Marvel Ultimate Alliance 2/Thing
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| Level | Strike | Team work |
Body | Focus |
|---|---|---|---|---|
| 2 | 9 | 2 | 13 | 6 |
| 30 | 38 | 30 | 50 | 31 |
- Available: At the beginning of Castle Doom.
- Flying?: No
- Heroic Deeds
- Use Clobberin' Time 100 times (Boost)
- Defeat 50 foes after choosing Pro or Anti (Costume)
- Perform 5 high scoring Fusions with Invisible Woman (Boost)
Thing is a good tank and would be even better if he didn't disappear for a good bit of the mid-game. (He's unavailable from the beginning of Act II until midway through Chapter 2 of the Act, when he finally makes up his mind to join you.) Dash 'n Bash and Clobberin' Time are the Powers you'll depend on most. Jump 'n Slam and Concussive Clap can briefly clear mobs; but, you'll want to use Dash to get out of a swarm. Thing is most effective against bosses and mini-bosses, and has a nice set of Fusions – especially with his Fantastic Four teammates, which is the best way to play him.
Contents |
[edit] Powers
[edit] Jump n' Slam
[edit] Concussive Clap
[edit] Dash n' Bash
Requires level 5.
[edit] Clobberin' Time
Requires level 10.
[edit] Abilities
[edit] Fantastic Might
[edit] Rock-Like Skin
[edit] Conditioning
Requires Pro-Reg.
[edit] Street Fighting
Requires Pro-Reg.
[edit] Hard as Stone
Requires Anti-Reg.
[edit] First Family
Requires Anti-Reg.
