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.
Miles: six foundational Venom nodes
· Games / Marvel's Spider-Man 2