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Miles: six foundational Venom nodes

· Games / Marvel's Spider-Man 2

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Miles: six foundational Venom nodes Miles' first route is Venom Dash (1), then it divides: Venom Punch: Concentrated Force (1) → Venom Dash: Double Dash (1). Venom Jump (2) → Venom Jump: Mastery (1). Those routes meet at Venom Smash: Jolt (1). • Venom Dash: closes distance and throws the target. Good when you need to reach an enemy rather than stand trading attacks with whoever is closest. • Concentrated Force: the punch affects a cone beyond the primary target. Put the main target in front of the others before using it. • Double Dash: immediately follow the first dash with a second without paying another ability charge. Use the second movement deliberately; don't dash back into the hazard you just escaped. • Venom Jump: lifts and stuns surrounding enemies. It gives you a way to turn a crowded ground encounter into an aerial one. • Mastery: hitting only one enemy with Jump starts its recharge halfway filled. That is a conditional benefit, not a permanent fifty-percent discount against every crowd. • Jolt: a second activation during Venom Smash adds a launch. Follow with the aerial skills you've bought instead of waiting for everyone to land again. I'd unlock the basic Dash and Jump before getting too distracted by a late-game build. Having another usable attack available is often more immediately helpful than squeezing a little more out of the only one you keep pressing.

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