← Post History

Combat counters worth remembering early

· Games / Marvel's Spider-Man 2

Read the original post on X

Combat counters worth remembering early 30. Armed and Dangerous - defeat 100 enemies with Peter's Spider Arm abilities. Equip the mechanical abilities such as Spider Barrage, Spider Rush, Spider Shock, and Spider Whiplash. You want those abilities to finish enemies, not merely touch them before something else lands the final blow. 31. Evolved - defeat 100 enemies with Miles's Evolved Venom abilities. These are the blue powers: Chain Lightning, Thunder Burst, Reverse Flux, and Galvanize. His original yellow Venom attacks are a different set. If you're cleaning up this counter, check your actual loadout instead of assuming every electrically themed move qualifies. 32. Surge - use symbiote abilities 25 times while Peter's Surge is active. This counts ability use in that powered state, not just ordinary punches during Surge and not only enemy defeats. Later Anti-Venom versions let you continue working on it after the story. 33. Antidote - defeat a symbiote affected by Anti-Venom. Apply the late-game power and finish the affected enemy. This is another reason not to worry about the list's late-game names before the story gives you the necessary tools. 34. Overdrive - use Miles's Reverse Flux to pull six or more enemies together in one activation. Find a crowd, let them cluster within range, and activate the pull before thinning that crowd down. Six enemies present somewhere in the arena is not the same as six caught by the move. For cleanup, use remaining combat activities, street crimes, and applicable replay options. I would not restart the entire campaign just because one counter is behind. Lowering difficulty can make cleanup less frustrating, but if basic attacks kill targets too quickly, stop over-softening them before the ability you need lands.

Browse more posts · Find me on other socials