Builds - Nick Fury - Biggus Nickus - 1:24 Cosmic Trainyard,1:05 Ultron, 0:52 Kurse

Durability3 Strength3 Fighting6 Speed3 Energy1 Intelligence4 Level60 Damage Reduction0 Damage0
Biggus Nickus - 1:24 Cosmic Trainyard,1:05 Ultron, 0:52 Kurse by Thingaling Last updated 2026-04-19 18:08:55
Types: Summoner, Physical, AoE, DPS, Cosmic, Terminals, Raid, MM, Leveling, All, EndGame, PVE, Danger Room, CoA
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IGN: Dixa

Actual In Game Stats: Dur 8, Str 8, Fighting 29, Speed 8, Energy 8, Int 124. All IP after 2200 will continue to be placed into Intelligence.

 

Fury has a few modificaitons on the CoA server. Firstly he has an extra 50 base int. This was done due to his absurdly low damage in general. On the flip side it gives him a large amount of critical damage rating. At the time of making this guide with 2200 IP my Fury has 19,453 critical damage rating out of combat. 

 

Secondly, Fury was given the same treatment as Squirrel Girl, but not 1:1. He was not given Thing and Groot passives making him far squishier than Squirrel Girl. However he is overall burstier and still on par with Squirrel Girl damage wise, so I opted for Perseus Shield. With the exception of the Modok, Doom and Jugg terminals where you need copious amounts of on-demand aoe to fill the bounties, Fury is easily the fastest terminal runner right now. Squirrel Girl is still the best bet for trainyard as Fury can die to things she will not extending the run time

 

Fury Has:

Taskmaster: He gains 1.5% base damage from every stat in addition to the 4% per fighting and int. They now give 5.5% per point. In addition, 15% defense, deflect and dodge rating multiplier. +360 defense, deflect, dodge rating

Drax: +25% brutal strike chance, -10% crit hit chance

Domino: +1500 dodge rating when you crit or brut, +360 crit rating when you dodge

Venom: +5% damage, +5% crit hit multiplier, applies strengthened to everyone (+10% damage, +10% crit hit multiplier)

Rocket Raccoon: When a team up is summoned +15% base damage, 30% damage for the team up. 

There may be other passives I'm missing here but this is all I've figured out from testing.

 

 serves as his do-Everything, granting the non-fixed Elektra summon from her cosmic . It also grants Infernal Contract from Ghost Rider, halving his hp but increasing his crit rate, brut rate, cdr and bdr substantially. It also procs the powers from  and , while summoning in other baddies like Bullseye and Misty Knight and all kinds of stuff I still haven't figured out.

Because the cosmic artifact version of Elektra is attached to triple tap, this means you can equip the non-cosmic version of the same artifact and summon a second non-fixed Elektra when you use . Both the summons have a 15s cooldown, and  also has a 15s cooldown on the CoA server baseline. This means you do not want any signature power cooldown reduction on your cosmic artifacts or anywhere else and you do want to wait a tick after the power recharges to ensure it will align properly before firing. The double Elektras are a significant source of damage for Fury.

 

The passive Fireteam - Dum Dum Dugan is always on for Fury, so pick one of the others in row 1. I prefer Life Model Decoy as Fury is very squishy. 

 

The power selection is purely personal as I hate the reload mechanic on all heroes that have it, but I can't ignore the big brutals  can do. You really only need 3 powers for Fury beyond his dash: . Practically everything was assigned to  and if you really wanna be lazy and not bring in a second Elektra you can comforably clear everything using only that one ability. 

 brutals do crazy damage. In the below clips you see Ultron and Kurse both basically vaporize before the Elektras get to work because of this. So there is some RNG to the runs which is why combined with Fury's overall squishiness Squirrel Girl is still my go to for cosmic patrols and cosmic danger room runs. Don't bother with his Ultimate, its not that great outside of blasting a tightly packed group of patrol bosses.