surrender: +3% Energy resist, +3% to crit — Heroic Deed, ../Captain America/
 * ?: ? — Heroic Deed
 * Rebel Yell: +10% resistance to Mental dmg — ../Inner Base/
 * Synchronized I: +50% more Fusion on double Powers hit — Diplomatic Attitude
 * Synchronized II: +100% more Fusion on double Powers hit — Diplomatic Attitude
 * ?: ? — Heroic Deed

Powers

 * Draining I: Absorb 10% of melee dmg as Stamina — ../Castle Doom/
 * Draining II: Absorb 15% of melee dmg as Stamina — ../Rooftops/
 * Draining III: Absorb 20% of melee dmg as Stamina — ../Faceoff/
 * Powerful I: +1 to Power damage — ../Going Deep/
 * Powerful II: +3 to Power damage — ../Jungle/
 * Powerful III: +5 to Power damage — ../Riot Gear/ (Legendary)
 * Powerful IV: +9 to Power damage — ../Ascension/ (Legendary)
 * Power Up I: +5% dmg with Powers — Aggressive Attitude
 * Power Up II: +10% dmg with Powers — Aggressive Attitude
 * Power Up III: +15% dmg with Powers — ../Faceoff/ (Legendary)
 * Power Up IV: +20% dmg with Powers — ../Hold the Line/ (Legendary)
 * Reserves I: +18 max Stamina — ../Hallowed Ground/
 * Reserves II: +32 max Stamina — ../Containment/
 * Reserves III: +46 max Stamina — Faceoff
 * Reserves IV: +100% max Stamina — ../Hallowed Ground/ (Legendary)

Resistance

 * Fire Proof I: Resist 15% of Fire damage — ../Ascension/
 * Fire Proof II: Resist 30% of Fire damage — ../Hold the Line/
 * Resist Cold I: Resist 15% of Cold damage — ../Going Negative/
 * Resist Cold II: Resist 30% of Cold damage — ../Containment/ (Legendary)
 * Resist Crush I: Resist 15% of Crushing damage — ../Urban Warfare/
 * Resist Crush II: Resist 30% of Crushing damage — ../Warp Zone/
 * Resist Electric I: Resist 15% of Electric damage — ../Urban Warfare/
 * Resist Electric II: Resist 30% of Electric damage — ../Push Back/
 * Resist Energy I: Resist 15% of Energy damage — ../Riot Gear/
 * Resist Energy II: +30% resistance to Energy damage — ../Push Back/ (Legendary)
 * Elementalist II: Reduce incoming Elemental damage by 20% — ../Ground Assault/ (Legendary)
 * Physicality II: +20% resistance to all physical damage — ../Containment/ (Legendary)

Special combat

 * Critical Pain I: +10% to critical damage — ../Road Work/
 * Critical Pain II: +25% to critical damage — ../Road Work/ (Legendary)
 * Critical Pain III: +40% to critical damage — ../Rooftops/ (Legendary)
 * Critical Pain IV: +55% to critical damage — ../Traffic Jam/ (Legendary)
 * Devouring I: +1 hit point after knocking out a foe — ../Jail Break-in/
 * Devouring II: +5 HP after stunning a foe — ../Panther's Lair/
 * Devouring III: +5 HP after a pop-up — ../Warp Zone/
 * Devouring IV: +5 HP after tripping a foe — ../Containment/
 * Elementalist I: Reduce incoming Elemental damage by 10% — ../Jungle/
 * Personal Space: Immune to grapple — Sim mission
 * Second Wind: While blocking, regenerate small % of HP — ../Ground Assault/ (Legendary)
 * Untouchable I: While blocking, attackers take 1 damage — Diplomatic Attitude
 * Untouchable II: While blocking, attackers take 3 damage — ../Tribal City/
 * Untouchable III: While blocking, attackers take 5 damage — ../Ground Assault/
 * ?: ? — Defensive Attitude
 * Vampiric melee: +4 HP with every melee attack — ../Warp Zone/ (Legendary)

Status effect

 * Deep Cold I: 10% to freeze a chilled target — ../Warp Zone/
 * Deep Cold II: 25% to freeze a chilled target — ../Truckin'/ (Legendary)
 * Killer Instinct I: +10% to critical dmg on melee — ../Tribal City/
 * Killer Instinct II: +25% to critical dmg on melee — ../Safe Harbor/ (Legendary)
 * Overload I: 125% more Fusion on trip, stun, pop-ups — ../Detour/
 * Overload II: 200% more Fusion on trip, stun, pop-ups — ../Overloaded/
 * Precise Daze: 50% to stun foe on critical — ../Jacked Up/
 * Precise Force: 50% to knockback foe on critical — ../Traffic Jam/
 * Stunning Finish I: Stunned targets take 150% damage — ../Panther's Lair/ (Legendary)
 * Stunning Finish II: Stunned targets take 200% damage — ../Tribal City/ (Legendary)

Superior training

 * Aggressive Hits: +1 HP per KO, +3 Focus — Heroic Deed, ../Songbird/
 * Chaotic Melee: +5% to dodge, +1 Strike — Heroic Deed, ../Deadpool/
 * Combat Trained: +3% to critical, +3% to dodge — Heroic Deed, ../Ms. Marvel/
 * ?: ? — Heroic Deed
 * ?: ? — Heroic Deed
 * ?: ? — Heroic Deed
 * Hard to Hit: +3% to dodge, +1 Body — Heroic Deed, ../Spider-Man/
 * Hot Head: Resist 5% of Fire dmg, +1 Body — Heroic Deed, ../Human Torch/
 * ?: ? — Heroic Deed
 * Insight: Raise Power dmg by 3%, +1 Focus — Heroic Deed, ../Mr. Fantastic/
 * Oppressor: +1 Strike, melee deals 5 Crushing damage — Heroic Deed, ../Hulk/
 * Phoenix Force: +5% Powers dmg, +5% Fire dmg — Heroic Deed, ../Jean Grey/
 * ?: ? — Heroic Deed
 * Radiated Touch: +5 Focus, melee deals 5 Radiation dmg — Heroic Deed, ../Green Goblin/
 * ?: ? — Heroic Deed
 * Savagery: Melee deals 3 Wounding dmg, +5 Strike — Heroic Deed, ../Venom/
 * Storm Rager: +1 Team, stunned foes take Electric dmg — Heroic Deed, ../Storm/
 * Super Soldier: Resist 5% of Impact dmg, +1 to melee — Heroic Deed, ../Captain America/
 * Thunder God: Melee deals 3 Electric dmg, +3 Strike — Heroic Deed, ../Thor/

Tactical advantage

 * ?: ? — Heroic Deed
 * ?: ? — Heroic Deed
 * Asgardian Valor: Resist 5% of all dmg, +3 Body — Heroic Deed, ../Thor/
 * ?: ? — Heroic Deed
 * Clever Fighter: +1 Teamwork — Heroic Deed, ../Spider-Man/
 * Cosmic Battery: +3% to Energy attacks, +5% vs Energy — Heroic Deed, ../Ms. Marvel/
 * Fantastic Team: Raise Fusion gain by 3%, +1 Teamwork — Heroic Deed, ../Invisible Woman/
 * ?: ? — Heroic Deed
 * ?: ? — Heroic Deed
 * ?: ? — Heroic Deed
 * Good Memory: +3% XP, +3% max Stamina — Heroic Deed, ../Iron Man/
 * Hot Foot: Melee deals 1 Fire damage, +1 Focus — Heroic Deed, ../Human Torch/
 * Hungry Melee: +4 Strike, melee attacks drain 3 HP — Heroic Deed, ../Green Goblin/
 * ?: ? — Heroic Deed
 * Living Weapon: : 1 Body, melee deals 1 Wounding damage — Heroic Deed, ../Deadpool/
 * Malleable: Raise Power damage by 3%, +1 Body — Heroic Deed, ../Mr. Fantastic/
 * Quick Learner: Raise XP gained by 5%, +3 Focus — Heroic Deed, ../Daredevil/
 * Strategist: Raise max Stamina by 5%, +3 Focus — Heroic Deed, ../Songbird/
 * ?: ? — Heroic Deed
 * ?: ? — Heroic Deed
 * Weather Mind: +3% Electric damage, +1 Focus — Heroic Deed, ../Storm/

Utility

 * Experienced I: Raise experience points earned by 5% — ../Safe Harbor/
 * Experienced II: Raise experience points earned by 10% — ../Jacked Up/
 * Experienced III: Raise experience points earned by 15% — ../Jail Break-in/
 * Mighty I: Grant Might to the team — ../Containment/
 * Mighty II: Grant Super Might to the team — Faceoff
 * Patriotic: +10% to all damage — ../Containment/
 * Run Speed I: Run 5% faster — ../Hold the Line/ (Legendary)
 * Resist Recent: Resist 20% of last damage type — ../Jungle/ (Legendary)
 * Run Speed II: Run 12% faster — ../Tribal City/ (Legendary)
 * Jackpot II: 5% chance orbs are multiplied by 20 — Diplomatic Attitude
 * Jackpot I: 5% chance orbs are multiplied by 10 — ../Truckin'/